Headhunter game walkthrough ps2




















After completing the game for the first time, you will be prompted to save after the ending credits. Answer "Yes" and the game will start again, but will be marked "V2" when you save. This is a harder version of the game. This can be done again up to "V8". Note: This requires some practice. You must have the Shield Pellet the item you use in the Test level to kill silently.

If you have a gun you will not be able to break their necks. You can only use the handgun you cannot use Health Packs or Adrenaline. There are five circular plates on the floor. Stand on one and a lighting bolt will hit it. It can cause damage to you. However, if timed correctly, you can lure Gladiator towards you and jump out of the way, allowing the bolt to hit him instead. You can easily defeat Greywolf on the roof of his hideout by using Proximity Mines.

Just place one near where you enter the roof, and as he circles around he will set it off taking a large amount of life. Just be careful not to set it off yourself.

When your mines are down to one, start sneaking behind him then take a few shots and head for cover. Use the one mine you saved for when he gets low on life, because he will back himself into the gap in the corner directly across from the entrance and stay there shooting nonstop.

Place a mine in that area beforehand and when he goes there he will set it off, dealing the final blow. When you battle Ramirez's spiders, shoot them once then stand over them. Press Action, then guide the spiders towards the door.

Press Action again to make the spiders jump at the door. Eventually they will melt the mechanism with their acid blood and you can enter. Note: It is important that you jump at a certain point. The second bomb appears in the South District. Go there and don't miss the entrance of the parking to access to the sewers.

In the second sewer area, there is one guy to kill and the bomb to defuse. The third bomb is also in the south district under a bridge. In the sewer area, Take the left way to reach the bomb and kill the guy. Enter the sequence and hurry up. The fourth bomb is in the north district, the sewer entrance is in the training area.

Inside you must kill 1 guy then shoot a barrel to kill the second. Defuse the bomb. You drive past wolf's gas station going east and you run into a dirt road and make right at the fence and through the opening.

Thanks to Bobby Cooper for this hint The fifth bomb is in a parking. The sewer area is a maze but to be free of your moves in it, begin to kill the 2 guys here. Find the bomb you will lose time if you take the wrong way and defuse it.

Hurry up to escape. The last bomb is near Leila's office. Run to there and enter the sewer area. Once again kill 2 guys. Find the last bomb at the end of the corridor and defuse it. FMV : Chief Hawke says you are the new hero of the city. He will help you to prove that you haven't kill the ACN cop.

Hank Redwood appears and hits you. The news announce your arrestation and that you are sent in the Aquadome, the most terrible jail. Angela worries about him. Bill and Kate said that Jack Wade will fight alongside the bandits he has arrested and that the weekly death match will be very interesting.

Meanwhile Greywolf goes first in the arena. The giant beats him. Now it's your turn. This boss is long and not so easy to handle. You must be in one of the circle, wait that the color of the circle changes and then run.

The thunder will fall. The deal is to make the thunder falling on your opponent. As if it wasn't enough, some guys will come to shoot you. Until half of the boss gauge, one guy will come and after it will be 2 guys. When one guy comes to shoot you he does it from the two entrances. So you must constantly move and pay attention. When 2 guys come it's always from the same way. Conclusion, shoot them before they see you and run when the monster comes to hit you. The thunder will do the rest.

FMV : 1 Jack has won. Now the guards will kill him. Greywolf comes and hit the guards. They escape together. He menaces her, but she doesn't fear him. You talk to Angela but the communication cuts. Angela decides to go to the dock to save Jack. Go straight then right to find a Resonator Grenade. Before you go on the bridge, take a Resonator Grenade by going straight then left and an adrenaline by going straight then right. Go to the bridge. You find a Resonator Grenade.

You must search for a door of a warehouse. Once you have found it on the right of the exit enter. You watch a scene where you learn that Jack is onboard the Queen of Heart. Kill 2 guys, take a key and a medikit. Exit of here and find the door to the container area which is left then left then left from the exit of the warehouse. Scene where you hide in it. Angela opens the door of the container. She jumps but a light flashes her.

