home ➜ Apple Macintosh➜ Action & Adventure ➜ The Operative No One Lives Forever ➜ Misfortune in Morocco - Walkthrough
The Operative No One Lives Forever - Misfortune in Morocco
Misfortune in Morocco - 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
Misfortune in Morocco
Briefing
Intelligence has discovered that the American Ambassador to West Germany, Morris Munroe, is marked for execution by an organization calling itself H.A.R.M. The assassination attempt is expected to come on the last day of Munroe's upcoming holiday in Morocco as he is leaving his hotel. There will likely be multiple assailants.
It is imperative that Munroe survive the attack. Be warned, though, that the ambassador is extremely nearsighted and almost deaf, so you cannot rely on him to realize that he is in danger.
You will be positioned in a residential building across the street from the hotel. Your job is to pick off the assassins before they liquidate Munroe.
Objectives
Protect Ambassador Munroe from H.A.R.M. assassins. Rendezvous with Bruno at the Grand Caravan Hotel. Head for the coast and rendezvous with the Abigaille. Prevent civilian casualties.
Trivia
- In Scene 1, opening the door of Apartment 25 from the inside (access using the Belt Buckle), will prompt the man in the corridor to “Thank you for your help.” This is one of the few occasions in the game in which a civilian who is not rescued from a thug expresses his gratitude to you.
- The name of Ambassador Monroe's hotel “Le Chameau Heureux” is French and means: +The Happy Camel.” There are also many other items such as signs and maps that are in French. This is a reference to Morocco's history as a protectorate of France from 1912-1956. French continues to be widely spoken in Morocco and it is still considered to be a Francophone country to this day.
- If Civilians are defeated by the player, the failed-mission-status reads: “You defeated a Civilian” or “Unacceptable Civilian Casualties.” In Scene 2, it reads: “Unacceptable Simian Casualties” if the monkey is defeated. “Simian” is a scientific classification of primates that includes monkeys and apes. In Scene 3 however, if the monkey is defeated it reads “Unacceptable civilian casualties.”
- Several gadgets that have not been introduced yet are needed to retrieve intelligence items, such as the belt buckle and Spy-Glasses. A note from Bruno explaining that you may have to return to the mission again with the right equipment breaks the fourth wall.
- Several intelligence items contain information of Archer's backstory and retrieved parts of the CT-180 device (i.e. the Utility Launcher)
- An intelligence item found in Scene 2 is a letter written by “Clark” to his wife Martha in which he reveals to be a Russian spy and must now leave her to return to his “real wife” back home. In the bonus chapter Rest and Relaxation, Archer finds the return letters from Martha's friend. This little sub-plot is revisited in the game's sequel in Chapter 12: Undersea, where two letters can be found that continue Clark and Martha's story.
- This is the first mission where Archer has to “prevent civilian casualties,” a parameter that is given in several missions.
- A blueprint found under the bridge leading to the gate of the city reads “Property of Dumas Industrial Enterprises,” alluding to its future involvement in later missions.
- While it marks Volkov's first appearance with dialogue, he does not reappear until H.A.R.M.'s Promise
- There seems to be a slight mistake with one of the intelligence items in Scene 1: An envelope detailing Monroe's schedule states that he is to depart on September 18th, even though he leaves for the airport on the very day the mission takes place (the 16th)
- With a grand total of 41, this mission contains the largest amount of intelligence items in any mission of the game.
1. Scene 1, Misfortune in Morocco
Intelligence Items: 7
- Envelope in the table in starting room
- Envelope on the railing above courtyard with soda machines
- Roll of film between soda machines
- Folder under dresser in Room 12
- 2 Envelopes in mailboxes. Mailboxes only open if you do not have Bruno call out the marks in the beginning.
- Choosing "I can handle this on my own" opens one mailbox. Choosing "I just hope there are enough to keep me busy" opens both.
- Envelope in locked room. Must take the zipcord to access room from the courtyard.
Look through the left or right window and scan the plaza for H.A.R.M. assassins.
You begin inside the residential building monitoring the situation, currently in contact with Agent Lawrie (both of you discuss previous compromises). The mission begins when Agent Lawrie announces that Munroe (the hefty man in the blue jacket) is headed for the café. You are given an option: Do you want Lawrie's help over the radio, or do you want to pick off the assailants on your own? Choosing the response “Where's the challenge in that?” will net you additional intelligence items later in the mission.
