8
Twenty years later, Agent Hayden Tenno arrives in Lasria and quickly adds an interesting “twist” to Lasrian surveillance protocol. After a radio exchange with his A.D., Agent Tenno is ready to infiltrate the old, dilapidated dockside complex. After you gain control of Tenno, a military helicopter drifts overhead hauling a large cargo container. The bird drops the crate in an open courtyard overlooking the docks, just below a crumbling staircase. 1 6 7 8 5 4 2 3 9 Part 1: Infiltrate

Part 1: Infi ltrate - pearsoncmg.comptgmedia.pearsoncmg.com/images/9780744009989/sample... · 2009-06-09 · through the door. Approach the glowing box on the desk to the right;

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Page 1: Part 1: Infi ltrate - pearsoncmg.comptgmedia.pearsoncmg.com/images/9780744009989/sample... · 2009-06-09 · through the door. Approach the glowing box on the desk to the right;

Twenty years later, Agent Hayden Tenno arrives in Lasria and quickly adds an

interesting “twist” to Lasrian surveillance protocol. After a radio exchange with his

A.D., Agent Tenno is ready to infi ltrate the old, dilapidated dockside complex. After

you gain control of Tenno, a military helicopter drifts overhead hauling a large cargo

container. The bird drops the crate in an open courtyard overlooking the docks, just

below a crumbling staircase.

16

7

8

5

4 2

3

9

Part 1: Infi ltrateMap Key1 Start Start

2 Offi ce (Ammo)

3 Briefi ng Room (Place C4) Briefi ng Room (Place C4) Briefi ng Room (Place C4)4 Stairs

5 Shower Room

6 Trooper executes prisoner (Place C4) Trooper executes prisoner (Place C4) Trooper executes prisoner (Place C4)

7 4 Troopers (Base Alarm) 4 Troopers (Base Alarm)

8 Storage Room (Ammo)

9 Victor Victor

02A_998-7_Walk 01.indd 16 3/10/08 3:12:19 PM

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Infi ltrate the warehouse.

Plant C4 charges at all three designated locations.

Find Victor.

Head to the courtyard.

Shoot down the attack helicopter.

Find Mezner.

2

1

4

3

6

5

Enter the warehouse compound via this offi ce window.

Helicopter

Infi ltrate the warehouse.

The mission starts in a high observation post overlooking the docks of Lasria Harbor. As Agent Tenno, head down the stone steps and follow the walkway through two stone arches. Vault over the low wall at the end of the walkway, then veer left to the window. Jump through that area to enter a small warehouse offi ce.

17

Trooper

Enemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy UnitsEnemy Units Chapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter ChecklistChapter Checklist

02A_998-7_Walk 01.indd 17 3/10/08 3:18:00 PM

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Look on the outside of the brick pillar on the room’s right side, near the screen, to fi nd the marked spot (an outline of a C4 pack) for placing C4 explosives. Approach the spot and press the indicated button to place a C4 pack, then exit the room via the nearby double-doors.

Plant a pack of C4 explosives on the marked pillar near the screen in the briefi ng room.

Follow the next passageway down the staircase into the large shower room (see point 5 on the map). You will hear someone pleading that he hasn’t been bitten: “I just scratched myself! Please!” Go to the exit corridor in the back right corner of the shower room, approach the left-hand wall, and press the “Cover” button to fl atten stealthily against the wall. Next, slide carefully to the corner.

Use the aiming function to target the door lock, then shoot it off to unlock the offi ce door.

The briefi ng room slideshow provides some basic info about how the mysterious infection affects its victims.

Plant the charges.

Go downstairs and view the briefi ng projected on the screen. Note that infected targets have “an increased metabolism and a hardened exterior—their fl esh continues to harden over time.” Note also that “Inferon gas is a mild irritant if inhaled by a healthy adult, but applied to the infected target will cause paralysis and death given suffi cient exposure.”

18

Use a melee attack or fi re a bullet to open any ammunition box, then pick up the ammo.

Press and hold the Aim button/trigger to bring up the targeting reticule, then move the reticule over the glowing lock on the exit door, thus targeting the lock. Fire the pistol to shoot off the lock. Now approach the door and press the “Open Door” button indicated on-screen to bash through the door.

Approach the glowing box on the desk to the right; this is an AMMO BOX. Shoot it or smash it open with a melee attack and pick up the ammo. Look for glowing boxes and crates like this one throughout the game and loot them.

