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The Operative No One Lives Forever - A Man of Influence
A Man of Influence - Walkthrough
The Operative No One Lives Forever
Missions
- 1. The Assignment
- 2. Misfortune in Morocco
- 3. Requiem for a Spy
- 4. Berlin by Night
- 5. Unexpected Turbulence
- 6. Care to Explain?
- 7. Rendezvous in Hamburg
- 8. Visit to Santa's Workshop
- 9. A Tenuous Lead
- 10. H.A.R.M.'s Promise
- 11. The Dive
- 12. If Our Demands Are Not Met
- 13. A Man of Influence
- 14. Further Investigation Required
- 15. Safecracker
- 16. An Ounce of Hope, a Pound of Despair
- 17. Rescue Attempt
- 18. A Stern Warning
- 19. Trouble in the Tropics
- 20. Low Earth Orbit
- 21. Good Luck and God Speed
- 22. Alpine Intrigue
- 23. The Indomitable Cate Archer
- 24. A Very Large Explosion
- 25. Such Is the Nature of Revenge
A Man of Influence
Briefing
It is possible that the reclusive Baron Archibald Dumas is somehow connected to the disappearance of Doctor Schenker. It will be up to you and Agent Goodman to establish the link, if it even exists. The first step is to meet the baron in person and size him up. Whatever you do, do not blow your cover.
Objectives
Interview Baron Dumas. Search for evidence linking the Baron to H.A.R.M.
Tom and Cate enter Dumas Industrial Enterprises and attempt to make an appointment with the baron. Apparently he is off relaxing - though Cate figures out a new way past the receptionist. Cate slips some sort of drug into the receptionist drink. She leaves the desk and Cate's free to explore - though, as Tom warns, do not blow her cover.
Trivia
- This marks the first mission of the game to be set in the United Kingdom, where UNITY has its headquarters
- The receptionist describes the Baron's routine as being quite established in which he reserves Mondays for Golf, Tuesdays and Thursdays for Skeet shooting, Wednesdays for Fishing and Friday afternoons for Backgammon. Friday mornings from 11 to 11:15am is the only time slot reserved for business matters. September 20, 1967 was a Wednesday. Thus when Archer and Goodman arrived at the office of Baron Dumas, he would have been fishing.
- When using the Lighter on the bin in the restroom, the guard from the security office immediately leaves his post to quench the flames. He then remains in this room for the entire duration of the scene without returning to his post.
- In Scene 1, getting spotted by the staff will cause them to immediately run for the alarm button. If a worker is shot or attacked, the mission is failed due to “Unacceptable Civilian Casualties.” If a security guard is shot, the alarm goes off immediately and Cate's cover is blown.
- There are several conversations between staff and guards in the first two scenes that contribute to the office scenario of the mission's first scene: Two scientists argue about methodology, a worker spends all her time on the phone while her colleague eavesdrops from the canteen, and an executive asks his secretary to ring a colleague for him.
- At the Baron's penthouse, two guards can be overheard talking about The Beatles where one of them expresses his hope that they do not break up...
- The compound in Scene 2, contains several chemical containers which strongly resemble those found on the Finnish Cargo Freighter from A Tenuous Lead.
- Two employees of Dumas Industrial Enterprises are overheard talking about an episode of the British espionage adventure TV series, The Avengers entitled From Venus with Love. Archer observed them talking about Diana Rigg.
- If the player takes too long standing on the moving train within the compound, a cut scene will commence in which a red line, probably representing the train, approaches several different cities on a world map. This is a reference to the Indiana Jones films where a similar gag is used. The cut scene lasts for only a few seconds and the player is allowed to continue the mission without having to reload the game.
- The Encrypted file: “pmlxp vn lfg gsv ylc ofpv” translates to “Knock em out the box Luke.” It is a reference to the Star Wars Gansta Rap that was released in 2000. https://starwarsfans.wikia.com/wiki/Star_Wars_Gangsta_Rap
- If the wrong responses are selected when Archer is speaking to the butler, the mission will end abruptly with a message stating, “You have failed to interview Baron Dumas!” This is the only time in the series that a mission is failed through means other than dying or having your cover blown.
- This marks the first appearances of Baron and Baroness Dumas.
- The Baron is in-fact very lazy, childish and stupid as revealed by his obliviousness to all of Cate's rather obvious questions. His safari lifestyle is also revealed to be somewhat of a scam as he has clearly never been hunting in his life. Last but not least, his surname Dumas is might be a clever play-on-words of what the Baron's main quality: that of a dumbass.
