Max Payne for PC FAQ by Panda V.1.5
Final 4-12-2001
Contact: hk_panda@hotmail.com
This document Copyright 2001 Panda
Please do not alter or copy any part
of this FAQ without my permission. Please contact me if you want to use this FAQ
in another other places.
***************************IMPORTANT
NOTE******************************* Please note that this is the FINAL VERSION
and this FAQ will NOT be updated again in the future. I will probably NOT reply
e-mails concerning this game if the enquiry is already being covered in this FAQ.
************************************************************************
========================================================================
LEGAL STUFFS
========================================================================The
following websites have been permitted to post this FAQ without altering any
part of it:
GameFAQs - http://www.gamefaqs.com/
DLH.NET - http://dlh.net/
Neoseeker - http://www.neoseeker.com/
GameSpot - http://gamespot.com/gamespot/
CheatStation - http://www.cheatstation.com/
BDGames - http://bdgames.extendedgamer.com/index2.htm
Games Over - http://www.gamesover.com/
Trainers City - http://www.trainerscity.com/
The Gaming Planet - http://www.gamingplanet.com/html/index.php
Sjel’s Walkthrough Page - http://www.sjel.f2s.com/
The Internet Central Network - http://www.a2zcheats.com/
Walkthrough Universe - http://www.angelfire.com/in2/walkthroughuniverse/
Planet Gaming - http://www.planetgaming.co.uk
Gaming Online - http://www.thegamingonline.com
========================================================================
UPDATE INFO.
========================================================================
V.1.0 16-08-2001 The debut of this
FAQ.
V.1.1 20-08-2001 Added Walkthrough
Part 1. Updated Combat Tips. Modified the layout for easier reading, hopefully.
V.1.11 21-08-2001 Added Walkthrough
Part 2. Added content part 5. Updated Combat Tips.
V.1.12 24-08-2001 Added Walkthrough
Part 3.
V.1.3 27-08-2001 Added information
in a number of parts. Added Content.
V.1.31 02-09-2001 Added information
in many parts, especially Fun and Facts.
V.1.4 23-09-2001 Added walkthrough
for the secret finale and information in Fun and Facts.
V.1.5 26-11-2001 Added readers
contributions. Final update.
========================================================================
CONTENTS
========================================================================
THE BASIC
-- 1.1 Control
-- 1.2 Bullet time
WEAPON TIPS
-- 2.1 Melee weapons
-- 2.2 Handguns
-- 2.3 Shotguns
-- 2.4 Automatic weapons
-- 2.5 Throwable weapons
-- 2.6 Sniper rifle
COMBAT TIPS
-- 3.1 Use of weapons
-- 3.2 Use of bullet time
-- 3.3 Movements
-- 3.4 Others
WALKTHROUGH
-- Part 1 The American Dream
-- Part 2 A Cold Day In Hell
-- Part 3 A Bit Closer To Heaven
-- The Secret Finale
5. FUN AND FACTS
6. CREDITS AND NOTES
========================================================================
THE BASIC
========================================================================
1.1 Control:
------------------------------------------------------------------------
This part is
pretty basic, you may want to skip it.
forward – w or up arrow
backward – s or down arrow
strafe left – a or left arrow
strafe right – d or right arrow
crouch – c or right ctrl “
jump – space or right shift
shoot – left mouse click
reload – r or number pad 0
next weapon – [ or mouse wheel
previous weapon = ] or mouse wheel
select best weapon – g
melee weapons – 1
handgun weapons– 2
shotgun weapons– 3
automatic weapons – 4
throwable weapons – 5
sniper rifle - 6
use/sniper zoom – e or enter
use painkiller – tab or backspace
bullet time combo – right mouse
click or left shift
bullet time only – unassigned
shoot dodge only – unassigned
pause game – p or pause
read story – F1
show objective – F2
quick save – F5
quick load – F9
Each function can be assigned into 2
different keys. All the keys can be reassigned except the last 4 functional keys.
- You have to hold the crouch key to
remain crouched, and you can’t move while crouching.
- Press jump and backward/strafe
left or right together and Max will perform an escape roll. If you want to jump
back/left/right, press jump then the directional key.
- Press the weapon keys (1-6) to
select weapons of different categories. Press the same key again to cycle
through different weapons in the same category.
- Use the “use” key to interact
with the environment, many things can be played with in the game.
1.2 Bullet time:
------------------------------------------------------------------------
The most astonishing and important
feature in Max Payne is “bullet time”. After activating bullet time,
everything in the game is slowed down except your mouse pointer, which means you
are now aiming at slow-motioned bad guys. Thus, aiming is much easier in bullet
time. Bullet time can be activated in two ways.
- By moving in any direction and
mouse right clicking, Max goes into a “shoot dodge” in slow motion. It can
be used to avoid enemy fire and firing back at the same time.
- By right mouse clicking when Max
is standing still, you go into full bullet time, everything slows down until you
right mouse click again to deactivate bullet time or after you do a shoot dodge,
bullet time will automatically be deactivated.
Bullet time is not unlimited, the
hourglass beside your health indicator shows how much bullet time can you use. A
shoot dodge costs about 10% of the maximum bullet time charge, full bullet time
will drain the charge continually until it is deactivated. The bullet time
hourglass is refilled by killing enemies.
Max will perform an escape roll
instead of a shoot dodge when you right mouse click with directional keys
without any bullet time charge.
You may want to assign a key to the
“bullet time only” function, which enables you to activate full bullet time
without the need to stop, stand still then right mouse click so you don’t make
a shoot dodge instead.
========================================================================
WEAPON TIPS
========================================================================
There are totally 15 different
weapons divided into 6 categories. Press “1”-“6” to select the weapon of
your choice, using “[“ and “]” is just way too slow.
The numbers in brackets after the
weapon’s name indicate the amount of ammo it can hold. E.g. Beretta (18-162)
means the Beretta holds 18 bullets in one clip and you can carry at most 162
Beretta bullets (including the clip inside the gun) in your arsenal.
For more tips about using the
weapons, please refer to part 3 combat tips.
2.1 Melee weapons:
------------------------------------------------------------------------
- Lead pipe (unlimited)
- Baseball bat (unlimited)
You will not use them too often,
because you'll have plenty of ammo for your firearms most of the time in the
game. Anyway, they are powerful weapons, both can kill a guy in 1-2 hits.
2.2 Handguns:
------------------------------------------------------------------------
- Beretta (18-162)
It is the gun you start with, and it
is satisfactorily efficient. You will very likely never use it again after
you’ve got the Desert Eagle or Dual Berettas.
- Dual Berettas (36-162)
Once you get a second Beretta, you
can use Dual Berettas. With two guns firing at the same time, you are doing
double damage, but more importantly, they provide some suppression fire.
- Desert Eagle (12-48)
The Desert Eagle fires a bit slower
than the Beretta but with much more power. A drawback of the Desert Eagle is the
small amount of Desert Eagle ammo you can carry. You will always need to find
replenishment for it if you use it a lot.
2.3 Shotguns:
------------------------------------------------------------------------
- Pump-Action Shotgun (7-80)
With the Pump-Action Shotgun, you
can kill a guy in close range in one shot. It is useful in almost every
situation, especially in close quarter combat, but it needs quite some time to
load between every shot. It shares ammo with the Sawed-Off Shotgun.
- Sawed-Off Shotgun (2-80)
It can fire 2 shots successively,
but after that, you need to reload, which can be quite a trouble when you are
facing a group of bad guys. The good thing is, you can quickly send a guy a
second shot in “bullet time” if the first one fails to kill. It shares ammo
with the Pump-Action Shotgun.
- Jackhammer (12-110)
The Jackhammer is the combination of
the good things the other two shotguns have, large ammo limit with auto
reloading, meaning that you can fire 12 successive shots. Too bad you only get
it fairly late in the game.
2.4 Automatic weapons:
------------------------------------------------------------------------
- Ingram (50-300)
The Ingram fires so quickly that you
will empty the 50 shots in seconds. The ammo is not deadly, but the speed is.
When the enemy is getting hit, he can’t fire back, it is like having
suppression fire covering in combat. Tends to be a bit inaccurate in long range,
but well, that’s not the way to use an Ingram anyway.
- Dual Ingrams (100-300)
Just like the relation between the
Beretta and Dual Berettas, Dual Ingrams doubles the damage of the Ingram and it
is the best weapon for suppression fire in the game. Just point the guns at the
unlucky target and watch taking dozens of bullets before he dies…
- Colt Commando (30-150)
Another good-for-everything weapon
in the game, it has both the firing speed and firepower you need to take on the
toughest guy. It is accurate even in long range. Use it any way you like, just
keep in mind that the 150 bullets is not that many, always look for
replenishment.
2.5 Throwable weapons:
------------------------------------------------------------------------
- Grenade (1-10)
It is best used when you are facing
enemies who are taking cover behind boxes, tables or the bar, or firing at you
from inside a room. Just remember to aim above the guy and remember that the
grenade will bounce a bit after hitting things. You cannot use it with “shoot
dodge”.
- Molotov Cocktail (1-10 <--
Thanks Augustine for telling!)
A petrol bomb that spreads into
flame upon hitting anything. You can’t kill a group of people, which you can
with a grenade, with it, but it is also unlikely you’ll burn yourself with it.
You cannot use it with “shoot dodge”.
- M79 (1-10)
It is not really “throwable”,
but the M79 grenade launcher is extremely useful when you need to handle a group
of bad guys who are positioned close to each others. The grenade fired will
explode upon contact and blow things up like a hand grenade. You can shoot dodge
using the M79, making it easier for you to aim, and less likely to get hit
compared with using the hand grenade, it also has a longer range. The only
drawback is that the grenade doesn’t travel in a parabola like the hand
grenade, so you can’t kill people behind a wall with it.
2.6 Sniper rifle:
------------------------------------------------------------------------
- Sniper Rifle (5-20)
Press ”E” when equipped with the
Sniper Rifle to active “Sniper Zoom”. Hold the key to zoom in even further
(Thanks to Bahamut, Chris and Jonel.) Needless to say, the Sniper Rifle is best
used to take care of enemies in long range. Aim for any part of the target’s
body and you can kill him with one shot most of the time, not including bosses.
You cannot “shoot dodge” using this weapon.
========================================================================
COMBAT TIPS:
========================================================================
Gun fighting is almost the only
thing you’ll do in the game, but that doesn’t mean it would be boring,
because of the bullet time function, you can enjoy performing cinematic shoot
dodge and watch bullets flying around in Matrix style. I’m now going to share
some of my experience about combating in the game with you, hope that helps you
playing and enjoying the game.
3.1 Use of weapons:
------------------------------------------------------------------------
- Always reload! Since it won’t
waste the remaining bullets in the half-emptied clip when you reload before
using up a whole clip, always reload when you have time. Reloading in the heat
of a battle is pretty dangerous.
- Try to make headshots! Not only do
headshots save you ammo, they save you time. Dropping enemy fast means safety
for you. Shooting a guy at the head or somewhere near the neck will most likely
kill he in one shot. Or if you’re close enough, one shotgun shot will also
kill, and that doesn’t really need to be at the head.
- The Pump-Action Shotgun is a
versatile weapon, you can even use it in long range, but using it with shoot
dodge tends to be risky. Because of the large amount of time it takes for the
shell to load between each shot, you can fire at most two shots during a shoot
dodge, one as soon as you jump and one after you’ve landed. However, you
don’t have much time to aim the first shot this way. So usually, you shoot
only once with it during a shoot dodge. If that one shot hits, it will often
kill. But if it misses, you are lying right in front of the enemy. Using the
Sawed-Off Shotgun will give you a second chance during a shoot dodge.
- Suppression fire is deadly! During
group fights, suppression fire means gunfire that keeps the enemy busy taking
cover instead of busy firing, so other team members can move from one cover to
another without worrying about getting hit. In Max Payne, I mean gunfire that
keeps the enemy busying making the “I’m hit!” pose instead of returning
fire.
