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

Once you reach the chateau, you will have to act quickly. The first challenge is to locate the list. The greater challenge will be to deliver it to Command. Needless to say, subtlety is advisable. The odds against you are already overwhelming enough without drawing undue attention to yourself.

Objectives

Infiltrate the chateau. Locate the secret entrance to the underground base. Locate the baroness' secret lair. Recover the list of names.

Trivia
  • Along with A Tenuous Lead , this is one of the only missions in the game that does not commence with a cutscene.
  • This mission finally resolves the mystery of who the mastermind behind H.A.R.M.'s evil plan really is. While The Director is undoubtedly the administrative leader of the organization, the Baroness was in charge of this particular operation and thereby functioned as one of H.A.R.M.'s executive directors
  • An intelligence item suggests that the town where the Baroness does her window shopping is called “Kleinstadt,” which literally means “Small Town.”
  • The fight against Armstrong is the only boss fight in the game that is fought solely in melee combat style.
  • Even if not equipped at the start of the mission, the standard gear that is recovered in Scene 2 always consists of the Cigarette Lighter, Barrette and the Shepherd Arms 9mm.
  • If you take out the guard in the room where your gear is stored before he is alerted, you will not be able to obtain the revolver he uses when he does take notice.
  • Like with A Man of Influence's Scene 3, choosing the wrong response will fail Scene 2 with “You failed to provoke Armstrong” mission failure, making it the second time Cate can fail a mission without dying or blowing her cover. However, players can press Space Bar to skip the cutscene and proceed directly into the fight instead.
  • Unlike the ones in The Dive, the Shark in Scene 4 cannot be killed and must be avoided. Shooting a guard on a nearby balcony will distract it and provide a good opportunity to swim to the next platform
  • Volkov makes his first appearance after an absence of seven levels/four missions. He last appeared in Scene 6 of Safecracker.
  • Shooting the Baroness' Helicopter has no effect, as it will not take any damage. However, some players have reported that it suddenly disappears if machine guns are used.
  • This level marks the last appearance of Magnus Armstrong in the game. He returns in the sequel in which he is not only elevated to main character status, but also becomes an ally who joins UNITY and becomes Archer's partner.
  • One of the intelligence items that Archer finds in Scene 2 references the 1997 video game Claw by Monolith Productions. Captain Claw is also within a prison when he finds a note that starts with “I am writing this with a quill and a piece of torn parchment for my Spanish captors. I will then hide it in the wall.”

1. Scene 1, Trouble in the Tropics

Intelligence Items: 6
  1. Letter sitting on the shelf in the room after getting off the rafters - Alternate Location: Letter sitting on the rafters at the beginning of the level.
  2. Film canister sitting by the boots when you descend the spiral stairs - Alternate Location: Film canister sitting on the mantle of the fireplace as you descend the spiral stairs.
  3. Briefcase sitting in the room on the lower level by the gate and double doors - Alternate Location: Briefcase sitting on the bench lining the room with the elevator.
  4. Folder sitting on the shelf as you climb the ladder to the small 2nd floor area behind the large generator mechanisms - Alternate Location: Folder sitting on the desk in front of the ladder leading up to the attic area.
  5. Letter sitting on the floor as you open the grating from the ladder to expose the attic area - Alternate Location: Letter by the toilet on the lower level.
  6. After scaling the roof from the attic to the gated crate area, a package sits on one of the boxes - Alternate Location: A package sits by the bookcase to the left of the elevator control box.
Objective

Infiltrate the chateau. Walk over the beam ahead and follow the rooms to the staircase down. Search the area for possible intelligence items. Walk past the fireplace to the open door on the left. Kill the guards ahead and walk around the gondola machinery to the door. Proceed upstairs and open the door at the top. More guards lurk here; terminate them, then enter the left office and ascend the ladder. Search the area for possible intelligence items.

Open the hatch at the top and enter the crawlspace. Stay on the roof and spot the opening to the right. Look around for possible intelligence items before moving onward. Shoot or open the padlock and exit. Enter the room to the right and kill the mechanic. Use the lever on the powerbox and resume your course in the hallway.

