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The Operative No One Lives Forever - Rescue Attempt
Rescue Attempt - 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
Rescue Attempt
Briefing
If Doctor Schenker is indeed being held in this secret underground research facility in North America, it is a safe bet he will not be there for long once H.A.R.M. figures out what you are up to.
The first step is to identify and detain the American Railways conspirator so that we can interrogate him. You must then locate the hidden entrance to the facility, find Doctor Schenker, and get him out alive. Without him, we are doomed.
Objectives
Get inside the train. Contact UNITY agent. Apprehend H.A.R.M. agent. Retreat to the caboose and disconnect it. Locate the entrance to the underground laboratory. Locate Doctor Schenker. Escape the facility with Doctor Schenker.
Trivia
- If you shock the conductor on the train too much, he will die of a heart attack causing instant mission failure. The conductor also appears to suffer from short-term memory loss as he continuously walks back and forth on the train inspecting the exact same people for their tickets.
- One of the passengers on the train mentions that she is on her way to visit her mother in Portland. This most likely places the railway route (and secret facility) somewhere between Seattle, Washington and Portland, Oregon. Apart from these vague hints, we are never told where exactly this mission takes place.
- Although normally the enemy agent on the train is killed by Archer in a cutscene, you can shoot him yourself if you have a quick trigger finger.
- There is an intelligence item on the train entitled “Train Riding Hussies on the Orient Express.” This could be a reference both to the Agatha Christie novel (and film): Murder on the Orient Express and the James Bond film From Russia with Love, part of which takes place on the Orient Express.
- If you deliberately fall of the train shortly after commencing the decoupling of the caboose, you will still continue to Scene 2.
- The use of silenced weapons in the train is only useful if you dispatch of enemies quickly, for they all use unsilenced 9mm Parabellums which causes considerable noise.
- For some reason one of the models used for the H.A.R.M. guards (between the lumber mill and the secret underground base) is those of the East German STASI.
- Whenever needed, a Code Breaker is always lying around somewhere in the level so it is not necessary to equip it while commencing the mission.
- There are signs in the underground base that are written in English and German. Similar to the signage at the construction site of Dumas Towers.
- Although they count as Civilian Casualties in your statistics, shooting a scientist will not cause you to fail your mission. This is also the case in other missions featuring scientists, such as Low Earth Orbit and Berlin by Night.
- One of the conversations in the H.A.R.M base, if not disrupted in time, ends with a chemical experiment exploding, killing the scientists involved and causing the alarm to sound. When this happens, all the guards will search for you in spite of the fact that you are not responsible for this accident.
1. Scene 1, Rescue Attempt
Intelligence Items: 7
- The passenger roster located in the conductor's room sitting on the desk.
- Folder sitting on the Kitchen counter - Alternate Location: Folder sitting on the bottom shelf in one of the rooms near the Conductor's cabin.
- Briefcase sitting by the luggage net compartment - Alternate Location: Briefcase sitting by the Passenger ticket in the room located in the middle passenger car.
- Passenger ticket located in the middle passenger room 2 cars down from the bathroom.
- Letter sitting on the sink in the bathroom of one of the private passenger compartments - Alternate Location: Letter sitting under one of the chairs.
- Letter sitting under the bed in one of the passenger compartments - Alternate Location: Letter sitting on the exit steps in the car before the luggage/caboose area.
- Film reel sitting on the shelf near the caboose area - Alternate Location: Film reel sitting on the shelf near the caboose area.
Objectives
Obtain a passenger ticket. Find the passenger roster. Avoid the conductor until you have a ticket. Prevent civilian casualties. Avoid the door ahead of your start position, or the guards will hear you. Or, you can just take them out now if you wish. Turn around (grab the intelligence item from the room) and exit out the rear door. Walk through the foot car and keep moving until you locate a bathroom on your right. You will hear the conductor strolling through the train cars ahead of you. Hide in the bathroom and let him pass - you do not have a ticket, so you must avoid him.
