Max Payne

 

Part 1: The American Dream

To show the fatalism of all that is to come, Max Payne begins with the ending. Standing high above the New York streets, Max releases the trigger of his rifle and is taken into police custody. The fight is over for him, but we know nothing of what led him to this moment. Alone, in the cold of a bitter ice storm, Max drifts back to the starting point of his crusade. It was three years ago when everything started to go wrong for him.  

The Prologue

Max walks through the door to his home. This is all in the past, three years before the incident which you have just seen. After a brief storybook scene, you are given control. Look around the entryway and get your bearings. Press the use button on the picture nearby to your left–this will give you another brief clip. Someone has put the sign of a V on the wall here; this will soon become a symbol of terror for many of the people in New York.

Further into the hall, you will begin to hear the phone ring–it is sitting nearby on a table. Walk over and pick up the phone. Someone on the other end of the line knows what is happening to you but does nothing to aid you. Even if you try to reach an outside line the phone will remain dead after this. Behind you in the hall are two unlocked closets. There is a shotgun inside one of these with several shells. Looking at the destruction of your house and possessions, you might need the extra firepower. Keep the shotgun out.

There is only one way forward. You won’t find anything to grab inside the living room ahead, but the staircase takes you up into the darkness. You can hear the sounds of shouting up there–your wife is yelling for help, pleading with several men. By the time you reach the top of the steps, there is gunfire. The bathroom is in front of you, but the door from there to the bedroom will be blocked. Turn and approach the far door across from the stairs. A gunman will throw open the door to meet you, screaming that ‘It is coming’. Kill the bastard before he shoots you, and take aim for the door inside the next room–another attacker comes through momentarily. The room is your nursery, but the baby is dead. You hear more shots from further inside and hope that it isn’t too late for your wife as well.

 

 

The room to the left of the nursery is empty. You hear a final man’s voice muttering about the flesh of fallen angels. Reload your weapon if you have to then kick open the door to your bedroom. The murderer will be directly across from you. Put a shot or two into his chest and he’ll fall. Still, there is nothing you can do for your family. Your wife and baby are dead, and it was meant to be this way.

 

 

 

 

Chapter 1: Roscoe Street Station

Max transferred to the DEA after that night. The attackers who killed his family were high on a new drug, Valkyr, that gives people a psychotic battle rage while under its influence. For the next three years, Max goes undercover to find the source of this new plague. It seems like the head of the Punchinello crime family may be involved, but Max has been working on getting proof of this and is much closer to busting a mafia lieutenant named Jack Lupino. Only Max’s old partner, Alex, and a DEA agent named B.B. know that Max is working undercover in New York. Now, B.B. has set up a face-to-face meeting between Max and Alex. When the detective arrives at Roscoe Street Station, he already knows that something is wrong.

You regain control after stepping off of the train and onto the subway platform. For now, the place is deserted. The only unlocked door is on your left–walk over there and go into the bathroom. A transit cop was killed and dragged in here. Given proof that something bad is about to go down, Max draws his Beretta. Don’t leave the room until you’ve taken the ammunition from the cop’s body. Also, you’ll find more ammo in a locker on the far side of the adjoining room. Take a painkiller bottle from the green cabinet nearby.  

You’ll hear two thugs talking out in the main area before you leave. Their conversation confirms that they are part of the murder, so you can feel vindicated in taking them down. Ambush them if you can. Aim for the head of the first man, then roll out of the way before the other can shoot. Get close enough for a good shot and take the second one out. You can head upstairs now. Another cop gets killed before you get up there, but you can kill the murderers while they stop to gloat. If it turns into a stand-off, the punks will get behind some cover and wait you out. Charge in, dive forward with bullet-time, and aim for the heads. You’ll find a third criminal behind some gates at the end of the hall; he’ll keep calling out, so it’s easy to hone in on him. When the way is open, go down the stairs across from the gates.

You’ll soon find another subway platform. A lone man with a shotgun waits here in a hall. Roll around and shoot well to avoid taking a nasty hit (quicksaves are useful for guys like this). There is a locked security room here that you’ll need later. Go down into the maintenance tunnels instead. A couple more mafia men are down there; be ready to roll down the stairs and ambush any targets that get in your way. To the left of the stairs you’ll find a room with a hostage. Go in firing to take out the enemy in a hurry. Open the lockers for some extra ammunition, then escort the worker there back up to the security room.

On the way, you may wish to fight off the two men in the bathroom (which is in the same spot that it was on the first platform). There is a locker with two painkillers in there, and you’ll be able to grab more Desert Eagle ammunition as well. At the far end of the hall, you’ll be forced to stop because of a locked gate–you are rewarded by hearing a couple of the enemies talk about the merits of the current job. It sounds like a robbery, though you still don’t know exactly what they are going after.

Upstairs, the security guard will open the door for you, but he won’t last more than a moment longer. Four men (two with pistols and two with shotguns) will fight you here, so be ready to use up at least a couple of bullet-dodges. Try to keep your line-of-sight limited so that only one or two of the attackers can fight you at a time. Remember to keep moving; these enemies are horrible at anticipating where you want to go, but they’ll tear you to ribbons if you stand still.

With the fighting over, you can grab the weapons from the dead men to replenish lost ammo then go through the door on the back-right side of the room. Turn on the power to the train downstairs by using the switch labeled number 2 on the console. There is also a camera on the right side of the room that shows you the area. Open the cabinet nearby to stock up on four painkillers.

Go back downstairs now. The maintenance train on the left side of the platform has power. Get on that train and use the wheel on the front console to get moving. The train will break through a barricade and give you access to another part of the station. Jump out the front door of the train and be ready with full health and a loaded gun. Four guys will run out of the side tunnel ahead (from the left). There are few places to hide, so this becomes a bloodbath. Roll back and forth to dodge bullets and shoot once or twice each time you come up. Doing this carefully will keep you from taking any hits, and your enemies will often strike each other!

After picking up the ammunition, go through the left passage. The door there leads the way to the next chapter.

 

Chapter 2: Live From the Crime Scene

You are now in an older part of the subway station, but the crooks are still at work. There isn’t much in the room where you start. Ignore the sounds of rats behind the walls (they aren’t doing anything wrong). Two men are around the corner talking–it won’t be easy to sneak up on them, and you won’t be able to sneak past either, so round the corner with guns blazing. Break open a box toward the far door for some extra shotgun shells.

Two more guys are behind the next doorway, waiting on some steps that spiral down toward the sewers. Keep dodging down the steps to avoid their hits and come up with dual-Beretta action. Be glad that you don’t have to smell whatever Max is smelling, and go down the damp passage. You’ll soon hear more of Jack Lupino’s men talking about their boss–it sounds like he has lost the trust of the troops. Still, they are willing to risk their necks down here. Three men guard the platform ahead. If you have enough ammo, the Desert Eagle will do wonders for you. Take out the speaker before he finishes, then try to hold your ground and let at least one of the others come to you. After the fight, trash the boxes on the platform for more shells.  

Climb the platform stairs. You’ll hear and certainly feel a blast ahead, but the ceiling holds. Go through the next empty room and stop on the second flight of stairs. Two explosive “experts” are talking, and by the end of the conversation there will only be one left to fight. Kill him then, and be ready for two assistants to enter the fray. Smash some boxes for more bullets. The door on the side of the room needs to be blown open, but there isn’t a detonator here–you’ll be back soon enough.

In an adjoining chamber, you can see where the mafia men have already blown through a wall. You end up in a vault, but there are four men holding the main area. These guys are well armed, so let them come to you (if you feel like rushing the room, please save first). One room over is an unlocked door to the main vault area. Open the door and take out the first of four enemies who is standing with his back to the door. The other three will eventually rush you, so stay calm and take them as they come. Inside the security center of the vault, you can answer a telephone call from the cop who has been assigned to the case–a real bullet-head type named Jim Bravura. Use the computer to switch doors (only one can be open at a time). You came through Vault B. Vault A has the detonators that you need and Vault C has some Aesir Corp. bonds that the crooks were trying to steal. Take the three painkillers that are resting on the computer desk and head out when you have seen everything.

Return to the door with the explosives and set the detonator. Take a few steps back to keep from getting charred, then you’ll be treated to a quick scene with your partner Alex. As with many people in this world, knowing Max Payne doesn’t end well for him. After the cut scene, save and turn around to fight three men who will come down the stairs after you. Go back into the booth near the entrance when you are done and open up the medicine cabinet for a major stash of health items. Now, go up the stairs that the attackers used.  

Sirens are beginning to wail outside, and the crooks are getting nervous. Four of the mafia soldiers are up in the next area, but you should be able to get a surprise attack on at least one of them. One of the guys has a grenade, so be ready to run if you hear that dreaded “Click, click.” Even if you take some hits, there are four more painkillers in the booth here as well, so you should be fine. In that same booth is a button labeled “Exit Control” which you should push. Keep going upstairs and you’ll leave the blood and bodies behind, for a little while at least

Chapter 3: Playing it Bogart

Max hopes that his cover hasn’t been blown yet, so he heads over to one of the Punchinello family hotels. On the sly, he tries to meet with a couple of killers known as the Finito brothers, who agree to see him. The bad news is that they are ready to get ugly, and you just stepped in a big pile of trouble. The first step is to get your game saved and then to roll backward before one of the Finitos can put a hole in you. The room has plenty of things to hide behind, but most of these obstacles are placed in favor of the brothers. Use some of your bullet-time to dodge around and get a few shots off until one of the enemies joins the choir invisible. Once it becomes a one-on-one fight you are in great shape. A few punks will come up to unlock the door and fight you, but you have enough time to reload and get ready before the next round of fighting starts.

