Adult Game

Davenport Games

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The Operative No One Lives Forever - The Dive

The Dive - Walkthrough

The Operative No One Lives Forever logo.

The Operative No One Lives Forever

The Dive

Briefing

Return to your hotel to see if Agent Goodman has left a message for you. In either case, contact him and make plans. You will need his help if you are to succeed.

Objectives

Leave the hotel without being followed. Search the sunken freighter for the captain's log and shipping manifest. Retrieve the shipping manifest. Retrieve the captain's log.

Trivia
  • Even though it is called Frankfurt Inn, it is highly unlikely that the hotel is actually in Frankfurt as that city is hundreds of miles south of Bremen.
  • There is a message for Room 202 behind the front desk, but when Archer enters the room, it is under renovation.
  • Goodman has changed his shirt after Archer pointed out the last shirt was not very subtle. In No One Lives Forever 2: A Spy in H.A.R.M.'s Way, Archer will find a chest of drawers in Melvin Blitzny's home with both types of shirts in them.
  • There is large banner in the hotel's courtyard reading “Oktoberfest.” This is a reference to the largest annual folk festival in the world. While the date is accurate, the location is not as this festival only takes place in Munich, Bavaria. Then again, it could be an advert.
  • Unlike the other frightful civilians who seek cover when coming across a dead body, a maid with a cockney accent angrily cries out she will not clean up the mess created by the fight between Archer and the H.A.R.M. thugs. She completely ignores the dead bodies and does not seem to take notice or care when pointing a gun at her.
  • An intelligence item, which is randomized to taking the form of either a long tape or a small film roll hints refers to the villains Wagner and Armstrong. The tape is labelled as Inge Wagner's song “Ode to Daisy” and the film apparently shows Armstrong in the midst of a brawl.
  • While moving through the air duct, it breaks at one stage and Archer lands in a huge barrel of beer. The hotel appears to have its own brewery, which is not an uncommon occurrence in West Germany.
  • A time or date is not given in Scene 3 which causes some confusion with regards to the game's time frame. While it was night time in the first two scenes, the sun is shining in Scene 3. We can assume from this that the last scene probably takes place early hours of the next morning.
  • The areas of the freighter Cate travels through are very different to the ones in the previous mission. The only room that reappears (although it could not be accessed earlier) is the galley which contains the add-on “Antitoxin” to protect against poison damage.
  • Before sending the divers to the wreckage, Armstrong mentions a “half-empty bottle of Laphroaig,” which is a popular whiskey distilled in Scotland.
  • On the official website, the sunken freighter is shown to be located somewhere in the Caribbean, as opposed to somewhere in the North Sea.

1. Scene 1, The Dive

Intelligence Items: 4
  1. Paper posted to the beam at the starting point for mission.
  2. Folder at the top of the 1st flight of stairs before jumping down to area with locked wooden door.
  3. Blueprint sitting on the drafting table in the 1st room where you need to zip-cord.
  4. After jumping up the crates placed in a stair-like formation, the concrete beam below contains a letter - Alternate Location: Letter located on the 1st pile of wood planks that you encounter near the start point for mission.
  5. Letter behind the locked wooden doorway - Alternate Location: Letter located on the small work scaffold after the 1st zip-cord

Cate arrives at the Frankfurt Inn and inquires about messages from Tom. She then notices her room door ajar - it is Tom inside. Cate argues with Tom about the freighter explosion before they're both attacked from thugs outside. Tom orders you to escape the building using the rooftop.

Objectives

Head for the rooftop. Exit the room and take out the thugs to the left. Search room 202 for possible intelligence items. Exit through the double doors by the cart. Follow the walkway to the end and battle a few couple of thugs along the way. Enter the door, then enter the door on the right. Kill the thug and explore the area for items. Return to the hallway and turn left. Watch out for thugs high up. Go down the left hall to room 208 - get the intelligence items from inside.

Follow the hall until you hear the duo discussing the shut down elevators. Kill these thugs and watch behind your position - more thugs attack from your rear. Turn left toward the fireplace and grab the intelligence item. Search remaining rooms for possible intelligence items. The elevator is not working, so retreat back down the hall until you spot the maid cart. The door is now open beside it. Enter the room.