Listen for the conductor to pass by your position. Exit the bathroom, turn right, and continue into the next set of cars - the sleeping cars. Explore the sleeping quarters for intelligence items. There are two guards ahead. You can attempt to sneak around them after one leaves or simply shoot them. Explore the second room on the left to locate a train ticket - now you can bump into the conductor without fear of blowing your cover. Search the additional sleeping rooms past the guards for possible intelligence items.
Return to the start position and kill the guards if you haven't already. Continue through the cars and search all available rooms for intelligence items. Approach the conductor's office. Enter inside and grab the passenger roster.
Objective
Contact the UNITY agent. Return to the rear of the train and enter the third sleeping car. Open the first door on the left to meet the UNITY agent and receive your next objective.
Objective
Apprehend the H.A.R.M. agent. Return to the front of the train and move past the conductor's office. Enter the second door on the right after the conductor's office to automatically apprehend the enemy agent.
Objective
Retreat to the caboose and disconnect it. The train is littered with guards now, so be prepared for heavy firefights. Return to the train hall and defeat all enemy agents as you move back to the last car. When you enter new areas, be sure to explore for intelligence items. Use heavier automatic weapons upon encountering multiple opponents. When you reach the caboose, you will spot a wheel switch. Leap over the switch and turn around to face it. Use the wheel to disconnect the caboose and end the scene.
Walkthrough
Avoid the conductor until you have a ticket. If you see him coming, duck into an alcove or a bathroom. Open the first door and shoot the 2 guys. Head through that door and forward among the cars. On the next car, in the second store-room you can find a FOLDER on the shelf there.
Head to the next car, go into the conductor's office, and get the passenger list. Turn back around and head back to the galley car, and then further back from there. FUNNY CONVERSATION. Watch out for the conductor. This is the dining car.
Head back to the next one, and look for a LETTER underneath a seat to the left. Keep heading back until you see 2 goons having a FUNNY CONVERSATION. Duck into the second cabin in this hall and get the BRIEFCASE and the TICKET.
Go back 2 cars and into the first cabin. An agent will tell you about the assistant engineer. Now turn around and head all the way back to the front of the train, past the conductor's office. His room is the front-most on the train.
Once you have him, head all the way to the back of the train. The train is filled with goons this time, so be on your guard. On one of the last baggage cars you will find a TAPE on one of the shelves on your right. Get back to the caboose, jump on, and turn the wheel. End level.
2. Scene 2, Rescue Attempt
Intelligence Items: 4
- Paper posted next to the entrance to the boarded off tunnel.
- Letter sitting on top of boxes in the large area outside of the tunnel - Alternate Location: Letter sitting on the flatbed behind the wooden planks near the motorcycle.
- Film canister sitting on the shelf upon coming up into the room from underneath the floor.
- Dossier sitting on the desk in the outside guard shack.
Objectives
Rendezvous with the UNITY contact. Get off the train and kill the guards up ahead. Enter the shed and search for items. Read the note adjacent to the tunnel entrance for an intelligence item. Bust the boards blocking the tunnel. Enter the tunnel and approach the train depot ahead. There are cameras to the left and guards up on a bridge ahead. You can take out the guards without fear of setting off an alarm, just avoid the camera along the left wall.
Walk to the end of the walkway and ascend the ladder. Continue over the catwalk as you cross the bridge to the left. Walk over to the lumberyard building. The front hanger door is not operative, but spot the small crawlspace to the left. Crouch and crawl inside and follow the underground area until you spot a hole in the floor.
Objective
Locate the entrance to the underground laboratory. Climb out of the crawlspace and go left. There is a guard here and two more outside. Defeat the one inside with a head shot but do not disturb the others - they're very close to an alarm. Sneak around to the right into the path between the stacks of lumber. Follow the maze-like path until you can jump onto the lumber stacks. You will spot a motorcycle in the distance and two guards below. Shoot the guards and approach the motorcycle. Be wary of a camera along the right wall.
Approach the motorcycle and kill the guards ahead of you. Get on the motorcycle and follow the road until you reach an outpost with a gate. Jump off the motorcycle and shoot the guards at the outpost. Search the interior of the outpost for items. Get back on the motorcycle and jump the gate by driving over the stack of railroad ties to the gate's right.
