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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter W » WinBack: Covert Operations - Strategy Guide (Page 01)

WinBack: Covert Operations - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for WinBack: Covert Operations - Strategy Guide (Page 01).

==================================================================
         W I N B A C K - C O V E R T - O P E R A T I O N S
==================================================================

Synopsis: Winbak is best described as Syphon Filter for the N64
          and/or Play Station 2. You will need a $15 controller
          pak to save properly, just like every other gawddamn
          game out there. On the PS2, this will cost you $45.


Contents
--------
100 - Introducing Winbak
.10 - Modes offered
.20 - Control Options, discussion
.30 - Tactical Manuevers, lecture

200 - Items, Objects, Environment
.10 - Equipment, lecture
.20 - Advanced Tactical Combat, discussion

300 - Solo Play Reconnaissance Report
.10 - The Grounds
.20 - The Office
.30 - The Warehouse
.40 - The Control Centre
.50 - Operation Winbak Accomplished!

400 - Multi Play
.10 - Characters, discussion
.15 - PS2 Multiplayer, Bot Mode, and Challenge Analysis

500 - Cheats and Stuff
.10 - N64 In-game Cheats
.15 - PS2 In-game Cheats
.20 - Ending Parameters
.30 - "Take off every 'Zig'. For great justice." (Winback on PS2)
.40 - Extra Characters (fake, bullshit, not-real, pipe dream)
.50 - Foreign Tour Mode (fake, bullshit, not-real, pipe dream)

==================================================================
Section 100: Introducing Winbak to Idiots, I mean Rookies
==================================================================

           Game progression is fairly straight forward; go on where
           it's most heavily guarded. Laser traps, guards, etc. As
           always, there is a price for progress.

------------------------------------------------------------------
Section 110: Modes Offered
------------------------------------------------------------------

Story -- (easy, normal, hard) Jean-Luc goes in and tries to regain the
         GULF System from the Crying Lions.

Trial -- (normal only) Awarded after finishing Story mode on Hard. Jean
         Luc may re-enter each stage and try to finish it under time to
         unlock multi player characters. Unnecessary as a code unlocks
         all of them (see cheats).

Max Power -- (easy, normal, hard) Just like Story mode, but Jean-Luc starts
             with all weapons "infinitised." Clearly the best mode to play
             the game in. A code can unlock this mode (see cheats).

Sudden Death -- (normal only) Just like Story mode, but one hit will kill
                Jean-Luc, enemies, boxes, bosses, etc. The most difficult
                mode to play in. A code can unlock this mode (see cheats).
                Makes bosses insanely easy or hard, and stages extremely
                difficult as one stray bullet will cause you to restart
                from the beginning of the stage or the last checkpoint.

Tutorial -- (easy, normal, hard) Self explanatory.

Versus -- (normal only) Multi Player Wang-Bang. Who want some Wang?
          Again self explanatory.

Bot Mode -- (PS2 version only) Multiplayer with computer "bots." Console
            gamers like to use "sims," after Rare took Sid Meiers' term
            for AI entities and turned these peaceable civvie suckers into
            merciless, can't-miss-a-target killing machine in Perfect Dark.
            Bot Mode allows players to team against each other with bot help
            or fight against bots of varying intelligence. The customization
            is not as complex or varied as Perfect Dark, but is still a good
            way to train for fast running combat in Solo.

------------------------------------------------------------------
Section 120: Control Options
------------------------------------------------------------------

Sight Control -- (Reverce/Normal) Turok or Metal Gear Solid? Your choice
                 but Turok controls feel more natural. This is vital as
                 it affects how Jean-Luc aims his gun.

Sight Speed -- (Fast/Normal/Slow) Put it on fast and leave it on fast. You
               need the speed as you combat large numbers of enemies and the
               speed allows you to "twitch" and get in head shots quickly.

Camera Control -- (Reverce/Normal) You might want normal as then, it moves
                  the camera and not the view.

