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                                                                Headhunter
                                                   Walkthrough/Strategy Guide 
                                                        written exclusively for 
   
                                                        *Cheat Code Central*
                                                                      at
                                                       http://www.cheatcc.com/

                                                                      by
                                               nemesis@ianwinter.freeserve.co.uk
The Headhunter are new law in town and every criminal has a price on his 
head. Take to the streets and train to become a certified crimebuster, then 
use my guide to take you to the top of the league.

Training
Before you can start the game, you'll have to complete the virtual reality 
training. This will help you to gasp the basic fundamental controls and also 
teach you how to use your weapons.

Mission 1
The first training mission is about your character control and interacting 
with the scenery. To pass the test, simply walk down the hall and then open 
the door at the end of the corridor using the X button.

Mission 2
This is all about using your weapon. Simply press the R1 button to ready 
your weapon, then press X several times to kill the enemy simulant in the 
centre of the room. Exit through the door on the far side to complete the 
test.

Mission 3
  Here you'll learn how to cope with multiple targets and learn how to 
switch between them. Press R1 to aim your gun, the square to target a 
different simulant. You can also hold square and the manually target the gun 
using the analogue stick. Shoot only one simulant highlighted in green. When 
all the sims are dead, exit the room to pass the test.

Mission 4
This explains how you can target objects. Start by pressing R1 to raise your 
gun, then Square to target the barrel ahead. Now press X a few times to make 
the barrel explode, destroying boxes behind. Continue along the corridor and 
blow up the second barrel to kill the grey simulant. You can now leave 
through the door at the end.

Mission 5
This introduces you to wall-hugging mode, which can help you to walk across 
thin ledges and sneak up on enemies. Walk forwards and get close to the wall 
on the left, then press triangle to walk backup against it. You can now 
shuffle left and right without having to worry about falling. When you've 
got pass the pit, press triangle again to leave the wall then cross over and 
hug the wall on the opposite side. Sneak up to the corner, then press R1 to 
spin around the corner, then press X to fire at the simulant. When it's 
dead, exit through the door at the end of the corridor.

Mission 6
This is all about stealth and avoiding enemy fire. The simulant at the end 
of the hall is on patrol and your task is to get past him with taking any 
damage. Press and hold L1 to crouch down, then press circle and a direction 
to roll across the floor in combat style. Use the crates as cover and roll 
over to the next one when the simulant turns away. When you reach the end of 
the passage, don't try to kill it the sim just dash into the next passage on 
the left and into the vortex to complete your training.

Area 1 Escape
After the cut-scene showing your escape from the lab, it's time to fight 
your way through the complex. Move forwards and dash into the first alcove 
on the left, then press triangle to back up to the wall. Approach the corner 
to get a view of the area ahead, then wait until you see the guard before 
popping your head around the corner to shoot him. A few short blasts should 
take him out, then run along the corridor and around the corner. Keep 
running forwards the crouch and hide behind the crate on the left. When you 
see the guard ahead, jump out and unload your weapon into his chest. 
Continue along the passage and turn the corner to the right. Seek cover 
behind the crate on the right and quickly kill the next guard who emerges 
from the end of the passage. Move forwards again and around the corner to 
the left, then dash inside the next alcove and seek cover against the wall. 
Wait for the guard to unload his pistol into the crate, then pop out and 
fire several shots into his torso. Dash past the dead guard, then move over 
to the left side of the passage and crouch behind the crate. Kill the guard 
who jumps from the left alcove, then target the guard across the passage. 
Once he's dead, dash past the bodies and along the corridor, then open the 
door at the end to escape the complex.

Area 2 Stern Mansion
After you recover in hospital, Angela stern offers you £2 million to find 
her father's killer. So it's time to visit the stern mansion. Start by 
moving towards the bar, then examine the documents on top of it. The first 
is a report by DR Zweiberg about the criminal control system. The second is 
Angela's father's LEILA certificate. After taking a look at both, wonder 
over to the fireplace and examine Angela's graduation diploma. Now search 
the table to read the ACN Bible and a book Angela's father wrote with 
president while at Harvard. Head into the corner opposite the bar and take a 
long look at the photo on the wall. Angela will explain how her father 
helped Alan Sharpe through college and trained him to work in the ACN. After 
checking out all of these documents, Angela will hand over a keycard that 
grants you access to the garage down the hall. Leave the room through the 
double doors (secret Adrenaline), then use the keycard to open the locked 
door on the right. Before you leave, Angela gives you the keys to her 
motorbike, so it's time to go for a ride.

Adrenaline
Before using the keycard to open the garage, take a look inside the gym 
opposite. On the bench you'll find some adrenaline.

Area 3 Fortune Hill
With a new motorbike under your sturdy frame, it's time to learn how to ride 
again. Gently accelerate up the hill to reach the main road, then turn right 
and let rip through the tunnel. Once your bike reaches a speed of over 
170-mph, you'll start to earn skill points you need at least 250 before you 
can attempt the C License exams at the LEILA offices. Keep riding back and 
fourth along the tunnel until you have enough points, then drive through the 
barricades leading to the north district.

Area 4 LEILA Office
Drive forward to the light, then take a left and follow the road down to the 
corner. Turn right into the car park just before the corner, then drive over 
to the far corner to find the LEILA offices. Press circle to dismount, then 
go inside to speak to hank redwood. After a short conversation with you old 
colleague, you approach the desk and speak to the snooty receptionist. She 
tells you to use the VR Terminal to take the tests and also how to use the 
weapons dispenser after completing the challenges. Enter the room on the 
left and take a seat on the chair.

C License
Before you can accept Angela's offer of employment and start on the trail of 
Don Fulci, you'll have to obtain your LEILA License. The exam tests your 
skills in a number of different areas.

Level C1-Motorcycle Control Test
Objectives: Reach all checkpoints within the time limit
Target time: 0:32
Record: 0:20
Tips: This is a fairly easy test, as you should already have mastered 
control of you bike. The course is fairly short and there's only one tricky 
corner to negotiate. To avoid pulling wheelies, try to accelerate gently 
after braking, giving you greater control.

Level C2-Tactical Stealth Test
Objectives: Reach the goal without getting detected. If an enemy is alerted 
the test is failed. Kills can only be performed with stealth attack.
Target Time: 1:45
Record Time: 0:40
Tips: This test is all about using tactics to creep up behind the enemy 
simulants. To kill the guards you must get really close behind them, then 
hold R1 and tap X to grab them by the neck. You also have some dummy shells 
which can be thrown (using the same buttons) to divert the guard's 
attention. If you aren't close enough behind the simulant, you'll throw a 
shell over his shoulder, instantly making him turn around. Take your time 
and watch the map in the top right corner to see which direction the 
simulants are facing. You can also use the wall-hug technique to get a 
better view of what lies around the next corner.

Level C3-Weapon Utilization Test
Objectives: Kill off 4 enemy guards on the other side of the abyss. Use the 
environment for protection.
Target Time: 0:45
Record: 0:27
Tips: This test is fairly simple, as all you need to do is kill the enemies 
on the platform opposite. Use the crates as cover, then jump out to fire 
when an enemy is in sight. Keep blasting until you need to reload, then duck 
back into cover to avoid getting killed. When all four guards have been 
killed, a vortex appears in the corner, through which you can exit the 
level.

Level C4-Combat Technique Test
Objectives: Use the techniques you've learned to reach the goal.
Target Time: 2:05
Record: 0:52
Tips: this combat test is more challenging as the guards have plenty of 
cover and you have very little. Move forwards and look over the right hand 
barricade to shoot the first guard. As soon as this guy hits the dirt, 
quickly turn left and blast the other three guards that are now shooting at 
you. Keep firing and moving towards them. When they are all dead, you can 
make your way through the door at the end of the corridor. In the next room, 
dash down the stairs on the right, then around the corner to sneak up behind 
one of the guards. Kill him as quickly as possible, then use the nearby 
pillar for cover while you blast away at the other two guards on the other 
side of the room. Once they're dead. Dash over to the opposite corner and 
into the vortex to complete the mission. Congratulations you've passed your 
LEILA C License.

Area 5-North District
After passing your licence, the lady behind the counter will issue you with 
your ID card and Casio VM, which acts as a database and mobile phone. Before 
you can check out the functions, you'll get a call from Angela Stern 
congratulating you on your success, then another call from Chief Hawke. 
Before leaving the offices, check out the dispenser in the corner and you 
can grab some Decoy Shells, Scorpion Neurostunner and Smith & Easton 
Stimulator. After the news bulletin you'll be back outside on you bike. You 
can gain some more skill points by tearing around the busy streets, but be 
careful not to crash, as you'll now lose a few points for damaging your 
bike. When you've reached the next goal of 500 points check the objectives 
in your inventory. Now head to the far side of the North District and stop 
outside the closed-down gas station.

