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Max Payne - Part 1 The American Dream

Part 1 The American Dream - Walkthrough

Max Payne

Part 1 The American Dream

1. Prologue, Part 1 The American Dream

Max stands in the front entry of his home in Jersey — something is terribly wrong. Examine the graffiti on the wall of the entryway. Answer the phone in the hall, then turn around and open the cabinet with the louvered doors and pick up the shotgun. Go through the living room and head up the stairs, turn left, and run to the door straight ahead. Shoot the thug in the nursery then another behind him and look at the lifeless child. Collect the dual Berettas from the dead thug as you head through the open door into Max's reading room, then pick up the baseball bat in the corner by the window. Dive into the bedroom through the closed door and kill the remaining assassin. Max grieves his slain wife.

2. Roscoe Street Station, Part 1 The American Dream

Max stands on a vacant subway platform looking for Alex. Head through the door to the left marked PERSONNEL ONLY. Search the lockers and cabinets for Beretta ammo and painkillers. Return to the subway platform and ambush the two goons ahead. Grab their Desert Eagles and go up the stairs through the now-open gates.

Dive through the doorway at the top and cap the two thugs to the right. At the end of the passageway, dive to the left and kill a third behind the locked turnstile. Go down the stairs, turn left and as you approach the subway platform, a goon is coughing. He is around to the left in the passageway marked Transfer 2 — eliminate him and get his pump shotgun. Examine the security panel to the right of the doors ahead marked Subway Control Room.

As you approach the bottom of the stairs through the gate marked MAINTENANCE WORK to your left, three goons chat and detect your presence. If you run down, you have to deal with all of them at once. If you wait, one comes up to investigate and the others disappear through the open door to the right marked PERSONNEL ONLY. Decide on a strategy and go for it. Once they are down, search the lockers and cabinets in the Personnel room for supplies. The passageway at the end of the room and to the left (steam wafting through the wall grates) leads to a locked gate and two thugs chat on the abandoned train tracks beyond — you have to shoot between the bars of the gate. They are standing near oxyacetylene welding tanks that explode when the valves are shot. Take them out now or later.

Return to the subway platform and head toward the other end. Go through another door on the left marked PERSONNEL ONLY and cap the goon wielding the shotgun, but do NOT harm the guy cowering to the right. Hear him out, then search the room for more supplies before leading the way back upstairs.

The transit cop unlocks the doors to the Subway Control Room and is gunned down by a thug. Activate the security panel, proceed through the lobby, and be prepared to battle four goons in the Control Room. Smoke the first as the sliding doors open, then dive straight ahead for cover behind the long curved console. Stay crouched and pick off the others one-by-one. Enter the next room through the open door on the right and check out the surveillance monitor where another dead transit cop was sitting. Press the yellow button marked LINE 2 on the tall control panel, then take a look at the monitor again. Before you leave, grab the painkillers from the first aid cabinet.

Head back down the stairs and take the supplies from the small room opposite the train before you board. Activate the small "steering" wheel and crash the train through the barrier at the other end of the station, then exit through the front door between the two control consoles. Jump over the debris on the track and take out the goons by the familiar locked gate ahead. there is a total of four. unless you have already waxed one or two earlier from behind the locked gate. Step over a fifth corpse in the dark passageway and head though the door

3. Live From The Crime Scene, Part 1 The American Dream

Max is in an old abandoned section of the NYC subway system. Kill the thugs just beyond the second turn in the passageway. do not forget to smash the small crate (with the lead pipe if you are low on ammo) and get the shotgun shells. Open the rusty steel door and cap the goon on the left, then walk down the stairs ahead and peek around the corner at another. When he sees you he dashes down to the bottom of the stairs, so follow and make him wish he'd stayed home.

Slog through the flooded train tunnel and listen to the three nervous goons chatting ahead on the platform to the right. Sneak up on them and dive back and forth until they're down. Take their weapons and the shotgun shells in the small crate to the right of the stairs, then head up the stairs as a distant explosion shakes the ground. The tiled waiting room at the top of the stairs is infested with rats.

As you climb the next set of stairs, four more thugs argue about a detonator. Head on up and crouch behind the stacked crates directly ahead for cover -- one-by-one they run around into your line of fire. There is Desert Eagle ammo in the small crate to the right. Examine the rusty steel door and head down the stairs to another rat-infested waiting area.

