Adult Game

Davenport Games

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The Operative No One Lives Forever - Berlin by Night

Berlin by Night - Walkthrough

The Operative No One Lives Forever logo.

The Operative No One Lives Forever

Berlin by Night

Briefing

We've been contacted by Doctor Otto Schenker, an East German biophysicist who we believe is working on a top secret biological weapons program for the Soviet Union. Dr. Schenker has expressed a desire to defect. He has asked us to assist him in exchange for information on his research.

This opportunity couldn't have arisen at a worse time. After that embarrassment in Morocco, you are hardly our first choice to handle this affair, but all our other surviving operatives are tied up on equally critical assignments. If we want a chance at Schenker, it has to be now and it has to be you, on your own.

Objectives

Infiltrate the research compound in East Berlin. Set explosive charges. Photograph classified documents. Rendezvous with Werner von Haupt and offer him a light. Locate Doctor Schenker. Escape East Berlin with Doctor Schenker.

Trivia
  • This mission marks the first appearances of Dr. Schenker and Magnus Armstrong.
    • It is also the first mission to feature scientists in a hostile location, who may be defeated without consequences. Civilian casualties will still be incremented but not result in mission failure, supposedly because they end up being responsible for the creation of the later revealed “human time-bombs.”
  • The German Democratic Republic was the official name of East Germany and lasted from 1949 to 1990 when it was reunified with West Germany, thus forming today's Federal Republic of Germany. The 2003 film “Goodbye Lenin” deals with the subject of reunification and highlights some of the major differences between Eastern and Western politics and society.
  • The guard in the gatehouse to the facility can only be bribed after Cate has met with all four of her contacts. Going to him before this results in him raising the alarm, thus failing the mission. This also occurs upon defeating him.
  • In a conversation between two STASIs, one of them says “Geh zum Teufel” which is German for “Go to hell” (literally the devil)
  • The STASI (or Ministry for State Security) was the secret police agency of East Germany and is often credited as being one of the most efficient intelligence services to have ever existed. Their methods of interrogation and excessive use of wiretapping private residences have since been widely regarded as human rights violations. The 2006 film: “The Lives of Others” provides an accurate insight into life in East Germany and the work of the STASI.
  • Inside the compound, there is a cage containing three German Shepherds, which are still the most popular breed of police dog in Germany.
  • A large East German flag can be seen hanging on the wall of the garrison's cafeteria in Scene 2. While the colors were the same as its West German counterpart, the emblem consists of a hammer and compass surrounded by a ring of rye. The emblem of both West and modern day Germany is a black eagle.
  • In the research facility, there is a lot of talk about CCCP Soda, supposedly the only beverage in the Soviet Union. While this is a clear exaggeration, it provides some more comic relief and contributes to the game's clever use of Cold War humor.
  • The CCCP Soda vending machine also appears in the game's sequel, most notably in the missions set in Siberia.
    • CCCP is the Russian abbreviation for the Union of Soviet Socialist Republics (U.S.S.R.) more commonly referred to simply as the Soviet Union. It was founded in 1922 by the Communist Bolsheviks and was dissolved in 1991. Its dissolution is commonly regarded as the formal end of the Cold War.
  • The new bio-weapons program that is being researched in the facility is used on goats as test subjects. There is a special test area in Scene 3 (see quote above) which contains several goat pens and a room (accessed using a Code Breaker) containing a gigantic goat, possibly the result of a faulty reagent. If the alarm is raised, this area cannot be accessed.
  • Dr. Schenker takes a picture of his wife with him before his escape. However, if the cutscene is skipped, the picture is left behind. This picture is later seen in his office at UNITY Headquarters in No One Lives Forever 2.
  • One of the Intelligence items found in this mission is the coded message “wirmp nliv lezogrmv” the translation to the message is "Drink more Ovaltine" (a reference to the 1983 movie A Christmas Story).
  • Two of the STASI scientists are discussing the rehydration of a human being with heavy water. They may have just seen the 1966 Batman movie.

1. Scene 1, Berlin by Night

Intelligence Items: 3
  1. Envelope in the phone booth
  2. Envelope on shelf in guard shack (where you bribe guard)
  3. Envelope in room outside alarm shutoff switch
Objectives

Locate your first contact. Get through the front gate without setting off the beam. Prevent civilian casualties. Walk forward and speak with the man in the trenchcoat — he is your first contact. He tells Cate that, “The entrance is hidden.” As soon as the cutscene concludes, a phone rings.

