XIII
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XIII Walkthrough - PC Version
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This walkthrough is best viewed with : Notepad
Font - Fixedsys
Size - 9
Style - Regular
Latest updates of this walkthrough can always be found at: www.gamefaqs.com
www.cheathappens.com
http://faqs.ign.com
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Walkthrough researched and developed by DarkTim.
"XIII" ACSII art created by DarkTim.
Email Address : platinumdarktim@yahoo.com.au
This XIII Walkthrough is Copyright 2003/2004, All Rights Reserved.
2003/2004 Dark Phoenix Corporation.
<<< Read "Submission Information" before submitting to this walkthrough >>>
Version : 1.30
Completed : Sunday 1st February 2004
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Warning: This XIII walkthrough contains spoilers!
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* * * Main Menu of XIII Walkthrough * * *
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* Hold 'Ctrl' + 'F' to make the find window appear.
* Choose which sub-section you want view in this walkthrough.
* Type in the three digit alphanumeric code given for the section you want.
* Click the 'Find Next' button twice to end up in the certain section.
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"Section A - Introduction"
A01 - Overview of XIII Walkthrough
A02 - Submission Information
A03 - Submitter Acknowledgements
"Section B - Getting Ready"
B01 - Introduction to XIII
B02 - Main Menu Details
B03 - Default PC Controls
B04 - Save Functions
B05 - PC Requirements
B06 - Tips 'n' Hints
B07 - Submitters Tips 'n' Hints
B08 - XIII Glitches
"Section C - In-Game Skills"
C01 - Skills
"Section D - Characters of XIII"
D01 - Main Characters
"Section E - Weapon Inventory"
E01 - Close Combat
E02 - Handguns
E03 - Automatics
E04 - Shotguns
E05 - Harpoons/Crossbows
E06 - Sniper Weaponry
E07 - Explosives
"Section F - Object Inventory"
F01 - Objects
F02 - Health Pickups
F03 - Armoured Helmets
F04 - Armoured Vests
F05 - Mission Items
"Section G - Singleplayer Mission Walkthrough"
G01 - Mission 01 = Brighton Beach - Awakening
G02 - Mission 02 = Brighton Beach - Invasion
G03 - Mission 03 = Winslow Bank - Investigation
G04 - Mission 04 = FBI Headquarters - Interrogation
G05 - Mission 05 = Rooftop - Departure
G06 - Mission 06 = Emerald Military Base - Insertion
G07 - Mission 07 = Emerald Military Base - Infiltration
G08 - Mission 08 = Emerald Military Base - Rescue
G09 - Mission 09 = Emerald Military Base - Extraction
G10 - Mission 10 = Rocky Mountains - Interception
G11 - Mission 11 = Kellownee Lake - Exploration
G12 - Mission 12 = Kellownee Lake - Search & Rescue
G13 - Mission 13 = Plain Rock Penitentiary - Detention
G14 - Mission 14 = Plain Rock Asylum - Fugitive
G15 - Mission 15 = Plain Rock Canyons - Getaway
G16 - Mission 16 = Grand Canyon Valley - Escape
G17 - Mission 17 = SPADS Military Base - Covert Operation
G18 - Mission 18 = SPADS Military Base - Sabotage
G19 - Mission 19 = SPADS Military Base - Destruction
G20 - Mission 20 = SPADS Submarine Pen - Assault
G21 - Mission 21 = USS Patriot - Introspection
G22 - Mission 22 = USS Patriot - Evacuation
G23 - Mission 23 = AFMD-10 Naval Base - Intrusion
G24 - Mission 24 = AFMD-10 Harbour - Identification
G25 - Mission 25 = Bristol Suites Hotel - Surveillance
G26 - Mission 26 = Willard's Estate - Sunset Sanctuary
G27 - Mission 27 = Willard's Estate - Penetration
G28 - Mission 28 = Willard's Estate - Espionage
G29 - Mission 29 = Willard's Estate - Cliffhanger
G30 - Mission 30 = SSH-1 Military Base - Forbidden Entry
G31 - Mission 31 = SSH-1 Military Base - Anti-Terrorism
G32 - Mission 32 = SSH-1 Military Base - Total Red
G33 - Mission 33 = SSH-1 Military Base - Abortion
G34 - Mission 34 = Yacht Lady Bee - Revelation
"Section H - Multiplayer"
H01 - Multiplayer Menus
H02 - Multiplayer Modes
H03 - Multiplayer Maps
"Section I - Secret Documents"
I01 - Secret Documents
I02 - XIII Documents
"Section J - Members of the Conspiracy"
J01 - Conspirators
"Section K - Final Walkthrough Notices"
K01 - Version Updates
K02 - Walkthrough Credits
"Section L - Copyright Notices and Permitted Sites"
L01 - Copyright Notices and Permitted Sites
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"Section A - Introduction"
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A01 \ * * * Overview of XIII Walkthrough * * *
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Welcome fellow readers and gamers to my fourth walkthrough, which is based on
Ubi Soft's Cel-Shaded First Person Shooter game "XIII".
Definitely being one of the best Cel-Shaded video games to date and recognised
as the first - First Person Shooter to use Cel-Shading technology, "XIII" is
originally based from a popular French comic that has been adapted into
the video game format very well. Strangely enough, even though "XIII" uses
Cel-Shading technology, it actually utilizes a modified version of the
Unreal Warfare engine and that explains the exceptional amount of detail
just for a Cel-Shading video game!
Please note that this walkthrough has been purposely made so it is technical
and possibly 'confusing'. If you find it too hard to use this walkthrough, I
am afraid you will have to refer to another source of information to assist
you in this game. I am not changing the setout of the walkthrough just because
a person does not like it - not that anyone has told me yet that they do not
like this walkthrough!
I have also added reference codes to each sub-section of the walkthrough, so
if you are stuck on something in the game, you can easily use the find
function in notepad and type in the three alphanumeric digits of the given
sub-section, to automatically move to the required section you desire. Not
only will this make it more convenient for readers to look through different
parts of this walkthrough without having to read the entire thing, it also
benefits me by making it a lot easier for me to update certain areas of the
walkthrough!
This detailed walkthrough will explain all the different aspects of this
game - from the singleplayer missions to the weapons and loads of other
stuff that you might find handy in the PC version of the game!
Anyway, I hope you readers enjoy yet another walkthrough I have made and if
you ever have anything to submit, ask or say to me, please email me to the
email address I have included in this document several times!
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A02 \ * * * Submission Information * * *
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Submissions are usually my favourite parts of creating a walkthrough. The
majority of the time you will find that you'll get a 'personal' reply from me
[not automated] if you have submitted anything for the walkthrough or have
given any feedback. If however, it takes a long while for me to reply, then
this is most likely because I have some internet problems, am very busy or
my Yahoo Mail is temporarily stuffed up!
The numerous guidelines below instruct you on what you can submit to my
walkthrough so far and how to give the submission a higher chance of
appearing in my walkthrough.
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*** Submitting in General ***
The following submissions will be accepted or added to the walkthrough:
1]: Submissions for the Submitters Tips 'n' Hints section.
2]: Tips for any of the missions explained throughout the walkthrough.
3]: Major mistakes for given locations of anything in my mission guide.
4]: Any minor or major errors found in the walkthrough.
5]: Document locations I have missed in the walkthrough.
6]: Working Cheats for the Full PC version of XIII.
7]: Additional Information towards the weapon and object descriptions.
8]: Feedback about my walkthrough.
9]: Anything else that you think should be added to the walkthrough.
10]: Asking permission to post this walkthrough on a website.
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*** Submitting Tips/Hints Guidelines ***
Tip and Hint submissions also need to at least follow the simple guidelines
below to give your submission a higher chance of being accepted into the
walkthrough.
The following guidelines are as follows:
1]: The tip or hint needs to be detailed at least so it is informative.
2]: Do not use weird abbreviations or internet languages like 'L33T' or any
other unusual words. Chances are, submissions that contain these sorts
of things are going to be rejected quickly.
Tip or Hint submissions for Singleplayer Missions are added to the designated
singleplayer level the submission is related to.
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You will be credited for any accepted submissions or feedback you do submit.
If you are willing to submit stuff, please enclose a name or nickname within
the email just so I can add it to the submitters list! For security and
safety reasons, any names that I see with the first and last name - I will put
on the list only with the full first name and the initial of the last name.
After getting your submission ready, just put XIII or something similar on
the subject line of the email and send it to me!
Submissions to : platinumdarktim@yahoo.com.au
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A03 \ * * * Submitter Acknowledgements * * *
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This is the section of the walkthrough that I credit people that submit, give
feedback or ask anything related to the walkthrough or game.
Make sure you have read the Submission Information section above before
submitting anything for my walkthrough for the first time.
Lots of thanks to the following people for spending some of their time
sending contributions towards my walkthrough.
- - - - - - - - - -
Gangstahitman1 - For sending an email related to this walkthrough.
Neon Flamingo - For submitting a weapon pickup in mission 13.
Sjef the dragon - For sending an email related to XIII and for the
great feedback.
Dave A. - For asking to post this XIII walkthrough on another website.
http://www.cheatcc.com/
Chris O. - For asking to post this XIII walkthrough on another website.
http://www.cheathappens.com/
Matt H. - For asking to post this XIII walkthrough on another website.
http://avault.com/
Allen - For asking to post this XIII walkthrough on another website.
http://www.cheatplanet.com
Stephen N. - For asking to post this XIII walkthrough on another website.
http://faqs.ign.com
Daniel P. - For asking to post this XIII walkthrough on another website.
http://www.cheats.de
Bernd W. - For asking to post this XIII walkthrough on another website.
http://dlh.net
Dex - For asking to post this XIII walkthrough on another website.
http://www.actiontrip.com
Lee H. - For requesting to put this walkthrough in a special edition
of the PC GAMER UK Magazine.
Bas I. - For the great feedback of my walkthrough!
Ariel T. - For sending an email related to XIII.
Brian S. - For sending an email related to XIII.
Ice_Scream - For sending an email related to XIII.
Jason J. - For sending an email related to XIII.
Verdi H. - For sending an email related to XIII.
Michael Bu. - For sending an email related to XIII.
Marc - For sending an email related to XIII.
Damien - For sending an email related to XIII.