The Dual Ingrams are perfect at
suppression fire, and even a single Ingram, the Colt Commando and Dual Berettas
are good choices, provided that the bullets are hitting instead of missing the
target. The Dual Ingrams is fast enough to keep even bosses from recovering from
hits. Combined with bullet time, you can really keep hitting a guy until he’s
dead without much trouble. Just beware of any other enemies around when you’re
forced on one guy.
- Shotguns are not powerful at all
in long range. The metal balls in shell spreads too far apart and fail to
significant damage after they’ve traveled a long distance. Ingrams’ bullets
also spreads a bit, you’ll be wasting a lot of bullets firing Dual Ingrams at
an enemy afar. Don’t underestimate the power of the Desert Eagle, it’s
accurate as long as you aim well, having great stopping power even in long
range.
- If the enemy is far from you,
don’t hesitate using the Sniper Rifle. It is especially good when you’re in
a position high then the enemy. He will have a hard time hitting you from below
provided that you don’t go too near the edge, giving you time to aim and
shoot.
When firing the Sniper Rifle, the
“bullet cam” may be activated. Most of the time when it’s activated your
shot will hit, but that’s not a law. There are always exceptional cases.
- While
you can't use shoot dodge with the rifle in heavy situations, you can activate
bullet time "and then" turn on your zoom. (By Sephar)
- From halfway into game on,
shotguns often can’t kill in one shot, with their slow firing speed, they
become much less useful (you don’t get the Jackhammer until the late game).
Even Dual Berettas maybe a better choice since they can stop/slow the enemies
from closing in. You really need to aim well using shotguns or it if take awful
lot of time to kill a group of bad guys.
- If you are up against 1 - 2 enemies ant close range, use your
pump -
action shotgun. Use your Dual Ingrams for three or more enemies at short to
medium range. Dual Berettas take care of the job at medium range with 1 - 2
enemies, but for long range, use the Desert Eagle. It has the longest range and
is the most accurate and powerful pistol you get. (By Wazuppie765)
- Last of all, if you want to take out an enemy quietly without
alerting other guards (this only works if you're up against one man and he
doesn't see you since you're behind him, etc.) use your baseball bat or lead
pipe. That way, you save ammo and take out the enemy quietly. (By Wazuppie765)
- You can
kill multiple enemies with Molotov Cocktails, but not nearly as easily as
grenades can. Any enemy groups which stand no further apart than
the wall of the hallways in the
Finito Brother's Hotel (Episode 1 Level 3) will usually get burnt with one
Molotov cocktail. (By Morphling21k)
- In different parts in the game,
you’ll come across different kind of enemies. For example, in the late game,
you’ll meet lots of bad guys with
Colt Commandos. You may want to use the weapon that you are most likely to get
ammo from the enemies.
- There are items in the environment
that can be used to kill, like gas tanks. However, you have to shoot at the tip
of the tanks and watch the shooting flaming for a while before the tanks will
explode. Use submachine guns may make it easier to hit the tips of the tanks.
3.2 Use of bullet time:
------------------------------------------------------------------------
- How to use shoot dodge
efficiently? Keep in mind that after doing a shoot dodge, Max need some time to
get up from the dive, and that’s when he is the most vulnerable because he’s
a non-moving target.
It is the best if you can shoot
dodge from one cove to another, but you don’t always get that chance. You
should avoid shoot dodging into an open space when there are more than one
enemy, because even you can kill the one before you, there will be others
shooting at you when you’re getting up.
Try to shoot dodge only when you can
dive for some cover.
- Noticed that you don’t die
during a shoot dodge? (I’m not 100% sure about grenades and Molotovs, but you
won’t die because of taking bullets for sure.) So here is a trick to take out
a group of people quickly. Arm yourself with the M79, rush towards a group of
enemies, before you die, shoot dodge towards them and fire at the ground in the
closest-possible range. Your health indicator goes all red but you’re still
alive! You can do this again and again provided that you don’t get kill
between shoot dodges.
3.3 Movements:
------------------------------------------------------------------------
- Take cover! Yes it is not Rainbow
6 but taking cover still helps in Max Payne, don’t you see how the bad guys
run for cover during a fight? Sometimes crouching behind a box provides you with
just the little protection you need when you’re reloading you gun and getting
ready for the next shoot dodge.
It is especially important to take
some cover late in the game, when you are facing groups of bad guys with colt
commandos. Even bullet time can’t save you when the enemies are firing at you
from different directions. That’s when you should take cover and get them one
by one.
- Don’t just rush into rooms! It
is especially often late in the game that enemies are waiting behind doors. If
you rush into a room, you’ll often get bullets right in your face. Instead,
just open the door and move away, see if anyone is inside the room. Even there
is no gunfire, that doesn’t mean there is no one inside. The enemies are
clever enough to wait until you enter the room before firing. To play it the
safest way, move a bit into the room then quickly walk/roll back, very often you
will then hear them firing, and if you’re luckily enough, some of them may
come out of the room trying to get you. You, of course, are just waiting to
shoot them right in the face…
If the enemies inside a room don’t
come out, you may try to throw grenades inside. Shoot dodging into a room is
kinda foolish, you will get shot to death before you land way too often. Try to
lure the enemies to fire once before you actually enter a room, then activate
bullet time so you can handle each of the enemies with the greatest efficiency.
- Particularly for the
higher difficulty levels where saves are limited: for all those spots where you
know a lone enemy will rush you once a door is opened, open the door, take a few
steps back then bullet-time leap *forward* with either of the shotguns out and
aiming up. Once you've gotten it down you will almost always get a one shot kill
even on tough enemies without taking damage, because they won't initially be
aiming low. (By Spatula)
- If there is room you can
sometimes stand to the side of the door facing away and wildly swing the bat a
la the baseball bat segment, but that is a hell of a lot less fun (and riskier:
you often need to trigger by moving past the doorway a bit, so you'll have to
turn, run back, go to the side, and face away; a lot more work). (By Spatula)
- A good idea when your
facing one enemy hiding behind a table in a different room is this: Show
yourself to him. Sometimes when he sees you, he will run up around the corner
where you are, in which case he will take a double shotgun blast to the head.
(By Wazuppie765)
- When there is a group of enemies
charging at you, the guys at the back often shoot those in the front,
concentrate on moving left and right and lure them to shoot themselves down.
3.4 Others:
------------------------------------------------------------------------
- About one fifth of Max’s life
will be slowly replenished by itself when the health indicator is all red but
Max doesn’t die.
- Though Max would still take damage
during shoot dodge, he won’t die during a shoot dodge, provided that he’s
not diving into fire, off the roof… When get hit you during a shoot dodge,
often the health bar will go all red but you’re not dead. After the shoot
dodge, part of Max’s health starts to regenerate. I don’t know why, but
it’s a fact.
- The quick save/load function is so
convenient that you should always use it. Sometimes it’s just all about luck
getting hit or not, it may not have to do with your skill. Quick save before
entering a room, opening a door or making a jump, it doesn’t hurt quick
loading a lot, because Max dies as easy as the enemies, especially late in the
game, very often you either don’t get hit or you take one shot and die. It’s
not “you’re so tough but you still need to use the load/save trick?”
Anyway, play the 3rd
difficulty level will limit the number of saves you can make in a chapter,
that’s some challenge don’t you think?
========================================================================
WALKTHROUGH
========================================================================
Ok, let me make it clear first. Max
Payne has a good story with twists and turns, but the game itself is simple. You
should be able to finish the game without much trouble. So, I treat this
“walkthrough” more like a story, spending words to explain what’s going on
instead of exactly where to go. Hope you don’t mind that I put it this way. If
you have any problem getting through the game, you may ask me in e-mails. But
before that, try to search around up and down, and read the signs/posters on the
walls, you should find the way out. Lastly, any comment on this walkthrough is
welcome, in fact I want to hear from you. So, this is it.
I write this walkthrough in the
“fugitive” difficulty. Anyway, it seems the difficulty setting only affect
the toughness of Max and the enemies, number of saves you can make and time
limits in each level, it shouldn’t have anything to do with any other aspects
in the game.
Introduction
------------------------------------------------------------------------
You are Max Payne, NYPD, who had a
beautiful wife, Michelle, and a newborn baby girl three years ago. For your
family’s sake, you refused Alex, your best friend’s invitation to work
together in DEA, which might put you undercover (and which is dangerous, if you
don’t already known), you even quitted smoking for his family. It was the
American dream come true. But it was three years ago…
One day when you returned to your
home on the Jersey-side (sorry, I ain’t American and I don’t really know
what dose that mean, I just copy in from the game), the dream started to turn
into a nightmare…
Part 1 The American Dream - Prologue
Objective: Save your loved ones
------------------------------------------------------------------------
You start in you house, there is a
syringe with a big “V” tattooed on the wall, someone has broken in! Go into
the living room and pick up the ringing phone, it is a woman who is clear to
have some nasty ideas in her mind. She hangs up before you know what’s going
on.
You draw you Beretta and rush
upstairs (you can also find a Pump-Action shotgun in the wardrobe in the living
room). You hear people screaming, guns firing, Michelle and the baby crying. The
door to the bedrooms through the bathroom is blocked, when you try to go another
way, two men in green charge out and fire at you, they are shouting about
something is coming and who is gonna die… You have no choice but to kill them.
Inside the bedroom, you find your daughter dead. Holding your tears, you quickly
go into the other bedroom and the one last man down. Michelle is there lying on
the bed with blood stains, dead…
Investigation told that the killers
were high on a new kind of drug, Valkyr, V. After the funeral, you decided you
join the DEA to pay those drug dealers back. Three years has passed, two months
ago you got to know that a mob-boss in the Punchinello crime family, which is
New York’s worst Mafia family, Jack Lupino, was trafficking. You had no fear,
you went undercover and infiltrated the group, trying to find the source of the
drug.
Part 1 The American Dream - Chapter
1 Roscoe Street Station
Objective: Find Alex
------------------------------------------------------------------------
One snowy night, B.B., one of the
only two people in the DEA who know you’re working undercover (the other one
is Alex), calls to ask you to meet with Alex at the Roscoe Street subway
station, because something urgent is going on with Jack Lupino. After arriving
at the station, you found no one on the platform, you have to look for Alex.
The platform is empty, the gate is
locked, but you find a dead body (there was one time I saw thing “dead” guy
standing there in good shape… bug?)in the room opposite to the gate. (Open the
lockers to find some Beretta Ammo and painkiller. I won’t mention hidden ammo
again, since they are in fact not that “hidden”. By the way, you can jump
off the platform, but the train can kill you). You return to the platform and
find the gate opened, and two guys with Desert Eagles are coming (see how they
find cover? Good time to try some headshots). Something is wrong, you need to
find Alex fast.
You find the control room on
platform 4 locked, a code is needed to open it. Go on to find more bad guys on a
platform under maintenance. In the room on the right another dead guard is found
(push him and he’ll fall), you realize that some kind of a crime operation is
going on here. The way to the tunnel is blocked by a locked gate, you need to
find another way through. (If you shoot at the gas tanks, you can have the guys
behind the gate cooked.)
An old train without power is on the
track. (There is a room beside the train with some ammo.) In another room a guy
is about to kill a guard. Stop him and the guard tells you that these guys are
junkies and are killing people in the station. To call for help, he needs your
help to get to the control room one floor up. (I’ve tried not shooting the bad
guy and see if he would kill the guard. He wouldn’t… Max is just too
attractive a target I guess. If you shoot the guard, game’s over.)
Go back one floor up to platform 4
and the guard opens the door for you, but the unlucky man is shot right after
that. No time to be sorry, you enter the control room and find the phone broken,
but fortunately the power control panel is not. Use it to send power to line 2,
you can see the old train powered through the security camera. Go back to the
old train and use it to crash the blockage to tunnel. The train can’t go
further, you exit from the front door and go into the tunnel.
More guys pop out from the dark, you
shoot them all and go up the stairs. (If you haven’t “used” the gas tanks
yet, you can use them now, though I thing they are even harder to target than
the junkies.)