Objective

Receive the phone call at the pay phone. Move beyond the man in the trenchcoat and turn left down the road. Spot the payphone. Enter the payphone, grab the intelligence item, and use the phone to view the next cutscene as Cate speaks with the second contact. He tells her: “…in the basement.”

Objective

Ring room 205, then go upstairs and knock on the door. Exit the payphone and return to the man in the trenchcoat. Move into the doors behind him and follow the hallway to the left. Locate the room buzzers on the right. Press the one for room 205. Enter the open elevator and go up. Approach room 205, knock on the door, and observe the letter popping underneath the door. Pick up the letter to read: “…of the library.”

Objective

Rendezvous with your contact in the bar. Exit the apartment and go straight across the street, following the signs toward the “Bier.” Enter the doorway on the left and talk with the man sitting at the table. He offers the final part of the clue: “…behind the shelf.”

Objective

Bribe the gate guard to get inside the compound. Exit the Bier and turn left toward the lowered gate. There is a security camera here; move cautiously and crouch to avoid it. Hug the left, so you can easily hop into the door to the small outpost. Enter the door and speak with the guard. The guard automatically opens the door to the compound. Search the room for an intelligence item before you leave.

Objective

Locate the inner gate controls and open the gate. You are entering hostile territory now, and it would serve you well to remain as concealed as possible. There are cameras everywhere - your mission training comes in handy here. Avoid detection by hugging the walls and staying crouched. If a camera spots you, get out of the way quickly, and it might not catch your position. Exit the outpost and enter the open doors to the left. defeat the guards with a silenced weapon. Pick up their dropped assault rifles.

When defeating guards in this section, do so away from the cameras. A camera spotting a dead body is as bad as a camera spotting you. Use body removal powder if it is in your inventory. Keep to the left and enter the small alcove under the streetlight. Again, avoid the cameras positioned above and across from you. Locate the padlocked grate on the ground. Use your barrette to open the padlock (or shoot it) and open the grate. Descend the ladder to an underground tunnel.

Follow the underground tunnel system to another padlocked gate. Open it with the barrette or your pistol. You reach a new ladder. Ascend the new ladder and open the grate at the top. Look to your right and notice the closed door flanked by two chain link fences. The controls to the inner gate are found inside the door - but there is a guard inside and a camera. Luring the guard out is the best option, but if he is alerted by gunfire, he will set off the alarm. Use Cate's coins to lure the guard out of the outpost, then defeat him with a silenced pistol. Crouch inside the outpost and use the lever to open the inner gate. Return to the underground tunnels.

Objective

Proceed to the administrative area. Proceed back through the tunnels. Climb out of the ladder and avoid the cameras. Head forward and hug the walls to avoid the cameras. Turn to the left at the end of the path - this is where the gate was previously closed. There are guards everywhere, including some in high towers. If they have already been alerted to your presence, expect them to attack quickly. It is inevitable that the alarm will be set off. If guards are alerted, just maintain your position and let them come at you.

Objective

Shut down the alarm. Enter the outpost at the end, grab the intelligence item, and locate the closed door. Enter the room and use the red button to shut down the alarm. Exit the outpost and approach the double doors underneath the searchlights (you can only go through the double doors if the alarm has been deactivated). Approach the doors to conclude the scene.

Walkthrough v2

Find your first contact somewhere out on the street. He is wearing a tan jacket. Then head for the payphone which is to the left of the guard house. Get the FOLDER there. Go into the building with the woman standing outside. Ring room 205. Go up the elevator, and knock on the door. Get the folder that is stuck under the door and then go back down to the street, and back into the alley near where you started. Go down the stairs to the bar and meet the guy there.

Go to the gate and talk to the guard. Before you go through the gate, grab the LETTER on the cabinet. Sneak into the compound and listen to the FUNNY CONVERSATION there. Wait for them to finish and separate, and then shoot one of them (hopefully without leaving the body in camera-shot). The garage should open and issue forth some guards. When you have dealt with them, go through the garage to the other side. If this does not happen, head over to the hatch on the left side on the patch of grass. Open or shoot the lock and go down. Follow it to the end, and then go up the ladder. Go to the little shack here and try and shoot the guy before he sets off the alarm, but do not leave the body in sight of the camera inside. Good freaking luck! After many many tries, i managed to do this once. Open the gate by pulling the lever here.