Area 6-Gas Station
As soon as you arrive, Angela Stern calls on your VM with some information 
on the informers you're searching for. Head left and check the crates 
against the fence to collect an Adrenaline, then duck back behind the crates 
to avoid being spotted by the biker in the alley. Quickly stick your head 
around the corner and blast him when his back's turned, then head into the 
shop door opposite. Search the counter on the left to pick up a Grenade, 
then head over to the corner opposite and open the door on the right. 
Carefully sneak up behind the biker working in the corner, then blast him 
and take the First Aid Kit on the bench. Now use the switch on the pillar to 
lower the car on the ramps but a fuse is blown and it'll stop. Search the 
rest of the garage to grab another Grenade and the return to the shop and 
back out through the front door. Walk down the alley to the left of the shop 
and continue all the way to the end. Two bikers are practicing their 
shooting skills on some defenseless tin cans; so sneak up behind them and 
show them how a Stimulator really should be used. When they're dead, search 
the nearby crates for a battery, then look around the pallets opposite to 
collect a Grenade. Return to the garage and examine the panel on the wall 
opposite the pit. Use the battery to power the unit and the engine will lift 
from the pit. Head down the steps to collect the car-wash token on the 
floor, then activate the machine on the wall again to return the engine to 
the pit. Leave the garage and blast a pair of bikers who've just arrived, 
then follow the passage along the left side of the shop. Look out for a 
small machine for the car wash, then use the token to open the door behind 
you. Quickly turn around and blast the biker inside, then enter and search 
the crates at the back for another Grenade. Now enter the door on the right 
to find a small office and search the desk to grab the locker key. Unlock 
the door leading to the shop, then return to the garage and use the locker 
key to open the locker. Grab the Electric Cord inside, then return to the 
office and fit the Cord into the station's fuse box. With the power 
restored, the car on the ramp will slowly lower to the floor and you can 
then grab the Fire Extinguisher from the back seat. Run back to the car wash 
and through the door, the kill another biker. Return to the alley at the 
back and use the Fire Extinguisher to put out the burning wreck in the 
corner. Open the car door and the burned informer's body will fall to the 
floor, dropping the Crowbar. Pick up this handy tool, then head for the 
alley on the left, leading towards the entrance. Check the toilet door on 
the right, then use the Crowbar to remove the planks nailed across the door. 
Head inside and examine the dead informer in the corner and you'll find an 
AMCO keycard on the floor. As you pick up this item and you'll hear a bike 
arrive outside. Head back to the alley to meet the biker's gang leader, 
Greywolf. Before answering any questions, he rides off. So get on your bike 
and prepare to give chase.

Area 7 Wolfpack HQ
Angela calls to check on you progress, then you can exit the gas station and 
turn right onto the road. Ride along the main road and take the third left 
just before the beach. Now ride two blocks down and you'll find Wolfpack HQ 
on the left. Dismount and arm yourself, then turn the corner to the right 
and kill the guy standing beside the door. Now turn to the left and use the 
AMCO keycard on the door in the corner.

Floor 1
Once inside, you'll overhear two biker guards talking about a meeting called 
by Greywolf on the third floor. It's time to crash the party, so dash to the 
left and run around behind the pile of crates. Use your wall-hug technique 
to creep up to the corner, then roll across the gap when the guards aren't 
looking. Move forwards slowly and wall-hug again to see around the next 
corner, then pop your head out and blast the guard. Search the corner to 
collect a Proximity Mine, then dash back to the center of the room and get 
ready for some more action. Turn the corner and blast the two biker's you 
heard talking, then walk towards their bodies and examine the crate behind 
them for a walkie-talkie and Padlock key. Climb the stairs and turn right to 
find an Adrenaline on the floor, then head back to the door and return 
outside. Dash over to the other door and use the Padlock Key to open the 
small cabinet on the wall on the left. Now turn on the power to the lift and 
head back inside the building and through the door at the top of the stairs 
to enter the lift.

Floor 2
Take the lift to the second floor, then step out of the lift and search the 
shelves on the left to grab a First Aid Kit. Now examine the machine next to 
it and you'll discover that you need some sort of circular item before it 
can be used, so return to the lift and make your way up to the third floor.

Floor 3
Exit the lift and walk around the corner to find a long corridor. Head along 
it, then enter the first door on the right and search the last cubicle for a 
Proximity Mine. Leave the toilets and continue along the corridor, then 
check the small alley to the left of the lift to find a Grenade. Now head 
over to the large double doors and listen to the meeting going on inside. 
You decide it's not a good time to break up the party, so open the door 
opposite and search the desk for some Truth Serum and a Document explaining 
about the interrogation of the informants. Leave the room and head back down 
the corridor, then blast the biker who falls through the door ahead. Enter 
the demolished door, then search the small cupboard on the left for another 
Grenade. Go through the next door, into another long corridor. Quickly turn 
right and sneak up behind the biker to strangle him quietly. Move to the end 
of the corridor and around the right corner to meet another biker. Use the 
crates for cover and pump him full of ammo, then run all the way to the far 
end of the corridor. Enter the last door on the left and search the floor 
for another Grenade, then enter the small room at the back to grab a First 
Aid Kit. Leave the room and head back along the passage, the enter the next 
door to find a storeroom. Check the far corner to collect another Proximity 
Mine, then head back towards the door and pull back the crate out from 
between the shelves. Push the crate across the floor so it's lined up with 
the third row of shelves, then climb on top of the crate and grab the Locker 
Key from the top shelf. Now return to the room at the end of the hall and 
use the Key to open the locker; take the Emblem Half inside. As you go to 
leave the room, Greywolf will try to contact the dead guards over the 
Walkie-Talkie. Answer the call then return along the corridor to the 
junction. Search the small cupboard ahead for an Adrenaline, then start back 
towards the lift opening the door on the right. Open the next door to find a 
disused storeroom, then approach the crate in the corner and pull it away 
from the wall. Check out the poster on the wall for a clue to an access 
code. Leave the room and head back to the corridor, then turn right and walk 
all the way to the end, unlocking the that leads back to the first hall. Use 
the crates on the left for a bit of cover, then shoot two guards waiting 
outside Greywolf's boardroom. Now walk down towards the door and use the 
Walkie-Talkie to speak to Greywolf again. Operate keypad next to the door 
and input the code 1993 to open the door. Once inside, Greywolf will 
introduce you to Bruce and the disappear extremely quickly while you do 
battle.

Bruce
Bruce isn't too difficult to defeat, but you'll need to use the shelves 
around the room for a bit of cover. As soon as the battle starts, roll to 
the right and hide behind the shelving unit, then stick your head around the 
corner and unload your Pistol into him. Duck back behind the shelves while 
you reload your gun and keep and eye open for Bruce throwing a Grenade in 
your direction. When you can see the target again, fire another volley of 
shots into Bruce and keep blasting until he falls. After Bruce is dead, walk 
to the far end of the boardroom and search the locker at the back for a 
Wolfpack Symbol and another Document. Hit the switch on the desk to open the 
double doors leading back to the corridor, then head outside and slowly make 
your way back towards the lift. Kill the biker who emerges from the lift, 
then ride it back down to the second floor. Insert the Wolfpack Symbol into 
the stamping machine in the corner, the input the positions of the 
indentations. With your Symbol stamped and ready, return to the boardroom on 
the third floor and insert it into the door near the cabinet. Open the door 
and climb the stairs to the top, then prepare to face Greywolf  himself. 
After quizzing Greywolf about Don Fulci you cuff him and then explore the 
rooftop. Check the wall near the stairs for a First Aid Kit, then enter the 
door in the corner to find a small armoury. Grab a Grenade from the bench, 
then search the shelves for another First Aid Kit if needed. You can now 
head back down the stairs and leave theWolfpack HQ.

Greywolf
He can be a real pain as he has a very powerful weapon that can take you out 
with just a few hits. Start by chasing him around the roof, unloading as 
many bullets as you can into his back. Then, when he runs away, move to the 
opposite side of the roof. Wait for Greywolf to reappear, then unload 
another full clip into him, moving slowly backwards to avoid the blast from 
his weapon it's not as powerful over distance and will miss you most of the 
time. Keep going like this until Greywolf starts to run towards you, then 
dash around the roof again to appear behind him. Keep blasting and 
eventually he'll fall over the edge, clinging on by his fingertips.