Part 1 The American Dream –
Chapter 2 Live From The Crime Scene
Objective: Find Alex
------------------------------------------------------------------------
Behind the metal door is the
abandoned part of the subway station, still no sight of Alex yet, but more bad
guys are around. (Remember to break the small boxes for ammo.)
You follow the only path, on the way
you hear the sound of a should-be explosion, the whole room shakes for a moment.
You find a bomb mounted on a old, jammed door, missing the detonator. Go on
further you find a wall already blown open, the way leads to the safe of the
Roscoe Bank!
You enter the main room and have all
robbers dealt with, then you hear the phone ringing. It is deputy chief Jim
Bravura from the NYPD. You are now undercover and being caught in the middle of
a crime scene, it will take more than a little chat on the phone to clear things
up.
You operate the vault control panel
and search vault A and C. You find that the robbers came for Aesir Corporation
bonds, Aesir’s recent success is well-known. There is no way out in the bank,
you return to the jammed door with the detonators found in vault C. (There are 3
trouble makers as you return to the door, one of them use grenades. They will
block you with a chair when you go up the stairs. Try to rush up to them. You
may also shoot dodge pass the chair, that looks cool.) Use the detonator on the
door and run away.
Behind the door is again the Roscoe
Street station. Alex has just arrived, but he doesn’t seem to know anything
more than you do. You tell him that it’s probably Lupino’s men doing the
robbery. By then a guy in raincoat shoots Alex at the head (of course you
don’t see that), Alex’s gone. There is nothing you can do but to run and
find out what’s going on later.
Still some remaining robbers, but
your shoot your way to the exit. (If the gate is closed, use the door control in
the box office.) Outside, police is arriving. Lupino has taken what he wants and
leaves you to pay the bill, you decide to find Lupino for a talk.
Part 1 The American Dream –
Chapter 3 Playing It Bogart
Objective: You cover has been blown,
escape from the hotel
------------------------------------------------------------------------
Lupino’s hideouts are a crappy
hotel and a slum block of tenements. You go to the hotel first. The mobsters
Finito Brothers run the hotel. Lupino is not there, but he has been expecting
you, the Finito Brothers draw their weapons at you. (The Finito Brothers
aren’t hard to kill. One is armed with a Sawed-Off Shotgun and the other a
Desert Eagle. The one in behind will often shoot the on in front to death…
Just move around, shoot dodge aiming at the head.)
There is a letter on the table
saying that a drug deal of V is going to take place in this hotel. A guy named
Rico Muerte is coming to do the job. On this side, it’s Vini Gognitti,
Lupino’s right-hand man in charge. The Finito Brothers have been ordered to
treat Muerte well. Muerte is in room 313. The V-deal also means the hotel would
be better guarded than usual, harder to get out from, maybe you’ve come at a
bad time. Gangsters soon rush in for their bosses, you kill them all and find
the elevator not functioning, doors locked, you have to walk your way down. The
news on the radio says you are the one who killed Alex, seems like you’ve
gotten the whole city’s guns after you.
Break the glass windows and make
your way to the 3rd floor hotel rooms. (You can find junkies in the
toilets, you can ignore them or shoot them, they do fight back and drop weapons.
There is a guy watching TV (not for long though, since you kill him), you may
stay to watch the program, kinda interesting, or you can turn the TV off/shoot
it if you find it annoying, but you can’t watch it if you turn it off and on
again half way in the show.) Go on through the locked exit (shoot the lock, btw,
turn the TV in room 306 on and it will blow up and hurt you). Watch some TV to
find that you’re now really famous. You can also find a dead body in the room
(switch the vibrating bed off or Max will say something about it).
In room 313 there is no Rico Muerte
but a trap. You find a letter from Angelo Puchinello, the big boss, himself to
Rico Muerte. Seems like everyone has known about you secret for some time.
(I’m not 100% sure if the trap is meant to kill you, or Vini Gognitti
instead…) Return to the little lobby where you come from, people come out from
a room. You enter the room and shoot at the boiler, it makes a big hole on the
floor and falls to the 2nd floor. In room 216 you find the diary of a
hooker named Candy Dawn. You check the wardrobe and find the secret room where
she had the video-recorder to tape her clients’ “deal” with her (and
blackmail them with the tape).
Finally, through the secret passage
you reach an elevator that’s working.
Part 1 The American Dream –
Chapter 4 The Blood Veins Of New York
Objective: You cover has been blown,
escape from the hotel
------------------------------------------------------------------------
The elevator goes all the way down
to the basement of the hotel. No news about you on TV, only the weather. (Boxes
on the shelves can also be broken for ammo.) You find the way after clearing the
blocking boxes in the next room (shoot at the gas tank on that’s lying on the
and watch it dance!). I the boiler room is a dead body tied to a chair, on the
floor a comic strip on the newspaper. You pick up the baseball bat and go into
the kitchen (you may want to use bullet time here).
You reach a big room with doors
leading to the bar and the restaurant (can’t enter anyway), but you need a key
to get to bar. You find the key on a table in the room where the V-deal is
taking place. In the bar you find Rico Muerte and a women (could that be Candy
Dawn?) “playing”. Muerte draws his gun and makes for the run, more guys
coming for support, even the women is shooting.
(This part can be a bit hard, try
throwing grenades into the bar or lure the guys out. Going in is not a good idea
unless you rush in before the supporting guys come out from the inner room. The
women is well covered behind the bar and she is tougher than an ordinary
gangster… even Dual Berettas can stop her from firing back.) After taking care
of them you chase Muerte down. (He is armed with an Ingram and with his trousers
down to his feet… Use Dual Berettas, move left and right when firing and he
should be dead in seconds. Shoot dodging is not advisable since you’ll be
taking many bullets from the Ingram when you get up.)
You find a telephone switchboard in
the backroom of the reception. Gognitti is on the line, talking to a dying
gangster, not believe that you can cause so much trouble. Well, you will show
him later. The only way to go is upstairs. From the club you find the way to the
roof. Shoot the glass and drop down.
(4 guys will come it, one of them
has an Ingram. Try to take cover behind the boxes and get them one by one.) You
push the button at the reception and leave this crappy hotel through the exit.
(The exit is operated by a timer, bush the button at the reception and the door
will open for a while, not forever, so move it.)
Part 1 The American Dream –
Chapter 5 Let The Gun Do The Talking
Objective: Find a way to Lupino’s
office on the top floor
------------------------------------------------------------------------
Failing to find Lupino in the hotel,
you go to the tenement buildings. Before you enter the buildings you see them
blow up, someone has gotten there before you. You see Vladimir, the head of the
local Russian mob, leaving the scene in a black Mercedes Benz. The car almost
bumps into a lorry carrying fuel. The lorry tips over and explodes, turns into
flame and blocks your way back. Then you see more explosions in Lupino’s
buildings. It is probably a mob war, seems like you’re not the only one after
Lupino. Anyway, now your cover is blown, you need to do no trick, just find the
man, and let the guns do the talking.
(Before entering Lupino’s
tenement, you can go to the Pawn Shop and find an Ingram in shelf(not sure if
it’s the word) in the second room.) The newspaper headlines are
all about Alex’s death, the Valkyr-related crime and you. The front
doors on the buildings are all locked, but you find the way in through the
backdoor. (You can find a shotgun in the back of the van in the alley, and if
you shot the van so the alarm is sounded, guys will come up from the building to
get you.)
Inside the building you find junkies
and explosions. There is no way out, so you shoot the gas tanks and they blow
the way out for you. You go on until you find a phone ringing in a corridor. It
is guy called Alfred Woden, he knows you’re there, and he says so do the
police. You try to ask questions but he tells you that he’ll contact you again
and hangs up. Things just get a twist again when they seems to be lightened up.
Outside, Bravura and his men have arrived, you need to be hurry. Then you reach
a big hall with a locked door. Inside one of the reachable rooms you shoot the
lock on the door and find a letter on the counter. The letter from Gognitti
explains why the Russians are after Lupino’s men (because Lupino’s men hit
them first). You also find a key on the shelf.
By then the police rush in (don’t
try to fight them, that’s a waste of bullets), you go to unlock the door and
go upstairs. When you reach the 3rd floor an explosion ruins the
stairs, you have to go to find another way (jump to the other side on the
balcony). Finally you jump out a pair of broken windows in a kitchen and find
the emergence stairs.
Part 1 The American Dream –
Chapter 6 Fear That Gives Men Wings
Objective: Find a way to Lupino’s
office on the top floor – Catch Vini Gognitti
------------------------------------------------------------------------
Even the emergence stairs have been
destroyed by the bombs, to get the Lupino’s office, you need to go for the
joining rooftops. You go downstairs to another building (you can shoot the two
men beside the fire, but they’ll fire back. Jump onto the fire and watch Max
does the “fire dance”.), but you can get behind the door of Luigi’s
Laundry pretending to be the pizza boy. So you go to yet another building full
of junkies (try not to fight near the junkies because as they get shot, they
shoot you! Even it’s not you who shot them. By the way, if you trigger them
off, they will start laughs a while later, very spooky sound that is). You find
a guy who can get you in the other building (also a big window, which you can
jump out).
You return to that Laundry with the
guy, he says the password “John Woo” and you can get through after finish
them all (if you shoot the guy with the password too early, game’s over).
Inside the room you see boxes of bogus bill. You go on and use the elevator to
go up. You enter the only room and finish the guy coming out from the toilet,
watch TV to see the report on the hotel mess, then jump out to the roof through
the window. (Try to open the toilet door and the guy inside will ask you to
wait… btw, do you notice that he is armed with only a lead pipe? Settle it
like a man, fight him with the pipe.)
You travel on the pipes leading to
another building, another bunch of bad guys waiting (also another TV with a
program showing, this one is even more interesting, try not to break the TV
during the fight). Jump out from the window and proceed to first building
you’ve ever entered. You go in and another explosion destroys the stairs
leading up. Then you find two guys trying to disarm a bomb, you watch and see
them blow themselves up (shoot at them or somewhere near them and the bomb will
explode, walk up to them without firing will also activate the bomb, so just
stay back and watch). The doors are lock but with a little push on the door you
find the way.
The broken ceiling leads you one
floor up. You hear a man roaring behind a door, from the vocabulary you know
that’s Gognitti. You get him in the stomach but he manages to escape, leaving
a group of people to entertain you. (This is also tough. Don’t shoot dodge and
dive right into the enemies fire, instead, crouch behind the cover and use
anything fast, e.g. Ingrams, Berettas, just don’t use shotguns to kill them.
Again, the man at the back often shoots those in front to death before you see
it.) On the table left an unfinished letter from Gognitti to Punchinello. It
seems like Lupino has gone mad because of V, and Gognitti is in fear and trying
to inform the big boss.
You follow Gognitti’s blood and
chase him all the way until he jumps off the roof onto a train. You follow his
way. (Stand next to the satellite dish, wait for the next train and jump, it may
take a few tries though.)
Part 1 The American Dream –
Chapter 7 Police Brutality
Objective: Catch Vini Gognitti
------------------------------------------------------------------------
You are stilling follow Gognitti,
you need know where Lupino is.(Ok, Max is well… Max, he can jump off the train
doing that move, but Gognitti has a wounded, how the hell can he…)
You jump off the roof and travel to
the building on the other side on the pipes again. Jump from roof to roof like
Gognitti did. You see him went down the stairs in a building (hey, you can stand
on the boxes without covers!). Finish the guys coming up as you go down. Follow
Gognitti’s path and get rid of everyone in the alley (wait for the guy with
Ingrams to stop firing before rushing out). Then you see Gognitti going up in an
elevator (not sure if that’s also called an elevator…). Push the button near
where the elevator should be to sent the elevator back down, then travel up. (In
the container beside the van is some ammo. Under in the “hole” below where
the elevator should be is a dead body of a cop, you can find ammo and painkiller
there. Jump up using the boxes in the darker part back to the ground.)