Kris P. - For sending an email related to XIII.
Jingo - Submitting a tip for mission 5 of the singleplayer
walkthrough and for the feedback towards this walkthrough.
Charles M. - Submitting a tip for mission 19 of the mission walkthrough.
Lukio - For submitting guides for some of the missions included in
the singleplayer mission walkthrough. The mission guides he
has submitted so far are for missions 7 and 14.
Werner - For sending an email related to XIII.
Adam S. - For submitting information on how to kill a certain boss
alternatively in mission 33.
Nathan A. - For sending an email related to XIII.
Michael Br. - Spotting out a slight mistake for the weapon description of
the Ak-47 weapon.
ChaiThai - Submitting a tip for the "Submitters Tips 'n' Hints" section.
Jon T. - For sending an email related to XIII.
Jesse C. - Submitting a tip for mission 33 and some glitches/bugs.
Barry B. - For giving me some really good comments and feedback for
this walkthrough. I really appreciate this person's comments!
Jonas T. - Submitting a tip for mission 33.
Daniel M. - For sending an email related to this walkthrough.
Dean S. - For sending an email related to XIII.
Seth M. - Sending a tip for mission 33.
Sam S. - For sending an email related to XIII.
Simon M. - For sending an email related to XIII.
Ben F. - For submitting a tip based on mission 33 of the walkthrough.
Tue C. - Sending a tip for mission 30 and for the feedback.
Giles C. - For sending an email related to the walkthrough. Also
submitting a location of the last XIII Document I have
missed while creating the walkthrough. This person has been
of great help!
Steel4268 - For sending an email related to XIII.
Kxmd31 - For sending an email related to XIII.
Ben C. - For sending an email related to XIII.
Letha L. - For sending an email related to XIII.
Steven D. - For sending an email related to XIII.
Adam W. - For sending an email related to XIII.
Conor F. - For sending an email related to XIII and my walkthrough.
Yakov S. - For sending an email related to XIII.
Matthias J. - Submitting a tip for missions 19 and 22 of the walkthrough.
Neil H. - Correcting a mistake in mission 9 of the walkthrough.
Tarsius89 - For sending an email related to XIII, my walkthrough and for
the feedback.
Jonathan C. - Asking permission to post this walkthrough on a website.
Terence H. - For the great feedback about my walkthrough and for some
submissions.
RkSpade - For the feedback and some submissions. Also revealing
another XIII Document location I have missed.
Matthew M. - Asking permission to use the XIII ASCII art in this
walkthrough into his XIII walkthrough.
Scott - For sending an email related to XIII.
John F. - Submitting a tip for mission 15 of the walkthrough.
Mirkis M. - For sending an email related to XIII.
David B. - Submitting a few tips for this walkthrough.
Dave L. - For sending an email related to my walkthrough.
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"Section B - Getting Ready"
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B01 \ * * * Introduction to XIII * * *
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Here is the basic introduction to XIII supplied from the official XIII website.
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A man wakes up on a beach. He has no recollection of who or what he is.
He sets off in search of his past. His only clues are the number 13 tattooed
on his collarbone and the key to a safety-deposit box in one of New York's
most prestigious banks.
The passport he finds in the safe at the bank reveals his identity. His name
is Steve Rowland and he's a captain in the United States army. Moments after
making this discovery, he's arrested by Colonel Amos, Director of the FBI's
anti-terrorist department and accused of the murder of William Sheridan, the
43rd president of the United States.
In evidence, he's shown the enlargement of a snapshot in which he appears
holding a sniper's rifle. The weapon is aimed at the presidential cortge.
Despite this exhibit, in his heart of hearts he knows he's no murderer.
All the same, when killers tried to eliminate him he was surprised to find
he has the reflexes of an elite commando.
Wanted by all the cops in New York State and hunted down by The Mongoose, the
amnesiac seems doomed to a choice of death or prison. But XIII hasn't counted
on the unexpected assistance of Major Jones, a young female soldier who helps
him flee through the city of New York. During their escape, this foxy lady
reveals to XIII that he's a secret agent working for general Carrington.
Carrington is a nonconformist officer who is conducting a counter-inquiry into
the presidential assassination but he was arrested and confined in an isolated
military base in the Appalachian Mountains.
When XIII realizes that General Carrington is the only one who can shed light
on his past, he sets off to find him with Jones.
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B02 \ * * * Main Menu Details * * *
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This section will provide an outline of the various options that you will
encounter while browsing through the main menus of the game.
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*** Profile Selection Menu ***
You can create a new profile or select an existing profile in this menu. You
can create a profile for the first time you enter the game or you can use the
default profile, but making your own is strongly suggested.
"Create Profile" - Create a new profile for you to use while playing the
game.
"Default Profile" - This option only appears when you have not made any
profiles for the game. It is suggested that you
actually create a proper profile.
"Existing Profile" - You can select the different profiles that have been
created in this section.
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*** Main Menu ***
This is the actual main menu of XIII. The following menu selections can be made
to access different sections of your profile.
"New Game" - Starts a new singleplayer game of XIII.
"Continue" - You can view various aspects of what you have achieved in
your profile by going into this section. You can also resume
your current game from the most recent level you have played.
More information on this section is located further below in
this section.
"Load Game" - You can select both Auto Saves and Manual Saves you have made
in various parts of the game. Select the save slot you want
to load to play it.
"Multiplayer" - This gives you access to the Multiplayer Mode of XIII. There
are a variety of options to select in the multiplayer mode
depending on the type of game you want to play. More info on
multiplayer is given further below this walkthrough at the
"Multiplayer" section.
"Options" - Being one of the most important sections of the menu, the
options menu gives you a selection of various things that
you can change to suit your needs. More information on the
options menu is given further below in this section.
"Quit" - This option asks you if you want to quit from XIII.
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*** Continue Menu ***
The continue menu contains a whole heap of different sections just for your
profile. These include things like giving you a brief outline of the story
from what you have accomplished so far, looking at information you have
obtained about the characters etc., and also being able to play the game from
the most recent level.
"Conspiracy" - This is the section which gives you brief details about each
of the members involved in this conspiracy. You need to find
each of the other 19 conspirators before being able to see
them on the list.
"Documents" - This section provides information based on any documents or
other pieces of information retrieved from the singleplayer
mode of the game. More info on the documents are given further
down the walkthrough, at the "Secret Documents" section.
"Story" - This section gives a brief outline of the story up to the most
recent level you are up to.
"Skills" - This section demonstrates all the skills that Steve Rowland
was able to achieve while he was doing his training. You can
easily learn these throughout the singleplayer game.
"Play Game" - Select this option to progress with the game from the level
you last left off.
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*** Options Menu ***
= = = Controls Menu = = =
This is the area you can change the bindings to all the keys to suit the player
while playing the game with the most comfortable button bindings. The default
keys are given below in the next section, but here are some of the options you
will come across when changing things like the Look options etc. The following
three options all appear in Look Options.
"Mouse Sensitivity" - This slider adjusts the amount of mouse sensitivity.
Decreasing the white slider lowers the amount of
sensitivity taking it longer for the mouse to move
side to side etc. Increasing the white slider raises
the amount of sensitivity making the mouse faster
therefore requiring less movement of the mouse to
move around.
"Mouselook" - The two options for mouselook is 'yes' or 'no'.
Setting the mouselook to 'yes' means that you can
use the mouse to look around [strongly suggested].
Setting the mouselook to 'no' requires the player
to use the keyboard keys to look around rather than
the mouse. This can become very frustrating!
"Invert Mouse" - This determines the 'Y' axis or vertical movement
of the mouse when moving and aiming etc. Selecting
the invert mouse option to 'yes' inverts the vertical
axis so whenever you look around, moving the mouse
upwards makes the screen go downwards and pointing it
downwards makes the screen go upwards. Selecting the
invert mouse option to 'no' keeps the vertical axis
at the normal position - up is up and down is down.
"Advanced" - This tab only appears in the Shoot options, but this
is the area which gives you the ability to hotkey
different classes of weapons.
"Reset" - Found on the main page of the Controls section, the
reset button makes all the key bindings placed back
to default settings if they have been changed.
= = = Difficulty Menu = = =
You can choose the difficulty for the singleplayer mode of the game by entering
into this menu. There are four different difficulties to choose from. The four
difficulties are: Arcade, Normal, Realistic and XXX.
= = = Audio Menu = = =
A rather simple menu, this is where you can adjust the audio levels for the
sound while in the game.
"Music" - You can either switch on or off the music throughout the
game.
"Sound Volume" - The volume slider either increases or decreases the amount
of volume for all the sound in the game.
= = = Video Menu = = =
"Gamma" - The slider increases and decreases the amount of gamma in the
game. Gamma works just like brightness.
"Brightness" - The slider increases and decreases the amount of brightness in
the game.
"Contrast" - The slider increases and decreases the amount of contrast in
the game.
"Resolution" - Choose the resolution you want the game to run on by clicking
the left or right arrows. Clicking the left arrow decreases
the resolution while clicking the right arrow increases it.
"Default" - This puts all the video options back to default settings.
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*** Parental Lock ***
This option blocks out any forms of 'crude' language and removes any graphic
violence involved anywhere in the game, once it is activated.
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B03 \ * * * Default PC Controls * * *
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The learning curve for this game is very easy and quick to get used to, so even
for the first time player - it should only take around in average 5 to 10
minutes to get hooked with the default keys. I suggest that all players of this
game use the 'default' settings as this is definitely the best configuration
that you can use for the game.
Remember though, the player always has the choice to change any key they
want, so if you are not comfortable with the default keys, then change ahead!
Here are the given keys for the default configuration:
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"Move Options"
Forwards - W
Backwards - S
Strafe Left - A
Strafe Right - D
Jump - Space
Crouch - C
Run/Walk - Left Shift
"Shoot Options"
Attack/Fire - Left Mouse Button
Alternate Fire - Right Mouse Button
Reload - R
Next Weapon - Mouse Wheel Up
Previous Weapon - Mouse Wheel Down
"Look Options"
Look Up - Backspace
Look Down - =
Centre View - End
"Other Options"
Grab/Use - E
Next Inventory - G
Previous Inventory - F
Score - F1
Pause - Pause
Chat - T
Chat Team - Y
Quick Heal - Q
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B04 \ * * * Save Functions * * *
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This section will give some brief detail about the saving functions in XIII.
