Die Hard: Vendetta - You are John McClane
Gameplay & Walkthroughs
Die Hard: Vendetta
- Developer: Bits Studios
- Publisher: Fox Interactive & Sierra Entertainment
- Game Rating: M (Mature) [Blood, Strong Language, Violence]
- Published Date:November 19, 2002
- $49.99 - $4.99 Game Stop
- Players: 1
- 480p, Widescreen
Introduction
In Die Hard: Vendetta, tactics and stealth are just as important as having a big gun and being a quick shot. The story picks up five years after the movie Die Hard With a Vengeance, and you play as LA cop John McClane. Your daughter, now a full-grown woman on the police force, finds herself in danger, and it is up to you to save her. In your investigation, you will meet old friends, uncover helpful clues, and solve objectives — all while using stealth or an arsenal of weaponry to move past enemies.
Voice: John McClane: Michael Blanchard
Al Powell: Reginald VelJohnson
You would think that a movie such as Die Hard would have all the makings for a fantastic video game. Actually, it does. It is got one hero up against a seemingly never-ending stream of generic bad guys, but with a few more-meaningful enemy characters thrown in along the way for good measure. Its setting is a huge, complex building that the main character, John McClane, has to ascend, level by level. it is got a big payoff ending in the form of McClane's rescuing a building full of hostages, including his estranged wife. Yes, the movie Die Hard truly has it all. Yet with the possible exception of Die Hard Trilogy and the Final Fight clone, Die Hard Arcade, every other game with the Die Hard name on it has been disappointing. That being the case, the new Die Hard: Vendetta, a first-person shooter for the GameCube, is pretty much par for the course, though it does a few neat things.
Die Hard: Vendetta takes place long after the Die Hard trilogy. Vendetta takes place in the future. John McClane is an aging, gray-haired man, and his daughter, Lucy, is on the Century City police force. Lucy is on duty at the unveiling of a new painting recovered by Peit Gruber, the son of Die Hard's villain, Hans Gruber. As you might guess, young Gruber is up to something, and before long, all hell breaks loose. So, you make your way through 11 different levels in an attempt to stop Gruber's revenge plot, and the game will take you through city streets, film studio back lots, and everyone's favorite Die Hard setting, the Nakatomi Plaza building. The levels are fairly big, though some of them make you wander around too much, and they feel as if they drag on a little too long. The game's storyline is told through conversations with characters you meet in the levels and through prerendered cutscenes. The cutscenes look as though they were rendered using the game engine, yet for some reason they've been compressed into grainy video.
The gameplay is what you would expect from a second- or third-tier first-person shooter. The game moves pretty slowly, the control and aim are jerky, and the game has an auto-aim feature enabled by default, which is so forgiving that it reduces firefights to a simple matter of pointing in the general direction of your enemies and pulling the trigger. Hostage situations lose all their tension due to this fact (you automatically draw a bead on the bad guy), and it also makes the sniper rifle completely useless. Why use the manual aim of the sniper rifle when your assault rifle auto-aims and never misses stationary foes? Disabling the auto-aim does not help things, as the control is so jerky that drawing a bead on an enemy becomes way too difficult.
The one thing that Die Hard: Vendetta does that separates it from your average first-person shooter is give you the ability to grab enemies from behind and use them as a human shield, much like you can in third-person games like Dead to Rights and Tom Clancy's Splinter Cell. You can put your gun to the head of your new hostage, usually forcing nearby enemies to drop their weapons and go prone. The game also borrows a few effects from Max Payne. you will know when you have cleared out a batch of foes because the game does that Max Payne-like slow, spinning camera effect to show the final enemy taking fire. You can also activate "hero time," which is identical to Max Payne's bullet time. you slow the action down around you, but you are still moving at full speed, so you have all the time you need to take out anyone in your way. Given the game's general ease when playing with auto-aim on, hero time feels almost totally unnecessary. The game has no multiplayer options, which limits its replayability to going through three different difficulty levels.
Graphically, Die Hard: Vendetta does not get the job done. The frame rate is all over the place, varying in direct relation to how much action there is onscreen. The levels are not particularly inspired — the Nakatomi Plaza level, for example, is a mess of a maze of strangely placed walls and office doors that do not open. The character models look decent, and the weapon models are also OK, but overall, Die Hard: Vendetta looks flat.
The game is loaded with a surprising number of four-letter words.
There is a lot of voice work used in the game — you can talk to most of the game's nonenemy characters, and some of them will have five or six lines of dialogue. Most of the voice-over is bland, and occasionally it is miscast as well. The actor used for John McClane sounds more like a gruff Will Ferrell than an older Bruce Willis. Additionally, a lot of speech just sounds odd, as if it is coming from directly next to you, even if the person speaking is behind you or rather far away. A lot of the gun sound effects are pretty bland as well. There really is not much punch to any of the audio, though the script is at least interesting: that is because Die Hard: Vendetta is the most curse-filled game ever released on home consoles, rivaling even the recent Deathrow for the Xbox. McClane and the terrorists alike seem to swear constantly from start to finish. it is hilarious at times, but it also seems pretty out of place. Die Hard definitely was not a kid's movie or anything, but the game really seems as if it is going out of its way to insert curse words into its script, just because it can. Fans of the film will be happy to know that McClane's catchphrase that starts with "Yippie-kai-yay" is uttered in its original state on multiple occasions and by multiple characters.
Die Hard: Vendetta definitely had the potential to be a great first-person shooter, and to be sure, there are some decent ideas to be found in the game. But the execution is sloppy, and in the end, the game simply feels unfinished. Considering how crowded the first-person shooter market has gotten lately with the release of games like James Bond 007: NightFire and TimeSplitters 2, there really should not be much room in your collection for Die Hard: Vendetta.
