Walkthrough Soldier Of Fortune II: Double Helix. "Soldier of Fortune II: Double Helix" guide and walkthrough Opposing sides 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 tool for clearing enclosed spaces, as well as for battles in the fresh air.

MSG90A1

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

The sniper rifle is a great item for taking out 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, rare charges, and not too much 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 protagonist constantly carries with him a complete technical kit for disarming explosives, opening 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

"Score"- 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 of 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 there is an anti-personnel mine equipped with a “stretch” hidden among the grass. 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 that remains for you is to accurately shoot at the settlements below. First of all, always try to destroy the targets that the navigator informs you about - machine gun points, weapons depots and air defense systems. 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 for a while at the head camp of the 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 against Vergara's bodyguards conveniently located in the gym. 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 range. 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 go out into the fresh air through the upper door.

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 the back side of the shaft - 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 that the ill-fated "mole" in the department of the "Shop" is finally exposed, and we get the last task - to free the prominent scientist Dr. Sestrogor from the captivity of the "Prometheans", 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 villains go to the best of worlds, jump through the broken glass and run along 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 vacant 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 fight subsides, collect the trophies and go through this door to the next stage of our protracted 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 a new batch of soldiers who have come 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 exactly 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 out terrorists from behind doors, shoot from around the corner and use all the skills gained in past battles to the fullest. 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 from the airstrip to the observation deck below and run towards 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?

1 2 3 4 All

Tsr1 level.

Some of the people on this level are civilians and law enforcement officers. 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. It's 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 through the water and going upstairs, 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.

Passage of the mission "Prague"
(Cards: pra2, pra3, pra4, pra5, pra6)

Walkthrough of the mission "The Shop" (Texas)
(Cards: shop1, shop2)

Passage of the mission "Columbia"
(Cards: col2, col4, col6, col7, col8, col9, col10)

Walkthrough of the mission "Vergara Manor"
(Cards: finca1, finca2, finca3, finca4)

Passage of the mission "Starfish"
(Maps: liner1, liner2)

Passage of mission New York: Arsenal
(Map arm1.)

The passage of the Hong Kong mission
(Map hk1, hk2, hk3, hk4, hk5, hk6, hk7)

Walkthrough of the mission NEW YORK: Arsenal
(arm2 card)

Passage of the mission Hospital
(Cards: hos1, hos2, hos3, hos4)

Walkthrough of the mission Kamchatka
(Cards: kam1, kam2, kam3, kam4, kam5, kam6, kam7, kam8, kam9, kam10, kam11, kam12)

The passage of the mission Switzerland
(Maps: air1.air2., air3, air4)

PRAGUE: Street (Map pra2.)
Mission objective: Get to the hotel

A good level in order to understand how to play, with whom to play (in terms of AI) and whether to play at all. So, in this level, you will have to practice headshots. We have a gun in our hands (there is nothing more significant), we squat, and carefully go around the corner to listen to the conversation of the guards (they are on our left). Try to aim for the head, at least for the head of the first guard, the second, whatever happens. We select AK-74. Now our path lies to the corner on the left. From it, a landmark: the right wall. Along it we will leave to the door. This is so as not to get lost among the containers. And among this chaos of boxes there are a lot of soldiers, and the soldiers are on the towers. In containers, first-aid kits and armor. It is better to extinguish searchlights on towers with single shots: they blind you. 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 the yard. We are at the door immediately to the right. If you go to the car, they will start shooting from behind the bars. And in the room behind the door armor, cartridges. We go 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 the machine gun: more soldiers will come running. The machine gun has a first aid kit. We figure it out here, and go along the road further behind the truck, not forgetting to look around: they can shoot from anywhere.
We reach the balcony overhead, ahead of the truck will block the road. Mullins will note: "Fire Escape". We go up it, and there, on a narrow ledge along the wall. On the ledge we get to the balcony. We bring down the soldiers below from the corner, and go through the door on the balcony. We jump into the hatch in the floor.

PRAGUE: Hotel "PRAGUE" (Map pra3.)
Mission objective: Find Pyotr Ivanovich

Behind the left door, break the boxes, and take the armor. Through the second door we leave into the corridor. We turn to the left: there are already soldiers, and more will come running. I put it in a neat pile. On this floor, you can rummage around the rooms, although there are soldiers there, but in the rooms there are first-aid kits, and cartridges, and armor. Do not be afraid to shoot at the boxes, setting the shooting mode to "single": there are armor, first-aid kits. We find the stairs down, we go down. There are soldiers here. We break through with a fight through the 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 fight. We go up the wide stairs. Behind the left door is the first civilian type. This is not Peter Ivanovich. It will become clear to you when this pseudo-scientist will stand stupidly and not go anywhere. Deal with it properly. Let's move on.

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. There are two doors in front of us, and on the left at the end of the corridor is another door (another door is not essential). Behind the right door is Petr Ivanovich, but first we will go to the 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 from the end on the left will open, we run there and put the soldiers. And in general, we try to be ahead of Pyotr Ivanovich so that he does not block our line of fire. A few hits are not terrible for him. But do not forget that a few, not all hits. You should NOT hide behind our compatriot with you. We will run with Ivanovich to the door, which he will block with a chest of drawers. We take first-aid kits, armor, and jump after Ivanovich into the 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 for battle. 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 arrive, and soldiers will start to crawl out everywhere: from above the archway, to the right and left from behind the boxes. We fight back while Ivanovich starts the car. Go!
Now we turn the trunk along the way. As soon as the car slows down, we shoot at the transformers on the left: the gate will explode, and we will go further. After the transformers, you can fight off a bunch of soldiers. This is where the level ends.