Stamping
On the second floor of the Wolfpack HQ, there's a stamping machine in the 
corner. When you have collected a Wolfpack Symbol, return here and use this 
machine to stamp holes in the back. The positions of the holes should be as 
follows (O marks position of hole):

O X X O
O O O O
X O O X
O X X O

Area 8 LEILA Office
As you leave the Wolfpack's HQ, Chief Hawke calls you on your VM to 
congratulate you on your first major capture. He then invites you to take 
the next test License test. Jump onto you bike and ride back to the LEILA 
Office, making sure you've increased your skill points to 500, then climb 
into the VR chair.

B License
In order to continue in your employment, you need to upgrade your License to 
the next level. This will teach you some new skills for use whilst 
Headhunting and also gain you access to some new weapons from the dispenser.

Level B1 - Motorcycle Control Test
Objectives: Reach all checkpoints within the time limit
Target Time: 1:20
Record: 0:52
Tips: You should have got a lot better at riding your bike by now and this 
test is very similar to the C License test. Ride your bike as fast as 
possible along the course, making sure you pass through the center of each 
Vortex. Take a wide curve around the sharp corners to avoid crashing into 
walls.

Level B2 Tactical Stealth Test
Objectives: Reach the goal without getting detected. Throw decoy shells to 
lure enemies away from their patrol path.
Target Time: 0:49
Record: 0:49
Tips: This is a really tough challenge as the camera makes it difficult to 
see what lies around the corner. Start by moving over to the pillar in the 
center, then throw a decoy shell into the corner you just came from. Wait 
for the guard to come and investigate, then sneak up behind him and throttle 
him. Now wall-hug along the right, towards the corner, so you can see the 
second guard patrolling the corridor. Wait for him to turn around and walk 
away, then dash up behind and strangle him. Continue to the end of the 
passage, using the alcove on the left for cover, then wait until the guards 
walk in opposite directions. Quickly sneak up behind the one on the left 
while the other guard's back is turned, then dash around the corner to the 
exit before getting spotted.

Level B3 Weapon Utilization Test
Objectives: Kill six enemy guards on the other side of the abyss. Use the 
environment for protection. Use quick equip to switch between weapons.
Target Time: 0:55
Record: 0:40
Tips: This test is fairly simple , as all you need to do is kill the enemies 
on the platform opposite. Use the crates as cover, then jump out to fire 
when an enemy is in sight. Keep blasting until you need to reload, then duck 
back into cover to avoid getting killed. When all six guards have been 
killed, an exit vortex appears in the corner.

Level B4 Combat Technique Test
Objectives: Use the techniques you've learned to reach the goal.
Target Time: 2:05
Record: 0:55
Tips: The first room is a little tricky at first, as there's no way for you 
to get behind the glass wall. Instead, pull the crate out into the middle of 
the room and target the barrel on the left. Fire a couple of shots to make 
it explode, then watch as a chain reaction takes out all the other barrels 
and the guard. Quickly leave the room and dash around the corner, then use 
your Pistol to down the guard in the corner. Now use the wall-hug technique 
to spot two more guards at the end of the passage and pop your head around 
the corner to unload your Pistol. Once they're are dead, dash past the 
crates and head through the next door into the final room. Now try to use 
the pillars for cover. With four guards in this room, you're likely to get 
caught by a guard sneaking behind you, so keep on the move and take these 
guys out as quickly as possible. Then jump into the exit vortex to earn your 
B Licence.

Area 9 Stern Mansion
After the conversation with Chief Hawke, read the documents about Don 
Fulci's ships, then head over to the weapons dispenser to grab some new 
equipment. This time you can collect a Stimulator Automatic & a Regulator 
Shotgun and a Action Belt. Now leave the office and jump on board your bike. 
You'll get a message from Angela Stern, who invites you over to her mansion 
to make some plans for the ship's arrival. You should know better than to 
keep a woman waiting, so head on over there. As you ride you can further 
increase your skill points to 800, providing you don't keep crashing. Leave 
the North District and return to Fortune Hill, then drive into the garage 
and park your bike in the corner. Enter the mansion and walk through the 
double doors to the lounge. Angela isn't at home at the moment, but the TV 
is playing and you happen to catch the news. Someone has kidnapped Angela 
and is holding her in the mall. Before you leave, Chief  Hawke calls on the 
VM and tells you about getting in there through the sewers. Leave the 
mansion and head left along the road, then pass through the barriers to 
enter the South District. Follow the road straight ahead, then keep going 
until you reach the business area. Turn right and ride past all the police 
cars outside the mall, then turn left and park your bike behind a huge 
lorry.

Area 10 Sewers
Move through the hole in the fence and along the smelly passage to the 
corner. Keep walking and as you approach the bridge, you'll overhear a pair 
of kidnappers talking in the passage around the corner. Walk across the 
bridge to the far side, then use the wall-hug technique to slide up to the 
corner and spot your targets. When a decent opportunity presents itself, 
jump out from your hiding place and fill them both with lead, then quickly 
turn around to blast another kidnapper creeping up behind you. Walk around 
the corner and take a look at the cabinet that the kidnappers were fiddling 
with, then cross the bridge opposite and climb the ladder to enter the Mall.

Area 11 Palmera Mall
You are in the car park below the Palmera Mall and the sound of wailing 
sirens fills the air. Walk forwards and make your way over to the lift, only 
to find it is out of order surprised? Search the floor beside the bin to 
collect a Proximity Mine, then creep forwards slowly and wall-hug against 
the pillar near the white car. The kidnapper ahead is looking in the wrong 
direction but there are more guards patrolling the car park around the 
corner. Check that these guards are not in sight, and the kill the nearby 
guard with a few shots from your Stimulator. If you'll lucky the guards 
ahead will not notice that their friend has been killed, but if you were too 
slow or noisy they will definitely come over to investigate and you will 
then have a battle on your hands. When the coast is clear dash over to the 
other side of the car park and use the pillars for cover while you sneak up 
on the other kidnappers. Carefully creep up behind the guy closest to you 
when he turns around, then strangle him from behind to ensure the other 
kidnapper doesn't hear you. Now seek refuge behind another pillar and wait 
for a decent opportunity to kill the second guy silently. After strangling 
this guard head around the corner and run up the slope to the next level. 
Everything is quiet and there are no kidnappers anywhere to be seen. 
Casually wander forwards and search around at the base of the pillar on the 
right to grab some Shotgun Shells. As you approach the black limo the alarm 
will go off alerting the guards around the corner, so dash back and find 
some cover for the fight. Quickly blast the two kidnappers as they turn the 
corner, then dash past their lifeless bodies and around the corner. Search 
the ground opposite the stairs to collect a Grenade, then open the door and 
walk inside. Dash up the stairs to the next floor, then head through the 
door onto the first floor. Walk to the end of the corridor, then turn right 
and search the small store cupboard opposite to collect an Adrenaline. Now 
head back to the corridor and walk past the burning photocopier and into the 
office on the right. Pick up some Shotgun Shells from the desk, and then 
examine the vent on the wall. You discover that the vent leads to the 
maintenance area, so climb inside and walk along the passage to the left. At 
the end of the corridor you will overhear a conversation between Ramirez and 
one of his associates. Head back to the vent and climb back into the office, 
then quietly creep out of the door and wall-hug against the wall opposite. 
Select your shotgun and creep up to the door then splatter the kidnapper 
inside the security control room. Search the desk on the left to collect a 
Security Control Card and a letter to Ramirez from Don Fulci. Read the 
letter to find out more about project millennium, then head into the back 
office and grab a Proximity Mine from the desk in the corner. Now leave the 
room and head back to the stairs blasting a couple more kidnappers armed 
with Machine Guns. Now head down the stairs to the bottom and then enter the 
door to the basement. Quickly blast the guard standing in the toilet 
directly in front of you, then search the floor to collect a First Aid Kit. 
Leave the room and turn left, then follow the corridor around until you find 
the lift. Head down the passage opposite the lift and then enter the first 
room on the right and search the desk to collect a Proximity Mine. Search 
the next room to find a Grenade in the corner and then enter the final 
office on the right and check by the bookcase to pick up some Neurostunner 
Bullets. Head back around the corner to the toilet, then slowly make your 
way forwards to the room at the end. Quickly blast the two guards in the 
storeroom then open the door on the right and grab some more Shotgun Shells 
and another Grenade. Move through to the room at the back and then pull the 
crate in the corner to uncover a drain leading back down into the sewer. 
Climb down the ladder then cross the bridge and slowly make your way to the 
corner. Quickly dash around the corner and blast the guard tampering with 
the machine on the wall then drop down into the disgusting water and cross 
over to the other side. Examine the machine on the wall and insert the 
Security Control Card, then return to the ladder and climb back up into the 
storeroom. Dash back to the stairs and up to the first floor, then quickly 
splatter the two guards patrolling the area with  your Shotgun. Return to 
the security control room and activate the switch to open the door to the 
shopping area, then enter the door marked Staff only at the end of the 
corridor. Quickly hide behind the first pillar and wait for the guard to 
walk right past you. Collect the Grenade from the floor beside the pillar, 
then follow the kidnapper and use your Shotgun to blow him away. Quickly 
move forwards to take on another kidnapper and then make your way to the far 
end of the mall where another guard is waiting. When all three kidnappers 
have been killed move over to the lift in the corner and pull the huge 
trolley out of the way. Head back to the far side of the mall and enter 
Recordworld, then kill the guard inside and collect a First Aid Kit from 
behind the counter. Now take the escalator up to the second floor and walk 
straight ahead to find some more Neurosunner Bullets. Walk around the 
balcony and near the revolving door at the far end of the center you will 
find another First Aid Kit. Head back downstairs to the lift in the corner, 
where you removed the trolley earlier. Activate the button on the wall just 
inside the alcove and ride the lift up to the second floor. Walk forwards 
along the corridor and ignore the dead guard, then wall-hug to see some more 
kidnappers patrolling the corridor ahead. When the time is right dash out 
and blast them both and then continue to the end of the corridor. Turn to 
the right and continue straight ahead and then enter the kitchen at the end 
to collect a Proximity Mine and a Grenade. Now leave the room and turn to 
the left and wander around the corner to find a lift. Open the door and you 
will find Angela, but she is trapped between floors. Quickly use the Fire 
Hose on the wall next to the lift and then dangle it down the lift shaft to 
pull Angela up to safety.