Defeating the guard by the gate switch without setting of the alarm

OPTION 1: Open the door and move out of sight. Throw a coin away from the door and wait for the guard to come out, make sure he does not see you. He will search for the coin with the back to you. Take him out your favourite way, sneak in and open the gate

OPTION 2: It is possible to defeat the guard before he sets the alarm off and without the camera seeing his body. After coming out of the tunnel is pick off the tower guard across the way with my silenced 9mm. Open the door to the guard shack, barely crossing the threshold so he will discover me. He runs for the alarm without drawing his weapon. Shoot him just as he gets to the alarm buzzer.

Even though you are able to get through undetected, it is still impossible to get through scene one without setting off the alarm. You can get pretty far. After defeating the guard in the shack and opening the gate, the ground guards inside the gate know where you are. Run back and take cover behind the fencing by the generator to the left of the tunnel exit. This draws fire from pretty much everyone. The action will draw both ground guards on the inside of the gate to go around to the outside of the gate, through the garage door and out the back door running right behind the two guards who hang out in the garage. All this and none of them ever trip the alarm.

After defeating the guards, go back out through the garage, come back around to face the recently opened gate and stand about thirty yards in front of the gate entrance. Take out the far tower guard directly in front of you. This is as far as you can get without tripping the alarm. There are last two tower guards, 4 ground guards, and the 3 penned dogs. As soon as the next tower guard around the corner see you, the alarm goes on every time.

OPTION 3: 1) Position yourself to the right of the door (as you face it from outside) and crouch.

2) Toss a coin down the concrete walkway back toward the door to the garage.

3) The guard will slowly walk out the door in "suspicious" mode. You must shoot him after he leaves the doorway but before he reaches the edge of the opened door. One shot in the head. Inside the doorway, his body will set off the alarm. Too far down the walkway the other guards will be able to see his body and will get quite wise to your presence.

OPTION 4: If you want to get him without the camera spotting the body, simply walk on the concrete walkway in front of his door to get his attention. Then stick to the garage wall and throw a coin in front of the door. He will open it and come out to investigate. One shot to the head. No noise. No camera.

Also, the two guards at the very beginning of the mission can be dispatched with a simple throw of an explosive lipstick. They are defeated where they stand, out of the camera's sight, and the garage guards somehow do not hear the explosion.

OPTION 5: I did not take the coins on the mission, but I tried flashing the flashlight briefly at the window in the door ONLY. It works. Do it crouched from the far corner partially covered by the fence or the stairwell, and you can double tap him before he can shoot. Sometimes not, and then you get spotted

Walkthrough v2 Continued

Proceed back around through the garage to the gate and through it. Follow the street until it comes to a gate. Go in the door by the gate. Get the LETTER on the table there and into the office behind it, where you can get an AMMO BOX and turn off security by hitting that big red button. Go around through the back door, and shoot the guards and the guards in the tower with the spotlights. Then head to the gate in between.

Getting through the scene without setting off the alarm. Hearing the 'exciting music' once at the end when you shot one of the guards and his buddy came to cover him, but did not get into any spotlights and had no bullets fired. It can be done (on super spy). But it is not easy.

Walkthrough v3

After you bribe the guard and enter the main gate, the two patrolling guards begin their funny conversation. Both guards are standing by the van. They will begin their patrols once the conversation is over. Use this diversion to get to the hatch. Watch the camera until it starts panning away from you. Creep along the edge of the outer wall until you get to the end and hide in the corner next to the building. The guards will still be conversing. The van and the guards are between you and the camera.

Wait for the camera to pan around again, then sneak along the edge of the building with the van between you and the guards. Watch the second street corner camera before picking the lock to the hatch area. Speed is critical but the operation is not that difficult to do. Slipping past the third camera (in the hatch area) is not that difficult either. Hop down the hatch. Leaving the hatches open in this Scene apparently has no effect on the guards. By the time you are in the underground pipe (the same one discussed in the first intelligence item of the scene) the guards have finished their funny conversation and have begun patrolling.