Weapons
WEAPONS ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ The weapons are what make a first person shooter. Die Hard: Vendetta does not have any unique ones, but there are a wide variety of them available. You can grab hostages with the fists and the one-handed versions of the pistols and the Uzi. ===== Fists ===== - Accuracy: 5/10 - Speed: 7/10 - Overall: 3/10 Your standard melee. Pretty weak, and should only be used as a last resort. ===== .38 Revolver ===== - Clip size: 6 rounds - Ammo type: Pistol ammo - Accuracy: 5/10 - Speed: 6/10 - Overall: 3/10 This is the firearm you start off with. it is pretty weak and fires very slowly. It also has a pretty lengthy reload time. ===== 2x .38 Revolver ===== - Clip size: 12 rounds - Ammo type: Pistol ammo - Accuracy: 6/10 - Speed: 7/10 - Overall: 5/10 You get this by picking up a second revolver. You can shoot faster and fire twice as many shots, and it reloads fairly quickly too. ===== 9mm (Beretta 92F) ===== - Clip size: 17 rounds - Ammo type: Pistol ammo - Accuracy: 7/10 - Speed: 7/10 - Overall: 7/10 This semi-automatic handgun will be your sidearm of choice for most of the game. It has a much larger clip than the revolver, and reloads very quickly. It uses the same ammunition as the revolver. ===== 9mm Silenced ===== - Clip size: 17 rounds - Ammo type: Pistol ammo - Accuracy: 7/10 - Speed: 7/10 - Overall: 7/10 The same as the regular 9mm, except it has a silencer. Even with the silencer, enemies are still alerted to shooting. ===== 2x 9mm ===== - Clip size: 34 rounds - Ammo type: Pistol ammo - Accuracy: 7/10 - Speed: 8/10 - Overall: 8/10 Double the guns, double the fun. McClane can make like Chow Yun Fat with two Berettas blazing. This pair of handguns reloads very quickly, and can mow down large groups of thugs early on without any trouble. ===== Sub-Machine Gun (Uzi) ===== - Clip size: 17 rounds - Ammo type: Pistol ammo - Accuracy: 4/10 - Speed: 9/10 - Overall: 7/10 For an SMG, it has a fairly small magazine capacity. it is quite effective for gunning down groups. ===== 2x Sub-Machine Gun ===== - Clip size: 34 rounds - Ammo type: Pistol ammo - Accuracy: 5/10 - Speed: 9/10 - Overall: 8/10 Twin Uzis make for a very effective combination, and you can gun down pretty much anything and anybody using them. Watch your ammo count though; you can run out pretty quickly while blasting away with these. ===== Tactical Sub-Machine Gun (MP5-K) ===== - Clip size: 17 rounds - Ammo type: Pistol ammo - Accuracy: 8/10 - Speed: 9/10 - Overall: 9/10 Very similar to the Uzi, with better accuracy. it is not found until very late in the game. ===== 2x Tactical Sub-Machine Gun ===== - Clip size: 34 rounds - Ammo type: Pistol ammo - Accuracy: 8/10 - Speed: 9/10 - Overall: 10/10 Like how the Uzi and MP5-K are similar, the twin MP5-Ks are similar to the twin Uzis. Double the ammo capacity, double the firepower and speed. These are very fun to use. ===== Enforcer (Desert Eagle) ===== - Clip size: Unknown - Ammo type: Enforcer ammo - Accuracy: 7/10 - Speed: 4/10 - Overall: 6/10 A high-powered pistol with a low magazine capacity. it is nothing terribly special, and ammo for it is rare. I've only found this gun once in the entire game. ===== Assault Rifle (M-16) ===== - Clip size: 30 rounds - Ammo type: Rifle ammo - Accuracy: 7/10 - Speed: 8/10 - Overall: 9/10 The assault rifle sports a large magazine capacity, and is quite powerful. It comes with a rudimentary zoom-in feature, but it is nothing compared to the scoped weapons. it is quite effective at clearing out rooms and taking out bosses - when you have the chance to use this weapon, do so. ===== High Powered Assault Rifle (OICW) ===== - Clip size: 50 rounds - Ammo type: Rifle ammo - Accuracy: 7/10 - Speed: 10/10 - Overall: 10/10 An upgraded version of the assault rifle, with a firing speed unmatched by any other weapon. It has a better scope than the regular assault rifle, but I still prefer the sniper rifle any day of the week. This weapon is ferocious; it can mow down a whole room filled with enemies with one clip. ===== Shotgun (SPAS-12) ===== - Clip size: 6 rounds - Ammo type: Shotgun ammo - Accuracy: 5/10 - Speed: 7/10 - Overall: 8/10 The pump-action shotgun is quite powerful, and takes down just about anybody with one blast at close range. Reload often, because when you run dry, it takes a long time to reload it completely. A very fun novelty weapon. ===== Sniper Rifle (G3A3) ===== - Clip size: 6 rounds - Ammo type: Rifle ammo - Accuracy: 10/10 - Speed: 4/10 - Overall: 8/10 A scoped, semi-automatic rifle that allows you to fire multiple shots in quick succession, so if you miss you can fire again. You cannot autoaim with the sniper rifle. ===== Crossbow ===== - Clip size: 1 round - Ammo type: Arrows - Accuracy: 10/10 - Speed: 3/10 - Overall: 6/10 Slower to fire than the sniper rifle, but much quieter. it is used the same way as a the sniper rifle. Unlike the sniper rifle, you can autoaim with this gun. ===== Grenades ===== - Accuracy: 5/10 - Speed: 7/10 - Overall: 7/10 Your standard hand-held explosives. Pull the pin and toss them, then stand back and watch it go boom. ===== Riot Gas Grenades ===== - Accuracy: 5/10 - Speed: 7/10 - Overall: 4/10 Like the explosive grenades, except they stun rather than kill. They only seem to appear in the police training. ===== C4 + Trigger ===== - Accuracy: 3/10 - Speed: variable/10 - Overall: 6/10 This is basically a package of C4 wired to a detonator. Kind of like the pipe bombs from Duke Nukem 3D. Basically, you can toss these blocks of C4 a short range and then you will have to get back and detonate them with the detonator. You can try setting traps with them but such opportunities come rarely. ===== Rocket Launcher ===== - Clip size: 1 round - Ammo type: Rockets - Accuracy: 9/10 - Speed: 1/10 - Overall: 5/10 The rocket launcher is a very bulky and unwieldly weapon. It is a single shot rocket launcher, and has quite a long reload time. The rockets also travel at an agonizingly slow speed, so using this against distant moving targets is not a good idea. You cannot autoaim with the rocket launcher. ===== Minigun ===== - Clip size: N/A - Ammo type: N/A - Accuracy: N/A - Speed: N/A - Overall: N/A You never really get to use the minigun in this game. It only appears as the weapon used by the final boss. There are several manned chainguns that are similar, but nothing like the portable one promised in the game manual. ===== Flamethrower ===== - Ammo type: Flamethrower fuel - Accuracy: 4/10 - Speed: 9/10 - Overall: 10/10 It shoots a large cloud of liquid flame and pretty much wastes anybody it comes in contact with. The flamethrower has quite a long range, and you will want to keep your distance when using it unless you want to catch on fire. It does not need to reload either, which is a huge bonus. People caught in the flames will scream with pain to the pleasure of the morbid players out there. ===== Paintball Gun ===== - Ammo type: Paintballs - Accuracy: 8/10 - Speed: 8/10 - Overall: 8/10 It shoots multi-coloured paintballs, and is only found in the police training.
Levels
Townsend Museum
Walk forward and to your left toward the girl and the medic, and pick up the medkit. Go up to Al and talk to him with the A button until the cop welding at the door says that he's in.
Walk toward the door and open it, and then run away and to your left to avoid damage from the falling rubble that comes as soon as you step through. defeat the thug that walks out of the doorway. Stay near the door; there are 3 guys in the next room: one behind the counter, one by the stairs and one on the 2nd floor.
defeat all 3 and then walk behind the counter and grab the medkit. Run up the stairs and to your right, dropping guys as you go. you will have defeated the last guy when you trigger the bullet cam. Walk through the rooms until you spot two guys guarding a hostage. Hose them and talk to the hostage. Now turn to the doors and open them. To your left is an alcove with arches where bad guys are hiding. Take them out. Grab the medkit here and head down the stairs, mowing down more guys.
Eventually, Dick Thornberg comes out. Pick up the sniper rifle and leave him alone. You can talk to him but when you do, some guys will come out from the door behind him. defeat them, then enter stealth mode.
You can either go stealthily or guns blazing. If you go gung ho, shoot all the bad guys and then use the sniper rifle or autoaim to take out the guy holding Von Laben. Head outside.
there is one guy on the balcony and 2 on the courtyard. Take care of them which ever way you want and equip the twin Uzis. Now head around the corner. There will be loads of thugs here and in the adjoining courtyard. If you want you can wait at the corner and blast them as they come or turn on Hero Time and waste them all within a matter of seconds.
When there are all dead there is one more guy holding Lucy hostage. Equip the sniper rifle and shoot him in the head. If you do not have any more ammo in your sniper rifle, aim up and to the left and shoot the plant nearby. it will drop on the thug's head and he'll let go of Lucy, giving you a clean shot. Talk with Lucy and Thornberg to end the mission.
Hollywood Boulevard
Hurry to Fat Larry's around the corner. Talk to him if you want, and enter the diner. Examine the corpses and two thugs will come at you. defeat them. Exit the diner and head off in the direction Larry is facing and you receive reports of a bank robbery in progress.
Head toward the bank entrance but keep your distance. Pop all the thugs, and then pop the hostage taker when autoaim targets him. Head inside and speak with the hostages. Now follow the blood trail upstairs. A hostage will come out, and some thugs follow. Shoot every thug that autoaim manages to target, and pick up the medkit in the area. Head into the door that the hostage came out of and shoot the guy behind the desk. Go through the window.