A hole blasted in the far wall leads to Roscoe Bank's Vault B and as you approach, four thugs discuss the robbery. Enter the vault and eliminate them through the door in the vault foyer by diving back and forth in front of the round vault door. Dive through the opening and finish off the last one. Press the access panel by the door to the right and take out four more goons in the same manner. Enter the vault control room, answer the phone on the counter of the central console, shoot the alarm horn on the ceiling, press the red button on the vault control monitor, and examine the Aesir documents in Vault C. Press the red button again and grab the detonator in Vault A, then let yourself out the way you came in.

Head back through the gaping hole, across the rat-infested floor, and run up and dive toward three thugs at the top of the stairs. If you are quick, one of them does not get to lob a grenade. Activate the detonator on the rusty steel door and run for cover behind the crates as the explosion rips a hole in the wall leading back to the active subway. In the cut scene Max chats from behind a locked gate with Alex, whose words and life are cut short by an assassin's bullet. do not grieve the loss of your friend too long: three of Jack Lupino's henchmen run down the stairs behind and to the right. it is amazing what a shotgun can do at close range. there is a first aid cabinet in the ticket booth if you need painkillers.

Head up the short flight of stairs then up another and feed hot lead to a foursome of goons in another ticketing area. Pull the lever marked EXIT GATE CONTROL in the ticket booth and stroll up the stairs through the now-open gate and on out into the dark cold of the night.

4. Playing It Bogart, Part 1 The American Dream

Max strolls into Lupino's seedy hotel and stands face to face with the equally seedy Finito brothers. A few moments after they are face down, three of their buddies announce themselves at the double doors. Position yourself in the near corner next to the sofa and smoke them as they enter one-at-a-time. Read the letter on the desk, check the drawers and the safe, then head on out into the hallway and down the stairs. Search the sleazy apartment. Listen to the radio and check out the vibrating bed.

Shatter the picture window by simply walking though it, step out onto the snowy terrace, turn left, and listen to three agitated thugs as you approach the second door. Crouch down and casually blast them one-by-one with the pump shotgun. Or, barge through the door and shoot the valve of one of the propane tanks. Either way, these guys are losers.

there is a small storage room at the end of the service hallway. Take the door to the right, go down the stairs, through the next door into the hotel hallway, and pay a visit to the occupant in room 301. Continue past the leaky ceiling, hang a left, and sneak up on the oaf watching the soap opera. When his world has turned, two more barge through the door at the end of the hallway. Room 302 is empty except for painkillers. there is a junkie in the bathroom near the end of the hallway.

Open the double exit doors and cap the goon fumbling with his shotgun. Ditto for another who appears. Rooms 305 and 306 are both empty but the vending machines work. Shoot the lock on the next exit door, cross the empty room, and wait for the four gabby morons as they stroll down the hallway past the open door. Take their Berettas then go into the open room on the right and watch the TV news. Examine the corpse on the vibrating bed in the next room.

Continue down the hallway, turn right, and put the armed junkie out of his misery in the open room to the left. Nudge the door open the on the far side of the room, then take a few steps to the left, and crouch so you can see through the doorway of the small octagonal hall beyond. Wait for the goon to walk past and when you fire, three more come a-runnin'. it is truly amazing what that shotgun can do at close range. Grab the Molotov cocktail and go through the eight-sided hall and into the hallway on the left.

When you open the door to 313, a rigged shotgun on a chair straight ahead goes off, so do not just stand there. Run into the room and avoid the blast or step to the left. If you take more than a few steps to the right, two oblivious thugs open the locked single door in the octagonal hall and stroll your way. Regardless of what steps you take, enter Muerte's room, read the letter on the desk, and have a look around. Continue to the end of the hallway, hook around to the left, and pop the junkie in the bathroom. When you step through the doorway, a goon in the last stall on the right flushes and comes out.

Shoot the plywood-covered doorway opposite the bathroom, walk through the open window on the other side of the abandoned room, and follow the bloody tracks on the narrow ledge. Shoot the plywood-covered window and enter the next room. Ignore the guy on the floor with the knife in his back. Return to the hallway in front of Muerte's room and, if you have not disturbed the two aforementioned thugs, do so now. Go through the now-open door, shoot the boiler in the small room beyond, and watch it explode and fall through the floor.