Kill the newcomers then look around the room before you leave. Open the safe for some bullets and a painkiller. Read the letter on the desk to find out about Vincent Gognitti, a powerful leader in the family who works from the shadows. The letter to the Finito brothers gives you a target–Rico Muerte is staying at the hotel, and he is a major player in this game of killing and drugs.

Out in the hallway, you’ll find that the stairway is locked and the elevator is dead. You will have to leg it the long way out. Go down the steps to the next section. One dresser on the far wall has a single Beretta in it, which you can use for ammo in a pinch. A radio on the far side of the wall will give you an update–it looks like the police have found a single name for all of their trouble. Of course, it’s your name, but that doesn’t make a difference anymore. There aren’t any open doors to take, so break through the glass windows and out onto a section of the hotel’s roof.

It’s cold outside, but you won’t feel it inside your heavy leather jacket. A few toughs are about to come through the door ahead of you. Pull out your double-Berettas and just keep firing after the first one sticks his head out. Go inside and collect the extra ammo. The door at the end of the hall leads to a storage room with a single Beretta. To the side you find more stairs that take you down into the main section of the hotel. Ignore the passage immediately to your left (it doesn’t go anywhere). Charge into the first room and hose down the guy sitting there. Take a painkiller from his dresser if you need it. Go out into the main area and take out another thug who is resting in front of the TV, then get ready for a final guard who will come into the hall. You can pick up another painkiller from the bathroom ahead on the right. For a laugh, listen to the soap opera that the second guard was watching.

Take the doors with the exit sign above them at the end of the hallway. Two more men come out of their rooms for a fight, but they don’t have anything that you haven’t seen before. You won’t get anything from their rooms except for a broken TV that explodes when you touch it. Shoot the lock on the far door to continue.

Hide in the next room and wait for a couple of guys to pass. One guy is making fun of the other, so they won’t notice you unless they actually see you moving around. Come out behind the men and take them out quickly. Two more creeps will come out quickly, and one of them is pretty good with his pistols, so watch out. With the hallway cleared, go to the room on the right for a TV update. You can find some painkillers in a cabinet nearby.  

Go right at the end of the hall, but you’ll be unable to use the usual exit doors. There is another door that is unlocked. Get the ammunition from a bookcase inside, then kill off a V-junkie there–they go nuts if you have a fight near them and will come after you whether you attack them or not. The other door from that room puts you out in another hall, but several wise-guys will try to stop you there. To quote from Gognitti’s letter, “Make ‘em dead.”

 

 

 

 

Go down the entire length of the hall before opening any doors. The final doorway opens into the bathroom, which has a V-junkie and a shotgun thug who is just finishing his business. Waste them and grab an extra painkiller from the cabinet there. Return to the middle of the hall and open up room 313, Muerte’s room. The killer isn’t around, but a trap that he set will alert two guards from the boiler room (it’s behind you in the hallway). Ambush the guards, then read the letter to Muerte in his room. Pick up another painkiller from the table there, then go shoot the boiler from as far back as you can manage.

The boiler takes out a huge section of floor when it goes, and it scares the hell out of some enemies from below. Drop down to show them that the danger isn’t over. There are three men ready to fight, and one usually hides behind the boxes in the left hallway. Clear the area, then take the room on the right side; it belongs to a hooker named Candy Dawn. The prostitute’s diary proves the she has been taping clients and blackmailing them on the side. Though this might be more important later, it gives you cause to search her room a bit better. Open up a closet in her room and you’ll find a room that leads you into another region of the hotel.

In the next hall, you can open the door on your right (which was locked from the other side). To the left is a passage with a guard who will retreat if he sees you. Let him do this and he’ll summon two other men. Eventually, they’ll group together and charge, which makes things a lot easier for you. Dust the three, then run forward to find the elevator.

Chapter 4: The Blood Veins of New York

You end up in the basement of the hotel, but not much has changed. There are still plenty of mafia wise-guys around to keep things lively. The elevator opens up into the laundry room, but all three of the guards here are reliving past exploits at a card table, so they don’t hear you come in. Roll in and use a stream of bullets to wash away the targets. Break the boxes with your lead pipe to find a few extra bullets, some shells, and a painkiller. Watch a quick TV broadcast for an update on the situation outside.

Open the door to the next room over, but don’t go inside yet. Across from you, another door will open and two guys will come in to take their shots at you. Waste these enemies before they can get behind the boxes and cover themselves. When they are dealt with, break the boxes on the shelves and by the door on the right to stock up on ammo and clear the way. A shotgun loser is waiting in the hall by the door that you clear, but he goes down after a good shot or two from your own sawed-off shotgun.

The furnace in the open area is intimidating, but it doesn’t have much importance. Grab the baseball bat from the floor and read a short newspaper comic if you want; listen to the door on the left as two henchmen talk about the problems with movie vampires and their real estate troubles.

Kill the talking guys up in the kitchen then roll to avoid the third who comes down the hallway beyond. Finish him, then grab ammunition from the bodies and two painkillers from a medical stash on the wall. Move forward, past the third guard’s body, then up some short steps. Through the next set of doors you can see a large area with several doorways. A group is meeting in the first room on your left. To kill the entire group easily, use a spare Molotov cocktail on the doorway after you open it up and alert the people inside–all of them will rush out to meet you and burn to death; it’s wonderful. Inside the conference room, you’ll find Valkyr, drug money, another Molotov, a painkiller, and the key to the bar. Nothing is well hidden because no one was supposed to take the place down this easily.

With the bar key in hand, you should head down the hall and up to the door that is labeled “Bar.” A room nearby on the left is another bathroom with two painkillers, but you’ll probably need those after this fight rather than before. Muerte is in the bar with Candy Dawn and four wannabes. Muerte will flee after the storybook scene, so you’ll only have to fight Candy and the other four. Back away from the door and let the first three rush out to you. Use a Desert Eagle or twin Berettas to take these light targets down. Snipe the fourth, who often stays toward the back of the room. Kill Candy with a lot of bullets at medium range–up close she is brutal, because the prostitute has several times more life energy than you do. It may take more than a couple shotgun blasts to bring down this character, even if you aim perfectly. Use your painkillers, get more from the bathroom back in the hall, and prepare for another ugly fight.

Muerte isn’t fair, so accept that before you open the door. Rico has a high-speed, high damage machine pistol. He has infinite ammo, two bodyguards, and more energy than you could ever summon. This hitman will retreat to the end of the hall when you open the door in the bar. Don’t follow him. Soften Muerte up for a while with long range roll-and-strike tactics. The two allies won’t pop out until you run down the hallway. If you get totally frustrated with the slow fighting, use a Molotov against Muerte and his buddies–you’ll need to get fairly close, but a few good rolls can take care of that problem. As a reward for all of this, you can take the killer’s Ingram from his warm, bloody hands.

Beyond the scene of carnage, you’ll see an operator’s room. You can listen in on a frantic call there, grab some extra bullets, and find two painkillers as well. Behind a cage out in the main room, you’ll find a button that opens the exit, but it won’t do you any good yet because there is a gate in the way. Instead, head up the nearby stairs toward the club. You can pass by the bathroom because there isn’t much in it. The main room of the club has a couple of guards, but you can ambush the first as he tries to beat on one of the machines. The double doors lead outside where there is a skylight that will get you down into the exit area of the floor below. There is a wicked firefight coming up for you though, so reload and steel yourself to the task ahead. Two guards will open the front exit and come through (one of them has an Ingram as well, so he is the man to beat). Soon after, two additional enemies will come through the area where you fought Muerte. The best bet is to come down through the glass with your Ingram drawn, dive forward when the door opens to take out the first two foes in bullet-time, then quicksave and beat the second pair with whatever weapon you feel comfortable using. Grab any extra painkillers that you left behind, then hit the exit button to open the way out of the hotel.

Chapter 5: Let the Gun do the Talking

You continue to take the fight to Lupino’s boys. As you close in on some tenements in the slums where Lupino controls the local crime groups, you get a look at a potential ally in the war. It seems that Don Punchinello has a dangerous enemy in the Russian mafia. Before you arrive at the tenements, a bomb goes off, stirring up unrest in your foes. For better or worse, you’ve got distraction on your side.

You’re out in the cold again, and there are a couple of spots to check out before you can find a warm place to hide. There is a pawn shop in the open street where you begin. Two mafia grunts are stealing inside, and you can get some extra Ingram ammo (and satisfaction as well) by killing the thieves and looting the place yourself. Down the side of the main street you’ll see a board with the latest news report. A van is parked in the street ahead, and you can get the enemies to come out after you by setting off its alarm. Smash the hood with your bat, then hide behind the van and wait. Take out all three of the attackers at range if you can. There are a few shotgun shells in the back of the van if you need them.

Go toward the building where the men appeared and you’ll see a staircase down into the basement. Go inside and pick up the Molotov cocktails on a crate. Further inside, you’ll see a couple drab rooms with V-junkies taking their trips to Ragnarok. Ignore them or blow them down. Keep moving and you’ll find that your only route forward is blocked by a locked door. Across from the door is a case with two air tanks in front of it. A bomb goes off behind you and this inspiriting event gives you a reason to shoot the red tank (after you have gotten back into the previous hallway and are out of the way). The tank will explode and fly across the hall, smashing through the feeble locked door. Problem solved.

A lone guard comes to investigate all of the noise, but he doesn’t pose much of a threat. The newly opened room has a case with two painkillers and two V-junkies who are mostly harmless. On the right side of the room is the way forward. You’ll pass through a room of empty construction, but the two guards ahead will often notice your approach. Use close quarters weaponry to clear the path, then go up the steps in the final room. An Ingram-bearing creep will get in your way on the stairs, so use something quick like the sawed-off shotgun to keep from taking a nasty hit.