Open one of the windows and hop out onto the ledge. Kill the guards across in the other building. Go left around the tower (be careful walking over the falling stones) and go past the fire escape. Turn right and kill the other guard in the open window. You will notice a hook inside the open attic. Pull out your new zipcord and use it while lined up with the hook. Enter the attic to conclude the scene.

Walkthrough

Open the door. Wait for the guy to investigate his buddy and then shoot him, too. Go down the hall and to the right, through the double doors. There should be 4 or 5 guards on the way. Now you are on a balcony around a field with an Oktoberfest sign over it. Either go down into the field and shoot off the lock to go into the storeroom, or go around the balcony to the other side, past the 2 guards, back into the inn.

Both paths lead to a carpeted hall. Carefully turn the corner and shoot the guy in the balcony above you. Then turn around and walk backward and shoot the guy in the balcony directly above you.

Take the left and go into the room, shooting the guy here. Get the LETTER on the mantle and armor by the bed. Continue back down the hall you were headed and note room 207; there will soon be 2 guys coming out of here.

Go forward, shoot the 2 guys here, and head for the fireplace. There is a LETTER hidden behind a chair by the fire. Go into the room at the end of the hall (203) and get the microfilm in the wood storage area next to the fireplace. There may be armor in here.

Return to room 207, shoot the 2 guys, and go in once the maid comes out. Note that there might be a TAPE on the desk on your right-hand side here. Open a window and go out on the ledge. Watch out for the sniper on the other side. Move left across the ledge quickly; it will collapse. Go past the fire escape, and look to your right and up. There is a sniper there, and above him is a hook that you need to use the belt hookshot on. End level.

2. Scene 2, The Dive

Intelligence Items: 4
  1. Envelope in the corner of roof below where 3 guards shoot at you from - Alternate Location: On the floor near ladder you take to get into the air duct
  2. Folder on roof with water tower - Alternate Location: On the floor near the couch in hall after falling into beer vat
  3. Note on wall of shack in garden area
  4. Envelope on stove near beer vat
Objectives

Leave the hotel without being followed. Walk to the left side of the attic and open the next window. Crawl outside slowly and peer around to spot the guards above you and to the right. Eliminate them before you expose yourself out of the attic. Grab the thugs' weaponry and ammo, then search the roof for possible intelligence items. Open the next attic window on the left. Enter and terminate any guards inside. Approach the ladder and knock out the thug at the top. Ascend the ladder and open a grate leading into a shaft.

Crawl inside and follow the shaft to its end. Move quickly because guards below will spot your movement and fire into the vent shaft. Open the grate at the end and fire at the guards outside. Drop down to the ground (jump to the lower roof to curb your fall). Search the shed for an intelligence item. Climb the vines at the end to the right. Jump to the gutters on the right. Locate the space under the large water barrel. Kill the thug nearby.

Go along the right edge and follow the gutter over to the far window. Enter and kill the guards hanging out to the right. Follow the hall to the end and open the window. Emerge back outside. Traverse another gutter to the left around to another window. Enter and follow this vent until you drop into a large vat. Exit into the hallway and go left to the closed double doors past the woman. When you reach the doors, you will hear guards in conversation. Look up and take out these guards as they assault you from above. After you kill them all, the double doors open (via a drunk guy). Exit to the left to escape the hotel.

Walkthrough

Go around the corner, left, and out the window. Looking up, you will notice a guard. Shoot him. Once you go out the window there will be one on the right on the roof, and one on the roof above you, to the right. Head right and to the window there. Open it.

There are 2 guards and armor in this attic. There might also be a LETTER. Go up a ladder at the end to find another guard. Open the hatch to the air ducts and go in. Go down until you hear a guy say she is in the air duct and then back up. They are going to fill the duct full of lead, so wait until they are reloading and time it so you do not get shot.

At the end of the duct is another hatch. Get down onto the gutter on your right and watch out for the 2 gunmen, both above you on the right, one near and one far. Go along the gutter and jump onto the trellis or shack. Then go down off the back of the shack so you do not die from falling.

Go into the shack and get the NOTE tacked to the wall. Then go to the ivy trellises across from the shack and climb up the right-hand one. Head along the gutter up to the water tower, and then over to the gutter behind the tower, above the way you came in. Go in the first window on the left, past the 2 guards, and out the window on the other side.