Checkpoint
Enter stealth mode and head down the alley toward the screams and talking. Grab the gangster in the white shirt and the other gangsters will drop their guns. Release the gangster (DO NOT SHOOT HIM) and interrogate him to complete one objective. You can talk to the hostage if you want.
Head down the street and jump on the dumpster, onto the wall. Turn to your right and jump onto the ledge there. Move forward, jump onto the dumpster and the onto the building and take the corner. Move down the stairs and wast the guys in here and head out to the street and to your right.
Stop when you reach a clothing store. Enter stealth mode if you are not already in it and wait for them to stop talking. Go inside and, again, grab the guy in the white shirt to free the hostages. Take the gang clothes on the counter in front of you and put them on by going to the inventory screen and selecting them.
Move to the change rooms. The first and fourth are empty, the second has a woman in her underwear and the third has a thug waiting for you. defeat the thug and go through the only door available. In the alley, a whole bunch of thugs will be loading stuff onto a truck.
defeat them, and head into the truck for a medkit if needed. Double back and follow the blood trail into a music store. Go through the storage area and to the area behind the counter. defeat the thug here and pick up his pool hall card.
McClane will talk about a meeting at the pool hall. Head all the way back to where you came from back onto the main street. Take a left; you are in the right place when you see a parking lot with a dumpster. Go through the nearby doors and up the stairs. When the bouncer asks for ID, show the membership card by activating it from your inventory. Talk to him, and then head inside.
If you talk to the gang members they will recognize you and open fire; otherwise they will fight amongst themselves soon afterwards. Now would be a good time to use Hero Time. defeat them all and check their bodies for a Cinema key. Head out the doors and back to the main street where more bad guys will be waiting.
Head down the street defeating thugs as you go. At the end of the street is a hole and two bad guys in it. defeat them and any other guys that autoaim picks up and then activate the crane. Jump to the other side of the hole and more guys will come at you. defeat them and enter the cinema to end the level.
Chinese Cinema
there is a civilian directly in front of you that you need to rescue, but do not go through the door - it is a trap! Instead, shoot out one of the windows and go inside. Talk to him, and then crawl under the concession stand counter and grab the guy inside the next room. Arrest him to take his vest. Go outside and cap these 3 guys. Head into the main theatre.
Open the doors and edge slowly forward, picking up the crossbow. Use the crossbow to pick off the thugs silently. If you do not get all of them, at least get the ones on the balconies. Go in and clear out the rest of the thugs in this area. Head up to the seats behind you and shoot down the banner. Climb up the banner to the second floor seats and waste the two jokers waiting for you here. Go on through the exit doors into the hallway.
Two guards will exit from a door; you can defeat them or let them pass. Go where they came from. Equip your twin Uzis and gun down all of the guards as quickly as possible, including the ones in the office holding hostages. Talk to them and they will tell you they took the projectionist. Exit this room and take the door to the left and head upstairs to the projection room.
A single thug will be guarding him. defeat him or arrest him, and then talk to the projectionist if you wish to learn more about the story. Look for the switch for the organ's power, and flip it. Head back the way you came, and go back to the seats you climbed up to earlier. Look down and you will see some guards. Take them all out with the crossbow.
Once that is done, use the exit door again and turn to your right and take the stairs all the way down until you see the organ. Turn it on and then climb on to it and ride it up to the stage. Get off and run behind the curtain. Head to the far end of the room, where there is a fake brick wall. Look up and shoot the sandbags holding it up. Walk through and take care of all the thugs here, and then take a left and shoot out the grate. Crawl into it the end the level.
LA Subway
Switch to your fists and move to the grating and punch it out. Drop down. There are a bunch of hobos around here you can talk to, as well as a hobo disguise. There are some mercenaries ahead of you. Deal with them however you wish and go through the nearby door and you will hear two people talking. You cannot open the door, but there is another vent nearby.
Enter the vent and as you crawl through you will see a subway train pass by. Turn to your right and ventilate the guard there, and then go up the stairs and take out the guard to your right. Be sure to grab the painting piece. Pick up the night vision goggles and turn them on.
Stand by the entrance to the subway tunnel. When the train passes, walk out in to the tunnel and hug the wall, and run to the right into an alcove. Hide there until the train passes again and then head out. Run until you see a hole, and drop into it and go prone. Wait for the train to pass again, then jump out. The tunnel alternates between alcoves and potholes for a while until John says something to indicate you can go on through.
Waste the four thugs here; you cannot arrest any of them. Cross to the other side after waiting for the trains to pass. Once you are on the other side, grab the chaingun. As soon as you do more mercenaries will come out on the other end so waste them all. In order to proceed, you will need to destroy the door behind you. Use the chaingun or a grenade and proceed down the hallway and into the sewers.
*** Checkpoint ***
Head forward through the sewers and take a right, then head straight again. Take the ladder down and grab the medkit, and then head through the open sewer pipe. Jump out and defeat all of the mercenaries, and then climb the ladder up the scaffolding and jump down to the platform that is to your right.
Go up the stairs and defeat the mercenary to your right, as well as the one in the dark corner. Jump over the counters and you will be in a large circular area. Go through the doorway to your left and listen in on the conversation. While you are, pick up the painting piece here and open the toolbox for the generator key. When he is done talking, grab him and arrest him. As soon as you do, Frontier will be talking again on the laptop, so just use it to continue the conversation. Once it is done, McClane will close it and take it with him.
Take the path to your left and quickly defeat the two guards watching the hostages, then talk to them. Turn on the generator and be careful heading down the stairs. there is one guard to your right, one to your left and two ahead of you standing on the scaffolding.
Once there are dead, turn to your right and use the crane. you will need to align the pipe between the two platforms in order to continue. Move the control stick up and down to rotate the pipe, and use the C-stick to move the crane. To get off of the crane, press action again and then jump on through to the other side and continue.
Proceed through the corridors and get the final painting piece. When you meet up with Von Laben, talk to him to shut him up, and then follow him back down to the sewers. When you reach a locked door, press action on it and McClane will ask Von Laben to open it. Keep in front of Laben as go through this area, because it is filled with guards. Try to keep moving forward and to your left, and you will have reached the final area when you see a series of waterfalls.
Wait for the water to stop momentarily, and then jump. Von Laben will not jump unless you turn the water off, so do so after each jump. When you get to the end of the waterfalls, open the final door to complete the level.
Century City Police Department
Keep walking until all hell breaks loose, and then defeat the first group of thugs here. Equip the Uzis they dropped and then take a right. At the 2nd floor of the parking garage, there are more guards. Let loose on them some fiery Uzi fury. Pick up the proximity mines one of them drops.
John yells out "Mine!" Keep your eyes peeled. To your left, by the door is a small blinking red light - those are the mines. If you get too close it will trigger. Shoot it from a safe distance and it will blow up. Move to the right and shoot the mercenary through the glass, then enter the security room to talk to the wounded cop. He'll give you the armory key. Pick up the medkit here, and flip the switch to open the parking lot doors. Leave the room and go through the door that was previously protected by a proxy mine.
Head outside and you will see two cops fighting it out with some mercs, who are perched on the balconies of the open rotunda. You cannot save them. Instead, avenge them by defeating all of the mercs on the balcony. Head up these steps and shoot/punch the lock to continue. Head up the next step of stairs and take out any guards and mines you will encounter.
When you reach the bridge or get close to it, Gruber will come at you with an armed chopper. Run past the bridge quickly to clear the proxy mine there, and quickly defeat the guard waiting. Try to avoid the helicopter's chaingun. Keep running, past another proximity mine and head through the glass doors.