Camera Pan -- (Auto/Manual) Winbak's camera control is excellent, you only
              need left and right views, as the most dangerous enemies come
              in at ground level or below. Leaving it on auto gives you an
              excellent view on what's in front of you. PS2 version adds a
              "Normal" view, which is the equivalent of "Auto" on N64. "Auto"
              on PS2 does not allow you to swivel the camera unless Jean-Luc
              is stationary (or as the boogers say, 'Not moving.')

Key Type -- (A/B/C/D) Choose the set that lets you fire and reload the most
            naturally and comfortably. My config is Type C on the N64 and
            Type A on the PS2.

------------------------------------------------------------------
Section 130: Tactical Manuevers
------------------------------------------------------------------

              "Very good Jean-Luc. You are doing well."

                      

The swing-out -- Winbak is based on cover; ideally, all gunfights make use
                 of this feature. On later levels it may not be the case.
                 Make use of it when you are outnumbered, i.e., facing more
                 than one enemy.

The pop-up -- More useful than swinging out because it's faster and more
              often used in later levels when cover consists of crates.
              Press and release Z to pop up, fire and duck again. Knowing
              where your laser is aimed (use some common sense now) prior
              to popping up is the sure fire way to getting massive amounts
              of head shots.

The roll -- Used more often to get by the cheap death laser traps than
            avoiding gunfire. Use it as a quick dash to cross small
            stretches between cover; just remember you wind up just
            crouching after the roll, unmoving, unless you keep moving.

Hand-to-Hand -- Useful to bonk unalerted guards, but other than that, never
                fight bare handed unless you got a death wish. Ever wonder
                why Lara Croft never does that? Because she knows she's jail
                bait if she does, so she'd rather die honorably than lift up
                a pretty finger to defend herself.

Reloading -- The most important thing in this game. It's more important and
             more satisfying than sex with Lisa and Nancy, at the same time.
             Never reload in the open unless you killed everyone. One hit
             in the middle of a reload and you lose what ever was left in
             your clip and you get damaged, leaving you unarmed for the
             fight. ALWAYS reload your pistol and shotgun, and if you've
             found extra magazines, your SMG as well if you have 5 bullets
             or less in the clip.

==================================================================
Secton 200: Inventory . . . nothing but your wits.
==================================================================

Items are easily identified by their incessant flashing and the big
blue cursor when you get near. Some are picked up, most are switches
or linked with movie sequences.

Jean-Luc starts with his brother's pistol, a big piece of obsolete crap,
but it's his basic weapon. A fully loaded SMG and shotgun make up the
rest of his starting gear. His job is to OSP some hot shit and hope it's
enough to help him take out a Russian Infantry Battalion.

------------------------------------------------------------------
Section 210: Equipment Run-down
------------------------------------------------------------------

.45 ACP Pistol -- Even looks like the Colt, with its 8 round clip. It can
                  hold one extra round in the chamber (the indented bullet
                  indicates the chambered round), you laugh at one bullet,
                  but on Sudden Death that extra bullet often means the
                  difference between going to the next section or lying
                  dead on the ground in a pool of your own urine.

               ** On Easy difficulty, the pistol carries 6 more rounds,
                  making it a decent firearm. 14 rounds plus 1 chambered.
                  This gun is modelled after the Smith and Wesson 4506,
                  Right down to the clip size and stainless steel finish.
                 [Source: The Directory of the World's Weapons, Barnes and
                  Noble, New York, 1996, 196 pgs.]

9mm SMG -- The Heckler and Koch MP5. Made in Germany by Heckler and Koch.
           It can carry 30 rounds and it has the longest target acquisition
           range, making it the best all around weapon. Unfortunately, ammo
           is scarce especially if you use it often. There's a trick at
           sages.ign.com that allows your pistol to aim at the range of the
           SMG. The gun can also carry one round in the chamber, although
           this is less of a concern than with the pistol. Surprisingly,
           this is the weapon of choice in Sudden Death when the big
           magazine and long range make it a definitive sniper's weapon.
           Highly accurate in the hands of trained security personnel;
           first seen in public when the British SAS stormed the Iranian
           Embassy.
          [Source: The Directory of the World's Weapons, Barnes and Noble,
           New York, 1996, 196 pgs.]