Area 12 Sewers Revisited
As you make your escape Angela will explain about Ramirez'z plan to steal 
funds from the Millennium Bank. She heads home to work on a computer program 
to scramble the transfers and send you off to catch up with Ramirez. After 
the explosion you are unable to use the stairs, so head back to the corridor 
and walk through the double doors on the left to enter the shopping area. 
The Police are also in the building now. So swap weapons to your Scorpion 
Neurostunner and make your way down the escalators to the floor below. Make 
your way over to the door on the left and use your Neurostunner to knock out 
the cops. Return to the basement. Turn to the left to head to the Storeroom, 
but stop before you enter and change weapons to your Shotgun. Walk inside 
and kill the kidnapper ahead, then use the ladder to drop down into the 
sewers again. Walk across the bridge and around the corner, then drop down 
into the water and climb onto the platform on the other side. Make your way 
around to the machine where you killed the two kidnappers earlier and then 
cross the bridge and walk through the broken gate. Make your way along the 
smelly passage, and then blast a guard as you turn the corner. Keep moving 
along the passage splattering another duo of guards waiting a little further 
on. Climb out of the water onto the platform at the end of the tunnel, and 
then use the ladder on the left to climb up into the Millennium Bank.

Area 13 Millennium Bank
Walk forwards and collect a First Aid Kit from the floor beside the 
photocopier, then use your map in the top right hand corner to check on the 
guard's positions in the next room. When you have an opportunity quickly 
dive into the room and shoot the guard to your right, then head back to the 
corridor to get cover. Shoot the guard through the window ahead from the 
safety of the corridor, then move back behind the counter and kill the last 
remaining guard. Use the computer in the corner to take a look at the 
surveillance cameras and the activate the button on the front to open the 
double doors in the corner. Return to the passage and enter the double 
doors, then search the table in the center of the room to collect an 
Adrenaline. Climb the steps on the left to enter the public area of the bank 
and then examine the marble counter in the corner to pick up some Shotgun 
Shells and a Proximity Mine. Now head back to the large room and examine the 
door at the back that leads to the mainframe room. Press the button to open 
the door and Ramirez will appear and taunt you through the glass. Before 
running away he will send several little spiders after you so get yourself  
ready for a fight. After the fight Ramirez will refuse to talk, leaving you 
stuck outside the mainframe room. Use the Truth Serum you found in the 
Wolfpack  HQ to loosen his lips andthen use his hand to open the door to the 
computer room. As soon as you are inside, Angela will contact you over the 
VM and explain that the security codes need to be entered before she can 
scramble the data. Head over to the computer ahead and touch the keyboard to 
start the security clearance sequence. Once you have passed all three levels 
of security, Angela can then activate the bug to stop the Syndicates account 
filling with cash. You leave the mainframe and question Ramirez a little 
more, then get back on your bike. It is time to upgrade your License again.

Dirty Work
Ramirez will send out three spiders at a time each armed with a heavily 
explosive charge. Stand way back from the door and shoot each spider twice 
to blow it up. When you are left with only one remaining spider, shoot it 
once to temporarily disable its circuits and then walk over to it and press 
the X button. You can now control the spider for a short while, so aim it 
towards the locked doors and then press the X button again to start the 
spider moving towards its new target. Finally press the X button again as 
the spider nears the door to make it jump into the air and blast the lock. 
Strike the lock three times and the explosion will hurt Ramirez and the 
doors will open.

Hacking Codes
The computer will flash the codes at you for a few seconds, and then you 
will have to remember the code and input it on the decode screen. The code 
is shown as a sequence of colored squares and each button corresponds to a 
different color. There are three different security levels for you to hack, 
so pay attention. Here are the color controls for inputting the data.
Blue X
Green Triangle
Pink Square
Red Circle

Area 14 LEILA Office
If you haven't increased your skill level to 800, you should do so now while 
you cruise across town to the Leila Offices. Head back to Fortune Hills and 
drive past Stern Mansion and on to North District where Chief Hawke will 
contact you on your VM. It appears that the ACN have a tape of you killing 
an agent in your attack on the mall and that you are now being hunted. There 
is nothing you can do about this for now so continue through the gates and 
get to LEILA Offices as quickly as possible. Once you arrive, head inside 
and walk over to the VR Chair to try for your LEILA A License.

A License
Unfortunately you do not have the clearance to access government files at 
the moment so you need to upgrade your License again. There are more weapons 
on offer as well so do your best.

Level A1 Motorcycle Control Test
Objectives: Reach all checkpoints within the time limit
Target Time: 1:50
Record: 1:01
Tips: With basic bike control already mastered, you now have to try and find 
the best route through the course ensuring you hit all eight checkpoints 
before crossing the finish line. If you want to try for the record, then try 
to follow the route suggested on the map.

Level A2 Tactical Stealth Test
Objectives: Kill off all enemy guards without getting detected. Throw decoy 
shells to lure enemies away from their path.
Target Time: 2:00
Record: 1:20
Tips: Once again this test is really quite tough, as the guards can be quite 
difficult to see. Start by running straight down the corridor, then turn to 
the left and dash up the stairs in front of you. Now quickly strangle the 
guard at the top of the stairs before carefully making your way back to the 
corridor. Wall-hug against the wall on the right and creep towards the 
alcove on the right, then when the guard is looking the oppositedirection 
quickly move ahead in behind him and put your hands around his neck. Leave 
the alcove and wall-hug against the wall on the left, then get to a position 
where you can see the guard at the end of the passage. As soon as the guard 
turns away, dash up the stairs and across the thin bridge then strangle him 
before he feels your breath on the back of his neck. Dash back to the 
corridor and around to the stairs where you downed the first guard, then 
wall-hug against the wall on the right. Wait for the guard to start walking 
away from you, then run up behind him keeping as close to the wall as you 
can to avoid being spotted. When this guard has been dealt with, you can 
climb the stairs ahead and step into the vortex.

Level A3 Weapon Utilization Test
Objectives: Kill off eight enemy guards on the other side of the abyss. Use 
the environment for protection. Use quick equip to switch between weapons.
Target Time: 1:30
Record: 1:05
Tips: This test is all about keeping your cool when faced with multiple 
enemies. Use the crates for cover and then quickly pop out to kill the 
guards on the platform opposite. Return to cover when you need to reload and 
the change positions to get a clearer shot at the guards on the other side 
of the platform. Keep blasting and when all the guards have fallen, a vortex 
will appear in the corner.