She must find Jack quickly. Use the map to find the door. You can't go to B1 now, you can go right then left to the exit. Once in the stairs go to 2F. You see also a device with 3 slots. Go right, kill a guy. Two doors are locked, they are shortcut you will open later.

In the Captain's Room you find a medikit, the Beta compound, a voice recorder and a file. Exit and continue. In the bathroom you find an adrenaline. Kill a lot of guy in the dining room. You find some items here. You enter a small room with the Alpha compound and a file in a locker. Near this room, you find a way to the second floor.

Descend the stairs to 2F. The room where Jack is, is guarded by two guys. Kill them, but don't go to the jail now. Enter the command room to watch a scene. You find 2 guys here. Kill them. Take the logbook here and press the switch..

You'll need the hook that Jack has found. It's time to save him. The second door is a shortcut while the first has a breakable wall. FMV : Angela talks to Jack. He gives her the hook and asks her to find something to help him. You find the Gamma compound. Go to 2F and go to the room with the 3 slots device. Input each compound to create a bomb. Go to Jack's jail and use the bomb on the breakable wall. She'll go in the command room while Jack will explore a little more the boat. Yo must go to the B1 entrance.

Kill a guy on the way. As it's lock you ask to Angela to unlock it. Click on the wheel and you'll watch a sequence. Open the door left on this corridor. Pick up Uzi clips. Open the door right and strangle 3 guys here. Use a ladder and find a crane lever control. When you go down, strangle 3 guys and go in the cold room. You find a Captain's ID card. Go to the ladder and find the door where you can input this ID card.

Once down, use the voice recorder you have found previously in Captain's Room to open it. You must click on the switch with the recorder or it will not work. You find an ACN cop. You obtain a key card for the last closed door. You find a medikit, bullets and a dead Greywolf, too bad for him. Exit and go to the closed door. Pass the door, kill a guy then use the stairs. You pass 2 doors.

FMV : You meet a kingpin, but he is killed. Ramirez jumps from the helicopter. It's time to fight him. First hide behind the boxes. Throw you Resonator Grenade to shoot the flash lights. Now run to Ramirez with your handgun and shoot him. You must avoid the grenade he throws or shoot at it to send them back to him. With a minimum of coordination in your moves, you will do it easily. FMV : 1 Jack escapes of the bridge. It explodes.

You discover that Don Fulci is Alan Sharpe. Jack and Angela use a hovercraft to escape. Chief Hawke calls Jack. He wants to meet him at Biotech Labs. Follow it to the second and third check point.

Don't miss the bend and reach the fourth check point. Immeditely turn right then left to reach the fifth check point. Now go back to the first check point and this time, go left. Follow the road until you see the sixth check point. Last run to the goal. AAA-2 : Press Y. Wait for the first guy and strangle him. Press Y again. Wait the opportunity to strangle the second guy who is the one straight.

Don't stop now and run to the third by going back then right and right. If you are quick enough you strangle him. Then finish the fourth guy easily. AAA-3 : Kill 10 guards. AAA-4 : 1 Shoot 2 guards up and exit. You find a rocket launcher and Infra Red glasses, and an armor. You are the number one again.

As usual, save before you take the items in the dispenser. Once inside, go left and descend a set of stairs with your bike. You'll find near the goal. Enter the sewer. Run until you meet Hank. FMV : Hank wants to challenge Jack in a duel. It's a QTE, as in Shenmue. Now use the stairs to exit. You find a mine. You see a statue called EVE. Her name is on the pedestal. Go left and quickly, kill a guy with your Regulator. Pick up the mine here and exit. Pass the second door and kill the second and the third guy.