Shotgun -- stereotypical 12 gauge weapon. Has anyone used a 10 or even a 4
           gauge before? Holds 8 shells in its tube, no more, no less. It
           fires 3-4 shards that do incredible damage at close range,
           literally killing most normal enemies with one shell. However,
           this same spread will cause its damage to thin dramatically at
           long ranges. In Max Power mode, this weapon rules in urban
           office warfare. It's use in Sudden Death is usually restricted
           to taking out several enemy guards at once when they cluster
           close together -- although not immediately apparent, the pump
           action of ejecting the empty shell and loading a fresh one
           delays Jean-Luc when he uses the swing-out firing technique.
          [Cannot identify real world counterpart. It is *not* the Franchi
           SPAS 12, which holds 7 shells. Jean's shotgun also lacks the
           elbow hook on the stock.]

        ** The PS2 version shortens the target acquistion range of the
           shotgun, making it less of a great weapon unless the camera-
           capture & weapon swap trick is done.

Rocket Launcher -- on loan from the R.P.D., the M66 is strewn in three or
                   four places in the GULF System Command Complex. They are
                   few and far between, so use them judiciously -- i.e.,
                   taking out gun emplacements if necessary, and in certain
                   conditions, bosses. I will note Rocket Launchers in the
                   scouting report (below).

Silenced Pistol -- Why Jean-Luc can't carry extra clips for this weapon is a
                   mystery. The .380 slug is less powerful than the .45, but
                   its muffled report is more useful when you don't want to
                   be seen or heard. It has only 7 rounds, so it's more for
                   sniping than a standard firefight. In Max Power mode, it
                   has a faster "reload" time than the regular pistol, so
                   you may wind up using it as your primary weapon.
                  [.380 round is also known as the 9mm 'Short' round.]

C4 Explosives -- Standard demolitions stuff. Set where Jean-Luc is, then he
                 supposedly detonates it far away. Very little use, but can
                 be useful when it comes to killing soldiers situated
                 behind an entrenched position with an emplaced 50 caliber
                 machine gun.

              ** I use it to kill myself when I screwed up and need to go
                 back to a Checkpoint. On the PS2, you will need C4 to by-
                 pass certain areas in Sudden Death, so I advise to be very
                 stingy when using explosives. You may wind up with a "dead
                 game" if you are not smart . . .

Flashlight -- Another useless piece of dink. Although the light trails look
              cool, your laser actually shows up better in the dark than in
              lighted areas. I use it to look good in front of girls, like
              Lara Croft ('Oooh. What a big gun there, ducky . . .')

           ** You may switch the flashlight on and off with the D-right button
              on the PS2 version.

Key/Keycard/Bomb Detector -- The always changing third item. You need the
                             key to unlock doors and, well, that's about it.
                             Pay no attention to this spot, unless you care.

                          ** The PS2 makes the items look better though.

Medical Kit -- Restores 50% of Jean-Luc's health. Naturally hard to come by,
               they are often well hidden in later levels and are sometimes
               awarded by specific enemies. If the health meter is still
               green, do not pick one up unless you are near a Check point
               or unless the meter is near the halfway mark. They are used
               immediately and aren't carried like Lara's or Duke's medis.

            ** Beware that some medis are placed as lures, esp. near laser
               traps. So, if it looks too dangerous, the medi is probably a
               lure. Also remember that medikits are useless on Sudden Death
               and only serve as lures.

Ammo Pouch -- In Story, Sudden Death, and Trial Modes, this little item
              will increase the amount of ammunition Jean-Luc can carry
              for the SMG and shotgun by one clip and eight shells per pouch
              taken.

