Adult Game

Davenport Games

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The Operative No One Lives Forever - A Tenuous Lead

A Tenuous Lead - Walkthrough

The Operative No One Lives Forever logo.

The Operative No One Lives Forever

A Tenuous Lead

Briefing

Meet Agent Goodman at the Bremen docks. Your first goal will be to get aboard the cargo freighter. Once aboard, your must locate the captain's log and the shipping manifest. Also, photograph any suspicious chemical containers you find.

Objectives

Rendezvous with Agent Goodman. Get aboard the cargo freighter. Photograph the shipping manifest. Photograph's the captain's log. Place tracking beacon in the radio room.

Trivia
  • As stated in the beginning of scene one, the mission does not take place in the city of Bremen which is landlocked but in Bremerhaven (literally Bremen Harbor), a town about 68km (42 miles) to the north of Bremen with direct access to the North Sea.
  • During a conversation between two dock guards, another terrorist organization called MISERY is mentioned. They were responsible for a giant Laser Incident which could have vaporized the Empire State Building.
  • Although he is only mentioned in Intelligence items and in conversations, Lt. Frank Brady can be identified as the dock guard who can be found in the upstairs offices in Scene 1.
  • Scene 1 ends with somewhat of an obstacle course: in order to gain access to the rendezvous point, Archer must turn off the heavy steam in the stairway by finding a valve handle that has been dropped in a pool of acid. In order to drain the acid, she must gain access to a room that is blocked by a strong electrical current. The power must be shut off first in order to gain access to the room that allows you to the drain the acid spill and then retrieve the valve handle.
  • Goodman says that setting the timers to 11:15, would give them half an hour. This means that the mission begins at around 10:45pm and that Rendezvous in Hamburg took place at around 8pm on the 18th of September.
  • Foreman Vanderberg, who is also mentioned in intelligence items, can be identified as the fat man wearing a brown suit in Scene 2.
    Note: in order to obtain the intelligence item in office, you must allow him to finish his conversation with the guard. He will then open the door to his office.
  • The dock guards are wearing the workers uniform for Dumas Industrial Enterprises, thus the company runs the loading docks.
  • In Scene 2, a crane can be activated to drop a crate on a dock guard. The control room blows up when walking down the catwalk soon after.
  • After the fourth explosive is activated, several H.A.R.M. agents appear, even if the alarm has not been raised.
  • It is now established that Wagner and Armstrong, along with Volkov, all work for H.A.R.M.
  • The cargo freighter's name is Lorelei which is the name of a large rock and tourist attraction found on the eastern side of the Rhine river.
  • In Scene 3 there is a hook for the Belt Buckle (which comes in the next mission) that leads to a secret area. This area contains an intelligence item and the Earplugs.
  • The chemical containers are very similar to the ones that can be seen in the research facility in Berlin by Night.
  • This is the second time that Armstrong had the chance to kill Archer but chooses not to.
  • Unlike all the other times when he is called a coward, Armstrong does not take offense this time. He is probably too drunk to care.
  • Unlike other missions where time is of the essence, there is no set time limit when the freighter is sinking. The only way to fail the mission at this point is to drown if the hatch is not shut in time.
  • It is never revealed how Archer manages to get off the sinking ship as there are no visible escape routes. The mission ends as soon as a beacon has been placed in the radio room.
  • As with the time Archer was knocked out in Unexpected Turbulence, the PS2 mission Nine Years Ago takes place while she is unconscious.

1. Scene 1, A Tenuous Lead

Intelligence Items: 8
  1. Envelope on table in first building (up yellow stairs) - Alternate Location: Behind the dumpster behind where you start
  2. Envelope on table in the back office of the first building past the initial locked gate
  3. Envelope in locked room of second building (need zipcord to retrieve).
  4. Folder on boxes outside of locked room in 2nd building
  5. Envelope in the locker before room with steam hazards
  6. Note on the wall near missing valve handle
  7. Note on wall near electrical switch
  8. Envelope behind boxes in room with electrical switch - Alternate Location: On catwalk above machine that was electrifying ladder
Objective

Rendezvous with Agent Goodman. Grab the intelligence item near the start position (or find it in the first office you reach). Kill the guard ahead with the carbine and scope. If you are noisy, the guards beyond the gate will attempt to attack. The gate's locked - shoot the lock or open it with the barrette. Enter the gate and go up the stairs to explore the offices. Locate another intelligence item up here, but make sure you avoid the camera in the hallway if you wish to remain undetected.