Search forward (comb the area for possible intelligence items), then go through the path to the left. Kill the guards here. Enter and use the lift. Exit the lift and go down the stairs ahead of you. Enter the courtyard - Armstrong captures Cate!

Walkthrough

You start in a machine room of sorts. Grab the LETTER on the beam and head for the room suspended above the gear. Go out of this room and down the stairs. Go down the hall and into the break room. Go right, into the bathroom, and get the LETTER. Then go left back into the gondola room. Go through the wood door on the other side of the gear.

Through the door in here is a machine room. Immediately on the left is a room with a rug, a table, a shelf, and a ladder. Climb up the ladder to the top and open the hatch. Turn left. If you look hard, you can see a crawlspace that is hidden by the blending of textures (anti-aliasing will actually hurt you, here). Duck into the crawlspace and go through here.

You end up out a window onto a roof outside. Go along the roof, up the sloped roof, and into the room with the crates. Pick the lock and go down the hall to the first room on the right. Get the ENVELOPE on the floor by the bookcase and pull the lever on the electric box by the worker. Then go back into the hall and down the broken staircase.

Take the first left and go into the main hall. Get the BRIEFCASE on the bench and use the elevator to go up. Cross the hall and go down the stairs to the icy hallway. Continue out to the courtyard and the level ends.

2. Scene 2, Trouble in the Tropics

Intelligence Items: 2
  1. Letter in the bed located in the jail area after the Armstrong fight.
  2. Package sitting on a crate to the left after retrieving your gear.
Objective

Kick Armstrong's arse. Armstrong tosses you into a makeshift jail. After a long cutscene with the baroness, you can convince Armstrong to let you out and have a fist fight for your freedom. If you manage to beat him, he will let you go. But first, you must rile him into a fight. Select dialogue choices that incite him to battle (call him a girl, that he wears a skirt, and so on) and prepare for the fight.

Defeating Armstrong requires hit-and-run techniques. Approach him, press the button to throw a punch, and retreat. Watch Armstrong's arm movements closely and move Cate backward when he is about to punch. Do not move too far back from Armstrong, though; he will toss a grenade that causes significant armor damage. Keep bobbing and weaving and avoid close contact when Armstrong swings. Armstrong's health bar is shown at the top of the screen. Reduce his health to zero to defeat Armstrong and win your freedom.

Objective

Recover your gear. Check the jail for an intelligence item. Exit through the double doors. At the intersection, go left (there are guards to the right) and approach the open window - but not too close, as there is a searchlight outside. When the searchlight is not on the window, drop down and spot the window to the right. Crouch below the small stone obstructions, proceed along the right path, and leap through the open window.

You must work quickly. There is a guard to your left - and he is pulling out a gun. Move forward toward the desk and grab your equipment. You will pull out your pistol. Turn toward the guard in the room and take him out with a quick head shot. Scamper over to the right-hand wall (from the entrance) and prepare to shoot additional guards that arrive from the doorway on the back right area of the room. Peek around the wall and shoot them in the chest and arm until both are dead.

Make sure you picked up all the items and exit the room through the gate. Search the crates in the next area for intelligence items. Go down the ladder and around toward the fence by the pool. Spot the hole in the fence; crouch and crawl underneath the hole and move toward the ramp. Enter the door at the top of the ramp. There is another searchlight outside, so be careful. Two guards stand to the left and additional guards can be found high on ledges. Shoot them all, retreating back inside the room for cover.

Approach the locked door and use the cigarette lighter (in welder mode) to break open the lock. Enter the room to the right of the staircase and approach the woodpile in the back. Use the piece of wood sticking out to open a secret passage.

Walkthrough

Just keep insulting Armstrong's manhood and he fights you. Run up to him and punch him. When he winds up to punch you, back up. If you have a lot of trouble, run into the room with the beds and wait for him to run in. Get on the bed near him and punch down at him. He will not be able to hit you.

In the indomitable cate archer scene one you neglected to mention something. When fighting armstrong, right off the bat he will usually punch the ground, when you see him wind up, run and jump on him. you will land on his shoulders and you can safely feed him all the shots you want. it will take a few tries but it works.