           ** Do well to find them all, especially in Story Mode, as the
              extra ammunition will definitely help Jean-Luc achieve
              success. Even on Sudden Death, don't skip the ammo pouches
              as having large amounts of ammunition allows missed shots
              and give you a sense of contentment as you blast wave after
              wave of soldiers with accumulated ammo.

------------------------------------------------------------------------
Section 220: Subtle details that might save your ass from getting killed
------------------------------------------------------------------------

(1) When aiming, don't fire until Jean-Luc's laser steadies out or until
    the target stops moving. Just like in real life, firing throws his
    aim out of alignment and just wastes ammunition, not enemies.

(2) When aiming from a crouch, Jean-Luc aims higher than normal. Should you
    make him snap out of his lock on (no green reticle), aim a shade lower
    so when he stands and fires, it will most likely result in a head shot.

(3) Camera capture (C/down, triangle) would've been useful if no one else
    fired on you while Jean-Luc dealt with one target at a time. Use it
    sparingly and only when you are really facing just one person (Ryan,
    Duke, Gunt, etc). If you want, you can use it to quickly switch between
    who Jean-Luc aims at -- just be sure to switch it off before you move
    him, otherwise the camera's pan will throw off your sense of direction.

(4) Consider using camera capture when the enemy is far off in the distance.
    Just like in real life, it will take Jean-Luc longer to acquire targets
    if they are far away rather than next to him. Camera capture forces him
    to eliminate the dangerous "Look" delay (Champion's Half-move PER Roll)
    which can be fatal in Sudden Death. Achieving a lock-on BEFORE you swing
    Jean-Luc around the corner to fire is a matter of life and death in that
    mode.

(5) Let the auto-pan find your enemies; since Jean-Luc can only target an
    enemy in front of him, auto-pan makes a lot of sense. Use the C/rite &
    C/left to scour the area around you. Quick note: need to see what Jean-
    Luc sees? Tap R to switch the camera behind him (auto-pan only); it's
    faster and more reliable than double tapping the C/buttons to centre the
    view. On the PS2, Auto-pan will auto-face the camera if Jean-Luc budges
    a step. Conversely, press R3 to center the camera.

(6) Enemies are preset, so remembering where they pop up is crucial in
    surviving the harder levels. Mandatory on Sudden Death. It's quite
    possible to avoid a lot of encounters by bypassing touchplates that
    activate enemies and by not back tracking into areas you've never
    gone to. Be observant and you'll find Winbak quite easy.

(7.PS2) Enemies react faster, sight you farther away, and fire more. Also,
    note that the PS2 can spare the RAM to track each soldier's ammo count.
    This means that a guard who fires ten 3-round bursts will start to
    reload and a guard with a shotgun will reload after firing all eight
    shells. Keep this in mind for Sudden Death as you pass through. This
    does not apply to the N64 version because Redmond, WA supplied those
    soldiers with bottomless magazines.

(8.PS2) Some enemy placments are redone just slightly enough to throw you
    off. Omega-Force has also decided to add in one or two more soldiers
    in each encounter to "surprise" you. Some encounters will have changed
    just enough to make you think, "What the f---?" in Sudden Death.

(9.PS2) More Checkpoints were added, but this doesn't ease the difficulty
    of some later stagtes. This is why I kept to Max Power on the PS2.

(10) When in doubt, you can always try running Jean-Luc past the guards
    while ducking and weaving in cover to exit a room or climb a ladder.
    The game's unique "screen fade out now" effect will wipe out the
    current batch of enemies while it loads the next. DO NOT however,
    try this in the area of Stage 30 with the laser traps and small
    rooms as they are a part of the big room. This only works in stages
    where the screen fades or if you don't plan on going back into that
    room again.

==================================================================
Section 300: All right, I'll stay here while you scout on ahead ...
==================================================================

As mentioned before, Winbak is very straight forward, etc. but in
the interest of making you feel like you didn't spend time down-
loading an inferior guide, I shall endeavour to address specific
points of interest (hidden/hard to get items) in all of the stages
as well as emphasize anything else that I think you may find useful.

