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The Operative No One Lives Forever - Alpine Intrigue
Alpine Intrigue - 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
Alpine Intrigue
Briefing
If your theories are correct, the baroness will lead you right to the list of H.A.R.M.'s intended victims. You must retrieve that list and put an end to H.A.R.M. before more innocent people die. Time is short, Archer. You must succeed.
Objectives
Tail the baroness to locate the private gondola station. Get on the roof of the gondola car before it departs. Rendezvous with UNITY operative. Locate the maintenance gondola station. Proceed to the chateau.
Cate speaks with the UNITY contact about the baroness - Cate also gives the man a mission. Watch the conversation between the baroness and several thugs and get ready to be on the move.
Trvia
- Even though Baroness Dumas fires one of her guards at the very beginning of the mission, he is still hostile to you and will shoot if he spots you. As he stands right underneath the balcony on which the mission commences, you can jump on his head without him noticing. After this you can kill him in any way you prefer.
- One of the guards in Scene 1 stands right underneath an icicle just outside a pub. It can be accessed by walking along the wall and hitting it. It will then fall down and kill the guard instantly.
- One of the civilians will walk into that very same pub after finishing his conversation. You cannot be armed and you cannot let him find the guard's body. If you follow him in, you can see him walking up a seat and onto a table before standing in the corner. He cannot be talked to.
- The whole town seems to be preparing for the Oktoberfest, which was also previously advertised in The Dive.
- In Scene 2, a guard can be overheard explaining the difference between an operative and a spy. While a spy is a more loose term used to designate anyone who sells secret information to a foreign government or organization, an operative (such as Cate Archer) is more like a secret agent who works for a specific agency on a mission-to-mission basis.
- Another guard mentions that he “prefers women singers” such as Edith Piaf, Shirley Bassey, Ella Fitzgerald and Nancy Sinatra, all of which were popular singers and performers throughout the middle of the century. Of all four, Bassey and Sinatra are still alive (Piaf died in 1963; Fitzgerald in 1996) and have sung the title songs of four James Bond films between them.
- A Code Breaker is needed to unlock the gate in Scene 2, but it is not obligatory to equip one at the start of the mission since one can be found in the garage.
- Near the start of Scene 3, a conversation between two guards end earlier than expected without the right voice files. This is apparent from how the guards just stand there awkwardly after the line, “Are you serious? That is pathetic,” is uttered. The correct ending is actually, “Yep, I sure hope I'm there to see it.”
- In Scene 4 you will encounter two electrical fences. The electricity on the first one can be turned off by shooting at the red barrels at the opposite cliff. This will cause an explosion that destroys the generator. There is no option for the second electrical fence.
- Once the gondola station has been reached and you come out of the lift, there is a door to your left, leading to a few rooms containing body armor and some more enemies. This room appears to have been left underdeveloped as the sentences in a conversation between two guards are in the wrong order and even though they are supposedly using a radio, no radio can be seen anywhere.
- When activating the gondola's lever, you must get aboard quickly as it will leave without you if you take too long.
- Unlike the sequel, enemies do not use snowmobiles and this is the only time in which one appears in this game (apart from the previous training level)
- This mission also puts some moral dilemmas before the player: one guard mentions his son's upcoming birthday and invites his colleague and his family over for the party. Another guard can be heard worrying over “what would happen to my wife and little girl if I got gunned down by some superspy?” A good way to avoid having to kill them is to use the sleeping gas. Then again some people might argue that they decided to join an evil organization and should be willing to accept the consequences.
- Unlike every other mission, this is the only one to have two scenes not to feature any intelligence items. With no more than six, it is also one the few missions to feature less than 10 intel items in the game.
1. Scene 1, Alpine Intrigue
Intelligence Items: 3
- After trailing the Baroness past the 1st pair of guards, there is a letter sitting next to a barrel - Alternate Location: On the upper balcony starting point, there is a letter sitting on the table to the left
- Next to the 2nd pair of guards, in the building to the left lies a briefcase by the couch - Alternate Location: A briefcase is sitting on the bench right next to the window in the upstairs room.
- After jumping through the window in the upstairs room, a letter is sitting next to the trashcan - Alternate Location: Letter sitting on the bench in the room near the lone guard under the icicle.
Objective
Tail the baroness to locate the private gondola station. Avoid detection. The baroness immediately heads away from you, flanked by a couple of guards. You can head to the ground via the nearby door and staircase or stay on this upper level and follow the catwalk to a spot overlooking a van and a few guards. The baroness will soon walk under this area and into the doorway on the right. Wait for the baroness to move under you and walk through the door. Return to the ground level and approach the van and guards.