Go left onto the gutters, and into the hatch on the far end. The duct will break, and you will fall into a vat of beer. Get the ENVELOPE on the stove. Leave the kitchen, and head to the elevator. Get the armor and the FOLDER by the chairs on the right. Then head left.

Sneak down this hall toward the open area. Note the balcony above. There will be about 4 or 5 guys up here, so be ready for them. Once they are disposed of, that drunk guy in the green jacket will come through the double doors at the end of the hall on the right. Head through the doorway and out the exit on the left. End level.

There are 4 intel items in the scene.

  1. In the second attic that you enter, there will be two guards and a BODY ARMOR. After dispatching them, you will be attacked by a third guard at the top of a ladder in the furthest part of the attic. There is a LETTER behind the crate at the bottom of the ladder.
  2. The Flashlight is very helpful in the scene.
  3. BODY ARMOR is next to the stove in the room with the beer vat.
  4. Once on the roof (with the water tower) walk across the gutter (above where you exit-ed the air duct that you where being shot at). Enter the window in the first steeple. If you attempt to continue walking down the gutter to reach the second steeple, the gutter will collapse and you will die.

You start out in an attic. The exit from the attic is a shutter leading out to the roof. There are three guards waiting to ambush you. This initial encounter can be tough. Arm yourself with the Hampton Carbine. Open the shutter (the shutter will swing upward). Face right. Turn on the Zoom. Shuffle a tiny bit out the opening and immediately shoot the man on the roof. You only have a second to take him out before he starts shooting at you. Shuffle back into the attic. Face the opening. The shutter blocks most of the view of the roof ahead of you, but not all. Crouch and use the gap between the shutter and the shutter's frame to spot the bottom half of the man on the roof ahead of you. Use your scope and take him out. For the last guard, slowing creep out the opening and spot him on the roof of the building you have just left. He is easy to dispose of.

There a point in the scene where you a crawling through the air duct and you hear the guards say, "she is in the air duct." They then fire their weapons into the air duct. The best way to avoid damage is to never stop running. By the time they finish saying "she is in the air duct" and begin firing, you should already ran past the killing zone.

When you get past the killing zone, you crawl to a shutter. Without opening the shutter you can see through the cracks of the shutter. A guard is on roof to your right. Be patient. Let him continue walking on his route. Once he is out of sight, open the shutter. Prepare your sniper rifle for his return. When he returns take him out with one headshot. The second guard on the roof will not be alerted. Later on when you walk under the water tower on the roof, and see the back of the second guard.

3. Scene 3, The Dive

Intelligence Items: 7
  1. Shipping manifest on table of office near shark room
  2. Envelope near forklift in shark room (under office)
  3. Blueprint in crate on right side of shark room - Alternate Location: On floor near crates in room after you swim through hole in ceiling.
  4. Reel to Reel on shelf after coming out of vents - Alternate Location: In the center of shark room under toppled crates
  5. Briefcase near ladder in room with blocked ceiling - Alternate Location: On shelf in the kitchen
  6. Envelope in drawer of Captain's quarters
  7. Captain's Log on the bed in Captain's quarters
Objectives

Retrieve the shipping manifest. Retrieve the captain's log. The scene begins with Tom and Cate in the North Sea - Cate's in scuba gear and preparing to dive to the sunken freighter. You begin down near the sunken freighter. Turn left and locate the hole in the ship's wreckage. Swim inside and to the top of the room. Locate the door to the right and open it. Go right through the hall, then left, and head into a door on the right side. Grab the clipboard from the desk - it is the shipping manifest (which counts as an intelligence item).

Shoot the window and swim into the cargo hold. Swim straight down and spot the forklift - grab the intelligence item. There are sharks swimming inside the cargo hold. You can remain here and shoot them with your spear gun or make a break for it across the cargo hold. Your goal lies on the opposite wall near the ceiling. Swim into the vent. Follow the shaft through the first left and then to the right. Emerge into the storage room.

Swim to the door. The door to the left is locked, so go right and follow the hallway until you locate a busted wall on the left. Swim up the hole in the ceiling and go left. Open the door and go left when you emerge outside in the hallway. Follow the hall until you reach an intersection to the left and right. Go right and open the door. This is the captain's room. Grab an intelligence item from the nightstand and pick up the captain's log off the bed. Completing the objective triggers a new one.