In the next hallway, two mercs are waiting so defeat them. The next hall holds a single guard and some proximity mines - lean around the corner and shoot one mine to set off all of them. Inside the room to your left are two more mercs shooting at cops outside; defeat them.
Proceed down the hallway and up the stairs, and talk to the wounded cop and he will inform you of the seriousness of the situation. Take the door to your right and enter stealth mode. Grab the leader - the one who is talking - to free Thornberg. Arrest the other guys, and then talk to the reporter.
*** Checkpoint ***
Take the door to your left and you will enter an open office area. Go prone and hide behind one of the desks - Gruber's helicopter is back. Once it is done its sweep of the room, run up to the double doors ahead and then run back - you will trigger a proximity mine and defeat the merc behind it. Two more are in the area, so gun them down too.
Go through the double doors to your left and proceed down the halls. you will here two guys beating a cop - it is Al. Go in and gun the two thugs down, and then talk to Al to rescue him. As soon as he says there are more "guests", exit the room and gun down the three thugs - two are charging you, and one will hide behind the corner to take potshots at you.
Once there are all dead, go back and talk to Al. Now double back and keep going. you will see two corridors. Go down the one closest to you. you will find some foolish mercenaries trying to break into the armory - defeat the two of 'em and then enter the armory. you will find a shotgun, a medkit and an armor vest.
Go back and take the next corridor and you will see a series of interrogation rooms. You cannot rescue any of the prisoners held here, so do not bother. Go down the hall and clear out any bad guys you see. do not leave this area. Turn to your right and go into the interrogation room there. Talk to Lucy over the intercom.
She suggests using Herbert Dowd to get the communications back online. Keep talking, and then help her break the window down to rescue both Lucy and Von Laben. Now leave this area and go to the prison cells. Talk to the fat one; he is Dowd. Let him out of his cell and wait for him to get to the communications room; he is quite slow.
You still have the doorway bombs to defuse and the suitcase to look for. Head back to the jail cells and speak to the rest of the prisoners until you find one that can defuse the explosives.
Convince Nitric to defuse the bombs and then let him out and he goes and do it. When you get near the PD entrance, stay back in the glass room other wise he will not defuse them - he'll tell you to get back because the bombs might go off. After several seconds of fiddling, he'll have defused them.
*** Checkpoint ***
Go out the PD entrance and there will be a group of mercs waiting. Shoot the car near them to blow it up, and then take out the rest of them. Turn to your right and toss some proximity mines here. There are some guards waiting, and more will come. Lure them toward the mines or just shoot them. Search the corpses for the evidence briefcase. When the parking lot is clear, keep moving as more mercenaries will come. When there are all dead, the level ends.
Hollywood Film Studio
Speak with the SWAT team member if you wish, but move to the left of the gate and behind the little security booth is a lock on the fence - punch it out and go through. Take a right and speak with the SWAT team members; they will direct you to the captain. Turn around the corner and you will see one of the SWATs get taken out by sniper fire. The captain will ask you to take out the sniper and he'll give you the stage key. If you want to grab the dead man's shotgun, time your move so you go in between sniper shots.
Go all the way back and take a left. A merc will be waiting on the glass skywalk; shoot him with your pistol. Open the door to your right and there are three mercs with assault rifles; defeat them all and pick up their guns. Climb on to the set and look for a hole to drop down to.
Wait for the mercs to stop talking. When the rest of them leave the leader, enter stealth mode and grab him. Now walk through the corridors to get the rest of the mercs to surrender. Go back to talk to the actors and one of them will give you executive key. Double back and take the cherry picker up to the catwalk. Go to the far right to pick up a medkit, then take a left and you will be on the skywalk the merc was guarding earlier.
Proceed down the hall. Now you will see a giant castle. Two guards will appear on top, so defeat them. Once downstairs, more guards will appear, so waste them. The walls can be shot down, so shoot them and defeat any guards you see. Move to the far left corner and you should see a ladder up. If you do not, shoot down the rest of the walls. Climb up the ladder and turn around. Head along the path and jump up onto the stairs to your left.
Take the stairs up and go through the halls, gunning down all of the mercs until you find the sniper. defeat him and pick up the sniper rifle. The captain will ask you to cover his team. A bunch of snipers will come out. Move to the left of the balcony. One sniper will appear in front of you. The next appears on to the building left of the last, on the roof. The next one appears to your right, and he's behind some glass. The fourth sniper appears to the left of the last, on the adjacent rooftop. The last sniper appears atop the water tower.
When there are all dead, jump down onto the crash mat and talk to the SWAT team members. When he is done talking, go down to the back of the studio lot and you will see a gated fence. To the left is a door; open it to proceed.
*** Checkpoint ***
Enter the room and equip the sniper rifle if you do not already have it in your hands. Zoom in and shoot any mercs you see. Way at the back of the room, there are two actors dressed up as soldiers who are being held hostage. Wait for the merc's head to bob into view and then fire. When both actors are rescued switch to your assault rifle and pick off the rest of the mercs.
When you approach the rope bridge, it will explode. Jump down and defeat the lone thug here, and then turn on the pyrotechnics. Climb back up the rope bridge and cross the gap using the two downed trees. Pick up any weapons here and talk to the two actors. Once that is done, head down the stairs and out the door.
John will notice the trailer behind held in place by a block. Shoot it to send the trailer crashing through the fence. Some actress will come out and yell at you. Ignore her and move on through to the Western set and you will see a chopper take off.
Some more mercs will ambush you, so defeat them all. When there are all dead Nitric will come out with dual Uzis. This is your first boss fight, and it is not tough at all. Perforate him with your assault rifle, and use the shotgun if you still have ammo left. Once he is down, the level ends.
Sierra Corr. Facility
Wait for the first guard to walk past and then grab him. Take him back to your cell and arrest him. Switch back to your fists and go prone. Edge toward the closest stairwell, but wait for the lower level guard to pass. Go downstairs and head into the empty jail cell to your left. Wait for the guard to pass you on his patrol, then grab him. Take him upstairs to your cell and arrest him; if you do not someone will notice him squatting in a cell on the 2nd floor and you will get shot.
Go to the empty cell at the far left of the room and grab the cigarettes, and then go to the corridor to your right and talk to the prisoner in the cell 2nd from the left. He'll light a cigarette for you. Now go to the 2nd cell from the right and use the lit cigarette on the smelly matress. A prisoner will yell for the guards. Quickly run into the cell to your left. Once the guard has come up stairs and starts extinguishing the fire, EXIT STEALTH MODE and RUN down the stairs to the room directly in front of you. Open the cabinet and crouch down to get inside, and then turn stealth mode back on.
When the guard comes back and sits down, slowly get out of the cabinet and turn around to your right. Edge forward until 2 more security guards come out with some boxes. Wait for them to pass, and then enter the door in front of you. As long as you are still in stealth mode the guard here will not notice you. Flip the elevator switch and then exit the room, and go to the elevator where the 2 guys with boxes came from. Take the elevator up.
Once you exit the elevator, try to avoid getting shot at or blown up. When you reach the end, an explosion will create a hole in the far left corner of the roof. Jump down and then jump down the laundry chute to avoid the fireball of explosions coming at you.
*** Checkpoint ***
Push the yellow cart in front of you to open the doors ahead. A gunfight will break out, so time your moves so that you can avoid getting shot as much as possible. Proceed down the halls and speak with the injured cop. You can bust out your guns now to take down armed prisoners, so equip a firearm and proceed.
Keep going through the halls and through the supply rooms, which are filled with armed inmates. Open the switch in the 2nd supply room to go outside. In front of you is an inmate inside of a truck shooting you. There are two more inmates to your left. defeat all three and pick up their weapons, and head inside the trucks for a sniper rifle and a medkit. One more inmate will appear in the guard tower, so shoot him too.
