Guide and walkthrough for "Soldier of Fortune II: Double Helix". Soldier of fortune ii: double helix guides and walkthroughs Warring factions and protagonists of the game

There are wars, there are soldiers. Wars end sooner or later, and soldiers go home, but some of them remain soldiers forever. War is their job, death is their income, the assault rifle is their Stakhanovite hammer. Deep conspiracy

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Guides and Walkthroughs

There are wars, there are soldiers. Wars end sooner or later, and soldiers go home, but some of them remain soldiers forever. War is their job, death is their income, the assault rifle is their Stakhanovite hammer. A deeply conspiratorial government organization codenamed "The Store" is recruiting just such living death machines. People who do not ask questions, but perfectly fulfill the assigned combat mission. John Mullins, one of The Store's best agents, began asking questions and trying to understand the meaning of what was happening, for which he paid with the lives of his best friends. Sabotage, reconnaissance operations and endless killings of especially dangerous state enemies - all this was mixed into one big spectacle with a thousand unnecessary deaths. A performance where they are the main characters - soldiers of fortune.

Management

Soldier of Fortune 2- the long-awaited continuation of the famous three-dimensional first-person shooter. If you have played games of this genre or have already dealt with the first part of the game before, then the general game concept will not be a secret for you, and mastering the interface and controls will not cause any special problems.

Interface

The game interface consists of the following main segments:

1. The game screen on which the main events take place.

2. Menu for selecting weapons and special equipment. The keys from 1 to 7 select various weapons: knives, pistols, shotguns, machine guns and rifles, 8 - grenades, 9 - special equipment and 0 - empty hands (you should not walk around with a machine gun at the ready in “peaceful” missions).

3. Information about the current weapon. Large numbers indicate the number of cartridges in the magazine, small numbers indicate the total supply of ammunition of this type. Below the ammo indicator is the current firing mode: Single for single shots, Burst for short bursts, and Auto for automatic mode. Some assault rifles have an additional indicator of the amount of ammunition for an underbarrel grenade launcher to the left of the main indicator.

4. Noise indicator and line of the current state of armor and vitality. The noise indicator is designed to visually display the noise you make while walking, shooting and running. The higher the noise scale, the more chances you have to be heard by the enemy during "stealth" missions. To the right are the red line of the status of the current vital energy and, a little higher, the status line of the wearable armor. Vital energy is replenished with the help of first-aid kits found on the level, and armor is replenished with bulletproof vests taken from defeated enemies.

5. Any additional messages that come in during the game are displayed as titles at the top or bottom of the screen.

Weapon

Knife

If you run out of ammo, and the battle takes place in a closed room, then the knife is a great help for wasteful fighters. In addition, in alternative mode, the knife can be thrown, thereby silently removing sentries and silently destroying enemy patrols.

M1911F1

The initial pistol from the standard set of weapons of the American army. Moderately fast, moderately lethal. If you take away the second such barrel from the enemy, then you can fire from two hands at once. In the alternative shooting mode, the pistol can be used as a melee weapon - to beat with the butt of an enemy that has crept up close.

US SOCOM

Tactical spetsnaz pistol. Before starting a mission, in the weapon selection menu, you can equip SOCOM with a tactical flashlight, a laser sight, and even a silencer, indispensable during “stealth” operations. As in the case of the M1911F1, having found a second of the same pistol, they can be used with two hands. An alternative mode is a blow with a butt.

Micro UZI

The submachine gun is the best weapon for the speedy destruction of the enemy at close range. It consumes ammo extremely quickly, but also reloads fairly quickly. As is the case with other pistols, one Uzi can be taken in each hand.

M590

The Assault Shotgun is a great weapon for indoor combat. Not too large a spread of fire and excellent stopping power. The main drawback is the extremely slow reload speed and only nine rounds in the magazine.

USAS 12

An even more powerful shotgun, but also not too fast to shoot and reload. Ten rounds in the magazine and a significant spread of shot.

M3A1

An ordinary army machine gun is the standard weapon of all American infantry. It does not have a fire mode control, but is distinguished by its fast speed, short reload time and its general versatility. Suitable for almost any battle.

AK74

The good old Kalashnikov assault rifle of the late model. Excellent speed, acceptable dispersion and three firing modes. The main advantage of the AK 74 is that during missions you will not experience any shortage of ammunition: almost all the terrorists in the world use the Kalash, proven more than once in battles. An alternative mode is a strike with a bayonet, which, however, must first be taken in a warehouse before the start of the next mission.

M4

A weapon that you will have to use more often than others. Excellent lethal force, three firing modes, low spread, no shortage of ammunition and, most importantly, an underbarrel grenade launcher that fires a grenade in an alternative mode. The best remedy both for cleaning enclosed spaces and for battles in the fresh air.

MSG90A1

The whole team is assembled - it's time to start the operation.

Sniper rifle- a great thing to eliminate the enemy from a safe distance. Small magazine (only four rounds), extremely long reload time, but unparalleled stopping power and a powerful optical sight. An indispensable thing during protracted positional battles in open areas.

M60

Army belt machine gun. Absorbs bullets with lightning speed, but has a monstrous crushing power. An excellent help during a showdown with superior enemy forces in a well-shootable area.

MM1

Grenade launcher. Ineffective and almost useless weapon in the game. Long reload speed, infrequent charges and not too long range.

RPG 7

Soviet manual single-shot anti-tank grenade launcher. Also ineffective and useless thing. There is no technique in the game, and the chances of hitting an entire enemy group with a successful shot are almost zero.

OICW

A weapon found in the later stages of the game. A multi-mode military assault rifle, combined with a grenade launcher, equipped with an optical sight and simply stuffed with all sorts of electronics. There is little practical sense from such versatility, but a finely tuned grenade launcher will be a good help during the “smoke out” of the enemy from fortified positions.

Machine guns

Russian machine gun Degtyarev and easel model of the American M60. Heavy machine guns are often found in the game and are usually installed in places of mass concentration of the enemy. Special care must be taken while firing, as the machine gunner is practically unprotected from the rear and is especially vulnerable to enemy grenades.

hand grenades

The game did not find any useful use for various gas, lighting, shock and fire hand grenades. The enemy reacts too quickly to the "gift" thrown at him and usually manages to take a comfortable position before the grenade deigns to work. The only worthy use was found for the usual army "lemon" - the M67 grenade, which is found everywhere in the game.

Special equipment

Before the start of each mission, you are free to choose one of several special devices that make life on the battlefield much easier. These include:

Binoculars

Allows you to assess the tactical situation from a safe distance. However, if you have a sniper rifle with a telescopic sight, then you can forget about binoculars.

Night-vision device

Great tool for night missions. Allows you to see perfectly in the dark and well navigate the terrain during “covert” operations.

Thermal imager

An optical device that reacts to the heat radiated by the human body. Perfectly proved itself in missions taking place in conditions of limited visibility - rain, snow and the like.

Your main character carries with him at all times a complete technical kit for disarming explosives, picking locks and hacking electronic equipment. If an icon of one or another action appears on the screen (“tongs”, “nippers”, “electronic card”), press and hold the “use” button for a while, and Mullins will automatically perform all the necessary operations for hacking, neutralization, etc.

The most cunning enemies are trained to intercept your grenades and throw them in the opposite direction with a flourish. Before throwing a grenade, hold it in your hand for a while so that it instantly explodes immediately after hitting the target.

Wherever possible, use "silent" means of combat - a pistol with a silencer, throwing knives and the like. In addition, in unfamiliar territory, try to move exclusively step - so you will attract much less attention to yourself.

Remember that killing (even by accident) any civilian immediately leads to the failure of the entire operation.

Try to explore all the rooms along the way in order to search for additional ammunition, first-aid kits and armor. Also, don't miss any of the chests you come across during the game - they often contain ammunition so valuable in battle.

And the last. Use all natural and artificial shelters at all times. Never break into a battle headlong, peek around corners, fire while hiding behind some kind of obstacle, and move in short dashes under fire. Your opponents, even at low difficulty levels, are endowed with remarkable intelligence, so practice your skills in “random missions”, improvise and never solve all the problems “on the fly”.

Walkthrough

Difficulty level

This walkthrough is written for the difficulty level. Guns for Hire, optimal for players who already have experience in FPS games. If this is your first time playing Soldier of Fortune 2, then set a higher difficulty level highly not recommended- And without that, intelligent opponents will show just the same miracles of ingenuity, it is much more accurate to throw grenades and shoot with virtually no misses. Practice on easier levels first, and only then switch to something more serious. In addition, as the level of difficulty increases, there are fewer available “record cells” to save the current state of the game.

Saved games

As I progressed through the game, I kept saving the game at the beginning of each mission. The save files are attached to the article (if you are reading the walkthrough on the Mania CD, then look for them in the “According to the Journal” section, and if on the site - by this link here).

To use saved games, unpack the file archive and copy all its contents to a subdirectory \base\save in the installed directory Soldier of Fortune 2. You can load saved games from the Load game sub-item in the main menu of the game. Happy passing!

The opposing sides and the main characters of the game

"Shop"- a deeply conspiratorial paramilitary government organization dealing with foreign policy, intelligence and covert military operations on the territory of other states. The organization is completely independent from the FBI, CIA, army intelligence and other official agencies, but sometimes exercises overall leadership.

"Prometheus"- a secret terrorist society with unknown but powerful funding channels, an extensive intelligence network and a secret control center. The terrorists' plans include quick enrichment by levying a "tax on the right to life of presidents" from the states of the free world.

John Mullins is our main character. One of the best agents of the "Shop", an experienced warrior and a born soldier with considerable military experience behind him.

Madeleine Taylor- John's partner, navigator and excellent combat friend. Madeleine will coordinate all our actions during combat sorties and personally bring up to date after each successful mission.

Sam Gladstone- An old comrade of Mullins, the owner of the "Shop" weapons arsenal in the center of New York, disguised as a bookshop.

Wilson- First Deputy Director of the "Shop". A very dark personality, which has a significant role in all the events unfolding in the game.

Alexey Naprad- ex-general of the KGB, after the collapse of the Soviet Union, retrained as international terrorists. Possesses great power and cherishes insidious plans to take hostage the presidents of the countries of the free world at the upcoming international summit, with subsequent ransom demands.

Manuel Vergara is a Colombian arms dealer, a pawn in the big game of the invisible leadership of the “Prometheans”.

Doctor Ivanovich- An old acquaintance of Mullins, a high-ranking US spy and secret agent of many intelligence agencies in the world. It is he who will be the first to sound the alarm about the emergence of a new biological virus.

Doctor Sestrogor- the inventor of that very dangerous biological virus that infects people and does not react in any way to other living organisms. For some time now, he has been forcibly working for the “Prometheans”. He is the only one who knows the formula for the antidote for the infection, but keeps it a deep secret.

Mission 1: Prague

Level 1

John Mullins, an aspiring secret agent, heads to Prague for a secret meeting with an informant. After the taxi successfully passes all the checkpoints and John receives a secret suitcase and an initial combat kit (a pistol and several clips), we find ourselves on a rainy Prague street.

Walk forward a little and listen to the conversation between the two guards. Carefully peek around the corner and, seizing the moment when the villains turn their backs to the wall, shoot to kill. Take the Kalashnikovs from the corpses, reload the clip and continue moving along the street, keeping to the right wall. Because of the boxes, they will fire at you every now and then, do not rush to rush into battle, carefully hide behind natural shelters, look out from behind corners and try to shoot single - so you, firstly, save ammo, and secondly, with an exact hit in the head, any opponent will give his soul to God after a single shot.

Having reached the large containers, be careful - well-armed reptiles are hiding inside. After getting rid of them, go into the building with a spotlight at the top. Climb the stairs to the second floor (several weakly armed guards may get caught along the way) and exit to the balcony. Turn left and jump from the balcony to the ledge, and from it down to the patio. At the bottom, move to the building by the road, near which many cars are parked. Do not try to break through to the heavy machine gun on the right, it is better to take a comfortable position behind some car and wait for the arrival of the angry guards. Destroy suitable opponents one by one, sometimes inspecting the rear - an insidious enemy can quietly approach from behind from a dark gateway behind the facade.

When the last guard collapses lifelessly to the ground, continue along the road and turn into the alley on the left. After fighting off another attack, wait for the truck to appear ahead, and climb the fire escape near the right wall of the house to the very top. Now the most difficult part of the mission - you have to carefully make your way back along the narrow ledge along the wall of the house. If along the way you missed one of the enemies, then be prepared for massive fire from below. Having passed the cornice to the end, jump down on the new balcony, go inside the room and, once in a wide room, jump into the hatch located on the floor.

Level 2

So, we ended up inside the Prague Hotel. There are two doors ahead - behind one is a storage room, and behind the second is an exit to the corridor. Exit through the second door and, without turning the corner, listen to the conversation of the guards. As soon as one of the enemy soldiers turns away and goes to the post, break out from behind cover and shoot all the adversaries from the machine gun. Ignoring the doors to the rooms, run down the corridor until you reach the stairs. To be sure, throw down a couple of fragmentation grenades, get down and finish off all the survivors.

There are many doors in the hall, but most of them are locked; the ones that are open will eventually lead you to the kitchen. Carefully breaking through the enemy barrier cordons, hiding behind the shelves and crawling under the tables, exit through the opposite kitchen door, climb up the stairs and go through the left door. A suspicious type in the room will raise the alarm, finish him off to be sure and get ready to repel the attack of a new wave of guards running out of the door in the left corner of the room. After going through a series of corridors through the rooms, you will eventually find yourself in a wide hall with a whole platoon of guards inside. After dealing with all the enemies, head straight to the end of the corridor and open the right door.

Outside the door, the one for whom we came to the hotel is already waiting for us - Mr. Ivanovich (this, by the way, is a surname, not a patronymic). After discussing the escape plan with him, get out of the room into the corridor and kill the guard who finds himself right on the course. Another wave of enemy soldiers will pour out of the door on the right side of the corridor, run ahead of Ivanovich and do not expose him to bullets - if he dies, the task will fail. Once in the square room, skip Ivanovich forward, and shoot back from the enemies who find themselves behind.

Continue the marathon around the hotel until Ivanovich blocks the next door with a closet. Having delayed the pursuers for a while, go a little along the corridor and after Ivanovich jump into the ventilation pipe near the wall.

Level 3

So, you need to urgently take your feet out of the hotel. Run up to the truck standing on the road and take a seat in the back behind the heavy machine gun. While Ivanovich is fiddling with the ignition, a vigilant guard will appear on the fire escape on the left. Shoot him with a machine gun, an alarm will be raised, and hordes of enemy agents will pour in your direction from behind the opposite gates. Don't let any of them near the truck, shooting the bastards from a distance.

When Ivanovich turns on the ignition and the truck moves off, turn the machine gun to the starboard side and get ready to shoot back from the submachine gunners lurking behind the columns. After passing a small street, your truck will stop in the corner. Turn the machine gun around again, destroy all the enemies hiding behind the boxes, and then fire a couple of bursts at the transformer boxes to the left of the gate. After a strong explosion, the gate will fly off its hinges, and the truck will move on.

Level 4

The truck drove onto a country road, and now our task is to get rid of the persecution. Trucks with arrows in the back and high-speed armored bulldozers will alternately chase after you. Try to shoot the shooters in the backs before the cars begin to approach for ramming. Ivanovich is a good driver, but be careful when cornering - dangerous encounters with enemy submachine gunners are possible. When the truck stops on the side of the road near the checkpoint, turn the machine gun to the left and shoot the fuel tank. The explosion will demolish the gate and clear the way forward. Keep shooting from the pursuing trucks until the helicopter blades rumble somewhere above. Raise the machine gun and try to drive away the annoying iron bird with several bursts fired straight at the windshield. In the end, when the main grouping of the enemy is left behind, we will break away from the pursuit and roar straight towards new adventures on the last level of this mission.

Level 5

So we are at the train station. Get off the truck, put away the rifle and calmly go straight to the wide door with the sentry. Talk to the guard, then go left and enter the door, opposite which Ivanovich is already waiting for you.

Once in the station toilet, talk to the messenger, take the suitcase next to one of the booths and return to the sentry. Show him the documents, go through the opened door and find yourself on the platform. Take out the machine gun and open fire on the soldiers plying on the platform. Be careful, some of them will try to hide behind the boxes at the beginning of the brawl, and then sneak up on you from behind. Having got rid of all the enemies, go through the doors of the open car and discuss with Ivanovich a plan for further action. We'll have to find a way to escape from enemy territory on this train.

Get out of the car, walk along the platform, open the wide gate on the right and enter the station building. Several guards are already waiting for you inside, get rid of them and climb up the stairs. On the top floor, take a comfortable position and shoot down all the soldiers rushing towards you, then go down another ladder into a wide storage room. At the end of the warehouse, climb the next ladder up, throw a grenade into the room behind the door and go inside. Carefully jump through the open window to the roof of the car, go a little to the right and jump over the iron fence, trying to fall onto the wooden boxes.

Climbing up the stairs to the control room, deal with several guards inside and click on the huge lever near the window. The gate at the bottom will open, and the train will smoothly move off. Fly like a bullet from the control room, go down the stairs and, opening the iron gate, slip into the opened gap between the cars ... Well, Mr. Mullins, here you have passed your baptism of fire.

Store Headquarters

Ten years have passed since the Prague events. John Mullins is now one of the most experienced employees of a certain secret government organization codenamed "The Store". The company's management is faced with another unsolvable problem and hastily calls their best agent for a new assignment. So, once inside the bunker, talk to the guard holding the assault rifle and go through the central door. Behind it, talk to another guardian of public order, turn right, go through the door and go along the moving path into the corridor and open the door straight ahead.