PRAGUE: Countryside(Map pra5.)
Mission goal: Save Peter Ivanovich

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. We also deal with all the machines that follow us. In addition to the armored ones with bulldozer knives in front: these only have soldiers in the back.
As we get to the checkpoint, and Ivanovich turns to the side of the road (or even better in advance), we shoot at a large, bright tank on the right and barrels on the left: everything will explode there, and we will go further. Also, we hit from a machine gun and into a helicopter. He can both explode and get rid of.
So we'll break through with a fight.

PRAGUE: Railway station (Map pra6.)
Mission objective: Save Pyotr Ivanovich, take the train

Having descended from the car, you should not take out the weapon: everything is quiet here. We go past the sentry to the farthest door - the toilet, near which Ivanovich is already standing. We go in and take a case near the messenger. After talking with him a little, we take the documents.
We leave, and go to the sentry. We present documents (press the "use" button). We pass to the platform. This is where we need to get a weapon, and wet the soldiers until they start 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 the fact that the train should

send ahead of schedule. We send. We go out to the platform, Mullins will say that somewhere here there should be a control room. We go to the gates of the station (they are alone there, those that will be open). There are soldiers. We go up the stairs. With a fight we will break through the top. We will go down the stairs to the warehouse (there are barrels of fuel, they explode well). We cross the warehouse, again along the stairs on the other side of it we go up. We go straight to the only open door. Upstairs there will be soldiers at a window without glass. We kill the soldiers, and through the window we crawl out onto the roof of the train. We follow it to the right. We bring down the soldiers behind bars with thorns 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 to the 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 the car. And you can cling to the buffer of the last car. In any case, once we're on the train, the mission is over. We are watching a lengthy video about the moral torment of Peter Ivanovich.

The Shop: The main level of organization "The Shop"
(map shop1.)

After listening to the guard, we go forward and to the right, you can approach the man sitting by the windows. He'll say "Hello John!" Everyone here knows and loves you. The weapons that the developers have left for this mission are the temptation to shoot a little, test the strength of the glass in the windows, and crumble American furniture. You won't get anything for it. Everyone will take it very calmly. They say ... this is Mullins, he is a cool secret agent, but he has such shortcomings.
We open the door. There's another talkative guard here. Not a secret office, but a mess: some guards are aware of all the affairs of special agents. We open another 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 a left, and along the corridor forward to the elevator. And you can rummage around the rooms, listen to the conversations of employees, pester the girls. We call the elevator, sit down in it, press "use" at the panel with buttons, and go to the next level.

The Shop: The second level of organization "The Shop"
(map shop2.)

We leave the elevator. In fact, we are strictly straight to the end. But you can rummage around the floor, poke into the offices, read the funny inscriptions on the tablets. (For example, the origin of the word "guardroom" is very interesting, and the meeting room ... it was necessary to clarify that this is a secret meeting room, "and not any kind of heart-to-heart talk.

I'm going straight. Past the elevator with the guard on the right. As we reached the end of the corridor, we went through the door on the right. There are still a couple of 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: the elevator will 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. The choice is not rich now, but still I would advise you to take US SOCOM with a silencer, M4 with an underbarrel grenade launcher and an M60 machine gun. As well as grenades and binoculars.

Columbia: Marine Camp
(Map col2.)

Our task here is to meet with Sergeant Andersen. We go forward to the military group. Here is the sergeant. While the conversation is going on, you can rummage through the tents. But we still have full armor. But the cartridges for the machine gun and the grenade for the grenade launcher will not interfere.
Suddenly shooting starts, from where we came from. At this moment, it is better to be behind the tents and look at the truck: anyway, 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: terrorists are in the ruins. We interrupt them (you can launch a grenade from a grenade there). There, behind the block, there are a couple of first-aid kits, and further, behind the stone column, cartridges and armor. We go further along the hollow to finish the level.

Columbia: 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 rifle, and move further along the hollow in constant combat contact with the terrorists hiding in the grass.
Let's get to the boxes. If you quickly jump to them, and then move forward along the cliff, over the cliff, then all the terrorists will stand in a bunch - a grenade from a grenade launcher there. Then it will be possible to go from the rear to the bunker and a couple of terrorists from him. In the bunker there is armor, grenades for grenade launchers, first aid kits. More enemies will come from behind. We bring them down from the bunker. From the machine gun, you can kill the boxes: there is one first-aid kit under them.
We move further along the hollow. We reach the houses. We clean the space around them (barrels are explosive). There are three terrorists in the house, but there are also cartridges and 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 will take armor, grenades to the grenade launcher ... And immediately back: an enemy has appeared in the rear of us. 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 a sweet couple hiding in the grass. Well, and then with the same Makar we move along the hollow to the end of the level: we kill everyone who is hiding in the grass.

Columbia: Advance Camp
(Map col4.)