First of all, XIII is a game which you cannot save anywhere you desire. You
obviously can save the game whenever you feel like it during any part of a
certain level, but that does not mean the game will definitely save at the
area you just saved at.
Instead, XIII uses a checkpoint system. Most levels have at least one
checkpoint depending on the length or difficulty of the level. Whenever you
start a new level, the beginning acts as if it is a checkpoint, so you should
quicksave the game once you start a level. It is advised you do this because
there is no auto-save function, meaning if you do not quicksave once you start
a new level, you'll have to load the quicksave you have made in the previous
level if you were to die or exit the game while playing the level you have
not saved on yet. While playing a level, you can press 'F5' to quicksave the
game or press 'F9' to load the quicksaved game you have made.
When you go to the load game list in the main menu, all the games you have
saved will have information about which level the game was saved on and also
the time and date at which it was saved. You can only have one quicksave
game, which is found always at the top of the load game list with the two
letters 'QS' next to the other save information. Quicksaving again in another
level will overwrite the previous quicksave. If you wish to keep permanent
saves you make anytime during the game, make sure you pause the game and go
save game and select the slot you want it saved on.
You can easily finish the entire game by just using the quicksave and
quickload functions. Only bother making a permanent save if you want to keep
a favourite level of yours to play whenever you feel like it.
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B05 \ * * * PC Requirements * * *
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Since the game obviously does not include high-end graphics like the ones you
see in Half Life 2, the requirements for XIII are not too high, but while this
is true, it is always a good idea to have at least a decent computer to play
the game.
The following lists show the minimum and recommended requirements for XIII
which can be referred to also in the instruction booklet or game box if you
have purchased the full version game, but I have decided to put them in here
for convenience.
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*** Minimum System Requirements ***
Operating System : Windows 98, Windows Me, Windows 2000, and Windows XP.
Processor/CPU : 700Mhz Pentium III or Equivalent Processor.
RAM : 128MB RAM.
CD/DVD Rom Speed : 12x CD/DVD-Rom.
Hard Drive Space : 1.2GB Hard Drive space for Minimum Installation.
Video Card : 3D Video Card with at least 32MB of Video Memory and
with Direct-X8.1 Support.
Sound Card : 16-Bit Direct-X Compatible Sound Card.
Input : Keyboard and Mouse.
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*** Recommended System Requirements ***
Processor/CPU : 1Ghz Processor or Above.
RAM : 256MB RAM or More.
Hard Drive Space : 2.5GB Hard Drive space for Full Installation.
Video Card : 3D Video Card with at least 64MB of Video Memory and
with Direct-X8.1 Support.
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*** Minimum Multiplayer Requirements ***
Internet : 56.6Kbps Modem Connection or Faster.
Network : Active connection to a TCP/IP network.
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*** Recommended Multiplayer Requirements ***
Internet : 128Kb/s ADSL Connection or Faster.
_______________________________________________________________________________
B06 \ * * * Tips 'n' Hints * * *
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- Use Melee Attacks [ie: Punching, Stabbing with Knife] often when there is
a guard unaware of your presence. Not only do these type of attacks kill
the victim in practically one hit, Melee Attacks are very silent, which
makes it extremely useful for stealth or infiltrating missions.
- The 9mm Pistol [Single] is a weak weapon to use in combat, so it is not
suggested to use this type of weapon when shooting against groups of
enemies, which occurs frequently later in the game. Besides the weak
firepower the Pistol holds, the rate of fire is quite slow for a
pistol, so only use the Dual 9mm Pistols for far more effective results.
- I cannot stress this enough, but using the tactic of firing automatic
weapons like crazy is becoming a thing of the past. While only useful in
short range combat, burst firing is strongly recommended for killing those
hard to get guards that move around a lot. Not only does continuously
firing automatic weapons dramatically decrease the level of accuracy
the longer it is being fired, the amount of recoil you will
receive, especially from the heavy automatics will start to become more
annoying. Because of the constant recoil, you will always need to re-adjust
the aiming towards the target. A good example of 'annoying' recoil is
that from the M16 Assault Rifle. Try it out and see how annoying it can
get when you 'rapidly' fire the weapon. By using burst shots, you have
more control over the weapon itself instead of it controlling you.
- For some unusual reason, Explosives like the Fragmentation Grenade and
the High Explosive Grenade launched from the M16 Assault Rifles do not
always kill enemies in one hit. To avoid this problem, just double check
to see the Grenade you have thrown/launched actually kills the target
so you can finish it off just incase the victim is still alive. Also
it is also best to actually hit the target with a direct hit from a
launched grenade to increase the chances of them being killed. Armoured
enemies can sometimes survive a nearby explosion.
- Always look for as much health and armour as possible as these things
are your key to success. One of the most noticeable things in this game
is that your health drops down dramatically whenever you get shot when
you are not wearing armour. Some realism has been put into 'effect' in
this game to make it more 'challenging' but it's not like deadly serious
realism!
- As in most first person shooting games, try to use the most efficient
weapon you have in your inventory to adjust to the various situations
that can occur in the game. Use the silenced pistol to knock off guards
silently, sniper rifles for those distant targets to keep your mission
from being compromised, automatics for multiple enemies or explosives
for those targets which become a real pain! Either way, it's up to
you to make sure you choose the right weapons.
- Using objects as weapons adds a new experience to the game. Most of the
time, different types of objects can be found at numerous parts of every
level. These can be used to conserve ammunition for any weapons or to
create a stealth or surprise approach. Items like the glass bottles or
chairs, which are probably the best of objects tend to kill the target
in one whack.
- Do headshots usually kill the victim in one hit? Usually.
But sometimes, you will be asking yourself this when you try to shoot a
guard, especially with a Crossbow, towards the head. The reason this has
been mentioned is because that even though it appears to hit them at the
head, it still does not kill them. This is because of three reasons. The
first being that the guard may be wearing an armoured helmet and when you
shoot at it, it will fall off requiring another shot to actually kill the
guard. The second reason is just because it may be a simple game glitch!
If you see any guard with any form of protective armour, it is more than
likely going to survive for longer when you shoot the target compared to
a target that is not wearing armour at all. The third and most obvious
reason is probably because you missed the enemy!
_______________________________________________________________________________
B07 \ * * * Submitters Tips 'n' Hints * * *
-=-=-=-=-=-\___________________________________________________________________
This is the section for submitter's to submit their own useful tips and hints
for XIII in general. Any types of tips or hints are accepted in this
walkthrough as long as it actually works and are not the same ones that are
mentioned above or submitted by anyone else already.
Tip or Hint submissions for Singleplayer Missions are added to the designated
singleplayer level the submission is related to.
- - - - - - - - - -
The following tip is submitted by "ChaiThai".
- Anytime you're in a stealth mission, the alarm is not set off right away
when a guard sees you. Rather, they have to run to an alarm switch and call
out the alarm, or in the case of the first part of the Willard Estates
mission, call in through the radio. If you can put down an enemy before
they finish calling out the alarm, it won't set off, allowing you to
continue the level.
_______________________________________________________________________________
B08 \ * * * XIII Glitches * * *
-=-=-=-=-=-\___________________________________________________________________
This section is for any weird or freaky glitches that can be found in XIII.
- - - - - - - - - -
The following glitch is submitted by "RkSpade".
- When you are on the Emerald Base Roof, if you start and immediately crouch
and then move over immediately to the right towards the wall and begin
moving, sometimes the level will fall and you will be able to see the
whole level from the bottom for a whole minute or so before you suddenly
die.
- If you press the 'prtscreen button while in the Plain Rock
Penetentiary, and then paste it into Microsoft PowerPoint, sometimes the
image is extremely distorted and some of the main pieces of the level can
be missing, allowing you to see around corners if you want to by ALT-Tab
bing to Windows every few seconds.
#######################################################################
########
"Section C - In-Game Skills"
#######################################################################
########
_______________________________________________________________________________
C01 \ * * * Skills * * *
-=-=-=-=-=-\___________________________________________________________________
These various skills are learnt throughout different parts of the game. Some
of the skills teach you how to do certain techniques like stunning while
others can improve you natural techniques like weapon handling and lock
picking. The skills which improve your techniques are the ones that take
longer to gain the actual skill.
- - - - - - - - - -
Breathing Skill - When you learn the Breathing Skill, you can hold your
breath for nearly twice as long than originally, when
you swim underwater. Normally, you can only hold your
breath for 24 seconds. When the skill is learnt, it can
be extended up to 43 seconds.
Dual Weapon Skill - Some weapons give you the ability to hold two of them at
once [ie: 9mm Pistol, MiniGun]. You can use Dual weapons
by pressing the alternate fire button, but you first need
to have the second weapon in order to utilize the skill.
First Aid Skill - The Normal and Full MedKit's give you double the amount
of health points than originally. More information based
on health can be found at the objects section.
Lockpicking Skill - Once you have mastered the lockpicking skill, this
enables you to lockpick doors twice as fast than you
use to earlier in the game.
Silent Walk Skill - When you learn the Silent Walk Skill, you make 50% less
noise whenever you move.
Sixth Sense Skill - You can hear nearby enemies that are moving or patrolling
[not stationary enemies] by not moving at all and then
observing the "TAP TAP" words that appear on the screen.
This can determine the direction, speed and distance the
enemy is moving at.
Sniper Skill - When you first use a sniper weapon in the singleplayer
mode, you will notice the aim is always a little shaky.
When you learn this skill, your aim when you hold a
Sniper Rifle or Crossbow is pretty much perfect! It
is extremely stable and does not move around at all.
Stunning Skill - Walk slowly behind an enemy and then press the action
button to knock the enemy out.
#######################################################################
########
"Section D - Characters of XIII"
#######################################################################
########
_______________________________________________________________________________
D01 \ * * * Main Characters * * *
-=-=-=-=-=-\___________________________________________________________________
These are the characters in XIII who have an important relation towards the
main plot of the game. You will get to know each character better in the game
as you progress further into the game.