By using this way you will surprise them easily. You find a key and a grenade. Go down and open the gray door near the computer. Use the elevator to B1. B1 : 5 It's time to use the infra red glasses. You can avoid the laser. Pass the first then crouch for all the others. You must kill 3 guards. Go left to find a grenade and deactivate the security system. Pass the right door. There are an adrenaline and rocket launcher ammos. Exit to pass the last door of this corridor. If you play well, you have to kill only 2 guys.

Else you will kill a lot of guys here. For the moment youcan't do anything else but to enter the second room on your right. You find a gold serpent key in a painting, 2 puzzles, a bronze serpent key on a cheminey and a switch.

Use it to open a secret passage. Go down first to find infinite ammunitions for all your weapon except for the rocket launcher and a silver serpent key. Go upstairs and use the 3 keys on the door. FMV : 1 Jack has a recall. It hurts him. Then he sees Alan and Chief Hawke. Alan kills Hawke. Then he shows that Jack killed Christopher Stern. Angela kills Alan and then point her gun towards Jack for what he has done. Zweiberg arrives and explains that he controled Jack and forced him to do this. He talks of the virus named Bloody Mary, as his wife, and says to Jack that he will contaminate him soon.

Jack understands that Zweiberg contaminate someone who drinks a X Must, and activate the virus with the advertising. She sees Alan, dead. She must save Jack again. B2 : 8 You control Angela again for her ultimate phase. Exit of here. Be sure to never go in the red light and you'll never fight a guard. You come from the Organ research corridor. Go to the Chip Research corridor. Enter the room. Use the hook to open a secret locker.

Use the Genetic Reasearch corridor and enter the room. You find a Saline Bottle and a file about the virus. You see also a device that can create a vaccin. You need a DNA sample of someone immunised against the virus. Exit and go to the control system. Use a Proximity Mine to destroy it. Kill 2 guards and you can go to Jack by using the Amphitheatre corridor. FMV : Angela saves again Jack. She learns that Adam exists. He is the first of the new race Zweiberg has created. Use the hook on the table.

A camera appears. Use it to see on Eve body the code for the first puzzle. I can't explain it, the symbols are a mix of katakanas one of the conceptor is a japanese in the staff number and unknown letters. Just write it on a paper and input it in the painting to obtain an EVE Key. B3 : 10 Go down and use it on the locked door. Kill 2 guys in this corridor and pass the door.

Take the medikit. FMV : Angela awakes Adam. Adam hits Zweiberg deadly. The doctor doesn't die now. Adam turns his face and see Angela, oh oh The normal way is to use some pipes to release a gas. Unfortunately the pipes didn't work when i fought Adam. I use the long but sure method, shoot him. In this case the fight is long but you have just to run, shoot and run around the two squares to avoid being hit by this maniac.

He never lets up! Remember, he was genetically programmed to kill every human being he encounters and will not be a happy freak until he sees you dead. Fortunately, his pace will be rather slow for the most part. If you allow the space between Angela and ADAM to become too minuscule, you will quickly find out that this dude can easily take off a third of your energy in one whack. Even worse is when you shoot him with your puny pistol. Not only does this weapon do micro increments of damage to this anatomically incorrect baddy, but it will only make him 1, times more pissed.

He simply groans in pain,quickly recovers, and then chases you around the room like a mad man until he gives you a good spanking or he loses sight of you.

Like all your previous boss battles, you must take heed to the hint that flashes on the screen when you aim at specific targets. In this battle you will notice the pipes on the side of the room will produce the crosshairs. Ah ha! But what to do? If you shoot them, nothing happens right? You must activate them first.

Start by powering up the terminal in the very center of the map by pressing A. This is easy to find because Dr. Zweiberg's lifeless body is laying right in front it. Next go to the 2 gas valves in the corners of the rooms.

One is called "A" and the other "B. As always, allow ample space between yourself and ADAM before attempting to turn these gizmos on. Once you've done this, you are ready to kick some genetically mutated butt.