02A_998-7_Walk 01.indd 18 3/10/08 3:18:42 PM

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Find Victor

Plant a pack of C4 explosives on the spot marked on the wall above the fallen Trooper. You can also explore the nearby holding cell, but there’s nothing of interest inside. Next, stand over the fallen Trooper’s AKS-74 (it glows on the fl oor); press the indicated button to pick it up, if you want. Note that you can pick up the rifl e, however, you may want to use the more accurate Tekna 9mm pistol for the next shot and place the rifl e on your back.

Wielding the Tekna pistol, continue down the passage but don’t turn the next corner yet; more Troopers are posted in the next room (located at point 7 on the map), including one who will trigger a general alarm if he sees you. Instead, approach the corner, turn left to face the left wall, press and hold the Aim trigger, then slowly inch sideways to the right to see around the corner.

Try to nail this Trooper with a clean head shot just as he executes his prisoner, then plant C4 explosives on the wall just beyond him.

Against Troopers and other low-level targets, remember that head shots result in single-shot kills.

If you miss the fi rst Trooper, he will set off the alarm. This causes the other Troopers to quickly join the fray, keeping their distance and tossing grenades to make the fi ght a bit more diffi cult. Return the favor by shooting into their midst. Note that you can shoot the alarm panel on the podium to silence it as well.

ALARMED TROOPS

THE BASICSTHE BASICS DATADATA MULTIPLAYER MAPS & TIPSMULTIPLAYER MAPS & TIPS1WALKTHROUGH: CHAPTER

GET A HEAD

Press and hold the Aim button to lean around and see a Russian Trooper cruelly execute a prisoner (see point 6 on the map). Quickly move the targeting reticule over the Trooper and aim for his head. (When the reticule is over a warm target, it turns red.) Nail the Trooper with a head shot before he can respond.

02A_998-7_Walk 01.indd 19 3/10/08 3:19:32 PM

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Sprint into the storage room and loot the ammo box inside.

After cleaning out the corridor, use the Sprint button to run into the storage room (see point 8 on the map) directly across the hall at the next corner. Lean out from the room and pick off the fi nal pair of Troopers, then open the AMMO BOX in the room.

Now continue to the end of the hall and shoot the lock on the door. Approach the door and open it to trigger a cutscene where Tenno fi nally discovers Victor. Note what he says about Mezner trying to “get inside the vault.” Your next primary objective is to locate Mezner and, as the A.D. puts it, “put a bullet through his head.”

20

Nail this Trooper with a head shot to prevent him from setting off the base alarm.

In the fi rst chapter, you can pick up any AKS-74 dropped by fallen enemies. After equipping one AKS-74, you can take the ammo out of any additional AKS rifl es. Sixty rounds will be added.

FRESH GUNS

Use the Cover button to fl atten against walls or duck behind low crates and other cover items.

Edge bit by bit to the right until a Trooper posted behind a box across the room barely comes into view. He stands near an emergency alarm panel on the back pillar. (He’s the fi rst Trooper you will see as you slowly edge around the corner.) Aim carefully for his head and drop him with a single shot to prevent him from going to the panel and triggering the alarm.

Now press the Cover button to fl atten against the wall. Equip the AKS-74 and lean around to pick off the next two Troopers as they attack. When they toss grenades, back away from the corner to avoid taking damage. A fourth Trooper lurks in the back-left corner of the room, so head in that direction to fi ght him.

Move through the four-pillared room to the next left corner. Again, press the Cover button to fl atten against the wall at the corner. Lean around and carefully pick off the multiple Troopers who lurk down the next corridor. Be patient! Note that it’s fairly easy to shoot frag grenades tossed by the enemy guards, detonating them in mid-air.

02A_998-7_Walk 01.indd 20 3/10/08 3:19:52 PM

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1

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4

8

6

75

Quickly pick off grenade-tossing soldiers to avoid taking too much damage.

Get to the courtyard.

Hustle up the stairs and take cover on the left side of the open doorway at the top of the staircase. From this position, lean around and pick off the two grenade-tossing Troopers posted in the next room. Try to nail each one before he can toss more grenades. One soldier may hide behind cover in the back-right corner of the room.