- - - - - - - - - -
Jason Fly
Info - You wake up on the shores of Brighton Beach. You have no idea of your
proper identity because you suffer from amnesia. The only clues to your
uncertain past is the number XIII tattooed on the chest and the key to
a safety deposit box. You awaken and progress into your search for the
past. It's not until later that you find out that you are Jason Fly, a
person who once worked close with Steve Rowland, but Jason's appearance
seems to be somewhat different.
Steve Rowland
Info - Steve was the Captain of the Special Assault Destroying Section or SPADS
for short. He was being held responsible for the murder of President
William Sheridan. Found deceased on the waters of New Jersey after
being shot numerous times by The Mongoose, not a conspirator, but a
leading person into the conspiracy of the President's Assassination.
The Mongoose and some of his 'comrades' are now suspicious that they
have seen sightings of a person with the same identity of the late
Steve Rowland. It is clear that someone has taken his identity.
Kim Rowland
Info - A character you do not get to hear from too many times, Kim was
recruited to the Central Intelligence Agency at the age of 22. She
disappeared while investigating the conspiracy behind the murder of the
President. She is another ally of General Carrington who she was working
with until the time of her disappearance.
Major Jones
Info - Major Jones is an important ally towards Steve. She is currently 28
years of age and has been trained to adapt to various situations and
is an excellent pilot. Both people knew each other before, but due to
Steve's Amnesia, he does not recollect who she is when they meet
together again. Major Jones is also helping out General Carrington
on the 'conspiracy' of the president's assassination.
General Ben Carrington
Info - Another important ally who Steve needs to rescue first from the
Emerald Military Base. General Carrington was captured, then arrested
and sent to a prison cell inside the Military Complex by the SPADS.
He is conducting his own enquiry into the assassination.
Unconventional, but a good source of information and a good man.
General Carrington is the Chief of Staff, which is the highest US
Military Post and is also a war hero, being honoured with some of
the most prestigious medals in the United States Army.
Colonel Amos
Info - A high ranking FBI Official. Amos, who has a Czechnian and Jewish
nationality is a very methodical and intelligent person. He is currently
running the official FBI enquiry into the death of President William
Sheridan.
William Sheridan
Info - The unfortunate President who was assassinated supposedly by Steve
Rowland, while at a presidential parade in the streets of New York
City. William Sheridan was the 43rd President of the United States
of America.
Walter Sheridan
Info - Vowing that he will continue the work that his brother William had
started, he is currently helping General Carrington carry out his
inquiry into the assassination of his brother, William Sheridan.
He has also promised to stand against the Republican candidate
Joseph K. Galbrain.
The Mongoose
Info - The Mongoose has some connection towards the Presidents death. He is
a rather secretive, shadowy character with the skills of a professional
killer. One thing for sure is that he wants Steve Rowland
dead, something that The Mongoose thought had happened when he was
shot, after jumping off the boat. Failure is not an option for this
person.
General William S. Standwell
Info - A political figure and has quite a temper. He wants to replace General
Ben Carrington as the White House Military Chief of Staff.
Colonel Seymour McCall
Info - Has some ties to Standwell. He operates the Special Assault Destroying
Section division on an island off the Mexican Coast. He is an ambitious
and violent person who will stop at nothing to get the job done.
#######################################################################
########
"Section E - Weapon Inventory"
#######################################################################
########
This section explains in detail about each of the weapons which are included
in the game. Each weapon includes both it's advantages and disadvantages - so
try to get to know these weapons so you can adjust to whatever situation you
are stuck in.
_______________________________________________________________________________
E01 \ * * * Close Combat * * *
-=-=-=-=-=-\___________________________________________________________________
- Punch -
Primary Mode - Punch
Secondary Mode - n/a
Info: One of the most common forms of attack in a game, Punching is pretty
self explanatory. Use it for various situations like stealth and
surprise approaches or just for conserving ammo.
- - - - - - - - - -
- Combat Knife -
Primary Mode - Throw Knife
Secondary Mode - Stab
Clip Size - 1
Primary Ammunition Type - Knives
Dual Weapons - No
Info: The most basic type of all weapons that you will obtain in XIII. The
standard combat knife is especially effective in close combat with the
enemy - silent but deadly. The primary mode allows you to throw the
knives from a distance, but this is ineffective in long range combat
as the distance and velocity the knife travels at is relatively
poor, especially against moving targets. This weapon is best used in
infiltration levels or in those areas you have the urge to stab the
typical guards head with - given the chance.
_______________________________________________________________________________
E02 \ * * * Handguns * * *
-=-=-=-=-=-\___________________________________________________________________
- 9mm Pistol -
Primary Mode - Single Shot
Secondary Mode - Dual Pistols [If available]
Clip Size - 13
Primary Ammunition Type - 9mm Bullets
Dual Weapons - Yes
Total Clip Size - 26
Info: A handy weapon to have at all times. The 9mm Pistol has a large ammo
clip for a Handgun and doubles when you are holding dual pistols. The
accuracy for this pistol is relatively good, although can be a little
off aim sometimes when firing rapidly. The major drawback of the
Pistol is it's relative weakness and the dual pistols reloading time
is longer.
- - - - - - - - - -
- 9mm Pistol Silenced -
Primary Mode - Single Shot
Secondary Mode - Dual Pistols [If available]
Clip Size - 13
Primary Ammunition Type - 9mm Bullets
Dual Weapons - Yes
Total Clip Size - 26
Info: A rare attachment found especially in the singleplayer mode of the
game, the silenced pistol suppresses the bullets being fired from the
weapon, so it is harder for anyone in the area to hear the gun being
fired. Usually, if you are holding dual pistols and you grab the
silencer, it only adds the silencer to one of the two pistols you
are actually holding. Compared to the original 9mm Pistol, the
silenced version of the Pistol is pretty much the same, besides the
silencer obviously! Great for stealth or infiltration missions.
- - - - - - - - - -
- .44 Special Revolver Magnum -
Primary Mode - Single Shot
Secondary Mode - Rapid Fire Shots
Clip Size - 6
Primary Ammunition Type - .44 Bullets
Dual Weapons - No
Info: The typical Magnum Revolver. A powerful and great handgun to use
against opposing enemies. This weapon tends to be more accurate
than the 9mm Pistol when using the Primary Mode, which is the
single shot. It takes about two or three bullets in the clip to
kill an armoured enemy with the exception of a head shot. Both the
firing rate and reloading is a little slow and the number of bullets
in the clip is very limited but the good accuracy compensates for
these noticeable drawbacks. If you find yourself with a difficult
enemy to kill or you are confronting a small group of enemies in
short range, using the secondary mode - 'rapid fire shots'
discharges all the bullets in the clip in a matter of seconds.
This secondary mode is achieved by the gunner continuously hitting
the 'hammer' at back of the magnum to make it fire faster.
Unfortunately, by using this mode, the accuracy is decreased to
about 20% to 30%, except if you are literally right next to the
enemy, because by hitting the gun numerous times, you lose control
of the Magnums actual accuracy.
_______________________________________________________________________________
E03 \ * * * Automatics * * *
-=-=-=-=-=-\___________________________________________________________________
- M16/M203 Assault Rifle -
Primary Mode - Automatic Fire
Secondary Mode - High Explosive Grenade Launcher
Primary Clip Size - 30
Secondary Clip Size - 1
Primary Ammunition Type - AR Ammo
Secondary Ammunition Type - AR Grenade
Dual Weapons - No
Info: The M16; a rapid firing assault rifle used as a standard firearm
in the US army. This weapon is a modified variant of the basic
M16, including a Medium Range High Explosive Grenade Launcher
mounted below the barrel, which can be used as it's secondary
function. The rapid firing rate of this assault rifle - creating
more of a small spread effect, compensates for it's average
accuracy and the short amount of ammunition inside the magazine.
Due to it's 'unstable' handling caused by the high amounts of
recoil, the user of the weapon will be required to constantly
adjust the weapon downwards when in rapid fire, if there is to be
any chance of hitting the acquired target. When using the secondary
function of the weapon, depending on how far you need to shoot the
grenade into the distance, you'll need to tilt the weapon upwards
at a greater angle to achieve longer ranges, as the grenade loses
velocity at a fast rate.
- - - - - - - - - -
- Ak-47 Kalashnikov -
Primary Mode - Automatic Fire
Secondary Mode - Burst Fire
Clip Size - 30
Primary Ammunition Type - 7.62mm Bullets
Dual Weapons - No
Info: Known as the Kalash in XIII, this weapon acts pretty much the same
way as the M16 does, except the lack of accuracy is much more
noticeable. The Kalash is considerably more powerful than the
M16 Assault Rifle, therefore also making it a good choice as
an all-rounder assault weapon in combat.
- - - - - - - - - -
- MiniGun -
Primary Mode - Automatic Fire
Secondary Mode - Dual MiniGuns [If available]
Clip Size - 32
Primary Ammunition Type - MiniGun Ammo
Dual Weapons - Yes
Total Clip Size - 64
Info: This very fast firing weapon disposes of it's entire clip in
seconds. It's accuracy is one of the poorest among all automatics
but can spray it's bullets along a certain area. If you want the
weapon to be at least a bit more accurate, then fire quick bursts
instead of discharging the clip in one go. The reloading time for
this weapon though is phenomenal as it only takes about one second
to reload, nearly one of the quickest reloading weapons. A good
choice when playing the multiplayer mode. Double up with the dual
version of this weapon to spray twice as many bullets. Great fun!
- - - - - - - - - -
- M60 Sub Machine Gun -
Primary Mode - Automatic Fire
Secondary Mode - Burst Fire
Clip Size - 200
Primary Ammunition Type - M60 Ammo
Dual Weapons - No
Info: This heavy machine gun really packs a punch. The M60 is the perfect
choice for a full on brawl against a pack of enemies. It's accuracy
is very low when fired rapidly but can be managed when the weapon
is switched to burst fire mode. This weapon has recoil so you
will need to constantly adjust the aiming - just like the M16.
The biggest bonus about this weapon is that it holds 200 bullets
in one magazine, which means you can go nuts for quite sometime.
The reloading time is a little long but not terrible in anyway.
Unfortunately, this weapon is a little uncommon throughout the
singleplayer mode, so you'll be having more fun with this weapon in
multiplayer. A great weapon!