Proceed through the courtyard and you will run into another firefight between the prison security guards and armed inmates. Shoot the inmates, and try to dodge the security guards' fire. Round the corner and enter the double doors. More security guards die here, so pick up their guns. Shoot the guys on the ground, and then use the sniper rifle to pick off the two inmates in the watch towers to your right. Exit into the next courtyard and climb up the ladder to the roof to continue.
Go all the way to your left and defeat the inmate guarding the opening. Exit this room and proceed down the hallway gunning down more inmates as you go, and then take the elevator downstairs.
*** Checkpoint ***
Talk to the prisoner in the straitjacket and he gives tell you how to get out of here - "up down up up down." Proceed into the next room and enter the door closest to you. Flip the switches in accordance to the order the prisoner told you to open the security door. do not forget the medkit in here.
Head on through and open the door in front of you. Two prisoners are holding the doctor hostage. You cannot grab any of the thugs, so just go downstairs and they will tell you to leave. they will get angry and open fire, so defeat them and then talk to the doctor - he tells you how to get to keys to the execution chambers.
Go back to the prison cells and enter the one with the bikini babe poster. Use the poster and it will reveal a hole in the wall. Climb up the ladder and you will see a powered off fan in front of you. Turn it up to 5, but be careful not to get sucked into the other fan. Once it reaches the 5 setting, it will blow up. Climb up the ladder.
This next part is tricky. Equip your assault rifle and go prone. Open the grate and defeat the guards closest to you, and then zoom in and shoot the rope holding up the SWAT team member - if you do not do this quickly, he dies. Once he is free, go in and defeat the rest of the prisoners. Talk to the SWAT team member and he gives you a SWAT disguise, which comes with a full armor vest. You can put on the actual disguise from your inventory, but you do not have to.
Look to your left and you will see a door control. Hit it and watch it blow up in your face. Now head up the red staircase and enter the vents. Crawl through and you will drop down to the other side. Go through the halls and you will see some inmates fighting some SWAT guys. Help them out, and then go through the doors and have a chat with the captain.
Go to the next room and pick up the medkit if you need it, and keep going down the hallways, which are infested with armed inmates. Blast them all with your assault rifle. When you reach the warden's office, two inmates will be waiting inside. Gun them down and pick up the safe combination. Use the painting to reveal the safe and then open it. To get to the safe, push the table toward the fire place and then jump to it. Once you have to keys, proceed downstairs.
Follow the prisoners' insults and gun down any inmates you see. When you reach the execution chamber the warden is held in, you will find a handful of armed inmates. Gun 'em all down and then free the warden. He opens the roof doors for you.
*** Checkpoint ***
Head up the stairs. As soon as you open the doors, a bunch of inmates will ambush you. A couple are in front of you, one is behind and above, and one is waiting around the corner to your right. defeat them all, and use a medkit to heal yourself if you need to. Walk toward the helipad to trigger a 2nd boss fight with Nitric. This time he has an assault rifle. defeat him, and use Hero Time if you are having serious trouble. Once he is dead, the level ends.
Cesar Tuna Factory
You automatically have a silenced 9mm selected, but forget about stealth - select your Uzi but stay in stealth mode for now. Follow this path until you hear a bunch of mercenaries talking. it is almost impossible to arrest them all, so lean around the corner and blast away. You should be able to get through this part relatively unscathed. Another merc will be waiting for you in the building to the left of where the mercs were standing before. defeat him and head out the two doors. In these hallways a bunch of mercs will ambush you.
In the next area you will notice a worker being used as target practice. defeat the two goons who are shooting him, and then talk to him. Head inside the building and go upstairs. Take the door to your right and enter the smelly bathroom. Punch out the grate and enter the vent but do not head in too far, and wait for the mercs to stop talking. After a minute or so two of the mercs will leave, leaving only a single mercenary guarding the hostages. defeat the merc guarding the hostages, and then exit this room. To your right is another room holding more mercs; defeat them to rescue the hostages. Talk to them, and they will give you the gantry keys. Go back to the room where you wasted the two thugs and look out the windows. you will see a metal walkway up ahead - that is the gantry. Shoot out the windows and jump onto it, and then head for the nearest door and open it.
*** Checkpoint ***
defeat the guard here quickly - if you do not he roasts the worker with a flamethrower. Slowly move down - if you have autojump on, you will vault off of the crates and lose about 20-30 points of health. Behind the crates you used to get down is a medkit. Talk to the hostage, and pick up the flamethrower. Flip the switch to make the hoisted crates start moving. Go back to the crates you jumped off of earlier, and then time your jumps so you can get across the gap to the platform on the other side.
Open the door and defeat the two mercs at the opposite end of the room, and then the merc to your left. do not fall into the vat of oil. you will notice there are two containers holding oil drums - zoom in on the locks with the assault rifle and shoot out the locks, and then jump across the sea of oil using the drums.
Head on through and down the stairs. there is one merc waiting behind you; blast him. Keep going and past the next set of doors are three mercs waiting to defeat you. Continue along the hallways, defeating all the thugs you see. When you reach a room with a red conveyor belt, jump down and a bunch of mercs will come at you and turn the conveyor belt on. While you are moving, you will need to shoot the mercs shooting at you while jumping over the sawblades. This is the best time to use Hero Time. When you reach then end, hopefully you did not take too much damage. Proceed through these doors and go down the stairs.
The next set of doors will lead you into a conveyor belt room filled with bad guys. Stay back and let them come to you, or charge them with Hero Time on if you did not use it at the last area. When there are all dead, pick up the medkit at the far left corner of the room, as well as the asbestos gloves.
Continue through the hallways. When you reach a room with a water tank and a box inside of a large gap in the floor, shoot out the tank. The water will leak out and slowly fill the gap. Jump onto the box and then onto the other side of the room.
In the next room a worker will be held inside of water tank and be left to die. Perforate the merc on top of the tank, and then shoot the tank, making sure you do not accidentally shoot the worker. Let the water leak out and he'll be saved.
Go down the next hallway and quickly defeat the Yakuza thug with the flamethrower unless you want to get roasted. Enter the cold storage room and defeat any thugs you see. you will need to turn the valve to open the door at the end, but it is frozen shut. Stand back and blast it with the flamethrower. When it turns gold coloured, use the asbestos gloves from your inventory to open the door, and then gun down all the Yakuza inside. In order to exit this room, you will need to shoot the liquid nitrogen tanks next to one of the doors. When it turns blue, shoot the door to break it down and then head outside.
*** Checkpoint ***
Equip your assault rifle, or your dual Uzis if you are running low on ammo. Turn around the corner and some Yakuza thugs will ambush you. defeat them, then take cover and reload. Strafe around the next corner to dispose of the next batch of Yakuza thugs, including the one manning the chaingun. A Yakuza thug with a rocket launcher will appear, so take cover. Strafe out and shoot him and he destroys Sugi's ship. Sugi will appear, so fill him with lead too. Go where he came from and you will find a medkit and an armor vest.
More Yakuza thugs will come your way, so deal with them. Go around the crates and you will see two workers being held hostage by some mercenaries. do not try to shoot the mercs; instead look to your left for a chute. Shoot the red handle on the chute to drop some fish on the mercs. The workers will run away, so shoot the mercenaries dead.
Talk to the workers and they will agree to help you. Follow the crane operator to the crane and some crates. Jump on top of the green crates and he'll hoist you up. Shoot out the window in front of you and then jump into the warehouse. Jump down and clear out the warehouse. Go through it a few times to make sure you have defeated all the mercenaries.