Jump down through the hole to the floor below and permanently shut the mouths of two goons in the hallway investigating the noise. A third is hiding behind a crate in the next hallway to the left. Euthanize the junkie in the room opposite the crate, then head across the hall to room 216. Read the hooker's diary, find the secret door to the room with the video camera, then leave through the next door. Head down the hallway and smoke the thug in the next hallway to the left. there is two more farther down around the corner to the right. When all is quiet on the 2nd floor, get in the elevator.

5. The Blood Veins of New York, Part 1 The American Dream

The old service elevator rumbles down to the bowels of Jack Lupino's hotel. Three goons sit drinking at a small table at the far left corner of the laundry area. Choose the manner and time of their death, catch the weather report on the TV, then check the cardboard boxes on the shelving for supplies. Open the door under the green light and two of their buddies barge through the door ahead across the room. Shoot them or the propane tanks on the crate to the left of their door or all of the above. Check the small crates and the boxes on the shelves for supplies The crates in front of the door on the right need to be smashed so you can open it.

Open the door and wax the goon, left, in the hallway. If you wait, he runs around and come through the door his buddies entered. Grab the baseball bat in the boiler room and read the newspaper. Two goons gab in the kitchen as you walk up the steel stairs. Dive in guns blazing so they do not have time to scatter, then cap a third as he runs in from the open hallway ahead and to the left. Not much here except painkillers.

Head up the stairs, and as you go through the door into the hotel lobby, four goons chat in the room through the double doors to the left. Kick a door open, take a shot, then run back down the stairs and wait for them to follow one-by-one. Enter their room and grab the key on the small coffee table to the right, then open the two briefcases on the conference table. Check the cabinets for supplies.

Continue to the other end of the wide hallway. Painkillers are in the bathroom. Head for the door to the right marked Bar. Rico Muerte and his slutty lady friend are engaged in conversation. Muerte is one tough dude with a fully automatic Ingram, so let him escape through the far door to the left of the bar. The easy way out of this mess is to concentrate on the other goon — use the wall to the right of the door as cover and cap him. Three more will come running through the far door, so retreat to the lobby, stay close to the wall, and dive at them as they round the vending machine single file. Head back to the Bar and walk directly toward the dame — the beer taps block her fire.

Go after Muerte. Use bullet-time. Dive (shoot-dodge) through the door then switch to bullet-time only and slowly circle around him firing continuously at his head. You can do this without getting so much as a scratch. If Muerte is allowed to retreat to the other end of the hallway, he regroups with two thugs. Run down the hallway and take out the two thugs who appear, one through the far door on the left he hides behind the check-in desk and the other from the right.

Activate the antique switchboard in the back room, then hook around to the right in the reception area and head up the stairs. Run through the hallways, go through the doors marked CLUB, past the bathroom, then peek around the left corner and listen to the goon pissed off at the slot machine. Whack him as he approaches, then head up the short flight of stairs and whack the other. Play some roulette, have a soft drink, then head through the double doors onto the roof.

Break one of the panes in the main lobby skylight, drop down to the crates below, and immediately take cover behind them as four thugs rush in though the doors. After the excitement is over, stroll back through the now-open gate and return to the check-in desk. Buzz yourself out by pressing the red button on the wall marked EXIT, then run through both sets of double doors in the main lobby.

6. Let the Gun Do the Talking, Part 1 The American Dream

Max is on a street corner in Lupino's sleazy corner of the Bronx. Head for the pawnshop, kick open the door, step back, and wait for the two thugs to come out into the street. Break the display case in the other small room and grab the hocked Ingram. Return to the street, continue around the corner and read the newspaper headlines, grab a shotgun in the back of the parked van, then head down the concrete steps in the corner of the buildings.

Kick open the door, fire a shot or two at the three thugs, then step out of the doorway and pick them off one-by-one. Go through the left door, down the short hallway, put the two Valkyr-crazed junkies out of their misery in the room on the left, then continue toward the locked door at the end of the hallway. As you round the corner toward the locked door, an explosion from behind blocks your escape route. Stand with your back to the fire and shoot one of the propane tanks, using the wall for cover. A thug immediately comes through the door. If the blast does not kill the other, do so.