_______________________________________________________________________________
E04 \ * * * Shotguns * * *
-=-=-=-=-=-\___________________________________________________________________
- Double Barrel Hunting Shotgun -
Primary Mode - Shotgun Blast
Secondary Mode - Shotgun 'Butt'
Clip Size - 2
Primary Ammunition Type - Cal 12 Ammo
Dual Weapons - No
Info: Similar to the Pump Action Shotgun, the main difference with this
weapon is that it is a Double Barrel Shotgun. The Hunting Shotgun
is slightly more accurate than the Pump Action, managing some
medium range combat - but once again is best to use in close quarter
fights. This weapon also utilizes the same ammunition as the Pump
Action Shotgun, so if you have both weapons in your inventory, make
sure you choose the right one for whatever situation you are in
as the ammo you use in one of the Shotguns decreases the ammo for
the other. Like some weapons in the game though, this weapon makes
an uncommon appearance in the singleplayer mode.
- - - - - - - - - -
- 12 Gauge Pump Action Shotgun -
Primary Mode - Shotgun Blast
Secondary Mode - Shotgun 'Butt'
Clip Size - 5
Primary Ammunition Type - Cal 12 Ammo
Dual Weapons - No
Info: The 12-Gauge Shotgun is one of the weapons you'll probably find
yourself using the least in the overall game, but it appears the
most times out of all the weapons. It's not really that bad, but
when you have other choices for different types of weapons, chances
are this weapon will be 'left behind' the most. The clip size for
this weapon is relatively small for an actual pump action
shotgun - compared to other shotguns from other FPS games. The lack
of accuracy, perhaps one of the weapons in this game with the worst
accuracy makes this gun a bad choice in the long run. Fact is, both
the Primary and Secondary modes should only be used for Close Combat
conditions. The shots fired from this gun are inaccurate therefore
hardly ever hitting a target from a distance. Using the Secondary
Mode - Shotgun 'Butt' makes the gunner tilt the weapon upwards so
the back side of the shotgun is facing forward. You can utilize this
technique for a stealth approach but is not the most useful weapon
to do it with. The reload time is rather quick for a Shotgun, probably
because of it's small clip size - so that's a small added bonus.
Perhaps it's just best to use this weapon when you are right next to
an enemy who is unaware of your presence so you can blast the guards
head with a few shells.
_______________________________________________________________________________
E05 \ * * * Harpoons/Crossbows * * *
-=-=-=-=-=-\___________________________________________________________________
- Harpoon -
Primary Mode - Single Shot
Secondary Mode - Harpoon Stab
Clip Size - 1
Primary Ammunition Type - Harpoon
Dual Weapons - No
Info: The Harpoon is one of the most uncommon weapons to find in the
singleplayer mode. The weapon is found later in the game, only
appearing in limited missions. It acts just like the Crossbow in
similar ways, but is the only weapon which can actually fire while
you are swimming underwater. It's accuracy is not bad, but if you
are close to an enemy, use the secondary mode to kill the enemy.
The secondary mode makes the player pull out a harpoon and uses
it as a stabbing instrument. Even though it's accuracy is still
manageable, it won't last, making this weapon a flop for long range
combat.
- - - - - - - - - -
- Crossbow -
Primary Mode - Single Shot
Secondary Mode - Zoom x3.0 and x8.0
Clip Size - 1
Primary Ammunition Type - Crossbow Bolts
Dual Weapons - No
Info: The Crossbow can be used as a 'light' sniper weapon. The velocity
of what the crossbow bolts travels at hinders this weapon as a long
range weapon. It should only be used for medium range combat
against enemies not wearing any form of armoured protection
especially at the head. The reloading time for this weapon is
pretty slow and is only ideal for stealth levels to pick off
enemies one at a time. A great medium range sniper weapon but
should not be relied on too much later on the game. Terrible
against moving targets.
- - - - - - - - - -
- Three Arrows Crossbow -
Primary Mode - Single Shot
Secondary Mode - Zoom x3.0 and x8.0
Clip Size - 3
Primary Ammunition Type - Crossbow Bolts
Dual Weapons - No
Info: Pretty much exactly the same as the above Crossbow, but with the
difference that it includes three darts in the clip instead of
just one, making it a little more useful against multiple targets.
_______________________________________________________________________________
E06 \ * * * Sniper Weaponry * * *
-=-=-=-=-=-\___________________________________________________________________
- Sniper Rifle -
Primary Mode - Single Shot
Secondary Mode - Zoom x3.0 and x12.0
Clip Size - 10
Primary Ammunition Type - BMG50 Ammo
Dual Weapons - No
Info: The only sniper rifle in the game - well you really only need one
anyway. A great sniper rifle with a good combination of
accuracy, sturdiness and reloading time. The minimum amount of
recoil in this weapon makes it nearly a perfect sniper weapon.
There's no need for major adjusting after every shot as the gun
stays pretty much focused on the same area you aim at after each
shot you make. The reloading time for this weapon is somewhat
relatively quick for an actual Sniper weapon and the clip size
for the weapon is big enough to keep your target running. There
are no real severe drawbacks to this weapon, the only slight one
being the kind of slow firing rate, but thats what you expect
from a sniper weapon. You can use the zoom functions to pick off
any annoying enemies from a distance.
_______________________________________________________________________________
E07 \ * * * Explosives * * *
-=-=-=-=-=-\___________________________________________________________________
- Fragmentation Grenade -
Primary Mode - Throw Grenade
Secondary Mode - Drop Grenade
Clip Size - 1
Primary Ammunition Type - Grenade
Dual Weapons - No
Info: The good old Frag Grenade. Talking about this game having a lot of
'classic' weapons! Used in numerous games, the Frag Grenade is
a high explosive ornament. You can hold numerous amounts of these
Grenades to use whenever you need to kill guards hiding around
corners or when they are together in groups. These are also good
to use in narrow hallways and corridors. The Grenade has a Five
second fuse and you are given the ability to 'cook' the Grenade
by holding down the primary mode button. Make sure you throw it at
least a few seconds before it detonates so you can clear away
from the area when it explodes. After all, you do not want to get
hurt by explosives! The Secondary mode is rather 'simple', it makes
the player drop the Grenade at the area the player was standing.
So once you drop it, make sure you run! A great choice for hit and
run situations.
- - - - - - - - - -
- FlashBang Grenade -
Primary Mode - Throw Grenade
Secondary Mode - n/a
Clip Size - 1
Primary Ammunition Type - Grenade
Dual Weapons - No
Info: The Flashbang Grenade works in a similar method to the Frag Grenade
except it is only used for non-lethal means of combat. Instead
of decapitating the target, it disorientates the target with a
bright flash that lasts for several seconds. If you get too close
to the Flashbang when it explodes, then you will be temporarily
blinded, making you extremely vulnerable to other enemies in the
area. You can 'cook' the grenade just like the Frag Grenade but
again, make you sure you throw it a few good seconds before it
detonates. The fuse in the Flashbang Grenade lasts for Five
seconds.
- - - - - - - - - -
- Bazooka -
Primary Mode - Rocket Launcher
Secondary Mode - Rocket 'Whack'
Clip Size - 1
Primary Ammunition Type - Bazooka Rockets
Dual Weapons - No
Info: This heavy explosive weapon is uncommon to find in levels. Although
not abundant, it is great fun to use in the multiplayer mode of the
game. The Bazooka has a fairly good reloading rate for a rocket
launcher, so there's nothing too bad about the reloading. The main
drawback to this weapon would definitely have to be the very slow
firing rate. It can fire a rocket every several seconds therefore
making you very vulnerable once again. The secondary mode is a good
up-close defensive move were the gunner takes a spare Bazooka
rocket and uses it as a 'whacking rocket' :P
You only can 'whack' once before the gunner places the spare rocket
away, which then requires you to use to press the alternate fire
mode button again to bring the spare rocket back out for another
one-off whacking. Make sure you are near an enemy before using the
secondary mode. The second drawback is the fact that you cannot
carry too much ammo for this weapon so always stock up on it if
you are running low on ammo.
#######################################################################
########
"Section F - Object Inventory"
#######################################################################
########
You can use the following objects as weapons to knock out innocent or hostile
people. You will need to refer to objects in some levels if you want to
knock out friendly people or else if you kill them, you can fail the mission.
Of course if you cannot find any objects to knock out people with, just use
your punching technique to get them instead. All of the objects that can
be used in weapons can only be used once before they are rendered useless.
MedKits replenish your supply of health points depending on the one you use.
The full health kits supply more health but are often harder to find. When
you collect a MedKit in the singleplayer mode, you need to select it from the
inventory and use it. In multiplayer, when you run over the MedKit, your
health is automatically replenished.
Armoured vests and helmets help improve your resistance towards bullets shot
from opponents. Sometimes, the armour cannot stop the bullet from inflicting
a wound, but the armour helps decrease the amount of health lost from a bullet
wound. Armour is useless when you are affected by a direct explosion. Whenever
you collect an armoured helmet or vest both in singleplayer and multiplayer
modes, it automatically gets added to your body. Armoured Helmets decrease
the amount of health lost when you are shot at the head. Armoured Vests
decrease the amount of health lost when you are shot around the chest area.
When you have both types of armour, this is the order at what they appear
on the bottom left hand corner of the screen, where it displays the health
and armour points.
* Armoured Helmet Points
* Armoured Vest Points
* Health Points
The mission items aid you during the missions in singleplayer mode. They
are critical to use sometimes to access certain areas of a level that prove
inaccessible with conventional methods.
_______________________________________________________________________________
F01 \ * * * Objects * * *
-=-=-=-=-=-\___________________________________________________________________
- Alcohol Bottle -
Info: The Alcohol bottles have different appearances. Some bottles look
different and contain numerous labels like Bourbon Whiskey, "Strong"
Dry Gin and there are some others. These are probably the most fun
objects to use to knock out people with. The bottles are usually the
most abundant items you can find in a level, behind chairs of course!
- - - - - - - - - -
- Ashtray -
Info: The ashtray is nearly uncommon in the singleplayer mode. You will
generally find it in levels that have offices or small rooms. For some
weird reason, whenever you hit an enemy with it, you'll always think
that this piece of small metal won't be able to knock the target out.
Strange indeed!
- - - - - - - - - -
- Brick -
Info: Found in small amounts in limited missions. The bricks usually appear
in missions which you have no weapons [ie: prison]. They are relatively
small, so they may be tricky to find sometimes.