Now that that is taken care of, open the left-most garage door and listen in on the conversation. you will need to sneak onto the truck. Wait a few seconds for the majority of the guards to leave. Enter stealth mode and get behind the shipping crates to your left. Move forward and 'round the corner a patrolling soldier will come. Grab him and dispose of him however you wish. Continue on and go around the next corner. Grab this guard and drag him back behind the crates and take care of him. Now move in front of the truck and turn to your right. do not go into the alcove to your left; you will alert the other guads. Just move forward and grab the last guard in front of you, facing to the right. Drag him behind some crates and dispose of him. Now climb into the truck. If you did it correctly, the level should end.
Fernandez Warehouse
Crouch and stay in stealth mode. When the truck stops, the back doors will open and some mercenaries are talking. When there are done, slowly move to the back of the truck using the boxes as cover. you will see one merc patrolling in front of you. Quickly grab him and take him out. If you fire a shot, you will alert everyone, so if you want to do this stealthily, just arrest him. it is easier to defeat everyone else once you have an assault rifle, so feel free to go Rambo. Equip the assault rifle and gun them down. To the left of the truck in the distance is a manned chaingun - take him out as fast as you can to avoid taking serious damage.
When there are all dead, head into the small building that is to the left of the truck. Inside you will find a way to destroy the missile. Pick up the clipboard and select it from your inventory to read it: you will need to find and destroy 10 barrels of fuel. Someone will buzz you over the intercom; open the gates to let the truck in.
Now walk outside and in front of you will be a small canister in a metal stand that is a fuel canister; shoot it from a distance. One down, nine to go. Now go up onto the little stairway to your left and jump onto the crate, and then jump onto the truck. Now jump over the wall and enter stealth mode.
Open the door in front of you and wait until the patrolling guard has his back turned, and then grab and disable him. Head up the stairs and you will hear the sound of a toilet flushing once you enter this little office. Behind the next door will be a guard waiting - you can catch him in the bathroom sometimes if you are quick enough.
Proceed through the hallways to a door that leads outside. Autotarget and shoot as many as you can through the door. Head forward through the courtyard and defeat one last guy on the courtyard. Look for the 2nd fuel canister and shoot it to destroy it. Take note that in front of you and to your left, in the distance is a bunch of crates you can jump on. At the opposite end of those crates is a crane. Activate it to move the box close to the crates, and then deactivate it when the box is approximately lined up to the crates.
Jump onto the crates, onto the box and then onto the roof. To your right is a merc; waste him. Shoot out the skylights and then blast everybody you see. Hop down and head toward the doorway without the keypad. Behind the door is a desk with a medkit; grab it. Open the door and take the stairs up. Get close to the doorway but DO NOT WALK INSIDE. Lucy will explode.
Enter the room and you will discover that it was just an exploding dummy. Pick up the keycard and go back to the locked door. Open it and then head downstairs.
*** Checkpoint ***
In front of you and to your right will be some mercs talking. You cannot sneak up on them, so defeat them. Stay near the stairs; some more mercs will come up. defeat them all and then head downstairs. do not forget the medkit, which is on the desk behind the stairs.
Take the only door and you will find some mercs listening to a boombox. defeat them and then chill for a bit if you want. If the music pisses you off, shoot the boombox. Continue along the hallways until you walk onto a balcony. Two mercs will be in front of you - to save ammo, shoot the fuel canister in between them for a nice, big explosion. Three down, seven to go.
Jump down and open the garage door to your right. you will see two mercenaries on the catwalk above you, talking. defeat them or wait for them to leave, and then shoot the switch they were standing near in order to open the next garage door.
This area is crawling with guards. Try to take care of the ones on the catwalks first because there are a gigantic pain in the ass. When there are all dead, shoot the 3 fuel canisters in here, and shoot the fireworks too if you want a nice light show. Six down, four to go. Head to the end of the room and jump onto the stack of crates. Make your way across the room jumping on top of the crates until you get onto the red catwalk.
There are a whole bunch of jumping puzzles next, and it is recommended that you use autojump since manual jumping is so twitchy. Run to the end of this cat- walk and autojump to the next. Jump onto the plank at the end and then get to the next catwalk. Autojump to the next catwalk and then enter the door.
Continue along the catwalks until you reach a large, open storage facility with large stacks of crates and two cranes. Slowly edge down, and pick up the medkit while you are at it. Take a left and then walk forward. In an alcove to your left will be a mercenary struggling with a fuel canister - help him by shooting it. Now go to the switch here and turn on the cranes. Go back to where you came down from and John will make a comment on an exit - you will need to find a way up there.
you will need to jump onto the forklift when it is at its lowest point and closest to the ground level. If you miss the opportunity to do so, wait until it gets back to its original position. Jump on it and wait for it to lift you up to the top floor of crates - there'll be a guard here. BE CAREFUL - shoot him and not the canister; at this range you will get blown up. you will want to jump into this little alcove where the canister is; if you do not get it the first time, just try again.
Once you are on there, wait for the crane to come back and get onto the top of the forklift and not onto the actual platform of it itself. Wait for it to go up to the top level, which should take you onto the top of this crate structure. Jump onto it and climb up the ladder to your left.
Crouch and slowly make your way along the top of the vents to your left. you will need to jump the gaps between the vents; stand up before jumping. you will need to jump about 5 times. Once you reach the catwalk, punch or shoot the grate out and go through.
*** Checkpoint ***
This guy with the forklift will defeat you if you are not quick. Push one of the boxes near you toward the forklift, and use it to jump over the forklift. This takes several tries and it is quite frustrating, but you can restart from the checkpoint. Once you have made it over the forklift it will crash and the driver will die.
Head into the next room and pick up the medkit in the corner to your left. Open the garage door to your left and defeat the 5 mercs in front of you. there is one last merc on the catwalk behind you. Destroy the fuel canister here as well. Seven down, three to go.
Head up the ladder and move close to the end of the walkway. This part is just as annoying and frustrating as getting past the forklift at the beginning of this area. You will have to shoot the penguin balloon and time your jump JUST RIGHT to get across this large gap. It takes a lot of tries to do. You can try the other balloons but the penguin one is the best. If you do not make it, reload your checkpoint. Once you have finally gotten across, activate the conveyor belt switch.
Hop onto the conveyor belt and crouch down. Keep your eyes peeled for enemies, they will be waiting to shoot you. In the second room you pass through you will find a fuel canister on the ground below, so shoot it. A couple of times, the enemies will pop out from behind - use the damage indicator near your health meter to determine where there are shooting from.
When you get to the end, get off the conveyor belt and then head on through to the next room. you will hear a couple of mercs talking - defeat them and destroy the two fuel canisters they had to complete the objective and destroy all ten.
Continue forward and you will hear two mercs arguing over who should inform Frontier that the missiles cannot be launched. Settle the argument for them with your assault rifle and shred anyone else in this room too. Head to the door in the far right corner to activate a cutscene.
Now you have to fight Marlin, the female mercenary you met at the tuna factory. She packs two Desert Eagles, but she's not a great shot. She'll walk around up on the catwalks and alternate between the two of them after she takes a significant amount of damage. Mow her down with the assault rifle to end the level.
Nakatomi Plaza
Head forward and talk to Al; he suggests you help the SWAT team that is going on an assault of the building. Head inside and you will find 3 SWAT team members waiting. As soon as you get in they will start their assault. Eventually, they will start moving to the elevators and that is when trouble begins.
One of them will yell out either "GRENADE!" or "it is A TRAP!" and then a 'nade will be tossed at them. there are too braindead to move away - you are not, so get back and watch it explode in the face of 3 "highly trained" SWAT team members.
Pick up their shotguns and clear out all four guards here. Once there are dead, listen to the conversation between yourself and Al, and then head to the far upper right corner. The elevator there should have its light on. Get inside and take it up. When it stops, get out and take a left, past the giant C4 bomb toward the laptop on the desk.