Sticking to the left wall, move forward until you notice the wide elevator doors. Come inside and go to the second floor. At the top, without turning, go straight to the end of the corridor and go through the large door to the right. Two guards will simultaneously open a massive door, and we will find ourselves in a meeting room.

All the bosses are already here. After listening to a long briefing by the very aged Ivanovich and quarreling with colleagues for order, leave the hall and go along the corridor to the elevator with the guard. Take the elevator upstairs and, once on the runway, get into the helicopter waiting for you.

Mission 2: Colombia

Level 1

Our helicopter flies over the Colombian jungle. Somewhere below, a guerrilla war is going on, and our detachment needs to support with all its might a small peacekeeping camp in the very rear of the enemy. After listening to a short briefing and getting to know the crew of the helicopter, you land on the territory of the camp. Look around, wander around the tents and collect any ownerless ammunition - it will come in handy later.

For further instructions, contact the sergeant near the far tent (instead of a helmet, the sergeant wears a camouflage hat). In mid-sentence, the sergeant will be cut off by an enemy bullet, and the partisans will begin a massive shelling of the camp from all sides. It is better not to try to join the defense, but to run away as soon as possible - run behind the tent, near which the sergeant was standing, jump over the burning jeep and run along a small crevice without turning. Be careful along the way - enemy fighters are hiding behind the ruins, don't run ahead headlong, but arrange a positional fight. After crushing the resistance, continue to move along the cleft to the next level.

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Level 2

Moving forward along the crevasse, we will reach the ruins, just teeming with terrorists. Don't skimp on grenades, stay behind natural cover, and never come around a corner without first looking to the other side. Be extremely careful - somewhere in the ruins there are several enemy snipers hiding, they do not shoot very accurately, so by eliminating them from afar, we will take possession of an excellent rifle with an optical sight.

Crawl through the thick grass to the cliff - this way you will be the least noticeable to the enemy. Having reached the cliff, pick up a sniper rifle and carefully clear enemy bunkers straight ahead. As soon as the shelter is cleared, immediately occupy the bunker and begin systematic shooting of the enemies appearing in the rear. Once the fighting subsides, continue along the crevice until several wooden houses looming ahead. Treat all the surroundings with grenades (the houses are well guarded, and a lot of militants are sitting around in ambush), and if you wish, then go inside to collect first-aid kits and additional ammunition.

Having reached a large pile of ruins along the cleft, get ready for a massive attack from two sides at once. Submachine gunners will try to enter your rear, and continuous sniper fire will be conducted in front. Change positions after using the sniper rifle, don't skimp on the grenades and climb up the stairs. An excellent view opens from above - finish off the Colombians swarming below, get down and, continuing to move along the cleft below, run into the next part of the jungle.

Level 3

After enjoying the view from the cliff, turn right and carefully move along the ruins. Having eliminated two chattering militants in the ruins, throw up a sniper rifle and begin systematic shooting of enemies moving in your direction. The enemies here are noticeably more cunning - they skillfully hide in the grass and are in no hurry to stick out from behind natural shelters. Be patient and you will be rewarded.

In a small area in front of a small camp, be extremely careful - somewhere in the grass is hidden anti-personnel mine, equipped with a "stretch". Slowly move forward, and as soon as a special icon appears on the screen, defuse the mine and run to the cave entrance.

A platoon of Colombians is already sitting in the cave, and from the rear, among other things, they are supported by a helicopter. Throw a good grenade from a grenade right into the thick of enemies and hide from the helicopter in the ruins. At the exit from the cave, another mine with a “stretch” is waiting for us, neutralize it and run into the enemy camp with a machine gun at the ready. Take a comfortable position around the corner of a house and with well-aimed single shots shoot all the opponents protruding from behind the wall. When everything calms down a bit, look around and pay special attention to a large brick house with a wooden extension. Fire a few bursts at the barrel of fuel near the wall, the extension will collapse, and we need to go into the ruined house and turn the big lever on the strange mechanism. Nothing happened? Go into the brick part of the house, go up to the second floor (be careful! Surviving militants can hide on the stairs) and activate the big red button near the control panel. Outside, a helicopter accidentally flying past will explode, and we will have no choice but to run back to the collapsed outbuilding, press the lever again and run through the opened gate to the next level.

Level 4

Twilight, a fire, a waterfall... However, we are not in the mood for romance right now. Gently crawl along the grass to the enemy camp opposite the waterfall, eliminating the double Colombian patrol along the way. The fighters at the fire will be alarmed - eliminate these and then a few more on the hill near the camp. After getting rid of the enemy presence, move straight through the camp until you reach the bridge. Wow! And here the battle is already in full swing - ours are desperately shooting back from the Colombians, who are forcing the bridge. Try to help your allies as much as you can, and after a short conversation with the squad leader, quickly run across the bridge - it is about to fly into the air.

Finding yourself on the other side, take a good sniper position and start systematic shooting of the rebels who have dug in near the truck. Pay special attention to snipers who accurately shoot through the area from an observation tower. When all the villains are defeated, move forward until you reach a small clearing with a platoon of enemy soldiers. Process the clearing with grenades and, after going around another observation tower, run towards new adventures.

Level 5

While we were playing tricks behind enemy lines, the forces of peacekeepers had already begun an operation to clear the main militant camp. The main thing here is not to lag behind the main forces of the allies and in no case meddle in houses until all the streets of the village are completely cleared of Colombians. Move behind your squad, sometimes helping your colleagues with bayonet fire and covering the rear. After one of the soldiers takes aim at the door of a large house with steps and asks you to "check the situation inside", get ready for a desperate assault. Keeping your machine gun at the ready, open the door and start shredding the militants who have settled inside with dense fire.

Carefully inspect all areas of the house. There are some records of terrorists on the table in the office, examine them carefully and go outside. With the support of your comrades, having suppressed the next offensive of the enemy, go into the opposite building and again proceed to the systematic cleaning of each room. Having found another table with secret plans, carefully study all the documents and go outside from the back side.

Now you need to free the prisoner from the bamboo cage next to the gate. Approach the cage and carefully neutralize the explosives on the lattice door. After the prisoner is free, go to the gates of the camp and install the resulting explosives on them. Bang bang! Everything, the main outpost of the Colombians is destroyed, and our detachment can only quickly escape through the destroyed gates.

Level 6

You have to run through swamps teeming with militants. In this mission, your main task is not to run ahead of the squad and not be too heroic. Move in the rear of the chain and actively use a sniper rifle if the vile enemy faces appear ahead. After turning with the detachment to the right and eliminating the patrolman, continue to move waist-deep in water to the suspension bridge. Having eliminated from afar several militants who have settled on it, we continue our way to the mouth of a small marshy rivulet. In the end, you will come across a small rise on the left side of the swamp, climb it after the detachment and, breaking through the barrage of militants who have settled in the ruins, get to the opposite end of the camp, slip into a small passage on the left side and continue moving in the only possible direction .

Also slowly moving closing through the thickets, we will eventually reach a clearing with helicopters. With all your heart, rush to the nearest helicopter, jump inside and take your place behind the heavy machine gun. While our colleagues are sitting comfortably in their seats, fire a few farewell bursts at the militants poking out from behind the bushes and fly away.

Level 7

Now, once behind the machine gun of the assault helicopter, we will get even with the damned Colombians to our heart's content. This mission is a kind of rest after all the trials in the jungle. The helicopter is led by an experienced pilot, so all you have to do is shoot accurately at settlements at the bottom. First of all, always try to destroy the targets that the navigator tells you about - machine gun points, weapon depots and systems air defense. Pay special attention to the barrels of fuel, abundantly scattered throughout the enemy camps. Having let two or three such barrels into the air, you can no longer worry about the manpower of the enemy.

Level 8

So, our war in Colombia is over, but John Mullins had to stay at head camp for a while. peacekeeping forces. After a short conversation with the sentry, go past the jeep behind the barrier along the road rut to a large truck. Climb up the attached ladder, open the door and go inside. You can remove the weapon - you don’t have to shoot here anyway.

Oh what a meeting. Our partner, Taylor, is already hard at work with a new virus that has been released over a Colombian village. The village has been quarantined, so that all new visitors to the camp undergo chemical treatment. After a short briefing, take a protective suit from the closet in front of the computer and follow Taylor along a wide fiberglass corridor, listening along the way to a nightmarish story about the atrocities of some powerful terrorist organization and new developments in the field of bacteriological weapons. Together with the story, your mission will end.

Mission 3: Vergara Manor

Level 1

The only link that could somehow lead to a mysterious organization is the arms dealer Manuel Vergara, whom Mullins learned about from documents found in a Colombian camp. Well, you will have to thoroughly talk with a friend. Famously jumping over the fence of a huge estate, look around and assess the situation.

Breaking through the main entrance is useless, Vergara has too much security. Therefore, arm yourself with a pistol with a silencer and turn left into the alley. Keeping on the wall, go forward a little and carefully turn right. Eliminate the sluggish sentry near the utility room and, avoiding security cameras, hide between the two houses. Hiding in the shadows, carefully eliminate a few more guards, and if a Rottweiler rushes to the noise, then an annoying dog. Moving along the ivy-covered fence, you will eventually come out to the pool. Arm yourself with a machine gun and break forward with a battle cry. The approaches to the pool are well guarded, and you need to act quickly before massive reinforcements come running to the aid of the guards. After killing all the enemies, go around the pool on the left side and climb the wide balcony along the lattice wall near the facade. Shoot the sniper upstairs, and then get rid of the guards running out of the doors below.

A narrow cornice extends from the balcony along the roof. Carefully jump on it and run to the opposite wall. Once on the roof, crawl to the small locked window in the attic and pick the lock. Climb into the attic, go to exactly the same window at the opposite end of the room and quickly squeeze inside.

Level 2

So, we are in the attic of the estate. Trying not to stomp too hard (otherwise the guards on the lower floors will suspect something was wrong), go around the entire attic and collect all kinds of ammunition, bulletproof vests and first aid kits from the racks. When you finish the detour, get out of the attic through the open hatch in the narrow corridor.

Once in a small space between rooms, open the door to the left and arrange a vendetta conveniently located in gym Vergara's bodyguards. An alarm will be raised in the building, turmoil and indiscriminate firing will begin. Here it is necessary to seize the moment and, without running around the top floor in vain, quickly fly out into the corridor and run down the long stairs. A uniform mess is going on in the basement - the guards are trying to block the approaches to the lower level, take positions behind the cabinets and try to frighten off the unexpected guest with unaimed fire. Not sparing the grenades, break through down until you find yourself in a room with a crowd of guards. Get rid of the villains with a well-aimed grenade from a grenade launcher and carefully inspect all the surrounding rooms.

One of them, with a massive safe in the corner, is the office of the owner of the estate. Hack the safe and take all its contents. So, now we have the most valuable documents in our hands - it remains only to find and interrogate their owner. Exit the office through the opposite door, get rid of the few guards inside and go down to the basement of the house through the door opposite the fireplace.

Level 3

Going downstairs, we found ourselves in a bowling alley with a small bar and a good collection of wines. Be sure to look through the door behind the bar - there is a small ammunition depot and several first-aid kits. Return to the bowling alley and go through the door next to the basement stairs into the next room. A small shower room, a sauna, and behind it a utility room, smoothly flowing into a warehouse. Everything is ready in the warehouse for our meeting - the enemy uses smoke grenades, so the best tactic here will be to quickly crawl from box to box with lightning-fast shooting of the enemy from behind cover. After clearing the entire room, go to the stairs under the ceiling and climb up into the ventilation shaft.

Crawl along the shaft to the end, ignoring the first ventilation grate in the floor. Near the second stop and prepare a grenade. Shoot the grate and throw the cocked gift down. Fuck-bang! Now you can jump down with a pure soul. In the corridor, at the exit from this room, there will be a lot of guards - break forward until you reach a barred room with paper targets - a shooting gallery. Pay attention to the huge cast-iron doors next to the weapons rack - if you break the lock on them, then inside you can profit from a lot of things useful in battle.

Exit the shooting gallery and open the wide wooden doors at the entrance. Climb down constantly, and eventually you will reach a wine cellar. They are already waiting for you inside, so use the same tactics as during the disassembly in the warehouse near the sauna. Run from barrel to barrel, hide behind the shelves, and if the enemy starts using smoke bombs, temporarily step back and retry the attack immediately after the smoke clears. In one of the corners of the huge cellar is a desk. Stand on it and lift up the next chair, jump to the top of the resulting structure and make your way through the opened wooden window into the next room. Having suppressed another wave of resistance inside, go down the narrow stairs to the underground bunker.

Level 4

So, we are on the lowest level of the hated Vergara's estate. The enemy is already somewhere very close. Prepare grenades and exit through the only door. All the premises of the bunker are literally teeming with guards, so do not skimp on grenades, explosives and the operation of the grenade launcher of your machine gun. Inside a large warehouse, there is a gunman hiding literally behind every crate - so be very careful, or better not stick out of your cover at all until the enemy is the first to go in search of you.

Having suppressed all resistance, go down the stairs, and, after passing another warehouse full of guards, go down even lower. Once in the corridor, pay attention to how someone in front of the very nose will slam the metal door. This is Sanchez, Vergara's head of security, but we'll meet him later. After opening the ill-fated door, turn right and wait until a small explosion blocks the passage forward. The shelving and cabinets are tumbled down, so I'll have to look for workarounds. Turn left and enter through the narrow door. Breaking through the mass of monotonous rooms with one entrance and one exit, try to look back more often - it is possible that one of the opponents whom you missed, going down to the basement, will try to go to your rear.

Finding yourself in the next corridor, follow straight to the room, littered with all sorts of debris, fragments of fittings and overturned racks. In the left corner of the room, behind the sandbags, the same Sanchez lurked. Killing him in a fair fight is almost impossible, so we'll take it with cunning. Sanchez is standing ankle-deep in water, an electrical panel sparkling to his left. An embarrassing security breach. Seize the moment when he stops scribbling from his machine gun for a moment, fly out from around the corner and start a burst in the direction of the shield. When Sanchez gives his soul to God, take the red access card from his body, return to the corridor and use the card to open the door with a luminous panel.

Talking to Vergara will only further confuse the situation. How does the terrorist know about the “Shop”? Who is the poor merchant so afraid of that, as soon as he is in Mullins' sight, he prefers to commit suicide? Riddles, riddles...

Mission 4: “Star of the Seas”

Level 1

Well, you have to look for other clues to the mystery of the mysterious "organization". Our next target is the Star of the Seas battleship, on board of which, according to preliminary information, several boxes with a dangerous virus are hidden.

After talking with Taylor, go along the narrow cable to the stern of the Star of the Seas and hide behind the boxes. Carefully eavesdrop on the conversation of two guards nearby - it contains the key to our future plans. Wait some more time behind the boxes, and after making sure that the sentries are gone, come out of your hiding place and take a pistol with a silencer at the ready. Go to the left deck of the ship and wait until a lone patrol looms on the horizon. Quietly get rid of him, switch to automatic and go through the only unlocked door. Once in the galley, send to the other world all the militants who are wiping near the kitchen, grab a red access card from the dining table and go through the nearest door to the living compartments of the ship.

Suppressing the sluggish resistance of the terrorists, go along the corridor system, opening all the wooden doors to the cabins you meet along the way. In one of the cabins, the assistant captain is sleeping on the couch, hugging the Uzi. Shoot him, take the second red access card from the table near the computer, use it to open the door locked in the corridor and get out to the upper deck. Once at the bow of the ship, look for a small cargo crane. Activate the lever next to it, the crane will lift a large container and open a hatch in the bow of the ship. However, the hatch is still blocked.

Shooting from the guards you meet along the way, go up to the uppermost deck and use the second access card to open the door to the captain's bridge (a large glazed room). Once on the bridge, shoot the sailors who have settled there and go through the locked door into the radio room (there is a headphone symbol near the entrance). In the radio room, go a little to the left and activate the large lever in the new room. The bow hatch lock is unlocked, return to the containers on the bow of the ship and jump through the opened passage into the hold.

Level 2

How many boxes around! You will have to find a way out of the cargo compartment - get out of the pile of boxes onto the platform and exit through the armored door into the next room. Here, several sailors roam the bridges, shoot them from afar and boldly jump down. Jumping from container to container, get to the floor of the storage room and try to find the yellow forklift truck. Activate the lifting mechanism, some of the containers will rise up, and now, returning to the top and climbing them like steps, climb higher and jump onto the platform.

Open a powerful door and get rid of the villains accumulated inside the control room. Move along the corridor until you reach the engine room - a huge hall with giant working mechanisms. The engine room is literally stuffed with bandits, so get ready to spend some valuable grenades on them. Having passed the hall with mechanisms, we find ourselves in a small open room with a staircase leading down. Go down the stairs, go down the corridor to the right and turn the gas valve. Go back to the stairs, turn left and, after jumping over the pipe, rush forward along the corridor. Angry terrorists will jump out to meet you in small groups - do not focus your attention on them, they act uncoordinated and generally fight in an amateurish way.

Run along the corridor until another cast-iron door opens ahead. Kill the guard behind her and go into the secret compartment of the hold. Wow! Yes, there is not one or two containers with a virus, but a real military arsenal! Taylor will announce by radio that the best way out of this situation would be to send containers with the virus to the bottom of the Atlantic along with the Star of the Seas. No sooner said than done, we proceed to the execution of a new plan. After the next forklift drives off to the side, a crowd of angry militants will pour out from behind the boxes. Quickly send adversaries to the best of worlds, go a little along the corridor and go down the stairs near the wall.