- - - - - - - - - -
- Broom -
Info: Acts just like the shovel and is even more rare to find. Although not
appearing as 'powerful' as the shovel, it is still funny to use a broom
as an actual weapon.
- - - - - - - - - -
- Chair -
Info: The chair is one of the most abundant out of all objects to use as a
weapon. Besides the alcohol bottles, this has got to be one of the most
funniest objects to see an enemy get whacked with!
- - - - - - - - - -
- Glass Shard -
Info: This object is actually unique to the others, as it actually kills the
target if it gets hit at the head. The accuracy of this object is
pretty poor as it falls low very quickly once you throw it. Make sure
you are very close to the target before using this object.
- - - - - - - - - -
- Shovel -
Info: You will find the Shovel more commonly in the singleplayer levels
containing snow areas or the canyons. It provides a rather painful
experience towards the target that gets hit by it.
_______________________________________________________________________________
F02 \ * * * Health Pickups * * *
-=-=-=-=-=-\___________________________________________________________________
- MedKit -
Healing Points - 25
Healing Points with Skill - 50
Info: The normal MedKits do not supply as much health points as the Full
MedKits do. They are also a lot more common and easier to find in
a level. The normal MedKit box is smaller than the Full MedKit and is
labeled 'First Aid' on the top side of the box. If you have learnt the
medical care skill, you can get double the amount of health points
from the normal MedKit. You are healed 50 health points in the
multiplayer mode of the game when you collect the Normal MedKit.
- - - - - - - - - -
- Full MedKit -
Healing Points - 50
Healing Points with Skill - 100
Info: The full MedKits are harder to find in missions as they are less
abundant. You may need to require to look around a bit harder to
find these as they can be well hidden sometimes. The actual Kit
is a lot bigger than the normal MedKit box and has a big red cross
on top of the box. If you have learnt the medical care skill, you
can get double the amount of health points from the Full MedKit.
You are healed 100 health points in the multiplayer mode of the
game when you collect the Full MedKit.
_______________________________________________________________________________
F03 \ * * * Armoured Helmets * * *
-=-=-=-=-=-\___________________________________________________________________
- Light Armoured Helmet -
Armour Points - 20
Info: The light armoured helmet is fortunately not found as often as
the heavy armour in singleplayer. It provides half the amount of
armour points that heavy version does. The light helmet has the
appearance of a normal helmet!
- - - - - - - - - -
- Heavy Armoured Helmet -
Armour Points - 40
Info: This armoured helmet does not give you 100 points of armour
straight away, so you need to get a few of these. These helmets
are pretty easy to find in multiplayer. The heavy helmets have
the appearance of a light helmet, except they have a visor at the
front of the helmet, hence making it look more 'protective'.
_______________________________________________________________________________
F04 \ * * * Armoured Vests * * *
-=-=-=-=-=-\___________________________________________________________________
- Light Armoured Vest -
Armour Points - 50
Info: The light vest is more common in the singleplayer mode of the
game than the multiplayer mode. It provides half the amount of
armour points and appears different compared to that of the
heavy vest. The light vest has a blue colour and looks like a
'half' jacket that goes over the shoulders.
- - - - - - - - - -
- Heavy Armoured Vest -
Armour Points - 100
Info: The heavy vest appears more frequently in multiplayer. It provides
twice as much armour points than the light vest. The vest has a
blue colour and looks like a full bulletproof jacket.
_______________________________________________________________________________
F05 \ * * * Mission Items * * *
-=-=-=-=-=-\___________________________________________________________________
- Key -
Info: Keys! You'll find these just about everywhere in this game. If you ever
come to a locked door, chances are you need to kill an enemy elsewhere
or look in a room to retrieve a key.
- - - - - - - - - -
- Magnetic Pass/Keycard -
Info: These act just like keys. They unlock doors by using a keycard console
nearby the locked door. Sometimes they will be lying around the
level, usually in an area that is hard to access or you'll just have
to find an enemy with one!
- - - - - - - - - -
- Lockpick -
Info: This handy device will save you numerous times throughout various
levels. These can unlock some locked doors that you cannot get the
keys for. Some locked doors cannot be lock picked.
- - - - - - - - - -
- Grapnel -
Info: The Grapnel is also another handy device that can be used to easily
access areas of a level that are generally too dangerous to access
normally. You will need to find a hook to attach the wire to before
you can go flying around. Any objects that are in the way of the
grapnel cable will automatically retract the cable, making you
fall, so make sure you avoid any obstacles in the way!
Note that in this walkthrough, I will be referring the Grapnel as the
'grapple' because more people would actually understand what it is.
- - - - - - - - - -
- Microphone -
Info: Used only in limited missions, the microphone is used to tap into
various devices so you can easily eavesdrop into conversations which
may prove extremely important towards the mission.
- - - - - - - - - -
- Shotgun Microphone -
Info: Only used in limited missions like the normal microphone, the 'shotgun'
microphone is used for eavesdropping into conversations located in
areas that are inaccessible or too risky to go into to place a normal
microphone. This microphone picks up sound waves from a distance, but
must be aimed directly towards the target.
- - - - - - - - - -
- Bomb -
Info: Also used in limited missions, the bomb is used to destroy hard
targets or structures that are too large to destroy with conventional
weaponry. The bombs are detonated via timed triggers.
#######################################################################
########
"Section G - Singleplayer Mission Walkthrough"
#######################################################################
########
This part of the walkthrough will explain in detail the numerous missions
which you will encounter during the singleplayer story mode of XIII. There
are a number of things you can find and learn throughout the missions if you
are really into the game - so it is always a good idea to investigate each
level thoroughly until you are sure that you have found everything!
There are some interesting parts in some of the missions where you usually
black out into a 'flashback' of the past events that have occurred recently.
These sorts of things usually reveal important parts of the story so you
might want to listen to the flashbacks carefully!
If you have familiarized yourself with all the above information in this
walkthrough based on the Skills, Characters, Weapons and Objects, then you
should be ready to play the game. If you are already into it, you can easily
use this mission walkthrough to aid you in anything you may get stuck in
later on the game.
Use the find function [Ctrl+F] to access any of the levels for this mission
walkthrough. Each mission is given a three digit alphanumeric code which
you can use for easy referencing depending on the mission you need to access.
Part of the missions names throughout the walkthrough have also been given
made up names so they are hopefully easier to identify as there are no
'real' names for each level besides the given location. Sometimes, each level
may consist of three or four parts, so therefore, this is an easy way of
putting them 'together'.
Any buttons or controls mentioned throughout this mission walkthrough is set
under the 'default' option, so if you have changed your setout, it may
require you to press different buttons or keys.
All the MedKit and Armour locations mentioned in each level are actually
fixed pick up locations in the levels and not from the dead bodies of guards.
The 'Weapon Pickups Available' section for each mission determines all the
weapons you can pick up from either dead guards or fixed pick up
locations, but not weapons that you have carried on from the previous
mission(s).
With all of that mentioned and cleared up, there is nothing else to do but
to start reading the mission walkthrough!
_______________________________________________________________________________
* * * Mission 01 * * * / "Brighton Beach - Awakening" [G01]
__________________________/----------------------------------------------------
_______________________
Mission Overview: \__________________________
==================================================
Location : Brighton Beach, New Jersey
Time : 9:00 am
_______________________
Introduction/Briefing: \__________________________
==================================================
You have been found by a female surf life saver by the name of Janet. You
were washed away to the shores of Brighton Beach, located at New Jersey.
Currently suffering amnesia, therefore having trouble remembering remnants
of the past and also badly wounded, you now need to try to re-trace your
steps of what happened in the past to piece back everything together.
_____________________
Mission Walkthrough: \____________________________
==================================================
At the start of the level, you find yourself with the assistance of Janet, the
Life Saver that found you lying on the beach shore.
She asks if you can see the yellow truck a certain distance away and you are
required to follow her to get to the truck. Start following Janet and about
half way through the trip, you will see a helicopter flying from the cliffs
straight ahead of you. XIII goes into a lapse and experiences a flashback of
the previous events that made him end up at the shores of the beach.
During the flashback, you'll see yourself on the boat that you jump off. It
gets invaded by The Mongoose and his mercenaries so you need to get away and
jump off the boat.
Move straight towards the stairs and then turn left, opening the door that
leads to the outside walkway. Wait here for a little while until you hear
Kim say "Jump ship". The screen flickers white for a second and this
time, there is an enemy running up the walkway shooting at you. The rest is
automatically done and once you land into the water, you snap out of the
flashback.
Continue following Janet until you black out again, hence ending the first
level.
_______________________________________________________________________________
* * * Mission 02 * * * / "Brighton Beach - Invasion" [G02]
__________________________/----------------------------------------------------
_______________________
Mission Overview: \__________________________
==================================================
Location : Brighton Beach, New Jersey
- - - - -
Weapon Pickups Available: Combat Knife
9mm Pistol
.44 Special
Kalash
MedKit Locations:
1]: At the start, next to Janet's dead body, mounted on the wall.
2]: At the end of the second jetty, inside the yellow life guard boat.
3]: At the last part of the level, mounted on the wall of the
'Diving Material' building at the corner of the cliff.
Full MedKit Locations:
1]: At the end of the wooden boardwalk, mounted on the wall of the
'Luncheonette' building.
- - - - -
Primary Mission Objectives:
- Escape from the first aid post.
- Leave the beach using the killers pick up truck.
_______________________
Introduction/Briefing: \__________________________
==================================================
After blacking out numerous times while following Janet to her vehicle, she
has escorted you to the nearest first-aid post in effort to send you to a
hospital. Unfortunately, The Mongoose's henchmen are aware of your location
and they want you dead. Janet gives you a key for a Deposit Box in Winslow
Bank, before she gets murdered by one of the mercenaries. It's up to you
to escape from the Beach and travel to New York City as quickly as possible.
_____________________
Mission Walkthrough: \____________________________
==================================================
First things first - you need to escape from the first aid building you are
currently inside. Pick up the combat knife from Janet's body who unfortunately
got killed by the assassin standing near the entry of the building. Use the
throwing technique of the knife to hit the assassins head who is standing at
the front of the door with his back turned towards you. Don't go too close
to him or else he will turn around and start shooting. If you try to open
the front door, it is locked so you will need the Key to unlock it. Turn
around and go into the back room and on the table to the right of the back
door is the key. Once you pick up the key, a guard with a Magnum comes running
towards your position via the back catwalk.
