Passage of Soldier of Fortune II: Double Helix. Soldier of Fortune II: Double Helix: Manuals and passage of the opposing Parties and the main actors of the game

There are wars, there are soldiers. Wars early or later end, and the soldiers travel around at home, but some of them remain soldiers forever. War is their work, death - their earnings, assault rifle - their Stakhanov's hammer. Deeply postspics

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Manuals and passage

There are wars, there are soldiers. Wars early or later end, and the soldiers travel around at home, but some of them remain soldiers forever. War is their work, death - their earnings, assault rifle - their Stakhanov's hammer. A deep-consistent government organization under the code name "Store" is engaged in the recruitment of such living machines of death. People who do not ask questions, but perfectly fulfill the combat task. John Mallyz, one of the best Agents of the "Store", began to ask questions and try to understand the meaning of what is happening, for which he paid for the life of the best friends. Diversions, intelligence operations and endless killing of particularly dangerous state enemies - all this was mixed in one big performance with thousands of unnecessary deaths. The performance, where they are in the main roles - soldiers of fortune.

Guide

SOLDIER OF FORTUNE 2 - the long-awaited continuation of the famous three-dimensional shooter from the first person. If you played games of such a genre or before that, it was already dealing with the first part of the game, then the general game concept will not be a secret for you, and the development of the interface and management will not deliver special problems.

Interface

The game interface consists of the following main segments:

1. The game screen on which basic events occur.

2. Menu selection of weapons and special equipment. Keys from 1 to 7, various weapons are selected: knives, pistols, shotguns, machine guns and rifles, 8 - grenades, 9 - special equipment and 0 - empty hands (you should not pace with an automatic on the "peaceful" missions).

3. Information about current weapons. Large numbers indicate the number of cartridges in the store, small - the overall reserve of ammunition of this type. Below the number of cartridges is the current shooting mode: Single - single shots, Burst - short queues, and AUTO - automatic mode. In some machines to the left of the main indicator there is an additional pointer for the amount of ammunition for the adolatile grenade launcher.

4. The noise indicator and the row of the current state of armor and vital energy. The noise indicator is designed for visual display of noise, which is published by you when walking, shooting and running. The higher the noise scale, the more chances you have a heard opponent during the "secret" missions. The right is the red line of the state of the current life energy and, slightly higher, the state line of the wearable armor. Vital energy is replenished with the first aid kits found at the level, and the armor - removed from the defeated enemies by body armor.

5. All additional messages arriving during the game are displayed using the titles in the upper or bottom of the screen.

Weapons

Knife.

If you have ended the cartridges, and the battle occurs in a closed room, then the knife is a great help for uneconomical fighters. In addition, alternatively, the knife can be thrown out, thereby silently removing the sentries and quietly destroying the enemy patrols.

M1911F1

The initial pistol from the standard set of armament of the American army. Moderately fast, to moderate slaughter. If you select the opponent's second same trunk, then the fire can be done at once with two hands. Alternatively, firing a gun can be used as a melee weapon - to beat the applied close enemy.

US SOCOM.

Tactical Special Pistol. Before the start of the mission in the weapon selection menu, you can provide a SOCOM tactical flashlight, a laser sight and even a silencer, irreplaceable during "secret" operations. As in the case of M1911F1, finding the second the same pistol, they can be used with two hands. Alternative mode - punch butt.

Micro Uzi.

A gun-machine, the best weapon for the speedy retail of the enemy at close distances. Extremely quickly spend the cartridges, but also quickly recharges. As in the case of the rest of the pistols, in each hand you can take one "ultrasound".

M590.

Storm shotgun - excellent weapons for conducting hostilities indoors. Not too big scatter shooting and excellent slaughter force. The main drawback is an extremely slow recharge rate and only nine cartridges in the store.

Usas 12.

An even more powerful shotgun, but also not too fast in shooting and recharging. Ten cartridges in the store and considerable scatter of the fraction.

M3A1

The usual army machine is standard weapons of all American infantry. It does not have adjusting the shooting mode, but it is distinguished by fast speed, low recharging time and its common versatility. It is suitable for almost any battles.

AK 74.

Old good vehicle Kalashnikov late model. Excellent speed, acceptable scatter and three shooting modes. The main advantage of AK 74 - During the missions, you will not experience any shortage of ammunition: almost all the terrorists of the world are more than once proven in the battles "Kalash". An alternative mode is a pink-knife blow, which, however, first need to take in stock before the next mission.

M4.

Weapon you have to use more often than others. Excellent slaughter force, three shooting modes, small scatter, no shortage of ammunition and, most importantly, a grenade grenade launcher, which fresters a grenade alternatively. The best tool both for stripping closed rooms and for battles in the fresh air.

MSG90A1.

The whole team is assembly - it's time to start an operation.

Sniper rifle is an excellent thing to eliminate the enemy from a safe distance. Small store (only four cartridges), extremely long recharging time, but unprecedented slaughter strength and a powerful optical sight. An indispensable thing during protracted positional battles in the open area.

M60.

Army belt machine gun. It absorbs cartridges with lightning speed, however, has a monstrous crushing power. Excellent help during disassembly with superior enemy forces on well-skilled territory.

MM1.

Pomegranate. A little efficient and practically useless weapon in the game. Long recharging rate, rarely found charges and not too much a big range.

RPG 7.

Soviet manual single-charge anti-tank grenade launcher. Also a little efficient and useless thing. The techniques in the game are not found, and the chances to cover with a good shot a whole group of the enemy are almost equal to zero.

OICW.

Weapons found in the latest stages of the game. The multi-mode army machine combined with a grenade launcher equipped with an optical sight and simply stitched with all sorts of electronics. A practical sense from such a multifunctionality is not enough, but the precipitable grenade launcher will be a good help during the "smoking" of the enemy from the fortified position.

Machine machine guns

Russian Machine gun Degtyarev and the American M60 machine model. Machine machines are often found on the game and are usually installed in the field of mass accumulation of the enemy. During shooting, special caution should be taken, since the machine gunner is almost unprotected from the rear and especially vulnerable to enemy grenades.

Hand grenades

The game did not find any useful use of various gas, lighting, shock and fire grenades. The enemy reacts too quickly to the "gift" broken into it and usually time to take a convenient position before the grenade deigns to work. The only worthy application was found by the usual army "lemon" - the M67 grenade, commonly found in the game.

Special equipment

Before the start of each mission, you are free to choose one of several special devices, healthy facilitating life on the battlefield. These include:

Binoculars

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

Night-vision device

Excellent device for night missions. It makes it great to see in the dark and well focus on the terrain during the "secret" operations.

Thermal imager

An optical device reacting to the heat emitted by the human body. Excellent proven itself in missions passing in conditions of limited visibility - rain, snow and the like.

Your the main character Constantly carrying a complete technical kit to neutralize explosives, opening locks and hacking of electronic equipment. If the screen appears the icon of a particular action ("forceps", "tubing", "electronic card"), press and hold down the "Use" key for a while, and Mallyz will automatically perform all the necessary operations on hacking, neutralization, etc.

The most sly enemies are trained to intercept your grenades and throw them back in the opposite direction. Before throwing a grenade, hold it for a while in your hand so that it instantly exploded immediately after entering the goal.

Where it is only possible, use the "silent" means of struggle - a pistol with a silencer, throwing knives and the like. In addition, in an unfamiliar area, try to move exclusively Step - so you will attract much less attention to yourself.

Remember that the murder (even if even a random) of any civilian immediately leads to failure of the entire operation.

Try to explore all the premises falling along the path for the search for additional ammunition, aidhechk and armor. Do not miss a single box of the box also in the course of the game - they are often stored so valuable in battle ammunition.

And last. Constantly use all natural and artificial shelters. Never carry into the battle of the breaking head, look out from behind the corners, lead the fire, hiding for some obstacle, and under the firing, move short fuses. Your opponents, even at low levels of complexity, are endowed with non-lightable mind, so we work out your skill in "random missions", improvise and never decide all the problems "with the go."

Passage

Difficulty level

This passage is written for the difficulty level. Guns for hire.Optimal for players already having experience in the Games of the FPS genre. If you first play in SOLDIER OF FORTUNE 2then put a higher level of complexity extremely not recommended - And without that short opponents, there will be more thanks to the wonders of the intelligence, much sweat of pomegranates and shoot almost without misses. To begin with, practice at simpler levels, and only then switch to something more serious. In addition, when increasing the level of complexity at your disposal, it becomes less and less available "recording cells" to save the current state of the game.

Saved games

In the process of passing the game, I constantly retained the game at the beginning of each mission. Files with saves are attached to the article (if you read the passage on the "Mania" compact, then search for them in the "By magazine" section, and if on the site - according to this link).

To use the saved games, unpack the file archive and copy all its contents to the subdirectory. \\ Base \\ Save In the directory with the installed SOLDIER OF FORTUNE 2. You can upload saved games from Load Game subparagraph in the main game menu. Pleasant pass!

Opposing parties and the main actors of the game

"Score" - Deeply regular semi-boring organization dealing with issues foreign Policy, exploration and maintenance of secretive combat operations in other states. The organization is fully independent of the FBI, CIA, army intelligence and other official institutions, but sometimes overall leadership.

"Prometheus" - Secret terrorist society with unknown, but powerful financing channels, an extensive intelligence network and a civilized management center. The plans of terrorists include a quick enrichment due to the "tax on the right to life of the presidents" with the states of the Free World.

John Mallyz - Our main character. One of the best Agents of the "Store", an experienced warrior and a born soldier, having a considerable military experience behind the shoulders.

Madelena Taylor - Parliament John, Navigator and excellent combat friend. Madeleine will coordinate all of our actions during combat trips and personally to enter into a case after each successful mission.

Sam Gladstone - Old combat comrade Mallyza, Holder of the Gun Arsenal "Store" in the center of New York, disguised under the bookstore.

Wilson - First Deputy Director of the Store. A very dark person, which is assigned a considerable role in all the events in the game.

Alexey Nratova - Ex-General KGB, after the collapse of the Soviet Union, retrained to international terrorists. It has a lot of power and cunning insidious plans to seize the presidents of the countries of the Free World in the upcoming International Summit, with the subsequent requirement of redemption.

Manuel Vergara - Colombian weapon trader, pawn in big game invisible leadership "Prometheus".

Dr. Ivanovich - Old familiar Mallyza, high-ranking US spy and a secret agent of many exploration of the world. It was his first to take anxiety about the emergence of a new biological virus.

Dr. Sestrogor - The inventor of the most dangerous biological virus, affecting people and does not respond to other living organisms. From some time, it is forcibly working on Prometheus. He is the only one knows the formula of an antidote from infection, but keeps her deep secrete.

Mission 1: Prague

Level 1.

John Mallyz, a novice secret agent, heads to Prague to a secret meeting with the informant. After a taxi successfully passes all the checkpoints and John will receive a secret suitcase and an initial combat kit (a gun and a little clip), we find out on a rainy Prague street.

Go a little forward and listen to the conversation of two guards. Carefully look out the corner and, having imagined the moment when the villains turn to the wall, shoot on the defeat. Take from the corpses of "Kalashnikov", recharge the clip and keep moving down the street, holding the right wall. Because of the boxes, the case will be fire, do not hurry to rush into battle, carefully hide behind the natural shelters, look out due to corners and try to shoot solitary - so you, firstly, save the cartridges, and secondly, With accurate hit in the head, any opponent will give God the soul after the only shot.

Having reached large containers, be careful - well-armed reptiles are hidden inside. Getting rid of them, go to the building with a searchlight at the top. Climb the stairs to the second floor (on the way there can be several weakly armed guards) and go to the balcony. Turn to the left and jump out from the balcony to the cornice, and already down from it, in the patio. Below, move to the building by the road, near which many cars parked. Do not try to break through to the machine gunner on the right, it is better to take a convenient position for some car and wait for the arrival of angry guard. Destroy suitable opponents by one, sometimes inspecting the rear - a cunning enemy can imperceptibly come back from the dark outwear behind the facade.

When the last guard will turn to the ground with lifeless, keep moving along the road and turn on the left in the alley. Having shot down from the next attack, wait for a truck ahead, and on the fire stairs at the right wall at home, go up to the very top. Now the most difficult part of the mission is to carefully get back to the narrow eaves along the wall of the house. If on the way you missed someone from the enemies, then be prepared for massive fire from below. Passing the cornice to the end, jump on the new balcony, go inside the room and, being in a wide room, jump into the hatch located on the floor.

Level 2.

So, we ended up inside the Prague Hotel. There are two doors ahead - for one storage room, and for the second - access to the corridor. Get out through the second door and, without turning the corner, listen to the conversation of the guards. As soon as one of the enemy soldiers turns out and goes to the post, go out because of the shelter and shoot all the suggestions from the machine. Ignoring the doors to the rooms, run along the corridor until you reach the stairs. For loyalty, jump down a couple of fragmentation grenades, descend and seek all the survivors.

In the lobby, many doors, but most of them are locked; Those that are open will eventually lead you to the kitchen. Carefully breaking through the enemy barrier cordons, hiding behind the shelves and prickly under the tables, go through the opposite kitchen door, rise up the stairs and go to the left door. The suspicious type in the room will raise the alarm, finish it for loyalty and get ready to reflect the attack of a new wave of guards running out of the door in the left corner of the room. Having passed a series of corridors through the rooms, you will eventually find yourself in a wide lobby with a whole platoon of protection inside. Having understood with all the enemies, head straight at the end of the corridor and open the right door.

Behind the door we are already waiting for the one for whom we came to the hotel - Mr. Ivanovich (this, by the way, last name, and not patronymic). Discusing a shoot plan with him, pull out from the room in the corridor and kill the founding right at the guard course. From the door on the right side of the corridor, another wave of enemy soldiers rushes, run in front of Ivanovich and not substitute it under the bullets - in case of his death, the task will be failed. Once in a square room, skip Ivanovich ahead, and shoot yourself from the enemies found yourself.

Continue the marathon on the hotel until Ivanovich the cabinet blocks the next door. For a while, detaining the pursuers, go a little along the corridor and follow Ivanovich jump into the ventilation tube at the wall.

Level 3.

So, you need to urgently carry out my legs from the hotel. Run to the truck standing on the road and take a seat in the body behind the machine gun. While Ivanovich is in the ignition, a vigilant security guard will appear on the fire stairs to the left. Shoot it from the machine gun, anxiety will rise, and due to the opposite gates in your direction, hordes are horded by the enemy agents. Do not let any one of them to the truck, shooting the reptiles at a distance.

When Ivanovich turns on the ignition and the truck moves, turn the machine gun onto the right side and get ready to shoot from the machine guns banging. Having drove a small street, your truck will stop in the corner. Repeat the machine gun again, detect all opponents hiding behind the drawers, and then let a pair of queues in the transformer booths to the left of the gate. After a strong explosion, the gate will fly off the loops, and the truck moves on.

Level 4.

The truck drove to the country road, and now our task is to prosecute. You alternately will chase trucks with arrows in the body and high-speed broth-bulldozers. Try to shoot the shooters in the bodies before the cars start closer to the taran. Ivanovich is a good driver, but be careful at turns - there are dangerous rapprochement with enemy machine gunners. When the truck stops on the roadside near the checkpoint, turn the machine gun to the left and shoot the tank with flammable. The explosion will demolish the gate and free the road forward. Continue to shoot from pursuing trucks while somewhere on top it will not roll the helicopter blades. Raise the machine gun and try to drive off an annoying iron bird with several queues, raw straight to the windshield. In the end, when the main grouping of the enemy will remain behind, we will move away from persecution and we will reflect the new adventure on the last level of this mission with the roar.

Level 5.

So, we at the railway station. Go away from the truck, remove the rifle away and calmly go straight to a wide door with the clocks. Talk to the guard, then go to the left and enter the door, opposite which Ivanovich is already waiting for you.

Once in the launching toilet, chat with connected, take the suitcase next to one of the cabins and return to the watch. Present documents, go to the open door and find yourself on the platform. Deliver the machine and open fire by running to Perron Soldiers. Be careful, some of them at the beginning of the boat will try to hide behind the drawers, and then imperceptibly get to you from the back. Getting rid of all the enemies, go to the door of the open car and discuss the plan for further action with Ivanovich. You have to find a way to escape with the businesses of the territory on this train.

Get out of the car, go through the platform, open the wide gate to the right and go to the station building. Inside you already wait a few guards, get rid of them and climb up the stairs. On the top floor, take a convenient position and shoot all the sounds of the soldiers towards you, then descend on another staircase into a wide storage room. At the end of the warehouse, climb the next stairs up, throw a grenade into the room outside the door and go inside. Carefully through the open window, jump onto the roof of the car, go through a little right and jump over the iron fence, trying to fall on wooden boxes.

Rising up the stairs to the dispatching, shake with several guards inside and click on the huge lever near the window. The wicket at the bottom will open, and the train smoothly moves from the spot. The bullet fly from the dispatchroom, go down the stairs down and, opening the iron gate, slip into the opening lumen between the wagons ... Well, Mr. Mallyz, here you have passed your battle baptism.

Headquarters "Store"

From the moment of Prague events passed ten years. John Mallyz is now one of the most experienced employees of a certain civilian government organization under the code name "Shop". The company's management faced the next insoluble problem and hastily raises its best agent for a new task. So, being inside the bunker, talk to the guard, holding the assault rifle in your hands, and go to the central door. For her, talk with the next guard of public order, turn to the right, go to the door and along the moving track, go to the corridor and open the door right at the rate.

Holding the left wall, move forward until you notice wide elevator doors. Come inside and go to the second floor. Upstairs, not folding, go straight to the end of the corridor and go to the big door to the right. Two guards will synchronously open the massive door, and we will find yourself in the negotiation room.