Continue into the dimly lit storage area and smoke the armed junkies at the other end, then come back and head through the other door into the well-lit storage room. Pause at the far door — peek to the right and let the goon see you, then cap him as he tries to rush in. there is another crouched in the corner to the left, so dive in and make his day. As you start up the L-shaped brick stairway, an Ingram-toting thug runs down.

Continue up the stairs and head across the boiler room and answer the phone in the hallway. At the end of the hallway, two goons chat in a large multi-balconied ballroom that is seen better days. What a dump! Shoot the goons through the doorway. If you retreat, you may find them in a small storage room to the right. As you step into the large room, an explosion collapses a section of the first balcony on the opposite side. You need a key for the double doors to the left, there is nothing in the room on the far right, so head into the small storage room and shoot the padlock on the next door. The cashier room of the pawnshop and inside is a key on the shelf and a letter on the counter. Get the key first, then read the letter and scram as the police raid the joint. do not even think about it.

Open the staircase door and rip the thug on his way down. As you round the first landing, listen for the telltale clink of a grenade and run down for cover. Continue up the stairs to the second floor and take out a shotgun-wielding goon and his grenade-tossing buddy before he has a chance to lob another. Careful — there is a third packing dual Ingrams on the landing higher up. Get ammo and painkillers in the ladies room if you need them.

Head up to the third floor and an explosion collapses the stairway to the fourth. Run around the balcony, jump over the missing section, and as you step through the wide doorway into the hallway on the other side, another explosion collapses the section of the balcony behind you. go through that next door into an apartment with four thugs. Three from the hallway, then dive in and finish off the fourth in the kitchen to the right. Leave through the kitchen window to the fire escape.

7. Fear That Gives Men Wings, Part 1 The American Dream

Directly from the previous chapter, Max finds himself on the fire escape landing. Jump to the stairs below, then jump to the dumpster from the lower landing and kill the armed junkies huddled by the incinerator barrel. Cross the alley and head through the door in the next building. You need to find a key to unlock the door marked Luigi's Laundry. Head out the other door, cross the next alley, and open another lighted door in yet another building.

To the right of the dimly lit rat-infested ground floor hallway is a dark supply room. Ahead and to the right, three hallucinating junkies huddle in the corner. As you hook around to the left to go up the stairs, three thugs greet you by name. When the noise of your guns subsides, climb the stairs to the first floor landing, hook left, shoot the first junkie, then two more goons, then the other junkie. Head on up to the second floor and open the door on the right. Two more junkies are huddled by an incinerator barrel, but do not kill the one who seems cooperative.

Lead the way back to Luigi's Laundry and let the junkie do the talking. When the door opens, he tips them off — cap him in the back of the head, dive in, and do likewise to the two goons. A third appears from the doorway to the left. A high-speed duplex color copier in the corner printing counterfeit bills. Walk through the real laundry area, check behind the counter in the office, then get in the elevator and silence the speaker in the ceiling.

Go to the end of the dilapidated hallway and open the door to the efficiency apartment. A thug's in the bathroom ahead. flushes and comes out. Watch the TV news, then jump through the window onto the low roof between the two taller buildings. Jump onto the pipes leading to the next building, walk over, then peek through the window and notice the goon to the left sitting watching the TV. When you cannot stand it any more, inch over to the right pipe to get a clean shot, then shoot the goon in the head and crouch and cap two more as they rush in through the kitchen doorway in the far left corner. do not forget the Ingram ammo in the cabinet, then jump through the kitchen window onto the next roof.

Head across the pipes to yet another tenement, go through the door, and as you near the end of the hallway, an explosion rocks the stairway around to the right. When you step onto the landing, two thugs one floor up on the far balcony of the multi-balconied room ahead start firing. Hang a right on the balcony and run to the doorway at the other end. Two more thugs are trying to rig an explosion around to the left. Wait until they blow themselves up, then as you try the far door, a section of the wall collapses.