Level A4 Combat Technique Test
Objectives: Use the techniques you've learned to reach the goal.
Target Time: 2:30
Record: 1:28
Tips: Start by positioning yourself next to the stairs on the left, and then 
quickly blast the two guards on the stairs to your left. The guard on top of 
the flight you are standing beside will hear the noise and walk down the 
steps, so side-step to the left and shoot him as well. Now leave the area 
through the door and run across the glass floor to find some stairs. Head 
down the stairs and turn left and follow the corridor blasting the guard 
waiting around the corner. The other guards in this room will hear the 
commotion, so quickly turn to your left and unload the rest of your ammo 
into them. Now take the passage on the left to find another door. The final 
room is one big square area with three enemies against the walls. There is 
no cover, so dash towards the enemy ahead and keep blasting until he falls. 
Now quickly take down the remaining guards and step into the vortex in the 
corner to complete the mission and grab you're A License.

Area 15 Wolfpack HQ Revisited
With your new security clearance, you can now access documents about 
government officials and gain some more info on Don Fulci. When you have 
finished reading, head over to the weapons dispenser and collect a Sub 
Machine Gun and a Code Breaker. When you leave the office Angela will call 
you on the VM and explain that the visit to Wolfpack HQ is extremely urgent. 
Get on your bike and ride across town as fast as you can increasing your 
skill points to 1300 along the way. Upon arrival you discover that the ACN 
are guarding the building, so you must take precautions to avoid casualties. 
Start by selecting your decoy shells, and then wait until the guard starts 
walking away from you approach the door at the top of the stairs ahead where 
you found the power to the lift. Use your Code Breaker on the door to unlock 
it, then pull the lever inside to drop a ladder down from the roof. Walk 
down the stairs and around to the base of the ladder, then climb quickly up 
to the roof where two more ACN cops are waiting for you. Quickly dash 
forwards and wall-hug against the roof. Wait for the guard closet to you to 
turn around, then sneak up behind him and strangle him to put him down. Run 
around the corner and wall-hug again to check the whereabouts of the second 
cop, then use the same technique to kill him silently. Enter the small 
storeroom on the left to collect a Grenade and some more Neurostunner Ammo, 
then open the other door and walk down the stairs to the boardroom. Head 
over to the door on the right and examine the lock, but as you try to use 
you're Code Breaker you discover that you need to turn the power back on 
first. Head over to the double doors and watch your map carefully to spot 
the ACN cops patrolling the corridor outside. When they have their backs 
turned dash across the corridor and into the small office opposite, then 
strangle the cop waiting by the table. Collect the Neurostunner Ammo from 
the table, then move close to the door and watch the other guards in the 
corridor. When you have an opportunity dash out of the office and wall hug 
against the wall near the lift to clearly see the cops ahead. When the guard 
in the passage turns his back, quickly dash along behind him and strangle 
him silently and then seek cover behind the wall at the end of the passage. 
When the other conotices his fallen friend quickly stick your head around 
the corner and knock him out using a shot from your Neurostunner. Now head 
back along the passage to the lift that was out of order when you were last 
in the building and drop down onto the roof of the lift below. Open the 
hatch in the roof of the lift, then drop through onto the second floor. Step 
out of the lift and suddenly the lift will drop to the floor below leaving 
you stranded in the new area. Turn to the right and grab the crate in the 
corridor, then pull it back a short way until it is lined up with the door. 
Move to the other side and drag the crate into the small office, then stand 
on top and operate the control panel on the wall to turn the power back on. 
You can explore the rest of the floor if you wish but you will only find two 
ACN cops, a Grenade and an Adrenaline. When you are ready to continue, head 
to the small door just to the left of the lift and walk along the passage to 
find a switch. Activate the lever to lower the ladder, then climb the ladder 
down to the first floor. There are some more cops in this area, so quickly 
take aim with your Neurostunner and knock out the guard closet to you. Now 
climb the small flight of stairs and jump into the lift riding it back up to 
the third floor. Walk along the corridor to the boardroom, and then use your 
Code Breaker on the filing room door in the corner. Once inside search the 
table to pick up a Bomb Map, Lock Pick and a Document.

Area 16 Bomb Chase
The action is heating up; Don Fulci has armed a thermonuclear device in the 
center of Los Angeles and is appealing to citizens to bolster the 
syndicate's bank account. You have managed to grab the locations of the 
devices that stop the blast, but the ACN are certainly not going to give you 
any help. Chief Hawke calls on the VM to clarify the situation and informs 
you that you are now on the top of the ACN's most wanted list. Nevermind, 
you have work to do and the timer is already running! Get on you bike and 
head straight ahead to the main road, then turn left and take the first turn 
on the right. Follow the road to the end and bear right at the junction, 
then take the first right again. Follow the round around the corner and then 
drive through the open fence on the left to find the first sewer entrance. 
Head down into the sewers and climb the stairs, then turn to the left and 
follow the passage to the junction. Turn right and then head down the next 
flight of stairs killing the guard protecting the silver case. Now open the 
case and quickly input the correct keystrokes to disarm the bomb. There are 
three levels of code to crack to stop the bomb but each should be fairly 
simple. Take your time and do not rush or you will have to start again from 
the beginning. As soon as the bomb has been de-activated dash back through 
the sewers to your bike, then ride like the wind to the South District and 
start hunting for the second bomb. Continue along the main road as fast as 
you can and the park your bike in the small roadside car park. Descend into 
the sewers here and quickly shoot the guard to your right. Keep close to the 
wall on the right and run to the end of the passage to find the second bomb. 
Enter the three four digit codes to disarm the bomb and then dash back to 
your bike at top speed. Ride back towards the North District and then follow 
the slightly slanted road towards the mall. Drive straight past the mall and 
turn left into a tunnel, then park your bike near the sewer entrance on the 
right. Walk down the stairs and across the bridge then head left following 
the passage. Take the second entrance on the right and the quickly shoot the 
guard protecting the case. Enter the three five digit codes to de-activate 
the bomb and then as soon as you have finished return to your bike and get 
moving. Back up the tunnel and turn left to return to the North District. 
The next case is particularly difficult to find, as the location appears to 
be off the map somewhere between North District and Fortune Hill. To find 
the sewer entrance head back to the Gas Station where you first ran into the 
Wolfpack and the drive to the end of the road to find an open gate. Ride 
through the gate and along the aqueduct and then look over to the left to 
see a small opening. Park your bike and head inside and then quickly shoot 
the two guards protecting the case. When they are down dash forwards and 
enter the three six digit codes to disarm the device, then leave the sewer 
as fast as your legs can carry you and get back on your bike. Now head back 
to the Gas Station and follow the road straight ahead to reach the beach. 
Continue to follow the road along the shore and then enter the car park of 
the warehouse on the left at the next corner. Drive through the crates to 
find the sewer entrance and then drop down below the city. Quickly run left 
and around the corner blasting a guard waiting to surprise you. Continue to 
follow the walkway to the left and then step across the bridge. Head left 
and cross another bridge then continue to the end of the path killing 
another guard waiting nearby. Now open the case and enter the three seven 
digit codes as quickly as possible to disarm the device. There is only one 
bomb remaining, so return to your bike and ride like the wind back to LEILA 
offices. Park in the corner and descend into the sewers, then quickly turn 
to the right and take out both guards with a few well-placed shots of your 
Stimulator. Now dash to the end of the passage and enter the three eight 
digit codes before the time expires to defuse the bomb and save the city. As 
soon as the job is done Chief Hawke will call on the VM and thank jack for 
all his effort. He will also mention that he will try to pull a few strings 
and have the case against you dropped. Unfortunately before you can finish 
the conversation, Hank Redwood appears behind you and knocks you out with a 
single punch.

Area 17 Aquadome
After being captured jack is transferred to the legendary prison facility of 
the Aquadome. This top security underwater prison is impossible to escape 
from, but you are given a chance to go free by competing in the Con-bat 
arena. You arrive in the arena with Greywolf and the action starts 
immediately. Unfortunately Greywolf is no match for the creature in the 
center of the arena and gets thrown to the ground in just a few seconds. 
It's time to get stuck into battle. After the fight, the arena will lower 
and gas is pumped into the room to knock out jack. Luckily Greywolf is on 
hand armed with gas masks to beat the two guards and help you to make your 
escape. When you reach the surface you notice a ship and then it becomes 
clear that it is in fact Don Fulci's ship the Queen of Hearts. Jack speaks 
to Angela on the VM and asks her to meet him at the docks and then he and 
Greywolf try to sneak onboard the ship.