All bosses are already here. After listening to the long briefing of the very aged Ivanovich and standing up with colleagues, leave the hall and go along the corridor to the elevator with the guard. Rise on the elevator upstairs and, being on the take-off site, sit down in the helicopter's waiting for you.

Mission 2: Colombia

Level 1.

Our helicopter flies over Colombian jungle. Somewhere below is a guerrilla war, and our detachment needs to be supported by all the forces a small peacekeeping camp in the very rear of the opponent. After listening to a short briefing and getting acquainted with the crew of the helicopter, you land in the camp. Hear around, wander through the tents and collect any incommary ammunition - then it will be useful.

For further instructions, contact the sergeant near the long tent (instead of the helmets, the sergeant carries a camouflage hat). On the semi-head sergeant will cut around the enemy bullet, and the partisans will begin massive camp shelling from all sides. It is better not to try to join the defense, and the legs can be caught as soon as possible - run for a tent, near which sergeant stood, jump over a burning jeep and not turning on a small spray. On the way, be careful - enemy militants are hidden behind the ruins, do not run ahead with a laying head, but arrange a positional struggle. Suppressing resistance, continue to move in the rideway to the next level.

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Level 2.

Moving ahead in Russeks, we will reach the ruins, just sishaling terrorists. Do not skimp on the grenades, sit down for natural shelters and never come out due to the corner, pre-looking at the other side. Be extremely careful - somewhere in the ruins, there are several enemy snipers, they do not shoot very much, so, by eliminating them from afar, we will become an excellent rifle with an optical sight.

Climb on thick grass to the cliff - so you will be least noticeable for the enemy. Reaching the cliff, take a sniper rifle in the hands and carefully cleaned enemy dots right at the rate. As soon as the shelter is released, immediately occupy Dzot and start the planner shootings appearing in the rear of opponents. As soon as the battle subsides, continue the movement along the rustic, while there are no several wooden houses in front. Treat all the surroundings with garnets (there are well guarded at home, and there are many militants around in ambush), and if there is a desire, then go inside to collect the aidhechkops and additional ammunition.

Having reached the brine to the big pile of Razvalin, prepare for a massive attack at once from two sides. In the rear, you will try to enter automatons in the rear, and in front there will be a continuous sniper fire. Change positions after use sniper rifle, do not skimp on the grenades and rise up the stairs. The excellent review opens from above - the devotion of the dumplings at the bottom of the Columbian, go down and, continuing the movement along the Russeck below, run to the next part of the jungle.

Level 3.

And enjoy the view from the cliff, turn right and carefully move along the ruins. By eliminating two chatting militants in the ruins, throw the sniper rifle and start the systematic shooting of the hosts moving in your direction. The enemies here are noticeably cunning - skillfully hide in the grass and do not hurry to hang out due to natural shelters. Be patient - and you will be rewarded.

In a small area before a small broken camp, be extremely careful - somewhere here among the grass is hidden anti-personnel mine, equipped with "stretching". Do not hurry, move forward, and as soon as a special icon appears on the screen, make a mine and run to the cave inlet.

A colombian platoon is already sitting in the cave, and from the rear, to all of them, they are supported by a helicopter. Throw a good grenade from the bait right in the thick of the enemies and hide from the Helicopter in the ruins. At the exit from the cave, another mine is waiting for us with a "stretching", take it off and with a gun, run into the enemy camp with an automatic machine. Take a convenient position around the angle of some at home and shoot single shots, remove everyone hanging out from behind the walls of opponents. When everything around somewhat dull, look around and pay special attention to a large brick house with a wooden extension. Lay several queues in a barrel with a flammable near the wall, an extension will collapse, and we need to go to the destroyed house and turn the big lever on the mechanism of strange destination. Nothing happened? Come into the brick part of the house, go up to the second floor (carefully! There may be surviving militants on the stairs) and activate a large red button near the control panel. Outside, the helicopter will be exploded by chance, and we will not have anything left, how to run back into the crumbling extension, put on the lever again and through the open gate to run to the next level.

Level 4.

Twilight, fire, waterfall ... However, we are not now romantic. Taken carefully on the grass to the enemy's football opposite the waterfall, by eliminating the double patrol of Colombians. The fighters near the fire ascend - eliminate these, and then several more on a hill near the camp. Getting rid of enemy presence, move right through the camp until you leave to the bridge. Wow! And here there are already might and on the battle - our desperately shoot from the Columbians, camp the bridge. As you strengthen, try to help allies, and after a short conversation with the detachment commander, quickly run across the bridge - it is about to take off on the air.

Update on the other side, take a good sniper position and start the planned shooting of the opponent's truck near the rebel truck. Pay special attention to snipers, taking a tackling area with an observational tower. When all the villains are defeated, move forward until you reach a small clearing with a platoon of enemy soldiers. Treat the clearing with grenades and, having encouraged another observational tower, run towards new adventures.

Level 5.

As long as we swore in the rear of the enemy, the forces of peacekeepers have already begun an operation on stripping the main camp of the militants. The main thing here is to keep up with the fundamental forces of the allies and in no case do not cross in the house until all the streets of the villages are completely purified from Columbians. Move your squad, sometimes helping bayonet and covering rear. After one of the soldiers take the door of a large house with steps and asked you to "check the situation inside", prepare for the desperate assault. Holding a ready-made automatic, open the door and start cheating with tight fire inside the militants.

Carefully inspect all the rooms at home. In the office on the table there are some records of terrorists, carefully inspect them and go out into the street. With the support of the comrades, suppressing the next occurrence of the enemy, go to the opposite building and again begin to the planned stripping of each room. Finding another table with secret plans, carefully examine all the documents and go out on the back of the opposite.

Now you need to free the prisoner from the bamboo cell next to the gate. Come to the cage and carefully determine the explosive on the door of the lattice. After the prisoner finds itself on freedom, approach the gate of the camp and install the explosive received on them. Ba-Bach! Everything, the main outpost of Columbian destroyed, and our squad remains only to quickly escape through the destroyed gate.

Level 6.

It is necessary to run through the swamps, sising by the militants. In this mission, your main task is not to run ahead of the squad and not to show unnecessary heroism. Move the circuit in the chain and actively use the sniper rifle, if the vile enemies of the muzzles will show ahead. Rotate with the detachment to the right and removing the patrol, continue to move on the belt in the water to the hanging bridge. By eliminating from afar of several militants from it on it, we continue the way at the mouth of a small swampy river. In the end, you will be stumbled upon a small lift on the left side of the swamps, go up after a detachment and, breaking through the barrier fire from the militants, get to the opposite end of the camp, chemge into a small passage on the left side and continue movement in the only possible direction .

Also, slowly moving the closing through thickets, we will eventually reach the clearing with helicopters. What is the spirit to be brought to the nearest Helicopter, jump inside and take place behind the machine gun. While our colleagues are conveniently dispersed on the seats, let several farewell queues in the militants who dried out due to the batchers and fly away.

Level 7.

Now, being behind the machine gun of the assault helicopter, we will be widged with the damned colombians. This mission is a kind of rest after all the tests in the jungle. The helicopter leads an experienced pilot, so everything that remains for you is aptly to fall on the settlements below. First of all, always try to destroy the goals about which the navigator is reported - machine-gun points, warehouses with weapons and systems anti-heart defense. Pay special attention to barrels with flammable, abundantly scattered throughout the territory of enemy camps. Laying two or three such barrels on the air, you can no longer worry about the lively power of the enemy.

Level 8.

So, our war in Colombia is over, but John Mallyza had to stay for a while in the head camp of peacekeeping forces. After a short conversation with the clocks, go past the jeep behind the barrier along the road rut to a large truck. Close to the attached staircase, open the door and pass inside. Weapons can be removed - the shoot here still do not have to.

Oh, what a meeting. Our partner, Taylor, already working with a new virus, which was released over the Colombian Village. Quarantine declared in the village, so all new campsite visitors are chemical processing. After a short briefing, take a protective suit from the cabinet opposite the computer and follow the Taylor Move through a wide fiberglass corridor, listening along the way a nightmare story about the villains of a certain powerful terrorist organization and new developments in the field of bacteriological weapons. Together with the story will end your mission.

Mission 3: Vergara Manor

Level 1.

The only thread, which at least somehow can lead to a mysterious organization, is the arms dealer Manuel Vergara, about which Mallyz learned from documents found in the Columbian camp. Well, you will have to thoroughly talk with a comrade. Like a loss through the fence of a huge estate, look around and appreciated the situation.

Break through the central entrance - it is useless, Vergara is too big guards. Therefore, arrow the gun with the silencer and turn left into the allee. Holding the walls, go a little forward and carefully turn to the right. Eliminate the non-historical clock near the backup and, avoiding the chambers of tracking, hide between two houses. Hiding in the shade, carefully eliminate several more guards, and if Rottweiler will begin to the noise - that and an annoying dinner. Moving along a spinning fence ivy, you will eventually go to the pool. Arm yourself with a machine and combat breakdown forward. The approaches to the pool are well guarded, and you need to act quickly until the aid of the guardians did not come running to the massive reinforcement. By interrupting all the enemies, go around the pool on the left side and on the lattice wall near the facade, pick up a wide balcony. Shot at the top of the sniper, and then get rid of the protection by fueling out of the door at the bottom.

From the balcony along the roof the narrow cornice stretches. Gently jump on it and run to the opposite wall. Once on the roof, they will inlets to a small locked window in the attic and hack the lock. Close to the attic, come to exactly the same window in the opposite end of the room and quickly squeeze inside.

Level 2.

So, we are in the attic manor. Trying hard not to stump (otherwise the protection on the lower floors will suspect nonladny), go around the whole attic and collect with racks all kinds of ammunition, body armor and aid kits. When you graduate, choose the attic through the open hatch in a narrow corridor.

Once in a small space between the rooms, open the door to the left and arrange a vendent conveniently located in gym Bodyguards Vergar. Anxiety will rise in the building, the turmoil and random pallets will begin. Here it is necessary to imagine the moment and, in vain, without running along the top floor, rapidly fly into the corridor and escape down the long stairs. The basement is going on formed Bardak - security is trying to block the approaches to the lower level, occupies positions behind the cabinets and tries to knock out an unexpected guest by unforgettable fire. Do not regret the pomegranate, break down until you find yourself in the room with a crowd of security. Get rid of the villains of the garnet launched from the bait and carefully inspect all the surrounding rooms.

One of them, with a massive safe in the corner, is the Cabinet of the Host Host itself. Hack a safe and take all its contents. So, now we have the most valuable documents in our hands - it remains only to find and interrogate their owner. Get out of the office across the opposite door, get rid of the few security inside and through the door opposite the fireplace, go down to the basement at home.

Level 3.

Going down, we ended up in a bowlbane with a small bar and a good collection of wines. Be sure to look at the door behind the bar - there is a small ammunition warehouse and several aid kits. Go back to the bowl and through the door next to the basement staircase, go to the next room. A small shower, sauna, and behind it a shopping room, smoothly flowing into the warehouse. In stock, everything is already ready for our meeting - the enemy uses smoke grenades, so the best tactics here will be the rapid carriage from the box to the drawer with a lightning enemy shooting due to shelter. Having reading the entire room, approach the stairs under the ceiling and take up the ventilation shaft.

Use the mine to the end, ignoring the first ventilation grille in the floor. Near the second stop and prepare a grenade. Shot the grille and throw the crown of the gift down. Fuck-Bach! Now you can jump down down with a clean soul. In the corridor, at the exit of this room, there will be a lot of security - break forward until you reach a ceremony room with paper targets - a tire. Pay attention to huge cast-iron doors next to the weapon rack - if you break the castle on them, then inside you can get used to a lot of things useful in battle.

Get out of the tire and open the wide wooden doors at the entrance. Intensely descend down, and in the end you will get to the wine cellar. Inside you are already waiting, so use the same tactic as while disassembling in a warehouse near the sauna. Get off from the barrel to the barrel, hide behind the racks, and if the enemy starts using smoke checkers - temporarily retreat backwards and repeat the attack attempt immediately after the smoke dawns. In one of the corners of the huge cellar is a written table. Stand on it and raise up the neighboring chair, jump on the top of the resulting design and through the wooden window opening the next room. Suppressing inside the next wave of resistance, descended by narrow stairs to the underground bunker.

Level 4.

So, we at the lowest level of the estate of the hated versic. The enemy is somewhere completely close. Prepare grenades and go through the only door. All the accommodations of the bunker are literally sissed by guard, so do not skimp on the grenades, explosives and operation of the correspondent of your machine. Inside a large warehouse, a fighter hides literally for each drawer - therefore, show maximum caution, and it is better not to stick out at all because of your shelter until the enemy will not go to your searches.

Suppressing all resistance, descend down the stairs, and, by passing the next warehouse, full guard, let go even lower. Once in the corridor, pay attention to how someone in front of the nose shut a metal door. This is Sanchez, the head of the recruitment of the verge of verge, but we will meet with him later. Opening the ill-fated door, turn right and wait until a small explosion blocks pass forward. Shelves and cabinets are caught, so you have to look for workarounds. Turn left and go through a narrow door. Blooming through the mass of monotonous rooms with one entrance and one way out, try to look back more often - it is possible that someone from opponents who you missed, going to the basement, will try to go to you in the rear.

Finding into the next corridor, follow directly to the room, littered with all garbage, wreckage of reinforcement and overturned racks. In the left corner of the premises, behind the bags with sand, the same Sanchez attached. It is almost unrealistic to kill him in honest battle, so we will take cunning. Sanchez stands in the ankle in the water, and the electric boards sparkles to the left. An annoying security violation. Impedue the moment when it stops scraping from my machine gun for a moment, fly out from behind the corner and let a turn in the direction of the shield. When Sanchez gives God the soul, take a red access card from his body, go back to the corridor and open the door with the luminous panel with the card.

A conversation with twigs only confuses the situation even more. How is the terrorist know about the "store"? Who is so afraid of a poor trader that, barely be on the sight of Mallyza, prefers to end the life of suicide? Riddles, riddles ...

Mission 4: "Star of the Seas"

Level 1.

Well, you will have to look for other hooks to the mystery of the mysterious "organization". The next goal is a linear warship "Star Seas", on board which, according to preliminary information, several boxes with a dangerous virus are hurried.

After talking with Taylor, go to the narrow cable to the stern "Stars of the Seas" and hide the boxes. Carefully overheam the conversation of two guards nearby - it contains the key to our further plans. Wait some time behind the boxes, and making sure that the hourly went away, leave your shelter and take a pistol with a silencer. Go to the left deck of the vessel and wait until the lonely patrol is scored on the horizon. Get rid of it in a quiet, switch to the machine and go to a single unlocked door. Updated on a galley, send all the militants that are rubbing around the kitchens, capture the red access card from the dinased table and pass through the vessel's residential compartments through the nearest door.

Suppressing the sluggish resistance of terrorists, go through the corridors system, opening all the wooden doors on the cabins on the way. In one of the cabins on the couch in an embrace with "Ultrasound" sleeps assistant captain. Shoot it, take from the table near the computer a second red access card, with its help, open the door locked in the corridor and choose to the upper deck. Hugging the ship's nose, look for a small cargo crane. Activate the lever next to it, the crane will raise a large container and opens the hatch in the nose part of the vessel. However, the hatch is still blocked.

Shot from the guards met along the path, rise to the upper deck and with the help of the second access card, open the door to the captain's bridge (large glazed room). Once at the bridge, shoot the sailors sitting there and pass the door through the locked up the door (a symbol of headphones is depicted near the entrance). In the radio, go a little left and in the new room activate the big lever. The castle of the nasal hatch is unlocked, return to the containers on the nose of the vessel and jump through the opened passage in the trum.

Level 2.

How many pieces of boxes! We will have to find a way out of the cargo compartment - choose the piles of drawers on the platform and go through the armored door to the next room. Here a few sailors wanders on the walkways, shoot them from afar and boldly jump down. Jumping from the container to the container, get to the floor of the storage room and try finding a yellow forklift machine. Activate the lifting mechanism, part of the containers will rise up, and now, returning to the top and climbing them as along the steps, take it higher and jump onto the platform.

Open the powerful door and get rid of the villains accumulated inside the control cabinet. Move along the corridor until you reach the engine room - a huge hall with giant working mechanisms. The engine room is literally styling with gangsters, so get ready to spend several valuable grenades on them. Moving the hall with mechanisms, we fall into a small open room with a staircase leading down. Go down to the stairs, go along the corridor to the right and turn the gas valve. Return back to the stairs, turn the left and jumping over the pipe, rush forward along the corridor. There will be angry terrorists to meet with small groupages - do not sharpen their attention on them, they act inseparably and generally fighting in dilettank.

Run along the corridor until the next cast iron door opens ahead. Kill the security guard for her and go to the secret branch of the truma. Wow! Yes, there is not one and not two containers with a virus, but a real battle arsenal! Taylor will inform the best way out of the current situation with a virus containers to the bottom of the Atlantic, along with the "star of the seas". Said - Made, proceed to the execution of the new plan. After the next forklift will move to the side, a crowd of angry militants rushes due to boxes. Preferably send sacuosts to the best of worlds, go a little along the corridor and the stairs near the wall go down.

By destroying the guard on the bottom deck, go to the door to the right of the stairs. In the following room, pay attention to the staircase, leading down, over which the wall hangs the sign with the number "1". Going down on this staircase, laid explosives from the reinforcement right at the rate. In total, the bottom deck needs to find five such numbered compartments. The next is at the exit from the corridor, in the next room, in the place, highlighted in red. The third is the outlet of the room with numerous electronic devices. The fourth is right and left along the corridor from the third point, and finally, the fifth - through the corridor, behind the door hidden behind the pile of boxes. After the whole explosive is installed, our mission ends, and the "star of the seas" with a dangerous cargo on board slowly immersed in the marine jams ...