At the end of the underground pipe, pop up in another grassy area. Move directly to the gate house. Crouch next to the right side of the door. Pull out a coin. While crouched down, Open the door. (The door blocks the vision of the camera). Although the guard faces the door nothing happens because he does not see you. Toss the coin on the path leading to the gate house. Change to the silenced pistol. He comes completely out of the gatehouse to check the noise. Pop him with 3 silenced bullets. The camera does not see him because his body is completely outside the gatehouse. Sneak into the gatehouse and hide under the camera until it pans away from the gate switch. Hit the gate switch and hide under the camera again. When it pans away from the door, sneak out.

Move along the path back to the hatch. Halfway to the hatch, stop and face the gatehouse. You can see the tall guard tower which is located behind the gatehouse. Take aim at the guard and pop off 3 silenced bullets (with 2 bullets he shoots back at you. 4 bullets will cause a richocet and the alarm will be sounded; ditto for all the other guards.). Fire off your rounds when the guard patrolling on the ground is the furthest away from the tower. When the tower guard is defeated the searchlight stops moving.

Head back to the hatch and go through the underground pipe again. Pop up in the hatch area again. Crouch by the hatch door underneath the hatch camera. This time the two guards are on patrol. Wait until both are walking away (and the second street corner camera is panning away). Follow the second guard but stay by the wall so the second camera does not see you. The second camera will finish its cycle and start panning back toward the hatch before the guard finishes his walk. Sneak up behind the guard from the wall as he pauses at the end of his walk. With his back to you, pop him with 3 silenced bullets. Karate chops and the poisoned barrette are unsuccessful in stopping him from shooting and causing the alarm to sound. The performance of either the karate chops or the poisoned barrette in NOLF has not been good so far. If you hit him with only two bullets he fires back at you. If you fire four bullets the fourth bullet often misses because the body has already fallen to the ground. The fourth bullet therefore causes a richocet which causes the alarm to sound.

Sneak down the street to the corner. The guard in the first tower is already dead. Watch the camera mounted to the outside of the gatehouse, race down the street and then stop underneath the gatehouse camera. Use your sunglasses to zoom in on the guard behind the crates beside the second guard tower. Place the crosshairs on him. Switch to the silenced pistol (without moving the mouse) and let off a volley (1 for head shot or 3 for body shot). He goes down. (Using the sunglasses in this fashion allows you to succeed with long distance shots with the pistol). Repeat this sequence with the guard in the second tower as well as the second patrolling guard.

Sneak to the street passageway leading to the next area. The tower in the next area will shoot immediately. The alarm sounds. Shoot the tower guard. Wait along the wall of the street. 6 guards will turn the corner and come at you in a straight line. Not moving the crosshairs, keep firing and all 6 guards go down in no time.

For players who like to sneak... they should know that it is impossible to sneak through the entire scene. The alarm will always sound at some point during the scene. The moves described above have to be executed with precision. Any minor mistake will cause the alarm to sound.

The fastest and most accurate way to fire three silenced pistol rounds is hold the fire button down for three shots rather that click the fire button 3 times. This is especially true for long distance shots and quick reacting guards.

2. Scene 2, Berlin by Night

Intelligence Items: 10
  1. Note on the wall at the beginning
  2. Envelope in room next to 2 guards talking about Dieter - Alternate Location: On shelf in room with 2 guards talking about Dieter
  3. Reel to Reel on desk in office above room with crates - Alternate Location: On shelf near exit door in room with crates
  4. Envelope on crates in room you access by picking gate lock and climbing in through window.
  5. File near the sink in the kitchen - Alternate Location: On table in room with German flag
  6. Book on desk in records library 1. Must be picked up with Sunglasses camera
  7. Book on desk in records library 2 (across hall from 1). Must be picked up with Sunglasses camera
  8. Item is gained by being polite to Von Haupt during conversation
  9. Envelope on table in upper area of last building (overlooks front desk) - Alternate Location: On table near door that leads to Von Haupt
  10. Envelope on crates in second basement room - Alternate Location: Film canister near pillar in the first basement room
Objectives

Photograph classified documents in library. Locate and set 3 explosive charges. The explosive charges are not always in the same place, so it is wise to explore every inch of the level until you locate all three (the explosives are attached to flammable barrels). The walk-through will take you through the areas but will not describe each bomb site - since they can be different. There is a guard ahead of your position and an intelligence item (a note) attached to the wall to the left. Wait until the guard ahead is coming back toward you and take him out with a silenced pistol. Enter the bright door on the left.