Exit the offices and go left around the lowered gate. Continue forward and spot the valve along the left wall. Use the valve and back off. Turning the valve causes some machinery to break - several guards approach to investigate. Eliminate them from a distance. Proceed forward and enter the second door on the left (it is the open door). Grab the intelligence item on the right. Continue into a room with lockers. Locate the open locker and pick up the intelligence item and other goodies inside.

Walk into the next hall and dispatch the guard. The next area contains catwalks through some deadly steam jets. Time your advance over the catwalk to avoid the damaging steam. You enter a room with a ladder. You cannot ascend the ladder because a nearby generator has short-circuited, causing the ladder to become electrified.

Locate the stairs behind the ladder and descend. Look at the note next to the missing valve on the right. Go forward and down the stairs and kill the thugs. Use the lever to cut the power to the generator (read the note also for an intelligence item). Next, return up the ladder and follow the hallway to a room with another switch in it. Use it and read that you just drained an acid pool.

Return down the ladder and the stairs and go through the unexplored door. Locate the valve here and return it to where it was missing. Use it to turn off the steam. Follow the hall that was previously blocked by steam and exit out to Tom Goodman.

Walkthrough

Advance slowly toward the gate, and listen for the FUNNY CONVERSATION. Kill the guard and go up to the gate. Pick the lock or shoot it off, and then dispatch the next guard. Make your way up the stairs to the office and get the LETTER on the desk.

Go into the hall with the camera. The first office on the right has armor. The second one on the right has a guard and a LETTER. The one on the left has nothing of note. Leave the building and go into the alley by the green van under the camera outside. Go around the corner to the left, and shoot the guy in the head. Wait for his buddy to show up and shoot him, too.

Proceed down this alley toward the wheel affixed to the concrete structure ahead of you. 'Use' the wheel and get back from it. There will be a guard that runs up to it. Ambush him.

Continue around the corner to the right. If you have the belt buckle, you can use the hook above the camera to get onto the roof and go down the hatch on the roof to get a LETTER. If not, head into the building entrance near the camera and grab the FOLDER on the cardboard boxes on your right. Head down toward the locker room. Shoot the guy and his buddies around the corner.

In the locker room, check one of the lockers. In it is a letter and a body armor.

you come to a set of steam blasts over a walkway. you are going to have to time it so you do not take any damage. Steam damage applies to health (red) rather than armor (blue), so it cannot be replenished in-mission.

At the end of the hall you go into a room with malfunctioning electrical equipment. Go down the stairs. FUNNY CONVERSATION. Grab the NOTE on the wall by the valve machinery and go further down the stairs. Shoot the two guys, grab the NOTE on the wall next to the electrical box, pull the box handle, and grab the LETTER on the ground by the boxes. Go back up the stairs to the top and up the ladder where the electrical box was shorting out. Open the hatch there, climb down, and turn the wheel here.

Head back down to the middle level and go through the blue double doors. Go around the corner, past the steam, to the space under the pipe and get the VALVE HANDLE. Note that it is possible to get the VALVE HANDLE without draining the pool of acid it is in (you did that by climbing up the ladder that was electrified) and you will take minor damage for doing so, but you cannot use the handle until you drain the acid (thanks to Robo Chop). Once you have got the VALVE HANDLE, use it on the steam generator on the stairwell that looks like it is missing a handle (it is on the middle level).

Now go downstairs and out through the double doors. Up the stairs and through the door you will meet Goodman. End level.

2. Scene 2, A Tenuous Lead

Intelligence Items: 4
  1. Envelope on forklift in warehouse - Alternate Location: On boxes near exit door of 1st building
  2. Folder on desk in room with Albatross on the chalkboard - Alternate Location: On other desk in the same room
  3. Envelope on boxes outside to the right of the floating walkway - Alternate Location: Envelope behind the boxes outside on the barge
  4. Reel to reel tape on table in locked room. Must listen to conversation between manager and guard and let manager open up room to acquire.
Objective

Infiltrate the main warehouse. Walk forward and kill the guard to the left. Open the door and be wary of the camera around the first corner. Walk through the door at the end and walk outside - terminate the guards. Enter the main warehouse to complete the first objective.

Objective

Activate the four explosive charges in the warehouse. You must search the warehouse thoroughly for the four explosives - each explosive is attached to a group of fuel barrels. You can also uncover several intelligence items lying about, including one on a forklift. Explore the first section of the warehouse, then proceed through the open double doors. Go right and into a locker area.

Walk up the steps and explore the offices for an intelligence item. Exit the office and leap down onto the crates (this section of the warehouse is straight ahead from the open double doors). Exit onto the docks and explore the barge and crates near the building to the right for an intelligence item and, likely, the final explosive charge. If you haven't found all four in your exploration of the warehouse, keep searching until you have uncovered all the explosives.