The second level of the building seems fairly empty at first. As you are nearing the corridor that exits the room, a phone will start to ring. Pick up the receiver to speak with a mysterious contact who does little more than tell you that the police are coming. The sirens in the background confirm what he told you. There are two mafia men who are itching to flee in the room at the end of the hall. Jump in and help them on their way, then go into the small storage room to the right. Shoot the locked door in there, then quickly enter the next chamber, pick up the letter on the front desk, and take the key that is resting on a shelf farther back. If you take too long, the SWAT gunmen who are entering the building will decide to take a few shots at your flank. The shotguns on the wall can be used for ammo, but aren’t worth dying for. 

Back out to the main room and use the door on the left to enter the stairwell. Several well armed men are holding their ground here, so use a bit of caution. The first guy isn’t too tough, but half a flight up there is a goon with a couple of grenades. Be ready to roll behind a wall if he gets to throw before you gun him down. On the second level is a man with a shotgun, and you can get some extra painkillers if you stop here and loot the lady’s bathroom that is off to the side. Just a bit higher is a killer with an Ingram, so heal up while you can.

The way up to the fourth floor will be blocked when another blast rips through the building, but you can run across the edge of the central room to find another route. Jump across a hole in the floor then go into the section on the other side–the way behind you will collapse, but that isn’t important anymore. There is only one unlocked room ahead, but there are four guards in there on reasonable alert. One guy in the back has an Ingram and another is wielding a shotgun, so use that reserved bullet-time. When you are through, loot the bodies and go out the window in the kitchen.

Chapter 6: Fear Gives Men Wings

A series of ledges can get you back and forth between buildings. You really don’t have much of a choice in the matter so it’s time to start building hopping. Start by climbing down the fire escape. The two guys below you are just trying to keep themselves warm, so don’t shoot them. The basement of the nearby building is empty but it has an elevator up to the roof. Even with a clever attempt to trick the people within, you still end up having to fetch someone who can make them open the door.

Take the door on the right, which will put you out in the snowstorm again but on a different street. There is another building that you can get into on the left side of the street. The place is dirty as hell and there are V-junkies everywhere–the perfect place to find a contact. Search the first room on the right in the new building for some extra ammunition. Go back and take the main hallway past several junkies. A gunman is watching the main stairway, so be ready to fight him; you may have to deal with the V-junkies as well because of the fighting. There are two other mafia fools near the top of the steps, so fight and move. More people are tripping out on the second floor, and another pair of goons will come down the far flight of steps before too long. With these last enemies gone, you can move up to the third level. The unlocked door near the top of the steps is where you need to go. Inside is a man who can get you inside the laundry room door–with a bit of convincing, he agrees to help. Before leaving with your escort, go into the side room and open a closet for two more painkillers.

Make you way back to the laundry room and stand to the side of the door while your new “friend” convinces the mafia guys to open the door. Save now, and do your best to time it so that you put a bullet into your friend just after the door opens (if you do it too early the game will instantly end). If you wait too long, the man will yell out a warning and run into the room. Roll inside after the first guy dies and take out the thug on the right. Get ready, then go into the area on your side; two men are there and one of them usually rolls behind you. Clean the floor, then go forward again. You’ll see an elevator in the hall that you want to take, but there are two painkillers next to a cashier in the room facing the elevator. Grab what you need then go upstairs.

It’s pretty empty up above. All of the doors are boarded up except for an opening into a chamber with a television. You can watch the TV for another update; Jim Bravura is making more promises to bring you to justice. Meanwhile, there is a wise-guy in the bathroom who doesn’t realize how doomed he really is. When the guy opens the door, be waiting to seal his fate. Go out through the window when you are done.  

There are pipes outside that connect your building to another. Jump out onto those and start toward the far window, but stop once you can hear the TV program inside the room; this is one of the oddest things that you will overhear in the game and it really is worth listening to. Three men will attack you when you break through their window–you won’t have much space to maneuver, so keep the high power weapons ready. At the far end of the apartment, you’ll find another breakable window. Jump outside again and take a second set of pipes. A bomb will keep you from taking the stairs inside the building, but if you head through the open area you will find another way. Two men are deciding which wire to cut on a bomb. They don’t choose the correct one. Luckily, this destroys a pesky wall. As soon as you go into the hallway and try to open the locked door, the entire wall will fall away.

Keep walking until you reach a dark, blasted section of the building. Two guards will come down a convenient slab of drywall to attack you, but neither is ready for the fight. Go carefully up the broken wall and turn around to see another room with a pair of enemies; sometimes they won’t see you, so wait until they present easy targets. Go out and around the ledge to the right. Open the door there and ignore the screaming–Gognitti is just upset that his life is almost over. Before opening the next door, loot the room. You should be able to find some Ingram ammo and two painkillers. Get out a good weapon and save now.

You are given a storybook scene when you open the door. Gognitti gives you a bunch of attitude, but he is scared beyond belief. You wound the mob leader, but he calls in three guys to save his life while he runs outside. Before you can follow him you have to take out these well equipped troops. You regain control as you roll behind a shudder that will temporarily protect you. Using something nifty, like the Ingrams, roll out and use bullet time to take out one or two targets before you land. Keep rolling until you get a clear shot on the final guy. Done well, it’s quite possible to kill the three without taking a scratch. Make one wrong move and the damage bar will fill up very quickly. Try the fight a couple of times to really get the mechanics down to a science.

Read Gognitti’s letter before you leave the room to find out more about Jack Lupino. It sounds like everyone is scared of the guy. Go into the side chamber and out the window to follow Gognitti as he runs. Jump down onto the rooftop below, run across the pipes, and climb into the next building. There is some extra Ingram ammunition in a cabinet there. Go through the open door on the right and run up the stairs. Outside, Gognitti is trapped on the roof, but he makes a desperate jump onto a subway train to escape you. Go to the edge of the roof then fall off onto another train to follow him–he can’t run for long.

Chapter 7: Police Brutality

Time to do more work racing across icy rooftops in the blackness of night. Your quarry continues to make decent time, even though his blood is freezing on the snow under his feet. Get down onto the pipes beneath your starting position and get over to the next building. Two men jump you there, but you should have enough Ingram ammunition to have fun poisoning them with lead. Turn right and keep moving. You have to make a fairly long jump between rooftops. You can see where you are supposed to jump by looking for a break in the wall. Two men are across the way firing at you–it’s a judgement call whether you want to take them out.

A police helicopter starts to circle in as you make your way toward the doorway inside, but keep running and the cops won’t cause you any trouble. Vincent is still trying to escape, and he’ll send three more of his men up the stairs to keep you from catching up. Save your game here and shoot the first guy in the back of the head as he climbs the steps. The next two take up positions on the floor beneath you and one of them has an Ingram. Roll down the stairs and shoot the man on the right first. The last guard doesn’t have anything special, so blow him into the wall or over the banister for a cool slow-motion finish. Go down to the first floor, grab two painkillers from a medical cabinet, and then take the door at the rear of the building.

You will soon see a chain-linked fence, and a few guards will run toward you from the far side of the courtyard. Use your pistols to conserve more important ammo. Go into the next area. Gognitti hasn’t gained much ground on you at all, so keep pressing him. A couple more guards are here, but you can grab some extra grenades from the boxes on the van (on the left) and a painkiller from a box beneath the entrance. Press the button on the central support pillar to bring the lift back to your level. Get inside and press the button there to move up to level three. A gunman across the way will harry you, and an Ingram attacker will come up from below if you haven’t killed him already. Remove these threats before crossing the boards into the next section. There are two guards around the corner of the brick wall. Roll around the side in bullet-time to get the drop on these men and kill them quickly. Two allies come over to help them with an Ingram and some grenades, so have a clear path of retreat prepared. A final enemy stands in front of a ledge with two painkillers at the end of the walkway. Keep going around the perimeter of the building, past the billboards, and you’ll see a skylight to drop through.  

You can try to blow up the men below by shooting the air tanks on the left side of the room before dropping down. If that isn’t your style, shoot the speaker on the right first because it will take the other one longer to reach the door safely. Destroy all of the room’s boxes for a load of extra ammunition and a spare painkiller. Do a bit of leg work now. Open the door and head up the stairs. Go out onto the roof (you are used to it by now) and take the metal steps on the side of the building down a level. Open the door and walk inside, but look in the bathroom to the right before leaving the safety of this first room. You can hear a guy rallying the troops outside in the hallway, so you know that it’s going to be pretty vicious out there. The enemies are spaced out enough that grenades won’t do the trick either, so get out the Ingrams. The first enemy is right in front of the door. Two more back up around the corner during the fighting, and yet two more after them wait in the hallway with grenades and Ingrams. Flee from the grenades (or be totally crazy and just charge the throwers down).

Your enemies will keep retreating, so you may want to switch to the Desert Eagle if this becomes a long range fight. Another guard will join in as you cross through a small courtyard and into the next building. Keep the pressure heavy and don’t be afraid to use more bullet-time (you’re killing enough people to fill up the bar quickly).

Opening the final door will start a large fight with Vincent Gognitti and many of his allies. Stay high for a while. Kill the one guard who is brave enough to climb the steps after you, then use your pistols at long range to pop up and snipe targets of opportunity. Doing this works well to clear out the majority of your foes without risking much health. As for Gognitti himself, the guy will take a lot of hits, but he can’t shoot very well or dish out much damage when he does hit. Use standoff tactics to whittle him down. Vincent eventually will tell you what you need to know, but it won’t save him–the guy was a little fish in a very big pond.

 

 

 

 

Chapter 8: Ragna Rock

Jack Lupino is at the gothic S & M club, Ragna Rock, so that is where you go to confront him. The place is loud, but at least the weather is bad enough to keep away the innocent bystanders who shouldn’t get involved. Lupino is just around the corner now, so get out your guns and start warming up.

