Adult Game

Davenport Games

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The Operative No One Lives Forever - Trouble in the Tropics

Trouble in the Tropics - Walkthrough

The Operative No One Lives Forever logo.

The Operative No One Lives Forever

Trouble in the Tropics

Briefing

There is a small but nonetheless intriguing possibility that H.A.R.M. is storing the antidote for the reagent at a secret launch facility on an island off the coast of Mandaru.

Your first objective will be to establish whether or not such a facility even exists. If it does, you must infiltrate it and retrieve a container of the antidote.

Objectives

Ride the main lift to the surface level. Locate the hidden launch facility. Infiltrate the facility. Get aboard the rocket ship before liftoff.

The mission begins near a dock. A couple of guards complain about the arrival of a sub. Cate begins, in scuba gear and spear gun in hand, concealed behind a crate.

Trivia
  • This is the second mission in the game where you cannot select your gear, as it is forcefully set by default to SCUBA gear.
  • Archer is only clad in SCUBA gear for Scene 1. For the rest of the mission, she wears her spy catsuit. However, she still wears her goggles and oxygen tank whenever diving underwater.
  • A part of the map that cannot be accessed in normal gameplay shows a lift with Archer, now wearing spectacles, looking at an engineer. According to a list of all the game's voice clips, the name of the engineer was supposed to be Chuck Barnes and was meant to be talking with Archer about how to “optimize propellant chemistry.” It could be assumed that Archer's dubious answers to the engineer were intended to be the original method of sabotaging the test-fire, as opposed to her interference with one in progress in the final game.
  • The island of Mandaru is a fictional location. As it is described as tropical it is supposedly somewhere on or near the Earth's equator. According to the No One Lives Forever Prima's Official Strategy Guide, the island is located in the Caribbean.
  • The ancient temple in Scene 2 suggests that the island was formerly inhabited by an old civilization, along the lines of the Inca, Aztec and Maya.
  • This is the first mission since Berlin by Night that is immediately succeeded by another mission as opposed to a briefing/training level.

1. Scene 1, Trouble in the Tropics

Intelligence Items: 4
  • Letter on the desk in the room to the left once inside the compound - Alternate Location: Letter sitting on the shelf in the storage room by the UNITY box.
  • Folder under the open drawer in the Radio room.
  • Package sitting on a crate in the dark area before taking the lift - Alternate Location: Package sitting on a crate in the dark area before taking the lift.
  • Blueprint sitting in the room next to the door where you must use to the Code breaker to advance to the end of the level.
Objectives

Disable the communication equipment. Kill or avoid the nearby guards. Go into the door on the far right side and enter. More guards are here - if you are going to kill them, do it quickly, so they die outside the view of the camera to the right. Enter the door ahead and on the left. Be wary of the camera. Get the items from inside the room. There are two doors outside - from your perspective, it is one door to the left and another to the right.

Enter the door on the right. Proceed down the hall. Explore the storeroom down the right hall if you wish. A keypad locks the door at the end of the main hall. Use the keypad and enter the office. Shoot the radio inside the room to disable communications. Search the file cabinets for an intelligence item.

Objective

Ride the main lift to the surface level. Exit back to the main hallway and enter the door on your right. You enter a dark warehouse. Search the area for an intelligence item. Enter the doors on the other side. Ride the left lift. It will eventually stop on the way up. Shoot the guard and technician across from you and their lift explodes. Leap onto the support beam separating the two lifts. Leap to the ladder and ascend to the ledge.

Objective

Locate the hidden launch facility. Go through the door and up the stairs into a room with guards. Terminate the guards and snag the blueprint. Go around the room to a door with a keypad. Use the code breaker to open the door. Proceed through the door at the end of the hall to complete the scene.

Walkthrough

The only 'silenced' weapon you are given by default is the speargun. Consider replacing a machine gun with the silenced pistol and the SVD with the Hampton Carbine. You need at least one sniper rifle on this level because there are snipers you must face in the second scene.

Ambush the guard nearest you and then take out the other one. Make your way over to the double doors on the other side of the bridge, under the camera. Listen for a FUNNY CONVERSATION, but consider killing both guys before they walk off; once they get around the corner, they are be in view of a camera and nearer to a bunch of other guards, and it will make it much harder to deal with them.