Objective

Find your way out of the freighter. You are no longer alone inside the ship. Enemy divers are swimming through the ship and block your way back to the surface. The enemy divers also use spear guns, and it is possible, although difficult, to dodge the projectile. Act quickly upon turning each corner, however; you can usually get off the first shot and thus the kill. You must return to the cargo hold, though your progress is impended by falling debris.

Swim through an open door behind one of the divers (it was previously closed) and swim through the stairwell. When you emerge, look for a vent shaft in the ceiling. Swim up and emerge inside a circular room with a large object in the center. Locate a hole in the cylindrical object and swim inside and up to complete the scene and mission.

Walkthrough

Head up toward the hole in the wreckage. Go up through the sparking hole and open the door. Continue down the corridor until you see a door on the right. Open it, go in, and get the shipping manifest. Then take your next right, and watch out for the passage to collapse on you.

The next room is a large cargo hold. There are no less than 3 sharks in here. it is hard to hit them, but it is a good idea to try; if they hit you at all, it is insta-death. The speargun fires slow, so time your shots well or wait until it heads right for you. Note that you can (and should) retrieve any spent spears; they do not disappear like regular ammo. This also goes for the crossbow, when you get it.

There is a letter in one of the alcoves by a forklift. There is also a set of BLUEPRINTS in one of the open cargo containers. Head for the open air duct at the far end of the cargo hold. Go down this passage until it leads to a supply room.

Get the TAPE on the shelf of the supply room and open the door in the next room. Go right, down the hall, and through the blasted hole at the end of the hall. Go up through the sparking hole.

In the antechamber above, open the closed door and go left down the hall. Watch out for a piece of the wall to explode. Take the first left, which leads to the kitchen. The ANTITOXIN is on the table and will allow you to avoid all damage from poison if you have it on you.

Go back to the hall and take the next right. By a set of stairs here is a BRIEFCASE. Now, to the end of the hall, and right. Open the door and head in to the captain's quarters. Get the log over the bed and the LETTER in the open drawer.

Now you must go back to the beginning of the level. There are 2 problems, however. One is that the ship will be filled with HARM divers. The next is that a passage will close off, forcing you to find another way out.

When you get back to the door in front of the supply room, the door next to it will be open. Go this way, instead. You end up in a large crate storage room with walkways. Note that there is armor in the far right corner of this room.

Skip the first door on the left, and go off the walkway, to the lower, second door on the left. you will go down a set of stairs and down a long hallway. When you see an open air duct above you, go up. Follow the air duct down and then go out onto the open walkway. Go up to the locked door and then look left and up. There is a large hole that you can swim through. Go in here and swim up. End level.

Walkthrough Amendment

Here are the list of intel items

  1. Ship's Manifest
  2. Cargo Bay with Sharks: MICROFILM located on the floor in the center of the room (near the flipped fork lift)
  3. Cargo Bay with Sharks: LETTER In the alcove in the back of the cargo bay next to the upright fork lift
  4. Look for blasted wall. Go up through the sparking hole in the ceiling. Follow the passageway to the first closed watertight door. Approach the watertight door. Turn around. On the floor at the foot of the HARM crates is the blueprint.
  5. Kitchen: BRIEFCASE is on one of the kitchen countertops
  6. Captain's Cabin: Letter in open drawer next to bed
  7. Captain's Cabin: Captain's Log is floating above bed
Added Information
  1. ANTITOXIN located on table in kitchen
  2. BODY ARMOR. After you make the detour from your original path (the detour is by the supply rooms), you enter a large crate storage area. In the back of the room on the left hand side is a stairwell which leads down. At the bottom of the stairwell is the BODY ARMOR
  3. Sharks take 3 hits to kill unless you hit them in the head. Be patient when dealing with them. You can easily kill them all off without exposing yourself to danger
  4. Flashlight is very useful
  5. When you shoot the HARM divers, they scream pretty well under water. (They must have incredible lungs.) Seeing them speared to a bulkhead was a very nice visual effect
  6. The pot on the stove in the kitchen has soup in it. Despite the frequent rocking of the ship, the soup has not floated away. The only plausible explanation is chef's cooking.

Missions