Move ahead slowly and listen to the guards' conversation. Lure them into your area and take them out (to avoid the camera spotting the dead bodies). Follow the corridor to the intersection. To the left is a guard standing behind a desk and a camera overhead; to the right is a warehouse. Several guards are also in the area. If the alarm is not activated, attempt to lure the guards away from the camera before you defeat them. There is also an intelligence item inside the room with the desk (or it may be inside the room with where the guards are talking).

Enter the warehouse and lure additional guards away from the cameras overhead. Go up the stairs into the observation room. Snag the intelligence item (here or below) and any items present. Exit through the large wooden double doors to the left. There is a truck and a guard to the left. Use the truck as cover and take out the guard. Approach the padlocked gate ahead. Pick the lock with a barrette and jump up the crates.

You are overlooking another warehouse. defeat the guards below. Snag the intelligence item from on top of the crates. Exit via the garage door to the left (open the door with the switch on the right). There are a couple of guards out here and a camera on the other side of the van. Remember this location, as it is your eventual goal (the door behind the van).

Enter the door to the left for now. Follow the hall to another door on the right. A guard stands on a catwalk. You can lure him with a coin to avoid detection by the camera. Battle through the area and locate the stairs on the far side. You will emerge outside near the padlocked gate you picked. Return to the area with the van. You should have activated all three bombs by this point. If not, explore the areas again to find the bomb you missed.

Enter the door behind the van (avoid the camera) and enter the cafeteria. Pick up an intelligence item inside the kitchen or cafeteria. Exit upstairs from the cafeteria and stick with the path to the right. defeat the guards and avoid the cameras. Go straight ahead to the doors and enter the library. Enter the doors on the left to enter the first library room (there are some guards about, so be careful). Pull out Cate's sunglasses and take a picture of the ledger.

Exit the first library room, then go left and into the door on the right. You are now in the second library room. Pull out the sunglasses and take a picture of the second ledger.

Objective

Rendezvous with Werner von Haupt and offer him a light. Go right from the library entrance, then head downstairs and through the double doors leading outside. Several guards are here with Werner on the left. Approach Werner and use your lighter to give him a light. Watch the cutscene. At the dialogue choice, respond with: “Sorry I did my best.” Werner hands you an ID card to help you get past the scientists in the next area.

Objective

Locate the hidden entrance to the facility. Return to the library. Search the upper floor for an intelligence item. Your goal lies in the basement. Open the door down there (it was previously locked until you talked to Werner). You may receive another objective to refresh your memory about your contacts' clues.

Objective

In the basement of the library behind the shelf. Locate the empty shelf and use the shelf to move it aside. The process reveals a secret passage. Enter the passage to proceed to scene 3.

Walkthrough v2

There are 3 charges on this level. The locations will change each time you play the game. It is noted where charges can be found, but do not be surprised if they are not there.

Grab the NOTE on the wall to the left and proceed into the courtyard. Go into the door on the left with the light over it. FUNNY CONVERSATION. Shoot the guys and get the letter under the camera. Then activate the CHARGE that may be on the barrel in this room. The rest of the building may be optional, depending on where your charges are. If you are not up for a challenge, leave the way you came.

Around the next bend or so is a hall where a guy patrols. There is also a security office on this hall, to your left. You have to sneak up the the edge of the hall, wax the guy in the office through the glass before he sounds the alarm, and THEN get his 2 buddies, making sure not to leave their bodies in the hall because there is a camera protecting it. What i do is shoot the first guy and then run back, baiting the other 2 to follow me so i can shoot them in the nearby hall, but once you defeat one, the other will run for cover, so be quick and aim for the head. Get the body armor in the office.

At the other end of the hall from the security office i found one of the CHARGEs, so this is another possible location for them.

Proceed to the warehouse part, where you must shoot another guy in another office which is on the 2nd floor, and then another guy in view of a camera. Up in the office is body armor, and down in the warehouse, on a shelf, is a TAPE. Leave via the double doors.

This courtyard here with the truck is connected to the one you came in from, so those of you that skipped all that mayhem just to get one measley item pick up the story from here.

From here, find the locked gate and open it. Jump up onto the crates and go in the window. Shoot the guard in the head and activate the CHARGE which may be hidden between the crates on the fuel barrel near the guy you just shot. Open up the garage door using the button on the wall near it.