Now the tricky part. You must time this part perfectly in order to give instead receive damage by doing the following: 1 Get in 4 to 7 seven shots in the oncoming ADAM. Make sure that he winces and groans in pain directly next to one of the four pipes in the room. The closer Adam is to the pipe the more significant damage he will endure. Do not try to reload as this will only slow down Angela. Remember Adam will be very pissed. He will recover within a few seconds and then frantically chase you around the room.

His speed will be exponentially increased. Repeat the process 7 to 9 times and Freaky man will be incapacitated to the point where you can get a piece of his DNA. You will see that with this strategy big ADAM will take a considerably larger dose from your can of whoop ass juice than with your baby gun. Pretty much the only time he is truly dangerous is when he has just taken a fresh facial sauna in your bio chemical blast.

You must time this attack correctly to allow your character ample time to run free of his rage. Keep an eye out for his arrow on the map. When his arrow does a frantic degrees 2 or 3 times you know he has become less of a threat and will only walk rather than run after you. Repeat the pipe acid in the face process 6 to 7 more times and you should be quite successful and move on the final and most glorious leg of this epic game. If you have release the gas during the fight, close the pipe by using the two computers A and B.

Go to the genetic room and create the vaccin with the device. Bring it to Jack. FMV : Zweiberg gives all his power to Adam in order to begin the apocalypse. Then he dies. Go again to the office.

Go to the three serpent keys door. Enter this room. Use the crates on each side on the hallway to your advantage. When you first come across the crates, an enemy will jump out from the right side. Take cover and get ready to take him out.

Use L to duck when you need to reload. Don't worry about ammunition, you have an unlimited supply. Move on to the next set of crates. The enemy will come from the left side; use the same tactics as before to finish him. When you approach the next area, you'll have a chance to try out the sneak technique.

On the right side, there are two crates stacked on top of each other. Walk up to them and press Y to put your back to the crates. You can now look around the corner without being shot. Hold R and fire away at the lone enemy on the right side. There are two more enemy encounters before you reach the exit. Use the tactics you've learned so far and send them packing.

When you reach the end, press A to open the door. Angela Stern is behind the bar, but you can't talk to her until you've gathered some information from around the room you're currently in. You'll have to search around. Look on the bar in front of you for two documents. Turn around and inspect the portrait on the wall.

Next, inspect the certificate above the fireplace and the papers on the table. An automatic cut-scene will begin with Angela Stern after you've finished. During the cut-scene you will receive the Stern Mansion Keycard. Before you leave, turn left near the elevator and on the bench you will find some Adrenaline.

Make your way to the elevator and press A to use the Keycard. In the garage, you'll find that you now have a motorcycle. Leave the garage, turn right, and head through the checkpoint into North District. Before you can find out more about your past, you have to earn your credibility again by obtaining licenses at LEILA. To earn Skill Points, ride at top speed through the city without hitting anything.

The best places to do this are the long straight-aways, which you can find by looking at your map. To dismount, press A at a complete stop. You have to earn your C License see Chapter [7]: L.

Time to nab your first bad guy. Get on your bike and head over to the closed-down Gas Station. When you arrive, there are two punks doing some target practice in the back of the gas station. If you look to your right first, you will find a grenade behind a box. After you collect the grenade, head over to the left side of the gas station. There is some adrenaline on the crates at the front of the alley. One Wolfpack member is patrolling this area.

Wait until he turns his back, then quietly dispose of him with the Stealth Kill, so as to not alert anyone else. Now head to the very back and you'll have a little shootout with the two you saw when you entered.

If you are too noisy, someone may come from the right side. The conservative way to take out the two thugs is to lure them over one at a time using the Decoy Shells.

The Car Battery and a Grenade are near the cans they were using for target practice. One informer is dead in the burning car. You can't get to him unless you have the Fire Extinguisher, so return to the front of the Gas Station and enter.