There are ruins ahead on the right: there are several terrorists. You can get close to them, listen to the conversation. And then forward, as God puts on the soul. But do not think that, having killed one quietly, the others will not be alarmed. They will run! And how! So it's better to immediately shoot enemies through optics. Or run into them with a machine gun. 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. When the tongs icon appears next to the indicator, press the "use" key. We remove it. Let's get to the cave. There are a lot of terrorists around, and there is one above the entrance to it. A helicopter will fly in: we scare it away with automatic bursts. Move on. 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 move on, shooting brats, collecting weapons, first-aid kits, armor.
Let's go to the gate blocking our way. We blow up a barrel next to a wooden house: there is some kind of mechanism inside, but a red light is on there. We go to the stone house nearby: a helicopter will fly right there. In the house we go up the stairs and approach the heaped control panel. On which the inscription "FIRE" flashes on the scoreboard. We press the "FIRE" key on the block in the corner and we can only see how the helicopter flies to pieces. Now we go to the mechanism in a wooden house - a green light is already on there. We activate the lever, and we pass through the opened gate.

Columbia: The 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 are far away by the fire. And the fifth in this area on the hill to the left. All can be easily removed through optics. Having picked up weapons and other trifles, we go further, behind the fire.
Let's go to the bridge, where the special forces are exchanging fire with the bandits. Even on the approach, you can remove the shooter from the tower through the optics. We finish off, again through the optics, whom the special forces did not finish off. They thank you, and we have a few seconds to run across the bridge before it is blown up by aircraft.
On the other side we inspect the tower, go towards the truck: there are already terrorists. Another one on top. We shoot, we kill. And so on, moving along the hollow until we reach the clearing. The clearing is full of bandits. It is better to remove them through the optics, and first - the arrow on the tower. Having dealt with everyone in this clearing, and having searched the tower, we go along the hollow behind the tower to finish the level.

Colombia: Rebel Camp
(Map col7.)

Special forces rush to storm the terrorist camp. Our business is small - to be with them. But all the buildings in this camp are to be ransacked by us. And they are full of 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 every corner and room. Plus a dog. It is 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. Near it, you must press the "use" button: Mullins will start talking about terrorists.
We leave, deal with the next portion of terrorists, and go to the house on stilts nearby. It's also full of terrorists. And on the table in the branch of the corridor on the right is a tablet. Here, Mullins also talks about how lucky he is and what to look for Manuel Vergara, an arms dealer. Having cleared the building, we leave, and we bring down a few 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! There's another one upstairs. There is also a horn for a machine gun.
We leave and go to free the prisoner: when approaching the TNT checkers, the "tongs" icon will appear. Having opened the grate, we go to the gate, and in their left part 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. We go right behind these bushes, and kill the sentry (the commander of the special forces detachment can also solve it). We do not go either to the right or to the left along the river, but cross it across to a passage in the rocks on the other side.
There's a suspension bridge, and three or four terrorists are upstairs. We remove the bandits, and we go along the river between the rocks, trying not to rush forward too much (the commander of the special forces, in this case, will constantly yell: "Mullins, do you want to 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. Diagonally from the entry point to the ruins, on the left, there is an opening through which you can go further. 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 to the landing helicopters. We need the first one. We run to the helicopter, and 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 a machine gun. This is where the level ends.

Columbia: Helicopter Evacuation Tour
(Map col9.)

There is nothing complicated here: we fly and shoot everything around which the helicopter begins to circle: Air defense installations, warehouses, a bridge ... It is better to shoot at barrels: they explode and cause 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: Pureza
(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: Neighborhoods
(Map finca1.)

Do not go through the front door. It is necessary to get through the garage or the roof. So do not rush forward, you can make your way quietly, or you can break through with a fight. In any case, you need to go left, into the darkness, behind the sheds. If it's quiet, then you have 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 all those guards that walk around in front of you. Then break into the darkness behind the 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 the barn, which is located to the left of the passage to the pool: there are guards, cartridges, grenades, first aid kits. But then still go back to the pool. By the way, beware of snipers: one is where you need to climb, and the second is on the tower further, so as soon as you climb the wall, immediately remove the first sniper, move a little to the wall, into the corner, take an AK or other automation and wet the bandits below. Then, already with an optical barrel, deal with the sniper on the tower. It will be difficult to see him, because of the spotlight and the blinds on the tower. Tip: shoot the spotlight and then the sniper himself.
Further, as already mentioned, behind the pool, on the left, there is a plank 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 tiled cornice, and go along it to the attic dormer window. We open it and climb inside. Do not jump into the garage through the open hatch!!! We go to another dormer window that leads to the roof, and open it. This is where the level ends.

Vergara Manor: Main building
(Map finca2.)

You are in a dark attic. You can and even need to carefully climb everything, you can make some noise: shoot the boxes in which there are a couple of first-aid kits and armor, take cartridges and a night vision device (if you don’t have one) on the shelves. Then get to the opposite end of the attic, and jump out into the hatch.
If you make some noise, then the guards downstairs are already on their guard. You can go through 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 the closet .. Through the left door we will go out to the gym. Behind him is a corridor with guards. Even if one is removed by throwing a knife, one devil will raise the alarm. So do not be wiser, but go to blame everyone left and right. There are a lot of open rooms on this floor, so let's take a look at them along the way: they have a lot of useful things
Now, go down any of the two stairs to the first floor. Kill another bunch of guards, rummage through the rooms, and find Vergara's office (Mullins will note here that this is an office, and you should look around in it). In the corner is a safe. Open it, take everything that is in it.
Through the second door, go out into the next room, bring down the guards, take the grenades and cartridges on the counter. Through the single door opposite the fireplace, go into a 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. We kill him, and in the room we take a lot of useful things, but before that we look back: a couple more flayers came running.
Now we return to the door at the stairs, past which we passed. We go into it. In the corridors we kill a lot of bad guys. Let's go out to the warehouse, where at the end there is a ladder. We climb the ladder into the ventilation. We crawl.
We skip the first, rectangular, grate (it leads to a bowling alley). We are farther from the ventilation to the square grate. You will immediately hear voices. We shoot at the guard under it, and then we shoot into the room from the grenade launcher: there are a lot of bad guys.
We jump out of the ventilation. We go along the corridors, punishing everyone who treats us badly. Let's go to the shooting range. Here we open thick armored doors to the armory: there is a lot of ammunition and armor. Naturally, our enemies will come running. We do not skimp on grenades from a grenade launcher. There are double doors near the shooting gallery: we are in them.
Let's go to the wine cellars. First we clean the first, then the second. At the end of the second cellar there is a closed gate, and next to it is a table with a chair. We stand 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 staircase to the next level.