Objective
Protect Ambassador Monroe from H.A.R.M. assassins. Prevent civilian casualties. Cate stands with carbine in hand in front of two windows, one to the left and another to the right. Use zoom to focus in on various parts of the café and neighboring ledges and doors. Ambassador Munroe will walk back and forth along the café and drop a dime; he will stand in the center of the café vulnerable to an assassin's attack. Continually scan the area and fire upon any assassins that appear. You can move between the left and right windows to ensure full coverage, though simply standing at the left window should be sufficient to monitor the assassin's attack.
At some point during the protection of Munroe, he descends a staircase and emerges out a door on the ground floor. Monitor Munroe's progress along the road (he moves to the left, enters, then exits back onto the road) and protect him from assailants that appear along the bottom edge of the screen. Do not leave the window and choose your moment wisely when reloading your weapon - Bruno notifies you when the current objective is complete. Grab the envelope from inside this starting apartment room.
Objective
Proceed to apartment 12 and await further orders. Bruno orders you to proceed to apartment 12 and requests that you holster your weapon, so you do not disturb the civilian residents. Holster your weapon and leave the room. Head right and follow the hall as it turns left toward the door. Exit onto the catwalk overlooking the courtyard. Listen to the conversation between the two men if you wish and locate the letter on the upper floor railing.
Walk down the staircase and proceed to the door on the right (opposite the door next to the mailboxes). Grab the case of film next to the vending machines.
Search the mailboxes to the right of the exit door for possible intelligence items.
Proceed through the door and follow the hall until you reach the apartment marked 12. Walk inside apartment 12 to complete the objective and begin your next assignment in protecting Ambassador Munroe. Be sure to look under the dresser in apartment 12 for an intelligence item.
Get the ammunition and armor and receive a message from Bruno: “He is almost there.” You have left and right windows available again. You should use them both to get the best line on the incoming assailants. Munroe approaches from the left, but you must monitor both left and right directions to ensure his safety. Continue to protect him until he gets in the car and drives away. Bruno reports that thugs are headed your way. Turn around quickly and take cover behind the table. Start shooting at the door to retaliate against the attacking bad guys.
Objective
Leave by the blue doors in the courtyard. Exit apartment 12 and return to the courtyard - though move cautiously because enemies await you there! Stay crouched and use the carbine in scope mode to pick off the enemies hiding behind the greenery. Defeat the enemies and approach the blue doors on the other side. Grab the letters from the mailboxes to the right of the blue doors. The quantity of letters depends on your response to Bruno's offer for help at the beginning of the mission.
2. Scene 2, Misfortune in Morocco
Intelligence Items: 14
- Note on the wall near monkey merchant
- Folder in locked room near arguing couple
- Envelope under bed in Room 101 (room with maid)
- Briefcase in Room 201 (you get into it by jumping over balcony railing)
- Envelope by TV in Room 204 (large 2nd floor room)
- Envelope on bar by man who asks if you'd like a frosty beverage.
- Folder on Travel Agent's desk
- Dossier on window sill in courtyard to the right of hall just past Travel Agent's desk
- Briefcase on ice machine in hall with guard who has to pee
- Folder on table in elevator courtyard
- Briefcase near the luggage dolly in elevator courtyard
- Envelope on table in outdoor courtyard near conference room
- Note on wall in room where Bruno is defeated
- Book on shelf next to note in room where Bruno is defeated. Requires sunglasses
Objective
Meet Bruno in the main lobby. Sneak past the hoodlum (or put a bullet in his head) and use your barrette to pick the lock to the left. Alternatively, you can just shoot open the lock. Here is where you learn a painful lesson: enemies can shoot through gates and fences, and YOU, for the most part, cannot. So either pick the lock, or shoot it off. Shooting alerts guards. It is best to hang back in this area and let the goons come to you. Make sure you grab the NOTE tacked to the wall next to the gate. Enter the exit ahead and turn left and enter room 101. Look under the bed in room 101 for a letter.