The whole game is highly subjective in a tactical sense and it will not
behoove you for me to tell you when and where to jump, fire, etc. Rather
than *confuse* you, I'll leave it up to you to decide your COA, as well
as determine what weapons to use from the brief overlook of each stage.

Keep in mind Magazines and Shells are scattered everywhere, and unless
you make Jean-Luc fire like the Speztnasz (or set the damn thing on Story
Mode Hard AND fire like the Speztnasz) there should not be any ammunition
difficulties. Use the pistol when you can get away with it (i.e., not get
damaged too much or get killed on Sudden. Because the pistol does not kill
people fast enough, use the SMG or Shotgun for large groups of people.
Otherwise, progress will be slow and you will receive the worst ending.)

------------------------------------------------------------------
Section 310: Reconnaissance Reports (The Grounds)
------------------------------------------------------------------

The Grounds
-----------
Primary Objective - Access the main control building and secure the
                    Express Elevator to the GULF Main Control Room.

Secondary Objective - Rendezvous with any missing SCAT team members.


Grounds (1)
-----------
The long, metallic white container near the start where Jean-Luc jumps
in to begin the mission is open at one end. Look carefully and you will
see that you can go inside it and pick up a Magazine, Shells, and a
Handgun w/Silencer.

The small building where a guard stands on its roof contains a much
needed Ammunition Pouch (1 of 5).

When dealing with the Sensor trap past the checkpoint, it is possible to
ignore the trap and muscle past it with some application of measured force.
(Trying to force it on Sudden Death is suicide BTW). However, engaging to
solve the trap will allow Jean-Luc to fetch his first satchel of C4. If you
are playing Sudden Death on the PS2, get this C4 and do not use it until
you start Stage 5 or you will be at a loss to proceed further into the game.


Grounds (2)
-----------
There is a Handgun w/Silencer in a corner where Jean-Luc starts the
mission.

After the first set of guards where the stage opens to a large loading
dock area, kneel and guide Jean-Luc's gun to a bright wooden box behind the
parked truck. If you cannot find the box, it's near the trailer's rear
wheels. If you can't find the truck, you have no business playing this game.
Destroy the box and that should allow Jean-Luc access inside the the
truck's trailer (via the loading ramp). Inside, a second Ammunition Pouch
is ready for the taking (2 of 5).

After the first laser field in this stage, you should find a box outside
besides a chain link fence. Eliminate any guards and shoot the box before
entering any surrounding buildings. The box contains a satchel of C4. On
PS2 Sudden, if you did not pick up the C4 from the first stage, take this
explosive and do not use it until Stage 5 or you will have a dead game.

This mission requires you to unlock the door to Stage 3, so go through the
warehouse, up on the roof, and then back down to ground level (you will
wind up behind the semi-truck you saw at the beginning of the stage) to
locate a door that leads to the key.


Grounds (3)
-----------
Nothing particularly special or hidden. Just be sure to pick up the
obviously placed Rocket Launcher on the roof of the ladder building
and don't use it unless necessary. On Sudden (both platforms), kill the
machine gun nest. Conversely, you may detonate a C4 next to the revetment.
The advantage of using C4 lets you get rid of that annoying fuck early on
and you'll have no problem negotiating the area around the GULF Building.


Grounds (4) BOSS!!
----------------
Lila is easy only if you keep Jean-Luc in cover when she's firing like
a rabid bitch. For an easier time, terminate the lone soldier who rushes
to her aid in the beginning (he will appear to the right of the pillar,
but his final destination is behind a box to the pillar's left).

Destroy the box to the left of the pillar, kill the guard, and deal with
Lila with swing-out fire.


------------------------------------------------------------------
Section 320: Reconnaissance Reports (The Office)
------------------------------------------------------------------

The Office
----------
Primary Objective - Access and secure the Express Elevator.

Secondary Objective - Rendezvous with any missing SCAT team members.
                    - Keep SCAT team members alive, if possible.