Starfish: Main deck
(map liner1.)

After watching the introductory video, press the "forward" key (or you can not press it), and move towards the ship. Once on it, and after listening to the conversation of the terrorists, we learn that the watchman is sleeping in his cabin, and he has an access card to the captain's bridge. If we don’t linger for a long time, but also don’t rush, then when we get out from behind the boxes, we will see: there is no one here. One sentry walks the decks. At the port and starboard sides there is a door leading into the vessel. We head to the left: the sentry can 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 edge, 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 will raise the alarm. The disposition is as follows: you need to go inside the ship and find a red card (which we did); if you wish, go downstairs and search the cabins. An outside staircase leads to the bridge, but it's closed, and we don't need it for now. There are a lot of terrorists inside the ship, shooting back from them, we search the cabins, and we find the only one in which the watchman sleeps. After killing him, we take a red card (another one) on the table, and we see that this tramp was cut on a computer in DOOM.
Now we get out to the second deck (or immediately after gaining the first card): from it we can get to the bow of the ship, which is full of containers. There, behind the 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 manhole. Terrorists are hiding among the containers. We break through to the lever, raise the container.
Now we 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 is behind a closed door, into the radio room. There are also a lot of terrorists. As we get into the radio room, immediately to the right: there is another lever. By lowering this lever, we will raise the huge shutters above the small hole 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. We go there, exit from behind the boxes, go through the door, the corridor, the door again and kill the terrorist on ours and on the opposite side. Then we hide behind the containers and jump out again: we shoot a couple more that jumped out from behind the containers. Now we need to jump between the containers, and at the very bottom find an electric car, activate it so that it lifts the boxes up. Shooting back from new terrorists, we do this, and we jump up the containers, and then onto 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 the cartridges for the shotgun. Behind the wheelhouse is a room with shelving. We shoot boxes in it: there are "lemons" and grenades to the grenade launcher.
Now you need to break through two compartments of the engine room, which are full of terrorists. If you see red gas cylinders, shoot them. Behind the engine bays is a narrow corridor. It has a hatch down on the left, and racks on the right. 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! We go to where they were and turn the valve: the fire will go out, and we will be able to crawl under the pipe.
Behind the turn, we shoot another warrior in the distance, jump over the pipe, and hurry forward: the guys will still jump out there, - we put them down. Through the door we will go out 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 team of armed guys. Having shot them too, we will go out to the hatch leading to the lower deck. We dive there.
As they descended, a shooter on the left, and then a couple of guys will run out of the corridor on the right. 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 point of installation of explosives (see the one on the wall near the hatch?). We go down and install explosives on the transverse beam.
We go upstairs, go out the door, and go to the right, into the door in the bulkhead on the left. We bring down everyone who meets, and in this compartment immediately to the right: there is the second point for installing explosives.
We got out upstairs, crossed this room, went out the door, and along the corridor to the left. There at the door, to the right, again at the door: there are arrows in the room. Having hammered 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. We went through the corridor, another door, then to the left and through 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.

NEW YORK: Arsenal
(map arm1.)

We go to the nearest door on the right. We activate the intercom. Sam won't want to let us in. We press again. The bazaar will go, then the lock will click. Activate the intercom again - the door will open. We go in, talk, follow Sam and Taylor until the video starts.
Then choose a weapon for the next mission.

Main walkthrough page The passage of the Hong Kong mission

Hong Kong: CHINESE JUNK (Map hk1.)

Mullins was going 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), another kitaeza will jump out. If you wait, another one will come running. We leave through any of the doors and destroy all the Chinese behind the double door on the other side with a grenade from a grenade launcher. We pick up machine guns, and throw a couple of grenades on the upper deck: there are also Chinese. With a fight we climb up. On the 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 Mullins has another shooter overhead in the back. Well, the village went to dance! On the boxes and gangways on the right we run out to the pier, we shoot everyone in this territory. If you stand in front of the gate, then in the far right corner of this half of the docks there will be a hatch down. There's some ammo in there. And having got out of it, we will again fall under fire.
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 are in the far right end of this territory: there is an alley. But you can run back and forth here: armed Chinese will be constantly loaded.
Let's go through the alley to the building. We break the window with shots, jump in there, go through the building, fighting. Let's go to the double doors, and here the level ends.

Hong Kong: UPPER DOCKS (Map hk3.)