Once you are over the gate, continue along the road. Several guards stand along the road. Stop the motorcycle and take them out. Resume course on the road and repeat as necessary until you reach a clearing with a helicopter patrolling the skies. The best way to avoid initial damage is to drive quickly toward the left and approach the ladder. Get off the bike and ascend the ladder. Defeat the two thugs at the top. Grab their weapons (which include a grenade launcher).
Take cover behind the objects here to defeat the helicopter. It should fall quickly to the heavy submachinegun. Once you are clear, push the red button and descend the ladder. Approach the open rock face and notice the keypad. Use the code breaker on the keypad to open a hidden entrance to the left. Head inside to complete the scene.
Walkthrough
Heading straight for a bunch of guys with machineguns. Shoot them. Get off the caboose and head on down the boarded passage once you have shot off the boards. Grab the note on the wall before you go. At the end of the tunnel is a large open area crossed by a large walkway. Over on the blue crates to the left is a LETTER if you want it. Then head under the walkway on the right and up the hill. Try to avoid trouble.
Head for the hole under the foundation of the large warehouse on the right side. Sneak in and listen to the FUNNY CONVERSATION. Follow the one-way twisting passages to the ramp at the end. You should now be in a supply room with armor in it. There is MICROFILM on one of the shelves. Sneak out the door, forward, and then left. Get the guy lounging here and listen to the FUNNY CONVERSATION.
Head around the corner and immediately take a right into the walls of plywood. Take the first right and go to the end of the tunnel. Listen to the FUNNY CONVERSATION here. Then jump on top of the stacks of plywood and snipe the 2 guys.
Note in front of you there is a motorcycle. The next part will be either very fast and fun, or very slow and frustrating, depending on whether or not you are good at riding the bike. Regardless, you will probably take a lot of damage because the enemies are quite accurate, even if you are going really fast and weaving.
Ride the bike until you come to a checkpoint. you cannot ram through the gate you have to open it. Some distance from the gate, shoot the guards, and then ride the bike up to the gate. Open it and continue on. Get the DOSSIER and the armor inside before you go.
Without the bike Cate can jump the barrier by running straight at it and hitting the space bar at the right spot. On the bike the trick is to hit the small pile of fence posts to the right of the barrier end. If you come in at a bit of an angle from the right it acts as a ramp and you go straight over without hitting the space bar. Even going straight down the road the 'ramp' will work as long as you keep to the right quarter of the barrier bar.
Follow the road to its termination. You will be attacked by a helicopter. Hit it with AK rounds and try and hit the rotor and any gunmen it has. Then proceed up the watchtower nearby. Get the armor, AMMO BOX, codebreaker, and the grenade launcher that the one guy has. Then hit the red button.
Go down the ladder and do the white rock across the road from the tower. A panel should have opened up, allowing you to use the codebreaker on the keypad there. Get the codebreaker and proceed into the now-opened passage in the rock at the end of the road. End level.
3. Scene 3, Rescue Attempt
Intelligence Items: 6
- Film canister sitting on the cabinet in the shack at the base of the winding stairs - Alternate Location: Film canister sitting on a shelf in the room with the lighter. It is the 1st room to the right when you enter the compound.
- Letter sitting on the top of one of the boxes in the larger area before retrieving the elevator keycard - Alternate Location: Letter sitting on the flat bed in the hallway before Dr. Schenker's room
- Keycard for elevator located in the gated area past the large room with the painted crates.
- Retrieval of the elevator keycard after using it.
- Blueprints on the shelf in the gated area to the left after coming out of the door past the electric floor panel area.
- On the upper bunk bed in the room with Dr. Schenker - Alternate Location: On the lower bunk bed in the room with Dr. Schenker.
Objectives
Find the security office and disable the alarm system. Locate Doctor Schenker. Follow the catwalk down and take out the guards below as you move. Do not worry about the alarm going off - it will be deactivated soon enough. Go to the bottom of the catwalk and finish off all remaining guards. Enter the small room and use the keypad inside to open the large concrete door. Go through the tunnel and face more guards.