Arena Gladiator
At first the gladiator seems almost impossible to hurt, as your weapons will 
have no effect whatsoever. Instead you must rely on your evasion skills to 
try and lure the creature onto the small glowing circles on the arena floor. 
Each time the creature steps into the circle, a bolt of electricity will 
come from above causing extreme damage to it's circuits. Continue to move 
from circle to circle with the gladiator following you and then dash out of 
the way at the very last minute. After a couple of bolts have connected with 
the target you will hear gunfire coming from around the arena. You now have 
to juggle between shooting this guard and also luring the gladiator onto the 
arena discs. Keep on the move and before long the creature will fall.

Area 18 Docks
With jack's whereabouts unknown, you now take control of Angela and must try 
to find your missing employee. Start by moving left along the line of 
crates, and then make your way over to the loading area in the corner. 
Search the ground to find a Proximity Mine, then carefully wander back to 
the crates and around the corner using the wall-hug technique against the 
truck to clearly see the two enemies guarding the gate. Step away from the 
truck to clearly see the two enemies guarding the gate. Step away from the 
lorry and blast the guard closest to your position with your Stimulator Mk11 
then wait for the other guard to come over to investigate. Use your weapon 
to blow him away, then dash over to the gate ahead. Activate the switch in 
the corner and the gate will open leading to the next area. Walk forwards 
carefully and strangle the guard on the left before he raises the alarm, 
then quickly blast the guard hiding behind the barrel beside the docks. When 
both guards are down head forwards and wall-hug against the create on the 
left, then turn the corner and shoot another guard a little further along 
the dock. Now dash to the right and search the crate in the corner to 
collect a Grenade. Now run all the way the far end of the docks and search 
the ground to collect another Grenade and also an Adrenaline from the other 
side of the crates. Now carefully make your way back to the bridge in the 
center and slowly make your way across towards the building on the far side. 
Open the gate at the end and step into the next area, then dash right. 
Wall-hug against the side of the building and creep forwards so you can see 
the guard around the corner, then step out and fire a few blasts to take him 
down. Now dash across the concrete and wall-hug against the side of the 
building opposite. Wait until the guard has his back to you, then jump out 
and fire a volley of shots to finish him. Quickly dash down to the building 
ahead, then head left and take cover around the corner. Again pop your head 
around the corner and blast the guards with your Stimulator Mk11, then dash 
over to the corner and wall-hug to get a good few of the area ahead. Kill 
another guard as he comes looking for his friends the dash down to the end 
and follow the path to the right to find another Grenade. Now walk around to 
the other side of the building and locate the door on the front of warehouse 
12. Once inside you'll over hear a conversation between two guards talking 
about a shipment and also about your friend Jack Wade. When the conversation 
ends, dash to the left and take cover behind some crates, then quickly kill 
the two guards when they appear from inside the small office. Search the 
office to collect a Loading Keycard, then dash to the far end of the 
warehouse to pick up a First Aid Kit. Leave the warehouse and head around 
the back to the container area, then open the gate and carefully walk 
inside. Run forwards to the huge stack of crates, and then use wall-hug 
technique to get a good look at the guards around the corner. When they are 
separated pop out and blast the guard closest to you, then duck back into 
cover before his friend comes to investigate. Quickly shoot the other guard 
with your Stimulator Mk11 and then head over to the next gate and use the 
loading Keycard to open it. Now just walk forwards and Angela will hide 
inside the crate ahead.

Area 19 Queen Of Hearts
The crate is loaded onto the ship and then when the coast is clear Angela 
will sneak out and drop onto the crates below. Quickly run to the right and 
peer over the side of the container to spot a guard patrolling the deck 
below. Quickly blast him with your Stimulator and then drop over the side 
and keep aiming your gun along the walkway between the crates to shoot the 
second guard at the far end. Head right to the side of the dock, and then 
carefully look to the left to spot another guard closing in on your 
position. Quickly kill him using the crates for cover whilst reloading, then 
turn around and run down the side of the ship to collect a Grenade on the 
floor opposite a locked entrance. Head back to the crates and dash left to 
the other side of the ship, then look to the right to spot another duo of 
guards. Use your Stimulator to put them down, then run all the way along the 
side of the ship to the far end. The entrance here is also locked, so 
collect the Proximity Mine from the floor and walk back past the first set 
of crates. Kill any more guards that appear and then make your way across to 
the other side of the ship again. Run left past the crates, then open the 
door on the left. Once inside quickly turn to the right and shoot another 
guard, then walk along the passage and follow the corridor on the left to 
find another door leading to the stairs. Climb the stairs to the second 
floor, open the door and walk into the corridor. Head left and then enter a 
small office to collect a Document and a Grenade. Leave the office and head 
back past the stairs, then use your Stimulator to kill the guard waiting 
around the corner. Open the door on the left and enter the Captains 
quarters, then search the desk to pick up a Beta Chemical, Dictaphone and 
the Captain's Diary. After reading the dairy head into the small chamber at 
the back and collect a First Aid Kit from the floor, then return to the 
corridor outside. Continue along the passage to the end and then search the 
lockers in the shower room ahead to find an Adrenaline. Return to the stairs 
and climb up to the third floor, then head through the door and dash along 
the corridor to the right. Enter the small cabin on the left and collect a 
Grenade from the floor in the corner, then head back along the passage to 
the end. Quickly turn to the left and shoot the pack of guards inside the 
canteen and then walk inside and search the table at the back to find 
another Grenade. Walk down the passage on the right and then enter the cabin 
on the left where you can find an Adrenaline on the desk plus some Alpha 
Chemical and a letter inside the lockers. Leave the room through the door 
closest to the locker and then follow the passage to the end to pick up 
another Proximity Mine. Move back towards the canteen and then open the door 
on the left and walk down the stairs back to the second floor. You are in a 
different area this time and the signal from jack's VM is coming from just 
around the corner. Quickly unlock the door on your left, then head down the 
passage to the right and use the wall-hug technique to get a glimpse of the 
guards outside Jack's cell. Quickly kill the two guards using the wall for 
cover, then take a look inside the cell and jack will hand you a Lockpick. 
You need to find some more equipment before you can release your friend, so 
continue to the end of the hall and open the door. Now dash back to the 
stairs on the other side and climb up to the fourth floor. Walk along the 
corridor and into the small cupboard on the right, and then search the 
shelves to grab another Grenade. Open the door to the bridge and listen to 
the guards talking inside, then take out your Stimulator and blast them 
both. Search the table to find the Logbook, then activate the button on the 
end of the desk to reveal a hidden door. Use the Lockpick to open the secret 
door, then explore the room to collect a Master Disc, Gamma Chemical, and a 
Grenade. Return to the stairs and climb back down to the second floor, then 
enter the small office on the left and place the three chemicals into the 
machine. You now have to mix the chemicals together to produce a bomb, so 
mix four parts Alpha, with two parts Beta and two parts Gamma. Then enter 
the room next door and use the explosive on the cracked wall. The explosion 
rips a hole in the wall and finally Jack is free. Angela shows him all the 
weird stuff she has found whilst roaming the ship and then explains that she 
is going to the bridge to try and decode the Master Disc. Head back round to 
the stairs and climb down to the first floor, then kill the guard patrolling 
the corridor ahead. Examine the hatch at the end of the corridor and then 
take a step back to get Angela to unlock it for you. Climb the ladder down 
to the floor below, and then quickly kill the guard when he walks past your 
position. Head left along the corridor and open the door at the end, then 
collect the Machine Gun Bullets from the desk at the back. Return to the 
corridor and open the double doors at the end, then quickly dash over to the 
right and wall-hug against the large containers. Make your way over to the 
far side, then sneak up behind the nearby guard and strangle him to avoid 
alerting the other guards in the area. Now use your map to locate the 
remaining guards and then use stealth techniques to sneak up behind them and 
squash their windpipes. When all guards are dead, search the area to pick up 
some Shotgun Shells and then use one of the ladders around the edge of the 
room to climb up to the walkway above. Use the crane controls to move a 
container in the next room, then drop back down to the floor below and get 
ready to take on another load of guards. Try to use stealth tactics to take 
them out silently, but if you get spotted switch to your Machine Gun and 
spray the area until you are alone. Enter the Cold Storage area in the 
corner of the hold and then search behind the crates on the left to pick up 
a First Aid Kit. Use the machine on the other side of the crate to open one 
of the freezers and then search the body on the rack to find the Captain's 
ID Card. Return to the hold and climb the ladder in the far corner up to the 
walkway above. Now use the ID Card and the Dictaphone on the door panel 
beside the Bio Storage area. Walk inside and then follow the ramp down to 
the floor below. As soon as you step on the floor an alarm will sound and 
all the guards in the area will come running to attack. Quickly find 
yourself a spot with a little cover and then keep blasting the guards with 
any weapon of your choice. All the time the alarm is ringing more guards 
will keep appearing so stay put and continue to shoot anything that moves. 
When the alarm stops, open the glass doors and grab the Ships Keycard from 
the terrified guard inside. Search the area to collect some Shotgun Shells 
and First Aid Kit, then check the container near the desk where you'll find 
Greywolf's dead body. He can't help you any more, so head back up the slope 
and into the hold. Climb down the ladder and then carefully make your way 
across the hold killing any guards that get in your way. When the guards are 
dead use the Ships Keycard to open the double doors leading to the rear of 
the ship. Head along the corridor and kill the guard around the corner, then 
search the stool to collect some more Machine Gun Ammo. Open the door on the 
left and climb the stairs to the top, then follow the passage down to the 
gate and pick up the Proximity Mine from the floor. Return to the small 
alcove you have just passed then enter the lift and ride it up to the 
Helicopter Pad. On the deck you speak to a fat man in the chair and he 
explains that he is not Don Fulci and in fact is just a member of the 
syndicate. Just as you are about to go and find Angela a helicopter arrives 
and takes out the man in the chair. Get yourself ready, you are about to 
bump into Ramirez again.