More gangsters ambushing on the
roof. (When you fight the two guys ambushing behind some boxes, another guy will
throw grenades at you from further away, try to retreat to the roof outside and
wait until there is no more explosion before charging in again. Be careful when
doing shoot dodge on the edge of the roof, you will often fly off the roof and
land on the street below.) You find gangsters with drug and money under a glass
window on the roof. The door to the inside is blocked, you have to do it the
SWAT way, descending from the sky. After dealing with the two guys, you go down
the stair and enter the room. (Here is another, more
fun solution for this situation provided by Gimme. “But if you look towards
the left of the gangsters, you will notice some gas tanks... shooting those from
the roof will result in the gangsters panic and the gas tanks will shoot through
the room killing them all which is much fun to watch from above...”)
Watch TV about the latest news on
you. Go into the bathroom and you hear people outside trying the set up an
ambush. Ambushed or not, you finish them all the same way. (This group of
gangster got Ingrams, shotguns and grenades. Use grenade yourself if possible.)
You leave the next building and see
Gognitti having no way to run (finally)and decides to fight back(great).You
clear the place from gangster and confront Gognitti one on one. (Gognitti will
only come out from behind the bins when you’ve killed all the gangsters,
though you can always rush to fight him before that if you want to. It is saver
to shoot the gangsters from the roof than going down the stairs, because there
are quit a number of them, you can have good cover on the roof. Kill anyone who
tries to come up from the stairs first, then finish the rest the way you like,
go down the stairs when there is only one or two left. Gognitti uses a Desert
Eagle, not a big deal. The safest way to fight him is a pair of Ingrams, though
I prefer the Desert Eagle, which is cooler I think.)
Finally, Gognitti and you can sit
down and have a “talk”. The exhausted guy tells you that Lupino is at Ragna
Rock, his private nightclub. You leave Gognitti to his fate and head to Ragna
Rock.
Part 1 The American Dream –
Chapter 8 Ragna Rock
Objective: Face Jack Lupino and make
him pay
------------------------------------------------------------------------
Ragna Rock’s front door is closed,
but you find a lever that opens the door behind in the box office. Inside the
room you find a book about mythos and Ragnarok, the end of the Viking world.
Seems like Lupino and the junkies are always reading things like these. The next
room is a bar with many bad guys to kill. (Beware of those one floor up, one of
them will throw Molotovs.) You proceed to another bar through the Disco. You
find more books about occults and the infernal, horror video games and ouija
boards. Lupino must be really into these things.
Push the button beside the gate and
go on upstairs. You reach the balcony facing the stage (use the control panel to
play some special effect on the stage, go to the little corner of the balcony in
the far right of the balcony by walking on the rack outside the walkway for some
Ingram ammo.) Leave the balcony, go upstairs again and enter the room. Many
gangsters are there with their V, you just lay them down one by one. You search
the room find the way out, avoid the trap and go up the stairs until you reach
the roof. Before you go to the other side of the roof by the rooftree, you have
the remaining guy downstairs handled.
Walk along the frames and you reach
another part of the building. You proceed downstairs until you’ve reach the
stage (stand behind the drums and “use” them to see Max showing off a bit,
also step on the guitar and use the mic for fun). You use the control panel on
the other side of the stage and open up a passage. In the backstage backdrops
are blocking the way, you go up the stairs and use the 4 levers to move the
backdrops. Then you go all the way up behind the backdrops and enter the room.
(Use lever 2 and 4 to open up the
way if you really can’t get it right. The man behind the backdrop will go
upstairs after throwing a grenade at you. If you fight him from afar, you may
see him fall off when he reaches the broken part of the runway. One piece of the
wood at the broken runway will break after you’ve stepped on it, you can jump
back though.)
Part 1 The American Dream –
Chapter 9 An Empire Of Evil
Objective: Face Jack Lupino and make
him pay
------------------------------------------------------------------------
Behind the door is Lupino’s secret
Sanctum, you see three dead bodies on the floor. You find torn pieces of a
letter from Puchinello to Lupino, threatening to send the Trio, Puchinello’s
henchman, to clear him mind if he doesn’t do it himself. From the notes
written by Lupino about deals with the devils scattered on table and on the
stand in the middle of the room, you know Lupino has already gone crazy, no
doubt.
Leave the room and you start to hear
Lupino roaring about this deal with the devil. You follow the only way up and
find the big hall, more than a dozen of gangsters start to come right at you.
(They come from upstairs, try to find cover and wait for them to come down. Be
careful not to got blocked by the tables when moving around. There may be one or
two of them not coming down, go out and shoot them down. There are plenty of
replenishments in the hall, make use of them.)
After finishing them all, the
curtains move to the sides and Lupino is there, doing his spooky talk. Then he
and two other guys start to fire at you. You do you best to bring all of them
down. (Jack Lupino is armed with a Sawed-Off Shotgun and a couple of Molotovs,
the two with a single Ingram and a Sawed-Off Shotgun. After you’ve dealt with
the two gangsters, Lupino shouldn’t be too big a problem, though one shot from
him will hurt you real bad. Find painkillers around the room if you need to.)
As you’re bumping Lupino full of
bullets, a woman appears behind you with her gun at you face…
Part 2 A Cold Day In Hell –
Prologue
Objective: None
(I know many people don’t like the
maze, if you just want the fastest route out, skip to the last part of the
Chapter 2 – Prologue to get it.)
------------------------------------------------------------------------
You think the lady is Lisa
Punchinello, Angelo Punchinello’s wife, but she turns out to be Mona Sax,
Lisa’s twin. Mona tells you that it was not Lupino who set you up, not when
he’s head is all messed up inside. Instead it is Angelo Punchinello you should
be after. And Mona herself also want to get Angelo Punchinello for her
sister’s sake since the guy is a sadistic wife-beater. You’ve settled your
differences with Mona and it is time for a drink, a drink that makes you faint.
Mona says it’s all because she doesn’t want you get Lisa killed. It is the
truth? Who knows…
Then you have the nightmare that is
always with you for 3 years…
You find yourself in your home, the
one you had three years ago, you can hear a baby is crying. On the wall is that
V with the syringe. You wander in corridors that look the same, until you reach
the living room. You hear someone talking but still you’re in your house. You
look at your photos taken with Alex and with Michelle, the good days had slipped
away. You go up stairs. The door in the bathroom is suddenly blocked. You go
into the bedroom, you see the baby’s bed, but suddenly it’s goon.
You hear someone talking again, but
you’re still in the strange place. You follow narrow path until you finally
get to the bedroom. The baby is there but then she’s gone, the toy bricks move
by themselves. You open the door to the other bedroom and find another long
corridor. You see yourself tied to a chair, a guy is talking again… You find
Michelle’s diary on the table. The sorrow of not being able to save your
family is great, you feel guilty, you murdered them…
(Oh… it’s even scarier then
Silent Hill, thanks to Michelle’s cries… OK… it is a maze, it looks a bit
tougher than it actually is. If you want to whole map you can ask me, but here
I’ll just tell you the fastest way to reach the goal. In the first part, walk
until you’ve come to the first crossroad, turn left, then left again at the
next crossroad, go on and turn left (no choice), turn left again and go all the
way on, and no-choice left and you’re there.
The second part, don’t fall, walk
on the white line, when you jump it will be like low gravity, be careful. Leave
the corridor part and step on the white line part, stop at the very first right
turn (no choice). You should see a turn of another road a bit further away on
your left, that’s far but you can jump to there. Upon landing there should be
only one way to go. Walk up to the first right turn, you should see another road
on your left, jump to there and bingo. You can however take another route
without doing long jumps (still have to jump though), but I don’t waste time
dealing with that here, please go to
http://www.geocities.com/pandastorage/maxpaynemaps.jpg to get the maps.)
Part 2 A Cold Day In Hell –
Chapter 1 The Baseball Bat
Objective: Blow the mobster death
row – Find Niagara and teach him a lesson
------------------------------------------------------------------------
Finally you are awake. The guy
standing in front of you with his baseball bat is Frankie “The Bat” Niagara.
He leaves the room for a cold drink after having enough “fun” with his bat
and your head, but he promises he’ll return to finish you off later. Well, you
have a different idea after broken loose from you bond.
You are back in the basement of
Lupino’s hotel, with all your weapons taken away from you (the painkillers are
gone, too). You pick up the baseball bat with you own blood on it and it’s
time to fight back. (Break the lock on the cabinet to get a couple of
painkillers. Since you only have a baseball bat, you should first kill the guard
who’s traveling alone, take his Desert Eagle, then try shoot dodge headshot
the others. A trick here is to lure them to the door which you come out from and
stay behind the door and out of their sight, use the baseball bat to hit them as
they try to turn and squeeze though the door. You can kill many of them this
way.)
(Here is an alternative way provided
by Matt to deal with the guys when you have no gun. “You wait for the single
guy and the group of two after him to walk past you and then follow them around
the corner, but stop at the opening to the center room. Once you get
there, wait for an enemy in a black coat to walk over to the other two ememies
in the far right corner and turn around. Then wait for the closest thug to
turn his head away from you and dive by quickly. Then proceed to run into
the room on the right of the hall where you can get supplies [guns, ammo and (I
think) 1 painkiller]. After that its a slugfest with the bad guys.” He said
it’s less “Max Payne-ish”, and I said it’s more “brain-ish”.)
(A more “brain-ish” way by Rolf.
”You can play even more "brain-ish" if you want: If you time it
right, you can manage to enter the room with the supplies without anybody
noticing it, and you can even reach the lift without anybody
shooting you. This way you can save
much ammo.”)
As you cleanse the basement you find
another newspaper with a comic strip on it. Beside the newspaper many dead
bodies lying in the sewer. (Don’t forget to break boxes for ammo!) You proceed
upward using the elevator and reach some kind of a warehouse. You leave the
place through the alley and back to the main street. There are dead police in
the street, you enter the hotel again from the front door to find Niagara (in
fact, the street is blocked at both ends, you got no way to go.)
You hear a gangster talking on the
phone behind a door, Punchinello has gotten Mona, and she has been sent to the
Trio. The news on the radio says that you’re dead in Ranga Rock. It is
Punchinello’s trick, he wants you dead, not caught by the police. Now the
police think you’re dead, Punchinello has plenty of time to finish you off, he
sent to Niagara to do the job, but he didn’t know “the bat” is now in your
hands.
Niagara was not lying, he’s drink
at the bar. (Before that, go to the toilet and find a guy in a Star and Strip
pants.) Not much catching up to do, you have Niagara and his men all killed.
(The bar again. Use grenade to drop the enemies’ number if you want. There is
a guy behind the bar aiming right at the door, but you can kill him with a
headshot. Niagara is armed with Dual Ingrams and he’ll come out for you after
a while. Have your own Ingrams ready and send him bullets non-stopped.)
After pay-back time you leave the
hotel. The black Mercedes you saw at the explosions of Lupino’s tenement finds
you before you find Punchinello. Vladimir has come for you, with an offer you
can’t refuse.
Part 2 A Cold Day In Hell –
Chapter 2 An Offer You Can’t Refuse
Objective: Find the cargo ship
“Charon”
------------------------------------------------------------------------
One of Vladimir’s men, the captain
of the cargo ship “Charon”, Boris Dime, has turned to Punchinello’s side.
The ship is loading with lots of firearms. If Punchinello gets his hand on the
ship, Vladimir has lost the match. Vladimir wants you to get his ship back, and
maybe also teach Dime a lesson. If you do that for him, he will let you take
whatever weapons you want on the ship, weapons that you’ll need on your way to
Punchinello’s place. Sounds simple, you’re in. The ship is docked at
Brooklyn Riverfront, you’ll need to find your way through the maze of
containers.
You make your way in from the front
door, like you always do. You find the switch to the front gate in the guard
station. You enter warehouse 4 but he stairs leading up has been destroyed. Go
the only way to warehouse 5, you use the elevator to go up and use the lever to
remove the cargos blocking the door (when you try to break the boxes outside
warehouse 5, it’s very likely that you’ll hit the oil tank and blow yourself
up, so it’s not recommended).