In the far-left aisle there is another Grenade waiting for you. Go behind the counter. You will find one door is locked and one is open; enter the open door. Inside is a Wolfpack member working on something.

You can easily sneak up behind him and break his neck. Pick up the Health Pack on the table. Find the white control panel and press the button. A cord will blow out and the lift will stop. On the wall near the door, there is a slot for the Car Battery you found. This will move the engine. Walk down the ramp to find a Car Wash Token, then move the engine back so you can access the locker later.

Leave this room and you will see that some more Wolfpack members have come to bother you. Take cover behind the shelves. If you want to have some fun, aim for their bikes and the gas pumps for big explosions. Be ready, because the door behind you opens once you use the Token. An enemy comes out; kill him, then go to the very back of the garage to pick up another Grenade. Head into the door. To the right on the table is the Locker Key.

You can't repair the power unit just now, but remember this location. Unlock the door that was locked before and go back to where you use the car battery. You can now unlock the locker using the Locker Key. Inside you'll find a piece of Electric Cord. Return to the broken power unit and use the Electric Cord to repair the blown cable. The lift with the car will lower completely now.

Get the fire extinguisher inside the old car. Return to the burning car outside. Using the Fire Extinguisher, put the fire out. Open the door, and the dead informant will fall out, holding the Crowbar. Collect the Crowbar and go to the right side of the building where a door is nailed shut between two stacks of crates.

Use the Crowbar to remove the wood and open the door. Walk to the end of the hall to find the second informer - he's dead, just like the first informant. Next to his body you'll find an Amco Keycard. You'll have a small confrontation with Grey Wolf as you are leaving the Gas Station, so now it's time to follow him to the Amco Factory. Grenade x1. Mine x1 v. To the right an enemy is guarding a door. Kill him. A grenade is on the barrels where he was.

There is a small locker with a padlock on it, and a door which requires a magnetic keycard to access. You can't do anything here, so go to the far left of the factory. The door there will open after you've used your Amco keycard.

You must get to the meeting room on the third floor where Greywolf is. Start by killing everyone down here. You can't use the freight elevator, as it's stuck on the second floor. The power isn't on, so you can't use the other elevator either. Head back outside. Use the padlock key on the small locker you saw before.

Now the power's on, so you can use the elevator. Go back inside. No enemies are here The first door on your left is locked. Keep walking, and go into the first door on your right. In one of the stalls is a Proximity Mine.

Go back in the hallway. In the darkness next to the freight elevator, there is a Grenade. When you approach the meeting room door, Jack will listen in on the meeting at hand. You can't go in just yet, so enter the room across the hall.

On the table is a document labeled 'Interrogation Report'. Read it, then pick up the truth serum. Back to the hallway you go. As soon as you do, a door down the hall will be busted open by an enemy, so get ready to shoot. Enter the room he came from.

Enter the other door. There is an enemy with his back to you on your right; break his neck. Another enemy will come from the right side, walking down the hallway. Take him out. Head down the hall- way and go in the door on your left. Open one more door, and you will see a crate that is blocking a poster.

Pull the crate back by standing next to the crate and holding A and pushing back and inspect the poster. The poster says: "Wolfpack Rules Since " Remember that.. Go back into the hallway. If you turn left, you can find some adrenaline in a small room. Go down the right side of the hallway now, and enter the first door on your left. Drag the crate out from between the two shelves, and position it between the shelves next to it so you can reach the locker key.

Now go in the room farther down the hall. To your right there is a health pack and your left, the locker you need to unlock. Inside you'll find a broken emblem. Greywolf is suspicious, so he will send two men to check it out. Navigate your way to the locked door you encountered when you first arrived on the third floor. You will unlock it.

Use Y to hide behind the crates. Down the hall there are two Wolfpack members packing heat. One has a shotgun, so be careful!