Arsenal "Store"

While we were putting order on the ocean dry cargo ship, our colleagues from the center expanded some new information relative to the secret organization. John Mallyz arrives in New York to a meeting with his old friend, the holder of the "bookstore" (and in fact a thoroughly disguised weapon Arsenal) - Sam. Coming out of the car, go to the house on the right side of the street and click the intercom button. Sam is not very friendly today. Activate the intercom again and, calling the password, go inside. Let's go down after Sam and is unknown as here who founded Taylor in the Arsenal basement; We have a long conversation about the new hooks in the confused "organization", which, by the way, appeared the name - "Prometheus". Also, during the investigation, two new actors of this story appeared - the ex-General of the KGB Aleksey Narrapre and a certain mysterious person who hides under the network alias Deviant1. Well, let's start with the latter.

Mission 4: Hong Kong

Level 1.

On board a small Chinese junki, we are assigned a meeting with an informant, ready to inform some useful information about Deviant1, however, the informant is unknown from where Yakuzu fighters with the fighters, and Mallyz turns out to be locked in the Three Chinese Sailboat. So, getting out of the shelter, immediately shoot in the Chinese people who appear because of the doors, and when everything sits down - go through the door and on the stairs, go up to the upper deck. Suppressing the next, not too active resistance of warrior mafios, recharge the shotgun and exit the top door through the upper door.

Level 2.

Something foggy today in Hong Kong ... Go a little ahead and take the stairs to the stern. By removing multiple gangsters at the top, go well on the deck and jump down, on the pier of the pier. Shot from mafia on the pier, run through the huge gate to another part of the port. Find a good shelter for numerous containers and begin to alternately process from the "ultrasound" of all the Chinese visibility zone. When it becomes hiding around, run on the right side of the docks and dive into a narrow alley. Not turning, run to the end until you see a house with a large window ahead. After breaking the window, penetrate inside and, smoking because of the walls of all hostile mafia, open a wide double door and run to the next level.

Level 3.

We continue our escape from the ragged axis nest. By the corridor, get to the boarding window, get rid of the boards and carefully inspect the space opened. Ahead is a huge dock sector locked from all sides. Exit - right at the rate, but it will have to be made through a peculiar labyrinth of boxes and containers. Jump through the window down and start not in a hurry to move between containers, periodically shooting in the Chinese who are hanging out due to the shelter of the Chinese. In principle, there is nothing complicated. In such closed conditions, it is better to refrain from the use of grenades and actively use all types of artificial shelters.

In the end, reaching the exit from docks, activate the automatic forklift on the right side of the locked gate. Climbing the improvised staircase from the boxes to the very top, jump over the wall and get away from the non-smart port.

Third Page

Level 4.

However, our adventures in China are just beginning. Already at the streets of Hong Kong, come to the intersection and carefully appreciate the combat situation. Ahead of the street, literally siding by the fierce Yakuza. The Chinese are standing along houses, car guns are hidden in the alleys, and snipers are sitting on the upper floors. On the street will have to move, observing marginal caution, but also not slowing the speed - Eastern militants are perfectly trained to throw pomegranates, so it's worth it for a second to stay in an open place, as a "lemon" will fall under the legs. Shot by shooting militants, reach the end of the street and turn left. Having reopening the closest home, turn in the alley and, being in a dead end, break the boards on the clogged window and penetrate the inside of the room.

Once inside the building, begin the smooth lift to the top. The house under the string stuffed by militant Chinese, so do not spare the pomegranate and for the rare moments of the clutch do not forget to recharge the dual "ultrasound." Beware going to the balconies or for a long time to stand near open windows - from the roof of the neighboring building you will be kept massaged sniper fire. Update on the third floor, take a balcony and, cropped with a sniper rifle in your hands, start alternately shoot all enemies in the house opposite. Climbing on a blue poster from the balcony, jump over the balcony of the stripped home on the back of the street. In another house, it is necessary to repeat the entire acrobatic trick, climb on the third floor and from there to sigh on a signer hanging ahead. The stairs are descended down on the road.

Running out again on the street, run straight, and before turning, get ready to reflect a very serious attack of the Yakuza fighters running out of the gateway. Having put in the thick of the enemy with a grenade from the bait, run into the doorway to the right and jump on the boxes on the boxes, and from there they rapidly fall down.

Level 5.

So, the persecution seemed to cease, but there is still a whole city ahead, flooded by the fearless fighters of the Chinese mafia. Go forward, suppressing the weak opponent's resistance, and go out to open space. Wow! Real Eastern Market! Only instead of traders, for some reason filled with an angry yakuza. But these are the details - shakeped with the enemy, turn into a gentleman right and, passing it to the end, go to the pedestrian street.

Be careful - there are several snipers on the right side of the street in the house. It makes no sense to destroy them, better quickly run along the walls of houses and chemge into a wide open gate right at the rate. Updated in stock, take the pomegranate trees and begin to bomb the Chinese at the lower level. After resistance is suppressed, climb the top level and, passing along the corridor, activate the control panel not far from the stairs. Now descend down, at the level where you bombed the Chinese. Come to the forklift and passing through the opened passage, sit down in the elevator.

Level 6.

Update at the lower level of the warehouse, eliminate the time and threatening all the shelves in search of the desired aid kits, armor and ammunition. Go ahead, turn on the crossroad to the right and open the lattice door. Inside, everything is ready for a decent meeting - a squall fire is collapsed literally from all sides. The best tactics here will be switched to a single shooting mode and, by calling for a moment because of the shelter, taking the screws to the enemies and again hide at safe angles.

Having got rid of the local Yakuza, take the iron pedestal and go through the door to the next warehouse. Do not descend down, do not shoot from the Chinese below, but, without slowing down, move along the packers up. Updated at the end of the way in the room with a computer, quickly approach him, try to hack it, and ...

Level 7.

Hmm, the blow on the head was unreasonable. Mallyz woke up in a ceremony chamber surrounded by the fierce Chinese and one charming person who introduced ... Deviant1. Well, here is the interchange of the confused story. After a long and not too pleasant conversation, we leave us to think about the future in our chamber. When Deviant1, accompanied by Guard, hits the door of the chamber block ... There will be a completely unforeseen event. A prisoner from the camera opposite the sharpening of the guard of the guard, will open the camera grille, and at the same time will free you. After a short acquaintance, he will shoot another guard, and you will only take you to pick it up "ultrasound" and from the table on the opposite edge of the hall to take a disk with a compromising disc before imprisonment.

Our new friend will advise to look for a weapon more powerful for what it would be nice to hack the door at the left wall of the room. Take advantage of his advice, hack the door and assemble all automata from the showcase and ammunition to them. To the arrival of alarmed security, you will already be ready for the fulfillment. Afterby interrupting the whole burda, run with my friend through double doors to get out of the prison complex. The complex itself consists of three monotonous rooms with glass rooms along the walls and double lattice doors connecting one part of the complex on the other. Conducting the premises and moving from the door to the door (they will have to hack, so watch out at this time behind the rear), you will eventually reach the exit and take out free ...

Arsenal "Store"

Now, when another part of the global puzzle is solved, it is time for another visit to Arsenal to Sam and Taylor. Leaving the car on the side of the road, go a little in the direction of the familiar signboard, and ... "Cam's Bookstore" explodes from the inside! What is a spirit rush to a break in the wall, jump into the room, turn the left and running through the door collapsed in the toilet, jump into the elevator shaft. Without losing a second, choose back side Mine - cable is about to turn around, and the elevator will collapse down!

Carefully climb up the collapsed reinforcement, wake the steam stream and go to the nearest room. The wounded Sam is trying to tell John something, but he is already too weak. After the ventilation grille flies with the loop, jump inside, go down the stairs and make way down through the hatch. Turn the valve on the wall and return to the place where the road was blocked near the room with a dying Sam. Jump a little on a piece of fittings sticking out from the ruined, - a new passage opens. Return to the room with Sam, undermine the poor fellow on the shoulder and through the passage of the passage, carry it outside to the ambulance car ...

Mission 5: New York

Level 1.

So, Sam found himself in the hospital, and we need to look at him. Go along the Hall to the left and talk to the secretary for the counter. Having learned the goal of your visit, she will open the door, and you can calmly sit on the elevator and climb the hospital chambers.

Level 2.

Wow! That's how things are going upstairs killed a police officer. Take it a gun and hike left along the corridor in Sam's Chamber (it is the latest, with open door). Taylor is already on duty near his bed, Mallyz only time and time to enter the room, as suddenly ... The mercenary smashed window kills Taylor and already aim in us. Dimk the resentment the whole of the police pistol, take it a rifle and run back to the hospital corridor. To meet you already rushing the group "Prometheus", embroider the spirit of them by the shooting shots, pick up the ammunition and prepare to be divided with another group of special forces, hidden behind the glass at the right wall of the corridor.

Run forward along the corridor, because of the glass, shoot another squad "Prometheus" and return to the ward in which Sam lies. From the opened door, the next platoon of villains runs on you, discharge the correspondent in them and rush further in the only possible direction. In the end, you will get to the extensive hall with a group of terrorists inside. Shoot in the gangsters due to shelter, run into the second level of the stairs on the stairs and prepare for the fulfillment of an easy acrobatic trick. See hinged lamps under the ceiling? Get carefully get rid and jump off the balcony first on one one, with her second, and from her and on the opposite side of the upper tier. Go away a little left, open the elevator and go upstairs.

Level 3.

So, we will not go far on the elevator - someone is very kind to disable the nutrition of the lifts, so we will have to get on your two to the roof of the hospital. At this level, it is difficult to give any specific advice. The direction is always one - forward and only forward, and in each room you will be waiting for new forces "Prometheus". They are armed with an American weapon - a machine gun with a grenade launcher, so you may not save grenades and with large enemy clusters (more than one terrorist) to straighten with such a brutal way. Passing each of the four floors, it will be necessary to rise up the stairs. On the third floor, going into a dead end, break the window near the smoked drank and on the eaves, go to the room of the neighboring chamber. Observe caution, do not rush the head in the crowd of the enemy and before entering the unfamiliar room, be sure to be a grenade-friend ahead. All the same, they will be with an excess.

Level 4.

Selecting in the end to the roof, first of all pay attention to the helicopter circling over the hospital. It periodically shoots in us, but if you don't stay in one place for a long time, the helicopter will not deliver big problems... until. So, for the beginning, the palette on two high yellow tanks on the right side of the wire lattice. They take off to the air and open the way to the other side of the roof. There, hiding behind the elevation in the center, a single way, shoot all the frills at the top "Prometheus".

When the last enemy falls, make a helicopter. See long pipes that fell from the explosion and broke the lattice on the left side of the roof? Surride on them for the fenced grid space and near a small direction take the machine gun and complete ammunition to it. Now we have something to oppose the hellish car. Hold down the seat during the Helicopter raids and lead because of it when it is unfolding or maneuver. To knock down the helicopter, you need to destroy each of its two engines with blades. Shoot exactly in the engine until it shook, and then it will not light up a bright flame. Once both engines of the damned miracle of technology will be disabled - the blades will stop, and the helicopter will collapse down the stone ...

Headquarters "Store"

Familiar corridors go to the conference room to meet with the bosses. The guards will stop you near the door of the cabinet and report you that you wanted to see in weapons. The weapon room is on the same floor as the conference room, in the 7-g sector. By activating the panel, open the largest door of the sector and on the walls on the walls. Looking for a weapon room - Firing Range. Once in a dash, talk to a scientist who will give you a mega-gun OICW and will hold a brief course of the guidance of use. Having learned to own this terrible weapon, say goodbye to scientists and go to a meeting with the "Store" manual.

That's how the turn - it turns out, Taylor was a traitor, so that the ill-fated "mole" in the department of the "store" is finally exposed, and we get the last task - to release a prominent scientist from the captivity of Prometheus, who are now hiding on the secret Kamchatka base Under the supervision of terrorist No. 1, the ex-general of the KGB Alexei Pontazh ... Before serving about the task, do not forget to capture your new miracle gun with you. It is still great useful ...

Mission 6: Kamchatka

Level 1.

So, snow deserts of Kamchatka. The spy airplane resets the Mallyza with a parachute, and while it falls, we have a good opportunity to explore the arrangement of the enemy base at the bottom. Update on Earth, turn on the thermal imager and slowly make it easy to the building right at the rate. Two watch sites are sitting in the clock - eliminate them without much noise, we have a house for extra ammunition, go out onto the street and climb upstairs.

Because of the snow storm here, disgusting visibility - try not to arrange long shoots with the protection, but using the thermal imager, from afar to eliminate the villains - it's not for nothing that you have a sniper sight OICW! Along the fence you will notice a break leading on the road. Get out through it and move on the way to a huge metal gate. Here you will finally have strong resistance - do not go into battle, and it is better to back back and shoot off all the enemies that rushed after you. Near the locked gates there is another break of fences. Go there and repent the powerful attack of Russian militants again.

Despite the serious wound of the hand, this guy still firmly compresses the machine. Special forces, what to say.

Drain on the ground - all the gates are locked, the inputs on the base are blocked, and in front of us wearing an insurmountable wall. Carefully look at the tower on the basis. Near one of them there is a barrel with flammable, let it be a couple of queues from the machine on this barrel, the tower will adopt and collapse on the ice. Close to the hatch, jump into the formed hole and quickly swim over the wall. Update on the reverse side, then locate and look for shelters - you are already waiting, so they will not even give to the shore. By beating the attack of bandits, look at the house with a protruding balcony. Rear to the hill near the balcony and jump straight on it. Inside the building, press on the lever near the control panel, the gate to the database will open - and already behind them is waiting for the end of the level.

Level 2.

Do not hurry to run forward along the road - ahead and on the roads the mass of enemies attached, so it's better to move with short flocks from the tree to the tree, from the shelter to shelter, shooting all the opponents that appeared in the visibility zone. Special attention is paid to watchdog dogs who have a unpleasant habit of silently enter the back and the dead grip to chant the Supeagertu Malnets in the most indecent places.

Once upon the development of the road, go to the engineering tower right at the rate. Occurs to the top, move along the long platform to the left until you see a lever ahead. Press the lever, the passage in the sewer will open, jump down and start not in a hurry to move in the only possible direction. Coming out on fresh air, get ready to shoot out from a small group of Russian soldiers who fell in some ruins. Move directly between the ruins until you notice the entrance to another tunnel. Jump inside and run to the exit.

Level 3.

Go down the tunnel down and go out on nature. By destroying several patrols, run directly to the impenetrable darkness, towards the blizzard. Having reached the massive metal structures, get ready to take the storming booth below. Inside sits a few fierce guards, so do not save grenades and, having twinned the Watchdoes of the Watchdoes, sit inside and wait for the appearance of reinforcements. Getting rid of all the enemies, go around the reverse side and the stairs are climbing up, on a metal platform. Go to it left, open the door and take the battle.

When the last guard will leave the Spirit, climb the stairs upstairs and go out on the street. Updated on the road (the asphalt is very listed in the snow, but yellow marking can still be seen), to shoot several particularly arrogant soldiers from afar, turn right and move to a closed metal gate. At the top above the gate, a cunning machine gunner was covered, adjust your thermal imager and eliminate the scoundrel from a safe distance using a sniper rifle. Turn to the right side and in a narrow path over the precipice, move to the fence. Having passed a little more right, you will notice a break in the fence - jump into it and a few taper shots from the bait, hide the walls of all local security.

Move forward between the walls. Hmm ... Well, the mess is going on on the secret Russian database - another break in the wall ahead. Jumping into it, we will be on the railway tracks. There are many enemy soldiers in the surrounding area, but do not waste time at them, shooting only those that stand between the cars. Run along the railway line to yellow diesel locomotive. On the forest on the right, right up to the cockpit, press on the lever near the control panel and pop out. The locomotive pushed forward the cars, so that our task is running in the opposite direction along the railway canvase, jump into the last, open car. In the car, jumping around the boxes, get taken under the ceiling and through the hatch in the ceiling to get out on the roof of the car. Move on the opposite edge of the car and bouncing well, take the stone eaves of the neighboring building. From the cornice, we crawl into a narrow window of the ventilation shaft and move it to the exit from the level ...

Level 4.

Here we are finally, and on the enemy base. Quietly moving along the ventilation, jump into the room and shoot everyone who came to the noise of soldiers. Shot down the first wave of the offensive, not hurry to leave - the second squad of the militants will soon come running on the sounds of shots. After the door, go to the peer, turn right and rapidly run along the wagons, trying not to get involved in disassembly with the protection. Requer to the locked door, open it and get ready to shoot from the massive grouping of Russian soldiers accompanied by fierce barbos.

Over the bridge turn left and climb the high metal tower near the platform. Reaching the window in the booth, get root and jump onto the roof of the opposite building. Open the ventilation hatch on the roof and jump into the opened tunnel. Use the tunnel to the end, jump down and open the grille to the next room. A pair of laid grenades are getting rid of the soldiers in the nearby room and put on the lever opposite the grid. Ventilation fans stopped, so we can return to the top. Jump back to ventilation and move in the opposite direction. Get to the fans that have recently blocked the road, and break under stopped blades ...

Level 5.

From the room in which we wound after we climbed through the fan, open the door and go straight along the corridor. The next door is a dead-end line with a mass of empty wagons. Turn left and send to the best of the worlds a group of sagal soldiers. Start leisurely advance for cars. The enemies will be in abundance here, so do not hurry and lead the spotlight, not forgetting on time to hide behind the shelters. Passing through the passage in the wall, look for the dashboard near the opposite wall. Click three rubber on the control panel. Ba-Bach!