Go into the office around the corner, and get the armor and codebreaker if you need it; otherwise, just use it as cover against the camera there. Through some bizarre occurence, neither the camera nor the guards can see you behind the glass of this office; at least while crouched, anyway. So if the guards come by and then walk down the hall through the double doors or check out the bodies, shoot them, as long as the camera will not see them.

Go through the double doors across from the window and down the hall. Take the first right and then right again through the double doors. Inside this supply room is an AMMO BOX. You might also find armor and a LETTER on one of the shelves.

Leave the room and go up the stairs, right, right, and then left through the single door. Inside is the scope for the crossbow, if you happen to have one. Use the codebreaker on the double doors here and go through them, down the stairs. Behind some supply boxes here is another AMMO BOX with poison crossbow bolts.

Leave this room full of crates and head back toward the initial hallway across from the security office. At the end of this hall is a room with a set of stairs and a keypad-locked room. Open this door and go in. Shoot the radio and grab the FOLDER on the floor by the cabinet.

Head back to the security office and go in through the other set of double doors there. Beware of the second camera and the guard there. On a pile of crates next to a thermos in the middle of this large store-room is an ENVELOPE.

Go through the double doors at the other end of this room. Switch to an automatic weapon and hit the elevator button and jump on. you will meet another elevator about halfway and have to shoot its occupants. Stealth is not an issue.

Jump across to the central beam and climb up the ladder. you will reach another level with a set of double doors. Head out of the doors and left, and into the small door there. Go left and then up the stairs. Shoot the guy through the glass window across the walkway, wait for his buddy to investigate, and then shoot him, too. There is armor and a BLUEPRINT in the glass office. There is also a codebreaker on the shelf here if you need one. Use it on the double doors near the office. Go around the corner to the elevator. End level.

2. Scene 2, Trouble in the Tropics

Intelligence Items: 7
  • Letter sitting on the ground near the two guards talking about the short circuit - Alternate Location: Letter on the ground near one of the orange crates in the beginning outside crate area.
  • Package sitting on the wooden plank in the marsh area to the right of the fenced off guard post.
  • Briefcase sitting on the bench at the far end of the ruins.
  • Folder sitting on the far left raised portion of the ruins - Alternate Location: Folder sitting on the ground near the gate after coming out of the off trail area.
  • Letter sitting on the ledge that outlines the outer ruin guard tower - Alternate Location: Letter sitting on the ground by the right side guard tower in the ruins
  • Letter by the bed inside the ruins barracks area.
  • Folder sitting under a plant on the outskirts of the marsh area where the user must zipcord to the end of the level - Alternate Location: Folder sitting on a rock located in the stream heading to the marsh area at the end of the level.
Objective

Locate the hidden launch facility. Listen to the guards' conversation ahead. Kill them and search the crates in the area for intelligence. Be wary of the guards in the tower here. Take them out with the sniper rifle. After terminating all the guards, follow the path to the right. More guards will approach as you move; terminate them before continuing onward.

Look for towers and stop your progress when you spot one. Kill the guards inside with the sniper rifle or other long-range weaponry. You will eventually reach a dead-end into a fence. Kill the two guards nearby and locate the swampy path off to the right. Search the area for an intelligence item. Go over the concrete bridge and shoot the guards ahead. You will arrive at a wooden bridge. Terminate the three guards on the other side. Traverse the bridge carefully, jumping over the gaps and avoiding the green wooden planks.

At the intersection, go right to check near the fence for an intelligence item. Go left now and approach the ruins. There are many guards here. Trigger their arrival by using the sniper rifle versus the one adjacent to the center door. Lure the others around the corner and take them out with machinegun weaponry.

Search the grounds for intelligence items and enter the door to the right of the entrance. More enemies hide in here. Carefully eliminate them and search the rooms for items. Go out the back entrance of these rooms into a shallow river. Grab the intelligence item on the rock as you make your way to the clearing. Take out the sniper rifle and use it against the guards in and near the tower (there are three total). Turn left and spot the zipcord hook inside the circular opening. Use the zipcord to ascend and clear the scene.

Walkthrough

Wait for the guard to come by and ambush him. Use your sniper rifle to take out the guy on the tower ahead of you before he does too much damage to you. Those SVD's are vicious.