The key to remaining undetected from the baroness is to wait until she is far away from the stationary guards. Lure the stationary guards away from their post and terminate them. As long as the baroness cannot hear you, you should be safe from detection. Lure these two guards away from the doorway on the right after the baroness has long passed through.
Walk into the tunnel and spot two more guards at a distance. Lure them into the tunnel and terminate them. Make sure you are searching nearby buildings for intelligence items. Even if you lose sight of the baroness, you can still locate the private station.
Continue forward and spot the bar and guard. Take out the guard and search the bar and other structures for items and intelligence. Go to the right and spot the two guards under the Christmas lights. Lure them away and kill them. The entrance to the private gondola station - and the end of the scene - is located through a doorway just beyond and to the left of the Christmas lights.
Walkthrough
Grab the ENVELOPE off the table to your far right, then run back over the walkways to the left (hear the baroness say DREADFUL) until you are at the top of the stairs with the two guys waiting at the van. The baroness will stroll her icy butt on by. Wait for the SECOND time one of the two guys goes walking under you, then quickly crouch-walk (not crouch-run) down the stairs, into the door the baroness entered. The black-haired guy standing there will not do anything.
follow the baronness to the little courtyard (hear her call the babe a FANCY PANTS), jump the rail to the left onto the porch of the Kooke Nooke (hear the baroness rather eat a KITTEN), then jump back over the rail on the far side and go up the stairs, following the path along. This whole time, you will be near goons and they often say "I heard something", but nothing will come of it, if you do it right.
In the room up the latest flight of stairs is a BRIEFCASE, then open and jump out the window above it. Follow the alleyway around to the left to a barn-like loft. Go out its door, follow the walkway to the left (hear the baroness call the restaurant with the Frankfurt placard PROVINCIAL), talk to the ski bum about his beer-drinking feats if you want, then enter the second story of the Frankfurt restaurant. Get a Geldmacher nightvision scope off a shelf, go downstairs, and find an envelope for the baroness' Imelda shoe order. Crouch-walk out the front door and cut to the left, and the goon will not notice you (or just karate him from behind). Pass some guys talking about the weather, who give you a start. Go in the Inn, whose front window looks out on the phone booth with two guys there.
Head left around the corner and down the ramp. Shoot the guy and then follow the street around the corner until you see the VW bus. Shoot the guy there and then shoot his buddy.
Go over to the van and then right, into the room with the crates. Turn the corner and find a LETTER by the barrel on your left. Go down into the next courtyard, shoot the 2 guys, and go left into the hotel. Get the BRIEFCASE by the couch in here. Leave and head for the large open door on your left. Go down the ramp into the next courtyard.
Shoot the guy on the right and head over to him. Listen to the FUNNY CONVERSATION and then go into the hotel behind the wall. Go up the stairs behind the desk and get the SVD scope on the shelf there. Continue out onto the balcony and take a right through the building. Go out through the window and into the alley. Find the LETTER behind the trash can.
Return to the street in front of the hotel and go left behind the Oktoberfest sign. Go right, into the building here and then around to the street again. Listen to the FUNNY CONVERSATION. Then shoot the 2 guys. Go into the courtyard behind the phone booth and into the double doors to the left. End Level.
2. Scene 2, Alpine Intrigue
Intelligence Items: 3
- Folder sitting next to the desk in the room to the right of the outside garage or to the right of the inside warehouse crate area.
- Film by the sleeping guard in the room by the Rocket launcher briefcase.
- Letter by the controls for the gate.
Objective
Override the security lockdown. Do not set off any alarms. You start behind a building to your right. There are two guards over there. Remain concealed at the start of the scene and peek around the corner to spot the guards walking away from you. Enter the door to the immediate right into the structure. Pick up the silencer from the supply room. Move through the barracks area and locate the open window. Hop through and avoid the camera on the left. Spot the guard ahead. Hide behind the crates on the left until the guard passes you.
Once he is passed you, go left around the structure. Two guards are up ahead in conversation. You can enter the garage door on the left and hide until the two are finished with their conversation. When one leaves, hug the left-hand wall and quickly scoot into the open door (avoid the camera). Snag the intelligence item from the room. Go straight and past the double doors on the right. Enter the supply rooms to pick up the briefcase (and modified missile launcher) and intelligence item.