There is a 9mm Pistol and an ammo clip on a table to the right side of the
back room and a second ammo clip can be found in a cabinet to the immediate
right of the table the Pistol was on. Use this to kill the guard. You can also
stock up on your combat knives by going to the table to the left of the back
door. Alternatively, you can kill the guard using the ashtray or bottles on
the tables in the back room area. Once you kill the guard, pick up his .44
Magnum and also collect the box of .44 ammo at the back catwalk area. Head
back towards the front door, but if you need any health, there is a Medkit
mounted on the wall next to Janet's dead body. Go to the front door, pull out
the key and use it to unlock the door. Then use the action button to open
the door and escape from the building.
- Escape from the first aid post.
Status: **COMPLETE**
Pick up the AK-47 Kalash from the assassin's dead body and proceed forward to
the two crates, where there is a 5.56mm clip for the Kalash, then turn right
on the boardwalk, where at the end of it is a helicopter dropping off two
enemies armed with Pistols. After dropping off the guys, the helicopter takes
off and passes by you quickly while shooting at you - but you can easily
dodge the gunfire.
Kill the enemies, take their ammo and collect the Full Medkit on the wall, at
the last building, which is the Luncheonette hut. You can also enter inside
through the two doors of the Luncheonette hut to collect some ammo for the
Kalash, Pistol, Magnum and Throwing Knives. Once you pick up everything from
the room, exit and make your way back to where you came from earlier on and
turn right on the small catwalk leading to the steep cliffs. Pull out your
Magnum for this part.
Once you go around the corner of the narrow catwalk, look ahead up the cliffs
and an enemy runs near the edge of it. A red rectangle surrounds the enemy
when it comes so you can see where it is exactly. Kill him and proceed up the
small ramp to the upper area of the catwalk, picking up the magnum ammo from
the dead body of the enemy you just killed if he landed on the catwalk. When
you are about to arrive to the square viewing platform, another guard with
a pistol suddenly jumps there. Kill him quickly! Follow the catwalk until
yet again, another guard up on the cliffs, to the right, follows you!
If you keep running down the slope of the catwalk, an orange boat with The
Mongoose on it passes by. Nothing happens here except with The Mongoose
shouting out some words of wisdom to you. Head towards the two crates near
the bottom of the slope and another enemy runs to you, but is instead armed
with throwing knives. He will continuously run after you while throwing the
knives, which are easy to dodge but starts to get frustrating after a while.
Eliminate him and proceed through the catwalk until you reach the boat jetty.
When you arrive at the jetty area, the helicopter will return again to drop
off some additional enemies at the end of the second jetty. Sometimes it will
drop one guard or other times it will drop two. Kill these guys and take their
ammo. At the end of the second jetty is a yellow life guard boat, where you
can find a Medkit inside. There is also some magnum ammo inside the blue
boat, to the right side of the first jetty if you need some. You can swim in
the water, but I suggest that you don't as it is a waste of time, unless you
want to surprise the enemy further ahead on the small embankment area, which
doesn't really work too well.
If you still are on the jetty, continue following the catwalk to the last area
with the pick up truck. Over here, there are usually two guards, one hiding
behind the truck and the other behind the building, at the far corner. You
need to kill the one behind the building in order to receive the key from his
dead body. Try to pass this last part of the level quickly because every
minute or so, the helicopter will drop off another 2 guards at the cliff
areas. However, if you really have the urge to, you can actually shoot down
the helicopter, but it takes a lot of ammo from your guns in order to do it.
It takes about 21 to 23 shots from the .44 Magnum to destroy the helicopter.
It would be quicker with the Ak-47 Kalash, but you will need to be closer to
the helicopter if you want to hit it with every bullet. There is another
Medkit and some .44 ammo near the last building.
If there are any lurking enemies around, eliminate them and use the key you
picked up from the dead body to unlock the door of the pick up truck. Press
the action button to open the door, ending the level!
- Leave the beach using the killers pick up truck.
Status: **COMPLETE**
_______________________________________________________________________________
* * * Mission 03 * * * / "Winslow Bank - Investigation" [G03]
__________________________/----------------------------------------------------
_______________________
Mission Overview: \__________________________
==================================================
Location : Financial District, Midtown, New York City
Time : 11:00 am
- - - - -
Weapon Pickups Available: 9mm Pistol
.44 Special
Pump Action Shotgun
MedKit Locations:
1]: The Director's Room. Wait until the guard opens the locked door and
knock him out. You will find it on top of some draws in the next room.
2]: After the Director's Room, the far side of the Library, on a table.
Full MedKit Locations:
1]: Third Floor. Open the first brown door after leaving the elevator and
look to the right. It is on top of a table.
- - - - -
Document Pickups Available: Attach Case
- - - - -
Primary Mission Objectives:
- Access the Strongroom.
- Escape from the Bank.
* Do not kill the Bank Staff.
_______________________
Introduction/Briefing: \__________________________
==================================================
Using the Killer's Pick-Up truck from Brighton Beach to use as transportation
to New York City, you find yourself at Winslow Bank - which is one of the most
prestigious banks in New York. You need to get access to the Deposit Box which
you were given the key for from Janet, before her death.
_____________________
Mission Walkthrough: \____________________________
==================================================
What a terrific bank indeed! It looks great! First things first, as the
objectives instruct you, do not kill any of the staff who work inside the
bank. For obvious reasons, you also start without a weapon.
From the start of the level, move straight and go towards the Bank Clerk
waiting behind the counter to the left side of the lobby. Go to the right
counter and you'll be taunted by the lady waiting in line :)
He asks for your Deposit Box Key which you give to him automatically and then
he tells you to follow him. Move back towards the start and go through the
brown door next to the security guard, once it is opened by the Clerk. Follow
the Clerk through the hallway, down the stairs and then wait until the rather
polite security guard opens the vault. Enter once it is opened. Walk to the
far end of the hallway until you reach the last section. Here you will see a
white rectangle surround the Deposit Box you need to open. Open it and you
will see a black suitcase and a bomb, which is activated.
You suddenly remember about the bomb and enter into another flashback. You
only need to listen to Jones speak as she gives you some information about
the money inside the case and some other things about the other conspirators.
You snap out once she tells you to 'activate the bomb' and suddenly, right in
front of you, the bomb explodes, making you lose some health.
- Access the Strongroom.
Status: **COMPLETE**
The bomb makes a rather large hole on the wall. Go through the hole, move
straight along the water pipe area and turn right into the narrow corridor
leading to the ladder you can climb. Crouch and follow the vent until you
get to the mesh blocking the way, which you need to punch. Drop down from the
vent.
Move around the corner and you will find a security guard with his back towards
you, investigating the area. He is armed with a Magnum so go behind him and
knock him out. Go up the stairs and open the door. Avoid pulling out the
Magnum - the cops don't care if you have it or not, but they will still shoot
at you. Since you cannot harm innocent people, you need to punch or use the
items provided around the level to knock out the security guards. Go up the
stairs until you reach the next open door, where you can find a chair nearby.
Pick up the chair and use it to whack at the guard, on the balcony of floor
two. Follow the balcony and a second guard runs towards you, who you also need
to knock out.
Walk all the way around the balcony until you reach the next guard who comes
out of a door at the far end. You can use the ashtray on a table nearby to
knock him out. Go to the door which he came from - which is labeled
'Director' and go inside the room. You will see ahead in the next room the
Bank Director talking to The Mongoose by phone, mentioning that you are still
alive. Once he finishes talking, you will see the security guard walk to the
door at the right, then leaving the room. When he walks away, move towards
the brown door at the right corner of the room and wait for the guard to open
it. Knock the guard out. In this room is some health incase you need it. Exit
the room through the opposite door. You are now in the Director's room.
There is not much in the Director's room besides the black briefcase on the
table, so exit the room using the other door. This leads to the library.
If you look dead ahead after exiting the door, there is a door on the other
side of the library. You need to go near there, but not quite yet!
There is two guards patrolling the area so knock them out by using the
'sixth sense' skill you are taught once you have entered the room. When the
guards are down, go to the opposite side of the room towards the door you saw
earlier on, grab the health on the table, jump and crouch on the table, punch
the vent and move through the shaft. You cannot go through the brown door
nearby as it is locked. Keep crawling through the shaft until you reach the
exit of the shaft. After you leave the vent, you will end up in a long hallway
with a lady standing at the far end of the hallway.
Run up behind her and quickly press the action button to grab her as a hostage.
You can also use your weapons or one handed items while holding the hostage
but remember, do not shoot any innocents. Grab the Magnetic Card from the
table and move along to the brown door, swiping the card at the small
console to the left of the door to open it.
This part is pretty fun! While holding the hostage, face towards the three
security guards at the corner to the left. You need to move towards the first
elevator, to the right, in order to move further into the level. You cannot
turn your back away from the security guards as they will then shoot at you.
Always face the security guards and move backwards towards the elevator.
When you reach the elevator, take out your Magnetic Card and swipe it against
the console near the elevator to activate it. Also remember to face the hostage
towards the guards while using the Keycard. Move into the elevator and press
the button on the side wall to activate it. Drop the hostage once the doors
close. You will then end up on floor three.
Over here, some enemies ambush the area and kill some of the security guards
on this floor. Pull out your Magnum if you haven't already and head left from
the elevator, following the balcony. While running around the balcony, you
can stop at the first brown door you see to get a Full MedKit - but there are
a few enemies around in the two rooms here, so make sure you kill them first.
Once your done in the room, head back out to the balcony again and continue
moving to the other side. There are a few enemies to kill here, but once you
make it to the stairwell, turn to the right and go through the emergency exit
which has been blasted open.
When you are outside, kill the enemy on the stairs in front of you then
turn left and move down the stairs. Follow the balcony until you get to the
ladder, which you need to climb down to finish the mission.
- Escape from the Bank.
Status: **COMPLETE**
- Do not kill the Bank Staff.