You can’t get into the club through the front doors. There is a security station just to the left of where you start, but there is only a locker with a free shotgun in there (okay, so this place doesn’t have the best security on Earth). To the right is a ticket booth, and this is where you want to go. Inside the door, you’ll see a button. Press that to open up a secret passage into the side of the club. Two guards will come in after you; the first doesn’t know what is going on, so ambush him then wait for his buddy.

The room beyond holds a number of useful items up on the rear shelves. On a table, you can read the first of many occult works that you’ll discover here. To the right you’ll find a couple of painkillers. Various bullets and shells are strewn about the case on the left. Get everything you want then pull out your pistols (use the Ingrams if you have the ammo to spare). The next room is a bar and dance floor for the club. One guy will be in front of you behind the bar, two are up above, and a fourth is on the far side of the room. These thugs have it all, so don’t take up a defensive position.  

There is a set of double-doors that lead onto the next dance floor; they are on the right side of the room. Take these, then roll through the second set of doors. There are three men waiting with guns drawn, and two should be directly on your right side. Take them out one-at-a-time if you have to. There isn’t anything important in the open area of the room, so head to the left side and continue forward.  

Three more guys are hiding on the left side of the next room. Kill them using the same tactics, then grab more ammo and a painkiller from behind the bar to your side. More thick reading rests on a table near the door on the other side of the room. Take a look through Paradise Lost if you want, then use the button by the gates to open the way. The guard on the stairs up is a complete wannabe, so deal with him as you see fit.

The stairs will take you above the dance floor. Kill the guard to your left when you come into the upper level, then blow down the guy across the way. You can get over to the other side by jumping onto the support beams. Where the other guard was standing, you’ll find two painkillers and some ammo. Run back across the beams and go through the unlocked door there.

Only two men are near the stage console that you find. Kill them and get a painkiller from the console. Press the button on the panel for some pyrotechnics, but it won’t really accomplish anything. The door out is on the same wall as the door you came in through. The hallway beyond leads up to another level. You can hear a group talking about Jack Lupino through an open doorway–these guys are really getting frightened of their boss, but no one wants to do anything about it. Pull out a grenade and toss it in to take out one or two of them early on. Try to kill the third quickly and get ready to use a Molotov cocktail. Three more troops will rush out and around the racks of booze to get to you; if you toss a cocktail at the only opening while the three are approaching, it will make your life a lot easier. Check the racks and the boxes in the corner for several painkillers.

Back behind all of the casks, you come to a rickety set of stairs with four guards blocking the path. Blow the first away at the doors–use a shotgun to see him collapse through the room’s trapdoor. The next is low on the steps and is easy to get to, but the two on top will harass you the entire way. Take these two out from below if you can get a good shot at them.

On top, you are let out onto the roof. From here, you can enter the rafters above the drug deal room through a slit in the wall. A new shooter pecks at you from below, and you can choose to take him out if he poses enough of a threat. Run to the center of the rafters and turn left to exit through another slit. Now make your way forward until you see a snow-covered ledge that leads out over the side of the building. Think good thoughts and jump onto this; you will soon see the way to another door. Go toward this carefully, and go into the next entrance with an accurate weapon drawn. Three men are on the stairs there, but it is very easy to get head shots on them at this range, so none of them should last long.

There is a door that you must use at the base of the steps. Stay to the side of the door once it is open and the first enemy will come to you–use a Desert Eagle on him. Now, go into the room and look down the stairs that are just beside you. Another guy pops his head out (you get a great death animation for killing this loser). More come up, and you can give them the same treatment. Up on the walkway is a cabinet with several painkillers, just in case things don’t go perfectly.

There is a stage control console down on the floor against the far wall. Go and press the button there to open the area behind the curtains. Two men jump out at you, so just pour lead at them; they are a major pain to kill if they get through the opening, so sacrifice a bit of extra ammo to get the job done.

Take the painkiller from between the consoles if you need it, then jump up the drum set to get on top of the open section. Run through there, then take the walkway to the right. Another control system is up there that moves the walls of the room. Use each of the four levers once to get quick access through the room–several men guard the far walkway, and it’s useful to stay hidden as long as you can. Once you kill everyone and get on top of the far stairs, it is only a matter of jumping carefully to avoid plunging off of the thin boards. There is only one place where you really have to be careful, so save and don’t try anything fancy. Take the door ahead to reach Lupino’s inner sanctum.

Chapter 9: An Empire of Evil

The closer you get to Lupino, the more it becomes clear that this man has serious problems. Blood rites, strange writings, and multiple bodies are here. Read everything in the first room to see just how lost this man has become. Even Don Punchinello seems to have taken notice and written to warn Lupino that he needs to back off the Valkyr power trip. As you walk through the passage out of the room, you will hear Jack screaming and ranting to his various gods. Get your good weapons ready, save, and heal yourself to full strength before going through the gate at the end of the hall.  

There are a couple of things to remember in the huge battle that is coming. First, you won’t get to keep your weapons, ammunition, health, bullet-time, or painkillers afterwards, so use it or lose it. Second, there are tons of supplies littering the tables around the main “temple” area, so use your painkillers the moment you are injured and pick them up while you are dodging around.

There are about a dozen guards who will try to stop you before Lupino will try to put in his two cents. Kill everyone and never stand still for long. Stay away from the central area of the room, because the guys who take up positions above you will lob Molotovs down frequently, and that can kill you very quickly. Dodge around to the sides and pick off people as they come. When the coast is looking clear, go for the people above. Don’t worry, the fight with Jack Lupino won’t occur until you’ve taken out all of the lesser troops. If you’re down to one guy and no one else is coming, then take a moment to get out the hardest hitting weapons you have, stock up on ammo for them, and heal yourself again. Killing the last man triggers a storybook scene and the fight itself.

Jack has two fairly well trained men to flank him. Kill these guys first, because they don’t have as much energy as Lupino does and they can easily dish out enough damage to kill you. Use every bit of bullet-time that you need. Go for headshots as often as possible and realize that it will take many good hits to kill Lupino himself. When it’s all over, you’ll meet a theoretical ally in the form of Mona Sax; she’ll slip you a much needed drink, but it doesn’t get you anywhere good. Max doesn’t have very good luck with women.

Part 2: A Cold Day in Hell

Max falls into unconsciousness, but the anger and fear in his mind are still playing their games with him. Even in sleep, Max doesn’t let go of the demons. You wake up and find that you are back in the house, but the warm colors and familiar sites are distorted now. This is the world of nightmares.

The Prologue

The first part of the dream quickly throws you into a maze. Space is distorted around you. You speed up and slow down in awkward ways, and all the time you can hear the weeping of your dead wife from the walls around you. This maze can be hard to escape, but if you take the turn left at the first junction, you will hear your wife pleading with you, begging for forgiveness. Perhaps this means that you are getting closer to something. Go left again at the second junction, then head straight the next time the passage tries to break off. Turn right when the passages reconnect, and you’ll finally come to a room. In the real world, Max is weak and barely able to hear someone speaking to him. It’s nothing that he wants to hear.

Back in the dream room, you can look at the pictures on each side of the staircase–they show Alex and your family. All of these people are dead now except for Max, and the stairs nearby will take him back to the place where he lost his child and wife. There is nowhere else to go, so climb the staircase. You can’t go back into your bathroom, just like the night of the murder. Instead, you have to go back into the nursery. This time, you open the door and find a hallway of blood that trails off into the abyss. Don’t leave the blood trail, because you will fall to your death. The path to the nursery will lead you in a long hook around the black room. You must head to the right at first, jump over to other blood trails when the path reaches dead ends, and eventually wind all the way around to the other side. There is only one path that won’t fall off into the darkness, so it doesn’t take long to find the way through.  

Take the door left out of the nursery and go into your wife’s sitting room. There you will find something that puts a lot of the horror in perspective. The first hint that what you are doing really does lead all the way back to the day your family died. Perhaps the one thing that proves that what you are doing is right. Consciousness

Chapter 1: The Baseball Bat

Frankie Niagara is ready to take care of you now that you have returned to the land of the living. Sadly, this mobster isn’t planning on showing you a good time. After a few kindly exchanged words, the wise-guy does some batting practice with your head and walks off for a relaxing drink at the bar. You break out of your chair and find yourself in the hotel that you shot up just one night ago. You don’t have your weapons, ammo, or painkillers, but that baseball bat seems to work just fine.

There are a lot of killers out in those halls, so here is the cheap way to start the level. Knock off the lock on the cabinet nearby and take the two painkillers so that you aren’t practically dead anymore. Then, take the door on the right and let one of the guards see you–he will yell and everyone else in the nearby area will come running. Go back to the furnace room and get up against the wall beside the door. Start swinging your bat at the door and don’t stop until you’ve heard about seven people die. They won’t get to see you, but each will try to get in the door and will meet Mr. Baseball Bat. It works out well to your advantage. Collect the various weapons and this becomes your killing time.

All of the commotion will have cleared out two of the three rooms in the square hallway outside. The central room should be empty now, and it has dozens of boxes with extra ammo and a couple of painkillers. On the right side of the hall, there is another supply room with enough ammunition to put you back in good shape. The final room is on the left, but two men will stay in there until you come after them. There isn’t anything that you need in there, so unless you are being doubly thorough, it isn’t worth the trouble of going after these guys. Of course, you do get a comic strip because of it. Who can resist the funny pages?

The way out of here is via an elevator at the far end of the square hallway. Take the elevator up and kill the two men who are in the room that it opens into (face the other side of the elevator, because that is the door that opens).

The open area beyond is usually pretty tough. A grenade will bounce out at you, so jump back to avoid that. Three guys who are armed to the teeth will then rush you after a few moments, so you might want those twin Ingrams just to survive. On the up side, the room that these troops were guarding has a medical cabinet with four painkillers. One final man is dressed up in a leather trench coat inside the meat room; this room is accessible via the street and the opening next to the medicine cabinet. This mafia creep has twin Ingrams of his own, and you don’t get anything for killing him. Sometimes it is best to simply avoid that room and head out into the street.