Office (5)
----------
There are no hidden items in this stage. Take the time to acclimate to
fighting in enclosed spaces, as later levels are very tight and do not
allow the camera to function at optimum levels. On Sudden Death, the
seemingly benign Office is very deadly -- later levels are simply fatal.

On the PS2, Sudden Death requires more ingenuity this time around. After
meeting with Jake and the stage begins, kill the first guard around the
corner then place a C4 charge where the guard initially was. Proceed down
to the half raised shutter and duck. After the in-game movie runs, detonate
the C4. This is the only way to pass this encounter due to Sudden Death's
logistics and parameters.


Office (6)
----------
Before heading back up the stairs to the main floor to protect Thomas,
explore a bit of the sewers and you should find Magazines, Shells, and
a satchel of C4 (to replace the one you used earlier).

On the way back out to where Jake caught up with Jean-Luc (after the fight
with Lila), there is a medi-kit inside the door to the rest-room. Deal with
the emplaced gun with C4 as before. Just be sure to watch for any soldiers
who may come out to deal with Jean-Luc. Ususally, there are six soldiers to
eliminate before the rush stops. On Sudden Death, it's better to take out
the machinegun nest with a rocket rather than risk an errant shot in the
leg.


Office (7)
----------
Objectives Updated - Find all five bombs in the building.

Tasked with finding bombs, Jean-Luc now needs to do some bomb-squad work.
The first bomb is at the far end of the building -- away from where Jean-
Luc starts the stage. Elminate the laser traps and head for it. When
defused, our French-Canadian SpecOps guy can go back outside the door he
started next to earlier and head down the stairs (The camera is frozen in
that area).

BEFORE OPENING THE DOOR AT THE BOTTOM OF THE STAIRS, direct Jean-Luc to the
door to the water-filled area where he disarmed the laser trap in the
previous stage. He has to make it through the building with the laser that
moves up and down to get there. In that area, a Ammunition Pouch may be
found (3 of 5).

As Jean-Luc heads back to the Express Elevator (way after defusing the
second bomb) a team of four soldiers will rush in to kill him before he
hits the door. Killing all four will net a Magazine, Shells, a Medi-kit,
and a pack of C4. The PS2 yields only a Magazine and Shells because the
Medi-Kit and C4 were sold to pay for Nancy's panties. But I think it was
a good trade, don't you?


Office (8)
----------
There are no particular items other than a few hard to get medi-kits.
I just want to mention that Lisa is quarter-Japanese. Plus, she's hot.
('What has that got to do with it?' 'Hey back off man. I'm a scientist.')

In the reactor room, it's possible to not trigger the deadly effects of
the gas-leak. Just be very sure to hit only the soldiers already on the
floor of the room (this insures against them hitting an explosive box by
mistake) and not any of the explosive boxes or the reactor itself. There
is a medikit in the room as well.


Office (9) BOSS!!
---------------
After meeting Thomas, the next room (partitioned in two) has a Magazine,
Shells, and a satchel of C4. Look around a bit if you cannot spot it.

After disarming the laser trap and traversing the third floor cat-walk,
head to the dead-end past the broken vending machine to find a Rocket
Launcher and a Medi-kit.

Opening the nearby door will yield a Checkpoint and a fight with Leon the
Hunter. Stay down and terminate, with extreme prejudice, the two soldiers
who will run up past Jean-Luc's box cover. When the pair are dead, run to
the pilaster on the nearby wall to give more permanent cover to Jean-Luc.
Swing-out and snipe at Leon until he's a goner. On Sudden Death, it's
imperative that Jean-Luc get to the pilaster as soon as the movie ends,
otherwise he will immediately die from the shotgun pellets. Ignore the
soldiers and make one good shot to Leon that will end the stage and the
threat to Jean's life. Conversely, killing Leon will end the stage, so you
may try using a SMG on his soon-to-be-dead body.


Office (10)
-----------
With the bombs disarmed, Jean-Luc is to make it back to the Express
Elevator with the codes Thomas hacked (make your way back down there as
best you can). There is now a pack of C4 behind the vending machine (where
the Rocket Launcher was in the previous stage) and another pack of C4 in
the room where you find Thomas, as well as a Magazine.