Hop through the hole into the next hallway, and as you leave the small lounge area, get ready to meet four goons running down an inclined section of collapsed hallway ceiling straight ahead. Stay in the cover of the lounge area and whack 'em as they approach or spice things up and dance with them on the balcony. The fourth may remain at his position on the balcony above, so walk up the incline, turn around, and whack him where he stands. As you step out on the top balcony, another goon approaches from the open doorway on the far side.

Run around the balcony, open the closed door, and listen to Vinnie Gognitti screaming at his boys. Before you head through the closed door on the left, grab the painkillers from the kitchen stove and the Ingram ammo in the far cabinet. In the cut scene, Max and Gognitti meet face to face, Max puts a slug in his stomach but he escapes. You are slugging it out with the three boys up close and personal. When the dust settles, read the letter on the desk and follow Gognitti out the window in the next room.

Backtrack across the pipes to the previous tenement building, head through the now-open door in the apartment, turn right, and run up the stairs around to the left. The door to the right opens to a rooftop and Gognitti jumps down onto a passing train. follow him.

8. Police Brutality, Part 1 The American Dream

Max has jumped off the elevated train to a rooftop, hot on the heels of Vinnie Gognitti. Jump down to the pipes paralleling the building, then quickly cross over to the next rooftop and take cover behind the brick chimney to the right. Two goons approach from the lighted area beyond so meet them head-on as they round the corner. Head across the lower roof toward the Choir Communications billboard and jump over the alley to the next roof. Two thugs emerge from a door on the roof of the building across the street and shoot from the Aesir billboard. Crouch behind one of the small square vents (the closer the better) and take them out. Continue counterclockwise around the roof, ignore the police chopper, and go through door.

As soon as you approach the stairwell, Gognitti rallies his troops on the ground floor and they start running up. Kill the one who makes it to the top, then take out two more on the 2nd floor. Easy. Run down to the first floor then through the door into the alley. Peek around the corner to the left and attract the attention of the goon with the dual Ingrams at the end of the alley, then duck back for cover and wait for another who comes running through the doorway of the fenced-in basketball court. Charge the first one head-on with your Desert Eagle, take his hardware, catch your breath, then dive to the right and cap a third who opens and waits at the recessed gate in the brick building. do not miss the Ingram ammo behind the overturned barrel.

Head through the gate and as you step into a small courtyard, Gognitti shoots from a construction lift and goes up to the top. As you run up the alley stairs, a thug approaches and jumps into the excavation ahead — simply lob a Molotov cocktail if you like. Enter the construction site and check the excavation and the trailer for supplies. A sniper's across the street on the roof in front of the Choir Communications billboard, so do not get too close to the mesh fence.

Press the button on the concrete column to call the lift, get in, and as you press the next button to go up, be prepared for a thug with an Ingram in the far right corner of the second story. As soon as the lift stops at the third story, run straight ahead for cover behind the unfinished concrete stairwell and crouch — the sniper in front of the billboard is firing. If you capped the guy on the floor below as the lift ascended, great. If not, he is running up the stairwell so take him out from your crouched position as he rounds the corner. Then focus your attention and Desert Eagle on the guy across the street. Stay crouched, aim at him, then pop up and down until his head is in your sights.

As you have probably noticed, Gognitti is leaving a trail of blood, so follow it up the plywood ramp to the roof beyond. Peek around the brick corner to the right and notice a thug with a shotgun within arm's length. Behind him, out of sight, is another. A grenade-tossing third is waiting behind the wall to the left of the billboard. A fourth is up there too, but he does not come down to play. Do it any way you want. You can give the first thug the finger then run back to the unfinished concrete stairwell and whack them as they follow (their own grenade may kill them), play cat and mouse in the construction site, or run in with guns a-blazin'. Lot's of fun. When you are done, follow the ramp up to the billboard, go across the catwalk, and smoke a fifth waiting around the first corner to the left.

Continue along the billboard catwalks until you come to a skylight where two goons are gloating over their loot in the storeroom below. Shoot through the glass at a propane tank, the goons, or both. If one happens to escape through the door to the right, he is at the top of the stairs ready to lob a grenade. Jump down being careful to land on one of the crates, then collect the goodies. Head up the stairs and exit to the roof through the door to the left. Turn left again and hop over to the fire escape of the tenement, go down to the apartment below, notice the corpse in the kitchen, and watch the news bulletin on the TV. Listen to the five thugs prepare for your entrance through the door at end of the hall.