Go down the jungle path to the right. you will find 2 guards engaged in a FUNNY CONVERSATION. Get them and also snipe the guy in the guard tower ahead of you. Be careful as they have grenades. Also try and get the LETTER that may be on the left-most path next to the lunchbox.

Continue along the road until you find a tower next to a gate. Deal with the guards there and head into the split in the rocks on the right side of the road, back a bit from the gate. Go through the small bog and find an ENVELOPE on the end of one of the planks. Keep going, across a stone bridge, and wait for a FUNNY CONVERSATION a little up the path. A couple guards will come down the path toward you while talking so back up.

Dispose of them and proceed up to a wod bridge. Kill the guards on the other side and cross carfully; the bridge is flimsy and prone to breaking in parts. If you hear the wood start to break, jump. you will soon find yourself at the road again. Shoot the guy on the right and head right a smidge to hear a FUNNY CONVERSATION.

Head left up the road, away from the gate. The road ends at an ancient temple of some sort. Watch for guards on both the left and right sides, and see if there is a BRIEFCASE on the bench near the central door. Then go up the right-hand ramp into the room there. Prepare for a firefight.

Go into the bedroom on the left and get the LETTER by the beds. Then head out the left exit down the broken steps to the stream. The stream ends in a lake with a watchtower in the middle. Locate the large metal pipe on the left cliff face. Use the belt hook shot on the hook at the top of the pipe. End level.

3. Scene 3, Trouble in the Tropics

Intelligence Items: 2
  • Letter in the water right underneath the rocket.
  • Folder on the table in the cafeteria after the failed rocket launch.
Objective

Infiltrate the facility. Go forward and spot the hatch on the floor. Pull out the cigarette lighter and use its lighter function to disable the lock on the hatch. Open the hatch and descend the ladder. Fall down onto the beam. Descend each ladder and traverse each beam until you can leap into the water below. Pull yourself up into the pipe.

You can use the cigarette lighter to supply some light in the tunnel. Go forward and take the first right. Drop down into another pool of water. Emerge into the bottom of the launch area. Search the area for intelligence items. Listen to the conversation between the scientists. When it is over, you are called to quick duty.

Objective

Sabotage the test firing. You have only a minute to figure out a way to sabotage the launch. Pull out the cigarette lighter and switch to the welder function. Locate the combination locks holding up the support beams - there are eight in all. Use the welder twice on each one to break apart the locks. Once you have broken all eight locks, jump back into the water and swim away. A cutscene of the launch plays - and it does not go well.

Return to the destroyed control room and go down the stairs. Tons of guards attempt to stop your progress here. Use a submachinegun to mow them down as they approach. Collect their ammunition, search the area for intelligence and items, and approach the door with the keypad. Use the code breaker to open the door and complete the scene.

Walkthrough

Go to the end of the pipe and weld off the lock on the grate. Climb down the ladders. Before you fall into the water, SAVE IT! The next section is timed.

As soon as you jump down into the water, a FUNNY CONVERSATION will begin. Do not stop to listen to it run into either side of the pipe and find the pipe section that goes down. you will end up in a pool under a rocket that is about to go off! Grab the LETTER in the water and run out of the pool, up the ladders to the beams secured by locks. You must weld off all 8 locks and then dive into the water before the time limit is up or you will die. Good luck.

When you have done this (it may take many tries), go back up to the platform that rings the area, right below the support beams, and jump into the window that was just recently blown up. Go out into the hall and down the stairs. you will see about 10 guys come down the hall toward you. Waste 'em and head down that hall.

It ends in a breakroom. Get the FOLDER on the table and keep going. Go left and up a set of stairs, through an empty supply room to a guard office. There is armor there and a codebreaker if you need it. Use it to open the door downstairs. Proceed up the stairs. End level.