We are still in the building. We move along the corridor, we reach the boarded-up window in the room. We break it with shots, jump out. Everything is very simple here: there are closed gates in front and in the center of this territory, and on the territory itself, among the containers, there are a lot of armed Chinese. There are also 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 on the risen 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 shotgun cartridges). From the crossroads, a massacre begins: the Chinese triads both on the left and on the right. There are snipers on the balconies. Yes, the Chinese are throwing grenades. Shooting them, we go down the street. We reach a fork.
The right road is a detour, but will lead to the same place. Left street is what we need. Behind the very first house, in front of the sign "HERE&NOW", there is an alley: we go 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 you exit to the balconies, snipers sit on other houses. On the third floor, we go out to the balcony, and jump onto the blue sign "HERE & NOW". We run along it, and jump over to the balcony of the house on the other side of the street.
Now in this house, you also need to climb to the balcony of the third floor, and jump onto the sign protruding above the road. We jump to the balcony across the street, and immediately look around: on the second floor of the house from which we jumped - a sniper. We destroy. We run along the balcony, and at the end we go down the stairs to the road.
On the same side of the street we go forward: here on the right is the lane that we need. Having shot another and not a small portion of the Chinese, we go into this alley, jump onto the boxes, baskets, and then onto 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. We send everyone to heaven.
Now we go to another lane, the only one here. It's to the right of the one we came out of. Behind the crates next to this alley are ammo, armor.
We pass through this alley. Let's go out to the wide street. We pass to the right side. On the left side of the house, and on the balconies of the sniper. There is an open warehouse gate ahead. Us here. But you can go further, shoot a little more.
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 climb the stairs to the second floor, destroy another five Chinese, collect cartridges, armor, first aid kits in the warehouse and in the back 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 is right next to 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 the racks we 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. You can also 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 to climb the metal walkways, and go through the door that is above the 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 get to the control room, in which there is a computer, along these walkways of the second tier. We break it open, and we get it from behind on 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 everyone disperses.
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. We run to the table of guards, and break open the door to the armory on the left. Here more guards will come running, but we will get hold of cartridges and AK-74. We go to the door, from where the guards came running.
In general, we bring down everyone who is possible and impossible. We inspect the rooms, break open doors and cabinets, select 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.

Main walkthrough page Walkthrough of the mission NEW YORK: Arsenal

New York: Arsenal
(card arm2.)

Mullins drives up to Goldenberg's used book store (we've known for a long time what kind of store this is!), in order to meet Sam and Taylor. As soon as we take a couple of steps, Sam's office takes off into the air.
We run to the hole. On the left side, along the wall, jump into the fire, and jump out into 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. On the beam, crouching, we rise to the second floor. We go past the jet of steam into the room in which Sam lies (we will pick up a gun without cartridges along the way). Mullins will start a conversation with the wounded Sam. Then a damper to the ventilation will explode nearby. We jump into it right away. Then along the stairs, through the hatch on the other side, against the wall, we go down.
We go towards the steam jet: behind it we will see a valve on the wall. We turn it: the steam will overlap. We return to Sam, we go into the room where the steam jet blocked the path before. Blockage on the left. We jump onto a 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 put Sam on his shoulder. We carry Sam to the cleared passage. Be careful on the street: a wall will collapse in front, then it will lie down more carefully so that you can pass. We carry Sam the only way to the central road, and then to the firemen, police, ambulance and the FBI. When you approach the ambulance, you will hear a conversation between two agents with firefighters and the police: "We will figure it out ourselves, this is now a government operation, let it burn."

New York: Lower Level Hospital
(map hos1.)

Sam needs to be protected. We don't have weapons yet. We go forward the only way, we will approach the closed door. There is a nurse behind the counter. We approach it, press "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 Chamber
(map hos2.)

As we left, we immediately see the corpse of a guard in front of us. We take his gun (it will no longer be useful to him), and forward along the corridor. Sam's room is at the very end, on the left. It's open. There will be a video about how a mercenary professionally goes down the cable and shoots Taylor (we can’t do anything here). After it, you need to quickly teach the hired killer a lesson.
We pick up his machine gun, and go back along the corridor to the fork: they will shoot from the right from behind the windows, and they will come running from the corridor to the left. Valim. Then the doors ahead will open, and behind them is glass: they will also fire from there. Collecting ammo 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 chamber: a dead end door opened there, 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, climb the ladder to the balcony, and from there, along the lamps, we cross to the other side. We call the elevator.

Hospital: Patient care
(map hos3.)

We leave the elevator, and we go to wet everyone to the right and to the left. Aggressive therapy, which we were promised on a sign in the hospital, has come true.
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 do not spare the cartridges and grenades from the grenade launcher: with one grenade you can cover five or six people at once. Only bloody lumps on the walls will hang. And almost all the terrorists are wearing bulletproof vests, so there will also be a lot of armor. Forward and with a song.
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. We go and destroy everything that moves. Grenades from a grenade launcher, but wisely: do not shoot at your feet!
So you will reach the stairs to the door to the roof.

Hospital: Hospital roof (map hos4.)

A huge armored helicopter flies here after the terrorists.
Immediately shoot at the tall yellow tanks (there are two of them) in front on the right: they will overturn the grate, blocking access to the terrorists. The first step is to shoot all the terrorists on the roof. In buildings in the corners of first-aid kits and armor.
The helicopter will blow up something like a power plant, and overturn the pipes (or maybe not have time to blow up and overturn). Make your way through these pipes, where they lead there: 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. You need to shoot only at the engines on the wings !!! Don't waste ammo on the hull. And it's better to shoot at them (at the 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 a machine gun, then two and a half - three horns are enough. As soon as you set both engines on fire to the helicopter, 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 stick around in one place either. Good luck in the first fight with a serious opponent!

Kamchatka: Perimeter
(map kam1.)