*** Checkpoint ***
You have 15 seconds to get away from the bombs. Run forward into the office area and at the farthest desk, to your right outside the window is a window washer. Open the window, jump down and activate it. It will lower you down a floor, away from the blast.
Jump back into the building, go through the double doors and take a right. Go past the exit sign and in the first door to your left is a merc and a medkit. Now double back and look for the elevators. Take the only elevator available. defeat the merc inside and ride up to floor 23.
Get out and there will be a merc defeat him and then proceed to the other end of the hallway to a room with three more mercs. Waste them and pick up the walkie talkie one of them drops. Now get back into the elevator and ride up to floor 24.
There are two mercs to your right, and one on a chaingun. defeat them both. Head down the hall to find a merc planting some C4. Take care of him and take the C4 for yourself. Get back into the elevator and ride up to floor 25.
To your left is a chaingun merc, and down the hallway is another one. After you defeat the first guy, plant a C4 charge near the elevator to the right of the one you came out of. Down the hall is another chaingun merc. Now a squad of mercs will come out of the elevator you placed a C4 charge in front of. Blow them up and take the door with the EXIT sign above it to reach a checkpoint.
*** Checkpoint ***
Go upstairs and take a right and go through the door that stands out - usually these are the doors that are unlocked. Go through to find a merc with an OICW. defeat him and grab his toy - this is the weapon you should be using for the rest of the level. Go to the next room and defeat two more mercs.
Keep on room clearing and eventually you will reach a large open room with a whole squad of mercs, including one with a chaingun. Scan the room for a fire alarm and shoot it to distract them all with the water, or just plain defeat them without mercy.
Continue down the hallway and pick up the medkit. Go through the glass doors and down the hall. you will reach an EXIT sign. Take the stairs up.
To your far right are two mercs; waste them. Take another right and there is a room packed to the brim with mercs. Mow down all of them to continue, and then take a left through the glass doors and another set of doors. Continue down the hallway until you reach another pair of different looking doors and inside are two mercs.
defeat these jokers and head out the glass doors to your right and another door to enter a little office area. In front of you is a propped up cubicle wall, and behind it are two mercs, one of which is manning a chaingun. Shoot them and continue.
When you reach a hallway where you are flanked by glass double doors on both sides, go through the ones on your left for a medkit, then double back and go forward through the halls until you see another EXIT sign. Go through these doors and take the elevator up.
*** Checkpoint ***
Have your OICW equipped if it already is not. As soon as the elevator doors open a merc will be waiting in front of you, and a handful more will be waiting to ambush you to your left. Duck in and out of cover from the elevator until you have wasted all of them.
Get out and go down the hall to your right and open the unlocked door here. Inside you will find Lucy with a bomb strapped to her. Pick up the medkit if you wish. You have 120 seconds to find a way to defuse the bomb.
Go outside and defeat the merc to your left, and then turn right and head into the open area here. On the upper level and on the stairs a squad of mercs will come at you; mow them all down with the OICW and go upstairs. Directly in front of you is a glass room with two mercs. defeat them both and search their bodies for the detonator code.
Once you have it, go back down and "use" the code on Lucy, deactivating the bomb. Follow her into the elevator and take it up. When it stops, head forward to the locked door and Lucy will unlock. Now you will need to run a short gauntlet, defeating enemies before they can get Lucy. there is one to your right and three to your left as you run along the rooftop. When you reach the stairs up to the helipad, the level ends.
Holmes Observatory
Be as much of a perfectionist as possible. Get out of stealth mode. Head forward a bit until your OICW targets someone. Indiscriminately defeat everyone the autoaim targets. Watch out for the missiles that will be coming from the missile launchers planted on the rooftop, as well as the mines littered on the ground.
Loot the mercenaries for weapons, but keep moving, you have a gunship on your tail. Head toward the observatory entrance. it is locked, but hide behind the Galaxy Thief III signs as cover. The chopper hovers behind you and expose itself slightly. Shoot it with the OICW. Smoking means it is done for.
When it is down, run to your left and at the far end, on top of some crates, is a rocket launcher. Run to the gates; that should put you out of range of the missile launchers. Rocket the two missile launchers on the roof so they do not pose a problem - you can try to avoid them and you can turn them off later, but it is better to play it safe.
You cannot enter the observatory through the front doors, so make your way to the far left end of the courtyard. you will find an open doorway here. Take it up and see two mercs standing next to a spotlight with their backs toward you. defeat them, then look down from the roof. there is a whole other team of mercenaries for you to defeat. Keep looking around until autoaim targets someone; you have not defeated them all until you get the signature bullet-cam. One of the mercs by the spotlight drops a circuit breaker, so pick that up.
Head to the next part of the roof, where more mercs will be waiting for you. defeat them, then look down from the roof and shoot the life out of the mercs waiting for you in the courtyard.
Now, jump onto the red shingled rooftops until you get down to the courtyard. Go and talk to the wounded security guard until he gives you the master keys and a walkie talkie. Now go back to the rotunda near the red shingled roofs. There are three mercenaries here, with proximity mines interspersed in between. At the end of the rotunda, walk down into this courtyard. Directly in front of you should be a crane.
Shoot the crane, causing it to drop the box it was holding. Climb up the rope and you will be back on the observatory roof. Go to the far end and open the locked door here, which is now accessable because you have the master key.
Equip your circuit breaker from your inventory (D-Pad Left) and walk up to the suitcase bomb. Press the corresponding buttons on-screen. If you do it incorrectly or run out of time, you are screwed. Once the bomb's defused, grab the medkit. You can turn off the power to the missile launchers here. What's of importance is the observatory's dome control - rotate it until the ladder is atop the roof on the left.
Exit this control room and turn right and right again. Jump up onto the higher roof and climb up the ladder. Jump down onto the lens and move down. If you have taken damage, use the medkit. Head down the stairs to find another bomb. Get out the circuit breaker and defuse it, and then proceed.
*** Checkpoint ***
In the office to your left are about five mercenaries waiting - target and defeat the first two through the window, then duck in and out to take care of the one to your left behind the desk. Lastly, pop out and take care of the last two to your right. Go behind the desk the one at the far right end was; there is a med-kit here.
Go through the doors and down the hall, and defeat the guy here. In this open rotuna is a model of the solar system and three mercs. One is directly in front and one is to your left. defeat these two from behind the door. The last one is to your right behind a pillar. defeat him and head downstairs. Take the double doors to your right.
you will have another run-in with Jesse Montana, the actress from the studio. Ignore her. In the alcoves are two mercenaries, and a handful more pop out from the double doors. Waste them all, and then defuse the bomb here. Three down, two to go.
Go into the next rotunda and break the grate, and then crouch and climb the ladder down. Take the only door. there is one merc with a flamethrower waiting around the corner to your left, and another to your right. Right down the hall are two more mercs. defeat them and keep going and another merc is waiting. Now, to your left is a room full of five mercs - pop in and out and let the auto target do its work.
Go down to the end in the room to your right is a merc and a bomb. Get the circuit breaker out and defuse it. One more bomb left. Double back to the hall where five mercs were waiting and take the door here. Proceed down the hallway where another merc waits, until you enter the generator room. Three mercs are on the floor above you, and two below.
Take out the first one above you, then go past the generator and to your left is another merc on your floor. Move forward slightly and another appears above you. To your left another appears on your floor. Squeeze into the little crack here to pick up a medkit. Now make your way out and directly in front of you and above you is the last merc.
Take a right first and defeat the guard behind the door here. Another one awaits you. Flip the switch to raise the gates Frontier's men put in place to lock it down. Double back and take a left, and go up the stairs. Al will have another talk with John. Wait for it to ends before going all the way up.