THE BASICSTHE BASICS DATADATA MULTIPLAYER MAPS & TIPSMULTIPLAYER MAPS & TIPS1WALKTHROUGH: CHAPTER

Part 2: Bird Hunt Map KeyMap KeyMap KeyMap KeyMap Key1 Start Start

2 Half-opened wooden doors Half-opened wooden doors33 Loading dock Loading dock

4 Control room (Ammo, place C4) Control room (Ammo, place C4) Control room (Ammo, place C4)

5 RPG, Weapon crate

6 RPG

7 Weapon crate Weapon crate

8 RPG

02A_998-7_Walk 01.indd 21 3/10/08 3:20:40 PM

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When you move into the view of the helicopter gunship, it opens fi re and shatters the windows with its powerful guns. Your guns can’t damage the chopper; keep sprinting the length of the walkway to avoid taking damage.

WINDOW SPRINT

Play hide and seek with Troopers amongst the crates and trucks in the courtyard.

This control room overlooks a courtyard adjacent to the one where you saw the helicopter drop its load as the chapter began. First, plant C4 on the room’s wall at the indicated spot just inside the doorway. Next, open the AMMO BOX on the table, then step outside through the doorway as the helicopter roars overhead. Descend the stairs into the courtyard. Warning: Get away from the staircase quickly!

Clear the courtyard.

The moment you step off the wooden staircase into the courtyard, the gunship launches a rocket attack that shatters the stairs, cutting off access to the control room. At the same time, four Russian Troopers emerge from the right corner of the yard (from behind the two parked trucks; see point 8 on the map) and start to fan out across the yard. Start shooting and duck behind the pair of small crates near the bottom of the stairs. After taking safety, start picking off any remaining Troopers one by one.

22

Three more Troopers patrol the loading dock.

Fight through the loading dock and climb the stairs to the warehouse’s upper walkway.

Once both Troopers are down, scan the area for other action. Two tall wooden doors (see point 2 on the map), one partially opened, lead into a tall loading dock. Approach them carefully, as three Troopers are waiting in the dock.

There are two approaches to take here. First, be patient and take cover behind a pillar, aiming at the door opening and picking Troopers off one by one as they rush into the room. Second, you can go immediately to the opening and nail the fi rst guard, who stands directly ahead. Next, swing around the door and aim left, nailing the other two Troopers on the elevated walkway near the stairs.

Enter the loading dock (see point 3 on the map) and locate a forklift and several large shipping crates. Go down to the far end of the room and climb the short staircase to the elevated walkway. Follow the long walkway back across the room to the next staircase and climb to the room’s upper walkway. At the top, note the Sprint instructions that appear on-screen.

At the top of the stairs, a Lasrian helicopter gunship suddenly hovers just outside the long row of tall warehouse windows. If you step into its view by the windows, it will open fi re. Sprint down the window-lined walkway into the small control room at the end (see point 4 on the map). Don’t stop anywhere along the walkway to shoot back or the gunship will mow you down!

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Three hits should knock the bird from the sky.

Grab an RPG launcher and start slinging rocket-propelled grenades at the whirlybird above. Reload at the two weapons crates.

Three RPG launchers sit in the courtyard, ready for your use. The one in the center (see point 7 on the map) and the one on the northernmost platform (see point 5 on the map) each sit next to a Weapon Crate fi lled with RPG ammo, so you can fi re and immediately reload at that position.

Use the RPG launcher to take down the chopper.

Find Mezner.

When no Troopers remain, grab one of the RPG launchers (if you haven’t already done so) and start fi ring at the helicopter gunship. Be sure to use the Cover button to stay hidden, then pop up to fi re. Use the Aim trigger and move the targeting reticule over the chopper until the reticule locks on and begins to beep, then fi re away and duck behind cover!

If you want, nab one of the three RPG launchers (see 5, 6, and 7 on the map) and use it to eviscerate the Trooper tormentors; RPG hits infl ict wide area damage, so even near-misses can take out targets. Note, however, that when you fi rst pick up an RPG launcher, it is loaded with two grenades. If you run out of grenades, rush to one of the two WEAPON CRATES (see points 5 and 7 on the map) to pick up four more grenades and reload.

The cutscene automatically puts Agent Tenno in contact with Robert Mezner. Watch as Mezner’s “associate” infects Tenno who then triggers an explosive conclusion to the exchange.

THE BASICSTHE BASICS DATADATA MULTIPLAYER MAPS & TIPSMULTIPLAYER MAPS & TIPS1WALKTHROUGH: CHAPTER

RPG PLUSTry to launch the rockets when the helicopter hovers in a stationary position, which happens infrequently and for no longer than a second or two at a time. When the gunship makes its attack runs, stay low behind cover to avoid the incoming fi re. Three good RPG hits will bring down the helicopter…and trigger a frightening cutscene.

02A_998-7_Walk 01.indd 23 3/10/08 3:22:28 PM