Return to the doorway you passed on the right, which leads into a warehouse. There is a guard patrolling inside. Avoid him by hiding behind the crates throughout the room. Exit the door on the left side (the right side leads to a garage area). There are two guards outside singing. Avoid them by hugging the right-hand wall and hiding behind the building. Move forward and crouch behind the crates.
After the guards conclude their discussion and one leaves, wait until the remaining guard is looking away and enter the door under the camera (avoid the camera as well). Be quiet as you enter, as there is a guard to the right. Kill the guard as silently as possible (with the door closed). Use a code breaker on the control panel to the left to open a door near the scene's start position.
Objective
Rendezvous with your contact. You must return to the scene's start position. Return through the warehouse. You can shoot guards but you must make sure the guards do not set off any alarms. Return outside after the warehouse and locate the open window through the barracks. You will spot the open gate as you near the start position. Walk through to conclude the scene.
Walkthrough
Go into the building around the corner to the right and then left into the room to get the Hampton SMG silencer, and listen in the corner to the FUNNY CONVERSATION about spies and operatives. Wait for one of the guys to come into the building and ambush him. He ought to have a hampton, so now you can have a silenced SMG.
Go into the next door and to the kitchen beyond that. The next room over is full of bunks and features an open window. Go out it, avoiding the camera, and straight along the path. You might want to wait for the patrolling guard to come into view and shoot him before going out the window.
Go up to the corner and listen to the FUNNY CONVERSATION. You can open up the garage door and go in if you want, although there is not usually anything inside.
Go around the corner and shoot the guy there, then get under the camera. Go into the door that the other guard just went in (it should still be open) and try to find a FOLDER behind the desk. Go down the hall to the end and around the corner, past the double doors. Get the rocket-launcher case on the table. Go into the room with the sleeping guy, kill him, and get the armor and the MICROFILM on the desk.
Go back to the hallway. Go down the hall to the first doorway on the left. Try to wax the guard in here without setting off any alarms. Go around to the other side of the crates into the single gray door and listen to the FUNNY CONVERSATION. Then go to the other gray door and into the garage to get the codebreaker there. Return to that other gray door and head out into the courtyard. Go into the door under the camera. Go down the hall and use the codebreaker on the console.
Return to the building with the garage and proceed to the double doors that you did not open. If you already killed the guards out here, it should not be a problem. Otherwise, bait them into the building and kill them. Then go through the now-opened gates and over to the main double doors. Use the button pad to open them and go in. End level.
3. Scene 3, Alpine Intrigue
Objective
Locate the maintenance gondola station. Move forward toward the house. There is a guard patrolling in front of the house and two more on a higher ledge to the left. Kill the guard patrolling the house grounds, then take out the two on the high ledge. Approach that high ledge and spot the arch to the left. There are more guards in here - two in conversation on the ground and more on the upper levels. Take out the ground guards, then carefully eliminate the higher guards.
Enter the door on the far right side and go upstairs. The door on the right leads out to the balcony - visit it to collect the dead guard's weapon and ammunition. Go through the left door and enter some quarters. The doors on the right lead to small rooms and some items. Go through the far left door and terminate the guards. Enter the far left door to locate an open window. Drop down and follow the road to the left. Kill the guard ahead then peek out into the courtyard. Avoid the spotlights. Locate the grate on the ground - open it and crouch inside.
Objective
Find a place to warm yourself before you freeze to death. You just fell on some very cold ice. You have five minutes (indicated by the countdown on the top of the screen) to locate a place to warm up. Shoot the ice to break open a hole. Dive into the water and swim toward the gate. Shoot open the padlock and swim under the new patch of ice. Fire your weapon at the weak area of the ice and pull yourself out.
Follow the snowy mountain path and take out the guard near the sign (he carries a grenade launcher, so be careful). Quickly cross the unstable bridge to the left. Hug the right wall when you reach the narrow path. Enter the cabin in the distance, and Cate finds something warm. Walking inside the cabin concludes the scene.
Walkthrough
Head out into the courtyard and up to the main double doors. Turn left and head for the double barn doors. They're locked, so you can't go in that way. Head left under the arch and listen to the FUNNY CONVERSATION.
The courtyard and walkways are full of guards. Nonetheless, you must go in that way. Head for the door at the end of the courtyard under the walkway on the right side. Go up the stairs, out the left door, and down the walkway until you find a door on your left. Listen to a FUNNY CONVERSATION. Go in the left-most door and out the window and into the courtyard.