Activate Hero Time - to your left are three mercs holding hostages. Shoot the one closest to you, and then shoot the two holding the hostages. Shoot 'em til they drop their guns, and then quickly grab the circuit breaker and walk up to the bomb. Defuse it.
Equip your OICW again. Shoot the globe in here to open the locked doors behind you. Two mercs manning chainguns are waiting here - defeat them both. When you start to head toward the doors behind them, approximately ten or so mercs come up from the stairs and try to ambush you from behind. Ventilate them with the OICW or introduce them to Mr. Rocket Launcher. If you do use the rocket launcher, MAKE SURE YOU STILL HAVE A SPARE ROCKET. You should still have one if you have been following this to the letter. When there are all dead, go through the doors and you will be back in the rotunda with the model of the solar system. Take the double doors to your left.
*** Checkpoint ***
You can listen to Castle and Frontier argue which is quite amusing, or get down to business. Shoot all the mercs that you autotarget, and then shoot any that run up the stairs, but DO NOT shoot Castle. Go downstairs. On a dining table to your left is a medkit. Proceed through the doors Frontier left through. it is time for the final battle against Frontier.
In this area, Frontier has placed several proximity mines in the rotunda above him, where you will also find medkits. Frontier himself has a minigun and some grenades. Heal yourself until you are at 100 or close, and then activate Hero Time. You should have enough to take out Frontier with no trouble - just walk up to him and ventilate him. Two clips from the OICW should take him down.
If you do not have any Hero Time, just do it the old fashioned way. Duck in and out from cover and pop him with the OICW, and run back when he tosses a grenade at you. He usually stops tossing grenades and starts running around like a chicken when you have depleted half of his health bar.
However you choose to defeat him, once he's done for a 25 second timer starts. Run up the slope to where Frontier was, then turn left and run up here toward the hallway underneath the big, friendly EXIT sign. Shoot out the doors, and you will be back in the dining room. Shoot out the doors here with the OICW to end up back at the solar system rotunda. To get the hell out of here, equip your rocket launcher and rocket the door, or continually shoot it with the OICW until it breaks. When it does, get out before the timer hits zero to complete this mission and the game.
Tips
Use the Autoaim and Autojump
Manual aiming in this game is horrible because the C-stick is far too sensitive. The only time manual aim works is with the scoped weapons like the sniper rifle or crossbow, because that is the only time you can actually aim steadily. Unless noted or unless you feel you are good enough, avoid manually aiming with non- scoped weapons.
Discretion is the Better Part of Valor
Use stealth when you can; it will save health and ammunition. By grabbing enemies hostage you can usually force the other enemies to surrender. This does not work all the time and you will can often get by with pure brute force, but there are some situations that will require stealth, so get used to it early on.
Do not Forget to Lean
Leaning with the L button and control stick lets you survey your surroundings from cover. You can also fire your weapons in this position and you can adjust how far you lean out. it is a useful tool, and important in when in areas where stealth is required.
Switch Weapons to Reload
Whenever you switch weapons, they will automatically be reloaded. Do this to avoid long reloads for weapons like the shotgun. This does not work with oneshot weapons like the crossbow or the rocket launcher.
By Ryan Mac Donald, GameSpot - Posted Oct 28, 2002 3:26 pm PT
John McClane and the rest of the Die Hard posse hit the GameCube. Fans of the Die Hard films have had the good fortune of receiving a number of computer, console, and arcade games inspired by the series in the past. Just this spring, for example, Sierra released a PC first-person shooter called Die Hard: Nakatomi Plaza, a game based on the events that were featured in the original Bruce Willis film. The latest game in this popular action series will arrive this November in the form of a first-person shooter titled Die Hard: Vendetta. Though, the game is not actually based on any of the films--it is an entirely new story that features John McClane and several other Die Hard characters.
Looks like trouble is brewing again.
Die Hard: Vendetta's story takes place after the events that transpired in the third Die Hard film. Lucy McClane, John McClane's daughter (who appeared briefly in the first film as a child), is now a police officer who finds herself caught up in a situation that unsurprisingly involves lots of bad guys with guns. John McClane sees the events begin to unfold on television and heads down to the scene, where he meets up with old friends like Sgt. Al Powell and even news reporter Dick Thornburg. From this point, you play the game as John McClane, who must rescue his daughter. Though, the game does not end there. In fact, Lucy ends up helping her father throughout a great deal of the game, and he definitely needs all the help he can get, since Hans Gruber's son is in town, and he wants to pick up where his dad, who was the villain in the original Die Hard film, left off.
The gameplay in Die Hard: Vendetta is like that of most first-person shooters, though the game is set up in a way that will accommodate two distinct types of play styles. You can either run through the game with guns blazing or take a stealthier approach. The first approach, as you might imagine, involves you running around the game's environments and shooting every bad guy in sight, which is not hard, since the game defaults with its aggressive auto-aim feature on, and it basically automatically targets every available enemy in succession, allowing you to shoot with ease. Though, you have to be careful, as many of the levels are set in public areas like art museums, movie theaters, and restaurants, where there are a lot of innocent people. If you accidentally shoot one of the bystanders, the mission will end.
Yep, this is trouble all right.
When there are hostages or innocent people around, the stealthy approach is often the better way to go. For instance, if you sneak into an area undetected, you will find that the bad guys often lose focus and start to converse. If you take your time, you will often get an opportunity to turn the tables. For example, when a criminal with a gun turns his back, you can sneak up on him, put him in a headlock with your gun pointed at his head, and order the others to lay down their weapons. Once they do, you can run over and pick up their guns. If you do not, they quickly try to pick up their weapons and fire on you. you will also find alternate methods and routes if you look around before running into the front door of a building with your guns blazing. Of course, there are situations that simply call for firepower and lots of it. Luckily for McClane, the designers have put quite an arsenal of weapons into the game, including revolvers, automatic pistols, sniper rifles, submachine guns, and even crossbows. All the weapons can be fired with both hands, so if you pick up two revolvers, you can choose to have one in each hand for double the pleasure. Trying to aim these weapons manually is a bit rough, but we were hoping the developers can smooth the control for aiming out a bit more before the game ships.
In its current state, the game looks like it is coming together well. The visuals are very sharp, but the character models are a bit stingy with the polygons, resulting in characters who look a bit blockier than GameCube owners are accustomed to. The textures are not of the highest quality either, but the game does offer a lot of different environmental details and moves at a fairly nice and steady pace. The sound, which features Dolby Pro Logic II support, is rich and varied. The game includes a great deal of voice acting, including a lot of Die Hard-style phrases that are more than a bit colorful.
At the very least, fans of the Die Hard films should be interested in the game's story line, which is completely original. Die Hard: Vendetta's presentation and gameplay seem to be coming along pretty well, but while the game certainly looks promising, we'll have to wait until it is released on November 18 to pass final judgment.
Die Hard: Vendetta boasts some of the finest gameplay, visuals and atmosphere in any First Person Shooter available on the planet! FEATURING:
- Completely original storyline set five years after Die Hard With A Vengeance!
- Interactive Characterisation with full lip synching system. Speak to any character in the game and get clues to help you solve your objectives!
- Two different modes of play through either STEALTH or ACTION. Take enemies hostage, use them as cover or force them to disarm.
- Amazing cinematic effects include Slow Motion Deaths and Bullet Cam.
- Incredible Graphical effects. Witness light refracting through glass, the amazingly realistic water, advanced smoke and particle effects, unbelievably detailed textures and more...
- Enhanced enemy AI behaviour. They duck and dive for cover, learn around corners, WebLog pals close by of your presence and work in groups to take you out! Watch them react to sight, sound and even heat.
- Control McClane with the dual analog setup, designed specifically for the console. Jump, auto jump, crouch, climb, swing on ropes, pull objects, lean around corners use double-handed weapons and more!
- Mature Rated with adult language used.