Throw a grenade their way by holding A for a long throw. They should both be taken care of after it detonates. Walk over to the meeting room door and you'll talk to Greywolf once again using the walkie-talkie. Time to open the door and take care of business. The door requires a 4-digit number to open. Remember that poster? Yep, the code is Enter it, and prepare to face your first boss, Bruce see Chapter [6]: Bosses. You should take out Bruce without breaking a sweat.

Inspect the locker near the meeting table. You will find a Wolfpack emblem and another document, labeled 'Codelock info'. Read the doc, then press the red button on the table. It will trigger an enemy to come to your position, so be ready.

An easy way to kill him if you are low on health is to setup a proximity mine at the entrance of the meeting room and just wait and hide. Go back to the elevator and select the second floor.

You will use the punching machine to create an emblem so you can open the door to the roof. Enter the meeting room and use the new emblem on the door on the right. It will open it and give you access to the roof, where Greywolf has fled.

Open the door, go up the stairs, and get ready for your first true boss fight! See Chapter [6]: Bosses, for details. Help yourself, then leave. Head along the narrow path and pick up the Proximity Mine. Walk ahead a little bit and then watch the cut-scene. Take out the two guards there using a Grenade is the easiest method; you can get both at once and avoid setting off their alarms.

Search out the small area and then head up the ladder to the Garage. Head towards the left and grab the Proximity Mine laying next to the wastebasket next to the non- responding elevator. After this, turn right and take out the terrorist standing behind the car.

If you want, you can shoot the gas trail to blow him up, but that will alert everyone in the Garage, and bring several extra enemies running. The safer way is to simply sneak up behind him he's deaf and has no sense of touch, obviously and break his neck using the Stealth Kill. Continue onwards into the garage and hide behind a car. Watch the 2 terrorist guards' patterns.

Sneak up on them when their backs are turned and snap their necks. Proceed up to the next level of the garage, but not before you grab the Resonator Grenade next to the car in the bottom-right of the map. Head forwards, and if you're low on Shotgun bullets, pick up the ammo lying next to the pillar.

If you're not, head to the left and walk past the parked limousine. The limo's alarm will go off, alerting the 2 terrorists to your presence. Take them out with the Shotgun and then head back and pick up the ammo. If you wish, check out the bomb on the wall. Also make note of the Resonator Grenade to the right.

When you're finished with this area, head into the door marked "Stairs". If you go up the stairs, skip the next paragraph. This route will take you to an area packed full of goodies for you. Here, you will face 3 enemies more, if you alert the guards. Take out either one of the guards that you start out close to silently. Then approach the other one quietly and either break his neck, or blast him close-range with the Shotgun.

Then go and take care of the last terrorist. After you've dealt with the guards, head around this area and pick up all the items you won't be able to get to some of them when you come to this area later, so pick them up now.

Now head back out and go up the stairs. Turn left at the cross-way and head into the first door you come across. Go to the back of the room and inspect the air vent there to open it up. Now hit A to climb into the air duct. Turn left and walk down to the very end of the passage. A cut-scene will play. Leave the air duct via the vent and go into the previously locked security room occupied by a terrorist; beware, he has a Shotgun. Take the lone sentry out and grab the Security Control Card and Document lying on the desk.

If you need it, go to the back room and pick up the Proximity Mine. Head out and dispose of the new terrorists carefully, as they use Sub-Machine Guns. Now backtrack down into the sewers you can go through either the Basement or the Garage. If you choose the Basement, there will be new terrorists in different positions, so be ready for them. The Garage remains devoid of enemies for now.

Take him out and insert note: you will automatically insert the Control Card when you inspect the circuit board the Security Control Card into the circuit board. Then head back up to the mall.

If you take the Garage route, the terrorists will have re-spawned in the exact same positions as before, so use the same strategy that I gave you. On the second level of the Garage, the terrorists have NOT re-appeared, so don't worry about them there. If you use the Basement, there are no enemies unless you didn't kill them on your way down. Blast the first terrorist as he walks by and get ready for the next one. Blast him the moment he pops out. With the enemies taken care of, head into the security room and hit the button on the desk.