Follow the road around to the area with the spotlights. There will be a grate in the middle of the field that you should go into. You fall into the water and be given a time limit to find a place to warm up, after which you freeze to death. Swim to the locked grate, shoot off the lock, and swim until you find a hole in the ice to pop up out of. Run along the snow corridor.
Find an area with a guard. Get past him, jump across the ledge to the next snowy ledge, and run quickly across the icy bridge. It will start collapsing as soon as you get on it. Continue along the path and hug the rock face on your right. you will go through another corridor and come out into a valley, where you will see a wisp of smoke to your left. Head for it and the level ends.
4. Scene 4, Alpine Intrigue
Objective
Locate the maintenance gondola station. Search the crates inside the cabin for a scope. Exit the cabin and go left to mount the snowmobile. Drive forward and leap over the chasm (go full speed at the steep incline). Drive forward until you spot a bridge. Get off and eliminate the high guards from long range. Resume your course through a tunnel and encounter more guards patrolling the snowy path. Get off well before you reach the guards to eliminate them from long range. Continue to drive and keep killing guards until you reach a tower.
There are three guards here: one in the tower, one near the building on the right, and one near a fence to the left. Take out the guard near the fence, then shoot the red barrels in front of the building (eliminating the guard there), then shoot the guard on the tower. Destroying the red barrels also destroys the building - this disables the electricity feeding the fence to the left.
Drive up to the fence and use your cigarette's welder function to break open the padlock. Walk up to the structure to grab some armor. Continue your course on the snowmobile and discover more guards patrolling. Stop before you reach them and eliminate them. You will eventually reach a minefield (heed the warning on the fence). Do not drive through. Get off and use your sunglasses in mine detector mode to discover the mine patterns. Mount the snowmobile and drive through the minefield, avoiding the mines.
Continue ahead until you spot a bridge. Eliminate the guards from long range. You will reach another fence with many crates out front. Get off the snowmobile and take out the guards on the other side of the fence. Climb the crates and jump over the fence.
Objective
Proceed to the chateau. Walk through the tunnel and search the truck near the crates for armor. Follow the tunnel until you reach some guards. Take them out and the others nearby. You can enter the door on the left to search rooms for additional armor - beware of the room with the raised ladder as the center explodes moments after the ladder goes up. Approach the gondola and pull the lever. Hop on the gondola to conclude the level.
Walkthrough
In the little house that you warm up in. There is a trunk to the right of the furnace; open it and the scope is inside.
Unlike the motorcycle level, you MUST use the snowmobile because you have to jump over a large gap with it. Get on the snowmobile and head left from the house, up the hill. The jump is relatively close to the beginning of the route, so after that you can ditch the thing if you like, although it is a long haul without it.
When you see a bridge with a truck, stop. There are guards up there, and some have AK's and the one on the left has a rocket. Snipe them down unless you feel lucky, and then continue on down the corridor.
Go through a tunnel and come to a field with 3 or 4 guards in the distance. Unless you want to take lots of damage as you run them down, get off the snowmobile, snipe them, and continue on.
Around the bend is another field with more guards. Keep going and you will soon come around a bend to find a house on the cliff to the right and an electric fence to the left. You must kill the guards and blow up the barrels near the house to disable the fence. One of the fence guards has a rocket launcher, so be careful.
Get the AMMO BOX by the gate, weld off the lock, and go past it. Around a couple twists and turns you will find another field with guards, and another one beyond that. The next obstacle you come to is a minefield. Switch to mine detector sunglasses and slowly drive through the field, getting off the snowmobile about every 15 feet to check for mines.
The next obstacle behond that is a railroad bridge. There are 3 guys on the bridge and 5 on the ground below. One of the guys on the bridge has a rocket launcher, so watch out.
Bear left where it the path forks and end up at a fortified area full of boxes and guards. Jump up the boxes on the left side and over the fence into the compound. If you approach carefully you can hear a FUNNY CONVERSATION.
Head into the tunnel. you will come to an area full of crates near a truck. There is armor in the back of the truck. Continue down the corridor and listen for a FUNNY CONVERSATION.
Go up the elevator and head to the left, into the building. Head up the stairs and listen to a FUNNY CONVERSATION. If you need armor you can find it in the room at the top of the stairs. Otherwise, just head out into the courtyard. Watch for snipers in the towers. Go up to the gondola, pull the lever, and hop in. End level.
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