After destroying the guards on the lower deck, go through the door to the right of the stairs. In the next room, pay attention to the stairs leading down, above which a sign with the number “1” hangs against the wall. After going down this ladder, lay the explosives at the armature directly ahead. In total, five such numbered compartments need to be found on the lower deck. The next one is located at the exit from the corridor, in the next room, in a place highlighted in red. The third is at the exit from the room with numerous electronic devices. The fourth is straight and to the left along the corridor from the third point, and, finally, the fifth is through the corridor, behind the door, hidden behind a pile of boxes. After all the explosives are installed, our mission ends, and the Star of the Seas with a dangerous cargo on board slowly sinks into the depths of the sea ...

Arsenal "Shop"

While we were cleaning up the ocean freighter, our colleagues from the Center unearthed some new information regarding the secret organization. John Mullins arrives in New York to meet his old friend, the owner of a "bookstore" (and in fact a carefully disguised weapons arsenal) - Sam. After getting out of the car, go to the house on the right side of the street and click the intercom button. Sam is not very friendly today. Activate the intercom again and, after naming the password, go inside. We go down after Sam and it is not known how Taylor found herself here in the basement of the arsenal; we have a long conversation ahead of us about new clues in the complicated case of the “organization”, which, by the way, has a name - “Prometheus”. Also during the investigation, two new characters in this story appeared - ex-KGB general Alexei Naprad and a certain mysterious person hiding under the network pseudonym Deviant1. Well, let's start with the last one.

Mission 4: Hong Kong

Level 1

On board a small Chinese junk, we are scheduled to meet with an informant who is ready to provide some useful information about Deviant1, but the informant is captured from nowhere by yakuza fighters, and Mullins is locked in the hold of a Chinese sailboat. So, having got out of hiding, immediately shoot at the Chinese appearing from behind the doors, and when everything calms down, go through the door and go up the stairs to the upper deck. Having suppressed the next, not too active resistance of the militant mafiosi, reload the shotgun and exit through the upper door to Fresh air.

Level 2

Something is foggy in Hong Kong today... Walk forward a little and climb up the stairs to the stern. After eliminating a few bandits at the top, take a good run around the deck and jump down to the pier of the pier. Shooting back from the mafia on the pier, run through the huge gate to another part of the port. Find a good cover behind numerous containers and start processing all the Chinese appearing in the line of sight from the Uzi one by one. When it gets quieter around, run to the right side of the docks and dive into a narrow alley. Without turning, run to the end until you see a house with a large window ahead. After breaking the window, get inside and, having smoked out all the hostile mafiosi from behind the walls, open the wide double door and run to the next level.

Level 3

We continue our escape from the disturbed hornet's nest. Go along the corridor to the boarded-up window, get rid of the boards and carefully inspect the opened space. Ahead is a huge dock sector, locked on all sides. The exit is right on the course, but you will have to make your way to it through a kind of labyrinth of boxes and containers. Jump down through the window and start slowly moving between the containers, periodically shooting at the Chinese protruding from behind the shelter. In principle, there is nothing complicated in this. In such closed conditions, it is better to refrain from using grenades and actively use all kinds of artificial shelters.

In the end, having reached the exit from the docks, activate the automatic forklift on the right side of the locked gate. Climbing up a makeshift ladder of boxes to the very top, jump over the wall and get out of the inhospitable port.

THIRD PAGE

Level 4

However, our adventures in China are just beginning. As soon as you find yourself on the streets of Hong Kong, reach the crossroads and carefully assess the combat situation. Ahead of the street, literally teeming with ferocious yakuza. The Chinese are standing along the houses, machine gunners are hiding in the alleys, and snipers are sitting on the upper floors. You will have to move along the street, being extremely careful, but not slowing down - the eastern militants are well trained to throw grenades, so if you only linger for a second in an open place, a “lemon” will immediately fall under your feet. Shooting militants, reach the end of the street and turn left. Having rounded the house closest to the fork, turn into the alley and, being at a dead end, break the boards on the clogged window and get inside the room.

Once inside the building, we begin a smooth climb up. The house is stuffed to capacity with militant Chinese, so do not spare the grenades and in rare moments of calm, do not forget to reload the double Uzis. Beware of going out onto balconies or standing near open windows for a long time - massive sniper fire will be fired at you from the roof of a neighboring building. Once on the third floor, climb onto the balcony and, crouching with a sniper rifle in your hands, begin to shoot all the enemies in the opposite house one by one. After climbing onto the blue poster from the balcony, jump over to the balcony of the cleared house on the other side of the street. In another house, you need to repeat the entire acrobatic stunt exactly, climb to the third floor and jump from there with a running start to a sign hanging in front. Go down the stairs to the road.

Once again on the street, run straight, and before turning, get ready to repel a very serious attack of yakuza fighters running out of the gateway. Having launched a grenade from a grenade launcher into the thick of the enemy, run into the doorway to the right and jump over the boxes onto the wall, and from there quickly fall down.

Level 5

So, the persecution seems to have stopped, but there is still a whole city ahead, flooded with fearless fighters of the Chinese mafia. Move forward, suppressing the weak resistance of the enemy, and go out into the open. Wow! A real oriental market! Only instead of merchants, for some reason, it is filled with angry yakuza. But these are details - having dealt with the enemy, turn right into the gateway and, having passed it to the end, go out onto the pedestrian street.

Be careful - there are several snipers in the house on the right side of the street. There is no point in destroying them, it is better to quickly run along the wall of houses and dash into the wide open gates right on the course. Once in the warehouse, take grenades at the ready and start bombing the Chinese who have settled on the lower level. After the resistance is suppressed, rise to the upper level and, after passing along the corridor, activate the control panel near the stairs. Now go down to the level where you bombed the Chinese. Approach the forklift and, after passing through the opened passage, sit down in the elevator.

Level 6

Finding yourself on the lower level of the warehouse, eliminate the sentry and thoroughly search all the shelves in search of the coveted first-aid kits, armor and ammunition. Go forward, turn right at the crossroads and open the lattice door. Inside, everything is ready for a worthy meeting - heavy fire is falling on us literally from all sides. The best tactic here is to switch the assault rifle to single-shot mode and, for a moment, lean out from behind cover, sting enemies with well-aimed shots and hide behind safe corners again.

After getting rid of the local yakuza, climb onto the iron walkways and go through them into the door to the next warehouse. Do not go down, do not shoot back from the Chinese below, but, without slowing down, move up the walkways. Finding yourself at the end of the path in a room with a computer, quickly approach it, try to hack it, and...

Level 7

Well, the blow to the head was not weak. Mullins woke up in a barred cell surrounded by ferocious Chinese and one lovely person who introduced herself... Deviant1. Well, that's the end of the twisted story. After a long and not too pleasant conversation, we are left to think about the future in our cell. When Deviant1, accompanied by guards, hides behind the door of the cell block... a completely unforeseen event will happen. The prisoner from the cell opposite will stab the guard with a shiv, open the cell grate, and at the same time free you. After a short acquaintance, he will shoot another guard, and you will only have to pick up his “uzi” and take the disc with compromising evidence taken from you before imprisonment from the table on the opposite side of the hall.

Our new friend will advise you to look for more powerful weapons, for which it would be nice to break open the door on the left wall of the room. Take his advice, break open the door and collect all the machine guns from the display case and their ammunition in the armory. By the arrival of the alarmed guards, you will already be fully prepared. After killing all the guards, run with your friend through the double doors to the exit from the prison complex. The complex itself consists of three monotonous rooms with glass rooms along the walls and double lattice doors connecting one part of the complex to another. By clearing the rooms and moving from door to door (they will have to be hacked, so keep an eye on the rear at this time), you will eventually reach the exit and break free ...

Arsenal "Shop"

Now that another piece of the global puzzle has been solved, it's time for another visit to Sam and Taylor's armory. Leaving the car on the side of the road, walk a little towards the familiar sign, and ... "Sam's bookstore" explodes from the inside! With all your heart, rush to the hole in the wall, jump into the room, turn left and, after running through the door that collapsed in the toilet, jump into the elevator shaft. Without wasting a second, get out on reverse side mines - the cable is about to break, and the elevator will collapse down!

Carefully climb up the collapsed rebar, go around the jet of steam and go into the nearest room. An injured Sam tries to tell John something, but he is already too weak. After the ventilation grill flies off the hinges, jump inside, go down the stairs and make your way down through the hatch. Turn the valve on the wall and return to the place where, not far from the room with the dying Sam, a jet of hot steam blocked the road. Jump a little on a piece of reinforcement sticking out of the blockage - a new passage will open. Return to the room with Sam, put the poor fellow on your shoulder and carry him through the passage that opened behind the blockage to the street to the ambulance...

Mission 5: New York

Level 1

So, Sam ended up in the hospital, and we need to keep a good eye on him. Go down the hall to the left and talk to the secretary behind the counter. Having learned the purpose of your visit, she will open the door, and you can safely take the elevator and go up to the hospital wards.

Level 2

Wow! That's how things are - a police guard upstairs is killed. Take his gun and rush to the left along the corridor to Sam's room (it is the last one, with the door open). Taylor is already on duty near his bed, Mullins just manages to enter the room, when suddenly ... The mercenary who famously broke the window with direct fire kills Taylor and is already aiming at us. Discharge the entire clip of the police pistol into the villain, take away his rifle and run back into the hospital corridor. A group of “Prometheans” is already rushing towards you, with well-aimed shots, knock the spirit out of them, pick up ammunition and get ready to deal with another group of special forces hidden behind glass at the right wall of the corridor.

Run forward along the corridor, shoot another squad of "Prometheans" from behind the glass and return to the ward in which Sam lies. Another platoon of villains runs at you from the opened door, unload a grenade launcher at them and rush further in the only possible direction. In the end, you will reach a vast hall with a group of terrorists inside. Shoot the bandits from behind cover, run up the stairs to the second level of the hall and get ready to perform a simple acrobatic stunt. See the hanging lamps on the ceiling? Take a good run and jump from the balcony first to one, from it to the second, and only from it to the opposite side of the upper tier. Walk a little to the left, open the elevator and go upstairs.

Level 3

So, we will not go far on the elevator - someone very kind turned off the power to the elevators, so we will have to get to the door to the roof of the hospital on our own two feet. At this level, it is difficult to give any specific advice. The direction is always the same - forward and only forward, and in each room new forces of “Prometheans” will be waiting for you. They are armed with American weapons - a machine gun with an underbarrel grenade launcher, so you can not save grenades and deal with large concentrations of the enemy (more than one terrorist) in such a brutal way. After passing each of the four floors, it will be necessary to climb up the stairs. On the third floor, having come to a dead end, break the window near the smoking blockage and go along the cornice to the room of the next chamber. Be careful, do not rush headlong into the enemy crowd, and before entering an unfamiliar room, be sure to launch a grenade or two in front of you. There will be plenty of them anyway.

Level 4

Having finally got out on the roof, first of all, pay attention to the helicopter circling over the hospital. He periodically shoots at us, but if you do not stay in one place for a long time, then the helicopter will not cause much trouble ... yet. So, for starters, fire on the two tall yellow tanks on the right side of the wire grate. They will fly into the air and open the way to the other side of the roof. There, hiding behind an elevation in the center, one by one shoot all the "Prometheus" frolicking above.

When the last enemy falls, take care of the helicopter. See the long pipes that fell from the explosion and broke through the grate on the left side of the roof? Climb over them for the space fenced with a grid and near a small utility room, take a machine gun and full ammunition for it. Now we have something to oppose to the infernal machine. Hide behind the utility room during helicopter raids and lean out from behind it when it turns or maneuvers. To shoot down a helicopter, you need to destroy each of its two engines with blades in turn. Shoot accurately at the engine until it smokes, and then ignites with a bright flame. As soon as both engines of the damned miracle of technology are disabled, the blades will stop and the helicopter will fall like a stone...

Store Headquarters

Follow the familiar corridors to the conference room to meet with the authorities. Near the very door of the office, the guards will stop you and tell you that they wanted to see you in the armory. The weapon room is located on the same floor as the conference room, in sector 7-G. Activating the panel, open the large door of the sector and follow the signs hanging on the walls to look for the weapon room - Firing Range. Once in the shooting range, talk to the scientist, who will give you the OICW mega-cannon and give you a short course in the user manual. After learning how to wield this terrible weapon, say goodbye to the scientist and go to a meeting with the leadership of the "Shop".

So the twist - it turns out that Taylor was a traitor, so the ill-fated "mole" in the "Store" department is finally exposed, and we get last task- release from the captivity of the "Prometheans" a prominent scientist Dr. Sestrogor, who is now hidden in a secret Kamchatka base under the supervision of terrorist No. 1, ex-KGB general Alexei Naprad ... Just before leaving for the mission, do not forget to take your new miracle cannon with you. She'll still be great...

Mission 6: Kamchatka

Level 1

So, the snowy deserts of Kamchatka. A spy plane drops Mullins with a parachute, and while he is falling, we have a good opportunity to study the location of the enemy base below. Once on the ground, turn on the thermal imager and slowly make your way to the building straight ahead. Two sentries are sitting in the gatehouse - eliminate them without much noise, search the house for additional ammunition, go outside and climb up the slope.

Because of the snow storm, the visibility here is disgusting - try not to arrange long skirmishes with the guards, but, using a thermal imager, eliminate the villains from afar - it’s not for nothing that you have an OICW sniper scope! Along the fence, you will notice a gap leading to the road. Exit through it and follow the road to a huge metal gate. Here you will finally be given strong resistance - do not rush into battle, but rather step back and shoot from cover all the enemies who rushed after you. Near the locked gate there is another breach of the fence. Go there and again beat off a powerful attack of Russian militants.

Despite the serious injury to his hand, this guy still grips the machine gun tightly. Special Forces, to be sure.

Look around the area - all the gates are locked, the entrances to the base are blocked, and an insurmountable wall looms in front of us. Take a close look at the towers at the base. Near one of them there is a barrel of fuel, fire a couple of bursts from the machine gun at this barrel, the tower will break and fall on the ice. Climb into the hatch, jump into the formed hole and quickly swim behind the wall. Once on the reverse side, immediately lie down and look for shelter - they are already waiting for you, so they will not even let you go ashore in a human way. After repulsing the attack of the bandits, take a close look at the house with a protruding balcony. Climb up the hill next to the balcony and run straight to it. Inside the building, press the lever near the control panel, the gates to the base will open - and behind them the end of the level awaits us.

Level 2

Do not rush to run forward along the road - a lot of enemies lurk in front and along the sides, so it's better to move in short dashes from tree to tree, from cover to cover, shooting all enemies that appear in the visibility zone. Pay special attention to guard dogs, which have an unpleasant habit of silently coming in from behind and clinging to superspy Mullins in the most indecent places with a stranglehold.

Once at the fork in the road, climb the engineering tower straight ahead. After climbing up, move along the long platform to the left until you see a lever ahead. Press the lever, a passage to the sewer will open nearby, jump down and start slowly moving in the only possible direction. Going out into the fresh air, get ready to shoot back from a small group of Russian soldiers who have settled in some ruins. Move straight between the ruins until you notice the entrance to another tunnel. Jump inside and run to the exit.

Level 3

Go down the tunnel and go out into the nature. After destroying several patrolmen, run straight into the impenetrable darkness, towards the blizzard. Having reached the massive metal structure, get ready to storm the security booth below. There are a few fierce guards inside, so don't skimp on the grenades and, having won the sentry box from the Russians, sit inside and wait for reinforcements to appear. After getting rid of all the enemies, go around the reinforcement from the back side and climb the stairs up to the metal platform. Walk along it to the left, open the door and take the fight.

When the last guard expires, go up the stairs and go outside. Once on the road (the asphalt is heavily covered with snow, but the yellow markings can still be seen), shoot a few especially impudent soldiers from afar, turn right and move towards the closed metal gate. A cunning machine gunner sat down above the gate, set up your thermal imager and eliminate the villain from a safe distance with a sniper rifle. Near the gate, turn right and follow the narrow path over the abyss to the fence. After going a little more to the right, you will notice a gap in the fence - jump into it and with a few well-aimed shots from a grenade launcher, scatter all the local guards on the walls.

Move forward between the walls. Hmm ... well, the mess is going on at the secret Russian base - there is another breach in the wall ahead. Jumping into it, we will find ourselves on the railway tracks. There are a lot of enemy soldiers roaming around, but don't waste time on them, shooting only those standing between the cars. Run along the railway line to the yellow locomotive. Climb up the ladder on the right into the cabin, press the lever near the control panel and jump out. The diesel locomotive pushed the cars forward, so our task is to run in the opposite direction along the railway track and jump into the last, open car. In the car, jumping on the boxes, climb up to the very ceiling and climb out through the hatch in the ceiling onto the roof of the car. Move to the opposite edge of the car and, after a good jump, climb onto the stone cornice of the neighboring building. From the ledge, crawl into the narrow window of the ventilation shaft and move along it to the exit from the level...

Level 4

Here we are, finally, at the enemy base. Quietly moving through the ventilation, jump out into the room and shoot all the soldiers who have come running to the noise. Having shot the first wave of the offensive, do not rush to leave - the second detachment of militants will soon come running to the sounds of shots. Through the door, go out onto the platform, turn right and quickly run along the cars, trying not to get involved in a showdown with the guards. Having reached the locked door, open it and get ready to shoot back from a massive group of Russian soldiers, accompanied by ferocious watchdogs.

After the bridge, turn left and climb the high metal tower near the platform. Having reached the window in the booth, take a good run and jump to the roof of the opposite building. On the roof, open the ventilation hatch and jump into the opened tunnel. Crawl along the tunnel to the end, jump down and open the grate into the next room. Get rid of the soldiers in the adjacent room with a pair of well-aimed grenades and press the lever opposite the grate. The ventilation fans have stopped, so we can go back upstairs. Jump back into the ventilation and move in the opposite direction. Reach the fans, which until recently blocked the road, and crawl under the stopped blades...