At the beginning, it is actually easier if you pick the lock BEFORE you defeat the guy who is talking to the monkey salesman. This way, you can defeat both enemies without having to worry about trying to shoot through the gate.
Proceed right from the hotel entrance and search the rooms for further items. You can uncover some armor as well as additional intelligence items. Use the barrette on the padlocked door to enter the storeroom. Grab the dossier inside.
Move past the woman by the vending machines and head up the stairs to the second floor. Additional exploration can uncover more intelligence items. Search room 204 for a letter. Use the balcony and go right to open a closed window into room 201 - snag the briefcase inside. Follow the hallways to a courtyard eatery. Make sure to snag the envelope on the bar.
Continue past the eatery to an outdoor pool. Beware of the bad guys up high on the balconies and in a tower. Proceed cautiously and use your carbine and scope to eliminate them. Walk right through the open exit and spot the tourist agent to the right - she is speaking with a customer, actually a bad guy. Take him out (and his partner nearby).
Pick up the folders on the tourist agent's desk. Follow the hallway and notice the small brunch area on the right. Enter and snag the dossier in the brunch area under a window.
Continue through the brunch area toward a couple of restrooms. You can overhear a discussion between a couple of bad guys - apparently one of them has to go pee. defeat them and search the area for items, including armor. Pick up the briefcase off the ice machine for an intelligence item.
Go toward the couch and continue to the left into the elevator lobby. Do not charge in, however; hang back and defeat the goons inside. Grab the files off the greenery in the center, then pick up the briefcase behind the luggage cart.
Go right and talk to the woman if you wish. She mentions the goons ahead, standing in front of the conference room. Talk to her a couple of times, and she will help distract the bad guys. Alternatively, you can just take the left exit and bypass the guards by taking the exterior route. When you are around them (or if you have just defeated them), continue down the hallway. The exterior rooftop contains some files on a table, which gain you an intelligence item.
Walk past the elevators and continue down the hallway. If it is nearby, grab some armor and go forward and down the stairs to greet Bruno. Watch the cutscene as Cate discusses the current situation - but you both soon discover that it is a trap. Volkov shoots and defeats Bruno! Cate escapes and receives a new mission objective - Volkov starts taking hostages and planting bombs around the hotel.
Objective
civilians. You must be aggressive in shooting the nearby guards, even if it means taking damage. When possible, use the sniper rifle. Go over to the window and get the NOTE against the wall. You can return later and use the sunglasses to photograph the book.
Return to the elevator room, shoot the guards, and disarm the bomb on the elevator door. Continue down the hall, shoot more guards, and disarm the next bomb on the conference room door. Quickly turn the corner and shoot the two guards before they murder the civilian.
Continue back to the room with the guys standing next to the elevators and the luggage cart. There are more thugs and another bomb.
Go further back and you will find 4 thugs trying to defeat a guy. Wax 'em and go back toward the tourist desk and disarm the bomb near the phones. Go back into the courtyard; 2 more thugs and a civvie. Keep going back into the halls with the guest rooms in them (201, 202, etc) and you will come across 2 more sets of thugs and civilians. Once you save them both, the level ends.
3. Scene 3, Misfortune in Morocco
Intelligence Items: 11
- Dossier near bench where thugs shoot from in beginning
- Envelope in planter in 2nd story area (need to take ramp up)
- Envelope near phone in 2nd story area
- Envelope on the floor in room past phone in 2nd story area
- Dossier under table past fruit stand in 2nd story area
- Letter under table on balcony where thugs were shooting from in 2nd story area
- Briefcase at top of ramp that leads into the courtyard with 3 thugs (and one on balcony)
- Envelope on crates in room with 2 thugs leaning on wall.
- Dossier next to table in room with 2 thugs leaning on the wall
- Blueprint in last area after swimming to the end of the canal
- Last item is acquired by interrogating the thug rather than heading directly to the coast.
Objective
Apprehend Dmitrij Volkov. You begin the scene behind some baskets; fight your way out against the bad guys. Go through the forward exit and search the area for some armor. Pick up a dossier to the left of a nearby bench.
Go right and down the stairs. Peer outside and dispatch several bad guys here. Go straight and then to the left. Turn left at the alley at end and ascend the series of ramps to the top. Walk onto the balcony at the top of the ramps and grab the letter from the planter. Follow the sign leading to the phones and look under the phones for an intelligence item.