Status: **COMPLETE**
_______________________________________________________________________________
* * * Mission 04 * * * / "FBI Headquarters - Interrogation" [G04]
__________________________/----------------------------------------------------
_______________________
Mission Overview: \__________________________
==================================================
Location : Secret Offices of the FBI, Brooklyn
Time : 8:00 pm
- - - - -
Weapon Pickups Available: 9mm Pistol
.44 Magnum
Pump Action Shotgun
MedKit Locations:
1]: Near the starting area. Crawl through the vents to get into first room.
Look inside a big, blue cabinet.
2]: In the small office before the blasted door. Inside a big blue cabinet.
3]: The third big, brown room. Head left to the open door and go down the
stairs to a small room. Inside an old cabinet.
Full MedKit Locations:
1]: The opposite room from the first MedKit. Behind the power board.
- - - - -
Document Pickups Available: FBI Documents
- - - - -
Primary Mission Objectives:
- Rejoin the soldier on the rooftops.
* Do not kill the FBI Agents.
_______________________
Introduction/Briefing: \__________________________
==================================================
You are taken into the FBI Headquarters as you are the suspect of murdering
President William Sheridan, after escaping from Winslow Bank. Being
interrogated by Colonel Amos, a high-rank FBI officer who is investigating
the plot of this assassination, you are suddenly surprised from an attack the
enemy has made somewhere around the FBI complex. With Colonel Amos and his
assistants leaving the room to investigate, this is the perfect chance to
make your escape with Major Jones, who will aid your escape from the
headquarters.
_____________________
Mission Walkthrough: \____________________________
==================================================
When Amos gets interrupted by the person via the intercom, you will hear a
loud explosion somewhere at the background. Amos and the other guys in front
of you walk off to investigate leaving you alone in the room. You'll soon
hear a person saying "Hey, psst!". Look to your right, at the vents and you
will see Major Jones, who will eventually shoot the cuffs around your hands.
This is when you start playing.
As you exit through the blue door, you'll pick up some FBI Documents along the
way which are on the floor. Look to the left after opening the door and you
will see two guards sitting around, further down the corridor. Do not move
directly towards the guards, so from the door, head straight to the dead-end
where there is a vent nearby. Punch the mesh and crawl towards the next room.
One of the two FBI guards will hear you when you punch the second bit of mesh
blocking the end of the shaft, so stand up, get the glass bottle from the desk
and knock him out when he enters the room. Quickly run out of the room and
knock out the second guard. Walk back inside the room you crawled into and
open the blue metal cabinets to find some health and pistol ammo. You can
leave the room and open the door on the opposite side, which leads into a
small room with a power board. Look behind the power board and there is a Full
MedKit you can take. Exit the room, move down to the end of the corridor and
go near the door. Take one of the two chairs near the door, then open it and
run straight towards the guard who is about to shoot you and whack him. After
you knock the guard out, punch the two cardboard boxes and the mesh at the
vent. Crawl and move through the vent.
When you leave the first vent, you will find yourself in a big hallway with
some FBI guards and enemies shooting each other. Head straight down the
hallway until you reach the very end of the first straight, of course while
knocking out the FBI and killing the enemies - be careful when trying to
identify who's who! At the end of the straight, turn right and go to the last
door, to the left. You will see a FBI guard get shot out the door as you get
close to it. This leads into the briefing room with numerous chairs. There is
an enemy here so kill him and another runs in through the opposite door once
you enter the briefing room. Exit the room via the other door and turn right
at the hallway.
Kill the next enemy you see chasing after the FBI Guard. Follow the hallway
until you reach the second last open door [the one before the door that has
been blasted by the explosion]. When you are inside the office, open the next
door to the left side of the room. There is an enemy here holding an FBI guard
by gunpoint so kill the enemy quick. You can find health in the first office
room, inside the blue cabinet. Once you are done in the offices, go back to
the hallway and go through the blasted door, up the stairs and open the brown
doors on the top.
Move along the big, old rooms until you reach the second room, which you have
to kill 2 enemies. A third enemy comes running in after you kill the first
two. Proceed to the third room ahead and kill the next two enemies to the
left side of the room. If you want to get some health and shotgun ammo, head
left in the third room to the open door and go down the stairs to the small
room.
If you want to continue with the level, turn right at the third room and
move straight to the open gap on the floor in the next room. You will hear
two enemies talking at the ground level, so quickly move on the area of the
floor with the big crack on it and move back out. If your lucky, it will kill
the guys, but if not, just shoot them. Head around the small ledge against the
wall on the other side of the big hole. While on the ledge, kill the two
enemies at the room ahead before actually moving to the room, so you do not
lose too much health.
When you are the room, after the gap, there is a downwards slope at the corner
of the room that leads to the first floor, but do not bother going down here
as this slope is only used for going upwards just incase you dropped into the
first floor while walking across the ledge.
Instead, move left to another small room and turn right at the other
exit, then walk straight into the next big room ahead which has crates
scattered around. Here, you will see one enemy in front of you so shoot him
and another two run in from the opposite entry. After killing them, move
along to the opposite side of the big room, turn right into the smaller room
then turn left towards the narrow corridor. Move straight and then turn left
at the end of the corridor. Crawl through the gap on the wall and climb up
the ladder to end this mission.
- Rejoin the soldier on the rooftops.
Status: **COMPLETE**
- Do not kill the FBI Agents.
Status: **COMPLETE**
_______________________________________________________________________________
* * * Mission 05 * * * / "Rooftop - Departure" [G05]
__________________________/----------------------------------------------------
_______________________
Mission Overview: \__________________________
==================================================
Location : FBI Headquarter Rooftops, Brooklyn
- - - - -
Weapon Pickups Available: 9mm Pistol
.44 Magnum
Pump Action Shotgun
Sniper Rifle
Frag Grenade
MedKit Locations:
1]: Inside the small building after you descend with the grapple to the big
area. Near the start of the level.
2]: The room with two enemies after going up the first pair of outside stairs.
Near the sniper rifle ammo.
- - - - -
Primary Mission Objectives:
- Follow Major Jones.
- Deactivate the tarmac security system.
- Climb aboard the chopper.
* Major Jones must not die.
_______________________
Introduction/Briefing: \__________________________
==================================================
After escaping from the FBI complex which was crawling full of enemies, you
now rely on Major Jones's additional help - on top of the buildings rooftops
to escape from the area using a helicopter located further away in the level.
The area is riddled with different sorts of obstacles so be cautious!
_____________________
Mission Walkthrough: \____________________________
==================================================
This mission is relatively easy as you practically have to follow Major Jones
along the way.
Move straight and climb up the ladder to meet with Major Jones. After she
finishes talking to you, hang around a little longer and she'll talk to you
once again. This time, she gives you a grapple and demonstrates where you need
to go. Use your grapple to travel upwards to the roof above, being careful not
to fall off once you disconnect the grapple. Meet up with Major Jones again at
the opposite corner of the roof.
Jones then starts talking to you again but an enemy from the building at the
opposite side interrupts and you need to follow Jones behind some cover before
she gives you the Sniper Rifle. Use the rifle to pick off the enemy and
another enemy to the right of the building. She then tells you to move to the
other side below. Use the grapple on the next hook to descend downwards to the
next area.
Over here, several enemies start running from a few directions. Kill them all
and follow Jones to the door which she opens with a lockpick. You have to
open the actual door yourself, but when the door opens, an enemy kicks a
table down for cover, so just run around it and kill the enemy. Follow Jones
to the door she kicks down and go up the stairs. When you are going up the
last upwards slope of the stairs, Jones tells you to get a 'running start'.
Just run as usual, but jump over the small gap on the stairs not too far ahead.
After you make it across the gap, wait until Jones Lockpicks the next door.
Once again, you have to open it once she's done, but storm inside through
the narrow passage into the room, which you need to kill two more enemies.
There is also some sniper rifle ammo here and a health kit. Jones will
open the next door, leading to another rooftop. There are more snipers
headed their way. Look to the building on the right far side. Kill the first
sniper that appears on the right side of the building, then the second which
appears straight ahead then the last on the left side of the building. Once
the area is clear, follow Jones to the next area.
You need to do a jump to land on the crates at the next building, or else
you'll fall and die. It's not too hard! Continue following Jones around the
ledge area of the current building until she stops to kick the big fenced door
open. She will then stop nearby the corner of a building to the left. Walk
near the middle of the open area. A cutscene shows Jones throwing a grenade
at the building to the right of you. It's pretty hilarious!
Once the guy on fire starts running off, about three enemies will appear
in front of you which you need to kill. A fourth one comes out behind you
once you kill the previous three enemies. Follow Jones again and jump through
the smashed window which the guy on fire jumped through. Keep following Jones
around the various rooms until she stops and gets the message from her
insider. After being interrupted, a guy with a Bazooka blasts open the brown
double doors ahead.
Use the sniper rifle to pick off the guy with the Bazooka and the other three
enemies standing around the area. Once it's clear, Jones instructs you to
disable the security system in order to escape inside the helicopter. Just
move towards the building to the right, while killing the enemy that runs
out the doors when you get close to the building. Enter inside the building.
Shoot at the security unit the white rectangle highlights to disable the
security system.
- Deactivate the tarmac security system.
Status: **COMPLETE**
Once the system is disabled, run outside and follow Jones towards the
helicopter. Ignore any enemies that you hear shouting or shooting at
you, unless you got low health. Do not waste your time shooting all of them.
Just wait long enough until Jones enters the helicopter, then go next to it
to end the mission.
- Climb aboard the chopper.
Status: **COMPLETE**
- Follow Major Jones.
Status: **COMPLETE**
- Major Jones must not die.
Status: **COMPLETE**
_____________
Submissions: \____________________________________
==================================================
The following submission has been submitted by "Jingo".
- In the area where you grapple downwards (after getting the sniper rifle and
before the door where you hear the news bulletin), there is a set of fire
stairs to the right (when standing under the hook and facing the wall).
It is located behind a wire drum and there is a medikit on the ledge. Head
up the stairs and open the door at the top which leads to a room with a
Heavy vest, Full Medikit and a Magnum.
- - - - - - - - - -
The following submission has been submitted by "RkSpade".
- After you go down the opposite side of the building with the grappling hook
(after she gives you the sniper rifle), turn left. You will see a spool of
wire. Go that way to the edge of the building and look