Level 5

From the room in which we found ourselves after climbing through the fan, open the door and go straight down the corridor. Behind the next door is a dead end line with a mass of empty cars. Turn left and send a group of cheeky soldiers to the best of worlds. Start slowly moving behind the wagons. There will be plenty of enemies here, so take your time and conduct pinpoint fire, remembering to hide behind cover in time. After passing through the passage in the wall, look for the dashboard near the opposite wall with your eyes. Click the three switches on the control panel. Bang bang!

Well, now it's getting serious. Return to the cars and climb along the collapsed structures onto the roof of the nearest house. At the top, climb into the ventilation tunnel and move along it to the end. Once again in the fresh air, take the fight with the furious Russian soldiers and move forward along the only path. Once near the diesel locomotive with wagons, use grenades to scatter all the militants who have accumulated in the area. The villains behave quite cunningly and prefer not to leave convenient shelters - so you have to smoke them out from afar. Go around the diesel locomotive and disconnect it from the tail of the cars at the coupling point. Climb into the control cabin and activate the dashboard near the window. Hooray, our locomotive flies forward! Forward and only forward!

Level 6

At the exit from the diesel locomotive, get ready to launch a grenade into the very center of the group of people meeting on the platform. When only pieces of the delegation remain, go up the stairs and go through the door. From the room, go to the opposite exit and go outside.

Outside, hide so that you can see everything that happens near the cars. From time to time, enemy soldiers will appear there - shoot them one by one, but do not stick out from behind cover until you destroy them all. Look carefully at the upper levels - there are snipers sitting there. Grenades will fly at you from the lower levels. Hide in the corners and conduct preventive fire. After entering the building, climb the stairs to the second level and go outside again. Enemies from below will open massive fire on you - crawl to the machine gun nest, take your place behind the heavy machine gun and get even with the damned terrorists.

When the last enemy falls without signs of life, get into the elevator near the machine gun and go down. Once on the lower level, run forward without looking back, sometimes launching a grenade or two in the face of enemies appearing from around the corners. There is only one path here, so sooner or later you will reach the end of the level.

Level 7

Our death marathon continues. Still rush forward headlong, not getting involved in a firefight, but also not allowing the insidious commandos to go to the rear. At the end of the corridor there will be a door, and behind it - a room with a small portion of Russian soldiers inside. After killing everyone, go through the door opposite the entrance, behind it is another one, and only after it - the stairs.

A platoon of guards is on duty on the stairs, so carefully treat it with grenades from a grenade launcher before descending. When the path is cleared - move past the bars to the hatch and go down the attached ladder. Before descending, do not forget to throw down a few "lemons" and, jumping down the stairs, carefully process all suspicious corners with a couple of bursts from the machine gun. Climb up the stairs below, walk along the platform to a huge mechanism - an energy generator. Click the toggle switch on the generator control panel, then go back a little and activate the lever on the console on the right side. The electric lights went out, and the secret base was enveloped in impenetrable darkness...

Level 8

Now in the dark you need to run back. Be extremely careful - several platoons of Russian thugs are already scouring your soul in the dark. Sneak along the walls, crawl up the stairs - and, perhaps, you will be able to sneak past many enemies unnoticed. Move until you get into a glassed-in room, in which one scientist in a fit of rage will drop the glass of the laboratory. Jump into the resulting opening, and, once in a new room, fall through the hatch into the ventilation.

After a short flight through the ventilation tunnel, we find ourselves in a long corridor, where a whole cloud of enemy fighters is waiting for us. Fire a grenade launcher a couple of times straight ahead and, while the enemy comes to his senses, run to the end of the corridor and climb the stairs. In the new corridor, ignoring the heavy fire directed in your direction, quickly slip through the right door, rush headlong through the laboratory until you come across a small group of soldiers. Hide behind the racks and warp all the enemies with scattered automatic bursts. After the last enemy falls, go forward a little and exit through a small corridor on the right.

Level 9

Carefully, feel your way along the right wall until you spot a door. Sooner or later, emergency lighting should turn on, but for now, break open the lock on the door and launch a grenade from a grenade launcher into the opened passage. Hmm, a pretty meeting awaited us here. Move along the corridor to the door on the right, go inside and go up the stairs. After getting rid of the next wave of attackers, step along the corridor to the right and go until you see the luminous elevator buttons. Climb up the stairs, pick the lock on the hatch and make your way to the roof of the elevator. Well, now it's time to play Tarzan. Cling to the elevator cable and crawl all the way up.

Once in the old place, get rid of all the militants circling in the area and jump to the lower platform on the left side. On the platform, forcefully pull the control switch and, after a sudden explosion will demolish the adjacent grate, jump down and move in the only possible direction. When you see a gap in the boards ahead, turn there and move along the corridor to the very end of the level.

THIRD PAGE

Level 10

The most vulnerable spot of all living opponents. Jokes aside!

Finally, at least some rooms not affected by devastation. Go straight to the fork and turn left along the corridor. At the next turn, take a right and get ready to repel a powerful attack from the militants. There will be a lot of soldiers, even too many, so after shooting a little indoors, feel free to retreat and continue to eliminate enemies on the way out, hiding behind the door jamb. When all the rascals go to the best of worlds, jump over broken glass and run down the corridor to the locked door. Having cracked the lock, go into the room and climb up several stairs. This area is teeming with all sorts of fighters, so do not spare grenades and move only in short dashes from cover to cover.

Once on the upper level, move to the end of the corridor until you notice a broken window overlooking the street. Boldly jump into it and, once on the ground, climb into a small utility room near the place where you landed. Dead end? No matter how! Turn the water valve on the wall and go through the blockage to the vacated passage. Now - just straight ahead. After crushing the resistance of a few more enemies, move to the exit in the only possible direction.

Level 11

And here the light was turned on - finally, you can look around. So, go forward and enter the right door. The laboratory is already full of enemy special forces - act quickly and decisively, while not forgetting to take cover behind the racks. Don't throw grenades around too much - the room is quite closed, so the shock wave can cause you much more damage than opponents. Having dealt with the enemies, go through the front door and plant the explosives under the large light cone opposite the door. Well, well, while we were hardening in the hole, RDX got damp, so we'll have to look for new explosives.

Exit back from the laboratory and head to the opposite door. In the corridor, turn right and go out into the fresh air. Here we are already waiting for a warm meeting - the damned special forces are firing, hiding behind the car. Disperse the soldiers with a grenade from a grenade launcher and march to the platform with the control lever on the control panel. Double click the lever - a platform with explosives will arrive. Take the explosives, return to the laboratory and blow up the ill-fated cone. After the explosion takes down a good half of the wall, go into the gap and march in the only possible direction, shooting back from hordes of poorly armed, but nevertheless dangerous guards along the way. When you reach the stairs - climb up, and once on the second level - mine the second cone.

After the explosion, go back and through the broken window near the stairs, jump into the gap. Once on the back side, carefully crawl along the ledge and at the end of the path break through the door leading to the ventilation shaft. Crawl forward and break through another ventilation door at the end of the tunnel. Climb into the formed passage and smoothly move on. When you finally go out into the open, get ready to shoot back from the enemy soldiers. These are armed much more seriously than their counterparts from the second level, so you should not save grenades - the enemy is really harsh. Having fought off the villains, mine another high cone and, after the explosion, shoot at the crowd of soldiers pouring at you from behind the closed door. After the battle subsides, collect trophies and go through this door to the next stage of our long Kamchatka adventure.

Level 12

The goal is already close - Dr. Sestrogor is somewhere nearby. Open the door straight ahead and enter a room full of enemy guards. The soldiers are armed with everything they can - from simple pistols to rifles and machine guns, so we have serious battles ahead of us at the entire laboratory level. When you fight your way to the closed door, go around it through the room on the right and turn the lever on the long control panel. Continue through a complex of small rooms separated from each other by locked doors that can be opened using control panels.

Going down the stairs to the spacious hall, pay attention to the strange glazed closet in the middle - inside it, under an impenetrable metal shield, there is the last cone of the generator that needs to be smashed. Activate the panel next to the closet, go inside, plant explosives and quickly run back to a safe distance. After the explosion, destroy new batch soldiers who came running to the noise and climb the bridges on the second level of the hall. Have you noticed that the mechanism with the platform, which previously held the metal shield, began to crawl up and down? Carefully approach him along the walkways and jump onto the platform when it is at the bottom. After climbing up, jump forward and crawl straight through the ventilation. Somewhere in the middle of the way, overhear the conversation of two guards who warn about something... Dr. Sestrogor! So there he is, our cunning genius. Crawl through the ventilation until the floor below collapses and you find yourself in an unknown room. There is no time to think - immediately raise your machine gun and start pouring lead on two guards. In no case do not use grenades - if the blast wave hits the doctor, then the whole mission will fail.

When the danger has passed, approach Sestrogor and start a long and very instructive conversation, during which it will become clear that Taylor was not at all the notorious “mole” in the management of the “Shop”, that General Naprad is preparing cylinders with a new virus to assassinate the leaders of the countries of the free world at the upcoming summit in Switzerland, and that the recipe for the antidote is known only to Sestrogor. Well, now we have to rescue the doctor from imprisonment. Wait for Sestrogor to open the door from the lab and run forward - the Russians must not in any case injure or kill the doctor. Once on the street, start throwing grenades from a grenade launcher on the entire lower tier, and finish off all survivors or shell-shocked with well-aimed machine gun bursts. When the battle subsides, do not go down, but, being on the upper level, go a little to the right and use the lever to call the overhead elevator trolley. Go inside with the doctor and activate the panel on the left wall. During the journey, desperately shoot back from angry soldiers and cover the doctor with your own body - by all means, he must reach the end of your route alive ...

Mission 7: Switzerland

Level 1

You can’t hide much on the roof, so you have to maneuver.

So, Dr. Sestrogor is saved, and Naprad will no longer be able to blackmail the leaders of the countries of the free world, demanding a ransom for the antidote to the virus. Now it remains only to find the villain himself and neutralize him once and for all. So, get out of the subway car and go to the terminal counter to talk to the police. Listen carefully to all their advice and understand the state of affairs: the airport is captured by terrorists who are holding a lot of hostages. During your assault, NO civilians should be harmed. This mission is the most difficult in the entire game, because the terrorists shoot without looking and willingly use grenades, and an accidentally killed hostage means an immediate failure of the task and the end of the game. Move extremely carefully, switch the machine gun to single-shot mode and forget about the existence of an underbarrel grenade launcher forever. Remember: one mistake - and you have to start all over again.

After listening to the police, go up the stairs and start systematically shooting the “Prometheans” from behind cover. Having reached the escalator, arm yourself with a pistol and, quickly looking out from behind the path, eliminate the terrorists one by one with pinpoint shots. On the second level, follow the corridor to the end. When you hear a scream ahead, wait a while. Go around the turn ONLY after the hostages run past you. At the end of the corridor, a terrorist is waiting for you, from whom you need to pick up a red access card. Get down, shoot back from the scoundrels who have fled to the noise and open the door with the red console.

Once in the new room, slowly move forward. As soon as you envy the fleeing hostages, immediately retreat and hide around the corner. When civilians run past - stick out around the corner and destroy the bandits one by one with pinpoint shots. One of the dead will have another access card - expropriate it, open the locked door and enter the corridor complex. Be sure to look into all the side rooms, otherwise the terrorists hiding there will certainly hit you in the rear after a while. Being extremely careful, keep running in the only possible direction until the next corridor leads you to the next level.

Level 2

Turn the corner and wait until the terrorists come down the escalator. Brutally getting rid of the enemies, sit yourself on a moving path and go upstairs. On the way, change your machine gun for a pistol - a whole group of “Prometheans” will already be waiting for you at the top, and among them mad civilians will randomly rush about. When the fighting subsides, straighten your shoulders and move to the next escalator in the way, running down. Go around it and, having reached the turn, arm yourself with a rifle again and start systematically shooting all the enemies that appear around the corner. In no case do not change your position - the terrorists who have settled upstairs are hiding behind a couple of hostages. If they hear shots below, they will forget about their human shields and run to figure it out.

Climb down and keep moving forward. Skip past the civilian and, as soon as he runs through, jump out around the corner and smash the bandits chasing him to smithereens. Go into the passage and, having changed the machine gun to a pistol, shoot another platoon of opponents hiding behind civilians. Further, the mission is more like an obstacle course. There is only one road ahead, and you need to run it as quickly as possible. After the metal detector arch, rush along the corridor without turning or looking into the side rooms. Shoot back from the terrorists that appear right along the course, and just before the very end of the corridor, quickly switch to a pistol, turn around the corner and destroy the last squad of "Prometheans". Once the fight is over, exit through the last door on the right side of the corridor.

Level 3

All right, stop being so careful now! Arm yourself with your favorite machine gun and feel free to use grenades. Climb down and sit on the moving conveyor belt right after the stairs. Drive forward along the tape until you reach a room with a detachment of "Prometheans" inside. Launch a grenade from a grenade launcher inside, open the locked door and move forward along the corridor. There is another strong resistance in the corridor - the enemy does not want to give up the conquered positions. Get rid of special forces groups with grenades, there will be no shortage of them at this level - the enemy is armed in the same way as you.

Having reached the stairs, go upstairs, go a little forward and let a couple of bursts into the fuel tanks. The grate will fly off to the side, jump over it and fall onto the conveyor belt. Hack the barred door and, continuously moving forward, go outside. Here it is - expanse for tactical maneuver! Ahead is a whole warehouse of all kinds of luggage. Hide behind boxes and containers, throw grenades at hidden enemies from afar and gradually move towards the large hangar building in this area. Once inside, shoot all the guards and climb the attached ladder to the wing of the plane. From the wing there is a small ledge to an emergency hatch through which you can get inside the cabin. Carefully walk along the ledge, break open the hatch door and jump inside.

Level 4

So we are in the air. Naprad and his henchmen have already boarded, and we need to quickly neutralize the entire enemy gang. You are at the very bottom of the plane, on the lower deck. Climb up the stairs, destroy the two guards (do not be afraid to use grenades - the plane seems to be armored from the inside, so nothing will happen to it). Go forward and, once in the tail section of the plane, at a dead end, tear apart a group of “Prometheans”. Turn one hundred and eighty degrees and walk into the passenger compartment. Having suppressed the weak resistance of the terrorists, carefully inspect the tables - one of them should have a red access card. Follow the plane (it's generally quite difficult to get lost here) until you see a locked door. Use the access card on it and get inside.

And here is our dear Naprad! The terrorist does not want to repent and promises to take cruel revenge on the whole “Shop”. On his orders, the "Prometheans" are about to begin an assault on the headquarters of the "Store" in Texas. A vaccine against the virus will never be found, and ... stop listening to these nonsense of a sick person. After Mullins cold-bloodedly shoots Naprad, move to the cockpit and flip the toggle switch on the dashboard. A short radio conversation with the "Shop" will be interrupted by the sounds of shots - the general was right. The headquarters is attacked by the enemy, and action must be taken without delay. Get down to the lowest deck and go to the bow of the cargo hold. On the left, hack the autopilot dashboard, and then return to the place where you started the level. Remember the jeep you used to see through the window glass? Take a parachute next to him, take a good run and ...

Mission 8: Attack on the "Shop"

Level 1

The headquarters of the "Shop" is captured by terrorists. Most of the employees have been killed, and protracted positional battles are going on at the upper levels. The situation needs to be corrected as soon as possible. The main lighting seems to be cut down, so it will be very useful to use a night vision device during voyages through the familiar corridors of the lower level of the “Shop”. Follow the familiar path to the elevator, shooting the "Prometheans" that come across along the way. The bandits are armed with the same rifles as you, so do not save grenades from grenade launchers and carefully clean all the rooms that come across along the way. Do not stray especially along the corridors, your task is the elevator to the second floor. Finally, after reaching it, sit inside and climb to the next level.

Level 2

Continue to move along the long-learned path. Pay special attention to the terrorists hiding behind the windows of the side offices, and even better, for prevention, let a grenade into every window you meet along the way. Go straight to the conference room, where you used to have briefings, and from there to sector 7G, where we tested a new gun in the shooting range during our last visit. Having opened the heavy door of the sector's premises, turn right along the corridor and rush to the elevator doors, which were previously blocked. Jump inside, activate the control console and climb higher into the secret laboratory.

Level 3

We have not been here before - go straight ahead and begin a systematic sweep of all suspicious corners. Smoke the terrorists from behind the doors, shoot from around the corner and at to the fullest apply all the skills gained in past battles. When the fight subsides, go straight down the corridor, turn right and open the metal door with the control console. In the new room, carry out another sweep and go through the second exactly the same door into the next room. So, the fire has already started in the headquarters. Jump over the blockage and open the third door with the console. There will be a lot of enemies in the next room, turn right at the turn, destroy the reptiles with grenades fired through the glass, turn left and go into the room. Directly ahead is a powerful metal door, and behind it is a particularly ferocious detachment of terrorists. Treat the SWAT with a couple of good bursts and, after finishing off the last terrorist, turn to the bulletproof glass on the right side of the wall.

Wow! A spectacle worthy of the best fighters! Wearing an airtight suit, The Store's Senior Deputy Director, Mr. Wilson, brandishes a vial of the virus and threatens to kill everyone around him if he is not allowed to leave in peace. So here he is, the same ill-fated “mole” who disrupted all operations and betrayed his comrades! After a short and not very pleasant conversation, Wilson will throw the bottle on the floor, Dr. Sestrogor, who was standing nearby, will give his soul to God, and the traitor will disappear around the corner. We need to turn back, smash the last remnants of the terrorists, quickly run back along the corridor, turn left and get into the elevator leading to the take-off area.