Do not attempt to control the parachute in flight. Anyway, land where the developers intended.
We go forward to the building that can be seen through the frosty haze. There are a couple of sentries there. 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. You can also shoot from a machine gun: the alarm will rise only if one of the soldiers escapes and goes upstairs to the road. Well, let it rise: there is no sense in it. You to the top of the nearest hill: there is an opening leading to the 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 are still a lot of soldiers there. There are a lot of options for action, so I will not advise anything - figure it out. The main thing here is to blow up the barrel near the last tower so that it falls on the ice and breaks through it. Then we will dive through the hatch in the tower, and we will be able to swim further beyond the monolithic wall.
As soon as we swim out, we will get under fire. We destroy everyone in this territory, jump onto the hill, which is at the very end, behind the large and only building, and already jump from the hill to the balcony of the house. There we activate the panel with a lever and open the gate ahead. There are a lot of useful things in the house. 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 first-aid kits, cartridges, armor, ammunition along the way.
Let's go to the fork: on the right is a closed gate, on the left is the entrance to the tunnel, and ahead is a metal structure - a platform plus a tower. We go up there. You can search the tower, and then go along the platform towards the tunnel: there is a lever. 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. Shoot or explode. We go further, and climb into the sewers again. So let's get to the end of the level.

Kamchatka: Station
(map kam3.)

Let's go ahead. There will be a sentry, it can be seen through the optics and removed. In general, forward and forward. Let's go to the bridge. It will be necessary to kill a bunch of people around the bridge, and then climb the stairs on the middle farm (it is on the back of the one from where we came from) to climb the bridge. We go to the left: the door opens there. We destroy everyone here.
We get out on the stairs, and with a canopy we launch a grenade from a grenade launcher at those villains who shoot at us from the road. On the road we are to the right. But before that, you can go to the left (here, by the way, there is armor on the boxes), and carefully throw a grenade at three or four villains at a dead end at the closed gate. It's full of useful ammo, some armor.
Now we are going in the right direction. From the car it will be necessary to remove the machine gunner at the top: he crouched down, and therefore it is necessary to shoot at the bottom of the machine gun, at the very edge of the side. At the closed gate, we are on a narrow cornice over a cliff to the right: there is a breach in the fence. We kill, kill and kill. We go forward along the road, and through a gap in another, but now brick, fence we will get to the station.
Here, too, you will have to kill a lot, you can explore the buildings: there are also soldiers there. But actually, we are further along the tracks, behind the freight cars. There is a yellow diesel-electric locomotive. We jump into it, and activate the big lever: the diesel will push the cars. We jump out and run to the gate. Through the open door we jump into the freight train, which stands at the very gate. Through the boxes and the hatch in the roof we get out onto the roof of the freight car. We jump over to the ledge above the 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 the 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 hot meeting.
We jump out in the room, we take cartridges, armor, first-aid kits. Through the only passage we will exit to the platform. You can run, or you can immediately turn left and go steadily along the trains, destroying militants along the way, collecting ammunition and 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 just after 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 off the soldiers, collect ammunition, and activate the lever in the fence opposite the grate from where we came out: 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 we go straight through the next door, then we will go out to the cars. And if you turn left around the corner, then we will go out to the crowd of soldiers (Grenades in them !!!). From this place in the wall to the left in front 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 devices behind the bars near the far wall. We lower two knife switches: opposite the entrance to the fence and on the other side. And then the third on the panel between them: there will be a shutdown of security systems, an explosion.

We go out again to the cars: here is a collapse. Immediately from the exit opening, we climb onto the collapsed canopy, from it we jump to the roof of the house, from there to the ventilation, and so on. So we jump to the ventilation hole we need. We climb on it.
Let's jump into new territory. We destroy everyone and everything, and go the 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 coupler of the wagons behind the diesel, and raise the cotter pin: the diesel will be disconnected from the wagons.
We jump into it, we approach the instrument panels in front, and press the "use" button: the 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 the four armed types that are waiting for us. We go to the door on the stairs.
We take armor, a first-aid kit, and forward - to the street. Near the cars it is necessary to kill another crowd of armed guys. They are below, and above, and around. We make our way to the other side, we enter the building. We rise to the second floor. We go out into the fresh air. There is a machine gun here, from which you can shoot a lot of enemies below.
Behind the machine gun is an elevator (this is a cabin with a ladder that cannot be climbed and a hatch that cannot be opened). We go into it and click "use" at the panel. We're going down. We've arrived.
We make our way forward, the only way here. So let's get to the end of the level.

Kamchatka: Main generator
(map kam7.)

Forward (there are many enemies, so I will only indicate the direction, and you will have to kill yourself). Down the hallway to the door. We open. We cross the room, and go straight through the door. There will be the next door. Straight and straight, then down the stairs. We jump to the very bottom.
We go behind the bars: there is a hatch in the floor and a long staircase down. As we went down, on the right (if you are facing the room) there is a staircase up to the ramp. I'm walking on it. We pass by the lever on the panel on the left. We reach the generator, and lower the switch on his panel. Now we return to the lever we passed by and lower it. End of level.

Kamchatka: Main generator
(map kam8.)