Head out the double doors, down the hall, and into the hall with the stained glass windows. Note that there is a coin at then end of the hall with the coffins. Go left and out onto the snowy ledge. Jump across the gap And up onto the parapet. From there you can jump into the window, knock out the guard, and get your stuff.

Then head through the door (move the beam), around the corner, and kill the guard standing there. Take his AK; you will need it in a minute. Find the ENVELOPE in the next alcove next to the thermos.

Go into the room with the crates and out the open doorway. Find the guard and get his SMG. Then go back to the crate room and down the ladder. Go through the pool of water under the fence and get the armor behind it. Then proceed up the ramp.

In the scene where you run across the roof and into the open window, where the crates are. There is an ammo box above you, to get it, jump on the open fence, then a little jump to the gate, run and jump onto the ledge and over, you get some nice phosphorous rounds.

Open the door. This is a guaranteed combat area, so just mow down anyone you see with the AK or the SMG. I have yet to do this without alerting at least one guy. Use the lighter on the locked door, go down the stairs, and 'use' the log sticking out of the wood pile. Get on to the elevator. End level.

Walkthrough Amendment

To make this easier, first you should snipe the guy on the walkway near the spotlight above the two guys; do it earlier/upstairs from the 'front' door with the walled walkway that leads nowhere; otherwise the two guys hear you sniping from near them.

Open the door. There are two guys right outside to the left that are tricky. Watch the timing of the lights. Pop out a moment after they swing by. Pop the guy farther guy (the one kinda facing you), then load three directly into the head of the second guy, then pop back out of the light. You have to be really quick and accurate, but he will not get a shot off (and raise the alarm) if you are. Get your lighter out, switched to welding torch. Wait for the lights to swing. Run (fast speed) then actually crouch down inside the doorframe, as close as you can get to it, and the lights will not see you. Viola.

To make it even easier, leaving no possibility raising the alarm, when you take out the guy on the walkway, you might as well, take out the spotlight.

3. Scene 3, Trouble in the Tropics

Objective

Locate an antidote sample. Cate learns that she is been infected (during an incident in the club), and you have a countdown timer of ten minutes to locate the antidote sample. Go down the elevator and terminate the guards. Go up stairs and around to the far side of the room (past the elevator). There is a guard in the room to the left. Use the ladder and open the locker to pick up an item. Enter the door and through the hallway until you reach a room where the walls begin closing in.

You have been trapped, and two guards release gas into the room: “See how long you can hold your breath.” Look up at the ceiling and spot the hooks. Take out your zipcord and use it on the hooks. Drop onto the beams and descend the ladder. Kill the guards and use the fan to shut off the gas. Exit the area and continue down the hall. Take a left at the intersection. Kill the two guards and continue to the end of the hall.

Follow the catwalk to the console. Press the red button - this moves the antidote sample onto the table below. Exit down off the catwalk and use the staircase. Enter the containment area and grab the antidote sample.

Objective

Locate the baroness' secret lair. Return to the main hall and go up the stairs you bypassed. There are technicians standing inside. Kill them all with your weapon. Locate a hatch in the left warehouse. Shoot or pick the lock. Open the hatch and descend the ladder. Go left toward the door to end the scene.

Walkthrough

Bad news. You will self-destruct in 10 minutes. Go up the yellow walkway ahead and around the whole area to a gray door. Head left into an office and down a ladder. Open the locker on the left and get the armor. Go into the green hall and into the large room. Switch to the belt buckle.

The doors will close and the room will fill with gas. Look up and find the hooks above you, in the ceiling. Run over to the area below them and use the buckle to get up above the room. Go over through the gray door and down the ladder. Deactivate the gas using the lever on the right-hand side of the console.

Proceed out through the door down the hall. Go left. Go all the way around, past the steaming rock, past the stairwell on the left, and up the stairs at the end of the hall, near the scientist. Follow the walkway right and hit the red button on the console by the scientist. Then go back down the walkway, down the stairs, and wait for the antidote sample to arrive. Open up the glass with the keypad and get the antidote. You are cured.

Return to the stairs along the long hallway. Go up the stairs and into the cargo bay on the left. Open the lock on the hatch in the floor and go down it. Go left down the hall. End level.