You reach the large area where
containers stack up as high as buildings (search the corners to find ammos in
shelters). There is not way out, so you climb up the hoist and use it to lift a
container to open up a path (jump up to the controller. Once you’ve gone under
that container it will drop and you can’t go back). You go on and suddenly the
huge carrier (or whatever it should be called) behind you starts to move towards
you (it won’t stop once it’s started, even if you’ve kill the guy up
there). Fortunately, you find an opened container to hind. The carrier crushes
right outside the container, you go out and go on. You come across yet another
carrier. This time you kill the guy up there and the machine stops, the
container is lifted (The carrier will stop at the small contain on the ground,
but you must shoot the guy anyway).
On the next walkway a guy pops out
from a container. Inside you find a sniper rifle, a briefcase of money and a
note with the word “mayor” on it. Someone wanted Rico Muerte to assassinate
the mayor, but it doesn’t look like Mafia stuff, too cold and too to straight
forward. The bridge to the other side is lifted and you can’t find the
control. You cross the river using the ship in another path but still the way is
blocked by wire gauze (shot the lock on the gate to enter for ammo).
You look around and a poster on the
wall catches your eyes. Wheel blocks. You shoot the wheel block on the other
side of the wire gauze and the truck slides down the slope. You retreat to the
bridge and find the truck crushed on the bridge and the bridge is lowered. Many
gangsters come firing at you suddenly, but you manage to stay alive. In the room
beside the crushed truck you find a computer, someone has been keeping an eye on
a storeroom somewhere. You search around the room and find a hidden door beside
the notice board on the wall, behind is that storeroom. (Thanks to Carsten for
information about this hidden storeroom!) After taking all you can carry, you
enter the warehouse ahead.
Part 2 A Cold Day In Hell –
Chapter 3 With Rats And Oily Water
Objective: Find the cargo ship
“Charon” – Win the ship back for Vladimir – Take the weapons in the hold
– Meet Vladimir on the bridge
------------------------------------------------------------------------
In the warehouse more guards are
patrolling. (This part can be tough. They got everything, Ingrams, shotguns,
grenades… It is hard to avoid grenades, you may have to try many times.
Sometimes it’s better to retreat than go forward when you see a grenade.
Don’t worry about ammo low, there are plenty of replenishments in this room.
You can jump to an opened contain from the second floor, inside is some ammo and
painkiller. From now on the enemies seems to be much tougher, even a
short-ranged shotgun shot may not be able to kill, try using other faster
weapons.) After hundreds of bullets dropped you find the way out on the second
floor.
You go out and a carrier is just
coming for you. You control it to move around the place taking down anyone you
see with your sniper rifle. (Your goal is the warehouse on the opposite side,
but you should check all the guard posts for ammo and for fun). You reach
another warehouse on the opposite side and have all the gangsters taken care of.
You find a locked room on the first floor that you can’t enter, so you go back
to the second floor (another opened container full of ammo here). You enter a
room where you can see the cargo ship outside through the window. You also find
the switch to open the locked gate on the first floor.
(Here is a secret place submitted by Josh.
In the warehouse building before you board the cargo ship Charon, there's a room
on the first floor that is locked. Here's how you can enter it. Go to the
second-floor room that is directly above it (the room that has the switch for
unlocking the cage you go through to exit the building). The floor of this room
is grate-like (i.e. you can see the locked room beneath you). See those propane
tanks against the wall? Shoot them, and they'll explode, opening the first floor
door. Now you can enter, and you'll find some Sniper ammo and other stuff.) You return to that room and go out
to broad the ship “Charon”. (If you fall into the sea you’ll drown, but I
don’t know why would there be blood… the seawater is so polluted?)
You kill all the guys on the deck
and enter the control room (you can find some ammo on a stack of white cargo on
the right flank of the ship, you can also play with the wheel). You pick up the
ringing phone, it is Angelo Punchinello. You go down to the hold after pissing
Punchinello off on the phone, you’ll have a talk with him after you have one
with Boris Dime first. Dime is there in the engine room with another bunch of
bad guys. You enter the inner room to find Vladimir’s cargo after finishing
all the troublemakers. Vladimir tells you to make yourself at home and grab
anything you like, and you’re glad to do so. (Dime is a problem only because
he’s tough, you can’t stop him from firing even with Dual Ingrams. He uses a
Sawed-Off and some Molotovs, time right and shoot dodge with Dual Ingrams should
do to job. However, the other guys are really annoying. Bomb them, lure them
out, and if you’re lucky enough, Dime might have them killed for you using his
Molotovs. Head back upstairs after taken all you can carry in the inner room and
the mission is finished.)
Vladimir thanks you for a job well
done. You wave your friend goodbye and head for Punchinello alone.
Part 2 A Cold Day In Hell –
Chapter 4 Put Out My Flame With Gasoline
Objective: Escape the flame – Find
a way out
------------------------------------------------------------------------
Even with all the guns, it’s not
easy to get to Punchinello himself. You decided to use the cargo ship to make a
deal with him. He tells you to meet him at his restaurant. You know the man may
not really show up, but you’ve got no other choice.
You enter the restaurant and find
nothing, it’s quiet inside, too quiet. But suddenly there are explosions
everywhere. Fire starts do devour everything in the restaurant. Punchinello
wants you dead so badly that he is willing to waste a whole restaurant on you.
Thank him later, now you got to run.
(Turn the brightness setting up a
bit will help you see the way. Turn right instead of going forward at the start,
then go straight into the double doors behind the bar. Go straight on and
through another double door. Turn right in that room, go beside the falling
shelves and make a U-turn heading for the door at the corner (or if you’re
fast, just go between the shelves). In the corridor, stay in the middle. When
you enter the big hall, turn left and go straight to another short corridor.
Turn right just after you’ve entered another hall. Go straight until you hit
the wall, turn left and jump over a few seats. Turn left again and go straight,
head for the few steps of stairs. Follow the only way to go and enter the door.
Go straight and enter the door on the right. It is tough in the kitchen. I
suggest you to wait for the two shelves to fall then jump over them. You have
time to find a path in the fire. Turn left and a gas tank will fly right towards
you, avoid it but don’t retreat or you’ll get blown up. Jump over the
shelves to the other side of the kitchen. Leave via the only door and there will
be no more flame.)
You manage to find you way out in
the restaurant. There are gangsters waiting in the kitchen but they’re not a
big deal compared with what you’ve just overcome. You find replenishments in
the kitchen and go down the stairs. The whole restaurant is on fire, you have to
find the way out in the sewer. The sewer is filled with gangsters. You use every
mean to clear them all and find a staircase leading up.
Outside, you meet Vladimir again, he
can bring you to Punchinello’s manor.
Part 2 A Cold Day In Hell –
Chapter 5 Angel Of Death
Objective: Take care of the Trio to
get to Punchinello – Find out who the killer suits are working for
------------------------------------------------------------------------
Inside Punchinello’s manor would
be the Trio, Vince Mugnaio, Pilate Providence AKA “The Big Brother” and Joe
“Deadpan” Salem, it won’t be an easy fight. However, luck has just turned
your side. Someone has left the manor leaving the backdoor opened and had the
guards killed. You guess it was Mona Sax.
You start in some kind of a basement
or storeroom (the two plastic containers is filled with petrol, you know what to
do). You search around and find the stairs leading up. You find some Tarot cards
in the room behind the door, though you’re not really interested in fortune
telling stuffs.
In the next room you meet the first
of the Trio, Providence. You kill him and two gangsters, then yet another two
gangsters come in from where you’ve been. (Providence is armed with a single
Ingram, the other two gangsters with a Saw-Off and a Pump-Action. If you manage
to throw a grenade into the room, it should kill one or both of the two
gangsters. When there is only one or two or them left in the room, go in and run
toward the side of the table, just don’t let them have the cover.) You retreat
and go through the once-locked door. More guys ambushing. In the next room with
a piano (you can play it), a guy is hiding behind the plant. Two more guys for
you to kill in the room with the bar (they will come for you once you’ve
triggered them off).
You go up the stairs in the next
room. The door with cracks on it won’t open, so you enter the room on the
other side. Salem is inside, of course you have him killed (double Ingrams
again. It’s a bit difficult to throw a grenade at them without getting hit,
but you should try. When fighting him, just remember not to shoot dodge and
you’ll be fine.) You return to the hall and find the other door opened. You go
there but it’s blocked again. When you’re heading downstairs again the door
blows up. The guy inside the room is using a M79! You kill him from afar (use
sniper rifle on the other side of the balcony if he hasn’t already blow
himself up.)
You proceed to find a women lying
dead on a bed, you don’t know if that’s Mona or Lisa. (Jump into the bathtub
and watch the water splashes.) You go deeper into the room and receive a phone
call from Alfred Woden, he tells you that an armed helicopter has just arrived
at the manor. In the next room, Mugnaio is waiting (he should be alone if
you’ve shot all the other guys from downstairs some time ago. His Sawed-Off
Shotgun shouldn’t give you too much trouble). You finish him and two more guys
in the next room off, and before entering yet another room, you hear Punchinello
begging for help.
You kick the door open, the man’s
there. He tries to talk it over, mentions someone, a woman, from up high, from
the government or something, you are not in the mood to listen. But before you
pull the trigger, a group of men in black come in. They kill Punchinello before
you know how and the next is you. You do your best to get rid of them (another
tough fight, you really need some luck here. It helps if you’re armed with the
Colt Commando when you enter Punchinello’s room. Move around, don’t shoot
dodge when there are three of them or you’ll be dead in no time. Just do you
best.)
(Tips by NowhereReallyFast
“When Punchinello dies and the three guys come in the room simply shoot dodge
away from them and fire an m79 round as far into their corner as you can. With
any luck you should kill all three of them and only take a little damage
yourself.”)
You try to leave the manor, but more
Killer Suits are waiting. There is no chance for you to escape, you drop you
gun. A woman, who seems to be their boss, approaches you, seems like she wanted
both Punchinello and you dead.
Part 3 A Bit Closer To Heaven –
Prologue
Objective: None
------------------------------------------------------------------------
The woman mocks you and gives you an
injection, which is an O.D. (overdose) of V. She doesn’t put a bullet in your
head but leaves you to die with the V burning in your brain. Everything turns
green. You faint.
You find yourself in Punchinello’s
office, but the next room is the lobby of your house. You hear Michelle starting
to cry and beg. There are many candles around the place. You go upstairs and
enter the bedrooms. Suddenly it starts all over again, you’re in
Punchinello’s office, but the walls are on fire (you won’t get burn). You
find a letter on the table. “You’re in a graphic novel” is written in
curve handwriting. You pick up the phone, someone is saying senseless things on
the phone. You think it’s just a prank call, though the voice sounds familiar.
You exit the room but it starts over again. Another letter on the table, “You
are in a computer game, Max.” You don’t feel good about it. Another phone
call, another prank call (though in fact that’s Alfred Woden calling to help
you, you just can’t hear him with the V in your head). You leave the room
again and you’re in your house. The V and the syringe are still on the wall.
You go upstairs and find a maze, again.
(This time you walk so slowly, and
can’t really jump too far, save once a while so you don’t need to do all the
walking again if you die. Walk out of the room and enter the narrow path part,
the only way to go is to fall one level down on the right-hand side. Then follow
the path, make one jump, then follow the path turning right. At the end you
should see platforms one more level down. Jump down to the one on leading right
then follow the path. You should be turning left, making a jump, turning left
again before you see two platforms to jump to in front of you. By now you should
also see the goal further on the right. Jump twice and you’re there. Also go
to http://www.geocities.com/pandastorage/maxpaynemaps.jpg for the maps.)
You find the cradle at the end of
the maze. Michelle is crying out your name, begging you to stop. The next thing
you know is you are standing in front of yourself. You fight yourself (no choice
of weapon here, and though there is no health indicator, you can still get
killed). You look at Michelle, and remember her trying to tell you about a
strange letter she’d received the day the nightmare started. The killer is
smiling behind you, he looks like you. You didn’t have the time to talk to her
in the morning, then you never had the chance.