Level 4

OK it's all over Now. Now it's just you and Wilson. One on one. However, a fair fight still won't work - the traitor managed to run into the hangar and get into an attack helicopter, like the one you already blew up once on the roof of the hospital, chasing the "Prometheus". To begin with, while Wilson's helicopter has not begun to pour rockets on you, carefully look around the area. Ahead is the take-off platform, the most unsafe place and shot through from all sides. Behind - a large superstructure on the roof. Jump off the airstrip observation deck below and run to the building. Climb the stairs to the very top, onto the platform with the heavy machine gun, and get ready to take the fight.

When the helicopter fires missiles at you, hide behind the pipes near the extension on the roof, and when the aircraft machine gun comes into action, jump to the parapet below, run along the railing and return to the same place. The tactics remain the same as during the skirmish on the roof of the hospital - first of all, shoot at the engines with blades and, when they light up, try to aim more accurately through the windshield and eliminate the pilot in the cockpit with a well-aimed shot. Dare! .. And everything will work out for you. The helicopter will crash like a stone into the abyss, justice will prevail, Agent Taylor will be posthumously rehabilitated, and John, tired from battles, will go on a short vacation ... until the next episode. To be continued! After all, how else?

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Game description

Soldier of Fortune: Payback This is the third game in the SoF series.

Gameplay The game presents us with a typical oak first-person shooter, it has no special bells and whistles. Before each mission, they give you to choose the barrel you like, put a grenade in your pocket and customize the gun a little. Next, they release the GG under your control into a clean scripting field. And there are already waiting for a variety of enemies with the same AI for all, without exception. Therefore, the guys like to crowd in groups, lazily, but accurately shoot from machine guns and merrily throw themselves into loose grenades. As the proverb says, "The more oaks in the army, the stronger our defense." And there are really a lot of enemies, but this does not save them. The only thing that makes them afraid is a melee attack. When approaching the character, the “necessary” trigger is triggered and the enemy silently or screaming rushes at you with the butt thrown back and this blow is terrible, especially on a hard level. Because one blow with the butt and any other injury, the GG does not tolerate and glues flippers. True, the triggering distance is not always precisely defined, the enemy may rush at you from behind his cover at a respectful distance, or still correctly, from close. The bug especially delivers when you and the enemy are separated by a thin but long cover and the enemy, trying to get you, runs around him all, only for the sake of hitting with the butt, although in theory he should stand and shoot. But let's move on to the pleasant part dismemberment. The SoF series from the very beginning of its existence was famous for the cruel treatment of experimental hamster enemies. This part is no exception and on the contrary it raised the bar of sadism to a new level. New engine allows you to show not only a beautiful (in some places, but mostly utterly terrifying) picture, but also carefully divide the enemy into parts by zero. Sometimes one gets the impression that there is more blood in the people of the game than in the real ones, because by shooting a crowd (minimum 3) of the poor fellows, you can drown the street in it. Or paint the wall of a house, a shed, a palm tree, a carpet... The artificial intelligence of the enemies only helps with this. Probably the calculation was to make the game not about the war, but about the slaughterhouse. And in this regard, the game is the fiercest wine. But, unfortunately, this is her only and last plus. Although no, one more plus must be given to weapons, they are excellent and behave almost like a real one.

There is also a multiplayer for 12 people, but it is standard, and there are not enough cards.

Plot tells us about the mercenary. In general, a soldier of fortune, a consultant is a slang term for the profession of a mercenary. But this time, it is not John Mullins, the hero of previous games, that falls under our control (in principle, it is correct, grandfather would have been over 60), but the new GG. His name is Thomas Mason. True, he, like Mullins, works for the organization The Shop. The first mission of our ward is to protect the Chinese rice officer. And he fails her safely, not without the help of a partner who sold him for food for a lot of money (also a mercenary, after all). But he failed to dump on Boro-Boro when trying to make new holes not provided by nature in the GG, he is safely cut out by the victim. Further, according to the information of the coordinator of our character, we learn that a "mole" has wound up in the agency (it seems that the check for lice still works poorly in this company since the time of the second part, or the developers were too lazy to come up with a new plot and they just tore a couple of pieces out of the old one -_ -). Well, then around the world in 80 days (several hours in front of the monitor). They will let you visit hot spots and even mother Russia (cranberries are included (no, well, it was too lazy to come up with a new plot -__-")).

Tsr1 level.

Some of the people on this level are civilians and employees law enforcement. It is categorically not recommended to kill either one or the other; Otherwise, you risk ending the game ahead of schedule. It is desirable to take the hostages out of the danger zone (go up to the shaking little man and press Use), you can ignore the police at all.

Once in the room with the monitor, you can use the latter for its intended purpose (get close to the monitor and press the Use button). Just don't get carried away by the spectacle; these people are two seconds away from you. Quickly turn around, crouch and take aim at the door. Fire should be opened only after the door is knocked out (you cannot break it yourself).

It is not necessary to go to the toilet. However, if you're lucky, you can find one of the bandits located there in a state of coping with small needs. As you can see, villains prefer to urinate on the floor.

Once at the booth (Fig. 1), knock out the glass with a shot, jump onto the counter and get inside. Press the bracket located on the wall of this room; where to go next, they will show you.

Follow the paths. Having reached the next station, go upstairs and look at the captured terrorists. You can torture them to your heart's content, even kill them; the cops who are forced to keep these villains at gunpoint will only breathe a sigh of relief.

After watching the main terrorist leave on the roof of the train, follow his example: jump on the car and hit the road. Kill all the bandits, then turn around and take a couple of steps in the direction you came from. This is all.

Trn1 level.

It is best to move along the train from the side and / or on the roofs of its cars (if you fall into one of them along the way, use the door). Don't fight the helicopter; just avoid his fire.

The barricade of boxes blocking your path must be blown up by shooting at a flammable barrel.

You can get inside the penultimate car through the door located on its left side. Approaching the grate, break the combination lock with shots and approach the warhead (Fig. 2). This is the end of the level.

Arm1 level.

After talking with the store clerk (his name is Sam), follow him to the basement, where you talk to a partner named HAWK, then go to the large closed screen, press Use and arm yourself.

Kos1 level.

HAWK goes about his business, you go about yours. Run, climb, crawl wherever you can. Climbing the stairs, you will see a partner located on the second floor opposite you (Fig. 3). Don't jump down!! Look to the left: there is a wheel there. Turn it, then watch an interesting movie, then finally fall down and go into the passage pierced by water.

Climb up the ladder, then jump down or down another ladder. There is a hole in the floor next to the truck that you have to fall into. After walking a few steps on the water and going up, you see how the truck that tried to leave was filled up with some kind of debris. To your left is a long vertical staircase. Climb up it, then turn the wheel and watch the consequences. Go to the collapsed pipe and use it to climb where you have not been before.

Pass the parapet and move on. The next pipe you have to climb through suddenly collapses and you find yourself in a new room. Climbing up a small staircase, you see another pipe, from the wall of which steam is coming. The pipe in this place is very fragile, as a result of which you can get inside and move further along this pipe. At the exit from it, you can jump over the fragment that closes the entrance to the tunnel (Fig. 4) and continue on your way.

After passing through the tunnel, climb the stairs and watch an interesting movie. This is the end of the level.

Kos2 level.

Once in the square, go to the church and go through it. Climb into the ruined building, then cross another courtyard and go inside the next building. Pass the standing truck and go through the door.

You are again in the fresh air, under the road (Fig. 5). Go forward, then go up the small sloping ladder and jump forward and left to the door next to which there is a burning barrel. Climbing up the wooden stairs and using the next door, you will again find yourself on the street. Carefully! Soon, fire will be opened on you from the windows of the building opposite! Having dealt with the enemies, move on and watch how the tank breaks the road you are moving along with its shot. Now approach the breach and look down-left. Do you see a piece of pipe sticking out of the wall (Fig. 6)? You there!

Climbing the next staircase, you will find yourself in a kind of garage. Go up the tunnel up and forward. Another yard with an exploding truck and a crowd of people eager for your death. After passing through another door, you will find yourself on the second floor of the new courtyard. Jump down and move on. On the left, in the gap, a truck with beam boards lying on it is visible. Climb onto these beams and walk along them to the window, then break the glass, jump down to the big cannon and kill the people guarding it. After enjoying the next episode of the movie, you will finish the level.

Kos3 level.

Climbing the stairs, press the button; this will open the gate. Climb onto the box and climb into the hole, then go along the pipe and climb the stairs again. Once in the courtyard, go to the booth, pull the switch there and then go through the opened door. On the second floor of the room in which you will find yourself, there is another knife switch, which, however, is not pressed. Using the door located directly under this switch, you will find yourself in a large hangar, in the center of which there is an equally large shed. Go to the left, to the control room for all this economy (Fig. 7), then go into the door located on the side of this cabin and watch an interesting movie. Go ahead, press the switch and go through the door next to the vertical stairs.

You are in the control room. Press the button, then look at a couple of monitors located here, then return to the hangar (it is better to climb the vertical ladder to the 2nd floor and then jump over to the roof of the barn (Fig. 8); it is very convenient to shoot from there). Having dealt with the enemies, go through the door opposite the cabin. People keep blowing up. Move on.

In the next room there is another cabin with a button. By pressing this button, you move the box, behind which there is a grate at the floor level. Break the bars and climb, then climb the stairs and open the two gates here. The gate closest to you leads to a familiar room with a moving box, the far one leads to a courtyard with a truck. Go to this courtyard and further, to the doors that will be on your right.

Climbing up the sloping stairs to the lattice overpass, go through the door, then kill a couple of opponents and watch a movie. From this series, you will learn that your valiant partner has opened the right doors, including at the same time all the sirens available at the base. Inspired by the joyful news, you continue on your way.

Returning to the courtyard with the truck, go through the doors that opened opposite. Once again in a large hangar, go to one of the two side doors of the central shed and go inside this structure, where you kill the enemies located there, and then watch the movie. This is the end of the level.

Level Sib1.

Move forward, following the curves of the road, killing enemies and suppressing automatic machine guns. An aggressively behaving tank must be killed; the easiest way to do this is to hide from him behind the nearest column. Passing between two automatic machine guns, you will find yourself inside the base.

There are tanks to your left, boxes to your right. Go through the small door behind the tanks, then climb the vertical stairs to the 2nd floor and go through the door again. In the glassed-in room there is a button that you need to press. Do not rush to run to the hatch that has opened next to the tank you killed. Climb up to the 3rd floor for fun, kill the enemies there, destroy a couple of quad machine guns, then press the button again, and now quickly run to where you need to (45 seconds is more than enough for this).

And again, the pipe you are crawling along breaks, and you find yourself on the snow. Run further to the moat.

In front of you is a deep ditch, on the opposite bank of which there is some kind of fortress. Looking into this ditch, you will see two pipes there (Fig. 9). Jump on the pipes, break the one from which the park goes, then climb inside and crawl towards the fortress. Once in the yard with tanks, find the hole hidden behind the leftmost car. This is the transition to the next level.

Level Sib2.

I believe that you, dear reader, are fluent in modern Russian. And therefore the inscription #Terrible Entrance# cannot leave you indifferent (Fig. 10). Having finished laughing, continue to carry out the task assigned to you to save the world.

Climbing up the vertical stairs, move the grate, then cross the courtyard and enter the door, then follow the bridge to the next door. By the way, if you still do not have a small machine gun (Super SMG) with you, this is your chance: throw away a shotgun or a regular machine gun, and finally get your hands on a normal weapon. Move on. Once in another room with a bridge, go down the sloping stairs and go through the door. Don't fight the kamikaze helicopter; hide somewhere and calmly wait for him to call. The explosion of the car will open the lattice gate for you. Cross the helipad and move on.

In the room where you find yourself, there is a button (next to the monitor). Press it and go down through the passage opened in the floor.

In the next large instrument room, you will find a pennant with a polar bear and a wonderful inscription #Vapor Chemical Danger#. Having overcome a new fit of hysteria, break the grate located above the burning appliances, and then use the opened path. Going down and up a pair of vertical stairs, you will enter a system of tunnels. To your right is a gate leading to the room you left with burning appliances. Iditol to the left, rise to the small bridge (fig. 11) and carefully approach then to the door. Haste is of no use to you here, because this door has the property of exploding when you approach it.

Soldier of Fortune 2

Foreword
The passage was written with the difficulty level "Soldier of Fortune". I tried
reflect the key and main points of the game.
Before starting the game, do not forget to go to the "Block Blood" option, and
turn on the options you need (or better, all). Enter password. Install
control options, graphics, sound and other options that suit you.
Weapon
Use it wisely, and remember: the higher the difficulty, the less
ammunition you can carry, and the fewer barrels you can have
simultaneously. To raise another trunk, you need to get rid of one of
available. In the "lying" position, it is impossible to fire, - only "standing"
and "crouching". So, weapons.
(Alternative mode - right mouse button):
· Knife. There are 7 pieces in stock. Alternative mode - throw.
Pistols (alternative mode - strike with the handle):
o US SOCOM - lethal weapon from pistols (there is a silencer,
tactical flashlight, laser designator; one of these can be taken
in the Store - accessory)
o Dual US SOCOM - dual variant
o M1911F1 - more weak view pistol
o Dual M1911A1 - double variant
Shotguns
o USAS-12 - ten rounds and very lethal
o M590 - Nine-shot, excellent weapon in narrow corridors and
small rooms
Machine guns without firing mode adjustment:
o Micro Uzi - a good automatic weapon (there is a mode
switching "automatic-queue"), but weak
o Dual Micro Uzi is a great and killer option against
few opponents
o M3A1 - accurate, effective weapon in the first levels of the game
· Automata
o M4 + M203 (with underbarrel grenade launcher) - very effective and
useful weapon. Excellent and efficient. The ammunition for it is scattered over
all levels.
o AK-74 - - domestic machine gun, often found in the game,
good and valuable weapon. Alternative mode - bayonet strike (bayonet can be
take only in the Store).
o OICW (with optical sight) - cumbersome, multifunctional
and not operational weapons.
Sniper rifle MSG90A1 - an indispensable thing in the game
Heavy weapons
o The M60 machine gun is a powerful and sometimes extremely useful weapon.
Especially against helicopters. But ammunition must be spent very
prudently, - limited ammunition.
o MM1 grenade launcher - repeating grenade launcher with limited
range of application. Sometimes seen in the game, but rarely. Their opponents are not
enjoy.
o RPG-7 grenade launcher - medium-range single-shot grenade launcher
action and accelerated projectile launch. Almost never seen in the game
(not necessary). Available only through the Store.
Grenades (alternative throw - from bottom to top):
o M-67, M-84, ANM-14, M-15, F-1, L2A2, MDN-11, SMOHG-92 - conventional,
lighting, smoke, etc. But we must keep in mind: our enemies are not fools, and
they immediately rush to return any of the grenades back to us. Therefore, before
throw a grenade, hold it in your hand (by holding down the mouse button) for a few
seconds. And then we just quit.
Special Items
o Binoculars
o Thermal vision
o Night vision
Empty hands
PRAGUE: STREET (Map pra2.)
We take a gun in our hands (there is nothing more significant), we squat, and
we carefully come out from around the corner to listen to the conversation of the guards (they
us by left hand). And you can not pull: we fly out with a pistol naked, and
put them both in quickly. The first in the head, the second, as it will.
We select AK-74. Now our path lies to the corner on the left. Direction from him:
right wall. Along it we will leave to the door. This is so as not to get lost among
containers. And among this chaos of boxes are full of soldiers, and the soldiers are on
towers. In containers, first-aid kits and armor. Searchlights on the towers are better to extinguish
single shots: blind. We break through to the door behind the containers.
We open it and go up the stairs: there are also soldiers here.
From the balcony we jump to the left to a wide ledge. We go along it, and jump into
yard. We are at the door immediately to the right. If you go to the car, they will start
fire. And in the room behind the door armor, cartridges. Out on the road with
cars. Soldiers are hiding here, and in front of the left is a machine-gun point.
You need to try to get through to it in order to stand behind the bipod of a machine gun: they will run
more soldiers. The machine gun has a first aid kit. We understand here, and we go along the road
further behind the truck, not forgetting to look back: they can shoot from anywhere.
We reach the balcony overhead, ahead of the truck will block the road. Mullins
note: "Fire Escape". We go up it, and there, on a narrow cornice along
walls. On the ledge we get to the balcony. We bring down the soldiers below from around the corner, and
We go to the door on the balcony. Well, and there and to the end of the level within easy reach. Let's jump in
hatch in the floor.

PRAGUE: PRAGUE HOTEL (Map pra3.)
Behind the left door, break the boxes, and take the armor. Through the second door
we go out into the corridor. We turn to the left: there are already soldiers, and more will come running. We put in
neat stack. On this floor, you can rummage through the rooms, although there
there are soldiers, but in the rooms there are first-aid kits, and cartridges, and armor. Do not be afraid
shoot at the boxes, setting the shooting mode to "single": there is
armor, first aid kits.
Let's find a ladder down, we go down. There are soldiers here. Breaking through with a fight
rooms. Let's go through the room with the fireplace, go out to the kitchen.
We jump over the tables, to the open door on the other side. We fight, we fight
we are at war. We go up the wide stairs. Behind the left door first
civilian type. This is not Peter Ivanovich. Bullet him, snitch! Go ahead.
We search the rooms - they have a lot of useful things. Let's go out into a wide corridor with
sofas and an overturned chest of drawers in the middle. And there will be soldiers. Before
we have two doors, and on the left at the end of the corridor there is another door (another door is not
significant). Behind the right door is Pyotr Ivanovich, but first we will go to
left door: there is a first aid kit and armor in the adjacent room. Now to Ivanovich.
There was a conversation, and we immediately jumped out into the corridor: the door is from the end on the left
opens, we run there and put the soldiers. In general, we try to be ahead
Pyotr Ivanovich, so that he does not block our line of fire. Some
hits are not terrible for him. Let's run with Ivanovich to the door, which he
block the chest of drawers. We take first-aid kits, armor, and jump after Ivanovich in
garbage chute.