4. Scene 4, Trouble in the Tropics

Intelligence Items: 6
  1. Letter sitting on a box in the room to the far back right of the starting point - Alternate Location: Letter sitting on a box in the room to the left from the starting point.
  2. Package sitting on the control panel for the trains in the control room - Alternate Location: Package sitting on the large crate to the far right of the train tracks.
  3. Briefcase in the pool of water with the shark - Alternate Location: Briefcase by the couch in the lounge area above the shark pool.
  4. Letter on the shelf in the room with the goat and his friend - Alternate Location: Letter on the table in the cafeteria room.
  5. Item gained by pulling the bar tap which transforms the lounge room.
  6. The list of names represents the final intelligence item.
Objective

Locate the baroness' secret lair. Go down the hall and through the tunnel on the lift. Open the door at the end and spot the train shown during the scene's opening cutscene. Traverse the catwalk and enter the door at the end (stay crouched to avoid detection). Enter the door at the end and go up the stairs. Kill the technician and the guards that arrive. Go right and follow the path to the door. Ascend the staircase and arrive to the top of the train area. Search the train interior for possible items.

Ascend the nearby ladder. You reach an area overlooking the train. Enter the lounge area to search for possible items. Go through the far door and follow the hallway to the cavern - there is water on the right and a lounge area on the left (look for possible intelligence items here). Cross the bridge. Once you are halfway over, obstacles appear, and the bridge starts splitting. Look closely at the water and notice a shark arriving from an adjacent pool.

Turn around and locate the guard on the high ledge. Kill the guard, and he drops into the water. The shark swims over to gather the food. Fall into the water (search quickly for intelligence items) and swim into the adjacent pool. Walk up the platform to the door. Reach the intersection. There is a break room to the left. Go right and defeat the guards. Use the lift at the end and enter the bar and lounge area. Walk behind the bar and pull the bar tap.

Objective

Recover the list of names. Enter the opening. Traverse the tunnel to the door. Approach the chair behind the desk and use the red button. Approach the exposed keypad and use the code breaker. Pick up the clipboard.

Objective

Prevent the baroness from escaping. Kill the guards that enter the room after you pick up the clipboard. Exit through the door indicating the helicopter pad. As you approach the pad, the helicopter takes off and the Baroness escapes no matter how fast you move. Approaching the helicopter concludes the mission.

Walkthrough

Head down the hall and wait for a guard to come through the doorway on the left. Shoot him, and get his buddy too for good measure. Get the LETTER on the orange crate. Go around the corner to the gray door with the color splotches on it. Go along the walkway to the green door at the end, on the right, and go in for a FUNNY CONVERSATION. That is, if you have not alerted anyone.

Go up the stairs to get armor, and then go down around the corner. Follow the passage until it leads to another color-splotched door. Cross the tracks through the train car and get the armor. Then go up the stairs and along the walkway to the green door.

Follow the passage behind the door to a lounge. Get the BRIEFCASE by the chairs and head for the bridge. WARNING: the brige is going to move apart and a shark is going to come out. Also, a guard will begin shooting you from the left. Get to the far end of the bridge as fast as you can, shoot the guy, and watch him fall into the water. The shark will eat him, causing it to ignore you. Then, swim to where the shark came from and up onto the dock. Do not try to kill the shark. You cannot.

You can waltz through this without firing a shot or being fired upon. Ignore the bridge and dive into the water and swim for the barrier. It slides away and you pass the shark like traffic on a two lane road. The shark does not trigger until sometime later, which gives you plenty of time to reach the dock.

Once you are on the dock, go up the stairs and then through the double doors and across the bridge. Go up to the door on the left, shoot the 2 guys, and take the LETTER on the table. Go to the next door on the hall and listen to the FUNNY CONVERSATION. Then open the door and it becomes even funnier. Get the codebreaker on the shelf. Continue down the hall until you reach the elevator.

Use the elevator to to up to the next level. Go into the lounge here and pull the beer tap to open a secret passage. Follow this passage to its conclusion and open the door. Hit the button on the chair and use the codebreaker on the keypad to open the safe. Then get the list of names. Shoot the guards that come in and go out the other door toward the helicopter.

Missions