Lighting cut out. Now we have to go all the way back. Remember? Down the stairs, then up the long one ... And the soldier ran in, - 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 will drop armored glass with a chair (that's what strength a person has in an extreme situation!). Jump there. In that room in the center there is a hatch to the ventilation. Jump out in the corridor with the soldiers. Forward along this corridor! Up the stairs. There, in a bright opening: the fighters will shoot on the left, and on the right is the door through which to go further. Cross the laboratory, destroy the fighters in front, and a 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. 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. 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 onto the roof of the elevator. Now on the rope to the very top. Whoops! We are in a familiar place. You can fight here and run around the buildings, but the general directory is as follows: on the platform at the bottom right (if you stand behind the machine gun), there is a knife switch.
Having reached the switch, we touch it, and the grate near it shatters 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 the ramp to the right (the left path is a dead end, but if you want to shoot, go ahead). We fight, we jump through the window broken by bullets. Move on. Through the hall. We open the door where the doctor runs. Up the stairs. On the 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 window we jump either to the extension below, or near it, and then through the window we jump into this extension. Here you need to turn the valve. Water will come. She will squeeze out one door, the second, move the blockage. We leave, and we jump over the shifted blockage. Let's go ahead. We'll fight a little more, and we'll go to the end of the level.

Kamchatka: Laboratories 1, 2, 3
(map kam11.)

The Russians restored the central power supply. The wanderings in the dark are over. We go to the door on the right. Let's go to the first laboratory. We remove the guards, and go into the laboratory (the door is ahead).
We need to blow up the silver column against the wall opposite the entrance. We approach it (or to the computer to the right of the column), and press "use". Mullins will begin to swear 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 outside. Behind the first car in front - four guards. You need a far platform: there is a lever on the panel. We activate it once: a pallet with boxes will arrive. We activate the switch again: the second pallet will arrive - it contains the explosives we need. We take it, and we return back to the column. An explosive icon will appear. We install explosives on the column, and run away: now it will explode.
After the explosion, we return back to the column, and go into the resulting breakdown in the wall. Further along the corridor. Through passages and stairs. Shooting guards in body armor, but armed mainly with pistols. This will take you to the second level. Here you also need to blow up such a silvery column. We install explosives, and run back, simultaneously destroying new 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, a closed door will open next to the room with the column, and the guards will run from there. We destroy them, and go to this open door. So let's go to the next level.

Kamchatka: Laboratory 4
(map kam12.)

We open the door ahead. It is impossible to get lost here. We are clearing this area. A closed door will separate us from the next territory. Next to this door is a semicircular barrier with a bunch of appliances. There is a lever that opens this door.
Move on. We open the sealed doors with levers nearby. So let's get to the pencil case below, which is sealed from the sides with two doors. Inside this pencil case we need the fourth silver column. 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 the explosion, the casing will begin to go up and down. Now we need to go up a little, shooting off the guards on the way, in order to jump to the top of the pencil case, and from there to the top of the rising lowering casing. From there we get into the ventilation.
We crawl through the ventilation. The ceiling below us will fail, and we will find ourselves in a room with guards and Dr. Sestrogor. We remove the guards. Mullins will have a 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 at the bottom of the cars. Then we go to the right: there is a panel with a lever - and we call the cableway cage. We sit down there with the doctor, activate the panel in the cage and go.
Now the main thing is to get to the end of the path alive (you can shoot the 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 about moving ahead, and second, the death of one of the civilians (no matter from whose bullet or shrapnel), this is a failure of the mission.
Terrorists will appear at the top before exiting the stairs. We shoot. Then on and up the escalator. At the top, you need to reach the end in order to take a red access card from the last killed one. 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 behind the nearest shelter. They will run to us. We meet them with 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, examining the side rooms along the way. We don’t particularly throw 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. Fighters will appear from above. We shoot one after the other. We do not leave the escalator: the terrorists are on the right, and among them are a couple of hostages.
We shoot one of them through the optics, and immediately switch to the machine: everyone else will run to us. 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. We keep the position on the turn at the partition (very convenient). Run from above and below. We meet. Having shot back, we will see the freed hostages running on top. We go down and on.
But the walkie-talkies will warn us that there is movement ahead. We bounce around the corner, and bring down the fighters running towards us. Then the hostage will run. We go further through a short passage.
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're at home! They climb right into the line of fire, under the barrel. It’s good that at least a few hits don’t really harm them, and that’s okay.
We pass through the frame of the metal detector. This is where the fight starts! Our main directory is on and on. But more and more fighters will run up from the side passages (dead end) and shoot at us in the back. Even if these passages are cleared, they will then be loaded there anyway, materializing.
If you see a running hostage, then the last gang of terrorists at the end of the corridor can be thrown with grenades. If not, then the hostage is 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: Anagar Airport
(Map air3.)

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, jump onto the conveyor belt (it is just opposite the descent from the stairs and is not immediately visible). 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 on the dais. We do not linger in the room for a long time: it will explode soon. We go along the 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 jump onto the conveyor belt through the opened grate. We open the square grill on the side. Let's go ahead.
Finally, let's go out into the fresh air. We break through among the containers to the left side of the territory. 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 go to the body of the aircraft. We pass along the protruding part along the side, and jump to the platform at the entrance hatch. Breaking the lock. End of level.

Switzerland: Airplane
(Map air4.)

We go up the stairs. Through a narrow passage to the left (on the right is a closed door to the cargo compartment). We bring down the guard, the second. The door to the bow compartment is also closed. So we go up the stairs. As they got up, a terrorist was immediately on the right.
If you go forward (as you 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 cabin, you can (and should) take a red card on the table (he hid between the seats, and you can’t see him right away).
Now, with a fight, we break through to the opposite end of the plane, to the locked door. We clean all the rooms on this tier (so as not to 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 press "use" at the control devices: Ìþlín will contact the Store. Then the connection will be interrupted: a traitor attacked the Store. We leave the cabin and go down to the lower tier. We go into the forward compartment of the 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 of the plane, supposedly to jump out. End of level.