The door to the main shopping area will unlock. Proceed to the shopping area. In the shopping area, hold still for a couple seconds. A terrorist will walk past you they've got no peripheral vision, I'll tell you that.

Let him pass you and then sneak up and snap his neck. Take out the other guard in a similar fashion. Then head behind the escalators and dispose of the last guard. If you end up alerting the guards to your presence, two more terrorists will enter the area. After you clear the area of enemies, check if you are in need of Health Packs, as there are 2 in the immediate area. One is in the room to the bottom-left of the main area.

The other is upstairs, on the far left of the map. After you've gotten what you need, head to the elevator in the top-right of the bottom level. Drag or push the cart off of the elevator and take a ride up to the second floor. Sneak up on the first terrorist and Stealth Kill him. Then take out the other enemy by any means. Go into other room and pick up the Resonator Grenade and Proximity Mine if you want, then go to the end of the hallway and inspect the elevator shaft.

After the cut-scene, inspect the nearby fire-hose to pull Angela out. After this, everywhere a bomb was planted, there will be a huge mess of rubble which you cannot get past. Go back and unlock the doors to the main shopping area of the mall. You will now be limited to using the NeuroStunner and Decoy Shells as weapons.

Pick up the NeuroStunner bullets there, if you need them, and head down the escalator. Avoid the ACN guards and the laser beams coming from the roof. Use the Decoy Shells to draw the guards away from the door and use the NeuroStunner to zonk a guard if you have to.

Mainly, though, just distract the guards for a second and then make a dash for the door. After you head down the stairway, the only exit is through the basement. Go there, and take out the lone terrorist.

Head back down to the sewers. These guards appear to be of the lazy sort, because they do not like to patrol. They will not move and simply stare straight ahead. This direction unfortunately happens to be the direction you're coming from, so there is no way that you are able to sneak up on these guards.

Take them out using your choice of combat techniques. Head on to Millennium Bank. Mine x1! Equip Resonator Grenades and lightly toss one into the room ahead. Switch back to the Stimulator and strafe into the room. Take out the terrorist who is in there, if he's still alive, and then dispose of the other 2 terrorists outside. Now use the computer Action. Select "Yes" to push the button to open up the security doors. Go through the doors and take to door on the left to get out to where the terrorists were.

Pick up the Proximity Mine and the Shotgun Ammo on the table, then head into the back room. Inspect the electronic lock the "! Use the Truth Serum on him to get him to tell all. Remember this, as it will come in handy. When you enter the area, there is an ACN guard patrolling the area. Sneak up behind him and snap his neck. Then climb up to the elevated area and open up the locked door by using the Code Breaker on the electric lock.

Hit the button. Go and climb up the ladder to reach 4th floor. Grenade x1 v. Head into the ammo room to snag a Resonator and NeuroStunner ammo, then leave the small room and go to the door that leads to the stairwell. Or, you could simply distract them with a Decoy Shell and then run to the doorway.

However, there is no power, so you'll have to find a way to restore it. Leave this room and beware of the 3 guards patrolling the area the one in the room directly ahead is guarding NeuroStunner bullets and will not turn around, so take him out easily with a Stealth Kill. Go to the freight elevator shaft, open up the doors, and climb down into the elevator.

Walk out of the elevator yipes! Drag the box backwards so that it is lined up with the door to the right. Drag the box into the room, and stop when the box is underneath the electric control box above it has the little red cursor on it, so you can tell.

Climb on top of the box and hit the switch. Now, head back to the elevator and go down the hallway to the left of it. Mine x1. Now ignore the two ACN guards there and quickly run up the stairs to the left and slightly behind you. Enter the elevator and go to the third floor. Use the Code Breaker on the electronic lock on the filing room door, and enter the room. Pick up the documents and items there, and you'll automatically be transported out of the area and back onto the streets of the North District.