Objective

Return to the rendezvous point. Exit the docks and walk into the warehouse. Walk up the staircase and listen to the conversation between bad guys. When the conversation concludes, terminate the guard heading toward you and follow the other one into a previously locked office for an intelligence item. Return to the map's start position (you will encounter more thugs) and enter the double doors on the left to complete the scene.

Walkthrough

Please note that the locations of the CHARGEs in this level are random each time you play the level. The locations when you play may be different.

Go in through the double doors by the guard. Go through the hall with the pipe and the camera and get the LETTER on the boxes around the corner. Through the double doors is an open area filled with pallets and crates. A guard patrols here. Go up onto the boxes to the left and onto the roof. Then open the window. From here, you can hear a FUNNY CONVERSATION and get the drop on the guards there. Wait for one to head toward the door, and then shoot the other one.

The warehouse consists of a set of interconnecting large rooms filled with crates. The second one you come to from the entrance may have an explosive CHARGE set on a fuel barrel. Also, get the LETTER that may be on the forklift nearby.

By this CHARGE is a set of double doors. Go through them, and then take the double doors to the immediate right. FUNNY CONVERSATION. There is a room with 2 guards and a set of lockers and a set of shelves. On one of the shelves is armor. There may be a CHARGE underneath the alcove under the stairs. Go up the metal stairs to find more armor.

Around the corner is an office. Grab the FOLDER on the desk. Go to the end of the office and left. Go to the room at the end of the hall and pick the lock; or shoot it, if you want. Go in, and snipe the guy you see from here. Alternately, you can kill him by activating the power box behind the door and using the crane to drop boxes on his head (thanks to Robo Chop for this one).

From here you might also see a pile of fuel barrels and a CHARGE attached to them, down on the warehouse floor. Go back down the hall to the doorway that leads to the yellow walkway and get down onto the floor. Activate that charge. Turn around and you might see another CHARGE, right in front of you at the other side of the room.

Go around this corner and left, back into the locker room. Return to the yellow walkway above the warehouse floor and leave via the open doorway on the platform where the guard you sniped was standing. On your left may be more fuel barrels with a CHARGE on them. Activate it.

Jump across to the barge and go around the crates. You may be able to find an ENVELOPE there. If not, it might be at the other end of the dock bridge, across the water from where you are. There may also be a CHARGE in an alcove over there, so it is worth checking out if you are missing one.

Now you have to return to the beginning of the level. The warehouse is now filled with HARM goons in full purple regalia with AK's. Be careful on your way back. On the way back, if you go upstairs through the warehouse (toward the crane control room) you may run into a FUNNY CONVERSATION. Wait for the suit guy to go into the office that was locked previously and then shoot both him and the guard. Inside that office is a TAPE. When you are done with that, head back to the beginning of the level and 'use' the double doors you came in.

Walkthrough Amendement

Up until you activate the fourth detonation charge, this scene is a "Walk in the Park" for those players who love to sneak around. Up until the fourth charge, you can easily achieve a virtually perfect score on "Detected," "Disturbances caused" as well as "Accuracy" (assuming you are using the Hampton Carbine).

Once you get into the upstairs office (and grab the FOLDER from the 2nd desk), go down the hall to the door with a padlock. A sign on the door that reads "Out of Service." Pick the padlock and enter the room. You can easily sniper the guard in the warehouse from this room. The crane control mechanism does not work when you enter the room. But if you find the power panel in the back of the room and flip the power switch the crane control mechanism "sparks" to life. Throw one of the levers on the crane control mechanism and watch the action. Leave the room, go down the hall, turn left and go into the warehouse. Watch what happens to the room you left.

3. Scene 3, A Tenuous Lead

Intelligence Items: 4
  • Folder on table in room with guy talking about playing drums
  • Envelope on bookcase in room with guy talking about playing drums
  • Envelope on crate behind you at the very beginning of level - Alternate Location: On crates in storage room near the crane
  • Dossier in hidden room, (in outdoor area after drum conversation). Need zipcord to retrieve, and must hop across crumbling pegs to get there.
Objective

Get aboard the cargo freighter. Cate and Tom watch the bombs explode and now Cate must uncover a way onboard the cargo freighter. Search the area for a possible intelligence item, then ascend the stairs. Open the door and listen to the conversation between the two guards. If you kill the guards now, the alarm sounds, and you must deal with an onslaught of enemies. If you'd rather play it with stealth, wait until the conversation concludes, and one guard leaves through a door.