Soldier of Fortune

Tsr1 level.

Some of the people at this level are
civilians and law enforcement officers.
It is categorically not recommended to kill either one or the other; otherwise
you risk ending the game early. Hostages desirable
lead 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 monitor room, you can use
the last one for its intended purpose (go close to the monitor and
click the Use button). Just don't get carried away by the spectacle; this people
are two seconds away from you. Turn around quickly
crouch down and take aim at the door. Fire must be opened
only after the door is knocked out (break it
you can't do it on your own).

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

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

Follow the paths. When you reach the next station, go up
upstairs and look at the captured terrorists. Can
torture them to their fullest, even kill them; police officers who are forced
keeping 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 wagon and hit the road.
Kill all the bandits, then turn around and take a couple of steps in
the side you came from. It's all.

Trn1 level.

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

The barricade of boxes blocking your path must be
explode by shooting a flammable barrel.

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

Arm1 level.

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

Kos1 level.

HAWK goes about his business, you go about yours. Run-
climb-crawl where it turns out. As you climb the stairs, you
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 the stairs, then jump down or
go down another ladder. Next to the truck in the floor there is
a hole into which you must fall. After a few steps
water and going upstairs, you see how the one who tried was
leave the truck is filled with some debris. To your left
There is a long vertical staircase. Climb up it
then turn the wheel and watch the consequences. Go to
collapsed pipe and climb with it to where you have not yet
were.

Pass the parapet and move on. Next pipe, through
which you are supposed to climb, suddenly collapses, and you
you are in a new room. Climbing up the small
stairs, 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. On the
exiting it, you can jump over a piece of debris that closes the entrance
into the tunnel (Fig. 4), and continue on your way.

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

Kos2 level.

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

You are again in the fresh air, under the road (Fig. 5). Go
forward, then climb a small sloping ladder and
jump forward-left, to the door next to which stands a burning
barrel. Climbing up the wooden stairs and using
another door, you will again find yourself on the street. Carefully! Soon

from the windows of the building opposite, fire will be opened on you! Having dealt with
enemies, go ahead and watch how the tank breaks the road you are moving along with its shot. Now come to the gap and
look down left. See a piece of pipe sticking out of the wall
(fig.6)? You there!

Climbing the next staircase, you will find yourself in a certain
like a garage. Go up the tunnel up and forward. Another yard with
an exploding truck and a crowd of those who want your death
of people. After passing through another door, you will find yourself on the second floor.
new yard. Jump down and move on. Left in the hole
a truck with planks lying on it is visible. Get in
on these beams and go along them to the window, then break the glass,
jump down to the big cannon and kill those guarding it
of people. After enjoying another episode of the film, you will finish
level.

Kos3 level.

Climbing the stairs, press the button; thus you
open the gate. Climb onto the box and climb into the hole, after which
go through the pipe and up the stairs again. Caught in
yard, go to the booth, pull the switch there and then go to
the opened door. On the second floor of the room in which you
you get there, there is another switch, which, however, does not
is pressed. Using the door directly below
this knife switch, you will find yourself in a large hangar, in the center of which
worth no less than a large barn. Go left to the control room
all this economy (Fig. 7), then go to the located
on the side of this cabin is a door and watch an interesting movie. Go
further, press the switch and go through the door, which is located
next to the vertical stairs.

You are in the control room. Press the button, then look at the couple
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); very convenient from there.
fire). After dealing with the enemies, go through the door located
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 at the floor level
there is a grid. Break the grate and climb, then climb
up the stairs and open the two gates here. Close to
the gate leads you to a familiar room with a moving box,
distant - into the yard with a truck. Go to this yard and further, to
the doors 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
of this series, you will learn that your valiant partner discovered the same
the necessary doors, including at the same time all the sirens available on the base.
Inspired by the joyful news, you continue on your way.

Returning to the courtyard with the truck, go to the opened
across from the door. Once again in a large hangar, go to one
from the two side doors of the central shed and go inside this
structures where you kill the enemies located there, after which
watch movies. This is the end of the level.

Level Sib1.

Move forward, following the curves of the road, killing enemies and
suppressing automatic machine guns. Tank aggressively behaving
must be killed; the easiest way to do this is to hide from him behind
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 to
located behind the tanks a small door, then go up
up the vertical stairs to the 2nd floor and go through the door again. AT
glassed-in room has a button that you need to
press. Do not rush to run to the one that opened next to the one you killed
hatch tank. Climb for fun to the 3rd floor, kill
the enemies there, destroy a couple of quadruple machine guns,
then press the button again, and now run fast
where you need it (45 seconds is more than enough for this).

And again the pipe you are crawling along breaks and you
you are in the snow. Run further to the moat.

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

Level Sib2.

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

Climbing up the vertical ladder, move the grate,
then cross the yard and enter the door, then follow the
bridge to the next door. By the way, if you still don't have
yourself a small machine gun (Super SMG), this is your chance: throw away
shotgun or a regular machine gun, and finally take it into your own hands
normal weapon. Move on. Caught in yet another
room with the bridge, go down the sloping stairs and
come in the door. Don't fight the kamikaze helicopter; hide yourself
somewhere and calmly wait for him to call.