Follow the hall until you reach a bench on the left. Look for an intelligence item near the bench. At the end of the hall, leap toward the fruit stand and snag the armor if it exists. Pick up the item under the table near the fruit stand.
Continue to the next balcony. Pick up the dossier under the table. Return down the ramps and enter the doorway at your first left. There may be some armor on the bench to the right. Continue outside past the people conducting some sort of monkey sale. Walk forward, then head to the left toward the top of the stairs. Turn and go right. Walk to the intersection at the end. Beware of the goons on the right, and look for a briefcase in the middle of the walkway here.
If you continue forward, be careful of the nearby bad guys, especially those high up. Continue through the hallways and enter the double doors at the end. Be ready to combat several goons inside. Snag all the armor and intelligence items inside. Pick up the dossier from the floor and the files on the boxes to the right.
Walk through the exit door and onto the balcony to the left. Use the carbine and scope to eliminate several bad guys. It is much easier to defeat them here then after walking down to their area. Resume your course down the stairs to the bottom of the area. Locate another set of stairs in the center of the courtyard. Walk down and grab the armor, if it is present. Leap into the water and swim to the end. Emerge and pick up the ammo and intelligence item.
Return through the water and head up the stairs. Cross the bridge toward the car to complete the level. Cate encounters a thug and can interrogate him for further information. Keep asking the thug where Volkov is, and you receive an intelligence item - and a cutscene of Monroe's fate.
Walkthrough v2
Shoot all the thugs and go into the exit on the opposite end of the courtyard. Get the armor and DOSSIER on the bench there. Head right, past the sign, down the stairs, and get in a gunfight with the 5 or so guards there in the courtyard; or not, if you can sneak.
Head toward the red door, and then around the corner. Go around the next corner toward the palm tree. FUNNY CONVERSATION audible from the balcony, about a monkey. Go around the balcony, left, and down the stairs near the blue columns, into the building. Head right, through the room with the carpet, out the other end of the building, and take another right. Note that there may be armor on the bench near the exit of this building.
Get to the top of the ramp and go right, onto the wooden balcony. In the plants by the double doors can be found a LETTER. Then go back to the top of the ramp and toward the blue telephones sign in the building. Go in and grab the ENVELOPE under the telephone. Continue around, past the urn, to another room with a FOLDER on the floor. Go out of the building by going to the end of the hall past this room and jump across the gap to the armor by the melons.
Find the LETTER under the table to the left on this porch. Cross the bridge to the other patio and find the DOSSIER under the table there.
Head back down to the street, where the monkey guy is. Head up the dirt ramp near the monkey guy, go around the corner, and take a right onto the plank bridge. Up the ramp, and take a right. There are guards and a BRIEFCASE. Go through the next courtyard and up to where the guy knocks over the table. Go past this to the next courtyard and head left to the blue doors. Be careful, as the room has a couple guards in it. Go into the room, and be aware that there is a guy hiding behind the crates to the right. Get the FOLDER, body armor, and DOSSIER in this room. Continue on through the doorless doorway out onto the balcony on the left, and see if you can snipe some guys from here.
Continue on down the hall that runs along the balcony and down to the street. Go down the stairs to the market stall to get the armor, and then dive into the water. Go along the canal. When you reach the end, go underwater and go right. Go all the way to the end of this canal, and get off on the right side to get a BLUEPRINT and an AMMO BOX. Go back up to the main courtyard and cross the broken bridge. Choose to capture the thug to get a FUNNY CONVERSATION. Just ask him nicely 3 times. Or, you can torture him. It makes little difference.
4. Scene 4, Misfortune in Morocco
Intelligence Items: 9
- Envelope in tent in 2nd ruins (to the right of the 2nd car)
- Note on sign leading into mine field
- Briefcase near van in mine field
- Envelope near vase after coming out of water (in the well) - Alternate location: Letter in the water (near landing with 2 guards)
- Briefcase behind chair in room with 2 guards (Just making sure you were awake)
- Envelope on wall near 2 guards talking about the ship - Alternate location: On wall just past 2 guards talking about the ship
- Film canister under fountain past generator room - Alternate location: Envelope on ground past guard who shoots other guard
- Letter on crates in hallway before the generator room - Alternate Location: Briefcase behind generator
- Dossier in room with guard off main courtyard - Alternate location: Dossier on crates in room between main courtyard and hallway to the water area.