Kick open the door and kill the first one in the tenement hallway. There are two more waiting around to the left, and two more farther down to the right — one of them throws a grenade, so scurry back to the cover of the first turn in the hallway. Then chase them and dive for cover in a short hallway halfway down on the left. If any escape, they go through the door at the end, cross a small roof, and head through a door and into the hallway of another tenement on the opposite side. No problem, that is where you are going anyway.

Assuming the quintet is no longer breathing, head into the other building and notice the boarded up stairs to your left. Move ahead slowly, and about halfway down when you hear the clink of the grenade, run back for the cover of these stairs. Or, simply run down the hallway, turn left, ignore the grenade, and dive and whack the goon at the end of the hallway to the left guarding the exit. Open the door and watch Gognitti plead for help in the alley below.

A foolish thug runs up the brick stairway ahead. Go out onto the small roof and peek down over the low brick wall. you have got the high ground, so finish off these bastards any way you choose. Hint: grenades and Molotov cocktails work splendidly. When Gognitti is down, listen as he demands his rights and pleads for his life.

9. Ragna Rock, Part 1 The American Dream

Max stands in the entrance to Jack Lupino's deserted gothic nightclub, Ragna Rock. Go into the ticket booth and pull the lever marked SECURITY. A hidden door behind you opens, and as you go up the short ramp, a goon fires and joins his buddy at the far end of the room to the left. They are rookies. Read the book on the table and take anything you might need from the shelves.

The next door leads to the area behind the liquor bar of the disco. there is a thug directly ahead — kill him and step back to avoid a grenade. Bump the door open again and use the left side of the doorway as cover to take out another dancing around on the floor at about 10 o'clock. A third is up on far right end of the balcony across the floor, so run to the safety of other end of the bar. Hook left around the front of the bar and run for cover behind the last stone pillar — a fourth on the balcony directly overhead tosses a Molotov cocktail which lands harmlessly on the floor in front of the table across the room. Dash for the doors behind the lighted platform and run through the second from the left into the small vestibule — ignore the hail of Molotov cocktails and bullets.

Peek around to the right through the open door and notice two goons — one in front of and one behind a beer bar beyond the small dark hallway. If you do not kill the one behind, he either runs around the bar and rushes you or runs across the room and hides behind an identical bar on the opposite wall. In any event, a third goon down at the other end of the floor comes running. Peek around the corner of the small dark hallway until he gets within range, dive out, and smoke him. Live it up a little and take Max out to the pentagram on the dance floor — forward, crouch, back, crouch, left, crouch, right, crouch.

After working up a sweat, head through the archway by the "BAR=>" sign and get ready for three more thugs to the left in the next room. Bust through the door without knocking and dive straight ahead — there is lots of stuff to provide cover. Read the books on the table in the far right corner. Press the button to open the gate and cap the joker who comes tumbling down the stairs to the right.

The stone stairway leads to the disco balcony — remember the two goons up there? They each have a buddy now. Let's play a little trick on them. Backtrack to the open door of the disco, crouch, and pop the unsuspecting one up on the right, then stay crouched and inch out onto the floor until the one on the other side is in your sights. Run back up the stone stairway, crouch, nudge open the left side of the double doors (the door keeps opening and closing), and inch to the right while drawing a bead on the third on the far balcony. Then open the door, turn left and dive for the fourth. If you need supplies, cross over to the far balcony on the steel girders.

Head through the small gothic vestibule, through the next door into the gallery over the dance floor, and smoke two thugs in the darkness running toward you from the right. Mount the console and play with the Pyro Control. The small private balcony in the far right corner has a cache of Ingram ammo if you need it; you can also examine the sound system up close — eighteen inch JBLs all around, I think. If you fall off the railing, no big deal.

Leave through the far door and climb the open wooden stairs. In the large room through the door at the top, three of Lupino's henchmen are standing around a table discussing how to get rid of you. Two of them are those aggressive black overcoat types who will chase you all the way back to Ragna Rock's entrance and the third hides behind the table. Decide on a strategy and go for it. When all three are dead, three more sneak up from behind the wine cask racks at the other end of the room. Pour yourself a glass of Chateau Lafite Rothschild, then find the hallway in the far left corner and peek around to the right.