Go around to the front of the hotel and walk in. There isn’t anything important to see outside–it looks like the cops who were protecting this area couldn’t stand up to the firepower that has been coming through. At least you don’t have to shoot at anyone who isn’t already shooting at you because of that.

The only open door leads to the lounge of the hotel. You find out by listening to a phone conversation that Mona got caught trying to put down the Don. She hasn’t been killed yet, so there is still some hope for her. There are three guys in the front of the lounge, but the guy on the phone sometimes gets shot up by his own people if you walk into the room and stand behind him. Get the ammo and another painkiller from the stash on their table when you are done. You can listen to the radio if you want to hear the reports about your own death; it just goes to show that you shouldn’t believe everything you hear on the news. Frankie should be in the bar now, so don’t keep him waiting for too long. The only other thing you can do now is search the bathroom again and kill the poor SOB who is sitting in the far stall.

Frankie Niagara has three drinking buddies, but none of them even holds a candle to him when it comes to brutality. Once you go over to the bar and trigger the storybook sequence things get very nasty. One of the men hides behind the bar and is tough to take out. Hide to the side of the door and let the two other light targets expose themselves–they eventually will, and you can finish them without much effort. Kill the man behind the bar at long range, or toss a grenade behind the counter just to make sure that he never gets back up. Now you can take it mano-a-mano with Frankie.

This mafia cleaner is more powerful than Lupino. A full set of bullets from your Ingram won’t put him down unless you are very lucky, so never take the fight to Niagara directly. Using the old FPS circle-strafe works wonders. Run into the bar, circle around Frankie while nailing him with Ingrams, then roll out of the room to reload. Come back in and finish the job with a second go of the same tactic. Bullet-time may help a little, but most of the work rests in putting dozens of rounds into this guy before he gets lucky on you.

Chapter 2: An Offer You Can't Refuse

It’s hard to get by these days without doing a couple of favors for the Russian mafia, and it’s no different for Max. The lovely bomb-setter from the last evening has a bit of a problem. One of his former men, a sea captain named Dime, has gone over to Punchinello’s side, taking a hefty shipment of weapons with him. Traitors can’t be allowed to survive; it is bad for business. The offer is a pretty good one for you–you take Dime, and you can collect the extra weapons for your private war. Punchinello gets hurt on both ends.

You start at the entrance to the dock area. Inside the security station, a single guard is whistling away, so it isn’t hard to throw the door open and greet him with the reaper’s smile. Take the ammo inside and press the button on the right to open the gate.  

Just inside is a loading area on the right; two men are here, but they aren’t very alert. Blow down the mafia guys and get up on the platform. You can use the button on the left side to raise the loading bay door. People are talking inside about the poetic value of mass murder, so don’t interrupt them yet unless you want to break up the philosophy session. Inside, two men on the ground are watching the door, so you usually won’t be able to get in stealthily. A third gunner is up on top. Dive forward in bullet-time to get a heavy edge. Before leaving through the door on the right, jump up on the far crates to get a painkiller. If you then use the crates to get up on the catwalk, you’ll get more Ingram ammo and a second painkiller.

The open area outside only has a couple of guys. One is standing near an explosive barrel, which could mean a quick end to him if you are a good shot. The other guy is inside the cargo car with some ammunition. Use the next loading door on the back left of the area to get to the next warehouse.

At first, only one enemy will attack you here. Avoid his Ingram fire and grenade throwing; it is best to hit him while he is reloading the Ingram after some steady fire. Take the lift on the far side of the room and walk around until you find the crane controls–use them to open the way to the door down below. Don’t forget to open the medicine cabinet there for four painkillers! Two more enemies will come into the room now, but you can lure them near the explosive barrels in the center of the room and then blow everything up to watch them do the dance of flame.

The door you opened will put you back outside in a huge storage area. Two fairly clueless guards are close by, but a single shot to the back of the head with a Desert Eagle will restrain them. In the back right corner, you will get a stash of ammunition of a box with a painkiller. Get out your Ingram now, or a shotgun if you are feeling lucky. Going forward a bit more, you will trigger several more guards. All three will charge you, so stand behind one of the crates and wait. As each man approaches, pop out and deliver a lethal salvo into his face. Walk back, reload, and repeat. Perfect.

There is a lifting crane in the section beyond. Go past it for now and get all of the goodies on the table in the back. Then, climb up into the crane and use the power button on it to clear the way ahead. One guard will come out of the building behind you because of this, and two more will come out from the new opening.

When the guards are dead, go through the gap in the cargo cars and stop when you are past the suspended car. The crane will lower the car behind you, and a wise-guy with a shotgun will make his move. Jump out with surprise and frag him. Now, go a bit further and move between the legs of a heavy mover. This vehicle will start itself up, so you should head for shelter in one of the open cars (there is a bit of ammo there anyway). The mover will pick up some cargo that was in your way and then smash it into the wall. When the shaking dies down, you have to go out and face two attackers. The man in the rear has a shotgun, and he seems fairly good compared with his buddies. Keep the first attacker between you and that shotgun, then take potshots at the far guy when you are done. Don’t try to get this done quickly, because you might take a spread of shells and have to actually use a painkiller or two (or three).

Go carefully into the new area, because an Ingram-bearing fool will try to open up on you. Kill him a lot, then turn the corner to face a bigger problem. Another heavy mover is clearing the way for you, but a guy is on top of it with a shotgun. This thug takes a lot of pain before falling, though he is a terrible shot if you keep moving. Two allies of his will charge through the gap once the mover is done its job. Further down that pathway, three more guards are waiting to come after you. Roll around a lot and hope that the guy in the back with a shotgun will plaster one of his buddies to the wall (it is always gratifying to see friendly fire at work against your enemies).

The next outdoor corridor will take you past a bridge on your right with a single guardian. Unfortunately, the guys on the other side will be able to get the bridge raised before you get there. Take out the man and keep going. You can hear someone start talking behind you before you reach the end of the passage. A cargo car will open and another guard will come out, but he isn’t well armed or prepared for someone like you. Take a look inside the car for a sniper rifle–oh yes! Continue toward the end of the corridor and take out the two men around the fences there. Blow out the lock on the side to steal a painkiller and more Desert Eagle ammo. Now you want to take out the block that is holding the truck across the fence from where you are standing. That takes care of the bridge situation.

It won’t be a cakewalk getting back to the bridge. Two men should already have taken up position back by the corridor to the bridge, and a few more are on their way. Use the sniper rifle if you need to, but the Desert Eagle and the Ingram are usually enough unless you are having health problems and need to stay out of the fighting. Slug your way back to the bridge.

On the other side of the area, you’ll be met by two men who decent weaponry. Hide behind the ruins of the cargo car and kill anyone who gets uppity. The room on the right (which the first guard comes out of) has a couple of grenades and four painkillers, so stop there for the goodies. Go out and take the door at the end of the building to end the chapter.

Chapter 3: Rats and Oily Water

The following warehouse is well stocked with enemies and vicious fighting. From the start, people see you from above and alert their allies, so you won’t find many soft targets. The first two men are around the corner from you, so get out the close-quarters weaponry and take them down. One man gets up on the cars across from where you entered, and he is easily taken out with a few Desert Eagle shots. When you try to move around the first bend, a shotgun attacker gets up on the catwalk to your left, and he has a grenade. When the action dies down, get ammunition from a set of shelves in the back right corner.

Two more grenades and some ammo are on the shelves in the tight passage through the warehouse, but where there are two grenades there certainly may be more. Walk just a bit into the next tight passage and a grenade will fly through the air nearby. Run back to safety, and it is very hard to avoid taking damage from this (sometimes you can trigger the thrower to make a premature attack by going into the area a little and jumping straight up so that he sees movement).

Run out into the open area and quickly take the way left–an Ingram fighter will start showering the area, and he is very hard to hit from where you are. Dive into the man who gets in your way and make sure that you are the one who gets up. Before taking the stairs that are around the boxes to the right, go left and pick up a large amount of supplies, including a painkiller. Run up the stairs, firing your Ingram pistols the moment you see your enemy’s head, and he shouldn’t be able to hurt you. Another guy comes out from the door you need, but some crates are blocking the way. Go around on the catwalk to greet him, then take out your sniper rifle. Open the door to the outside and aim for the left side of the vehicle in front of you. An enemy will roll into position, but your .50 caliber bullet can take him out of the equation. The transport will make it over to your area. Jump on and control the device with the four buttons–each one corresponds to the direction that the vehicle will travel. You can only move on the tracks, so don’t try to go through anything.

You will need to take the transport forward, then left, to avoid the car that is on the tracks. Use the zoom feature of your new rifle (there is extra ammunition on the box nearby) to kill the guards in the four towers of this area at very long range. Odds are that the guys won’t even see or fire at you. When the men are dead, you can move about pretty easily. Going back toward the first warehouse on the second track will take you to a guard tower with a fresh corpse of your doing and a couple of painkillers. You have to go the other way to continue. You can then travel to the guard tower across the way, which has another painkiller and more sniper ammo. Two men on the ground will fire up at you, but the firing angle is certainly in your favor now.

Go back across to the first track, now that you will be on the other side of the cargo car. Head toward the far warehouse and guard tower. Two more men on the ground will attack when you go for the painkiller and sniper ammo there, but they are again at an extreme disadvantage. Take the door when everything is quiet.

The new warehouse is very open, which means that you won’t get to do a lot of shoot and scoot fighting. Instead, use the dual Ingrams and take the fight to your enemy. Run down the catwalk to your left, then charge across the floor. Shootdodge at anyone who steps in front of you. When you come to the far catwalk, the enemies will come down after you. Roll around to avoid them, then fire once they are close enough to kill with a burst. There is no finesse here. Get some ammunition from the right wall on the side where you came in, then shoot the box open for a painkiller.