Ramirez
Start the battle by taking cover behind the crates, then take a dose of 
Adrenaline to give you a little more energy. Wall-hug against the crates, 
and then throw a Grenade at the platform where Ramirez is standing. A direct 
hit will result in a spotlight or two being destroyed, and you need to take 
down all lights before you can begin to shoot at Ramirez. Keep an eye on 
your energy and use Adrenaline to raise your strength further when needed. 
Keep throwing Grenades until you can clearly see the platform, then switch 
to your Machine Gun or Stimulator and start attacking Ramirez. Watch out for 
Grenades being thrown in your direction and try to shoot them back at the 
Cyber Cowboy to cause massive damage. Stay alert and soon the tough guy will 
fall.

Area 20 LEILA Office
After the fight, jack dashes back to the bridge and then watches as Angela 
finally discovers the identity of the mysterious Don Fulci. Quickly the duo 
rushes to the escape boat and return to Stern Mansion to discuss their 
findings and try to decide what to do. Chief Hawke calls on the VM and asks 
you to meet him at the Biotech Labs, but you'll need to upgrade your license 
first. Get on your bike and head over to the Leila Offices, then step into 
the VR Chair to take the next test.

AAA License
You have been taken of the ACN's most-wanted list and now can start to try 
to set the record straight. Before you can take on the might of Alan Sharpe, 
you must complete the AAA License, granting you access to even more files 
and, of course, some new weaponry.

Level AAA1 - Motorcycle Control Test
Objectives: Reach all checkpoints within the time limit.
Target Time: 2:35
Record: 1:42
Tips: This is a little trickier than the previous tests as the checkpoints 
are quite a distance apart. For the best result follow the route suggested 
on the map and try not to crash around the sharp corner's after a few 
attempts you should easily break the current record.

Level AAA2 - Tactical Stealth Test
Objectives: Kill off all enemy guards without getting detected.
Target Time: 2:42
Record: 1:29
Tips: To begin with this test look impossible, as there really is no-where 
to hide. Start by using the wall-hug technique to get a clear view of the 
simulants in the center, then wait for a guard closest to you to walk past. 
As soon as he has turned the corner, sneak up behind him and strangle him 
making sure you do not attract attention of the other guards. Now use 
wall-hug again and wait for the remaining guards to return to the center. 
When they turn dash through the center and quickly strangle the guard on the 
opposite side, then take cover and wait for the last two guards to return to 
the center. Finally, when they turn around again, dash up behind either of 
them and squeeze his throat, then casually take out the last guard. When all 
the guards are dead, a Vortex will appear in the corner.

Level AAA3 - Weapon   Utilization Test
Objectives: Kill off ten enemy guards on the other side of the abyss. Use 
the environment for protection. Use quick equip to switch between weapons.
Target Time: 1:30
Record: 1:10
Tips: This is slightly more difficult than before as there are more enemies 
on the other side of the abyss and they have the use of Grenades. Again use 
the crates for a little cover and make sure you keep both eyes open for 
incoming Grenades. Shoot them if you are quick enough, or simply run to the 
far side of the platform to escape the blast. Take down all ten enemies and 
a Vortex will appear in the corner.

Level AAA4 - Combat Technique Test
Objectives: Use the techniques you've learned to reach the goal.
Target Time: 2:55
Record: 1:21
Tips: To beat the record on this test you will need to be a master of the 
quick weapon select and also great at seeking cover quickly. The first room 
is rather small with several enemies on a higher level. Start by moving to 
the left or right and killing the guard on the same level, then turn around 
and blast the guard on the other side. Now take a few steps back and aim up 
at the guards on top of the platform ahead. As soon as the coast is clear, 
dash up the stairs to the top and then enter the next room. All enemies are 
waiting on the floor below, so dash to the far side of the balcony to 
collect some Grenades, then throw a couple over the edge onto the guards 
below. Quickly switch back to your Stimulator and finish them off with a few 
blast and make your way down the stairs and through the next door. Quickly 
switch to your shotgun and take out two guards on the right with close range 
blast. Now switch back to your Simulator and climb the stairs on the right, 
shooting the final two guards on the raised platform at the end. Run to the 
end of the raised section and collect a Missile Launcher, then drop down to 
the floor and enter the Vortex to complete the test.