PRAGUE: OUTSIDE THE HOTEL (Map pra4.)
Everything is very simple here: we go to the truck, and we become to the machine gun. getting ready
to fight. While Ivanovich will dig, we will have to fight back.
The first soldier will appear on the balcony at the top left. An alarm will rise.
A truck will come and the soldiers will start crawling out everywhere: from above the arch,
right and left because of the boxes. We fight back while Ivanovich starts the car.
Go!
Now we turn the trunk along the way. As soon as the car slowed down
we shoot at the transformers on the left: the gates will explode, and we will go further.
After the transformers, you can fight off a bunch of soldiers. Here and level
end.

PRAGUE: COUNTRYSIDE (Map pra5.)
We immediately shoot at the car chasing us: first, at the shooters in the back,
and then we hit the engine (it is in front of the cab). The car will explode. Also
we deal with all the machines that follow us. Except
armored with bulldozer knives in front: these only have soldiers in the back
we beat.
As we get to the checkpoint, and Ivanovich will turn to the side of the road (or even better in advance),
we shoot at a large, light tank on the right and barrels on the left: everything is there
explode and we'll move on. Also, we hit from a machine gun and into a helicopter. He
can explode and get rid of.
So we'll break through with a fight.

PRAGUE: STATION (Map pra6.)
Having descended from the car, we do not get the weapon: everything is quiet here. Let's go by
sentry to the toilet door, near which Ivanovich is already standing. We go to
toilet, and near the liaison we take a case. We chat with him, take the documents.
We leave, and go to the sentry. We present documents (click
"use" key). We pass to the platform. Here you need to get a weapon,
and wet the soldiers until they started shooting at us without even asking for a name.
You can forget about Ivanovich. Although you can go with him to the open car on the left,
and chat about how the train should leave ahead of schedule.
We send.
We go out to the platform, and go to the gates of the station (they are alone there, those who will
open). There are soldiers. We go up the stairs. Let's break through with a fight
on top. We will go down the stairs to the warehouse (there are barrels of fuel, they
explode well). Let's cross the warehouse, up the stairs again with another
sides go up. I'm going straight to the only one open door.
Upstairs there will be soldiers at a window without glass. We kill the soldier, and through the window
crawl out onto the roof of the train. We follow it to the right. We bring down the soldiers behind bars
with a thorn and behind glass in the control room. We jump over there to the boxes.
We go up to the control room, press the lever: the train has started moving. We run on
street.
Now you can jump into the train through the gate that opens below, or
jump onto the boxes, from there onto the roof of the train, then onto the platform, and again into
railway carriage. And you can cling to the buffer of the last car. In any case, how
as soon as we find ourselves on the train, the mission is over. We look spacious
video about the moral torment of Peter Ivanovich.

TEXAS: STORE MAIN LEVEL (Map shop1.)
After listening to the chatter of the guard, we go forward and to the right. We open the door.
There's another talkative guard here. Not a secret office, but a mess:
some guards are aware of all the cases of special agents. Opening more
one door.
Now to the right. There are two moving walkways. We are on the right.

We open the door in front, we go in. Now you can take to the left, and
corridor forward to the elevator. And you can rummage around the rooms, listen to chatter
employees, to pester the girls (anyway, they are not kept).
We call the elevator, sit down in it, press "use" at the panel with
buttons, and go to the next level.

TEXAS: SECOND STORE LEVEL (Map shop2.)
We leave the elevator. In fact, we are strictly straight to the end. But you can
rummage around the floor, poke around in the offices. Let's go straight ahead. past the elevator
with a guard on the right. As we reached the end of the corridor, we went through the door on the right. There
a couple more guards - they will open the next door. We go.
Let's watch the video.
At the end of the video, we go out into the corridor, and go to the elevator with the guard: elevator
take us to the roof. We go and sit in the helicopter.
Before starting the next mission, you will be prompted to select a weapon. Choice
not rich now, but still I would advise taking US SOCOM with
silencer, M4 with underbarrel grenade launcher and M60 machine gun. And
grenades and binoculars.

COLOMBIA: MARINE CAMP (Map col2.)
Our task here is to meet with Sergeant Andersen. Let's go forward to
military group. Here is the sergeant. While the conversation is going on, you can rummage around
tents. But we still have full armor. But the cartridges for the machine gun and the grenade for
grenade launcher will not interfere.
Suddenly shooting starts, from where we came from. This moment is better
already be behind the tents and look at the truck: all the same, the armor will begin to decrease
during the shooting. We run behind the tents: a car will explode there,
we jump over it, and further along the hollow. Now be careful:
the ruins of the terrorists. We interrupt them (you can launch a grenade there from
grenade launcher). There, behind the block, a couple of first-aid kits, and further, behind a stone column
ammo and armor. We go further along the hollow to finish the level.

COLOMBIA: TEMPLE RUINS (Map col3.)
We go forward along the hollow. There will be ruins ahead. They are terrorists. Not only
on the right, but also on the side, on the right. We carefully remove them. Or how it goes.
We select a weapon - a sniper, and move further along the hollow in combat
constant contact with terrorists hiding in the grass.
Let's get to the boxes. If you quickly slip to them, and then along the cliff,
move forward over the cliff, then all the terrorists will stand in a bunch - a grenade
from the grenade there. Then it will be possible to go from the rear to the bunker and steam
terrorists with him. In the bunker there is armor, grenades for grenade launchers, first aid kits. From the rear
More enemies will come. We bring them down from the bunker. From a machine gun, you can kill
boxes: under them is one first-aid kit.
We move further along the hollow. We reach the houses. We clean up the space
around them (barrels are explosive). There are three terrorists in the house, but there
ammo, first aid kits.
Along the hollow we reach the ruins of the temple. From the fire it is better to immediately take to the left:
there are three or four terrorists. We put them down, and around the corner we take the armor,
grenades to the grenade # And immediately back: an enemy showed up in the rear.
We kill. And now up the stairs: there is another enemy muzzle.
We go down, and immediately we can launch a grenade from a grenade launcher into
sweet couple hiding in the grass. Well, and further the same Makar
we move along the hollow to the end of the level: we kill everyone who is hiding in the grass.

COLOMBIA: FORWARD CAMP (Map col4.)
There are ruins ahead on the right: there are several terrorists. You can get close to
him to listen to the conversation. And then forward, as God puts on the soul. But not
think that, having killed one quietly, the others will not be alarmed. They will run! Yes, even
How! So it's better to immediately shoot enemies through optics. Or run into them
automatic. In short, go ahead! There is nothing to go here!
We move forward, not forgetting to look under our feet: there will be a stretch. How will it appear
next to the indicator is the tongs icon, press the "use" key.
We remove it. Let's get to the cave. There are a lot of terrorists around, and above the entrance to it
one. A helicopter will fly in: we scare it away with automatic bursts. Go ahead.
There will be another stretch behind the cave.
When we go out to the first tower on the left, we blow it up through the optics: the barrel is below.
Latinos will run, we bring them down through the optics. So we go on, shooting
brats, collecting weapons, first-aid kits, armor.
Let's go to the gate blocking our way. We blow up the barrel next to
wooden house: there is some kind of mechanism inside, but there is a red light on.
We go to the stone house nearby: a helicopter will fly right there. We rise in the house
up the stairs, and press the "FIRE" key on the block in the corner: a helicopter
shatter into pieces. Now we go to the mechanism in the wooden house - there already
the green light is on. We activate the lever, and we pass through the opened gate.

COLOMBIA: BRIDGE (Map col6.)
We go along the cliff on the left, and not to the waterfall. It is better to crouch and take out a sniper rifle.
There are two patrolling ahead: take them out first. Two more in the distance
campfire. And the fifth in this area on the hill to the left. All can be without problems
remove through optics. Having picked up weapons and other trifles, we go further, for
bonfire.
Let's go to the bridge, where the special forces are exchanging fire with the bandits. Still on the way
can be removed through the optics of the shooter from the tower. We achieve, again through optics,
who were not finished off by the special forces. They say thanks, and we have a few seconds,
to run across the bridge before it was destroyed by aircraft.
On the other side, we inspect the tower, and go towards the truck: there is already
terrorists. Another one on top. We shoot, we kill. And so on, moving on
hollow until we come out into a clearing. The clearing is full of bandits. Better take off
them through the optics, and the first - the arrow on the tower. Having dealt with everyone, on this
clearing, and having searched the tower, we go along the hollow behind the tower to finish
level.

COLOMBIA: REBEL CAMP (Map col7.)
Special forces rush to storm the terrorist camp. Our business is small
be with them. But all the buildings in this camp are to be ransacked by us. And they are full
terrorists.
You can enter the first small house on the right: there are two bandits, cartridges
and grenades to the grenade launcher.
Now we fly into the house on stilts, on the left. Here immediately terrorists, in each
corner and room. Plus a dog. It's better to go upstairs first, so as not to
get a bullet in the back. There is a table with papers in the big room. Beside him
press the "use" key: Mullins will start talking about terrorists.
We leave, deal with the next portion of terrorists, and go to the house on
piles nearby. It's also full of terrorists. And on the table in the branch
corridor on the right is a tablet. Here Mullins also speculates about
how lucky he is and that he should look for Manuel Vergara, an arms dealer. Having cleared
building, we leave, and we bring down some more bandits.
Now we go to the greenish building opposite the tower and the exit gate. Here

Right in front of a couple of terrorists: a grenade from a grenade launcher between them!
Upstairs another freak. There is also a horn for a machine gun.
We go out and go to free the prisoner: when approaching the TNT
Checkers will display the tongs icon. Having opened the grate, we go to the gate, and in their
on the left side we install explosives. We run back. Explosion. The path is clear.
Exit the gate to finish the level.

COLOMBIA: LANDING BY THE RIVER (Map col8.)
A boat is ahead, and on the left there is a rock, bushes. Let's go behind these bushes and kill
sentry (the commander of the special forces detachment can also solve it). We don't go either
right or left along the river, but cross it across to a passage in the rocks on
other side.
There's a suspension bridge, and three or four terrorists are upstairs. We shoot the bandits, and
we go along the river between the rocks, trying not to rush forward too much (commander
special forces, in this case, will constantly yell: "Mullins, what do you want
fail the operation?").
And so we go along the river, shooting in the meantime the terrorists who
come across on the way until we see a gentle rise on the rocks on the left. Us
there. Let's go to the ruins, which are full of bandits. We clean them up. By
diagonally from the entry point to the ruins, on the left, there is an opening through which you can
move on. Let's go. It's also full of terrorists.
We make our way through the hollow in constant combat contact with the enemy. Let's go out to
landing helicopters. We need the first one. We run to the helicopter, and
we stand behind the machine gun in it: we wait until the guys get into the helicopters.
Then the pursuing terrorists will appear from the thickets: we open fire from
machine gun. This is where the level ends.

COLOMBIA: EVACUATION BY HELICOPTER (Map col9.)
There is nothing complicated here: we fly, and we shoot everything around which it starts
circling helicopter: Air defense installations, warehouses, bridge # It is better to shoot at
barrels: they explode and deal maximum damage. And then
shoot people. Everything is simple and effective.
Well, in the end, shoot the boat with the terrorists on the river.

COLOMBIA: PURESA (Map col10.)
After talking with the soldier, go forward along the track. Get out to the truck.
Climb the stairs, go inside the truck. Meet Taylor.
Put on a special suit, and go after Taylor. Listen to her, other people.
This is how you get to the end of the level. You don't have to shoot here.

VERGARA ESTATE: SURROUNDINGS (Map finca1.)
Taylor said clearly: you can't go through the front door. Gotta get through
garage or roof. So don't rush forward like a bull like some
idiots.
You can make your way quietly, or you can break through with a fight. Anyway,
you need to go left, into the darkness, behind the sheds.
If it’s quiet, then you need to be wary of video cameras - slip past them when
they turn away. And if with a fight, then first it’s better to shoot everyone
those guards that walk around in front of you. Then break into the darkness behind
sheds. Guards and dogs will also run there.
With any development of events, it is necessary to go to the pool. You can also go to
barn, which is located to the left of the passage to the pool: there are guards, patrons,
grenades, first aid kits. But then still go back to the pool. By the way, beware
snipers: one where you need to climb, and the second on the tower further.
Behind the pool, on the left, there is a planked wall. On it we climb onto the balcony.
The guards will run from below. We remove. From the balcony you need to jump onto a narrow
tile cornice, and go along it to the attic dormer window.
We open it and climb inside. Do not jump inside the garage through
hatch open!!! We go to another dormer window that leads to the roof, and
we open it. This is where the level ends.

VERGARA ESTATE: MAIN BUILDING (Map finca2.)
You are in a dark attic. You can, crouching, climb on it, or you can make some noise:
shoot boxes that have a couple of first-aid kits and armor, take them on the shelves
ammo and a night vision device (if you don't have one). Then sneak into
opposite end of the attic, and jump out the hatch.
If you make some noise, then the guards downstairs are already on their guard. You can go to the right
door, in the first room there is a first-aid kit, and in the second room there is a guard and armor in the corner behind
closet .. Through the left door we will go out into the gym. Behind him is a corridor with
guards. Even if one is removed by throwing a knife, one devil will rise
anxiety. So do not be wiser, but go to blame everyone left and right. On this
floor there are many open rooms, so we inspect them along the way: they have a lot
useful things
Now, go down any of the two stairs to the first floor. Kill some more
a bunch of guards, rummage through the rooms and find Vergara's office (Mullins
here he will note that this is an office, and it would be necessary to look around in it). In the corner is a safe.
Open it, take everything that is in it.
Through the second door, go into the next room, bring down the guards, on
rack take grenades and cartridges. Through a single door opposite the fireplace
go to the small room and go down to the next level.

VERGARA ESTATE: WINE CELLAR (Map finca3.)
We go forward, towards the battle. I'm putting in a couple of thugs. past the door
on the right we go to the bowling alley. Behind the counter is a door. There is a guard behind the door. Let's kill him
and in the room we take a lot of useful things, but before that we look back:
a couple of other bastards came running.
Now we return to the door at the stairs, past which we passed. Let's go to
her. In the corridors we kill a lot of bad guys. Let's go to the warehouse, where at the end
there is a stepladder. We climb the ladder into the ventilation. We crawl.
We skip the first, rectangular, grate (it leads to a bowling alley). Us by
ventilation further. Yeah, here it is, a square lattice. Shooting at the guard
under it, and then we shoot into the room from a grenade launcher: there are a lot of bad
Guys.
We jump out of the ventilation. We go along the corridors, punishing everyone who is bad for
applies to us. Everyone, in short. Let's go to the shooting range. Here we open the thick
armored doors to the armory: there is a lot of ammunition and armor. Naturally,
our enemies will run. We do not skimp on grenades from a grenade launcher. Near the shooting range
double doors: us in them.
Let's go to the wine cellars. First we clean the first, then the second. At the end
the second cellar has closed gates, and next to them is a table with a chair. Become
near the chair, and press the "use" key: the chair will tilt, and the gate
will open.
We go on to kill all the recalcitrants, and go down the spiral stairs to
next level.

VERGARA ESTATE: BUNKER (Map finca4.)
We are already waiting. As soon as we show ourselves within the door, they will run from behind it
shoot us bad people. We are offended, and open a response (or better
preventive fire.
After cleaning the room with boxes, we go down the stairs. But before that
it would be inconvenient to throw grenades at the bottom of the stairs: there are a lot of militants there. How
went down, immediately to the left: among the boxes full of thugs. Shooting them off
get to the end, and go down to the right. We pass along a narrow corridor, and
through the door (we will be prevented from passing through it) we will get into the next narrow
corridor.
Here we immediately go to the right: there will be a big explosion, and a
blockage, and on the other side, the passage will be blocked by fallen racks. Let's go to
the door next to the blockage - it is on the left. We bring down a lot of militants in the rooms, and
after a few rooms we will again find ourselves in a narrow corridor, but now it is free
from shelving.
In front of us is a passage without a door: we go into it. There in a room full
racks with boxes of a certain Sanchez. He must be killed. Where he stands, water and
switch box. We need to quickly fly in there, and get into this shield:
Sanchez will die in violent convulsions.
We go out again into a narrow corridor and go further along it. We see the door
red code. We open it. All. Watch the final video
Vergara.

STARFISH: MAIN DECK (Map liner1.)
After watching the introductory video, press the "forward" key (or you may not
reap), and move to the ship. Hitting him and listening to the conversation
terrorists, we learn that the watchman is sleeping in his cabin, and he has an access card
to the captain's bridge. If you don’t linger for a long time, but don’t rush either, then get out of
behind the boxes, we will see: there is no one here. One sentry walks the decks. At
port and starboard doors leading inside the vessel. Heading to the left:
the sentry might be right there. Through this door we get into the dining room.
Having killed five terrorists here, on the table closest to us on the left, from the very
edges, we can take a red access card to the captain's bridge: now
you don’t have to look for a watchman on the lower, residential, decks.
You can not hide and make as much noise as you like: the slightest rustle, and we
let's raise the alarm. The disposition is as follows: you need to go inside the ship and find the red
card (which we did); if you want, go down and search
cabins. An outside staircase leads to the bridge, but it is closed, and we
needed. There are a lot of terrorists inside the ship, shooting back from them, we search
cabins, and we find the only one in which the watchman sleeps. Killing him,
table we take a red card (one more), and we see that this tramp was cut on
computer in DOOM. Your boyfriend!
Now we get out to the second deck (or immediately after gaining the first
cards): from it we can get to the bow of the ship, which is full of containers. There, for
containers, there is a crane, and next to it is a small bridge on which you need to
lower the lever. This lever will cause the crane to lift the container above the huge
hatch. Terrorists are hiding among the containers. We break through to the lever,
lift the container.
Now you need to go back and climb into the control room at the very top
(we got the access card). A staircase leads down from the control room, it
behind the closed door, into the radio room. There are also a lot of terrorists. How do we get there
into the radio room, immediately to the right: there is another lever. Pulling down this lever
let's raise the huge shutters above the small manhole leading into the ship.