1. Scene 1, A Man of Influence
Intelligence Items: 9
- Envelope on the secretary's desk in the beginning
- Envelope on the desk next to secretary on the phone
- Blueprint on woodpile in room behind restrooms
- Envelope on desk in Mr. Hilltop's office
- Envelope on desk in office next to Mr. Hilltop's
- Envelope on shelf behind Mr. Hilltop's secretary
- Folder on table next to 2 scientists in conference room
- Film canister next to model remote in the Baron's secret office
- Last item is given for returning to beginning without being caught
Objectives
Create a distraction. To survive the trek through Dumas Industrial Enterprises, you must avoid cameras, guards, and workers. Not an easy task! Grab the intelligence item off the receptionist's desk and walk into the hall behind the desk. Go left and into the cafeteria. Go through the cafeteria into the hallway to the right. There is a guard patrolling out here, but by the time you get there, he is probably already down an adjacent hall.
Before going into the men's restroom straight across from your position, turn right and right again down the hallway you were just in. There is an intelligence item on the first desk on the left, though you must be quick to avoid detection by the camera. Enter the men's bathroom and pull out the cigarette lighter. Use it on the trash in the wastebasket and a new objective appears.
Objective: Find the security office and disable the alarm system. Exit the men's restroom through the hanging plywood in the rear. There is a guard patrolling this section; hide behind the lumber (and snag the intelligence item) to avoid him. Go around to the left and locate the door along the wall. Enter and run forward into the open room. Pull the lever inside to disable the alarm system (and the cameras).
Objective: Locate Baron Dumas' private office. Exit and search the nearby offices for intelligence items. Be careful to avoid the two workers engaged in conversation. You will find Dumas' office the last one in the hall on the left. Enter inside and use the pens on the desk to reveal a secret passage behind the bookcase. Enter the revealed passage and use the lever inside to reveal a hidden staircase. Ascend the staircase.
Objective
Search for evidence linking the baron to H.A.R.M. Open the concrete door ahead and go up the staircase. Follow the narrow hallway to two guards discussing the Beatles. Hide in the alcove just before the hall exit. Wait until one of the guards passes by, then exit into the hall and to the left into the large room. Hug the left wall and locate the switch next to the power box. Pull the switch to open the central room. Drop into the circular office. Grab the intelligence item and the remote control. Using the remote control reveals a small warehouse blueprint of sorts. You have the evidence - now return back to Tom.
Objective
Return to the front desk. Exit the door with the control panel to its right. Exit the curtain ahead. Descend the stairs back into Dumas' first office. Exit and go straight down the hall to the receptionist's desk. You will pass by a conference room on the left - it contains two scientists. There is an intelligence item inside. To get it, leap onto the desk and crouch-walk to the item. Avoid detection by not bumping into either scientist.
The scene ends when you reach Tom in the receptionist's area. You return with information and make an appointment to meet Baron Dumas around 11:00 a.m. on Friday.
Walkthrough
If you cannot sneak, this level will be very hard for you, especially if you want to get all of the items. You must sneak and are not allowed to kill anyone.
Get the ENVELOPE on the table. Sneak up to the doorway and listen to the FUNNY CONVERSATION. Head left and listen to the FUNNY CONVERSATION. Then turn around and dash right, past the camera and into the office on the right. There should be 2 scientists looking at an overhead projector. If you are feeling lucky, jump up onto the table and sneak forward to get the FOLDER on the table there. Otherwise, just go back out into the hall and into the office at the end of the hall.
Run in and shut the door. Listen to the FUNNY CONVERSATION. This is the Baron's office. you return here in a few moments. Wait until the conversation is over and the manager leaves the area.
Quickly dash around the corner to the open office in the right. If you feel lucky, dash back out the way you came and open the office door right ahead of you, sort of on the left side. Inside is an ENVELOPE.
In any case, open the door next to the open office and go in. Take the ENVELOPE on the table. Return to the open office and set the trash on fire with your lighter and run as fast as you can into the office that you were just in. A security guy should come out from across the hall and run into that office to put out the fire. This will give you the opportunity to run into the room he was just in, the security office, and pull the lever there. This shuts off security.
Now you can make your way back to the Baron's office at your leisure. You can, of course, head down to the next door on the hall, which is under construction, and grab the blueprints in there, but there's a guard in there that you need to avoid.
Once you have returned to the Baron's office, close the door and 'use' the pen holder on the desk. The bookshelf lowers and you can go into the next room. Pull the lever and go up the stairs. Use the porthole door and go up the stairs and around the corner, onto the roof. Go into the alcove on the left and listen to the FUNNY CONVERSATION. Then wait for the guard to pass the alcove and turn around. Then dash out after him and to the left. Go along the left wall and you will see a lever attached to an electrical box. Pull it and jump down into the office.
you will see a radio-control device with an antenna on a small table nearby. Hit it and grab the MICROFILM on the table next to it. Then head for the wood-and-glass door. 'Use' the gray control box next to the door and go down the hall through the wood double doors, and then back down the stairs. Close everything you opened, and head back to Goodman. End level.