Part 3 A Bit Closer To Heaven –
Chapter 1 Take Me To Cold Steel
Objective: Look for the mystery
woman’s hideout
------------------------------------------------------------------------
Slowly you awake from the nightmare,
you’ve made it through somehow. The only thing you remember is the woman
saying “take me to cold steel”, and that’s your only clue. It took you
some time to regain your strength but you finally got yourself to Cold Steel
Foundry outside the city. The remaining V in your blood keeps you a bit high,
you find you way in without fear. The woman doesn’t know you’re still alive,
the element of surprise is in your hands.
(You start with only the melee
weapons and the Beretta, no painkiller.) You make you way in through the glass
window on the roof. There are laser security systems. You shoot at the sensor on
the wall to blow the whole thing up. (You’ll meet plenty of these things from
now on, don’t stand too close to the sensor when you blow it up. The sensor
can be on either side of the wall.) In the next room you find some weapons and
listen to the radio, the storm is not over yet. You leave the room and use the
sniper rifle to take down the guards downstairs (find a Colt Commando on the
shelf on the far side of the balcony, open all the containers downstairs for
ammo, more ammos in the room with computers).
You open the gate to continue (a
guard throws a grenade out from a room! The way to deal with this without taking
damage is to shoot dodge to open the door and start firing as soon as the
door’s opened). You pass the room with the furnace and another guarded room to
reach the room with two “rivers” or lava-like things in the middle. (Use the
Sniper Rifle to take down those well-covered guys. You can push the button on
the bridge to open up the way or just walk outside the fence.)
You continue on the second floor and
through a guarded corridor (many of them use grenades, charge in with the Colt
Commando before they have the chance to throw) to a storeroom. You find a
walky-talky in a room with two guards. Seems like they’re getting ready to
destroy any evidence and leave.
Part 3 A Bit Closer To Heaven –
Chapter 2 Hidden Truths
Objective: Look for the mystery
woman’s hideout – Get to the elevator named D-6
------------------------------------------------------------------------
You finish the coming guards off and
find reports on the table. They are running some kind of secret operations,
probably about chemistry, since an escaping chemist has been locked up somewhere
according to the reports. You’re closer and closer to knowing what is actually
going on.
You kill the guard in the next room
and use the wheel on the wall to stop the gas leakage. The bridge below suddenly
exploded when you’re traveling on the one above. In the next room there are a
lot of laser sensors but they can’t stop you (you can shoot the middle one and
all of them will go off, you may take some damage though, or just jump over
them). More sensors for you to shoot in the room after crossing the bridge (jump
up to the box and shoot, you shouldn’t take any damage this way). With a
little timing you go pass the shooting flame unhurt. Shooting flame blocks your
way to a door and the gate behind you won’t open. However, you see something
sparkling behind the gate and you give it a shot, the gate opens. You use the
wheel in the room to stop the flame and enter the next room.
You know you’ve triggered
something as you open the door, so you roll back to see fireworks in a safe
distance. You finish the guards in the control room and near the container but
you find no way out, not until you shoot the oil tanks on the derrick car
blocking a door in the corner. Two guards waiting behind that door, you dispose
them and continue to the next room. More explosions. You kill the guards and
jump to the second floor. (To get to the second floor, stand on the wire gauze
covering and jump onto the broken slope.)
You kill all the guards you see and
open the gate using the controller in the control room. The monitor also shows
you the gate to the door D-6 is opened. You enter the next room and kill the
guards from above (avoid walking on the parts which the floor is metal bars,
enemies are able to shoot you from below and you won’t even see it. Ammos in
containers). The gate in the room won’t open, so you try to have some fun with
the crane at the control panel (If you stand anywhere too close to the crane
when it is activated, you’ll die, let alone standing between it and the gate.
But you can jump onto the blocks the crane is holding, looks like you’re
riding the crane to crush the gate, looks cool. However, say, when the crane is
moving forward, and you touch the crane part standing on the front part of the
block, you’ll die. And vice versa. Hope you understand what I’m saying. Try
it out yourself, see Max’s blood splashed on the crane.)
Go through the broken gate to a room
with flame shooting out from the sides. You travel across the room using the
cart while shooting the sensors on the walls (or you can walk there if you like,
but you have to open the gate manually. Either way, don’t get burn by the
flame). Upon reaching the other end of the room, the gate opens and guards are
waiting, you shoot them down and jump out of the cart to avoid getting crushed
by the burning metal on a coming cart. Behind another gate you find a lever
controlling the valves in the previous room (you can go back and pick up the
Sniper Rifle from a dead guard).
Enter the door behind the first
gate, it leads to the room where a bridge was blown up previously (take cover
and “snipe” them down). The switch on the broken bridge is not functioning
well, but you manage to jump over to the other side of the half-connected bridge
(or again, there are place for you to walk on each sides of the wall, just jump
up there). Open the gate and you reach the elevator D-6. You wait for the
elevator and kill the guards inside as the door opens. You get in and go
downward.
Part 3 A Bit Closer To Heaven –
Chapter 3 The Deep Six
Objective: Find a sign of Ms. Valkyr
and her plan – Get out of the bunker before it blows up
------------------------------------------------------------------------
The elevator takes you down to some
kind of a secret laboratory. You see two killer suits killing a guard and
activate the self-destruction sequence. Soon after that they notice you as use
the panel in green to open the door (any panel in red means the door won’t
open, don’t waste time trying).
You quickly finish them off and
search around the place (I recommend you to go out and fight them, though the
door is not bullet-proofed, you’ll tend to hit the metal part of the door, but
they wont’…). You find a military plaque on the floor in the middle of the
room. The V and the sword remind you of the V and the syringe on the wall of
your house. “Project Valhalla” on the plaque. V for Valkyr, V for Valhalla,
the project has something to do with the drug Valkyr. You can’t stop the
self-destruction sequence on the computer here, so you leave the room through
the “processing” door.
You hear guards retreating in the
room (you can kill them now, or watch them leave and kill them later. See the
gas tank on top of two red containers at the corner? Wait until the three guys
are about to reach the door, then hit it with the bat, you’ve got a rocket
launcher.), you go where they’re heading to. Before entering the laboratories,
you find a panel requiring a PIN code to operate at the test-subject cells (turn
right when you see the laboratories). You find the code 665 on the computer
screen in the laboratories, but you can’t seem to get through the air lock
alone, you need another person to operate it for you. You return to the panel
and enter the code. The elevator’s door opens and you reach the cells.
You find the chemist mentioned in
the report you read early in cell B7 (and a junky is in B1). He can help you get
through the airlock. On your way back to the airlock two guards almost get the
chemist killed (if he gets killed, game’s over, no matter who pulls the
trigger), but you make sure they won’t try that again. (The chemist will
operate an elevator that you can’t use. If you wait outside the elevator and
the chemist will go alone, you need to use the one you used to get here to go
back. The chemist will come out of the door of block-A when you get there. Btw,
another junky in cell A6.) You enter the airlock and he gets you through (then
he’ll run for the exit, but soon you’ll hear him getting shot, very sad).
You see retreating guards shooting a
scientist behind a window but you fail to help (tell me if you’re able to save
the guy). There is shooting flame blocking the way in the next room but you just
get around by jumping over the cupboards on the side to reach the elevator. The
doors open and you find yourself in a room full of laser sensors. You shoot the
way clean and finally get to know the secret about the project.
Valkyr is actually a drug designed
to enhance the stamina and moral of troops by the U.S. Army, but the result of
the research was not satisfactory. The project is terminated 4 years after its
start, but someone has decided to carry on unauthorized. Michelle and your
daughter’s deaths were not just an accident. The junkies were test subjects
who were given double dosage of Valkyr, and sent to your house on purpose three
years ago. It was an experiment, but why your family? Ms. Valkyr owns you more
than an answer.
You reach the storage by the
elevator and find yet another airlock. You go in but the computers blow up.
You’re trapped and the self-destruction countdown has started, the whole place
is going to blow in 30 seconds. Before you give up you fire at the laser sensor
outside the room through the window (stay away from the door). The explosion
opens the door you. You rush to the elevator leading to the surface storage. You
can see explosions below in the elevator (don’t stand in the middle of the
elevator or you’ll fall!), and as soon as the doors open, you head straight
out of the place.
The whole factory is burning down,
but you are not in the mood to watch the scene. There is only one thing left for
you to do, find Ms. Valkyr.
Part 3 A Bit Closer To Heaven –
Chapter 4 Backstabbing Bastard
Objective: Make B.B. pay for
Alex’s death
------------------------------------------------------------------------
When you’re having a cop of
coffee, thinking how to find Ms. Valkyr, B.B. calls you. He wants to talk to you
about the news headlines you’ve just made in the last two days, 2:30 a.m. at
the Choir Communication’s garage. If he doesn’t call, you may not be
thinking about Alex’s death again. You find him at the meeting place, looking
as glamorous as usual. It turns out he is really the backstabbing bastard who
shot Alex. He tries to talk you over but fails, now he tries to take you down.
B.B. gets into a black car and runs
away, leaving bunches of thugs to deal with you. You chase him all the way down
while killing dozens of gangsters. (There isn’t much for me to say here. Just
man after man, kill them all using any technique you know and retreat for ammo
and painkillers not taken before if needed. Stay covered when the van is
shooting crazily at you. You may probably die a lot here, but you’ll get it
through finally. You may try using the M79 and the Sniper Rifle in some
occasions. Search around the car park for ammo. In level 4, a van’s back door
can be opened.)
In a room on the 3rd
floor, you listen to the news on the radio. So, they know that you’re still
alive and kicking but Punchinello’s dead, that’s old news. The van crashes
on the 2nd floor, that’s good news. (You can climb to the back of
the van in light blue for some ammo). B.B. car also crashes on the 1st
floor and it’s time for him to pay. (This is really a bastard. He throws
grenades and he carries a Jackhammer. Find the chance to shoot him to death with
Dual Ingrams once and for all.)
You make sure he’s dead before
picking up the payphone. It’s Alfred Woden again, he just seems to always know
where you are and has plans for you. He asks you to go to the Asgard Building,
he has information about Ms. Valkyr.
Part 3 A Bit Closer To Heaven –
Chapter 5 In The Land Of The Blind
Objective: Escape Nicole Horne’s
assassins
------------------------------------------------------------------------
So, Alfred Woden happens to be a
one-eyed man who is probably having even more secrets to hide then Ms. Valkyr.
He and his colleagues form what they called the “inner circle”, sounds like
the X-files to you. They are a group of people who are involved in the early
stage of project Valhalla. He tells you that the Ms. Valkyr is actually Nicole
Horne, the president of Aesir Corporation, and she is “influential” in the
city. She is also a key figure in the project. After the project had been
terminated, she refused to quit and continue the research in her own way. Woden
and his men want you to take her out for them since it’s not “convenient”
for them to do so. They will provide you with protection afterward in return.
You’re going to get her anyway, but before you know more about Woden a group
of killer suits rush in, shooting anyone inside. It looks like you have to leave
early without saying goodbye.
You jump out of the window and land
on a place that is surrounded by buildings. You need to find a way out of this
place. A staircase leads down to the basement with guards, sensors and gates.
You find the way back to the main building and enter the room with monitors. You
see the supposed-dead Alfred Woden stands up among his dead colleagues. You
don’t know what’s the man’s plan but you know he might had well been
talking crap with you.
You leave the room and open the
doors with green keypads besides (red means it won’t open). There are guards
on each floor but you manage to get to he office at the top. You listen to the
radio, Jim Bravura is not being very supportive on the news. (In the office, the
sensors are always around the corners, it’s better to jump over them and shoot
them afar. Behind a set of two sensors is some ammo.)