Sneak under the windows on the right and approach the door around to the right. There are intelligence items in the room that you can bypass if you wish. To get them, you must also avoid the camera inside the room, and body removal powder is certainly helpful to avoid detection. Snag the intelligence items (either with stealth or by being aggressive) and exit out the door to the left of the hallway. Terminate the guards out here discreetly and move toward the staircase.

If you ascend the staircase, you notice a couple guards talking (unless you have already alerted them to your presence). After the conversation concludes, terminate the closest one with the carbine. Move underneath the catwalk (by going back down the stairs) and proceed through the crates to the left. Terminate the guards you spot using silenced weaponry. Descend the staircase to the left.

Traverse the underground area and be wary of a guard hanging around in the left hall. Exit through the far door. There is one guard outside to snipe in the fenced in area. Climb all staircases and search the upper warehouse for items. Exit to the fenced-in area and pick the padlock (or shoot it). Climb the ladder and walk to the end of the catwalk. Watch the mechanism pick up one of the large storage containers. When it is near the catwalk, leap onto the container. Ride the container to the freighter to automatically conclude the scene.

Walkthrough

Grab the LETTER on the crate to your left. Go up the stairs, open the door and listen to the FUNNY CONVERSATION. Sneak around the corner to the office. Open the office door from cover and wait for the goon to inspect the shelf that is nearly right under the camera. Then get him with a head shot. Get the FOLDER and the ENVELOPE in this room.

Go back out into the hall and head left. Go through the door marked exit. Shoot the guard and then go out into the courtyard. If you have the zip cord hookshot belt thing you can get up onto the platform above and jump across to the window on the right.

Walkthrough Amendment

when you walk out from a first building there is a HOOK that requires a BELT to move up and use JUMP JUMP JUMP combo to goto the black tunnel.

By getting in there, you find the earplugs, armor, and a DOSSIER. It can be very difficult to get in there, at first but the trick is simple; do not make running jumps. Jump up, then hit forward, jump up, then hit forward, and so on. Note that the planks will begin to fall as soon as you get on them, so jump quick.

Go under the yellow walkway up to the gangplank and left, quickly and quietly to avoid the 2 guards on the gangplank. If you actually sneak up the yellow stairs up to the corner, you can hear a CONVERSATION, although it is not very FUNNY. Doing so will cause one guard to leave.

Go into the courtyard on the left and around behind the boxes to the stairs. Go down this hall, shoot the guard in the hall that intersects it, and continue to the end and through the door. Here you will find a stairway leading up to a courtyard. At the top of the stairs is a crate room, and there might be a LETTER on top of a stack of boxes in here. Then, go back down to the grass. Head in, shoot the guard, and pick the lock on the door. Go in and up the ladder. Wait for the crane to come by and jump onto it. Then ride it onto the boat. End level.

4. Scene 4, A Tenuous Lead

Intelligence Items: 8
  • The first photographed barrel. These are somewhat randomly placed.
  • Second photographed barrel.
  • Third photographed barrel.
  • Fourth photographed barrel.
  • An extra 5th item is awarded for photographing all 4 barrels
  • Envelope by lockers in room between the 2 large storage rooms.
  • Envelope in crate near green barrel. From green barrel, jump onto the top of stack of crates. Walk toward opposite end of the room and look over the edge. In one place there will be crates that you can drop to safely. One will have its door ajar. Open the door to find item.
  • Envelope on pipe in hallway with guard at the end (before taking ladder up to end level)
Objective

Photograph the four chemical containers. You begin inside one of the freighter's two cargo holds. Search the cargo hold for the chemical barrels. You will find four total - a blue, green, yellow, and red barrel. When you locate a barrel, pull out Cate's sunglasses and take a photo. Make sure the lens crosshairs are green before taking the shot. Each snapshot counts as an intelligence item.

A hallway connects the cargo holds. A small alcove with a staircase lies along the hallway - search this area for a barrel. Ascending the staircase leads into an adjacent room, which also lies between the two cargo holds. Expect to face several guards here. Reach the other cargo hold, defeat the sailors inside, and search the area for the remaining barrels.

A lift system lies at one of the cargo hold. Use the switch to ascend to the upper level and search for remaining barrels. Jump on the barrel here and onto the crates facing the center of the room. Careful exploration of these crates reveals an open crate that contains an intelligence item and other goodies.

Objective

Locate the bridge. Photograph the captain's log. Photograph the shipping manifest. Place the tracking beacon in the radio room. Enter an open vent shaft in the second cargo hold (two sailors were standing in front of it discussing opera). Take the last right before the left turn. Open the grate and drop down onto the pipes. Use the cigarette lighter's welder function to bust open the lock. Climb the ladder. Follow the hallway (encounter more sailors) to another ladder - and then another ladder. Continue up to you reach the ceiling hatch. Approach the hatch to conclude the level - Cate's captured by the Scottish guy!