On the roof, so long as Jean-Luc blasts all the soldiers without sounding
a alarm (or in a time limit, possibly), there should not be a sequence
whereby a soldier will reactivate the moving laser that blocks the door.
To be fair, it happened to me before and I still get worked up over it.


Office (11)
-----------
Look familiar? Only some shells and magazines are hidden in a room with a
control panel, otherwise try to make haste back to the basement. Before
opening the door to the Express Elevator (and ending the stage), equip a
fully loaded submachinegun if possible.


Office (12) BOSS!!
----------------
Ryan's an asshole's asshole. Not only does he use a submachinegun, he will
toss grenades if Jean-Luc is behind cover. Try not to stay far off and weave
to the areas to the side of the elevator doors. There are medi-kits there
and sometimes Ryan's AI will keep him firing his submachinegun rather than
throwing grenades at that range. Just be aware that if he does throw
grenades, you may not have the time to get Jean-Luc clear of the explosion.

On Sudden Death, avoid the pillar and run out into the open when the chance
arises. While you needn't close the distance terribly, keep in mind that
person who scores the first successful hit wins the deathmatch. Aim and fire
and hope Jean-Luc lives to relate the story to Lisa and the kids.

PS2 Sudden makes it easier by placing an explosive crate next each pillar. Use
a fully loaded pistol to detonate the one closest to the elevator and kill Ryan
without breaking a sweat.


Office (13)
-----------
Nothing to mention except to for you to be careful on Sudden Death; by now,
Checkpoints are few and far between.

------------------------------------------------------------------
Section 330: Reconnaissance Reports (The Warehouse)
------------------------------------------------------------------

The Warehouse
-------------
Primary Objective - The Express Elevator is inoperable. Access the
                    Freight Elevator and try to go into the Complex
                    from there.

Secondary Objective - Meet up with Steve and Law, if possible.
                    - Keep SCAT team members alive, if possible.


Warehouse (14)
--------------
After clearing the short sewer area, running around the side of the large
building will lead to a cache of two Magazines, two cases of Shells, and
a Medikit. On PS2 Sudden Death, be sure to have a Handgun w/ Silencer on
hand before opeing the door to finish the stage.


Warehouse (15)
--------------
No special items in this stage, although feel free to use a rocket to
knock out the emplaced machinegun nest down the long alley. Beware that
PS2 enemies will be able to sight and kill Jean-Luc faster now that cover
has thinned.

PS2 Sudden starts Jean off in a difficult position. First thing, roll to his
right and duck behind the explosive crate. Do not move or enemies will be
alerted and they will fire. Equip the Silenced Handgun and dispatch both guards
while their backs are turned to avoid turning into a basket of flesh.


Warehouse (16) BOSS!!
-------------------
Colonel Thunder is hard because he does so much damage and it's hard to
judge the distance from his flamethrower. Eliminating the two snipers above
Jean-Luc will help immensely in dealing with Thunder. Use the eplosive boxes
to damage the Colonel; keep in mind that there are no medi-kits available
and that three direct flame hits will kill Jean-Luc.

Sudden Death only requires two shots to deal with this menace: one to the
sniper immediately in front of Jean-Luc (cut the movie to be sure of correct
positioning) and the second to Colonel Thunder (180 degree turn).

A set of Shells and a Magazine are available for the taking after the fight.


Warehouse (17)
--------------
In your quest to bridge the gap and open the locked door, make sure not to
miss the box inside the electrified cage (the one next to the key). A new
Rocket Launcher is packed inside.

After opening the locked door, the camera becomes fixed. Don't move an inch,
kneel and shoot in the general vicinity "down the catwalk." Jean-Luc will
destroy the boxes blocking the door to the exit. Doing this before moving
will allow a fast escape into the next stage without dealing with some
soldiers who rush out to intercept on the ground below.