From the corridor you enter where
seems to be Woden’s office. A tape on the desk with a letter explains partly
why Woden wants Horne out. He probably wouldn’t believe a little “fun”
with Candy could bring he some much trouble. You also find the blueprint of the
Aesir Corporation’s headquarters on another desk, it should become handy when
you get there. The TV program tells you a bit how powerful Aesir Corporation is
at the moment. Now you’re at the top you need to go down. You reach the front
door on the ground floor but the doors are locked (go through the metal detector
to trigger the alarm, but on one will come for you). So you have to go down to
the basement again.
After clearing all the laser sensors
and guards, and enter the only door.
Part 3 A Bit Closer To Heaven –
Chapter 6 Byzantine Power Game
Objective: Escape Nicole Horne’s
assassins
------------------------------------------------------------------------
You come to a place that seems to be
a file room. On the desk you find information about the Inner Circle. They have
been the man pulling the string behind the curtains in many occasions. What
Woden wants is ultimate power, not partners.
You find the door to the slop
leading up not opening. However, when you shoot the sensors on a cabinet, the
row of cabinets fall and make another way up. You go the stairs behind the door
on the second floor and reach a small library. Again you make use of the laser
sensors to help you go up. Killer Suits pop out to attack you in the corridor,
you have them killed and enter the pressroom. Through the pressroom you reach a
circular corridor, you’re at the top and you need to go down. When you reach
the ground floor you hear people talking. Two Killer Suits in the room where
Woden and his men were (these guys have lightning reflex, you’ll probably take
some damage. You can play with the notebook computer on the table).
Outside, guards and Killer Suits try
to have you killed. It is a tough fight but it doesn’t kill you. (Try running
around and get some good look at where exactly the enemies are before shoot
dodging around the place. Once all of them are dead the music will change.) Then
you leave at the front door like you always do.
Part 3 A Bit Closer To Heaven –
Chapter 7 Nothing to lose
Objective: Find a way up to
Horne’s penthouse suite
------------------------------------------------------------------------
Slowly you walk to the Aesir
Corporation Headquarters, there is no hurry. The building has high-tech security
systems, mercenaries and weaponry, but you walk right in, there is no fear
because you’ve got nothing to lose.
You go in through the metal detector
and guards start to come for you, the kind of welcome you’ve expected to
receive. (Many of these guards carry Jackhammers or Colt Commandos, make sure
you kill a guard during a shoot dodge or you’re pretty dead as you get up. The
Jackhammer or the Colt Commando should probably be your choice of weapon now,
either of them should help you killing a guard in a single shoot dodge.) They
want you to have some exercise and so have the elevators locked. You try to go
on but guards are shooting grenades from above. Explain to them what is a sniper
rifle made for and continue.
(Thanks to Jason for sharing the
following trick. “In Part Three, Chapter 7, where those punks are shooting
grenades at you from above, on the higher difficulty level they're nearly
impossible to take out. The grenade people are MUCH more accurate and they can
actually reach you with their grenades. But magically, if you don't look
at them, they don't shoot. So after killing those initial three guards
with a nice M79 blast of your own, walk BACKWARDS down that stretch and they
won't shoot. Just make sure to turn around in time to catch the two
heavily armed guards that come through the door.)
You find the escalator, though
it’s not moving, you can still use it to go up. (There is a set of two laser
sensors halfway up, you can either bomb it afar or just jump the lower escalator
to the upper one, bypassing the sensors. Remember to search each floor
thoroughly for painkillers and take the M79 ammo from the dead guys who shot at
you previously.)
You reach a corridor with laser
sensors moving up and down. (Jump over them, walk under them, just do it with
some timing. Halfway through the corridor a guard will come shooting at you, so
have you weapon ready.) It may be tricky but not tricky enough to stop you. You
clear the floor and finally there is an elevator you can use. The doors open and
Mona is inside, with her gun pointing at you, again. Horne orders her to kill
you through the speaker, but that’s not what Mona has in mind. She tells you
that Horne wanted Punchinello dead because she wanted to cut her ties to the
Mafia, and now Mona is probably on your side.
Suddenly more Killer Suits arrive
and Mona gets hit as she pushes you away. She is dead. You kill the coming men
and push the elevator button again. Mona’s gone when the doors open, only her
blood remains there. You enter the elevator and go up. As the elevator starts to
move you find laser sensors all over the walls above. You quickly shoot them all
before the elevator gets blown up. (You have to shoot at the side that has a
circle in red to make it explode. Using a M79 may make it easier, but I would
rather save M79 ammo for later use.)
The elevator reaches the top and you
go out to killer anyone you see (don’t waste bullets shooting the guys on the
second floor, use grenades.) You use the computer to unlock the elevators to the
mainframe in the security room. Right after you’ve pushed that button, more
Killer Suits come up to get you. You have them dealt with and take the elevator
to go down again. Halfway down the building a helicopter appears outside the
elevator and it starts to fire at you. The elevator is damaged and stops. Just
before you got killed by the machine gun, you jump out and fall into another
elevator (don’t for get to push the button). You use it to continue your way
down.
The elevator stops at a room full of
computers. (This part can be tough. Sneak out from the elevator and use a
grenade or M79 to kill the two guys on the left, then retreat into the elevator.
Quickly change your weapon and get ready to kill a guy on the right. In the
room, find cover and kill the two guys one by one. After you’ve destroyed one
of the three “blue things”, a guard will come in. And there will be guards
waiting in the elevators.) You have the guards killed and shoot the three blue
things that seem to be computers. All security systems are breached. You take
the elevator up heading for the penthouse.
The elevator takes you to where
seems to be Horne’s office. (Tough fight again, just try to use grenade or the
M79 to kill a number of them all at once.)
On the desk you found Horne’s
personal computer, full of data and records of her dirty businesses. You’ve
seen enough, you shoot at the computer and leave.
Part 3 A Bit Closer To Heaven –
Chapter 8 Pain And Suffering
Objective: Catch Nicole Horne and
end this
------------------------------------------------------------------------
After a final ride of elevator, you
reach the top of part of the building. Nicole Horne is there waiting. She tells
you that your wife had to die because she got to know something she shouldn’t,
but you don’t think that’s an excuse. She also says that it’s ridiculous
that you’ve made this far and so close to your goal, but you believe that
there is nothing more ridiculous than her trying to lift herself a bit closer
the heaven with drug money.
There is not much for you to talk
about, Horne runs and leaves four Killer Suits to handle you. (Very tough
again… Either charge right in or retreat at first to avoid the grenade. Then
you’re on your own. Try to shoot dodge into some cover, leaving yourself open
will mean instant death.) They come so close to killing you but you have the
finally victory. Horne then sends the chopper to fire at you from outside the
windows. You quickly take cover behind the sculpture and the chopper finally
leaves after hundreds of bullets dropped.
The annoying voice sneaks to you
again and two more Killer Suits come out of the doors. You kill them and yet
another colleague of them comes to bother you from the elevator behind the
doors. You drop him like the others and search the penthouse for an exit. You
try to find hidden buttons in the room full of books but you can’t. Instead
you find a rack outside the fence of the balcony (on the left side). You jump
out and walk to the other side of the penthouse ignoring the chopper.
You find nowhere to go but up the
stairs. The place is full of Killer Suits, it takes you some time to clear them
all but you have no choice. (Again, you’re on your own. Use whatever you have
in your hands. Try your best, it’s not the toughest fight.) You use the button
at the corner of a desk to open a secret passage leading up to the roof.
Horne manages to escape your bullets
and waits behind the gate for the chopper to take her away. You are mad but you
notice that one of the cable holding the tower in the middle of the roof has
disconnected because of the strong wind. You quickly shoot at the connecting
point of the cable at another corner to cut it off and the tower shakes more
vigorously. You aim at the third one but suddenly a group of Killer Suits
arrives. You quickly take them out and shoot at the third cable. The cable is
cut off but the tower is still not falling. Horne is about to get away! You calm
yourself down and pick up the M79 from a dead Killer Suit, aim at the tower and
fire.
(OK, more than enough people have
e-mailed me about this. Let me put it this way. There are totally 2 cables you
need to handle before shooting the tower. One is on the right-handed corner once
you’ve got out of the elevators’ hall. After cutting this one, the killer
suits come out. Then the second cable on the left-handed corner, the one behind
a gate, which you can’t get pass, not the one leading to the chopper. Be sure
you’ve shot 2 cables before working on the tower, ok?)
(The group of people coming put
after the second (first if you don’t count the one that’s already cut off in
the cut scene) cable is cut off is very hard to deal with. But here is a trick.
Since you won’t die during a shoot dodge, just shoot dodge forward jumping
right towards them and fire the M79 in the closest possible range. This can kill
all four of them at once. Anyway, if anyone of them manages to stay alive after
that shot, you’re probably dead since you’ll have no health left. You can
use any gun to finish the tower off, but it makes more sense using the M79. Btw,
if you wait too long and without shooting the cables, the countdown to the
chopper’s takeoff will start anyway.)
The tower starts to break at the
bottom and falls right on the chopper. The frame below the chopper fails to hold
the added weight of the tower and breaks, the whole thing starts to fall onto
the ground. The chopper lands first, then the rack crush on it. The chopper
explodes. You walk to the edge on the roof to take a good look at the flame
below. It’s all over, and the cops arrive.
The cops take you down to the ground
and into to car back to the office. You say Alfred Woden standing in the crowd.
He has got want he wanted, he’s the winner. And so are you.
The end of the game.
------------------------------------------------------------------------
So, the game is over and you can now
play it again in a higher difficulty level. Beat it again will unlock an even
higher difficulty level.
At the end of the credit, they say
Max Payne’s journey has only just started, and more will follow. Does that
mean there will be sequels?
The Secret Finale (As Jason put it)
------------------------------------------------------------------------
If you manage to beat the game in the hardest difficulty, you’ll
be brought to the secret final mission. Here is what Jason has to say:
“In case you don't know, the finale puts you in permanent bullet
time, with about 20 Jackhammer toting guards all coming at you. Your
ammunition is extremely limited and if you can get there, there's on M79 shell
waiting. Here's the trick.
Gather all the ammo and stuff, obviously. Then start running out. You'll
be in bullet time the entire level, and it's soon clear why. Guys start
streaming out of two entrances in the back of the level- and they all have
Jackhammers. See that computer thingy directly in front of you?
What
you'll want to do is move to one side of the area to the left or right, but
do not move forward NOT in front of this computer. So come out of the
opening area, then just strafe left or right, and stay there. Constantly
use the left/right arrow keys and the spacebar to roll side to side. If
you can do this without accidentally jumping, your chances of getting hit are
much slimmer. If it works out in your favor, all the guys streaming in
will stop 5 feet in front of you, guns blazing- probably hitting each other in
the crossfire. This is when you make your break. Using nothing but
side rolls, roll your way behind that computer and to where the guys streamed
out from.
You'll be in a short corridor, with an alcove in the center. Hurry into
this
alcove and mysteriously no one will follow you. Whenever you step outside
of the alcove and start to go back to the main room however, guys WILL come in
from the *side that you entered*. So take a tiny step out, wait for
someone
to come in, then step back to the alcove and play Shoot And Strafe with your
Beretta which now conveniently has unlimited ammo. For those of you who
want
a little more fun, try to get 5 or 6 guys in the corridor at once then let
loose with a Molotov cocktail. Try to aim it right at the entrance and
then
continue to stand out in the hallway, more guys will walk right into the
fire, oblivious and will also go down. Enjoy your sense of pride and walk
into the secret final room that awaits.
I've tried to make it as clear as possible. Enjoy!”
Thank you so much, Jason!
========================================================================FUN
AND FACTS
========================================================================
In this part, I’m going to put
every special thing I and also you have found about the game here, including
Easter Eggs, hidden places, fun things to do, and whatsoever. Please feel free
to E-mail me about stuffs that you’ve found.
Tutorial
------------------------------------------------------------------------
In the tutorial stage, first jump on
top of the van where you get the sniper rifle. Then jump to the square platform
on the wall. From there, jump to the fire escape, go up 3 floors and destroy the
glass window to enter a hidden room. Inside you’ll find an Ingram. (Taken from
GameSpot and Matt also mentioned it in a mail.)