At the end of the hallway is a large doorway and winding open wooden stairs. Cap the goon who appears in the doorway — if you get him while he's standing there in the open, he falls backward and through a trapdoor rigged especially for you. A second goon is on the first landing and a third, a little higher up on the stairs, runs up to the second landing if he's allowed to escape. Go to the bottom of the stairs, look up and a little to the left, then pull the trigger a few times when you see his ugly face. there is a fourth up there too — run up to the first landing, then walk up the stairs backward until you see his head. Run on up to the top, go through the door, and head out onto the roof in the freezing New York night. Remember the big room with the wine casks? And those flapping shutters high up? One of them is to the right and that is where you are going.

Be careful not to slip off the edge of the steep roof. On second thought, let's slip off and have some more fun. Save your game and assuming you entered in Developer Mode, type GOD in the console, then send Max hurtling off into the darkness. Jump up on the railing and look down and send him hurtling off where you can see him splat on the sidewalk. Better still, hit the bullet-time key and watch it in slo-mo. Kewl. Limp around Ragna Rock, go up the short snowy steps on the other side, jump up on the wrought iron railing, and scoot to the street. Either end of the street is a dead end, but you can run all the way around the phantom buildings — quite the set. You can even jump back over the fence from the top of one of the cars. Had enough? Head to the intersection, turn right, then another right behind the phantom building.

Meanwhile, back at the narrow door, shoot the thug far below on the floor, then walk across the beams and head for another roof through the other door. Follow the roof to the tall lighted windows, walk the girders to the left to get to the snowy ledge, then head for the open door straight ahead. To the left is a winding steel and flagstone staircase with an unsuspecting thug on the landing. Two more run up directly into your line of fire. Head on down to the door.

Inside and straight ahead, a long catwalk stretches high above Ragna Rock's live stage. One of those tough overcoat guys stands near the other end of the catwalk, and a generic goon is perched on the stairs down and immediately to the left. Select something suitable for the overcoat, press the button to open the door, dive in and whack him, then run a few more steps, turn around, and whack the goon coming up the stairs. Three more follow and it is like shooting fish in a barrel. Run down the steel steps to the stage.

Drums! Pearl, Yamaha, Ludwig, Tama? cannot quite make out the name. Funny, they all sound like wood blocks. Hey, but the Hamer on the floor is plugged in. Check out the consoles on the platform at the other end of the stage — the panel marked STAGE CONTROL lifts the backdrop with the band's name and two nervous stagehands come running through the opening. Mr. Shotgun will come after you if you happen to miss. Run up the incline surrounding the drums to the opening and step out on the catwalk.

Spanning the backstage, is a series of large backdrops, four of which can be moved via the control console on the small platform up a short flight of stairs to the right. All the way to the left, beyond the backdrops, stands a lone thug with a grenade. You can get his attention by: a) going left and looking at him through the narrow opening through which you can easily shoot him, or b) activating levers 1, 2 and 4 on the console (lever 3 is optional), going down to the floor, and making your way to the other side.

Either way, he throws the grenade when he sees you and sprays wildly with his Ingram as he runs up the stairs in the far left corner, then crosses the high catwalk along the back wall. You can follow him up the stairs or kill him from the floor. The section of the catwalk with the single plank breaks and the screaming idiot falls to his death. If you position Max on the floor about ten feet to the right of the wall light he falls right on top of you.

Run up the stairs, jump over the empty section of catwalk and go through the door.

10. An Empire of Evil, Part 1 The American Dream

Max finds himself in Jack Lupino's wacko room. Read the torn-up letter from Punchinello on the sofa, Lupino's notes on the table, and his notebook on the pedestal. Ignore the dead bodies, climb the stairs, listen to Lupino's maniacal rant, find the door, push the button, go in the room, look at all the stuff on the tables, press F12, type GOD, hit Return, press F12 two more times, get out your baseball bat, and limp around smashing everyone's head in.

Shoot the goons on the balconies with the weapon of your choice, but it MUST be done while standing in the pink birdbath in the middle of the room.

Jack says, "I have tasted the flesh of fallen angels." Pull out the Louisville Slugger again and give him a taste of premium grade Northern White Ash.

Parts