Walkthrough

Go back to the guy you just knocked out and take his gun. He is behind you, around the corner. Find the patrolling guards around the corner and shoot them. it is very hard to accurately describe this room as it is pretty uniform, so suffice to say that there may be a blue container in one corner that you should photograph, and nearby it is an open doorway.

Go into this doorway and left. Before you go around the corner you will hear a guard calling out for someone. Back up and ambush him. Then go around the corner and straight ahead and listen to the FUNNY CONVERSATION. Shoot the 2 guys and get the armor and the LETTER on the floor here. Behind a pile of orange crates here is a yellow container that you must photograph.

Sneak through the door on the other side of the room, into the open doorway and then right. Listen to the FUNNY CONVERSATION. Then, seneak around to the left until you find a walkway. Under the walkway is a red container that you must photograph. Go up the ladder and hit the red button to lower the elevator. Get on it, then hit the red button there to raise it. Photograph the green container there.

The problem with all of this is that the containers are in different places sometimes, so this set of instructions might be innaccurate. Go into the open air duct near where the guys were talking about Inge Wagner's bad music. That should be in this very room I described. Go down the air duct and the last right will lead to a hatch that can be opened. Climb down from here and weld the combo lock off.

Climb up the set of ladders, get the armor at the top, and go through the door. Go around through one of the doors and take your first left, toward the guard. There is a LETTER on the duct near him. Then turn around and go up the ladder. Go down the hall and up the next ladder. End level.

5. Scene 5, A Tenuous Lead

Intelligence Items: 4
  • Folder on the overhead pipe in room you go through to avoid steam
  • Envelope on floor in flooded corridor near steam leak
  • Envelope on the table in the room that has your equipment
  • Folder on table in room behind the radio room
Objective

Escape this room. Cate begins trapped inside a closed room. During the opening cutscene, the ship exploded and is now sinking. Most have abandoned ship, leaving Cate to fend for herself. Immediately run around the room and grab the cigarette lighter off the ground. Switch to its welder function and bust open the lock on the door. Open the door to escape the room.

Objective

Recover your possessions. Plant the tracking beacon on the radio. Go right upon exiting the room and watch the machinery explode. Go right into the door. Search the top of the pipes near the ceiling for an intelligence item. Exit through the door underneath the bright light. Turn right and jump in the hole in the floor. Swim through the tunnel to the end. Open the door and enter the room. Come up and grab your stuff from the table (including an intelligence item).

Swim back and return to the grate. Go forward until you reach the busted catwalk. Leap over the busted catwalk to the power controls. Use the lever to deactivate the power. Jump in the water and swim through the underwater doorway. Climb the ladder and traverse the catwalk. Be careful of the sections of floor that will fall under your weight. Open the door at the end, go right, and drop into the hole.

Exit the door and terminate the sailor to the left. Walk to the end of the hall and shoot the valve, which raises the water in the room. Swim to the top of the room and through the hole in the upper floor. Move through the door and close it behind you quickly. Follow the hall through the bridge to the radio room. Search the room beyond the radio room for an intelligence item. Use the radio to plant the tracking beacon and conclude the mission.

Walkthrough

On the floor of this room is a cigarette lighter. If you do not see it, just wander around for a minute until you find it. Weld off the lock and go right. Watch the engine explode and then go through the door on the right. Go through the door at the other side of this room, and then go left.

Dive into the hole near the steam jets. Get the LETTER, then resurface for more air. Dive back down and follow the passage to the end. Go up into the room here and get the gun, the AMMO BOX and the ENVELOPE. Swim back the way you came and go back down the corridor the way you have not been.

Open the door and dive into the water. Swim over to the other section of the walkway past the steam blast and pull the lever on the electric box there. Jump up onto the beam and then the upper walkway. Head for the near (closed) door.

Jump down the hole with the spark. There is a pistol and a silencer for it in this bedroom, if you did not get the other one. Go through the door and shoot the guard. Continue down the hall, and when you see the wobbling valve, shoot it. The water will rise. Swim to the top and up through the hole with the broken ladder. Close the hatch behind you. Continue down this linear hall, into the bridge, and down the hall past the radio room. Get the FOLDER on the table of the conference room and return to the radio room. 'Use' it to end the level.

Use your flashlight to navigate underwater.

Location of Intel Items

  1. BRIEFCASE next to luggage cart in hallway leading to Room 208.
  2. Room 208, FOLDER on bed.
  3. LETTER hidden behind a chair by the fire.
  4. MICROFILM on desk in Room 207 *Body Armor located in Room 203.

Missions