Warehouse (18)
--------------
Nothing special in this stage, thought eplosive boxes can be triggered as
traps that may benefit or hinder Jean-Luc's progress. Don't miss the C4 in
the box on the catwalk (the first section of conveyors).


Warehouse (19)
--------------
Nothing special here too. Be aware of the surroundings and keep in cover.
Medikits are few and not a common sight. There's one in the centre of a
roof area with explosive barrels and stand-up air-intake vents.


Warehouse (20)
--------------
Nothing special to mention. Watch the boxes -- most are covering enemies
and some provide Jean-Luc's only cover sometimes. Rare do they have
anything inside them anymore.


Warehouse (21) BOSS!!
-------------------
No special items, just remember to tag the medi-kit before entering any
door. Duke is cheap in that he will get in a hit if you don't move Jean-
Luc away from the pillar immediately (the explosive barrel will be hit
by Duke's minigun and explode). Even running away from the pillar may not
keep Jean-Luc unscathed, as the weird placement of the pillar and Duke may
allow him to shoot Jean-Luc once or twice when Jean distances himself from
pillar.

There is a spot where veteran players will recognise as "safe." Head there
if you think you know where it is (I do, but cannot describe it adequately).

After the explosion is triggered, head back to the pillar and shoot any
explosive objects and clear a path to allow Jean-Luc to close in better to
engage with the pistol or submachinegun. It will be a longer firefight than
with Lila, as Duke tends to hold down the trigger longer and more often.
On the PS2, you get to see Duke use the Minigun like Arnold the Barbarian
in Terminator 2: Judgement Day; unfortunately, you can't use it like
he can in Bot Mode.

The box maze after the fight is littered with various goodies, but try to
find the fastest path to the exit unless you are aching to refill Jean's
supplies.


Warehouse (22)
--------------
A bit into the sewers, there will be a stack of crates blocking Jean-Luc's
path. Past it, towards the sewer grate, is a lone box with a package of C4.

After leaving the sewer, kill the guards, then head back to the spot where
the manhole is (where Jean came out from). Duck and shoot the explosives on
the other side of the fence (through the hole). One has to wonder why Jean-
Luc can't squeeze through the damn thing.

A bit later, when solving the sensor puzzle, there is a key that opens the
locked building at the end of the train yard. The key on the ground level
(on a box) and is located near the wall where Jean-Luc disarms the sensor
box. The building holds a shit-load of crap: four Magazines, four sets of
Shells, and two Medi-kits.


Warehouse (23) BOSS!!
-------------------
Make sure to kill the soldier who runs on the line of crates which block
access to the heli-port, or you'll be sorry.

After running the gamut of machinegun nests, eliminate the four soldiers
who guard the door to the Freight Elevator. Before heading inside however,
head around the crates and parked trucks to attack the machinegun nests
from the backs and sides. Past the last machinegun nest, a Rocket Launcher
and a Ammunition Pouch (4 of 5) can be found in two innocuous boxes. This
will also be the last Rocket Launcher in the game. Use it sparingly (I only
fired it twice on Sudden Death after this stage). Ignore this area on Max
Power and it will save you a butt load of time.

Just be prepared for the multiple ambushes as Jean-Luc makes his way to the
coveted prize. When you've taken your fill, direct Jean-Luc back to the door
to the Freight Elevator and go in. Kill the soldiers and then, switch to
something you are comfortable with before proceeding down the sloped
vehicular path (it will be a Checkpoint when you reach near end).

After a movie sequence, Gunt will attack our intrepeid SpecOps guy with a
homemade rocket launcher. Sudden Death only requires one direct shot (pistol
preferred), but other modes require some weaving and dodging. The rocket
launcher is the preferred weapon on Max Power mode, but Story Mode will
require Jean-Luc to fire, then roll to avoid the swarm of rockets. Head
shots help immensely as the damage from Gunt's rockets will do obscene
damage.

Try have a fully loaded submachinegun (or if want, Handgun w/Silencer)
before opening the door to the Control Centre.

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