Hmm, now everything is serious. Return to the wagons and on the collapsed structures, look at the roof of the nearest home. Upstairs take into the vent tunnel and move it to the end. Once again in the fresh air, take the battle with the greeted Russian soldiers and move forward through the only way. Once near the diesel locomotive with cars, grenades hide all the militants accumulated in the district. The villains behave pretty slyly and prefer not to leave comfortable shelters - so you have to smoke them from afar. Go out the locomotive and in the hitch area disconnect it from the tail of the wagons. Cancel in the control cabin and activate the dashboard near the window. Hurray, our locomotive forward flies! Forward and only forward!

Level 6.

At the outlet of the diesel locomotive, get ready to let the grenade into the most center of the group meeting on the platform. When some plants remain from the delegation, climb the steps and go to the door. From the room go to the opposite way out and go to the street.

Outside, hide so to see everything that is happening near the machines. From time to time, enemy soldiers will appear there - shoot them one by one, but do not stick out because of the shelter, until they destroy everyone to one. Carefully look at the top levels - snipers are sitting there. From the lower levels in you will fly grenades. Spicy angles and lead a preventive fire. Entering the building, climb the stairs to the second level and go out again. Enemies will open the massate fire on the bottom - get to the machine-gun jack, take place behind the machine gunner and make a pretty skin with damned terrorists.

When the last enemy fears without signs of life, sit down in the elevator near the machine gun and go down. Once at the lower level - without regard, run ahead, sometimes a launching garnet-other in the physiognomy of enemies that appear due to corners. The path here is alone, so sooner or later you will give up to the end of the level.

Level 7.

Our death marathon continues. All the same breaking the head bent forward, not to get involved in the shootout, but not allowing insidious special forces to enter the rear. At the end of the corridor there will be a door, and behind it - a room with a small portion of Russian soldiers inside. After interrupting everyone, go in the door opposite the entrance, for her one more, and only after it is a staircase.

The staircase is on the stairs to the platoon of security, so before the descent, carefully treat it with grenades from the bait. When the path is cleared - move past the grilles to the hatch and go down the downstairs. Before desired, do not forget to throw down a few "lemon" and jumping from the stairs, carefully treat all suspicious corners with a pair of queues from the machine. The stairs below rise upstairs, go through the platform to a huge mechanism - an energy generator. Click the toggle switch on the generator control panel, then return a little back and on the right side to activate the lever on the console. Electric lighting went out, and the secret base was emptying the impenetrable darkness ...

Level 8.

Now in the dotchets you need to run back. Be extremely careful - in the darkness of your soul already growls several plans of Russian thugs. Studdered along the walls, set up the stairs - and, perhaps, past many enemies you will manage to stumble unnoticed. Move until you get into the glazed room, in which one scientist in the fury enclosure falls out the glass of the laboratory. Jump into the resulting opening, and, being in a new room, fall through the hatch into ventilation.

After a short flight through the ventilation tunnel, we find yourself in a long corridor, where we are waiting for a whole cloud of enemy fighters. Shot a couple of times from the bait right at the rate and until the enemy comes to yourself, run to the end of the corridor and climb the stairs. In the new corridor, not paying attention to a strong fire, directed in your direction, quickly stopped into the right door, break your head through the laboratory until it is stumbled upon a small group of soldiers. Hide behind the racks and overload all the enemies with multiple automatic queues. After the last enemy fears, go a little forward and go out through a small corridor on the right.

Level 9.

Carefully, on the touch, move along the right wall until you notice the door. Sooner or later, emergency lighting should be engaged, but for while we wake the lock on the door and let the grenade from the bait in the opened passage. Hmm, a pretty meeting was waiting for us. Move along the corridor to the door to the right, go inside and climb the stairs. Getting rid of the next wave of the attackers, step by the corridor right and go until you see the luminous elevator buttons. Close up the ladder, wake up the lock on the hatch and make the roof of the elevator. Well, now is the time to play Tarzan. CLOSE FOR THE LIFFT CHABLE AND Up to the stop.

Updated on the old place, get rid of all twisted in the midst of the militants and jump on the lower platform on the left side. On the platform with strength, pull the control switch and, after the sudden explosion demolishes the next grille, jump down and move in the only possible direction. When you see a break in front in the boards, turn there and move along the corridor until the very end of the level.

Third Page

Level 10.

The most vulnerable place for all living opponents. In addition to jokes!

Finally, at least some non-affected devices. Move straight to the development and fold the corridor to the left. At the next turn, take the right and get ready to reflect the powerful attack of militants. The soldier will be much, even too much, so, by shooting a little indoors, feel free to retreat and continue to eliminate enemies at the exit, hiding behind the door jamb. When all the villains go to the best of the worlds, jump through the broken glass and run along the corridor to the locked door. Hacking the castle, go to the room and on several stairs Close up. This area is simply teeming with diverse militants, so do not regret the pomegranate and move only short overwhelming to shelter.

Updated at the top level, move to the end of the corridor until you notice a broken window overlooking the street. Boldly jump into it and, being on the ground, take into a small backup next to the place where you landed. Dead end? How wrong! Turn the water valve on the wall and through the challenge pass to the freed pass. Now - just right. Suppressing the resistance of several more enemies, move to the yield in the only possible direction.

Level 11.

But the light turned on - finally you can look around. So, go ahead and go to the right door. In the laboratory manhata already full of enemy special forces - act quickly and decisively, not forgetting at the same time to hide behind the racks. Not particularly scatter with grenades - the room is quite closed, so the shock wave can cause you much more damage than opponents. Having understood with the enemies, go to the front door and lay the explosive under a large bright cone opposite the door. So, as long as we stopped in the corner, otvied the hexogen, so we will have to look for new explosions.

Go out back from the laboratory and head to the opposite door. In the corridor, turn right and go out on fresh air. Here we are already waiting for a warm meeting - the damned special forces leads the fire, hanged behind the car. Wake up the soldier with a grenade from the bait and post to the platform with the control lever on the control panel. Double-click the lever - the platform with explosives will arrive. Take off the explosions, come back to the laboratory and explode the ill-fated cone. After the explosion demolished the good half of the wall, go to the resulting break and process in the only possible direction, on the way, shooting from the hordes of weakly armed, but nevertheless dangerous protection. When you get to the stairs - rise up, and when the second level is at the second level - mini the second cone.

After the explosion, go back and through the staircase near the stairs jump in a spill. Update on the reverse side, carefully wake over the eternity and at the end of the way, we run the door leading to the ventilation shaft. Enter forward and at the end of the tunnel, break the next ventilation door. Close to the resulting passage and move smoothly smoothly. Leaving finally in the open room, get ready to shoot from the opponent's soldier. These armed are much more serious than their colleagues from the second level, so it is not worth saving a grenade - the enemy is really stern. Having shot down from the villains, mini the next high cone and, after the explosion, shoot the crowd of soldiers who fluffled on you because of the closed door. After the fight subsides, collect trophies and go to this door to the next stage of our protracted Kamchatka adventure.

Level 12.

The goal is already close - Dr. Sestrogor is somewhere nearby. Open the door right at the rate and go into the room, full of enemy protection. The soldiers are armed with everyone than only you can - from simple pistols to rifles and automata, so that fights at the entire laboratory level we will come to be sakeful. When we break to the closed door with the battle, go through it through the room on the right and turn the lever on the long control panel. Continue through a complex of small rooms separated from each other locked doors opening with control panels.

Going along the stairs to a spacious hall, pay attention to the strange glazed closer in the middle - inside it under the impenetrable metal shield there is a last cone of the generator to dissect. Activate the panel next to the camork, go inside, install explosives and quickly run away to a safe distance. After the explosion, deny the new batch of soldiers who came running to the noise and rise to the walkways at the second level of the hall. Noticed that the mechanism with the platform previously retaining the metal shield began to cool up and down? Carefully go to him on the packers and jump onto the platform when it is downstairs. Climbing up, jump forward and crawl right on ventilation. Somewhere in the middle of the way, overhear the conversation of two guards who warn about something ... Dr. Sister! So here it is where, our cunning genius. Use the ventilation until the floor turns down at the bottom and you will not find yourself in an unknown room. There is no time to meditate - immediately throw out the machine and start watering the lead two guards. In no case do not use grenades - if the blast wave will hit the doctor, then the whole mission will be failed.

When the danger passes, go to the sister and start a long and very instructive conversation, during which it turns out that Taylor was not at all the notorious "mole" in the management of the "store" that General Naprarat prepares cylinders with a new virus to attempt on the leaders of the free world countries At the upcoming summit in Switzerland, and that the recipe for an antidote is known only to the sister. Well, you will have to register the doctor from imprisonment. Wait until Sestrogor opens the door from the laboratory, and run forward - the Russians in no way should hurt or kill the doctor. Once on the street, begin to throw the entire lower tier with grenades from the bait, and all the survivors or contuses to finish with automatic lines. When the fight subsides, do not descend down, and, being at the top level, go through a slightly right and the lever, call the suspension lift trolley. Come inside with the doctor and activate the panel on the left wall. During the way, desperately shoot yourself from angry soldiers and cover the doctor's own body - he must be alive for anything else to get to the end of your route.

Mission 7: Switzerland

Level 1.

It is not particularly hidden on the roof, so you have to maneuver.

So, Dr. Sestrogor is saved, and Naradra will now not be able to blackmail the leaders of the countries of the Free World, demanding redemption for antidote from the virus. Now it remains only to find the scoundrel himself and neutralize it once and for all. So, leave the metro trailer and go to the terminal rack to talk with the police. Listen to all their advice carefully and understand the position of things: the airport is captured by terrorists who hold the hostage mass. During your assault, no civil should suffer. This mission is the most difficult in the whole game, because the terrorists are poured without looking and willingly use grenades, but by chance the killed hostage means immediate failure of the tasks and the end of the game. Move it extremely carefully, switch the machine to the shooting mode by single cartridges and forget the existence of a grenade launcher. Remember: one error - and everyone will have to start from the beginning.

After listening to the police, rise up the stairs and start the planner shooting "Prometheus" because of the shelter. Having reached the escalator, arm yourself with a gun and, quickly looking out due to the walkway, point shots, eliminate terrorists one by one. At the second level, move along the corridor to the end. When you keep in front of a cry, wait a while. Go for turn only after you run hostages. At the end of the corridor, a terrorist is waiting for you, who needs to pick up a red access card. Get down down, shoot yourself from the scoundrels fled to the noise and open the door with the Red Console.

Once in the new hall, slowly move forward. Once overlooking the running hostages - immediately retreat and hide around the corner. When civilians run by - aligning the corner and also pointing the gangsters as well as point shots. One of the killed will have another access card - expropriate it, open the locked door and go to the complex of corridors. Be sure to look into all the lateral premises, otherwise the terrorists who slept there will certainly hit you in the rear. By observing marginal caution, continue to run in the only possible direction, while the next corridor does not lead you to the next level.

Level 2.

Turn the corner and wait until the terrorists appear on the escalator. Cruelly getting rid of the enemies, sit down on the moving path and go upstairs. On the way, change your gun on the gun - upstairs you will already be waiting for the whole group of "Prometheus", and among them they will be randomly worn by missing civilian. When the battle subsides, straighten your shoulders and move to the next path of the escalator running down. Come goes around and, reaching the turn, arrange the rifle again and start the systematic shooting of all enemies from the corner. In no case do not change the position - terrorists who sat down at the top are covered by a pair of hostages. If they hear shots downstairs, they will take care of their living paps and run to understand.

Go down and keep moving forward. Skip past civilians and, as soon as it breaks, pop up for corner and pacify the gangsters plowing and dust. Come in the passage and, changing the gun on the gun, shoot another platoon of opponents hiding in civilians. Further, the mission looks more like running with obstacles. The road forward is only one, and it should be run as quickly as possible. After the arch of the metal detector, rush along the corridor, without turning and not looking into the side rooms. Shot from terrorists that appear right at the rate, and before the end of the corridor, quickly switch to the gun, turn over the corner and spread the last detachment "Prometheus". As soon as the battle is completed, go through the last door on the right side of the corridor.

Level 3.

Well, everything is enough now cautious! Arm yourself with a favorite machine and feel free to use grenades. Go down and sit down on the moving belt of the conveyor immediately after the stairs. Drive forward on the tape until you reach the room with the "Prometheus" detachment. Listen inside the grenade from the bait, open the locked door and move forward along the corridor. In the corridor, the next strong resistance - the enemy does not want to take the conquered positions. Get rid of grenade special forces groups, there will be no deficit at this level - the enemy is armed in the same way as you.

Having reached the stairs, go upstairs, go a little ahead and let a pair of queues in tanks with flammable. The grille will fly to the side, jump through it and fall on the tape of the conveyor. Separate the ceremony door and, continuously moving forward, go out into the street. Here it is - Razdar for tactical maneuver! Ahead of the whole warehouse of all sorts of baggage. Spicy boxes and containers, from afar, throw pomegranates of the hidden enemies and gradually move towards the large building of the hangar on this site. Once inside, shoot all the protection and at the attached staircase, rise to the airplane wing. From the wing there is a small concession before an emergency hatch through which you can get inside the cabin. Carefully walk along the tapping, wake the hatch door and jump inside.

Level 4.

So, we are in the air. Naradrape and his workfield already sat on board, and we need to quickly neutralize all the enemy of the gang. You are at the bottom of the aircraft, on the bottom deck. Rise upstairs on the ladder, destroy two guards (do not be afraid to use grenades - the plane seems to be bean from the inside, so it will not be anything). Go ahead and, being in the tail of the aircraft, in a dead end, tear the group "Prometheus" into pieces. Turn one hundred eighty degrees and post into the passenger salon. Suppressing the weak resistance of terrorists, carefully inspect the tables - on one of them there should be a red access card. Follow the aircraft further (here it is quite difficult to get lost) until you see the door locked on the key. Use access card on it and penetrate inside.

And here is our dear head! The terrorist does not want to repent and promises brutally to take revenge on the "store". According to his order, "Prometheus" is about to begin the storm of the headquarters of the store in Texas. Vaccine from the virus will never be found, and ... quite listen to these delirium sick person. After Mallyz chlorinally shoots a picker, move to the pilot cabin and click the toggle switch on the dashboard. A short radio speech with the "store" will be interrupted by the sounds of shots - the general was right. Headquarters attacked by the enemy, and should be acting without delay. Go down to the lowest deck and go to the nasal part of the cargo compartment. On the left, we wake the autopilot dashboard, and then return the place where you started. Remember the jeep that you used to see through the window of the porthole? Take a parachute next to him, run well and ...

Mission 8: attack on "Shop"

Level 1.

Headquarters "Store" captured by terrorists. Most employees are interrupted, and at the top levels are tightening positional battles. The situation needs to be corrected by a stepwise. The main lighting seems to be cut down, so it will be very useful during the warriors on the familiar corridors of the lower level "store" use the night vision device. Get a familiar dear to the elevator, shooting the "Prometheus" falling along the path. Bandits are armed with the same rifles as you, so do not save grenades from the bait and carefully cleaned all the placing paths. Do not pay particularly by corridors, your task is an elevator for the second floor. Finally, having reached him, suddle inward and rise to the next level.

Level 2.

Continue to move long-scorched path. Pay special attention to the terrorists who hid behind the windows of the side offices, and even better for the prevention, let each window on the grenade window meet. Go straight to the meeting room, where briefings were held before, and from there to the 7G sector, where we have experienced a new gun in the dash during the last visit. Opening the heavy door of the sector premises, turn the right on the corridor and that there is a spirit carrying to the door of the elevator, which was previously blocked. Jump inside, activate the control console and rise above, to the premises of the secret laboratory.

Level 3.

Previously, we were not here - go out directly and begin the systematic stripping of all suspicious angles. Spit terrorists from behind the doors, shoot from the corner and use all the skills obtained in the past battles. When the fight subsides, go straight along the corridor, turn the right and open the metal door with the control console. In the new room, spend another stripping and through the second exactly the same door go out to the next room. So, a fire has already begun at the headquarters. Jump over the challenge and open the third door with the console. In the next room there will be a lot of enemies, turn to the right on the turn, destroy the reptiles with grenades, mounted through the glass, turn the left and go into the room. Right at the rate is a powerful metal door, and behind it - a particularly ferocious detachment of terrorists. Having become a special forces with a pair of good queues and, finishing the last terrorist, turn to the bulletproof glass on the right side of the wall.

Wow! A spectacle worthy of the best militants! Taketing into a hermetic suit, Senior Deputy Store Director Mr. Wilson waves with a flaw with a virus and threatens to beat everyone around, if he is not allowed to quietly leave. So he, that the most ill-fated "mole", who broke off all the operations and betrayed combat comrades! After a short and not too pleasant conversation, Wilson makes a flaw on the floor, who standing next to Dr. Sestrogor will give God the soul, and the traitor will drive around. We need to turn back, break the last remains of terrorists, quickly run back along the corridor, turn to the left and sit in the elevator leading to the take-off site.

Level 4.

That's it. Now only you - and Wilson. One on one. However, honest battle will not work anyway - the traitor managed to run into the hangar and sit in the assault helicopter, like the fact that you have already exploded on the roof of the hospital, chasing the "Prometheus". To begin with, while Wilson's helicopter began to water you with rockets, carefully look at the terrain. Ahead is a take-off site, the most unsafe and spaced place from all sides. Rear - a large superstructure on the roof. Jump from the take-off site on the observation platform below and run to the construction. Climb the stairs to the very top, on the platform with a machine gunner, and get ready to take a fight.