Get onto the second catwalk and head toward the far side. A shotgun wannabe will throw open the door ahead of you, but a dive will help you dodge and finish him. Look through the window in the room to see the ship–there is also a person below who presents a great sniping opportunity. Press the button near the door to open the fenced-off portion of the lower area in the main room. Two more guards come out because of this. You’ve seen worse. Take them out at long range on the catwalk to keep your clothes from getting scuffed.

Get everything in the security room before going out the door. There are two guards to the left of the door when you leave–these are decent fighters who have nerves of steel. You can try a grenade toss, but they are fairly tough to hit without exposing yourself. Twin Ingrams and a dose of bullet-time are often needed to avoid damage.

Get onto the ship and use the Desert Eagle and Ingrams to put down the few men who are there–they are all fairly hard to kill, so keep those headshots coming. Use the pallets of cargo to hide behind when you are fighting the two men who block the stairs up to the main cabin. A final guard holds his position inside. Pick up the phone where you are done for a bit of trash talking with Don Punchinello himself. You’ve taken down a lot of this guy’s operations in just two days; he has to be scared now.

Open the hatch behind the phone to go deeper into the ship. While the suckers are calling for Dime’s help, put a cap into the heads of the first couple on the stairs. At this range, the Desert Eagle works perfectly for well-aimed attacks. Two men are placed carefully at the bottom of the steps, but a grenade in these tight quarters is impossible to survive, and you can bounce if off of the walls without exposing yourself in the least. Open up the last door to start the fight with Dime and his remaining goons.

Dime has three guys who will help him out, but he retreats to the back of the cargo room until they are toast. Use a grenade to clear out the first guard, then duck back and forth from the stairwell to bring down the others. It is rare to see the men here hide, so it isn’t too vicious to isolate Dime by doing this. Be careful of Molotov cocktails, because Dime will use them against you, but at long range he isn’t nearly as effective. If Boris backs up to the far-left side of the room, then take a shot or two at the white tanks to his flank–these will explode and do a fair amount of damage to Dime in the process. When Boris charges after this, use the Ingrams to harry him while he makes his approach, then finish him with a dive forward at the end.

Vladimir gives you a congratulatory call after you pick up all of the goodies in the room and move on to the weapons stash beyond. Get everything you need from there and pat yourself on the back for a job well done. Trigger the end of the chapter by walking out of the cargo hold.

Chapter 4: Put Out My Flames With Gasoline

You go to meet Punchinello at his restaurant, but things don’t turn out too well. The place is dark when you get there, and it looks like there is no one around. Save now, and take a nice, calming breath. The next section is pretty easy once you are used to it, but quite difficult over the first few runs. Each room has its own sequence of explosions that you have to avoid–you can hit the quicksave between rooms if you like. At least there won’t be any guards until you are out of the fire. Here we go.

Get to the right side of the wall and head toward the dark door at the far end of the room (it is next to the bar).  Go through the door. Keep going straight through the next room and cut across the center of the floor–take the double doors ahead of you. Go very quicky forward and cut to the right. Race through the row of shelves before they start to fall and take the door on the right side. If you get cut off, then go through the last space in between the cases (that one won’t fall over).

Stay in the absolute middle of the next hall and think cold thoughts while you run. The passage will turn and open up into a new room. Cut across the center of this area and break left when things start to blow–an open corridor should be in front of you now. Take a very tight turn and stay close to the wall as you go through the passage into the next room. Everything will start to get torched, so run straight toward the darkness of the far wall. Jump over the obstacles once you get there and turn around to face another opening (there are some stairs that will be behind you, but they are useless).

Get to the opening and take the stairs around to the top. The hallway you enter has two exits, but only the one on the left is valid. Go into that room and then turn right to enter another passage. Come to a dead stop the moment you enter that area–there is a gas trail on the floor that is about the blow up a rack. Wait until the initial burst of flame dies down, then jump over the two racks. Hug the walls that aren’t burning and continue forward. You will hear a secondary explosion as you near the open part of the room, so back up and let a flying tank of something flammable break against the wall. Go left into the open space, jump over the cases, and take the double doors out of this conflagration. Guess what? There are still guards here.  

The first idiot retreats down some stairs when he sees you. There are two painkillers on the side of the room that you might need by now. Go over to the steps when you have saved and are ready to continue. Take out a grenade and toss it down toward the area where you can see one guy crouching to waylay you. All three of the jerks down there will end up splattered against the wall and you can walk down the stairs with impunity.

Get the equipment from the dead bodies and you’ll notice an extra grenade there. Keep that out and move over to the drop into the sewers. If you jump down, throw the grenade at the feet of the first man on the left; you’ll kill three more guards without a fight. The passage on the left will still have two men near its exit, so roll in ready to fire. The walkway to the right will take you around to an area with several more attackers, but none of these guys are veterans so they don’t take much to put down. Use your Ingrams to make short work of each target. Except for the fight, there isn’t anything to do now–the way out of the sewers is up above the walkway at the end of the tunnel.

Chapter 5: Angel of Death

Don Punchinello is too scared to leave his estate, so it’s time to pay him a personal visit. You have been brazen enough that this move is expected, so there are a lot of guards there to keep you out. Plus, the Trio is present. Three super tough killers have their guns trained on you.

Inside one of the lower entrances to the manor, you find a few bodies. It seems like Mona made an escape. Look in the room on the left to see a bit of her artwork. There is a cache of ammunition on the shelves in the main room, but there are guards in the hallway beyond who might walk in behind you if you go for the treasure first. Clean the hall, grab the ammo, and then keep going. The door at the end of the hall on the left opens into a storage room with two painkillers–a shotgun blast will rip you open if you come in slowly. Shootdodge in and take out the guy on your left. On the other side, the hall bends around for a few turns. You’ll hear a couple of thugs trying to decide whether to get help or take you on personally. They will make a feeble rush, so use close range weapons to finish them. A twin Ingram fool will back them up near the booze casks, and he is the guy to watch for. Head upstairs from the winery and you’ll end up in the kitchen. One guy flees from you and calls for the first of the Trio, so you know that the next room will be bloody.

There are three painkillers that you can take from the kitchen (or come back to grab later). For a laugh, you can also read the tarot cards on the table that Mona left out. To soften the next fight, get out a grenade and open the far door carefully. If you can strafe quickly, it’s not too hard to throw the grenade behind the table that “Big Brother” and his two buddies are using. This will cause two of the guys to die, and their boss will charge you with less than half of his energy. When the fight ends, the door on the other side of the kitchen will open and two reinforcements will arrive, so watch your back.

There are two men in defensive positions in the room beside the kitchen, and one of them is on the ledges above you. There isn’t anything useful in the area, so kill and keep moving. Another pawn hides behind the plants in the piano room and shouldn’t last long. Take out another grenade if you have one, then open the double doors in the piano room with a tasteful throw. The bar will be on the far side of the room on the left. Two men are there, and at least one should get squished by the blast. Dodge back if any grenades come your way. Fill up on painkillers at the bar.

Outside the room through the doors on the right are the stairs. The troops out there are calling for help from the second of the Trio, but it sounds like he wants them to take care of their own problems. Roll out to the center of the room and dive up the stairs for some classy moves. Only two guys here, so you can take it. At the top of the stairs on your right will be the real test.

Joey and two more mafia fighters are just beyond the door. All three will be to your right, and the doors open in such a way that it’s quite hard to use grenades against the group. Your best bet is to use the Ingrams and to run into the room shooting. Don’t dive until you’ve already taken out a target or gotten the enemies to line up–if you dive too soon, Joey will mince you while you are getting up. To take out the heavy hitter, aim high, and use a full shootdodge to leap toward him while pelting his face.

The last of the Trio isn’t here. The door on the other side of the stairs keeps getting locked, but the guy inside will blow the wall open with a M79 shot the next time you approach. Stand back and let him do this, then pull out your sniper rifle and hit him from the other side of the room–he can’t even get to you from that range, so he is SOL. There are two more generic attackers in that room. Toss a grenade around the corner where the bed is, or roll around with heavy firepower to break them quickly. The intact door leads to the bathroom.

Storm into the bathroom and kill the man there before he recovers his senses. A cabinet on the right has three painkillers, though you’ll want to kill the thug in the next room before getting them (there is a trigger for him to open the door if you go for the cabinet first). Hurry through the next couple of rooms because there isn’t much to find, then get the telephone when it starts ringing. Someone else is trying to weasel in on your action; you don’t know who it is yet, so hopefully it won’t become a problem. Go out the door and keep your head down.

The last of the Trio backs away at the sight of you (who wouldn’t by now), and gathers with another duet in the room beyond. Go over and grenade the place to wound them and draw one of the attackers out. This fight isn’t nearly as hard as the one with Joey.

Go through the final door to meet the Don himself. The storybook scene that follows goes straight into a tough fight. You regain control just as several attackers enter the room. Hit the key for full bullet-time the moment you can and use everything in your power on these high-power enemies. As long as you are the one left alive, no one can say that things ended that badly for you. Back out a couple of rooms and the next scene will come whether you are ready or not.

Part 3:  A Bit Closer to Heaven

Max falls into a junkie's nightmare after being injected. Once again, Max finds himself stuck in a world of dreams. This section covers the walk-through for Part III: A Bit Closer to Heaven.

Prologue

Cross the room and find yourself in Max's house--though it's some twisted version. Turn right and follow the dark hall into the living room. Ascend the staircase. At the top of the stairs, turn right and enter the door in front of you (the two doors on the left are locked). Walk through the children's room and open the door on the left and then the next door on the left.