There's an ALL YOUR BASE reference.
Go to the end of the street (where the police car is) and look at the ad on the
wall to the left:
------------------------
TAR CAFE
World's Best since 1964
615 All your base are...
------------------------
(Submitted by Bleach)
Part 1 Chapter 2
------------------------------------------------------------------------
Right at the beginning, there is a
hole in the bricks in the wall. Cheat yourself a grenade and throw it in. Your
mission objectives now say "I had declared a war against rats". A bit
later, after walking through some water and taking out a few enemies on a train
platform, walk up the wide stairs. In the room at the top are a bunch of rats...
with Desert Eagles! Now shoot
at one of the ceiling lamps that's
off. Hit the base of the lamp and it will fall. The rats will now battle each
other. If "your" side wins, the remaining rats will take up defensive
positions around you. If your side loses, the remaining rats will come after
you. (Taken from Action Trip.)
You can shoot the wailing siren in
the central vault area and Max will thank you. (Taken from Action Trip.)
Part 1 Chapter 3
------------------------------------------------------------------------
If you walk past Rico Muerte's room
to the end of the hall, you can shoot away a boarded-up door. From this room you
can walk across the ledge and shoot away a boarded up window to find a dead body
with a stake in it lying next to the word "Buff" in blood (as in
"Buffy the Vampire Slayer"), as well as some other goodies. (Taken
from Action Trip.)
Part 1 Chapter 6
------------------------------------------------------------------------As
you ride the elevator up from Luigi's Laundry, shooting the speaker playing
sappy elevator music will bring another "Thank you" from Max. Shortly
thereafter, as you leave out the window from the room sporting the thug in the
bathroom and the TV news report, walk to the left and there will be a window you
can jump through to a room with two Soldier of Fortune 2 posters and a stash of
shotguns. If you didn't destroy the elevator speaker earlier, you should be able
to hear the music from within this room. (Taken from Action Trip.)
Remember the TV in the room that you
enter from the window after walking on the pipes? It is showing a program with a
flamingo in it. Here is some research done by Nathan about the show, please give
he a big big credit for it!
“ I did some research as well as consulted a friend
of mine (who is a Twin Peaks expert, among other things), and my friend as well
as general consensus around the 'net shows that this is obviously a reference to
Twin Peaks, the David Lynch TV series. This is shown by:
- The man talking about his "evil
twin". Dopplegangers are apparently important to the show.
- The odd, stilted speech of the flamingo.
Dream sequences in Twin Peaks were filmed with the actors saying their lines in
reverse, after which they reversed the scene again, so that the actors were
saying their lines normally but their speech was very odd and disjointed.
- The imagery on the TV is that of a red
hallway/red curtains, which is in reference to the "Red Room" of Twin
Peaks.
Apparently, though, the Flamingo does not
hail from Twin Peaks, but another show that tried to cash in on the success of
TP called, I believe, Wild Palms.
Well, after
looking around, nobody seems to have this information posted, but a number of
people seem to know that it's supposed to be Twin Peaks. I thought it couldn't
hurt to have someone clear this whole thing up, for those who might not be
"in the know".”
And here is a transcript of the show,
thanks to Nathan again.
“ Announcer - "This week, on
Address Unknown..."
weird, jazz-style music, and
Voice Over - "I don't want to
go there. It's the last place I'd want to end up, but that's where I always end
up anyway. Only, it's not me talking to the pink flamingo, but someone who looks
the part down to the finest detail, except that he's evil. I'm hiding in the
shadows, watching it all unfold. The flamingo speaks. He can speak here. It
says"
The flamingo talks in a strange,
gravelly but high-toned voice.
Flamingo - "Mirrors are more
fun than television."
Voice Over - "That's 'Mirrors
are more fun than television'. Somehow I know this, just don't ask me how."
(a man laughs) "And I - not me, my double - nods and smirks at this, as if
it was the funniest thing in the world. And then something goes wrong, and they
both know I'm there, hiding behind them, and they turn to look at me with cold
eyes. And the flamingo speaks again"
Flamingo - "The flesh of fallen
angels."
Voice Over - "I have no idea
what that means. (a man screams) And that's when I always wake up to myself
screaming, in a brightly lit, white hospital room, strapped to my bed.
END”
I don’t know anything about Twin
Peaks, but I like the flamingo anyway. I really need to thank Nathan for all the
information.
Part 1 Chapter 7
------------------------------------------------------------------------
When Gognitti reaches the locked
door, there is a satellite dish behind you on the ledge. If you jump from this
corner to the ledge across the alley, you can drop down into the fenced area and
open a door to a room with a nice assortment of ammo and a poster proclaiming
"Dopefish Lives!" Dopefish is quite possibly the most prolific
character in Easter Egg history. (Taken from Action Trip.)
At the basketball court, there is a
Beretta stuck in the net. Also, if you wait by the fence, an SUV will drive by.
If you shoot it, it will crash and the driver will get out to shoot at you.
(Taken from Action Trip.)
Part 1 Chapter 8
------------------------------------------------------------------------
When you reach the inner stage area,
you can "use" the drum kit and microphone and step on the guitar for
some interesting effects and dialogue. (Taken from Action Trip. I also found it
myself…)
Part 2 Chapter 5
------------------------------------------------------------------------
Walk up to the crane controls and jump on the door and then jump
onto the crane and walk up it. Then jump off onto the boxes to the left and go
inbetween some of the boxes and you'll find a room with some Molotov Cocktails,
Grenades, and Beretta and Shotgun ammo. (Submitted by Bleach)
Part 2 Chapter 5
------------------------------------------------------------------------When
you reach the grand piano, you can "use" it and Max will play the
title theme. You can get a different effect by shooting out the lid support and
trying again. (Taken from Action Trip. I also found it myself…)
Part 3 Chapter 4
------------------------------------------------------------------------
At the entrance ramp to the car park
(from where you start), there is a stack of barrels and an air conditioning unit
that you can jump on to reach the roof of the garage. Shoot the off-color panel
of the shed there and it will fall away. Inside, you can jump on a grate to fall
into a room with the graffiti "R Thanks", a radio you can
"use" to hear audio from the production
team, and a sniper rifle with ammo. (Taken from Action Trip.)
Part 3 Chapter 5
------------------------------------------------------------------------In
the small room after Woten's office (where you find the Aesir building plans),
there is a small picture that you can shoot off the wall, revealing a button.
Pressing it will raise the couch on the other side of the room, revealing a
staircase down to a "private area". In it there is a big screen TV you
can use to play a 3DRealms-themed parody of Star Trek. In the adjoining room
there is a bed with chains next to a closet full of bondage gear. (Taken from
Action Trip.)
Part 3 Chapter 8
------------------------------------------------------------------------
In the hall before climbing to the roof (the hall that has a desk with a button)
there is a button on the side of one of the columns near the middle of the hall.
Pressing this button will slide open the floor revealing a nice view of the
halls of the lower floors. (By Ricardo)
About the Cheat Codes
------------------------------------------------------------------------
I’ve never tried the cheat codes,
and I’m not sure how do they work. “To get access to the game console, you
need to start maxpayne.exe with the command line parameter
"-developer". (Taken from Action Trip.) I don’t really know what
does that mean, so I’m not going to talk about it here. If you want to try
them out, find the codes at www.actiontrip.com, there are a lot of codes.
The key to the Max Payne cheat codes
is to not start Max Payne in the normal way. Instead you must go to your start
menu, select run then type the location of the Max Payne executable(.exe) file
in quotation marks then -developer. This will usually (and should) look like:
"C:\Program Files\Max
Payne\MaxPayne.exe" –developer
Then when in game hit f12 and enter
one of the codes in the dialog that appears. (Press ENTER after typing the
code), and f12 once again to turn off the dialog. (By Danny, Cindy)
Ever wonder how bullet
time changes the speeds? After beating the game, I discovered a developers
debugging mode-thing on a website (gamesages, I think). It has a game speed
tracker, and notes the speeds of many of the bullet time sequences.
Bullet time and shoot
dodges: 1/5 speed or 20%
Evasive Rolling Dodges:
1/2 speed or 50%
Bullet Cam: 1/100
speed or 1%
(By Morphling21k)
========================================================================
6. CREDITS AND NOTES
========================================================================
Credits:
------------------------------------------------------------------------
Thanks to:
GameSpot –
http://gamespot.com/gamespot/ Hidden area in Tutorial.
Action Trip –
http://www.actiontrip.com/ Many Easter Eggs area.
Caleb and Max Wilson for point out a
number of mistakes I’ve made in V.1.1.and for providing help in the routes in
mazes.
Nathan Fehr for great information
about the TV show in Part 1 Chapter 6.
Carsten Wohlgemuth for information
about a hidden room in Part 2 Chapter 2.
Wazuppie765 for providing great
Combat Tips.
Augustine Cheong for telling me the total amount of Molotovs Max
can carry.
Bahamut for telling me about the zoom of the Sniper Rifle.
Matt for another solution in Part 2 Chapter 1 and information about
a secret area in the tutorial.
Steve Campbell for telling me what “on the Jersey side” mean,
ha.
Chris Grand also for telling me about the zoom of the Sniper Rifle.
Jonel also for telling me about the zoom of the Sniper Rifle.
Gimme for another solution in Part 1 Chapter 7.
NowhereReallyFast for a trick in Part 2 Chapter 5.
Bleach for information about Easter eggs.
Jason for a trick in Part 3 Chapter 7 and the walkthrough for the
secret finale.
Sephar DarkRise for a sniper rifle tip.
Rolf for another alternative way to go in
Part 2 Chapter 1.
Danny Beckett for explaining how does the
cheat code work.
Chindy Matteri also for explaining how does the cheat
code work.
Morphling21k for a Molotov tip and
some interesting numbers about bullet time speed.
Josh Shelton for a secret room in Part 2
Chapter 3.
Spatual for some great movement tips.
Ricardo Schifini for a secret place
in Part 3 Chapter 8.
Sonic 20000 for some really useful
advice.
Notes:
-------------------------------------------------------------------------
This is the first time I actually make up my mind and write a FAQ for a game, if
there is any mistake in this FAQ, please let me know. Suggestions and comments
are also appreciated. V.1.0
- Thank you GameFAQs, for posting
the FAQ! V.1.1
- Thanks to everyone who’ve sent
E-mail to me, no matter it’s questions or comments. I’m starting to lose
track on replying e-mails, but I think I’ll be much less busy when the
walkthrough has been finished. And that won’t be too far from now. V.1.11
- Wow, part 3 is so long that it’s
so tiring to write about. Finally the walkthrough is finished. But there will
still be more things to be added in this FAQ. I just want to have the finished
walkthrough online as quickly as possible. Please stay tuned. V.1.12
- I’m mainly adding the things
that are sent to me from other players. Thanks for all the helps. I’ll add
more about hidden places in the next update. Please feel free to send me
anything you find special about the game. V.1.3
- School is about to start again and
I’ve added most of the things I need to cover. What’s left is probably
information of higher difficulty games and cheat codes. I hope I’ll have the
time to finish the game a few times more in higher difficulty and tell you more
about it. Anyway, if you’ve found anything not covered in this FAQ, please do
E-mail me about it. V.1.31
- I’ve been so busy that I
haven’t got the chance to play the game for again, but fortunately you people
kept the mails coming and now the FAQ has information about the secret finale.
Thanks to everyone who had sent me E-mails. I also what to wish anyone who are
affected by the event on 11-9-2001 can get over with it soon. V.1.4
- It’s been a while since I first
written this FAQ, I think it’s time to call it an end as I don’t really have
much to write and I’m a bit too busy now. It has been a wonderful experience
working on a FAQ and receiving responses, so thanks for everyone who has e-mail
me comments or information, and everyone who is so kind to ask for permission to
put this FAQ in their sites.
I will likely not reply e-mails
about the game anymore and please don’t send me information no more since I
won’t update this FAQ again. V.1.5
========================================================================
The End
========================================================================