When the helicopter will fire you with rockets - hide behind the pipes near the extension on the roof, and when the aviation machine gun goes into the case - jump on the parapet below, run along the railing and return to your previous place. Tactic remains the same as during the shock on the roof of the hospital - firstly shoot on the engines with blades and, when they light up, try more precisely to aim through the windshield and acknowledged shocking the pilot in the cabin. Dare! .. And everything will turn out. A stone helicopter will collapse into the abyss, justice will triumph, the agent Taylor will be posthumously rehabilitated, and John tired of the battles will go to the short-term vacation ... until the next series. To be continued! After all, how else?

1 2 3 4 All

SOLDIER OF FORTUNE 2

Preface
The passage was written with the level of complexity of "good luck soldiers". I tried
Reflect key and highlights of the game.
Before starting the game, do not forget to go to the "Blood Block" option, and
Enable options you need (and better all). Enter password. Install
Committing you control, graphics, sound and other things.
Weapons
Use it with the mind, and remember: the higher the level of complexity, the smaller
the ammunition you can carry, and the fewer stems you can have
At the same time. To raise another trunk, you need to get rid of one of
available. In the position of "lying" fire is impossible, - only "standing"
and "crossed". So, weapons.
(Alternative mode - right mouse button):
· Knife. In stock 7 pieces. Alternative mode - throw.
· Pistols (alternative mode - punch handle):
o US SOCOM - UUBOGY guns from pistols (there is a silencer,
Tactical flashlight, laser target designator; something one of this can be taken
In the store - belonging)
O Dual Us Socom - Double Option
O M1911F1 - a weaker view of the pistol
O Dual M1911A1 - Double Option
· Shotguns
o USAS-12 - ten charging and very slaughter
o M590 - nine charging, beautiful weapons in narrow corridors and
Small rooms
· Machines without adjusting the shooting mode:
o micro uzi - good automatic weapon (there is mode
switch "automatic queue"), but weak
o dual micro uzi is a wonderful and slaughter
Little opponents
o M3A1 - accurate, effective weapon at the first level of the game
· Automatic
o M4 + M203 (with a bait grenade launcher) - Oroy effectively and
Useful weapons. Beautiful and operational. The ammunition to it is scattered on
All levels.
o AK-74 - - - domestic machine, often occurs on the game,
Not bad and valuable weapons. Alternative mode - punch with a bayonet (bayonet can
Take only in the store).
o OICW (with an optical sight) - GGROMOD, multifunctional
And not operational weapons.
· Sniper rifle MSG90A1 - an indispensable thing in the game
· Heavy weapon
o machine gun M60 - Sometimes and extremely useful weapons sometimes.
Especially against helicopters. But the ammunition must be spent very
Great, - Limited Boezapass.
o grenadeomette mm1 - multiply charged grenade ladded
radius application. Sometimes it is found in the game, but rarely. Opponents of them do not
Enjoy.
o grenade launcher RPG-7 - single-charged grenade launcher with an average radius
Actions and accelerated reach of the projectile. The game is practically not found
(not necessary). Available only through the store.
· Pomegranates (alternative throw - bottom up):
o M-67, M-84, ANM-14, M-15, F-1, L2A2, MDN-11, SMOHG-92 - ordinary,
Light, smoke, etc. But it is necessary to keep in mind: our enemies are not fools, and
Immediately rush to return any of the grenade to us back. Therefore before
throw a grenade, withstand it in hand (holding the mouse button) a few
seconds. And only then throw.
· SpecCedmen
o binoculars
o Thermal vision
o Night vision
· Empty hands
Prague: Street (map PRA2.)
Take into hand a gun (there is nothing more substantial), quiet, and
carefully come out from the corner to listen to the conversation of the guards (they are from
We are left hand). And you can not pull: fly with a pistol naked, and
put it quickly both. The first in the head, the second, as it will work out.
We select AK-74. Now our path lies to the corner of the left. From him a landmark:
Right wall. Along it will go to the door. It's not to get lost among
Containers. And among this chaos drawers are full of soldiers, and soldiers on
knitting. In containers aid kit and armor. Spotlights on the towers it is better to extinguish
Single shots: blind. Break through the doors for containers.
Open it, and go up the stairs: here are also soldiers.
From the balcony jumping left to a wide cornice. We go on it, and jump into
yard. On our door right away. If you go to the car, because of the grille will start
shoot. And in the room behind the door armor, cartridges. We go on the road with
cars. Soldiers are hiding here, and aunt-run point ahead.
It is necessary to try to get through to her to become a machine gun: rag
More soldiers. The machine gun is the first aid kit. We understand here, and go on the road
Further behind the truck, not forgetting to look back: you can shoot from anywhere.
I will reach the balcony over your head, the truck will block the road ahead. Malins
Mark: "Fire Staircase". We are upstairs on it, and there, on narrow cornice along
walls. Early travelers get to the balcony. Ralm from behind the corner of soldiers below, and
Go to the door on the balcony. Well, and there and to the end of the level hand to file. Jump B.
Luke in the floor.

Prague: Hotel "Prague" (PRA3 card.)
Over the left door, break the boxes, and take armor. Through the second door
We go into the corridor. We left: there are already soldiers, and even resort. Put in
Neat stack. On this floor you can fierce on the rooms, although there
There are soldiers, but in the rooms and first aid kits, and cartridges, and armor. Do not be afraid
Shoot in the boxes, putting the shooting mode for "single": there is found
Armor, first aid kits
We find the staircase down, go down. Here soldiers. Break through the battle
Rooms. Let's go through the room with a fireplace, we will go into the kitchen.
We jump over the tables, to the open door on the side. Fighting, fighting,
Warm. On a wide staircase climb upstairs. Behind the left door first
Civilian type. This is not Peter Ivanovich. I poule him, pouch! Go ahead.
We shake the rooms - they have a lot of useful. Let's go into a wide corridor with
Sofas and an inverted dresser in the middle. And here will be soldiers. Before
We are two doors, and on the left in the face of the corridor another door (another door is not
Significant). Behind the right door Peter Ivanovich, but we first go to
Left door: there is a first-aid kit and armor. Now to Ivanovich.
The conversation went, and we immediately pop up in the corridor: the door from the end on the left
I will open, run there and put a soldier. And in general, we try to be ahead
Peter Ivanovich so that he does not overlap the line of fire. Some
Hips for him are not terrible. Just with Ivanovich to the door he
Blocks the chest. Take first aid kits, armor and jumping for Ivanovich in
garbage chute.

Prague: Outside of the hotel (map Pra4.)
Here everything is very simple: we go to the truck, and become a machine gun. Preparing
To battle. While Ivanovich will dig, we will have to fight back.
The first soldier will appear on the balcony at the top of the left. Racing the alarm.
A truck will arrive, and the soldiers will start to get out everywhere: on top above the arch,
On the right and left of the boxes. Fight until Ivanovich turns the car.
Go!
Now we deploy the trunk along. As soon as the car slowed down,
We shoot the transformers on the left: the gate will explode, and we will go further.
Here, after transformers, you can fight off the pile of soldiers. Here and level
end.

Prague: Countryside (PRA5 card.)
Immediately shoot the car chased after us: first, in the arrow in the body,
And then the magnificent in the engine (it is ahead of the cabin). The car will explode. Same
We are straightening with all the machines that will be filled with us. Besides
Armored with knives-bulldozers ahead: these only soldiers in the body
Beam.
How to reach the checkpoint, and Ivanovich will turn to the side of the road (and even better in advance),
We shoot in a large, light tank on the right and barrels on the left: everything is there
Eaves up and we will go further. Also, climbing machine gun and helicopter. It
may explode and get out.
So with the battle and break through.

Prague: Station (PRA6 map.)
Going away from the car, we do not get weapons: everything is quiet here. We go past
The hour to the door of the sorter, near which Ivanovich is already standing. Go to B.
Sortyr, and take a case near the coherent. I chat with him, take documents.
We go out, and go to the watch. Present documents (click
Key "Use"). We go to the peer. Here you have to get a weapon,
And wet the soldiers until they started shooting in us, without even asking the name.
Ivanovich can be forgotten. Although you can go to the open car on the left,
And chat that the train should be sent before the schedule.
We send.
Go out on the peer, and go to the station's goal (they are alone there, those that will
Open). There soldiers. We climb the stairs upstairs. With battle, break through
on top. On the stairs let go down to the warehouse (here barrels with fuel, they
Well exploded). Cross the warehouse, again on the stairs on the other it
The side climb upstairs. Go straight into the only open door.
Upstairs there will be soldiers by the window without glass. Soldier kill, and through the window
Courish on the roof of the train. We go to the right on it. Ralm soldier behind bars
With a spiny and glass in the control room. Drink there on drawers.
We rise to the dispatching, press the lever: the train moved. Ben by
Street.
Now you can, through the open below, the gauze to pop up in the train, or
jump into drawers, from there to the roof of the train, then to the peer, and again in
railway carriage. And you can cling to the buffer of the last car. In any case, how
Only we find yourself in the train, the mission is over. We look extensive
Video about the moral torment of Peter Ivanovich.

Texas: main store level (Shop1 card.)
After listening to the chatter of the guard, go ahead and right. Open the door.
There is another talkative guard. Not a secret office, but a mess:
Some guards are aware of all the works of special agents. Open again
one door.
Now right. Here are two moving pedestrian walkways. We right.

Open the door ahead, go. Now you can take left, and
Corridor forward to elevator. And you can steal around the rooms, listen to
Employees, pissed to girls (still, they are not underway).
Call the elevator, sit down in it, press "use" from the panel with
buttons, and we go to the next level.

Texas: Second store level (Shop2 card.)
We leave from the elevator. Actually, we are strictly right and to the end. But it is possible
Step on the floor, dust into the offices. Suppose, go straight. Lift past
With the guard on the right. As reached the end of the corridor, we are on the door to the right. There
A more couple of guards - they will open the next door. Come in.
We look at the video.
At the end of the roller, we go out into the corridor, and go to the elevator with the guard: elevator
It takes us to the roof. We go and sit down in the helicopter.
Before the next mission, it will be proposed to choose a weapon. Choice
Now is not rich, but still I would advise you to take the US SOCOM with
silencer, M4 with a bait grenade launcher and machine gun M60. As well as
Grenades and binoculars.

Colombia: Marine Camp (Col2 card.)
Our task is here: Meet Sergeant Andersen. Go ahead to
Military group. Here is a sergeant. While there is a conversation, you can step by
Tents. But we have full armor while. But the cartridges for the machine and grenade to
The correspondent will not interfere.
Suddenly the shooting starts, from there, from where we came from. At this moment it is better
Already be for tents and look at the truck: All the same, the armor will start decaying
During shooting. We run for tents: there will explode a car,
You jump over it, and further on the hollow. Now be careful: in
The ruins of terrorists. Interrupt them (you can run there grenades from
bass). There, behind the block, a pair of aidhechkops, and then, behind the stone column
Cartridges and armor. We go further on the hollow to complete the level.

Colombia: Temple Ruins (CAR3 card.)
We go ahead on the hollow. There will be ruins ahead. They are terrorists. Not only
Right, but also with side, right. Carefully remove them. Or, as it turns out.
We select weapons - sniper, and moving further on the hollow in battle
Continuous contact with hiding terrorists hiding in the grass.
We do to the boxes. If they quickly slip into them, and then along the rock,
Above the cliff to move forward, all the terrorists will stand a pile - grenade
From the bait there. Then you can go to Dota and Pare from the rear
terrorists with him. In Dota armor, grenades to the bait, aid kits. From the rear
They get the enemies even. Ralm them from Dota. From the machine gun you can kill
Boxes: under them one first aid kit.
Move the root further. Return to houses. Clean the space
Around them (barrels are explosive). In the house three terrorists, but there
Cartridges, first aid kits.
At the hollow, we reach the ruins of the temple. From the fire is better to immediately take to the left:
There are three-four terrorists. Put them on, and at the turn take armor,
Pomegranates to the bait # and immediately back: in the rear we appeared the enemy.
Kill. And now up the stairs: there is another enemy muzzle.
Go down, and immediately we can run a grenade from the bait in
Sweet couple hidden in the grass. Well, and then the same macar
Moving on the hollow to the end of the level: we kill everyone who hides in the grass.

Colombia: advanced camp (Col4 card.)
Ahead of the right ruins: there are several terrorists. You can get to K.
Him, listen to the conversation. And then ahead, as God put on the soul. But not
Think that by killing in a quiet one, others do not ascend. Fight! Yes
as! So it is better to immediately shoot enemies through optics. Or to take on them with
machine. In short, ahead! There is nothing to get out!
We move forward, not forgetting to look under your feet: it will stretch. How to appear
Next to the indicator of the nippers icon, press the "Use" key.
We remove it. We do before the cave. Around full terrorists, and on the entrance to it
one. A helicopter arrives: scrolling it automatically. Go ahead.
Behind the cave will be another stretch.
When we go to the first tower on the left, we blow it through the optics: the barrel below.
Latinoma will be racing them through optics. So go on, shooting
Parsivets, collecting weapons, first aid kits, armor.
Let's go to the goal that brave the way. Blast the barrel next to
Wooden house: inside some mechanism, but a red light burns there.
We go to the stone house nearby: the helicopter will immediately arrive. In the house rising
on the stairs to the top, and click the "Fire" key on the block in the corner: helicopter
Split into the nurses. Now we go to the mechanism in a wooden house - there already
Green light burns. Activate the lever, and go to the open gate.

Colombia: Bridge (CAR6 card.)
We go along the cliff on the left, and not to the waterfall. Better crop and delivering a sniper.
Ahead two patrol: they will take them off first. Two more in the distance
Campfire. And the fifth in this territory on the hill on the left. All possible without problems
Remove through optics. Picking up the weapon and other little things, go on, for
bonfire.
Let's go to the bridge where special forces are shooting with gangsters. Even on the way
You can remove an arrow from the tower through the optics. Finish, again through optics,
Who did not finish the special forces. They thank you, and we have a few seconds,
To run over the bridge until there was an aviation.
On the other side inspect the tower, and we go to the side of the truck: there already
Terrorists. Another on the tower. Remove, kill. And so on, moving
Hollow, until we leave for the clearing. In the meadow, full of bandyukov. Better to remove
They are through optics, and first - arrow on the tower. Having understood with everyone, on this
Polyana, and shaking the tower, go on the hollow for the tower to finish
level.

Colombia: rebel camp (CAR7 card.)
The special forces rush to the assault camp of terrorists. Our little thing is
be with them. But all the buildings in this camp are ashamed to us. And they are full
terrorists.
You can enter the first small house on the right: here two gangsters, cartridges
and grenades to the bait.
Now we fly to the house on the piles, on the left. Here are immediately terrorists, in each
Corner and room. Plus a dog. It is better to go up up first to not
Get a punch in the back. In a large room, a table with papers. Near him it is necessary
Press the "Use" key: Malins will begin to argue about terrorists.
We leave, we are growing with the next portion of terrorists, and go to the house on
Piles nearby. Here, too, full of terrorists. And on the table in the branch
The corridor on the right is a tablet. Here Malins also strives about
As he is lucky and what I need to look for Manuel Vergar - a weapon merchant. Stalish
The building, we go out, and rolle more than several bandits.
Now we go to the greenish building opposite the tower and weekend. Here

Immediately opposite the pair of terrorists: a grenade from the bait between them!
Upstairs another freak. There's a horn to the machine gun.
We leave and go to free the prisoner: when approaching Trotilov
Shackles will appear the "Tongs" icon. Opening the grille, we go to the goal, and in their
The left part set explosives. We run away. Explosion. The path is clear.
We go out for the gate to complete the level.

Colombia: landing near the river (COL8 card.)
Ahead of the boat, and on the left of the rock, bushes. We go to the same way for these bushes, and kill
There may be a commander of the special forces of the special forces. Do not go
to the right, nor left by the river, and cross it across the passage in the rocks on
The other side.
There is a suspended bridge, and three-four terrorists upstairs. Remove the gangsters and
We go on the river between the rocks, trying to do not really rush forward (commander
special forces, in this case, will be constantly yelling: "Malins, you want
Froy operation? ")
So we go on the river, shooting between the work of terrorists who
They come across on the way until we see a gender climb on the left. Us
there. Let's go to the ruins in which there are plenty of gangsters. We clean them. By
diagonally from the entry point in the ruins, on the left, there is an opening through which you can
move on. We go. Here, too, full of terrorists.
We make your way to the hollow in combat constant contact with the enemy. Let's go out
Sorted helicopters. We need the first one. Run to the helicopter and
We become behind the machine gun in it: we are waiting for the guys to sit in helicopters.
Then the terrorists will be shown from the thickets: open fire from
machine gun. Here and the end level.

Colombia: Helicopter Evacuation (CAR9 card.)
There is nothing complicated here: we fly, and shoot everything around what will start
spin helicopter: air defense settings, warehouses, bridge # better shoot
Barrels: They explode and apply maximum damage. And then
Shoot people. Everything is simple and efficient.
Well, at the end, shoot a boat with terrorists on the river.

Colombia: Pullet (COL10 card.)
Speaking with a soldier, go a ride forward. Let's go to the truck.
Climb the stairs, come inside the truck. Meet with Taylor.
Take a special suit, and go after Taylor. Listen to her, other people.
So come to the end of the level. Shoot here is not necessary.