After a brief cutscene, Max ends up in a room aflame. Walk forward to the desk and examine the letter. Walk over to the ringing telephone and answer the call. Open the door on the left side of the room. You find Max again inside a flaming room--it's eerily familiar.

Walk to the desk and check out the letter. Next, walk over to the ringing telephone and answer the call. Exit the door on the left, and you emerge inside a new room. You are back inside Max's house--or at least the dreamworld version of Max's house--and must maneuver through the living room, up the stairs, and into the door surrounded by candles on the right. Max stands at the base of another blood trail.

Follow this path through the blood trail:

 

  1. Walk to the end of the trail.
     
  2. Turn right and jump to the adjacent blood trail.
     
  3. Follow the blood trail around to the left. At the end, leap forward to the blood trail.
     
  4. Follow the trail to the right. At the end, peer down and see the trail below you. Instead of leaping to the trail across from you, leap and land on the trail below you to the right.
     
  5. Follow the lower trail until you reach the end and need to leap right. Jump over to the right trail.
     
  6. Walk over the trail to the left and at the end, leap to the trail across from you.
     
  7. Follow this trail to the right and leap to the cradle surrounded by candles.

Arrive at the cradle surrounded by candles. Approach the cradle to enter Max's bedroom and battle...Max! Use ample shootdodges, and don't be frugal with the bullets. Lay into the alternate Max until he falls. Walk to the bed to complete the level.

Chapter One: Take Me to Cold Steel

Max, awakened from his drug-induced nightmarish visions, makes his way to the Cold Steel Foundry in pursuit of the mystery woman.

Objective: I had to look for the mystery woman's hideout.

You have been stripped of most of your weapons. You're equipped with a baseball bat, lead pipe, and the Beretta. Use the baseball bat or pipe to break the glass in the skylight. Drop down onto the crates below. Equip the Beretta. Enter the next room and spot the laser trip mines that are blocking the doorway. You can't jump over or crawl underneath.

Back out into the previous room and shoot the trip mine from a safe distance. After the mines explode, enter the door beyond them on the right. Grab the sniper rifle and ammunition and then listen to the radio for a news update. Open the door to the left of the calendar. There are two tough guards outside; the easiest way to blast them is to use the sniper rifle.

Equip the sniper rifle and open the door. Take out the guard on the ground and then wait until the second guard ascends the stairs and enters the door. Simply stand back with the sniper rifle zoomed in on the door and blast the guard. Gather their weaponry (including a Colt Commando) and approach the door into the small room (you can see the room through the window).

Be careful, however. When you approach the door, a cold steel container opens behind you. A thug inside will blindside you if you aren't quick enough. Use a shootdodge and walk past the door that faces the container; nail the guard with the Colt Commando. Enter the room and gather the ammo and painkillers. Another guard has been alerted to your presence and will barge through the door or shoot through the window, depending on your position. Take him out with a shootdodge and the Colt.

Tip: Search the warehouse for an open container, which holds a Molotov cocktail

Approach the hanger door to the right of the small ammunition room. Use the keypad to open the door. One thug stands inside and another enters via the door on the right. Use shootdodge and the Colt to take them out. Open the door on the right and shoot the trip mine from a safe distance. Enter the room but back up quickly to avoid the grenade. Remain in the first room and lure the guard into the doorway. Collect his Colt ammo.

Follow the unlocked doors to the large hanger door. Open the hanger door and use shootdodges and the Colt to take out the closest thugs. The thug farthest on the platform tosses a grenade. Retreat to the previous room once the grenade has been tossed. A third thug patrols the upper walkway. When he stands at the top of the ramp, use bullet time and eliminate him with the Colt. Gather the ammunition in the area opposite the entrance and then ascend the ramp. Grab the bottles of painkillers. Descend the ramp and enter the small door located opposite the entrance door.

There are a couple of thugs crouched behind the trip mine. Stand on the left side of the door. Use the Beretta to shoot the small crate that reveals the trip mine. Shoot the trip mine to create an explosion to damage or kill the thugs. Switch to the Colt quickly and mop up any remaining thugs in the room. Walk to the door on the left.

Equip the sniper rifle. Enter the door and then back up. Zoom in on the crate on the right in the next room and wait for the thug to crouch there and fire. Nail the thug with the sniper rifle. Back up to the previous room; another thug is on the way, and he tosses grenades. Avoid the grenade and finish off the thug with a shootdodge and Colt combo.

Enter the red-lit room and cross the staircase on the left. About halfway through, a thug enters from the upper ramp and the door behind you. Eliminate him with shootdodges or the sniper rifle. Cross the staircase that goes down and then walk over to the staircase on the right. Climb to the top and enter the door across the hall.

You're in a long hallway, but you aren't safe. Thugs round each corner and fire with Colt Commandos, and some even toss grenades. Move forward slowly and enter bullet time as soon as you spot an enemy guard. Follow the hallway to a door. Enter the door and head left. Two thugs appear; one climbs on top of the crates on the left. Use shootdodges and bullet times to eliminate them. Ascend the staircase at the end to reach the next door.

Follow the hall until you reach the exposed window on the left. Listen to the conversation and blast the guards quickly with the Colt. Enter and comb the room for weapons and ammo. Use the walkie-talkie on the table. Exit the room and head left to the door. Open the door to end the level.
 

Chapter Two: Hidden Truths

Walk forward to the storage shelves but be prepared for a gunfight. A thug enters from the left, and there's a second thug in the room in front of you. Use a shootdodge behind the shelf and nail the closest thug; then toss a grenade into the room or just take him out as well, using bullet time. Gather the ammo and enter the room. Examine the folder on the desk to the left.

Tip: Don't forget to grab the painkillers in the cabinet to the right of the vending machine.

Exit the room and enter the door to the right of the shelves. Blast the thug inside. Back up and shoot the trip mine to initiate an explosion inside the room. The explosion busts a pipe on the left. Turn the valve on the right to fix the pipe. Enter the door on the left out onto the catwalk.

Although the room contains some enemies, just run quickly across the catwalk to the door. Open the door and turn right. Some trip mines block the path. If you don't have a grenade, leap over the first trip mine and bust the crate on the floor. Pick up the grenade. Toss the grenade and run back to the catwalk. After the explosion, return to the room and take out the thug who enters from the door across from you. Head through the door onto the next catwalk. Cross quickly to the door.

You've reached another batch of trip mines to the left. Before you deal with them, turn around and deal with the pursuing thug. To blow the trip mines, use a grenade or shoot the nearest mine on the floor while standing out on the catwalk. Avoid the flames coming from the broken pipes. Take out the guard on the right. You need to open the gate and reach the wheel valve. Do so by looking through the bars and shooting the short-circuiting controls. Enter the room and use the valve.

Exit and open the door previously blocked by the flames. As soon as you open the door, back up to avoid the explosions. The exploding barrels open holes in the floor. Drop down in the upper right hole onto the crates. Cross the staircase (by jumping or using the control pad to extend the bridge). Watch for the thug on the left when you reach the other side. Explore the container he emerged from for ammunition. Blow apart the barrels and forklift in front of the door on the right.

Open the door; a trip mine explodes. Stay back and wait for a thug to open the door. Use a shootdodge to eliminate the thug. Enter the room, grab the ammo, and enter the door on the right.

Tip: Before you enter the door, look on the left wall for a cabinet containing three bottles of painkillers.

An explosion rocks the next room immediately--the ramp leading up blows apart. There are two thugs up high, and one tosses grenades, so be careful. Nail the thugs with the Colt. To reach the ramp, jump onto the center fence. From there, leap onto the broken ramp. Point your weapon at the door at the end of the ramp and nail the thug who walks through the door. When you reach the top of the ramp, open the door.

There are two thugs hiding behind a gate to the left. The best way to eliminate them is with a grenade. After taking them out, hide behind the crates in front of you and nail the guard who emerges from the door to the left. Enter this door into the control room. Grab the painkillers and approach the monitors.

Use the monitor to reveal an elevator marked D-6; also, the gate concealing the guards a moment ago opens, and another thug runs through. Turn around and shoot him immediately. Exit the room and turn right to the gate. Walk through the gate and approach the next door.

You're on an upper catwalk with two guards below. Take them out from the upper catwalk. Head down the ramp and use the console to cause the machinery to malfunction and bust a hole in the hanger door. Use the shotgun to bust the hanger door completely. Toss a grenade in the room to knock out the thugs behind the sandbags.

Tip: Before you go down the ramp, cross the girders and pick up the ammunition from the shelves.

Open the door and spot the trip mines to the left. Shoot the nearest mine (from the safety of the previous room) with the Beretta. There's still a thug remaining to the left. Eliminate him with a shootdodge to the right and a heavy dose of the Colt Commando. Walk to the next door on the right and open the door that reveals a flame-filled room.

To pass through the room successfully, move to the left corner and shoot the trip mines with your Beretta. Hop in the cart and press the use button to start moving. Slide to the right side of the cart and, with the Beretta equipped, fire at the left side of the second set of trip mines. Once the second set blows, leap out of the cart and equip the Colt Commando. Hide in the upper right corner of the room. When the hanger door opens, shootdodge to the left and nail the guards.

Another hanger door opens on the left; take out the thug near the barrel by shooting with either the barrel or the Commando. Walk into the room and grab the painkillers and use the shut-off valve. Return to the previous room and open the door. Nail the thug behind the bars; another appears from an unseen door, so take him out before you move inside the room.

Gather the ammo and then open the next door into the red-lit room. Use the sniper rifle to nail the two thugs in the room (one fires from the upper balcony). Cross the room using the crate and ledge on the right. Open the hanger door ahead. As soon as the door opens, retreat left to avoid the grenade. Blast the thug with a shootdodge to the right. You've reached elevator D-6. Approach the elevator and press the console on the right.