Objective
Locate the smuggler's hideout. Volkov opens the scene hoping to set up a trap for Cate. Use the scope on the carbine to defeat the enemies at the camp ahead (by the tent and the car). Go through the mountain path until you reach the ruins on the right. Look out for the guards in there. Snag the ammo case from the tent ahead. A car will pull up; terminate the driver inside before he becomes a threat. Search the tent in the ruins for an intelligence item and body armor.
Continue down the path until you spot a fence on the left. Read the note on the fence for an intelligence item. A minefield lies beyond, but you can reach the van almost unscathed if you hug the far left or right rock walls. At the van, snag the ammo, intelligence item, and fire extinguisher. Approach more ruins in front of a compound to receive a new objective.
Objective
Reach the shore alive. Locate the hole in the ruins and jump down. Search this underground area for an intelligence item. The guards here carry submachineguns, so be careful. Defeat one and grab the weapon for yourself. Walk through the hall and up the stairs. Go past the door on the right and up the staircase. defeat the thugs and pick up the intelligence item near the opened crates.
Follow the hall to a left turn. Look to the left and defeat any guards below; others may attack forward of your current position. Shooting or causing a disturbance will alert most guards in the area to your position - be ready with the submachinegun! There may be an intelligence item nearby; search forward and on the balcony. Walk downstairs near the generator. Search behind the generator for a possible intelligence item. Turn right from generator and locate the fountain on the left - another possible location for an intelligence item.
Your goal lies past the fountain and an entrance on the left (opposite the staircases). Follow the hallways and defeat as many thugs as you encounter. The level eventually ends, and you are sent back to UNITY for debriefing. You can search the grounds for additional intelligence items and even a padlocked door that protects ammunition and armor. When searching the grounds, beware of remaining thugs, especially those in high positions.
Walkthrough v2
You start out at the far end of a field. Snipe some of the bad guys while you can. For fun, aim for the gas tank of the car. Go up to the tent to get an AMMO BOX. Then head left into the valley. When you see the next tent, snipe the guy in it if he is there.
Then find the tent in the ruins on your right and get the ENVELOPE within. A car will pull up. Shoot the guy, or wait until he hits his own gas tank. There's body armor in a largish room nearby. Continue down the valley, past the minefield unless you have mine detector glasses. Out by the van in the minefield is a FIRE EXTINGUISHER, an AMMO BOX, and a BRIEFCASE. If you do not have the sunglasses, you can still get out there by going carefully along the left edge of the minefield. Good luck. Note that there is a NOTE tacked to the sign at the minefield gate.
At the end of the valley is a large palace. The best way to get in is by falling down the well hole nearby. Fall into the water and then swim to the landing and wax the guy with the submachinegun. Get the LETTER at the bottom of the pool. Another guy will come down the stairs, so be ready for him.
Follow the path to the top of the stairs. Go down the hall past the door to hear a quick FUNNY CONVERSATION. Go up, shoot the guys, and get the BRIEFCASE behind the chair. It may instead be by the open crate. Go back down the stairs to the door and through it.
Get the DOSSIER on top of the crates. Cross the courtyard, watching for guards (there are many) to the locked door on the other side. Open it to get an AMMO BOX and body armor.
Leave the storage room and head right, down the hallway, quietly. Listen for a FUNNY CONVERSATION, and one guard will actually defeat another. Then you can ambush him. Cross this next courtyard and get the ENVELOPE under the tree. Head into either of the doors here; they lead to the same place. Go down the ramp to the gate and open it. Go behind the machine to get a BRIEFCASE.
Go up the stairs for a FUNNY CONVERSATION. Wax the 2 guards and grab the LETTER on the balcony railing. Now either go back the way you came and down the hallway past the stairs to the courtyard, continue to the other side and then down the stairs on that side to the courtyard. Either way, you must go into the courtyard and leave via the doorway that is to your left as you face the gate. There is a to guard on your immediate left and 3 to the room on the right. Head right and out onto the balcony.
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