Vergar estate: surroundings (map Finca1.)
Taylor said: Through the front door not to pass. It is necessary to get through
Garage or roof. So do not learn forward, like a bull, like some
Idiots.
You can make a quiet, but you can break through with the battle. Anyway,
You need to left, in the dark, for sheds.
If quietly, then you need to fear the camcorders, - to slip past them when
They turn away. And if with the fight, then first it is better to shoot everyone
Those guards who are walking in front of you. Then break into the dark
Sheds. There will also raise guards and dogs.
With any development of events, you need to go to the pool. You can still go to
Shed, which is located on the left of the passage to the pool: there are guards, cartridges,
Grenades, aid kits. But then still return to the pool. By the way, be obsteen
Snipers: one where you need to climb, and the second on the tower on.
Over the pool, on the left, there is a planked wall. It is climbed onto the balcony.
Round down the guards. We remove. From the balcony you need to jump over to narrow
Tiled cornice, and to go to the attic auditory window.
Opening it, and we climb inside. Do not jump inside the garage through
Open hatch !!! We go to another rumor window, which brings to the roof, and
Open it. Here and the end level.

Vergar estate: main building (map Finca2.)
You are on a dark attic. You can, crossed, climb on it, and you can and hang:
shoot boxes in which there are a pair of aidhechki and armor, take on the shelves
Cartridges and night vision devices (if you do not have it). Then get to B.
The opposite end of the attic, and jump into the hatch.
If you are sent, the protection below is already on the main ones. You can go to the right
the door, in the first room first aid kit, and in the second guard and armor in the corner for
Cabinet .. through the left door will go into the gym. Behind him - a corridor with
guards. Even if one is removed, the knife is a knife, one feature will rise
anxiety. So do not wisely, but we go to throw everyone on the left and right. On this
floor a lot of open rooms, so in terms of passing them in terms of them: there are many
Useful things
Now, for any of two stairs, go down to the first floor. See back
A bunch of guards, go around the rooms, and find the Cabinet Vergars (Malins
Here will noted that it is the office, and it would be necessary to look at it). In the corner - safe.
Open it, take everything that lies in it.
Through the second door, go out to the next room, carry guards, on
Rack take grenades and cartridges. Through a single door opposite the fireplace
Go to a small room and descend to the next level.

Vergar estate: Wine cellar (map Finca3.)
We go ahead, towards the battle. Put a couple of thugs. Past doors
Right go to the bowelban. Behind the counter door. Behind the door guard. Kill him
And in the room we take a lot of useful things, but in front of it look around:
Another couple of styrenes came running.
Now we return to the door of the stairs, by which we passed. We go B.
Her. In the corridors we kill a lot of bad guys. Let's go to the warehouse where at the end
There is a stepladder. On the lap rise to ventilation. Cauldron
We skip the first, rectangular, grid (it leads to the bowl). Us by
Ventilation on. Yeah, here it is square, grille. Shoot in the guard
Under it, and then shoot in the room from the bait: there is a lot of bad
Guys.
Jump out from ventilation. We go on corridors, punishing everyone who is bad to
We belong to us. All, in short. Let's go to the shooter. Here we open fat
Armored doors in weapons: there is a lot of cartridges and armor. Naturally,
Round our enemies. Do not bother with grenades from the bait. Near Tira
Double doors: we are in them.
We do to the wine cellars. First we clean the first, then the second. In the end
The second cellar is closed gate, and near them the table with a chair. Become
Near the chair, and press the "Use" key: The chair will lean, and the gate
Open.
We go further to kill everyone recalculable, and on the spiral staircase go down to
Next level.

Vergary estate: bunker (map Finca4.)
We are already waiting. As soon as we seem within the door, because of it will run
Shoot on us bad people. Offending, and open the response (and better
Preventive) fire.
Clearing the room with drawers, go down the stairs down. But before that not
It would hurt to throw the bottom of the ladder with grenades: there are a lot of militants. how
Go down, immediately left: among the boxes are full of thugs. Shooting them
Get to the end, and go down to the right. We pass through the narrow corridor, and
through the door (we will interfere with it pass) we will fall into the next narrow
corridor.
Here we immediately go to the right: there will be a big explosion, and we are formed
Ael, and on the other hand, the passage will block the fallen racks. We go B.
The door is next to the bump, - it is left. Ralm in the rooms a lot of militants, and
through several rooms we will get into a narrow corridor again, but now free
from racks.
Before us immediately, the passage without a door: we are in it. There in the room full
Racks with bags of someone Sanchez. It must be killed. Where it costs water and
switch box. It is necessary to fly back twice, and get into this shield:
Sanchez will die in cruel convulsions.
We leave again into a narrow corridor and go on it further. We see the door S.
Red code. We open it. Everything. We look at the final video with
Vergara.

Starfish: Main deck (map Liner1.)
Looking at the introductory video, press the "Forward" key (and not
Make), and move to the ship. Once upon him, and listening to the conversation
terrorists, learn that the watch is sleeping in her cabin, and he has an access card
on the captain's bridge. If you do not break for a long time, but do not rush, then getting out
For drawers, see: there is no one here. One hour walks along the decks. W.
The left and right side of the door leading inside the vessel. Go to the left:
The clock may be there. Through this door we will get into the dining room.
By interrupting the heels of terrorists, in the near the table to us on the left, from the very
edges, we can take a red access card to the captain's bridge: now
It is possible and not to look for a watched on the lower, residential, decks.
You can not hide and noise, how much will fit: the slightest rustle and we
We will raise the alarm. The disposition is this: you need to go inside the vessel and find the red
card (what we did); if there is a desire, go down and chop out
cabins. The outer staircase leads to the bridge, but it is closed, and so far we do not
Needed. Inside the ship is full of terrorists, shooting from them, search
Cabins, and we find the only one in which the watch is wrapped. Killing him
the table take the red card (one more), and we see that this tramp cut on
Computers in Doom. His boyfriend!
Now we choose on the second deck (or immediately after gaining the first
Cards): From it we can get on the nose of the ship, where full of containers. There, for
containers, there is a crane, and next to him a small bridge on which it is necessary
Lower the lever. This lever will make the crane raise the container over the huge
Luke. Among the containers are hiding terrorists. Break through to the lever
Raise the container.
Now it is necessary to go back and climb the management of the control at the very top
(We got the access card). From logging down management leads a staircase, she
Behind the closed door, in the radio. There are also a lot of terrorists. How Popel
In the radio, immediately right: there is another lever. Lowering this lever,
We raise huge flaps over a small laser leading the inside of the ship.

Again, break back to the containers, and jump in the hatch. End of a level.
Sea Star: Inside (Liner2 Map.)
We make a couple of steps forward, and look at the left: there is a passage. Go there, come out
Because of the boxes, pass through the door, the corridor, again the door and uroam
Our terrorist and on the opposite side. Then I hide for
Containers and jump again: shoot another couple who jumped
Due to containers. Now we need to jump between containers, and in the very
Name to find the electrical steam, activate it so that it raise the drawers up.
Shooting from new terrorists, we do it, and jump on
Containers upstairs, and then on the bridge, where the very first terrorist was.
Go to the door.
Shoot a few more vagrants in the cutting of the machine department, take
Cartridges for shotgun. For cutting room with racks. Shooting in Ne.
Boxes: There are "lemon" and grenades to the bait.
Now it is necessary to break through the two compartments of the machine compartment in which
Full of terrorists. If you come across red gas cylinders on your eyes, -
Shoot them. For machine compartments, a narrow corridor. In it left hatch
Down and on the right racks. There in boxes armor, cartridges, grenades.
Go down. On the left fire, and in the distance in front of the right - a pair of terrorists.
Granat them from the bait! Go to where they were and turn
Valve: Fire will go out, and we will be able to crawl under the pipe.
Behind the twist, shoot another warrior in the distance, jump over
Pipe, and rush ahead: there will still be engaged in the guys, - put them and them. Through the door
Let's go to the boxes with the virus. First there will be no passage between them, but then
The electric car will move to the side, and we will fall into hot hugs of another
Teams of armed guys. Shooting and their, let's go to the hatch leading to
Bald deck. Dive there.
How to go down, on the left of the arrows, and then the couple runs out of the corridor on the right
Guys. Having understood with them, go to the door to the right. Ship should be blown away
And behind this door is the first point of installation of explosives (see
One on the wall of the hatch?). Go down and on the crossbake
Install explosives.
Climb upstairs, go out of the door, and go to the right, at the door in the bulkhead
left. Valim all who will meet, and in this compartment immediately right: there is the second
Explosive installation point.
Got up, crossed this room, went to the door, and by the corridor
left. There in the door, right, again at the door: in the room arrow. Scoring them
Crossing the compartment with the equipment, we leave: on the right of the third point.
They got out, and right along the corridor, then left: on the left I will see the fourth point.
Installed, got out, and immediately at the door next. Passed through the corridor, still
One door, then left and on the left door. For drawers on the right - the fifth point.
As the fifth charge installed, a video will go. We look.

New York: Arsenal (Arm1 card.)
We go to the nearest door to the right. Activate the intercom. Sam won't want us
. Click again. Bazaar will go, then click the lock. Activate
Intercom again, the door will open. Come in, talk, follow
Sam and Taylor until the video starts.
Then we choose the weapon for the next mission.

Hong Kong: Chinese Johnka (Map HK1.)
Malins was going to talk to his agent, but he was already taken for the gills.
Therefore, we leave because of the boxes, and the Chinese Ralm (and then he will open
the fire). From one of the doors, on the right or left (sometimes in different ways) will pop up
Another Kitaeza. If you wait, it will take another one. Out out through
any of the doors and destroy a grenade from the bait of all Chinese for
Double door on the side. We select automata, and throw a couple
Pomegranate on the upper deck: there are also the Chinese. With battle climbing up. On the
The table take the cartridges, grenades and go out on the door.

Hong Kong: Lower docks (HK2 card.)
As soon as they took the first step forward, the shooting will begin on the right. And u
Mallis over his head behind another arrows. Well, and went to dance the village!
On drawers and similar to the right run on the pier, shoot all on this
territory. If you stand in front of the gate, then in the far right corner of this
Half docks will be a hatch down. There is a little ammunition. And choosing from it,
Again we will fall under the fire.
Passing the gate on the next half, we will kill right and
left. There are cartridges, armor, aid kits for containers. Actually, we are in
Far right end of this territory: there is a lane. But you can run here
There and here: armed chickenes will constantly boost.
Lane will go to the building. We smash the window shots, jump there,
We go on the building, fighting. Let's go to the double door, here and the level
end.

Hong Kong: Top docks (HK3 card.)
We are still in the building. Moving along the corridor, we do to the boarding window in
Room. We smack it with shots, jump out. Here are all very
Just: ahead and in the center of this territory closed gates, and on the most
Territories, among containers, full of armed Chinese. Same
There are first aid kits, armor. Fake a grenade thrown by the Chinese!
You can go to the goal, only shifting among containers. We go
Fight, we go to the goal. To the right of the gate, for the checkpoint, it is an electric car.
There are also hiding gangsters. Pose to the electrocare, activate it, and
We risen drawers jump onto the wall.

Hong Kong: Streets (HK4 card.)
Right on the boxes of the armor, and go to the intersection of the streets on the other side
(A little further, at the door, there are cartridges for a shotgun). From the intersection begins
Slaughter: Chinese Triadovtsy and left, and on the right. On the balconies snipers. Yes
The Chinese are made by grenades. Having shot them, go down the street. Return before
District.
The right road is bypass, but will lead to the same place. Left Street is that
We need. For the first house, in front of the sign "HERE & NOW", there is a lane:
We are in it. In a dead end, we smack the boarding window into the house, and jump into it.
Now we need to climb the stairs on the third floor. Along the way you can and need
shoot the Chinese, and to shake out floors. When entering the balconies, on others
Snipers are sitting at home. On the third floor we go to the balcony, and jump on
Blue sign "HERE & NOW". Run through it, and jump onto the balcony
Houses on the other side of the street.
Now in this house, too, you need to climb the third floor balcony, and
Jump on the protruding out of the road sign. Jump over the balcony
across the street, and immediately look around: on the second floor of the house from which we
jumped - sniper. We destroy. Run on the balcony, and at the end of the stairs
Go down on the road.
On the same side, we go ahead: here to the right of the alley, which we
Needed. Shooting the next and not small portion of the Chinese, go to this
Lane, jump on drawers, baskets, and then on the wall. Jump down.

Hong Kong: Market (HK5 card.)
We go ahead along the narrow alley, and shoot all the oncoming chickeys.
Let's go to the Market Square. There are still many Chinese with weapons. All
We send to heaven.
Now we go to another, the only one here, the alley. He is right from
which we came out. For drawers next to this alley, cartridges, armor.
We pass through this alley. Let's go on a wide street. Go to
Rightily. On the left side of the house, and in the balconies of the sniper. Here
Ahead of the open gate of the warehouse. We are here. But you can go further, still
Slightly shoot.
Fight in warehouse territory. Or immediately go to the door of the warehouse. Or
We go to the right for the warehouse, and go a long path between the warehouse and the fence:
There at the very end of the armor.
In general, we fall inside the warehouse. Grenadas throw all the Chinese at the bottom.
Where the electric car, the closed lattice. Climb the stairs to the second
Floor, destroy more Chinese heels, collect cartridges, armor, first aid kits
stock and farcourse (there you can take a grenade launcher if you throw
One of the shotguns). And activate the panel that near the window to the warehouse: she immediately
Near the stairs. The grille opens.
Go down, go to the open lattice, destroy a couple of Chinese.
We call the elevator, go inside, and activate the panel in it.

Hong Kong: Warehouse (HK6 card.)
We leave from the desired elevator. Kill the Chinese in the passage on the right. On the
Racks take ammunition.
On the development of us, actually, right: there is a blind door. But you can go
left, and at the very end, on racks, take armor, cartridges, aid kits. Same
You can check one of the doors one of the doors between these branches:
There are also a lot of useful things.
Open the door-blinds. In the warehouse is full of Chinese. By interrupting them, it is necessary
climb the metal bears, and go through the door that over the one through
which we entered. There is another spacious warehouse in which the Chinese are fully.
You can run, where the eyes look, but we need to be a second tier on these bridges.
Get to the dispatch room in which the computer is standing. Wake up
His and get behind the head. End of a level.

Hong Kong: Prison (Map HK7.)
Calmly stand on the spot. And during a conversation with Deviant1 and two gangsters,
And after when everyone disperse.
The guy in the chamber opposite will slap the guard, will pick up ultrasound, will release us, and
Then she slaps another guard. We select this ultrasound. We run to the table
Guards, and hack the door to the weapon on the left. Here you will be resorted
Guards, but we will break the cartridges and AK-74. Go to the door, from where
Guards came running.
In general, Valim all you can and can not. We inspect the rooms,
We wake the doors and cabinets, pick up the first aid kits and armor. Everything is as usual.
Sooner or later, you will choose from here, it is not so difficult. All doors at hand.
The main thing: kill, kill and kill.

New York: Arsenal (Arm2 card.)
Here we are again in New York, Sam. But what is it? Only we make a couple
Steps, as the right office of Sam takes off the air.
We run to the platoon. On the left side, along the wall, cue in the fire, and
Press to the toilet. By inclined door further. Jump in the elevator shaft, and
Immediately jump in the opening on the side: the elevator is torn down. On the beam,
Singing, rising to the second floor. Past jet steam go to the room in
Which Lies Sam (in the course I will pick up a gun without cartridges). Malins will start
Conversation with wounded Sam. Then the damper will be exploded in ventilation.
Immediately climb into it. Then on the stairs, through the hatch on the other side,
Walls, go down.
We go towards the steam jet: for her I will see the valve on the wall. Turning
His: couple will turn off. Return to Sam, go to the room, wherever
The path blocking the steam jet. Left challenge. Jump on metal
Bake-lever: The abolment will fall apart.
We return immediately to Sam, come to him from the legs, and click
The "Use" Mullin's key takes Sam on the shoulder. I carry Sam K.
Cleaned passage. On the street, carefully: the wall collapses ahead, then
It feels more accurate so that you can go. I carry Sam the sole
Dear to the central road, and then to fire, police, ambulance and FBI.
You can become at the catal. When everyone is imperative about the fire, the level
End will come

New York: Lower Hospital Level (HOS1 Map.)
Sam must be protected. Weapons do not yet have. We go ahead the only one
Dear, come to the closed door. At the rack sits a nurse. Come to k
She press "Use". She sweats a little, and then open the door.
We go ahead to the elevator. Sitty, we go upstairs.

New York: Chamber Sam (Map Hos2.)
As they came out, we see not impact: a guard killed. We pick it up a gun, and run
Forward along the corridor. Sam's Chamber at the very end, left. It's open. Will go
Video. After him, you need to quickly sew a hired killer.
We select it automat, and go back on the corridor to the fork: right because
The glasses will shoot, and to the left of the corridor will resort. Ralm. Then doors
Ahead will open, and behind them glass: from there they will also fill. Collect
Cartridges for our machine. We jump for the glass ahead, Ralm still
terrorists. Then we jump back, and we run to the chamber Sam: it opened there
The door in a dead end, and from there a group of wicked people ran out. We paint with them.
Opposite the chamber Sam closed door. We open it. There is armor, aid kits.
Near another door: behind it the cartridges on the floor.
Go ahead again, jump through the glass right at the rate, and go on.
We do to the room with a stepladder. Shoot all terrorists there,
Step rising to the balcony, and from there, on the lamps, we are crossing
On the other side. We call an elevator.

Hospital: Patient maintenance (HOS3 card.)
We leave from the elevator, and go to wet everyone right and left.
Directory here is one: the elevators do not work, they can not even approach them.
The main thing is from the floor to the flood, climbing the stairs to the roof.
The militants here are all armed as well as we, - M4. So the cartridges and grenades
From the property, do not spare: one grenade can be covered at once five or six
human. Only bloody woes on the walls will hang. And almost everyone
Terrorists in body armor, so the armor will also be in bulk. Forward and S.
Song. We wash them in the sorts and in the cabinets.
When you get to the rolled, you will need to jump out the window and move to the window
on the other side. And there will be no other obstacles. We go and destroy everything
What moves. Grenades from the bait, but with the mind: to yourself under the feet
Shoot!
So come down the stairs to the door to the roof.