Again we break through back to the containers, and jump into the hatch. End of level.
STARFISH: INSIDE (Map liner2.)
We take a couple of steps forward, and look to the left: there is a passage. Let's go there, let's go
because of the boxes, we pass through the door, the corridor, the door again and wet
terrorist on our side and on the opposite side. Then we hide behind
containers and jump out again: shoot a couple more that jumped out
because of the containers. Now we need to jump between the containers, and in the very
find an electric car at the bottom, activate it so that it lifts the boxes up.
Shooting back from new terrorists, we do this, and jump on
containers upstairs, and then to the bridge, where the very first terrorist was.
We go to the door.
We shoot a few more tramps in the wheelhouse of the engine room, take
shotgun ammo. Behind the wheelhouse is a room with shelving. We shoot in it
boxes: there are "lemons" and grenades to the grenade launcher.
Now you need to break through the two compartments of the engine room, in which
full of terrorists. If you see red gas cylinders, -
shoot them. Behind the engine bays is a narrow corridor. There is a hatch on the left
down, and on the right racks. There are armor, cartridges, grenades in the boxes.
We go down. There is fire on the left, and in the distance ahead on the right is a couple of terrorists.
A grenade to them from a grenade launcher! Let's go where they were and turn around
valve: the fire will go out, and we can crawl under the pipe.
Behind the turn, we shoot another warrior in the distance, jump over
pipe, and hurry forward: the guys will jump out there, - we put them down too. Through the door
let's go to the boxes with the virus. At first there will be no passage between them, but then
the electric car will drive off to the side, and we will fall into the hot embrace of another
teams of armed guys. Having shot them too, we will go out to the hatch leading to
lower deck. We dive there.
As they went down, a shooter on the left, and then a couple will run out of the corridor on the right
Guys. Having dealt with them, we go to the door on the right. The ship should be blown up
and behind this door is the first explosives planting point (see
one on the wall near the hatch?). We go down, and on the transverse beam
set up explosives.
We go upstairs, go out the door, and go to the right, through the door in the bulkhead
left. We bring down everyone who meets, and in this compartment immediately to the right: there is the second
explosive site.
We climbed upstairs, crossed this room, went out the door, and along the corridor
left. There at the door, to the right, again at the door: there are arrows in the room. Killing them
we cross the compartment with the equipment, we leave: on the right is the third point.
We got out, and straight along the corridor, then to the left: on the left we will see the fourth point.
Installed, got out, and immediately through the door next. Went through the corridor
one door, then left and into the door on the left. Behind the boxes on the right is the fifth point.
As the fifth charge was installed, a video will go. We look.

NEW YORK: ARSENAL (Map arm1.)
We go to the nearest door on the right. We activate the intercom. Sam won't want us
let. We press again. The bazaar will go, then the lock will click. Activate
intercom again - the door will open. We go, we talk, we follow
Sam and Taylor until the cutscene starts.
Then choose a weapon for the next mission.

HONG KONG: CHINESE JUNK (Map hk1.)
Mullins was about to talk to his agent, but he was already taken by the gills.
Therefore, we leave from behind the boxes, and bring down the Chinese (otherwise he will be the first to open
fire). From one of the doors, on the right or on the left (it happens in different ways), a
another Chinese. If you wait, another one will come running. Exit through
any of the doors and destroy with a grenade from a grenade launcher all the Chinese for
double door on the other side. We select machines, and throw a couple
grenades on the upper deck: there are also Chinese. With a fight we climb up. On
table we take cartridges, grenades and go out the door.

HONG KONG: LOWER DOCKS (Map hk2.)
As soon as they took the first step forward, two will start shooting from the right. And at
Mullins overhead from behind another shooter. Well, the village went to dance!
On the boxes and gangways on the right we run out to the pier, shoot everyone on this
territory. If you stand in front of the gate, then in the far right corner of this
half of the docks will hatch down. There's some ammo in there. And getting out of it,
we'll be under fire again.
After passing through the gate to the next half, we will again kill to the right and
left. Behind the containers there are cartridges, armor, first aid kits. Actually, we
far right end of this territory: there is an alley. But you can run here.
back and forth: armed Chinese will be constantly loaded.
Let's go through the alley to the building. We break the window with shots, we jump in there,
We walk through the building, fighting. Let's go to the double door, here and the level
end.

HONG KONG: UPPER DOCKS (Map hk3.)
We are still in the building. We move along the corridor, we reach the boarded up window in
room. We break it with shots, jump out. Everything here is very
simple: there are closed gates in front and in the center of this territory, and on the
territory, among the containers, is full of armed Chinese. Also
there are first-aid kits, armor. Beware of grenades thrown by the Chinese!
You can approach the gate only by wandering among the containers. We walk
we fight, we go out to the gate. To the right of the gate, behind the checkpoint, is an electric car.
There are also bandits hiding there. We make our way to the electric car, activate it, and
to the raised boxes we jump onto the wall.

HONG KONG: STREETS (Map hk4.)
On the right we take armor on the boxes, and go to the intersection of streets on the other side
(a little further, at the door, there are cartridges for a shotgun). Starts from the intersection
massacre: Chinese Triadians both on the left and on the right. There are snipers on the balconies. Yes, even
The Chinese are throwing grenades. Shooting them, we go down the street. We reach
forks.
The right road is a detour, but will lead to the same place. Left street is what
we need. Behind the first house, in front of the "HERE&NOW" sign, there is an alley:
us into it. At a dead end, we break the boarded-up window into the house, and jump into it.
Now you need to climb the stairs to the third floor. Along the way, it is possible and necessary
shoot the Chinese, and ransack the floors. When exiting to the balconies, on other
there are snipers at home. On the third floor we go out to the balcony, and jump on
blue "HERE&NOW" sign. We run along it, and jump over to the balcony
houses on the other side of the street.
Now in this house you also need to go up to the balcony of the third floor, and
jump onto a sign that protrudes above the road. Jumping to the balcony
across the street, and immediately look back: on the second floor of the house from which we
jumped - sniper. We destroy. We run along the balcony, and at the end up the stairs
we go down the road.
On the same side of the street we go forward: here on the right is the lane that we
needed. Having shot another and not a small portion of the Chinese, we go into this
lane, jump on the boxes, baskets, and then on the wall. We jump down.

HONG KONG: MARKET (Map hk5.)
We go forward along a narrow lane, and shoot all the oncoming Chinese.
Let's go to the market square. There are still a lot of Chinese with weapons. All
send to heaven.
Now we go to another lane, the only one here. He's to the right of the
which we left. Behind the crates next to this alley are ammo, armor.
We pass through this alley. Let's go out to the wide street. Let's go to
right side. On the left side of the house, and on the balconies of the sniper. Here
ahead of the open gates of the warehouse. Us here. But you can go even further
shoot a little.
We fight in the warehouse area. Or just go to the warehouse door. Or
we pass to the right behind the warehouse, and go along the long path between the warehouse and the fence:
there is armor at the very end.
In general, we get inside the warehouse. We throw grenades at all the Chinese below.
Where there is an electric car, there is a closed grille. We go up the stairs to the second
floor, we destroy five more Chinese, we collect cartridges, armor, first-aid kits in
warehouse and in a distant office (you can also take a grenade launcher there if you throw
one of the shotguns). And we activate the panel that is near the window to the warehouse: it immediately
near the stairs. The grid will open.
We go down, go to the open grate, destroy a couple more Chinese.
We call the elevator, go inside, and activate the panel in it.

HONG KONG: WAREHOUSE (Map hk6.)
We exit the descending elevator. We kill the Chinese in the passage on the right. On
racks take ammunition.
At the fork, we, in fact, to the right: there is a blind door. But you can go
to the left, and at the very end, on the shelves, take armor, cartridges, first aid kits. Also
you can check one of the doors one of the doors between these forks:
there are also a lot of useful things.
We open the shutter door. The warehouse is full of Chinese. Having interrupted them, it is necessary
climb the metal walkways, and go through the door that is above that one, through
which we entered. There is another spacious warehouse full of Chinese people.
You can run wherever your eyes look, but we need to go along these bridges of the second tier
get to the control room, in which there is a computer. Hacking
him, and we get on the back of the head. End of level.

HONG KONG: PRISON (Map hk7.)
We stand quietly. And during a conversation with Deviant1 and two bandits,
and after, when all disperse.
The guy in the cell opposite will slap the guard, pick up the ultrasound, let us out, and
then slap another guard. We select this ultrasound. Run to the table
guards, and break open the door to the armory on the left. More will come here
guards, but we'll get hold of ammo and AK-74s. We go to the door from where
the guards came running.
In general, we bring down everyone who is possible and impossible. Looking around the rooms
break open doors and cabinets, pick up first-aid kits and armor. Everything is as usual.
Get out of here sooner or later, it's not that hard. All doors are close at hand.
The key is to kill, kill, kill.

NEW YORK: ARSENAL (Map arm2.)
Here we are again in New York, at Sam's. But what is it? Only we make a couple
footsteps as Sam's office blows up.
We run to the hole. On the left side, along the wall, jump into the fire, and
jumping out to the toilet. Further down the sloping door. We jump into the elevator shaft, and
immediately jump out into the opening on the other side: the elevator will fall down. By the beam
crouching, we rise to the second floor. We go past the jet of steam into the room, into
which Sam lies (in the course we will pick up a gun without cartridges). Mullins will start
conversation with the wounded Sam. Then a damper to the ventilation will explode nearby.
We jump into it right away. Then up the stairs, through the hatch on the other side,
walls, go down.
We go towards the steam jet: behind it we will see a valve on the wall. We turn
him: the steam will cut off. We return to Sam, go to the room, where before
the path was blocked by a steam jet. Blockage on the left. Jumping on the metal
beam-lever: the blockage will fall apart.
We return immediately to Sam, we approach him from the side of the legs, and press
the "use" key Mullins will shoulder Sam. Carry Sam to
cleared passage. Caution on the street: a wall will collapse ahead, then
lie down more neatly so that you can pass. Carry Sam alone
road to the main road, and then to the fire department, the police, the ambulance and the FBI.
You can get on the wheelchair. When everyone there talks about the fire, the level
the end will come

NEW YORK: LOWER HOSPITAL (Map hos1.)
Sam needs to be protected. We don't have weapons yet. We go forward alone
dear, let's go to the closed door. There is a nurse behind the counter. Approaching
her, click "use". She shakes a little and then opens the door.
We go forward to the elevator. We sit down and go upstairs.

NEW YORK: SAM'S ROOM (Map hos2.)
As we left, we see a misunderstanding: a guard was killed. We pick up his gun and run
forward down the corridor. Sam's room is at the very end, on the left. It's open. Will go
video. After him, you need to quickly sew a hired killer.
We select his machine gun, and go back along the corridor to the fork: on the right because of
glasses will shoot, and from the left they will come running from the corridor. Valim. Then the doors
in front they will open, and behind them glass: they will also fire from there. Collecting
cartridges for our machine gun. We jump behind the glass in front, we bring down more
terrorists. Then we jump back and run to Sam's room: it opened
the door is in a dead end, and a group of wicked people ran out from there. We deal with them.
Across from Sam's room is a closed door. We open it. There armor, first aid kits.
There is another door nearby: there are cartridges on the floor behind it.
We go forward again, jump through the glass straight ahead, and move on.
Let's reach the room with the ladder. We shoot all the terrorists there, according to
stepladder we climb to the balcony, and from there, by the lamps, we cross
to the other side. We call the elevator.

HOSPITAL: PATIENT SERVICE (Map hos3.)
We leave the elevator, and we go to wet everyone to the right and to the left.
There is only one directory here: the elevators do not work, you can not even approach them.
The main thing - from floor to floor, to climb up the stairs to the roof.
The militants here are all armed in the same way as we are - M4. So rounds and grenades
do not regret from the grenade launcher: with one grenade you can cover five or six at once
Human. Only bloody lumps on the walls will hang. And almost everything
terrorists in bulletproof vests, so armor will also be in bulk. Forward and from
song. We wet them both in toilets and in offices.
When you reach the blockage, you will need to jump out the window and get over to the window
on the other side. And there will be no other obstacles. Let's go and destroy everything
what moves. Grenades from a grenade launcher, but wisely: not under your feet
shoot!
So you will reach the stairs to the door to the roof.

HOSPITAL: HOSPITAL ROOF (Map hos4.)
An armored helicopter is loitering here, having flown in for the terrorists.
Immediately shoot at the tall yellow tanks (two of them) in front on the right: they
overturned the grate, blocking access to terrorists. First thing
you need to shoot all the terrorists on the roof. In the buildings at the corners of the first-aid kit and
armor.
The helicopter will blow up something like a power plant, and knock over pipes (or maybe not
have time to blow up and overturn). Make your way through these pipes, wherever they are
lead: there is an M60 machine gun and cartridges for it, pick up all this stuff.
As we finished with the terrorists, we take the helicopter. Need to shoot
only on the engines on the wings !!! Don't waste ammo on the hull. And better
shoot them (engines) when the helicopter is sideways towards you. Shoot sparingly
in short bursts. 150-200 machine gun rounds should be enough.
But even if you do not take a machine gun, but shoot in short, accurate bursts from
machine gun, then two and a half - three horns are enough. As soon as you set fire
helicopter with both engines, the level will be completed.
And remember: it's not easy for a helicopter to hit you either. So don't hide too much
but don't stay in one place. Good luck with your first fight with a serious
enemy!

TEXAS: MAIN STORE LEVEL (Map shop3.)
You have already been here, so go to the elevator in a familiar way to get to
second floor.

TEXAS: SECOND STORE LEVEL (Map shop4.)
This road is also known and familiar to you. Go to the secret conference room.
The guards will not let you in, but will send you to the shooting range.
Exit and go straight and then a little to the left: there is a double door to Sector 7-G.
Open it, come in. Go right or left corridor to the door on that
side, behind the building in the center. Exit to the double door with a sign "Firing
Range". This is the shooting range. Master new weapons in it. As soon as you think that
handle it well, you can go back to the conference room to
watch the video of the conversation.

KAMCHATKA: PERIMETER (Map kam1.)
Do not be ridiculous: do not try to control a parachute in flight. Doesn't matter
land where the developers intended.
We go forward to the building that can be seen through the frosty haze. There's a couple
sentries. Others are not visible, but they are. You can take a little to the right and sit down,
to better view the inside of the building and not make noise. Can
shoot from a machine gun: the alarm will only be raised if someone from
the soldier will run away and go upstairs to the road. Well, let it rise: what's the point
nothing from this. You to the top of the nearest hill: there is an opening leading to
road. But you can also run around, look for more soldiers in camouflage.
On the way we will go out to the closed gate and the opening in the wall. We are in this opening. There
many more soldiers. There are a lot of options for action, so I will not do anything
advise, understand. The main thing here: blow up the barrel near the last
towers so that it falls on the ice and breaks through it. Then we through the hatch in the tower
dive, and we can swim further beyond the monolithic wall.
As soon as we swim out, we will get under fire. We destroy everyone in this territory,
we jump onto the hill, which is at the very end, behind the big and only
buildings, and already from the hill we jump to the balcony of the house. There we activate
panel with a lever and open the gate ahead. There are a lot of useful things in the house.
of things. We go into the opened gate, destroying soldiers and dogs along the way.
We open another gate.

KAMCHATKA: MAIN ROAD (Map kam2.)
So we go forward along the road, following all its twists and turns and increasing the level.
Naturally, on the way, shooting all the soldiers, dogs. And collecting along the way
first aid kits, cartridges, armor, ammunition.
Let's go to the fork: on the right is a closed gate, on the left is the entrance to the tunnel, and ahead
metal construction - platform plus tower. We go up there.
You can search the tower, and then go along the platform towards the tunnel: there
lever arm. Activate it: below us ahead will open the entrance to the sewer.
Jump down, climb up there. I'm going through the sewers.
Let's go to the ruins. There are four or five soldiers here. We shoot or
blow up. We go further, and climb into the sewers again. So let's get to
end of level.

KAMCHATKA: STATION (Map kam3.)
Let's go ahead. There will be a sentry, it can be seen through the optics and removed. IN
in general, forward and forward. Let's go to the bridge. Gotta kill a bunch of people
around the bridge, and then up the stairs on the middle farm (it is on the back side
where we came from) climb the bridge. We go to the left: there opens
door. We destroy everyone here.
We get out on the stairs, and with a canopy we launch a grenade from a grenade launcher
those rascals who are shooting at us from the road. On the road we are to the right. But
before that, you can go left (here, by the way, there is armor on the boxes), and
carefully throw a grenade at three or four villains in a dead end at a closed gate.
It's full of useful ammo, some armor.
Now we are going in the right direction. It will be necessary to remove from the car
machine gunner at the top: he crouched, and therefore it is necessary to shoot at the bottom of the machine gun, at
the very edge of the board. At the closed gate, we are on a narrow ledge over a cliff
to the right: there is a breach in the fence. We kill, kill and kill. I'm going down the road
forward, and through a gap in another, but now brick, fence we will get to
station.
Here, too, you will have to kill a lot, you can explore the buildings: there are also
soldiers. But actually, we are further along the tracks, behind the freight cars. It stands there
yellow diesel locomotive. We jump into it, and activate the big lever:
diesel will push the wagons. We jump out and run to the gate. Through the open door
we jump into the freight train, which stands at the very gate. By drawers and sunroof
get out on the roof of a freight car. Jump over to the ledge
gate, and crawl into the ventilation. Let's crawl over it.