Walkthrough Amendment
After using the pen holder, the book case moves to reveal another room. You enter the room, hit the switch and go up the ladder. At the top is a door with three circular windows. Passing through the door you enter a rooftop patio. To the right is a gray door. Behind the gray door is a room with an elevator. The elevator does not work.
After hitting the switch in the security office, you are safe from all the security cameras. Ignore the noise that the cameras are making. Although they sound like they are operating normally, they are not.
The model that pops up in Dumas's penhouse office appears to be the warehouse area in Scene 2.
2. Scene 2, A Man of Influence
Intelligence Items: 6
- Envelope near dog kennel in beginning
- Ledger in office past broken machine and up the ladder
- Ledger in office with guard yelling about the main process having been started
- Envelope in office with guard yelling about the main process having been started
- Envelope on table of 1st room in building across the train tracks
- Ledger in 2nd floor room in building across the train tracks
Objectives
Infiltrate the chemical plant. Though Cate's going inside the chemical plant, Tom decides to help by distracting one guard. Tom approaches the guard outpost and lures one guard outside behind the van on the left. Once out of view, Tom bashes the guard's head in - now you only have one guard to deal with and a pesky guard dog. Use your robotic poodle to distract the guard dog. Take out the guard in the outpost with a clean head shot. Enter the outpost and pull the lever, which opens the gate to the left. Go out of the outpost and into the first door on the left.
Objective
Photograph the three ledgers. Move through the hall and doors until you exit outside. Carefully avoid the guards here and enter the door on the far left. You enter a room with some struggling machinery. Kill the talking guards on the other side. Move forward into the next area. Go right at the hallway and up the ladder at the end. There is a guard and camera atop the ladder. Lure the guard away from the camera and kill him. Enter the room at the end, which contains a ledger. Pull out Cate's sunglasses and take a snapshot of the ledger.
Retreat through machinery room back outside. Go straight across the exterior hiding on the right side. Open and enter door. Traverse the warehouse and locate a vial of body removal powder. Climb on the crates and locate the crawlspace near the ceiling. You will find a set of bandages here. Open the grate and fall through the hole. Follow the hallway to the staircase. Open the door at the top and kill the guards inside quickly. Grab the intelligence item and take a snapshot of the ledger.
Go past the room until you are overlooking a room to the right. Kill the guard. Return through the ledger room until you are back outside with the two guards adjacent to the train tracks. Kill the guards when they're away from the alarm. Leap over the train (ride it for an amusing cutscene) and go through the door on the left. There are guards to the right. Lure one of them through the door (you are hiding near the train) and kill him.
Avoid the other guard, who simply walks off to the left. Enter the first door on the left. Grab the intelligence item and enter the next room. Go forward and right around the fence. Kill the guards. Go up the ladder and follow the catwalk to the offices. Enter the first office and lure the guard away from the camera. Go down the hall and past the gate to the third - and final - ledger. Use the sunglasses to take a snapshot of the ledger.
Objective
Continue deeper into the compound and search for additional evidence. Exit the warehouse back outside. There are more guards. Just hug the left wall and move through the two open gates. Cate spots Armstrong, revealing additional evidence linking H.A.R.M. to Baron Dumas.
Walkthrough
Go around the back of the office and wait for Goodman to draw one of the guards out. Then, shoot the other one through the glass, go in, and pull the lever, opening the gate. Send the mechanical dog to distract the one in front of the gate, and grab the LETTER in front of the kennel.
Go through the opened gates and through the door on the left. Listen to the FUNNY CONVERSATION there. Go through the next door in this room and up the ramp. At the top of the ramp is an open road with two guards. You must get them both before they sound the alarm. Go for the one on the far right first, as the one on the near right is not facing you.
Go into the wood door on the left, at the left end of this road section. Sneak into the steaming room and listen to the FUNNY CONVERSATION. Sneak back and wait for the guy to leave for his office. Shoot him in the head as he leaves. Then get his buddy with the AK between the machinery and the flaming machinery.
Head down the ramp and past the room with the camera. Turn the corner and go up the ladder. Wait for the guard to go into the other room, and then go after him and kill him, out of sight of the camera. Go into his office and photograph LEDGER #1. Return to the room with the flaming machinery.
Go in the gray door with the window, on your left. it is locked with a padlock, so you will have to pick it; shooting it off will make noise, which will alert the guards and cause them to raise the alarm, and you will fail the mission.
Go up the stairs, and shoot the guy on the right in the head. Climb the ladder and head left to hear a FUNNY CONVERSATION. Wait for one of the guys to leave and then the other guy will come through the door you are looking at. Presumably, you will shoot him in the head real fast, and he will not make much noise. Then, find the other guy and shoot him. Get the LETTER on the floor near him, and photograph LEDGER #2 on the table there. Go through the gray door and down the stairs.