Hospital: Hospital Roof (HOS4 Map.)
Here a barrage armored helicopter, which arrived at terrorists.
Immediately shoot in high yellow tanks (two of them) ahead on the right: they
Tilt the grille overlapping access to terrorists. First thing
It is necessary to shoot all the roof terrorists. In buildings at the aid kit and
armor.
The helicopter will explode something like a power station, and the pipelines of the pipes (and may not
Have time to blow and overturn). Wake up for these pipes where they are there
We lead: there is a machine gun M60 and the cartridges for it, pick it up all this.
As shared with terrorists, taken for the helicopter. It is necessary to shoot
Only by engines on wings !!! Do not waste cartridges on the housing. And better
Shoot them (in engines) when the helicopter to you sideways. Shoot economically
short queues. 150-200 cartridges from the machine gun must be enough with his head.
But even if you do not take a machine gun, and shoot short accurate queues from
The machine gun, there are two and a half - three horns. As soon as it is set
Helicopter both engine, level will be completed.
And remember: to get into you the helicopter is also not easy. So do not really hide
But do not stick in one place. Good luck in the first battle with serious
Oppon!

Texas: The main level of the store (Shop3 card.)
Here you were already, so familiar by go to the elevator to get on
second floor.

Texas: Second store level (Shop4 card.)
This road is also known to you and is familiar. Go to the secret conference room.
The guards will not be allowed, but they will be sent to the shooting range.
Get out, and go straight, and then a little left: there is a double door in Sector 7-g.
Open it, come. Go right or left corridor to the door on that
side, standing in the center. You will go to double door with a sign "Firing
Range. "This is a shooting range. Retrieve new weapons in it. As soon as you consider that
quite handle it, you can go back to the conference room to
View a video conversation.

Kamchatka: perimeter (kam1 card.)
Do not mix: do not try to control the parachute in flight. Does not matter
Light where the developers have conceived.
We go ahead, to the structure, which can be seen through the frosty money. There is a para
sentries. Others are not visible, but they are. You can take a little right and sit down,
To better browse the inside of the structure and do not make noise. Can
Shoot from the machine: anxiety will rise only if someone from
The soldier will run away, and rises upstairs to the road. Well, let him rise: a sense
From this any. To you on the top of the nearest hill: there is an opening that
road. But you can run, search still soldiers in maskhalats.
On the way, we will go to the closed goal and the way in the wall. We are in this opening. There
More than a lot of soldiers. Action options mass, so I will not
advise, - deal. The main thing here is: blow up a barrel near the last
Towers so that she fell on the ice and struck him. Then we are through the hatch in the tower
We dwell, and we can sail further for the monolithic wall.
As you smell, we will fall under the shelling. We destroy everyone in this area,
jerk on the hill that at the very end, behind the big and sole
Buildings, and already from the hill jump onto the balcony of a house. There are activated
Panel with lever and open the gate ahead. There are a lot of useful house in the house
of things. We go to the opened gate, destroying soldiers and dogs along the way.
Open another gate.

Kamchatka: Main Road (map Kam2.)
So go ahead along the road, following all its twists and raising level.
Naturally, on the road, shooting all the soldiers, dogs. And collecting alone
First aid kits, cartridges, armor, ammunition.
Let's go to the fork: on the right closed gate, on the left entrance to the tunnel, and ahead
Metal design, - platform plus tower. Raise there.
You can search the tower, and then go along the platform toward the tunnel: there
lever arm. Activating it: the entrance to the sewage will open below us.
Jump down, Zalazim there. We go on sewage.
Let's go into ruins. Here are four - five soldiers. Shoot or
We blow up. We go further, and again Zalazim in the sewer. So come up to
end of level.

Kamchatka: station (map kam3.)
Go ahead. There will be a clock, you can see it through the optics and remove it. IN
General, forward and forth. Let's go to the bridge. It will be necessary to kill a bunch of people
around the bridge, and then on the stairs on the middle farm (it is on the reverse side
That where we came from) climb the bridge. We go to the left: it opens
a door. We destroy everyone here.
On the stairs are chosen upstairs, and let the grenade from the Bolt
In those villains who shoot us from the road. On the road we right. But
Before you, you can go left (here, by the way, on the boxes of armor), and
Carefully quit a grenade in three or four villains in a deadlock near the closed gate.
Here are full of useful ammunition, some armor.
Now we go to the right side. From the car it will be necessary to remove
Machine gunner at the top: he sat down, and shoot therefore it is necessary at the bottom machine gun,
The edge of the side itself. In the closed gate, we have a narrow eternity over the cliff
To the right: there is a break in the fence. We kill, kill and kill. We go on the road
forward, and through a break in another one, but now brick, fence will fall on
Station.
Here, too, you will have to kill a lot, you can explore the buildings: there too
Soldiers But actually, we are further in paths, for commodity wagons. It stands there
Yellow diesel electric locomotive. Jump out in it, and activate the big lever:
Diesel pushes the wagons. Jump out and run to the goal. Through the open door
I jump into the commodity that it stands at the most gate. On the boxes and the hatch in the roof
We are chosen on the roof of the commercial car. Jump over the cornice over
Gateway, and fill in ventilation. Cauldron through it.

Kamchatka: railway bridge (KAM4 card.)
Empty at ventilation. You can carefully, then do not raise anxiety, and
We can carefully remove the watch at the outlet of the room. Well, if noise, then
We are already waiting for a hot meeting.
Jump out in the room, take the cartridges, armor, aid kits. Through the only one
The passage will go to the peer. You can run, but you can immediately turn left, and
go steadily along the compositions, destroying the militants along the path, collecting cartridges,
armor.
Through the door we will go to the bridge. Cross it, destroy dogs, guards.
You can run around the territory, but our main directory - immediately behind the bridge
left, and there to a metal platform and a tower on it.
Climb on the tower. Through the window jump on the sloping roof,
Adjacent to the tower. On the roof we wake the hatch, and dive into ventilation.
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{!LANG-161fa567657ca3cfe385d6a64fe906d6!}
{!LANG-813cf9d645eb37664fd03f119146eb79!}
{!LANG-acb7cbf30a702c7c566a5344a25f5d1e!}
{!LANG-2a55a5ce14e7c58e0a8294fb06907da8!}
{!LANG-df45b83c7aa82bea6657b1694d9d8c9d!}
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{!LANG-c57a63fafea7c6727d96fe22ec718a92!}
{!LANG-4417fff5a43161d25d0af861e4a9dd2e!}
{!LANG-0478ac33eb68b5c3fdeb4e6b88651211!}

{!LANG-9305c98b7591bfb70ac0100e30eb8c45!}

{!LANG-7e31ef892ef21c60d608392ea67af855!}

{!LANG-f125b00c5b8a26edc84a149216cab16e!}
{!LANG-6ee2de655ea5a8eaae3669bc6feaf11a!}
{!LANG-4c19c58249666645b26906f2e703810a!}
{!LANG-e946d197dec74850fc90f9cb70d090c8!}
{!LANG-12d64f8a4a0122d3af8b4e2342f66d57!}
{!LANG-4f0da741fa4fccd3dd3434774f20939f!}

{!LANG-ded42571907f6716bd9bfe929efa1857!}
{!LANG-ec63632e85721ccd1af2efaaa3883487!}
{!LANG-0eabd45328fce9d1a432987a13679be3!}
{!LANG-063aad7dba43c34861accc1f696ae02b!}
{!LANG-040bbce05b3d631118508808f086048c!}
{!LANG-ba563edd50c3bb6e06323617b5be6c20!}
{!LANG-46ff7665049460f8e424deca9326d476!}

{!LANG-a85f2a4c9487eba84055e37789d33ef4!}
{!LANG-cf9dea7cd1c9f76a15151c25ab798baa!}
{!LANG-91fe348252ca3f4247f5ecedabe4fd75!}
{!LANG-325c6febc14241b322d790b477dd0479!}

{!LANG-42f5e4a92df2dbaef31aaf0807737132!}
{!LANG-71dcd430ab32d914f90aec582ed83aab!}
{!LANG-f43751a6eee6c02cb7649063d962e623!}
{!LANG-ff6ba56649f82e7c73e173d814d9d541!}

{!LANG-2c2de494a862f2cbc036baae64e77b0b!}
{!LANG-e505c7c14dd4a41c1e1cc9d4140e68ef!}
{!LANG-07d6243c8025ca2b44892ce2a13d5899!}
{!LANG-6106a8cef3ab7aa0f9f61b509c566a36!}

{!LANG-ec097c11116b23dc8c03dd6d77944157!}
{!LANG-43478bb9aea06bc9c8c080b4c3489667!}
{!LANG-ff7bc54bcb399aa18f1ed0a3972aa417!}
{!LANG-c5710010955bd8b0d46a46fb0b952e1a!}

{!LANG-bd938c3411737de24c13b3e8629561f7!}

{!LANG-9dd271b41ff2f19cc624e92c3399760d!}
{!LANG-03254ba1bf6f02766e5a32afc2847369!}
{!LANG-bf233320d3e4c1d119c05d45ecbb3fba!}
{!LANG-d18ec3ab9e4c6c291eec81b90738b847!}

{!LANG-a19b7f1c185b2bac9e18a8106f297fea!}
{!LANG-23753dbdeeaaa3d1875888c7376829dd!}

{!LANG-dbb1e637637626d534eec47370d62b88!}
{!LANG-beedea6edb2cfc677d35862cecc52950!}
{!LANG-e4af2d576da87d86c4c0451823225636!}
{!LANG-9247618315180da02f540f9c0539f72c!}

{!LANG-dea2665f393d21d27b120d1b0958075c!}

{!LANG-322dee725ec4243fa8a78018b29e372b!}
{!LANG-aab5e417eac687e958e484c6e23ae70c!}
{!LANG-8b71ef8aed88053ac8bca61bb56040ae!}
{!LANG-df3277349efff95628a55f49a9b4316f!}

{!LANG-b7170d031265283852adb65e94937138!}

{!LANG-4cde286ec37607a35a5ffbe89be7dfa8!}
{!LANG-fc8576a14ab5c279d44ab1e8650584e3!}
{!LANG-a5ff02bae34bcb0433b4bc998284add5!}
{!LANG-2c1d5699b22cd8d637da2e40f9286335!}
{!LANG-a359614e8c6baa83f5da90080f21ea90!}
{!LANG-9d4ab61c0787717fb6ac850807be2cd8!}

{!LANG-f805b39497ded7297bc10c9bfcac4335!}
{!LANG-cc52864d3a8ae951d9bc7a825ce52ad9!}
{!LANG-cfe642df778e27c6b5dd4464ef6c2118!}
{!LANG-359300d983568206bbb005da71e46c1e!}
{!LANG-e9395c0f918fa7e41e06f5b225b7f90d!}
{!LANG-7c0ee358b37af42c78499d35bdf3af35!}
{!LANG-18ae0fe9550344e8b955dc5cd69c3bb6!}
{!LANG-aa76361a7702699d1e3f82c40d88d088!}
{!LANG-2a7a88b64841ba15ad244bb474f2b1a4!}

{!LANG-2425c8866fb7550a629c5ebe4596e864!}
{!LANG-158cd281616cd2d5a7020dae09ae276c!}
{!LANG-ca9a1a0fe1891b0b9a9559b67b53413c!}
{!LANG-ba1cb1e915117e7211a9533a74dc7090!}
{!LANG-be987925f9392050cc8879cfbb50d9f6!}
{!LANG-3543114f5e3f706356207a0a285f4fee!}
{!LANG-00f1bf578c59f5cd9befd7df454af2d8!}
{!LANG-05b2155a834aea79b6a4b5b4e8841072!}

{!LANG-5065a57ffcc92cd36b9190bfb6591450!}
{!LANG-4669f1cce3be04195ff27b4cb3d5b58e!}

{!LANG-765626dbe8cedf95ffad1e32c8878017!}

{!LANG-a4467d55e163d336023fc5bc1c39286e!}
{!LANG-cb8496d0561340326bf27ce47f10db7e!}
{!LANG-f9c988d38bdbf8740518cb14cdcbad8c!}
{!LANG-4ee48ac4e04cddd1a439641e5f05c827!}

{!LANG-8b86528c3d4efc69b9dadea4e4ffba47!}
{!LANG-be106e3458b622a58f0e6680765415a8!}
{!LANG-cc17be6717133bfd2db2994f226be854!}
{!LANG-eb4144ad69f71f82da3c2a9682a4211d!}
{!LANG-6df8f8333d0c8e1eeab895ac28ae5715!}

{!LANG-6d18835d204843fccb9b240f581fd337!}
{!LANG-7e11bc809ed6f31066c9631a8aadfe86!}
{!LANG-3cb696aecb8ef9b2b3d6b4f3d3e13ab4!}
{!LANG-b458f90e838baa1067547c4c08366b4b!}

{!LANG-1b815c8be0b78cb60db2d861582e2731!}
{!LANG-fd14a3fe1355ed9ee1ba1b60e94cfbf6!}
{!LANG-898c47ae846ccb5eec56d4983e601fc7!}
{!LANG-caa9762025e99beb0c1d66de5552e022!}
{!LANG-9172ea4499dca091ed7aa54523f1a8d0!}
{!LANG-cb495b51417e63c3857310b4719017df!}
{!LANG-609ce0d5ee6431851cd91f1fb2927db9!}
{!LANG-7cde3992f5e0f2baad0bbd03e55902fc!}
{!LANG-5b291355686ae282d83401461d1d69ff!}
{!LANG-842d9c32d176e433259b43678cfde792!}

{!LANG-f9fbdebee0cd614af9eaf00cf301e6c7!}

{!LANG-94e507b1dff110d097a12aaa1d7acfc7!}
{!LANG-4e41c03ed6135a74e43d8189c1daea2b!}
{!LANG-cdb95a83d2a6fff0314acd06a0e977cf!}
{!LANG-f720ea6e439e5c2d7f230a0e48502afd!}
{!LANG-bcd3870e5805c85bbbac8aecdcffb3bd!}
{!LANG-32ce38da576aaec36a6c0d1ceebe8e43!}
{!LANG-52979798abf320ae54b4d222b6a48cac!}
{!LANG-24a3f08cb36eab5ed0abff048c7fe787!}
{!LANG-c0c73a85e840a63823f90bea6dbfb46f!}
{!LANG-75dc71a9947a84e7ae1f007ee799cd7e!}
{!LANG-49df8045cc9a609286ecdc43f08a3d8d!}
{!LANG-7f8e7899d447c8ef5f8c6e25b5460150!}
{!LANG-f4457f4fabd9aafdcf5b43ffe8fc4bd9!}

{!LANG-b8f0b445d9a739a90f91d54338cad79d!}
{!LANG-c63fa926cdc087f065bc310a6c88b64d!}
{!LANG-83d1c96bff1fd5b224271087c30b998e!}
{!LANG-056a169b69c5554bbc26a647b6a2c510!}
{!LANG-ca1889f715a1b8dbddaa1e961d016bed!}
{!LANG-ee697a0dccf03301c6d713eb063cfdb7!}

{!LANG-50d5aa9bd17ec4488f57ba2ad8800b44!}
{!LANG-e922e6ef6c5139f09321c2cb4b9a4b17!}
{!LANG-325834cb893cf24438895241a6d35f5f!}
{!LANG-0a9d35affac7f758fb9f850c8b66b492!}
{!LANG-59d903aefc1d67fcdef651004dcec17d!}
{!LANG-bc6e3add05ee4037039acea94f4012a7!}
{!LANG-afbe271a7f43c745a68586b0d9103434!}

{!LANG-b6d3cb5ddef5501b3f6a6d368039eedd!}
{!LANG-975bf65b360ec3f0330af5309bf9a342!}
{!LANG-66b8337dabea0fc64e81b69de5854d38!}
{!LANG-05761ead4dfe301f357ac19840dad5cb!}
{!LANG-2bd0efe003ab7e1c3a7211b6a136fd84!}

{!LANG-c2a4c305fe10e3b3b3c2673445690387!}
{!LANG-f72286a11427aef53dc0bf57f11908c2!}
{!LANG-7868747e4904180010b2bd282861f2b2!}
{!LANG-09b427db542d4564c490c4a680bc940b!}
{!LANG-ec49db22ad22a262830bbc370532ac8f!}

{!LANG-6e42c2496cea9efdf7adbb23b21e0c2b!}

{!LANG-959762d02804dc47503891f4f7ceff09!}
{!LANG-5e603d3a746957d036d5e8e5e3ac33c3!}
{!LANG-14f1ddc5d727b3a329bd45309729c90a!}
{!LANG-8cc1ccdacb7146740900a82a10842151!}
{!LANG-504a490dbc45092e4de48ddf3bcfbb1e!}

{!LANG-6779fce53b734ba504d3b6b4eb53542f!}
{!LANG-96ca02dfd2c5616a1e350a9bf4bd6e11!}
{!LANG-6bc8c84129cb466a93fbac0c84841b42!}
{!LANG-d91ab77022f2e2d9947954f5ee8884ac!}
{!LANG-10291750a06d43a7421420a4ceaf1954!}
{!LANG-9b3fd2b221615f20172d57a8f22a21df!}
{!LANG-d9b0887bbda368dd237cae10f20e7982!}
{!LANG-0fad88d5e220b3e58a2fd95d11d7bcb7!}
{!LANG-c36d01cb39977bb2858d0cb7c6ced5b8!}

{!LANG-31b01dd4713ad8a4a167d77119106e73!}
{!LANG-3db2fc4e288ef001dab8763c8a6edbdc!}

{!LANG-e0877aa6c2c93c3f9834266a1c94c178!}
{!LANG-3c491922998a2ec9b44e5f01029de983!}
{!LANG-4c40ad81bf6bccf66b9774e21a220bb4!}
{!LANG-1caf9f53b7a1bf4cb40f53c1a63f3f0d!}
{!LANG-ca8aa8a27e5c87e29575f95f468ef56b!}
{!LANG-3129d4fb49816cc48557433beead64f5!}
{!LANG-5b677474df0cbb39aea4245480bbff73!}

{!LANG-2fca3f8103c4e502cb9b1434243c5ac9!}

{!LANG-e53df477c35ef705e335199a60ee66fa!}
{!LANG-13729bbe02b769abbe383e4187312793!}
{!LANG-530f3831dd46b93b88043b6e00c435e0!}
{!LANG-13e282fc4768ce27d758aa053a340c4a!}
{!LANG-32a04d370cca60a489925e688adec2e4!}

{!LANG-d57506d67c45e00192c5d1d23fdd82e8!}
{!LANG-61369a572ca51164e51bf8602e98ba67!}
{!LANG-f2785ccb7cda9169077ac0a76cfd88c3!}
{!LANG-9bd78fccf37628a7f950a20c2f041f2d!}
{!LANG-e3c29da69b1fa48f52c8ec58bc1b202b!}
{!LANG-a35e9be72ddc35165b41be6cc7276b60!}
{!LANG-c33245c1a6e6f2eb2036f4f395fe5e09!}
{!LANG-e645b122afa703b271ad02aa1f8dfc17!}
{!LANG-b16e41568154230887e36c84a238293a!}

{!LANG-23a5706affd157ba86beecd865aded5d!}

{!LANG-b2177f7207ec6825e101208f9e80cf45!} {!LANG-484ed8a358e7c395e972d8c2f57da129!}.