4. Scene 4, Trouble in the Tropics

Intelligence Items: 6
  • Dossier on the shelf by the room with the two scientists talking about Big Mama and the Paris Caper - Alternate Location: Dossier sitting on crates outside by the two scientists talking about the rocket explosion
  • Letter sitting on the ground outside the room with the two scientists talking about Big Mama - Alternate Location: Letter sitting under the bench in the room with the two scientists talking about Big Mama.
  • Letter sitting on the bench in the room with the two scientists talking about Big Mama.
  • Package sitting on top of the control panel in the lower rocket launch control room - Alternate Location: Package sitting on top of the control panel in the upper rocket launch control room.
  • Briefcase sitting on the bench in the room with the astronaut whose suit you must steal - Alternate Location: Briefcase sitting in the corner in the Radio room.
  • Letter sitting on the bench in the room with the astronaut whose suit you must steal.
Objective

Avoid detection. The mission objective does not lie - if you are spotted, the mission ends in failure. There is a technician ahead and a few guards to the left. Your goal is an open door to the left beyond the second block of crates ahead of you. To reach it, hide behind the crates ahead of you and slightly to the right. Wait until the technician walks to the left and walks toward the courtyard ahead of you.

Follow the technician and hide directly behind the crates on the left (face the courtyard). The technician stands checking the crates. As soon as the guard on the left looks toward the courtyard, jump onto the crate and run left quickly. All guards are looking away - you may hear some scientists spot you, but just keep moving. Duck into the doorway, and you have made it past safely!

Walk forward into a storage room and left into a locker room. Search both for intelligence items. There are two scientists talking in the room beyond the lockers. Kill them if you wish. Go into the storage room and proceed beyond into a room with crates on the right. Jump up the stack of crates and follow the narrow tunnels until you drop down into water.

Swim forward and locate a grate. Open the grate and spot the guard up on the bridge. Kill the guard with your spear gun. Walk under the bridge to the ladder at the end. Hide behind the barrels and approach the exit into the courtyard to listen to an important conversation.

an opportunity walk around the structure to the left.

Objective

Eavesdrop on the conversation. Listen to the conversation to discover the launch time of the rocket (and the location of the antidote). Do not be detected during the conversation. Remain carefully hidden behind the barrels.

Objective

Locate a radio and contact headquarters. There are two guards outside: one across from you and another down to the left. Take out the spear gun and go for the one across from you first. Wait until he is moving left (away from the alarm) and shoot him. Take out the one down and to the left next. Terminate the scientist down near the second guard also. Walk across to the room and locate the radio inside. Use the radio to contact Foxhound.

Objective

Get aboard the rocket ship before liftoff. Enter the right-hand tunnel and listen to the scientists discussing the launch. Bust into their party and terminate them and the guards inside. Some will go for the alarm, so make sure you kill them quickly (you do not need to use the spear gun). Search the area for intelligence and items and go through the door at the end of the exiting tunnel.

Objective

Obtain a space suit. Walk toward the lockers and spot the sign pointing the directions to the rocket and the toilet. Look in the room labeled “toilet” and spot the astronaut in the space suit. Terminate him with a head shot and approach his body to steal his space suit. The mission concludes as soon as you have grabbed the space suit. Watch the cutscene of the launch.

Walkthrough

In this level you cannot let the alarm go off. If you do, it is game over. This makes it absolutely critical that you have a silenced weapon if you are to be successful. I imagine that some have done without it, but that is certainly the hardest path, and as walkthroughs rather naturally tend toward the path of least resistance, the following description of the level assumes that you have at least ONE silenced weapon.

Make your way forward and into the alcove to the right. Continue this way, ambush the scientist, and take him out, too. He triggers the alarm if you do not. Head for the archway on the right and wait for the FUNNY CONVERSATION. Once it is through, back up and ambush the guard that is headed your way.

Head down to the green walls and left around the corner. Go through the doorway into the room with the machinery. Watch for guards. Head up the stairs through the gray door here and listen for a FUNNY CONVERSATION. This one is actually important to listen to. When it is done, head back down the stairs and wait for the scientist to come down the stairs. You can ambush him there without fear of being seen. Go up and wait for the scientist to get near the green crates where you can shoot him. Then you still have to deal with the guy in the courtyard and the guy on the walkway above.

Once you have done this, head up the ladder, into the office and use the radio. Go up the small set of stairs at the bottom of the ladder. Go around the corridors. Listen to a FUNNY CONVERSATION near the control room. One of the scientists will come down the hall toward you. Ambush him, and then head to the control room. Beware of the scientist and the 2 guards inside.

Then head down the hall to the room with the astronaut and wax him. Get any items you want to get before you do so, because once you kill him the level ends.

Missions