Follow the tunnel to a door on the right. Enter inside and grab the cigarette lighter on the table. Continue into the next room and drop into the area with the crates. Locate the door with the combination lock. Take out the lighter and select the welder function. Kill the guard inside and snag the security pass from the table. Use the red button at the end to disable the alarm system.
Return into the warehouse and the top hallway. Locate the lift with a monitor in front of it. Use the monitor to insert the security pass. Enter the lift and use the keypad once the door closes. Ride the lift. Exit and enter the locker room to the right. Kill the guards here. Explore this whole area for additional items, including the woman's bathroom for some fuzzy slippers (they reduce movement sound by half).
Locate another lift on this level and go down. Exit to the left and kill the guards beyond the door. Go left at the intersection and destroy the lock with a bullet. Enter the room to locate Doctor Schenker. Talk with him.
Objective
Escape the facility with Doctor Schenker. Pick up the code breaker on the desk if you do not have one. Go right from the entrance to this area and locate the keypad on the right wall. Use the code breaker to open the door. Follow the hall to a room filled with electricity. You must traverse the metallic flooring and avoid the electricity. Just walk over the metallic floor the moment the electricity stops. Traverse the area and terminate the guard inside.
Go up the stairs and follow the path to a door. There is another keypad here - use the code breaker to open the door. Eliminate the guards. A locked gate to the left blocks some power-ups and intelligence items. Make sure Schenker is still behind you and eliminate all the guards (who will try to kill Schenker if you are not careful). Proceed to the exit to conclude the scene and mission.
Walkthrough
Make your way down the walkway and try not to make too much noise. At the bottom of the walkway go into the office, get the MICROFILM and the armor, and hit the panel there to open the large steel door.
Head down the passage behind the door. Go into the first lab on the right. Inside is the lighter, on a desk there. Go through the door on the other side and listen to the FUNNY CONVERSATION about crates. Then go back the way you came; fighting in the next room practically guarantees setting the alarm off.
Continue down the hall you were in and open the door. Go down the ramp on the right, through the archway on the right, and then through the doorway in this hall on the right. you come to a fenced door locked with a combo lock. Good thing you got that lighter upstairs, eh? Open the door with the lighter.
Kill the guard in the next room, get the SECURITY PASS on the table, and disable the security system using the red glowing button on the console. Return to the initial hallway with the lab on it. Go through the door at the end of the hall and go up to the elevator on the left. 'Use' the security pass on the console there to open the door, and do not forget to take it again. Go down the elevator.
Go left and down the stairs. Open up the locked door and get the AMMO BOX and the BLUEPRINT. Go back up the stairs and to the right. While on the stairs, watch out for the guys on the walkway above; there are 4 of them. Listen for a FUNNY CONVERSATION.
Go through the locker room and kitchen and down the hall. Listen for the next FUNNY CONVERSATION. Unfortunately, unless you interrupt this one, an explosion will go off and an alarm will go off, so shoot one of the guys.
Go to the end of the hall and through the door on the left. Continue along to the end of the hall and then all the way around. There is a pretty FUNNY CONVERSATION down one of the long halls. Near the desk where the guy was talking about the Edsel there are a set of bathrooms. In the women's bathroom are the FUZZY SLIPPERS which allow you to sneak better.
Find the grate-protected elevator along the long hallway and go down it. Listen for a FUNNY CONVERSATION. Go down the one-way passage through the door and head left when it splits. Open the door with the lockpick and head in. Schenker is there. If you do not have a codebreaker, get the one on the desk here.
Head down the right passage (the one you have not been down) and unlock the double doors with the codebreaker. Head down the hall to the electric lab. Wait for the lightning to strike the plate in front of you, and then move to the gap between it and the next one. Schenker cannot be hurt by the lightning so do not worry about him. There is a gunman up on your left about halfway through. Head up the stairs at the end of the lightning plates and open the door with the codebreaker. Go up the stairs and through the doors as Schenker suggests. Then go up the ramp and up more stairs to the exit.
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