Guide

SOLDIER OF FORTUNE 2{!LANG-3b53e10ce59ba576bb280837445a468b!}

Interface

The game interface consists of the following main segments:

1. The game screen on which basic events occur.

2. {!LANG-7dc5cfdd181f57794967bd684550d16d!}

3. {!LANG-d76112027d1c187837247b3416b1e1c6!}

4. {!LANG-7c6de1d6ff94d40d6a9ad6e7e05b3f06!}

5. {!LANG-189454158ce73c6e43f6ba4e50c682cc!}

Weapons

Knife.

{!LANG-07d436b0274b6c541cefda3e28dfd3e4!}

M1911F1

{!LANG-d12e962b8e45465c3e27db09029e1931!} {!LANG-d767ca33856ca05437ac187791bc40ac!}{!LANG-431c3dcad3fc4a358dcb469048c74432!}

US SOCOM.

{!LANG-ad594d980b1198f9e60a0a9d2a382030!}

Micro Uzi.

{!LANG-e35244e593c2bac9ee738d1ba32105c0!}

M590.

{!LANG-b1633414c9c0e157979a3148c0591738!}

Usas 12.

{!LANG-24b27b628cabd5bfc877232ddd96a86d!}

M3A1

{!LANG-fcaa5af6af05b9f89a2fc8809d22bd43!}

AK 74.

{!LANG-26ac70f6a227baced848966fdbaed933!}

M4.

{!LANG-b36903f0c20abd91be9b860f07586b50!}

MSG90A1.

{!LANG-df9cf7ed63b19e6d0d315118315acf74!}

{!LANG-9056ff02123fed4092d125394143a9b6!}

M60.

{!LANG-6c96914a7de230df26c04aef632d3788!}

MM1.

{!LANG-4da08f128d79c63cceb37b71bb9f204f!}

RPG 7.

{!LANG-c8c2292c1d88871180924abb6cd3049f!}

OICW.

{!LANG-54d8c30c6e994a6a042f0fcc4e041075!}

Machine machine guns

{!LANG-81584fe44d6c4ae586e18b0e08dc41e8!}

Hand grenades

{!LANG-c85ee4beadfe62e7075cf89014ea8da9!}

Special equipment

{!LANG-860b7f7fd2cd9904476c098f7fef1ed8!}

Binoculars

{!LANG-e65deff3c13003e149ffccf6e4cf5ba5!}

Night-vision device

{!LANG-25c4545d57db2e070e47b32a9b6461d2!}

Thermal imager

{!LANG-d3ab50c8c8b1ba9c1b0aa9ae01769c55!}

{!LANG-cddeea106ade50d787778799eb6545b6!}

{!LANG-afd8fd8cd802312faf7c40eb97063abb!}

{!LANG-840f44a8af2026d3d28e0f1f81a33f7e!} exclusively{!LANG-80b398da95fd315176a1f6827714f92d!}

{!LANG-4f770fdf0fdb637b5fb26682a11fd4c6!}

{!LANG-46fffc214957b39320a0110abfa73783!}

{!LANG-72e594307279ca094343abcb9199a32c!}

Passage

Difficulty level

{!LANG-cecf64d4dc58e50c7f37654adb4ef8fd!} {!LANG-088e064f3c0ac59ac37be521551fb1ed!}{!LANG-ee62d6ea782237ab5058ce4653fbc6ca!} SOLDIER OF FORTUNE 2{!LANG-4bf1ab3aa53bc92699e0c4e6a99ea3c5!} extremely not recommended{!LANG-19b02216cd8120ee76127b54532bb21c!}

Saved games

{!LANG-fd81a9cc41875383c6bcda92a4db690f!} {!LANG-8b9acfa3e3e57dd7f4baf2196d2f19bd!}).

{!LANG-25fe510fd8020e74f2ea632600471864!} \\ Base \\ Save{!LANG-fd5de92b11d8846747cf46fad86a6bad!} SOLDIER OF FORTUNE 2{!LANG-3744d080e128ad2e28e65879acee3637!}

Opposing parties and the main actors of the game

{!LANG-f0a90b8498d62753a83718a5970b7372!}{!LANG-3d1a0b4dd8b63da9365787096cdb46b8!}

{!LANG-59580cd2470817cd4fa6df4e764bd34c!}{!LANG-8c43ef2e9a6d49f52924006bb14f8d1a!}

John Mallyz{!LANG-e08f5d8f2d81c0c81a003e3cc7c732f2!}

Madelena Taylor{!LANG-19f59eb36eaca8b3181bd668f105c20f!}

Sam Gladstone{!LANG-fa497212608147d6dba47c111ddabd45!}

Wilson{!LANG-87d3f4905224d0b2d0da2f6a921b8929!}

Alexey Nratova{!LANG-d228eb5275867a60ccccd9335b2247e3!}

Manuel Vergara{!LANG-6c6064edcfbb347c68dde7f67d99bac8!}

Dr. Ivanovich{!LANG-715a3376c82595f4eda336adb113612e!}

Dr. Sestrogor{!LANG-53b02890aa44745cc7452851bc8456f5!}

Mission 1: Prague

Level 1.

{!LANG-9189f2d9e7cffff364ac52d365ebf6dd!}

{!LANG-5b0eded79d6e7fc459bd3599bb304b02!}

{!LANG-52d2c376b1fad226231a56bca01d740e!}

{!LANG-9e5f78fcf1aa90806f93502b6ebffad0!}

Level 2.

{!LANG-0644ba8e3428101e05e58aa95e0243a7!}

{!LANG-2783f1fcd6f987279650d403a2e5201a!}

{!LANG-3255b1e37cdfa1fec36c4f2c294f33d5!}

{!LANG-87ddae78424fd47e084034392c73daeb!}

Level 3.

{!LANG-5497ca09e5db9bc981e73d22340aa925!}

{!LANG-e523ecf407cefbaf479170584adeae31!}

Level 4.

{!LANG-8854c270bc8e33d7dfa944cfc290e616!}

Level 5.

{!LANG-14b1b95ecdb85c88c9d07f9d16ccb78e!}

{!LANG-884e4fc56a58175987f980f2f1ad52b3!}

{!LANG-a36ddbb1f820e4f42eefb054966e6d5e!}

{!LANG-d49be2f619f2138f688215f8bdaa8dab!}

{!LANG-6c28ccda1540d4236f037117b57723f7!}

{!LANG-0739d0bb72a9f0e40528916105422763!}

{!LANG-bd10dd29cfc1eeda056a472a34a6c7a4!}

{!LANG-6d0785b07266068df42a6f1b0fc3dde3!}

Mission 2: Colombia

Level 1.

{!LANG-c0ef806af64a8419f77664a80d5a9af9!}

{!LANG-0806a2aa6044d981bfb33a674b96fd49!}

SECOND PAGE

Level 2.

{!LANG-a7bf08a8746cb238ae7da211c957ba4f!}

{!LANG-77e9213a016208f3883248a2f34a4da3!}

{!LANG-102104bf1556d7045c795c75785dad0e!}

Level 3.

{!LANG-48e8fc1b0d3abcc431c5d4ffaae3cc29!}

{!LANG-8692ffcb62851636d1252e1a2853f27c!}

{!LANG-a59116b982dca310f66f8da20f0b65b6!}

Level 4.

{!LANG-dd3b3bc89b0ee01065d5ecb4230ca643!}

{!LANG-46f0496dd76e3550c0a0cdd32dc7d43d!}

Level 5.

{!LANG-fe79a1ef45100222fa75efd728f5a7bf!}

{!LANG-5b3dc48118a3f6d94135d42ea1acae77!}

{!LANG-e72b689abd8b1f39fd85fbfb505a2b99!}

Level 6.

{!LANG-a8e7de81d3cbe3a1754bca9302d651a7!}

{!LANG-3bdc0b99b8cdc3766a0cc4ad4b41e9b0!}

Level 7.

{!LANG-f3c4acc869f273892d0c589b32cb3c8d!}

Level 8.

{!LANG-f65006693f1620ded1e19deeff82b94e!}

{!LANG-06d467eb9a6bf5675a57757d83492e0c!}

Mission 3: Vergara Manor

Level 1.

{!LANG-c0a4122ae04c5883b3d6129b38eeadf4!}

{!LANG-7abd180e7c841e4fb8c4d227121cf101!}

{!LANG-eb6dac2a2ab866c27b9c67a915d78ffa!}

Level 2.

{!LANG-2f8c1252f9efe8428ea3d319dad7c5f9!}

{!LANG-732aafa44be06bed5799d3a8488ba9b6!}

{!LANG-115813db1b8f2598ccde383ed604ed7d!}

Level 3.

{!LANG-d68e88bf53d326fb9693ad164d7c5bfe!}

{!LANG-27fe5c0e22b4250003ede636875d1f8d!}

{!LANG-4a085e9420ceb9b7519fe233bada18a1!}

Level 4.

{!LANG-8443aaf2d508f7b317aaf3d356015091!}

{!LANG-820b39e4ae7574442781f604dfba74b7!}

{!LANG-1dad7c4db08b72eda76bd1cf7bc9912f!}

{!LANG-fe0be92599e902a6d86d6cdad9e8d35a!}

{!LANG-a549bdc974f6e5aa0af1f939889b514e!}

Level 1.

{!LANG-ceae38e0816c0558a8665cdfe2faffa0!}

{!LANG-4893dabdeb65d31ad8725520be6b799e!}

{!LANG-f930c26f60f53b40867a86a7c61ff447!}

{!LANG-eeff59342f0f6c467d76c60e77eb4005!}

Level 2.

{!LANG-b9ffe154d04c13c32a644fdaafa2a6ae!}

{!LANG-e31968608117b0bf21bdc2ace3679cce!}

{!LANG-f44fcd3d753698101679c4c4f2e3da94!}

{!LANG-fb5477578828c77c2066c2d272bf2bb2!}

{!LANG-1c1740360e34681fb803d003eceb995e!}

{!LANG-9f4ce19dc296ed5de851a110d37f078a!}

Mission 4: Hong Kong

Level 1.

{!LANG-397bd8c97243f2e6d7627066a30520d0!}

Level 2.

{!LANG-e50cbb040d3f0094d690fba211035cc2!}

Level 3.

{!LANG-4cbfd976b193fd73b6649249f195fade!}

{!LANG-834548f6fe2b03f13d2a8e6a861f918b!}

Third Page

Level 4.

{!LANG-5aa5936515b0abc875fc17b4a0a50ccd!}

{!LANG-e72e762ce53f23f20b7014a653605466!}

{!LANG-430bf1d66db3c9f1471f95d1ea6f58ec!}

Level 5.

{!LANG-d0c9aa107c962b35a1a0188e5e6b957e!}

{!LANG-a36ac9cbbaeb40f014d305cb25113102!}

Level 6.

{!LANG-10eb755440f8f52e3a815e6b1b899cbc!}

{!LANG-b9745ffcc6380a61d81bb3835e00c7e2!}

Level 7.

{!LANG-3c5cb5af768e80dc3d0d0acd205439e5!}

{!LANG-13da382ba81e2e5b510e6ed2a20d8322!}

{!LANG-1c1740360e34681fb803d003eceb995e!}

{!LANG-961b064176a16431bec2a170865812ad!}

{!LANG-170961d5209fa11fb5d5cc941ea9fbdf!}

Mission 5: New York

Level 1.

{!LANG-0c54b47ce6f5ef23d4a9731772362253!}

Level 2.

{!LANG-b3a043203ac338e2417f124cc1d8b5e1!}

{!LANG-af0781a2928fbddf6c9ab78cd187564a!}

Level 3.

{!LANG-00f4ad4e8bf432cf2326a9bf2f618873!}

Level 4.

{!LANG-e6e4c159b560698574af459d1d5abc72!}

{!LANG-fdbe6e3754b7cfdeae83703b877c78d9!}

{!LANG-6c28ccda1540d4236f037117b57723f7!}

{!LANG-a36f876c1c9b98d89c8bc8f1c5f49c0a!}

{!LANG-50d6d3deacc4f7add058a4852b078858!}

Mission 6: Kamchatka

Level 1.

{!LANG-a8bf20841c5dd8c15b9891b4815d7014!}

{!LANG-fd7f2430eb5abed667a1708c10a09c43!}

{!LANG-fef552e70fd424ad61013c71faf907a0!}

{!LANG-e656094f5654bc170c15e053a10026be!}

Level 2.

{!LANG-4690a302820acdd82f15cf231c9fa4b9!}

{!LANG-0902bd1fb565cd6b7ee465210eee1713!}

Level 3.

{!LANG-e325d43e75abc8fc4bdc499f5913cb2c!}

{!LANG-dc8eabd8ee47b04f316ed7d45af34498!}

{!LANG-22edb3f37f87c650573461112b2a93cd!}

Level 4.

{!LANG-bb175f0824217f5c2971cdcf604c53bb!}

{!LANG-677f935a220d76fc10eba1e487db1894!}

Level 5.

{!LANG-f06f9224cbc8f039fc9467c09a7052ad!}

{!LANG-74eaf39b40c32ae3c2e896632ac19ded!}

Level 6.

{!LANG-3fc00388df988bdc4a654761310ecc1c!}

{!LANG-b160975c2d5a07c8056e26deead7215d!}

{!LANG-a613764b15fe3aa45f753f95a094dd63!}

Level 7.

{!LANG-866b19acdf38e95c2ad276467307116a!}

{!LANG-6c2c591dbab988c911684612f49004d1!}

Level 8.

{!LANG-140909cfdd2c4bb5f39b7e4cc9e7cc9b!}

{!LANG-07981d2011501a4ca76b02869ce4ba0d!}

Level 9.

{!LANG-085f898cb4d5c1dd40e0a7a25cda2488!}

{!LANG-6b96af1fc2360dcc409369812ee3d8a1!}

Third Page

Level 10.

{!LANG-98d6a34001ab1696b30135284cf2f605!}

{!LANG-94509593f06a24552947798788bd17bb!}

{!LANG-f527a2c6ea1c7a6e92efff8b5f6891e4!}

Level 11.

{!LANG-796aef325f3127af5c8144f7b7162884!}

{!LANG-00cf2cd7f4162f172fbbf01fafef1188!}

{!LANG-b9b9af4e1dec102c29e208bcf27feeba!}

Level 12.

{!LANG-9eb84ba30b826d2aa6114852e8e85aa9!}

{!LANG-49739b2653460837863717376ffda1c7!}

{!LANG-3ef04e0a8dde64dc2cac25d18e073305!}

Mission 7: Switzerland

Level 1.

{!LANG-e4b3d8a9e14c6c8dfcbbb4e0b4a84a15!}

{!LANG-087ce012e5c6967c17eb10834ec691e8!}

{!LANG-67f56f673a3c3dda6488338ed08982a8!}

{!LANG-f3515ea90375588e11ee8ed85169fbf2!}

Level 2.

{!LANG-f8e574072cbadd672e2cdf40e084268d!}

{!LANG-aaee7b0a8497bcb4261292cd67a19c85!}

Level 3.

{!LANG-a484612aeaa4848dd53b4542969d1c35!}

{!LANG-e7954aa70f12ab3296d89871a1334fa7!}

Level 4.

{!LANG-66252f11b3f3f1e77e504379ccc69e25!}

{!LANG-23eda0a5c5b8f3ac9fa5f27481cfc55f!}

{!LANG-056deb73520866db3e30cd37218a582c!}

Level 1.

{!LANG-a1f3f258063143f9eed2991fb6b260c7!}

Level 2.

{!LANG-c14ddd1ca32c056fc38ac65f76f765c9!}

Level 3.

{!LANG-e6acd956563a69a4abb40c6fbc23f519!}

{!LANG-7a399aefaebf17600aae2b42f403f89e!}

Level 4.

{!LANG-a7750743d77ead1043ce6c450234a179!}

{!LANG-e3fefb94c9fea9c233752a08abc897f7!}