KAMCHATKA: RAILWAY BRIDGE (Map kam4.)
We crawl through the ventilation. You can be careful, then we will not raise an alarm, and
we can carefully remove the sentry at the exit from the room. Well, if you make noise, then
We are already waiting for a warm meeting.
We jump out in the room, we take cartridges, armor, first-aid kits. Through the only
pass let's go to the platform. You can run, or you can immediately turn left, and
go steadily along the trains, destroying militants along the way, collecting cartridges,
armor.
Through the door we will leave to the Bridge. We cross it, we destroy dogs, guards.
You can run around the territory, but our main directory is right behind the bridge
to the left, and then to the metal platform and the tower on it.
We climb the tower. Through the window we jump onto the sloping roof,
adjacent to the tower. On the roof we break open the hatch, and dive into the ventilation.
Let's crawl over it. We notice a branch with a fan on the right, but for now we are crawling
forward.
Through the fan blades on the left we shoot the soldiers in the room. We crawl
to the end, jump down, and open a large grate into the room. We finish
soldier, collect ammunition, and activate the lever in the fence opposite the grate
where we came from: the fans will stop.
We jump into the ventilation again, and crawl to the branch that we
missed. Through the stopped fan we get to the next
level.

KAMCHATKA: CHECKPOINT (Map kam5.)
We select first-aid kits and armor in the room, and go out the door. If you go straight
through the next door, then we will go out to the wagons. And if you turn left around the corner, then
let's go out to the crowd of soldiers (Grenades in them !!!). From this place in the wall on the left ahead
you can see the reddening entrance to the ventilation - this is what we need.
But first you need to break through the cars: there is a passage in the wall to another
territory. We break through there. After killing a bunch of people, you need to go to the instruments
behind bars on the far wall. We lower two knife switches: opposite the entrance to
fence and on the other side. And then the third one on the panel between them:
shutdown will occur security systems, explosion.
We go out again to the cars: here is a collapse. Directly from the exit
we climb onto the collapsed canopy, from it we jump to the roof of the house, from there to
ventilation, and so on. So we jump to the ventilation we need
holes. We climb on it.
Let's jump into new territory. We destroy everyone and everything, and we go only
possible way here. Let's get to the yellow diesel-electric locomotive with wagons.
We clear the space around him from the soldiers. We approach the coupling of wagons for
diesel, and raise the cotter pin: the diesel will be disconnected from the cars.
We jump into it, approach the instrument panels in front, and press
the "use" button: diesel will break through the gate, and bring us to the next
level.

KAMCHATKA: CAVE COMPLEX (Map kam6.)
We get out of the diesel. We immediately bring down four armed types that us
are waiting. We go to the door on the stairs.
We take armor, a first-aid kit, and forward - to the street. Near the cars you need to kill more
crowd of armed guys. They are below, and above, and around. Making our way to
the other side, we enter the building. We rise to the second floor. We go out to
Fresh air. There is a machine gun here, from which you can shoot a lot
enemies below.
Behind the machine gun there is an elevator (this is a cabin with a ladder that cannot be climbed, and
sunroof that cannot be opened). We go into it and click "use"
panels. We're going down. We've arrived.
We make our way forward, the only way here. So let's get to the end
level.

KAMCHATKA: MAIN GENERATOR (Map kam7.)
Forward (there are many enemies, so I will only indicate the direction, and let you kill
will have to do it yourself). Down the hallway to the door. We open. Crossing the room and
go straight to the door. There will be the next door. Straight and straight, then on
stairs down. We jump to the very bottom.
We go behind the bars: there is a hatch in the floor and a long staircase down. How they got down
on the right (if you are facing the room) there is a staircase up to the ramp. We go along
him. We pass by the lever on the panel on the left. We get to the generator, and
lower the knife switch on his panel. Now back to the lever, past
which we passed, and we lower it. End of level.

KAMCHATKA: MAIN GENERATOR (Map kam8.)
Lighting cut out. Now we have to go all the way back. Remember? By
down the stairs, then up the long one # And the soldier came running, - not measured.
So, go ahead! On the way back.
Up the stairs, to the very room that was once crossed. There
you will see how on the left some eccentric scientist with a chair will land an armored
glass (that's the strength of a person in an extreme situation!). Jump there. IN
that room in the center of the hatch into the ventilation. Jump out in the corridor with the soldiers.
Forward along this corridor! Up the stairs. There in the light opening: on the left
the fighters will shoot, and on the right is the door through which to go further.
Cross the laboratory, destroy the fighters in front, and in the branch
on the right: there is an exit from the level.

KAMCHATKA: CAVE COMPLEX (Map kam9.)
Well, darkness! We go to the door on the right, and the emergency lights turn on.
lighting. We open the door. We blow up a group of fighters in front. We move
straight ahead (on the left is the lift shaft). Through the narrow door on the right, and then up the stairs
up. We blow up more fighters ahead.
We go to the right sleeve of the corridor: there is an elevator. We go into it. up the stairs,
open the hatch cover, and get out on the roof of the elevator. Now along the rope to
the very top. Whoops! We are in a familiar place. You can fight here and run
by buildings, but the general directory is: to the platform on the lower right
(if you stand behind a machine gun), - there is a switch.
Having reached the knife switch, we touch it, and the grate near it scatters
to smithereens. We jump down into the formed opening, onto the wooden buildings.
Then into the gap. We go down the long corridor to the next level.

KAMCHATKA: RESEARCH COMPLEX (Map kam10.)
We are closer than ever to our goal.
Let's go ahead. Then left along the corridor (behind the door in front of the first-aid kit). Behind
ramp to the right (the left path is a dead end, but if you want to shoot -
forward). We fight, we jump through the window broken by bullets. Go ahead. By
corridor. We open the door where the doctor runs. Up the stairs. By
way we send a bunch of armed people to heaven.
Upstairs along the corridor to the very end, to the table with appliances. Through the broken
we jump down the window either to the extension below, or near it, and then through the window
Let's jump into this building. Here you need to turn the valve. Water will come.
She will squeeze out one door, the second, move the blockage. We go out and jump
through the shifted blockage. Let's go ahead. We'll fight a little more, and we'll go out to
the end of the level.

KAMCHATKA: LABORATORIES 1, 2, 3 (Map kam11.)
The Russians restored the central power supply. Wandering in the dark
completed. We go to the door on the right. Let's go to the first laboratory. We remove
guards, and go into the laboratory (door ahead).
We need to blow up the silver column against the wall opposite the entrance. Approaching
it (or to the computer to the right of the column), and click "use".

Mullins will start swearing that the charges are damp, and we need to find explosives.
We leave the laboratory, and go to the door on the left. Behind the door to the right. let's go out
outside. Behind the first car in front - four guards. On need
far platform: there is a lever on the panel. Activate it once: the pallet will arrive
with boxes. We activate the switch again: the second pallet will arrive, - on it
we need explosives. We take it, and we return back to the column. will appear
explosive icon. We install explosives on the column, and run away
away: now explode.
After the explosion, we return back to the column, and go to the formed
hole in the wall. Further along the corridor. Through passages and stairs. Shooting
guards in bulletproof vests, but armed mainly with pistols. So
go to the second level. Here it is also necessary to blow up such a silvery
column. We install explosives, and run back, destroying new ones along the way.
guards. We need a stained-glass window (already) on the left, with a break in the railing.
Near it is a cornice. On the other side of the cornice is a closed entrance to the ventilation.
We shoot at the lid - it will shatter into chips. We go along the ledge to the opened
entrance to the ventilation, and crawl into it.
We crawl out between two doors. But on the left side there is another shield:
we break it too, and again we crawl into the ventilation. Let's crawl out at the third
level. We shoot the guards, and we reach another silvery column.
We set the charge, and run back: after the explosion next to the room with the column
A closed door will open and the guards will run from there.
We destroy them, and go to this open door. So let's go to the next one
level.

KAMCHATKA: LABORATORY 4 (Map kam12.)
We open the door ahead. It is impossible to get lost here. We clean this
territory from protection. We will be separated from the next territory by a closed
door. Next to this door is a semicircular barrier with a bunch of appliances. There is
lever that opens this door.
Go ahead. We open the sealed doors with levers nearby. So let's get to
pencil case at the bottom, which is sealed from the sides with two doors. Inside this pencil case
the fourth silver column we need. But it is covered with a casing. In the room
next to the pencil case there is a panel, on the panel there is a lever that raises this casing.
We set the explosive charge, and run back into the room with the lever. After
explosion, the casing will start to go up and down. Now we have to go up a little
up, along the way, shooting off the guards that came running in order to jump up
a pencil case, and from there upwards a rising lowering casing. From there
let's get into the ventilation.
We crawl through the ventilation. The ceiling below us will fail, and we will find ourselves in a room
with the guards and Dr. Sestrogor. We remove the guards. Mullins will lead
conversation with the doctor. The doctor will then open the door.
We run ahead of the doctor. As we go out into the street, we wet the guards downstairs
machines. Then we go to the right: there is a panel with a lever - and we call the cage
suspended road. We sit down there with the doctor, activate the panel in the cage and
let's go.
Now the main thing is to get to the end of the path alive (you can shoot
guards, although this is very problematic). We leave the cell. End of level.

SWITZERLAND: Checkpoint (Map air1.)
We leave the car, and go to talk with the police. Remember: first, they
will warn us of movement ahead, and secondly, the death of one of
civilians (no matter from whose bullet or shrapnel), this is a mission failure.
Terrorists will appear at the top before exiting the stairs. We shoot.
Then on and up the escalator. At the top, you have to reach the end in order to
take a red access card from the last killed. Taking it, we go down,
to open the door. This door will lead us further.
The battle tactics are as follows: we light up so that the terrorists see us, and immediately
retreat to the nearest cover. They will run to us. We meet them
fire. Well, and those who did not run, we get from the sniper.
After we took the map and opened the door, we go further, forward and forward,
on the way inspecting the side rooms. We do not particularly scatter grenades:
only if there are no civilians in the radius of destruction.
This is how you get to the end of the level.

SWITZERLAND: AIRPORT TERMINAL (Map air2.)
We immediately squat, and exit from the corner. We keep our eyes on the escalator ahead:
two will go down. We shoot at them as soon as their legs appear.
All the same, crouching, we go up the escalator. will appear on top
fighters. We shoot one after the other. We do not leave the escalator: terrorists
on the right, and among them a couple of hostages.
We remove one of them through the optics, and immediately switch to the machine: to
we will run all the rest. We hold the position, and bring down the running up
terrorists one by one. Then we go forward to the next escalator,
leading down.
It can be bypassed left and right. Better on the left (it's safer that way). We go down.
At the turn we will meet a fighter (there may be two of them). Valim. Hold position
at the turn at the partition (very convenient). Run from above and below.
We meet. Having fired back, we will see the freed ones running on top
hostages. We go down and on.
But the walkie-talkies will warn us that there is movement ahead. Bounce around the corner and
We bring down the fighters running towards us. Then the hostage will run. We go on through
short pass.
We light up from around the corner, and run away: there are terrorists and a running
hostage. The guys will throw grenades and the outcome of the mission is not in our favor.
So we do not looming, but retreat: they themselves will run to us. Let's get everyone on the corner.
Let's go ahead and clear the space. Damn hostages! Run like you own
Houses! They climb right into the line of fire, under the barrel. Well at least a few hits
They don't hurt much, and that's fine.
We pass through the frame of the metal detector. This is where the fight starts! Our main
directory - forward and forward. But from the side aisles (dead end) there will be
run up more and more fighters, and shoot us in the back. Even if these
clear the passages, they will then be loaded there anyway, materializing.
If you see a running hostage, then the last gang of terrorists in
at the end of the corridor you can throw grenades. If not, then a hostage among
them, and these types should be carefully shot through the optics from around the corner.
As you finish the sweep in this corridor, we go to the last door on the right with
the inscription "EXIT". Finishing the level.

SWITZERLAND: AIRPORT HANGAR (Map air3.)
Forward. When was it different?
We go down to the conveyor belts. There are a couple of fighters here. Left door and
stairs down. Below are two more: a grenade there. We go down, we jump on
conveyor belt (it is just opposite the descent from the stairs and immediately does not
it is seen). Let's go to the aisle. At the bend of the belt, you can jump down and pick up the AK-74.
We reach the room with the fighters. We fight, we bring down everyone. We open the door to
elevation. We do not linger in the room for a long time: it will explode soon. We go along
corridor, destroying everyone and everything. We leave to another battlefield.
We go up the stairs to the platform, blow up the tanks in the nook, and
we jump onto the conveyor belt through the opened grate. We open
square bars on the side. Let's go ahead.
Finally, let's go out into the fresh air. We break through among the containers in
left side of the area. We do not regret the pomegranate. There is an entrance to the hangar at the very end.
We break through.
Now the plane. We go up the ladder to the wing. We jump on the wing, and
we go to the body of the aircraft. We pass along the protruding part along the side, and
jump over to the platform at the entrance hatch. Breaking the lock. End
level.

SWITZERLAND: PLANE (Map air4.)
We go up the stairs. Through a narrow passage to the left (on the right is a closed door
into the cargo hold). We bring down the guard, the second. The door to the nose compartment too
closed. So we go up the stairs. As they got up, on the right immediately
terrorist.
If we go forward (as we got up), then there will be a mass of terrorists, and a closed
door. Therefore, it is better to turn around and go to the passenger side of the aircraft.
You can shoot and throw grenades: it does not threaten the aircraft. In the second
passenger compartment can (and should) be taken on the table (he hid between
seats, and it is not immediately visible) a red card.
Now, with a fight, we break through to the opposite end of the plane, to the locked
doors. We clean all the rooms on this tier (so that they don’t shoot in the back), and
open the door lock. Watch a video with Nashrad. After his death
We go to the cockpit. Activate the lever on the right, and click "use"
at the controls: Mullins will contact the Store. Then connection
interrupted: a traitor attacked the Store.
We leave the cabin and go down to the lower tier. I'm going to the nose
cargo deck (the door there is now open). There is an autopilot on the top left.
Hack it (the "tongs" icon will appear). Then we go to the opposite
cargo compartment, to the jeep. To the right of the jeep we take a parachute and go to the end
plane to supposedly jump out. End of level.

TEXAS: MAIN STORE LEVEL (Map shop5.)
Yes, the Store has been brazenly attacked and John Mullins has to help.
to their comrades. It may be dark here, but you have been here more than once. Task
the same: go all the way to the same elevator, and go upstairs. The only difference is
that it's full of terrorists, and doors that used to be closed are now
open - so do not be afraid to explore them: there are a lot of useful in battle
of things.
Well, go ahead!

TEXAS: SECOND STORE LEVEL (Map shop6.)
There is also nothing here that you do not know.
First of all, you should get to the door "Sector 7-G". Remember there
road? Well! First, on the right side to the secret conference room, and there
this door is nearby. You can, of course, go the other way, rooms
explore - I do not forbid.
Passed through the door "Sector 7-G". Now you can climb here too. The shortest
your directory from the door: to the right and along the corridor to the elevator to the next
level. But you can also go to the left: there are just a lot of terrorists. shoot at
them, go to the shooting range, go to the weapons room (which was previously closed). IN
the armory has a lot of ammunition, other types of weapons, armor. well and
then you can go to the elevator. Decide for yourself.
So, we sit down in the elevator, and we go to the next level.

TEXAS: STORE LAB (Map shop7.)
We leave the elevator. Us right. Because of the corners on the right and left they will shoot
terrorists. On that corner to the right to the door with squares. But it is also possible
on this territory to run, fight, who is not enough. And so on: I
I describe the shortest and optimal path, but no one bothers to deviate from
him.
Then into another door with squares. We move through the rubble on the left.
Another similar door. We go, shooting back: forward, right (ahead
elevator, but this is later - this is the exit from the level), to the left, into the building on the left.
We cross it. We leave between two blockages: on the right and on the left. ahead
embossed door. We open it. Here we fill up a bunch of terrorists, and then for
glass we will see Dr. Sestrogor and the traitor Wilson - Deputy
store director.
Mullins and Wilson will have a conversation, after which Wilson will release the virus,
and he will run away.
We go to the door opposite the glass where the conversation took place. There will be more
one massacre with terrorists. We throw them with grenades, reload weapons,
collect ammunition, armor. We call the elevator, and we go to deal with
Wilson, the cat of a bitch.

TEXAS: SHOP ROOF (Map of shop8.)
Wilson is in the helicopter. We have already dealt with this. The disposition is:
it is necessary to set fire to the helicopter both engines (as soon as we set fire to the first one, it will start
shoot rockets), and then hit him in the windshield.
At the very top of the roof is a stationary machine gun. But resort to it
last but not least: the position is open, and we are very comfortable there
target. It is better to run on the roof and hide behind corners, ledges. Shoot down a helicopter
not so difficult: a hundred or two well-aimed hits on engines are enough, and
then into the windshield.
If you go around the roof of the superstructure around, and open the door on the other side, there
there will be armor, a machine gun, a grenade launcher, cartridges, first-aid kits. But the grenade launcher and stuff
the helicopter skillfully ignores throwing weapons.
I wish you successful completion of the game! I leave you alone with the helicopter.
Then we watch the final video on the Cemetery. Madeline Taylor
justified. Sam sent counterintelligence officers to hell. A virus
continues to spread across the planet. The terrorists are alive.