Head right along the tracks and then left to the locked door. Pick it. Go in, open the door on the right, and jump up on the crates by going to the smaller ones in the back. Get to the ledge over the glass window and crouch into the air duct to get the BANDAGES. They will protect you from dum-dum damage. Open the hatch on the floor and fall down. Use the door on the left this time, and you will find yourself on the other end of the road section from where you started.
Go through the garage door into the room with the trains going through and jump across an open flatbed to the other side. Open the door to the far left and wait for the guard to come by. When he does, shoot him in the head.
if you hop on a railway car and ride it past the doorway to the back, it takes you around the world and shows you with a red line across countries like in Indiana Jones with dots where it stops along the way. It returns you to back to the scene 2.
Go into the courtyard, turn left, and go in the wood door at the top of the short stairway. Get the ENVELOPE on the table here. Listen to the FUNNY CONVERSATION by the doorway.
The guards are on the other side of a long fence, which you must get around if you intend to kill them. However, you do have a minimal amount of cover in the form of some large fuel containers. What you can do is wait at the doorway you are with the hampton on zoom and after a few moments one of the guards will come around to your side of the fence You can get him, and then sneak up on the other one by going around the fence when he is not looking.
Climb up the ladder on the other side of the fence and head along the walkway. you will come to a hall with a red door on it. Wait for the guard to come near you and wax him. Then go into the room with the red door. There should be armor behind the door. Go further down the hall and you will note a door that must be opened with a codebreaker. Go into the office behind the glass and photograph the LEDGER #3 there. There should be armor in his office, and/or in the office with the camera.
Return to the last open outdoor area with the 2 cameras and head for the large gate in between the cameras. It should be open now, and the level should end.
Additional locations for items
- Body Armor: In guardhouse at beginning of scene
- Body Armor: In office with LEDGER #1
- Body Remover: In the back area of the storage room (the storage room below the air duct where the BANDAGES are located)
- Room with Codebreaker access near LEDGER #3: Contains AMMO Box
3. Scene 3, A Man of Influence
Intelligence Items: 4
- Briefcase in the car trunk
- Envelope in the car front seat
- Envelope in the trash can to the left of the house
- Envelope under the front door of the house
Objectives
Interrogate the baron without arousing suspicion. Before ringing the doorbell, search the exterior grounds for intelligence items, such as the car trunk, under the door, in the car, and in the garbage can. Ring the doorbell and speak with the butler. When prompted, select: “Good afternoon. My name is Mia Hiag. I'm from Men of Influence magazine.” At the next dialogue choice select: “I was hoping to profile Baron Dumas for our Perfect Lives series. Each month we cover a different person whose lifestyle and disposition exemplify perfect living.” The butler speaks with the baron, then returns to Cate - you can interview him.
During the interview, select questions about the baron's hunting lifestyle. For instance, choose questions that include big game hunter, safari, hunting rifle, dangerous animal, stalwart hunter, exotic locales, gazelle trophy, and a message to share to admirers. The baron, at the end, will mention his safe - that it is protected by a tough security system, an infrared, invisible beam, and poisonous gas.
Walkthrough
Go into the compound and open the car door. Get the LETTER in the front seat. Open up the trunk and get the BRIEFCASE. Go back to the entrance, and go to the left side of the mansion, to the trash. Open up the lid and get the ENVELOPE there. Now go up to the door (see below for the last intel item) and ring the doorbell. Tell the butler you are from the magazine, and tell him you want to interview him for the perfect lives series. Ask whatever questions you want; you will get the important information at the end. last intel item that is mail on the floor in front of dumas's house.
If your questions are about hunting or you flatter Dumas, Dumas reveals to you that the safe at the corporate office is protected by infrared sensors and triggering the sensors causes poison gas to be unleashed.
Missions
- 1. The Assignment
- 2. Misfortune in Morocco
- 3. Requiem for a Spy
- 4. Berlin by Night
- 5. Unexpected Turbulence
- 6. Care to Explain?
- 7. Rendezvous in Hamburg
- 8. Visit to Santa's Workshop
- 9. A Tenuous Lead
- 10. H.A.R.M.'s Promise
- 11. The Dive
- 12. If Our Demands Are Not Met
- 13. A Man of Influence
- 14. Further Investigation Required
- 15. Safecracker
- 16. An Ounce of Hope, a Pound of Despair
- 17. Rescue Attempt
- 18. A Stern Warning
- 19. Trouble in the Tropics
- 20. Low Earth Orbit
- 21. Good Luck and God Speed
- 22. Alpine Intrigue
- 23. The Indomitable Cate Archer
- 24. A Very Large Explosion
- 25. Such Is the Nature of Revenge