Shoot the 2 guys (hopefully shooting one will have the other one run to the body to check it) out of sight of the camera. Then go through the double doors with the windows to your left. Go down the hall and down the stairs over which the camera is hung. Note there may be a CHARGE on the fuel barrels to your left. There might also be armor behind the machines in the room adjacent to the room with the stairs. Leave the way you came, as the other way leads to a door out into the courtyard with the truck and the locked gate you just went through.

Behind the van is a raised platform, a loading dock of sorts. You must go to the door under the camera, at the left end of the platform, or go in the window on the right side of the building. If you go in the window you will be in a closet off of a barracks room with a body armor in it, out of sight of the camera. Going in the door will lead you to the dining room right next to the barracks room.

This part can be particularly difficult on super-spy because you only get one 'zoom' of the camera before it goes off

Get into the dining room and dash up the stairs and through the double doors at the top. you are now in a courtyard with a patrolling guard. Instead of going in the double doors, go around instead to the right and in the side entrance. There will be 3 guards on the way. Once inside, grab the LETTER on the desk.

Go up the stairs and around the bend to the next office. This office is the main entrance room. Go through the double doors across from you, dispatching any guards, and into the first library room. Select the glasses and take a picture of the book when the target turns green.

Do the same in the next room down the hall on the right. Go around the bend to the end of the hall and through the door and up the stairs. Up here is the lighter if you haven't already got one yet.

Once you have got the charges set, taken the pictures, and gotten a lighter (if you do not already have one), go back down to the side entrance to meet your contact. Equip the lighter and 'use' it on him. It should be blue.

Once done talking to him, go back in the side entrance and use the lower door on your left. Go down to the basement and through the door. Go up to the shelf and 'use' it. Note that there may be a CHARGE in the first basement room; this can be easy to miss, and frustrating because you never think to go down there until you have met your contact, but you cannot meet him until you set all the charges.

3. Scene 3, Berlin by Night

Intelligence Items: 11
  1. Book on table near woman scientist in the beginning. Need sunglasses to pick up
  2. Dossier on shelf in 1st room with scientist and periodic table chart
  3. Envelope on bench behind lockers near CCCP soda machine
  4. Blueprint on table of second room near scientists talking about Batman
  5. Envelope in room near the Super Goat. Need Code Breaker to access this area from smaller goat test area.
  6. Envelope on table in room after taking elevator up
  7. File on shelf in room with small colored barrels
  8. Briefcase in small room with scientist and equipment (upstairs)
  9. Envelope on shelf outside of kitchen near picnic tables
  10. File on bench in room at the end of the hall that leads to Dr. Schenker
  11. Envelope on the table in room across the hall from Dr. Schenker
Objectives

Locate Doctor Schenker. A couple of guards can be seen ahead. Terminate them from a distance. Look behind the receptionist's desk to the left for an intelligence item. Go up the stairs and be wary of the patrols, especially a guard to the left at the end of this hall. You can avoid him by entering the room with the scientist. defeat the scientist, then defeat the patrolling guard. While inside the room with the scientist, grab the intelligence item.

Exit and go forward into an area with lockers. defeat the guard and grab the intelligence item. Return to hall and go left toward the desk. If another guard patrols here, wait until he is near to you (and away from cameras) and terminate him. As you approach the desk, you will hear scientists talking to the right. Holster your weapon and search the rooms on the right for an intelligence item. Keep going past the rooms and turn right. defeat the guard protecting the elevator. Use the elevator.

defeat the guards talking at the top and snag the intelligence item nearby. As you exit, you reach two halls, one to the left and one to the right. Search the hall on the left to reach a radiation room. Grab the intelligence item inside. Return and go down the hall to the right. Follow it to the end and go up the stairs. There are lots of cameras up here - move with caution if you already haven't triggered the alarms. Search the cafeteria for an intelligence item. Continue down the hall to another radiation room. Search the radiation room for another intelligence item.

Return to the cafeteria and head down the left path after the cafeteria. You will spot a classroom on the right (grab the intelligence item inside) and two labs further down. The lab on the left contains an intelligence item and the lab on the right contains Doctor Schenker. Approach him to start a cutscene. During the cutscene, four guards interrupt.

Objective

Deal with these four guards. Face the door into Schenker's lab and terminate the four guards that enter (use the submachinegun or assault rifle).