In a few minutes, Los Angeles is going to be a big pile of rubble Read the document "Note bombchase" to get an idea on how the bomb defusion works. There are six triggers that must be deactivated in order to defuse the bomb. The triggers will show up on the map, one at a time, in the order that you must deactivate them in. You drive on the motorcycle to reach each trigger, then you dismount and enter the sewers where all of the triggers are kept , where you engage in the action part of the gameplay.

At the end of the sewer which is usually a maze with some enemies , there is a silver suitcase, which is the trigger. Press A to open it up and begin the deactivating process. The process for deactivating a trigger is simple: enter the 3 codes shown. You have approximately 5 seconds to enter each code. If you make a mistake while entering the code, the deactivation process will cancel, and restart from the beginning. The codes for the first trigger are only 3 digits long. However, each progressing trigger will have an extra digit added to it ie: the 2nd trigger has 4, the 3rd trigger has 5, etc Each time you deactivate a trigger, more time is added to your countdown timer.

I suggest using the D-Pad for entering the directional inputs of the code, since it is much more precise than the Joystick.

To distinguish the two, remember that the "A" is pointy, while the "R" is rounded. Trigger '-. Start off and turn left, and follow the road until you need to take the right turn. Drive forwards until you see the Dismount Zone to the left of the road, inside the fenced area. Drive your bike in, dismount, and enter the sewers note: you enter the sewers automatically, so forget the last bit. Take him out quickly and then take the right to the silver suitcase.

After you disarm it, you will gain on the countdown timer. Leave the sewers the same way you came in. Back in the North District, turn south and head to the South District. Now, stay on the highway that you start on and drive. Keep going until you see the Dismount Zone in the rest area on the right. Turn into the rest area and dismount the bike to enter the sewers. Sewers E. Trigger 2. Now head forwards and take the right at the split. Run down the pathway until you reach the Bomb Trigger.

Disarm it and receive an extra on the countdown, and head out the sewers. Double back and take the same highway that you used to get to the 2nd Bomb Trigger. Drive onward until you reach the Dismount Zone for the 3rd trigger.

Keep going and run up the stairs to the left. Turn right and keep on the path; do not take the first right. Go and take the second right, taking out the enemy there. Go on to the Bomb Trigger. You will receive an extra on the timer after you disarm this trigger. Leave the sewers now. When you arrive in the North District, it appears that you must drive through the gate to Fortune Hill. However, if you look closely at the map, you'll notice that the indicator is actually pointing to a road BEHIND the gate.

To get there, turn left at the gate that it appears you should enter. Now, take another left, then a right. From here, drive forwards a bit and then take the first right. You should pass by Wolfpack Gas Station and drive into a dirt area. Follow the fence to the right and you'll see an open gate in the fence. Go through the gate, and drive to the end of the white area to reach the 4th trigger destination. Dismount and enter the sewers.

Stick to the wall and peek around the corner. Switch your target to the explosive barrel, and when the guard just ahead of you turns around, pop out and shoot the barrel. That should take care of the enemy over there, now quickly get rid of the other one left standing. After you've taken them out, go forwards and disarm the trigger. You will gain on the countdown timer. Leave the sewers.

Leave the white area via the route you entered it. From the dirt area, drive east along the road, not changing streets, taking the long loop around the North District. You will see the Dismount Area on the left side eventually. A short bit very short after you see the Dismount Area, there will be a gap in the fence. Slow down and enter the gap, then turn around and drive to the spot. When you come to the split, turn right and quickly dispose of the guard there.

Then turn back and take the other path. Follow the path and take a left at the split. Run ahead, take the right turn, turn left, turn left again, and then turn right. If you encounter the guard, take him out. Continue on the pathway to reach the 5th silver suitcase. Disarm it to receive an extra on the timer. Leave the sewers quickly and get back on the bike.

The last Bomb Trigger is easy to fine.



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