Area 21 - Biotech Labs
After completing the test, head over to the weapons dispenser and grab a 
Missile Launcher, Night Goggles and a Combat Suit. Leave the building and 
ride your bike across town to the beach. Ride along the beach road and then 
continue through the checkpoint onto Bio Valley. Drive straight up to the 
front gate, then turn left and weave through the lorries parked at the side. 
Ride down a small slope to the bottom, then turn right and park your bike 
over in the corner. Once in the sewers continue along the passage to the 
end, then climb the stairs on the left and you'll meet your old friend Hank 
Redwood. It is time to see who really is the number-one  Headhunter so get 
ready for a duel. When the fight is over, head down the flight of stairs on 
the right and then continue to the end of the passage and climb the ladder 
in the corner. Dash past the first pile of crates, then take cover behind 
the next stack just ahead. Wait until the guard has his back to you, then 
stick your head around the corner and use you Stimulator to take him down. 
Duck back behind the crate to reload, then take down another guard that has 
appeared to investigate the commotion. Now enter the building through the 
glass doors on the corner and Chief Hawke will call you to warn of the laser 
security inside the building. Walk forwards and search the chair in the 
corner of the lobby to collect a Proximity Mine then climb the stairs up to 
the first floor. Enter the first door on the left and dash around the corner 
using your shotgun to take out the guard with a single shot. Pick up a 
Grenade from the counter on the right and then head over to the door just to 
the right of the entrance. Quickly kill the two guards patrolling the area 
and then head inside and pick up the Reception Key from the bench on the 
left. Search the rest of the room to find some Shotgun Shells then head back 
down the stairs and place a Proximity Mine just in front of the doors on the 
left. Use the Key to open the next door and then examine the desk on the 
right. Hit the switch to start the alarm and the quickly exit the room and 
watch as your mine blows the two guards into pieces. When the dust has 
settled, enter the lift and ride it down to the floor below. Before stepping 
out of the lift, remember what Chief Hawke told you about the security 
lasers. Equip your Night Goggles so you can clearly see the fast moving 
beams ahead and the step forward into the room. Carefully walk underneath 
the first beam as it rises to the top, then crouch down and quickly move 
underneath the next set of beams. Continue to crouch and edge forwards 
slowly, then wait for the next set of beams to present an opportunity to 
pass. Finally roll underneath the last set of beams and into the passage 
ahead. Quickly dash to the far end of the corridor and the use you 
Stimulator to take down the three guards emerging from the door on the left. 
Enter the control room and search the far end of the desk to collect a 
Grenade, then activate the switch to shut off the laser security system. Now 
leave the room and search the locker room opposite to pick up an Adrenaline 
and some Rockets. Open the double doors and then quickly dash forwards into 
a small alcove on the right. Wall-hug against the wall to get a good view of 
the guard in the passage, then quickly pop out and blast him with your 
Stimulator. Enter the door on the right, then search the room to grab some 
Shotgun Shells and Machine Gun Ammo. Return to the corridor and dash across 
to the other side, then wall-hug against the crate to get a good view of the 
corridor. Kill the guard beside the glass doors, then dash along the 
corridor and enter Dr Zweiberg office. Check the fireplace to pick up a 
Bronze Serpent Key, then head over to the bookcases and take a close look at 
the paining on the wall. Grab the Gold Serpent Key from the picture and then 
climb the stairs and search the desk to collect some Documents. Take a good 
look at the bookcase on the right and then move the book on the end to open 
a secret passage. Enter the secret passage and then move to the right and 
climb down a flight of stairs to the bottom. Grab the Silver Serpent Key 
from the crate opposite the door, then open the box to collect Ammo for all 
you weapons. Climb back up to the top of the stairs and then use the three 
Serpent Keys to open the door at the end of the secret passage. Once inside 
the next room you finally catch up with Chief Hawke and Alan Sharpe. Dr 
Zweiberg finally enters the scene and takes you all prisoner and then 
explains about his plans for the future and his creation known only as Adam. 
Angela awakes in a strange room next to the dead body of Alan Sharpe. 
Quickly head through the doors into the corridor ahead, then take a good 
look at the red lights moving up and down the corridor security cameras 
attached, so if you step into the light you will instantly alert all the 
guards in the vicinity. Dash forwards into the small alcove on the left, 
then wait for the light to pass you by. Now continue to the end of the 
passage and examine the desk in the center. Turn to the left and follow the 
corridor to the end again using the alcove to avoid any interruptions. 
Search the desk on the left to collect some Saline, then head into the small 
glass chamber and pick up a Document that contains the details of the Bloody 
Mary Virus. Head back to the corridor and dodge the lights again return to 
the central desk. Now follow the next passage on the left leading to the 
Chip Research department. Search the table to grab an Adrenaline, then use 
the Lockpick to open the cupboard on the right. Grab some more Ammo from the 
crate inside, then return to the control desk in the center. Plant a 
Proximity Mine next to the security controls, then take a few steps back and 
blast the mine with your Stimulator. The explosion will take down all the 
security lights as well as release a duo of guards from the end of the 
passage. Quickly use your Stimulator to kill them, and then walk through the 
door at the end into the Amphitheater. Jack is still alive but has had a 
seizure from the virus given to him by Dr Zweiberg. Angela discovers that a 
vaccine could be created if she can obtain a sample of Adam's DNA, so that's 
your next objective. Head back to Dr Zweiberg's office and use the Lockpick 
to open the small cabinet next to the desk. The desk opens to reveal the 
controls for a security camera positioned above the statue in the lobby and 
by using it you can obtain the code written onto the glowing heart. Write 
down the symbols to help you remember, then examine the pictures just inside 
the entrance to discover the input device. Enter the strange code and then 
collect the Eve Key from behind the picture. Take the secret passage and 
climb the stairs down to the floor below, then use the Eve Key on the 
laser-guarded door in the corner. Enter the lift and ride it down to the 
lowest level of the labs, then wall-hug to get a good view of the corridor 
ahead. Lean round the corner and blast the guards at the far end of the 
passage, then walk to the end and enter the door on the left. Walk forwards 
slowly and collect the First Aid Kit on the floor, then continue forwards to 
find Dr Zweiberg and his creation, Adam. As you try to take the DNA sample 
required to create the vaccine Dr Zweiberg wakes Adam up and is knocked to 
the floor by his creation. Guess you will have to defeat the creature first 
before the sample can be taken. With the sample in hand, head back to the 
Amphitheater and then return to Genetic Research Lab at the end of the long 
corridor. Head into the glass room and use the Blood Sample and the Saline 
on the computer to produce a Vaccine for the Bloody Mary Virus. Now head 
back to the Amphitheater and use the vaccine on Jack to bring him around. 
With Jack on his feet you can now save the world from Dr Zweiberg deadly 
virus. Angela will try to reposition the satellites, but needs you to 
activate the uplink control in the underground lab. Quickly head back to 
Zweiberg's office, then follow the secret passage and enter the door with 
the three serpents. Use the computer at the back of the room to grab some 
Documents containing information on the superior race and also the new 
Judgment Canon weapon. Before leaving the room, equip your Night Goggles and 
then take a look at the floor in the center of the room. Write down the code 
and then return to Dr Zweiberg's office and examine the pictures on the 
wall. Input the code on the device hidden behind the painting on the right 
and then grab the Adam Key from the safe behind. Leave the office and dash 
along the corridor to the right, then use the Adam Key to deactivate the 
security lasers at the end of the corridor. Enter the room ahead then 
quickly shoot the two guards ahead using any weapon of your choice. Search 
the room to collect an Adrenaline and some Shotgun Shells, then step onto 
the platform and hit the switch to ride down to the bottom. As the platform 
moves, peer over the edge and use your Stimulator to blast all the guards 
standing on the platforms ahead. When you reach the bottom, jump off the 
lift and then follow the passage on the right to the door at the end. Enter 
the door and use stealth tactics to kill the three guards silently, then 
activate the crane controls in the corner. Dash back to the lift and then 
follow the crate through the security laser and get ready for some action. 
Keep following the crate and then blast the guards along the corridor 
staying as close to the crate as possible. Head through the double doors at 
the end of the passage, then activate the computer in the center. Angela 
will complete her task, but the self- destruct sequence has already been 
activated and there is no way to turn it off. Quickly head back to Dr 
Zweiberg's office killing a duo of guards along the way and then make your 
way to the Amphitheater to meet up with Angela. Angela has finished 
re-programming the satellite and you can now leave the building, but as you 
start to leave Adam will appear for the last time.

Hank Redwood
This is probably the easiest boss to fight so far, but you must react 
quickly to the action on the screen. The two guys stand back to back and 
then start to walk away from each other slowly. As soon as you see an arrow 
appear on the screen press L1 and Left and then L1 and Right to dodge the 
bullets. Now press L1 to duck and finally press R1 and X to fire a bullet 
into Hank's torso.

Adam
This guy is absolutely massive and carries a huge club. Start by running as 
far away as you can, then aim your Stimulator and fire a full clip into his 
stomach. Now Adam will get mad, and start to run after you again even 
faster. Luckily for you he can only keep up this burst of speed for a few 
seconds, so run away as fast as you can to avoid getting whacked by his 
club. Keep firing from a distance and then running away and eventually Adam 
will run out of steam and collapse on the floor. You can now grab the blood 
sample you need to create the vaccine.

Adam 2
The battle is completely different as Adam is now equipped with the Judgment 
Canon. Start be seeking cover behind one of the posts, then use your 
Stimulator to blast the creature in the center. Watch carefully for the 
judgment Cannon to charge then quickly duck back behind the pillar to avoid 
taking damage. Continue to fire your weapon until all the pillars are 
destroyed, then switch to your Machine Gun and continue to blast as you run. 
Eventually Adam will fall down and drop the Judgment Cannon, trying to use 
his extra energy to heal his wounds. When Adam is fully healed again he will 
start to chase after you beating you to the floor with his fists. Use your 
Machine Gun to cause a little damage to his huge frame, and lure him to the 
opposite side of the arena from the Cannon. When the time is right, empty a 
whole clip into the creature and then dash over to collect the super weapon. 
Once you have got the Judgment Cannon simply aim a shot directly at Adam to 
finish the battle.
Any questions, comments, corrections, or anything else concerning this 
strategy guide should be sent to nemesis@ianwinter.freeserve.co.uk

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jokes



jokes


OK, so there are 3 guys, and they are walking down the beach, when they find an old barnacle-encrusted bottle laying on the shore. One of the guys, says
"Hey look. Its a bottle hehe", and he picks it up and throws it. It cracks against a nearby palm tree, and a blinding flash of white light engulfs them. A deep voice says
"I am a Genie. I have been trapped in that bottle for over a millenium. You have freed me and it is all I can do to give you each 1 wish. Of anything you desire."
So the first guy is pretty bewlidered, but he thinks (something he has not done in quite a while)
and says...
"uhhh... I wanna be 2 times smarter yup..."
so the genie grants his wish and he becomes two times smarter, and begins to recite the multiplication tables.
The genie turns to the other guy, who was slightly smarter than the first one, and asks him what he wants. The man replies,
"Well, I don't want to be stupider than HE is, so let me be 10 times smarter."
The genie grants his wish and he suddenly is able to recite any word out of the dictionary, and can practically do anything!
The genie turns to the last guy and asks HIM what his wish is. The guy thinks hard for a moment, and the perfect wish comes to him.
He says proudly, "I want to be 100 times smarter than I am now."
The genie looks at him uncertainly, and tries to persuade him to wish for something else. The man gets angry, and says "MAKE ME 100 TIMES SMARTER!!!!!!"
the genie sighs, and promptly turns him into a woman.




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