Objective

Return to Doctor Schenker. After defeating the guards, walk back and speak with Doctor Schenker.

Objective

Escape the research facility with Doctor Schenker. You must escort Doctor Schenker out of the facility. You will encounter heavy guard resistance. Each time you conduct a gun battle, Doctor Schenker retreats and cowers. You must retrieve him each time by approaching him again. To escape, go left at the intersection and down the stairs. Hug the left wall and locate the door. Open and exit to clear the level. Remember that there are many guards. Use the submachinegun or assault rifle and reload between battles.

Walkthrough

FUNNY CONVERSATION. Sneak behind the pillars. If the guards or cameras see you you are in for a firefight the whole way in. Get behind the desk and take a picture of the book that the woman is looking at. There is also body armor here.

Go up and around the stairs and into the first office. Get the DOSSIER on the shelf. Talk to the scientist for some funny stuff, and then, if you think he will sound the alarm, you can shoot him.

Try and shoot the one guard in the hall in view of the hall intersecting it so his buddy will come running over, and then you can shoot him. Go past that hall and into the locker room at the end of the hall. Shoot the guard lounging by himself and get the LETTER on the bench near him. There is no need to shoot the other 2, as that will only raise the alarm.

Go down that hall you just passed. Before turning the corner, listen to the FUNNY CONVERSATION. Turn the corner and go into the second office on the right and get the BLUEPRINT on the desk.

Go into the next hall, shoot the guard, and use the steel door near the exit to the office (do not use the elevator yet). Go into the hall. FUNNY CONVERSATION.

If you go down the elevator and have a code-breaker, you can get through a locked door by the platform with the goat on it. Otherwise, you might as well go down the elevator near the guard you just shot. Through the code-breaker door is a room with a very large goat and an office overlooking it with a FOLDER in it.

Sneak out of the elevator. FUNNY CONVERSATION. The trick here is to either wax both guards without making a sound or to hide from them as they leave. When they are gone, get the LETTER on the table where they were talking.

Be aware that before you leave there is a guard walking on the platform above you. You can try to shoot him if you want, but the camera might see the body (even though logically it should not be able to). It might be best to avoid him.

Head down the corridor that the guards were headed down; the one on the right. Head to the next room and up the stairs. Go down the hallway until you see a room with a glass wall. Hang out under the camera, and if the guard from the initial room is still alive, you can hear a FUNNY CONVERSATION. At this point, a guard will start coming down the hall toward you. Retreat to the stairs and ambush him outside of the view of the camera. The other guard will be in the room with the glass wall, and if you are a good shot you can get him from under the camera. His body will not be seen by the cameras. However, there is a scientist who will come in the room, and he will notice the body, so you will have to shoot him, too. Or, you can just sneak past the whole thing.

Next to this glass-walled room (a kitchen) is a cafeteria with a camera in it. Go around the cafeteria down the hall and around the bend to where you can see the balcony that overlooks the entrance, where a guard is/was patrolling, depending on whether or not you shot him or were spotted by him.

Note that this balcony intersects with another hall; you will need to go down this hall to get to Schenker. For now, continue across the balcony to the next hall and go in the door with the radiation symbol on it. Get the BRIEFCASE on the ground next to the desk.

Continue on down the hall, down the stairs, and defeat the 2 soldiers there. Then go out into this room and take a right. You should see a lab there. Go in and get the FOLDER on the long counter against the wall. There is also body armor on a shelf in the hall in front of the lab.

Go back up the stairs to that hall that i mentioned before; the one that connects to the balcony overlooking the elevator. Sneak into the first office on the right and get the body armor by the wall and the FOLDER on the bench. Wait for a guard to wander into this room and shoot him (if the alarm has not already sounded).

Continue to the end of the hall. Go in the lab on the left and get the ENVELOPE on the lab bench. Then go in the one on the right and get Schenker. you will talk, and then be attacked by guards. Equip the AK and unload the clip at the door as they enter. Then talk to Schenker again. The alarm will have gone off. Get back to the end of the hall. Expect an ambush; there will be more guards waiting for you.

If Schenker ever cowers from gunfire and you need him to move again, just 'use' him again. When you get to the balcony, head left. Follow the hall around, go down the stairs, and take the Gray door under the camera in that room at the bottom of the stairs.

Missions