An alarm has alerted guards. Two thugs arrive at the elevator. Use shootdodges in front of the elevator door and the Colt Commando to eliminate them. A well-placed grenade should also take them out easily. Enter the elevator and use the console to enter the next level.
 

Chapter Three: The Deep Six

Watch the opening cutscene and prepare for a quick battle. Those two thugs soon point their weapons at you. Use the shotgun and take cover behind the crates on the left or right. Aim at the thugs and blast the elevator glass with the shotgun. Two or three hits should take each thug down. Exit the elevator using the console on the right.

Objective: I had to find a sign of Ms. Valkyr and her plans.

Walk into the center of the room and examine the logo. Open the door into processing. Some thugs escape through the far door. Follow them and take out the thug who is taking cover behind the crate. Shoot the explosive canister to the right of the thug taking cover. Enter the hall and turn right toward the door marked "Test Facilities."

After entering the door, follow the hallway around to the far right and spot the computer marked "Cell Access." Examine the computer. Unfortunately, you need the PIN. Retrace your steps and open the door into the laboratories on the right. Continue through the next door and spot the monitors on the right. Notice the number 665. Examine the monitors to receive the code.

Return to the cell access computer. Max automatically enters 665, the correct code. This opens the adjacent door and a storage room to the right. Enter the storage room and grab some painkillers. Return to the door marked "Block-B." Open the elevator and use the control inside to change floors.

The flaming passage ahead is blocked. Instead, open the door on the right. Cross the detention block to cell B7. Open and speak with the scientist inside. He'll help Max get beyond the airlock on the upper floor. Backtrack to the elevator and go up. As you cross the test facilities, the scientist hides behind some crates--there are some thugs to the left. Eliminate them with a shootdodge.

The scientist stops at the airlock controls and ushers you inside. Enter the airlock. After the decontamination process, exit through the open door. Cross the room to the door (don't worry about the window and carnage to the left). You must use the counter on the left to pass the flame jet. Approach laboratory 2 and use the console to open the door. Enter the elevator and use the controls.

When you reach the next floor, the elevator opens to reveal a room filled with laser trip mines. Destroy as many laser trip mines as possible from the safety of the elevator. You must leap over the rest. Jump over the mines and go to the right; approach and examine the monitor.

Objective: I needed to get out of the bunker before it blew up.

Max digested all the information he needed about Project Valhalla--time to get out of this joint. Leap over the laser mines to the right (use the crate for extra height). You can destroy the mines if you wish by hiding safely in the corner of the room. Open the door into storage and use the console to activate the elevator.

You're on the other side of that window you passed. Use the console on the right to open the door into the airlock. After the console explodes, leap onto the ledge against the window and blast the trip mines on the right side of the adjacent room. This blows the door open. Open the security door and follow the hall to the surface storage door. Open and use the console to ride the elevator. Use the console as the plant starts to explode, and Max escapes to safety.

Chapter Four: Backstabbing Bastard

Max pays a visit to B.B., who, as seen in the chapter title, Max has affectionately renamed. Apparently, B.B. is a dirty cop on the take and was behind the incident at Roscoe Street Station. Time to make new bad guys pay for their sins!

Objective: I had to make B.B. pay for Alex's death.

You're at the top of a parking garage, and four goons have just been dropped off. Use the buildings as cover and shootdodge out from your hiding spot to nail the incoming thugs. After taking out all four, locate the ramp that leads down into the parking garage. Use the sniper rifle to take out the two thugs at the bottom of the ramp (one enters from the right as you move down the ramp).

More thugs wait behind the gate to the right. Use the crates as cover and eliminate them with the Colt or sniper. Grab the ammunition and painkillers. A van has entered the parking garage and stops down the right alley from the gate--there are thugs with machine guns inside! Retreat when you see the van and allow it to deposit the bad guys and move on. Take the two goons out, using the pillars as cover.

Tip: Before you proceed further down the parking garage, explore the corner to discover a cabinet filled with painkillers.

Start down the next ramp. Two thugs appear--one to the left and another to the right. Retreat around the corner and use the wall as cover. Eliminate them. Grab the ammo and grenade in the left alcove. The van appears at the bottom of the ramp, depositing a couple of goons before speeding off down the parking garage again. Lure both of these thugs back to the corner and eliminate them from the safety of cover.

Tip: Don't hesitate to use the M79 grenade launcher during these battles. You will soon locate a room containing some M79 ammunition to replenish your supply.

As you head down the ramp, you spot the van. It speeds off, leaving two thugs behind. Take out the one on the left with a shootdodge. Force the one on the right to toss the grenade and then eliminate him with another shootdodge. Clear out the remaining thugs from the floor before proceeding down. When you near the ramp, two thugs appear around the corner. Lure them to the wall and nail them at close range or with a shootdodge.

Descend the ramp and spot the closed gate on the right. Eliminate the guard behind the gate with a couple of shotgun blasts. Break the padlock on the gate with a weapon and open the gate. Walking beyond the gate triggers another movement of the van. A guard takes cover to the right of the gate. Eliminate him with a shootdodge. Walk down the hall to the ramp on the right. Lure the thugs around the corner and to the pillars; use the pillar as cover and take them out at close range with the shotgun.

Some guards hide behind cars and pillars at the bottom. Trigger them and then retreat to avoid the grenade blast. Lure the guards around the corner and take them out with the Colt. Grab the ammo off the crate and finish off the remaining thugs in the area. Locate the room to the right, grab the weapons and ammo, and then use the radio.

Start down the next ramp, killing the thugs as you move. When you reach the bottom, the van appears again--but this time, it crashes and burns. Take out the thug from long range with the Desert Eagle or sniper rifle and then battle the thugs to the right. Use the pillars and cars as cover and employ shootdodge and bullet time as necessary.

Tip: Before you head down the next ramp, maneuver to the crashed black van. There's an adjacent white van with its back doors unlocked. Open them and grab the ammo and painkillers inside.

Descend the next ramp. More speeding cars and explosions await you! Take out the thugs who emerge. As you near the alley on the right, two cars collide and more thugs appear--one carries the Jackhammer. Blast them with the pillars as cover. Gather the weaponry and turn left at the intersection (right leads to the parking garage entrance). Trigger the three tough thugs here and use the M79 to take them out in a blaze. Only B.B. remains.

You can gather the painkillers from the cabinet on the right. Locate B.B. and use the Jackhammer or Colt to pummel him. Don't forget to use cover, either behind pillars or cars, and aim for the head. Once you finish him off, locate the ringing pay phone next to the elevator.
 

Chapter Five: In the Land of the Blind

Max Payne meets with his "informant," Woden, who introduces Payne to the "inner circle." Woden claims he can provide information on Project Valhalla. He reveals the identity of the mysterious woman, Nicole Horne, the key figure in Project Valhalla. On cue, some bad guys in suits enter with some heavy weaponry. Max escapes through a window.

Objective: I had to escape Nicole Horne's assassins.

Locate the steps down into the cellar. At the intersection, go right to locate a bottle of painkillers. Turn left and blow apart the trip mines with your Beretta. Aim the Jackhammer quickly and tackle the two well-armored thugs who approach. You can also soften them up with a grenade; wait until they reach the corner and then use a shootdodge or bullet time to blast them. The gate ahead is locked; turn right instead and follow the hallway.

A guard appears on the steps behind the shelves; take him out with the Colt. Gather the ammo and the grenade from the box and ascend the staircase to the door. Turn right in the dark hallway and pause for the laser to pass. Cross the hall to the door on the right--note that the keypad is green, which means you can access the door.

Enter the room and ignore the monitors for now. Turn left and spot the door--a couple of thugs are about to barge inside. Take them out and grab the bottles of painkillers to the left. Examine the monitor for a brief graphic novel update. Exit the room via the open door. There's a thug at the end of the hall; take him out and then take the first left to the door marked "Exit."

Blast the thugs on the other side of the door. Walk to the left and trigger a third thug; lure him to the doorway and blast him at close range. Ascend the staircase. Ignore the bottle of painkillers in the elevator--it's a trap. A thug drops down some grenades. Avoid the blast and kill the thug. Ascend the next staircase. Move slowly; as soon as you spot the grenade, retreat quickly. Nail the thug who appears and ascend to the top. You'll find the open door on the left. It's marked "Finance."

Tip: After entering the finance office, turn right and grab the painkillers and ammunition.

Before you head left, leap onto the desk in front of you and get up as high as possible. Spot the trip mines on the other side of the office. Shoot them with your Beretta. Drop down and head left. Approach the trip mine; a thug appears at the end of the hall. The easiest way to kill him is to leap on the desks and toss over a grenade. Leap over the trip mine and examine the radio on the right (kill the thug who appears first).

Turn around. At the intersection, go left to grab some M79 ammo. A thug stands to the right if you didn't kill him before. Jump over the trip mine and approach the door. Open the door and enter the alcove in front of you. A couple of thugs wait down the hall. Blast them with the Colt. Cross the hallway to the door at the end--the open door lies to the left.

Walk to the desk and examine the videotape. Enter the next office and examine the blueprints on the desk to the right. Turn around and check out the television for a news update. Exit through the door and out onto a balcony. Terminate the guard across from you and scamper quickly to the door marked "Exit."

Take out the guard in the stairwell. Blast the trip mines with your Beretta. As soon as you do, two more guards are shown entering the door at the bottom of the stairs. Use the M79 to take them out easily. You enter the door that the thugs arrived from and follow the balcony to some Colt ammo; be sure to take out the thug across the balcony before grabbing the Colt.

Enter the second door on the right. Eliminate all the thugs on the current floor. You can even take out the thugs on the bottom floor or just descend the staircase one floor and take them out then.

Tip: Walk out onto the ground floor and turn left to the control desk. Grab the ammo and the painkillers. But don't go through the metal detectors!

Enter the door on the left and listen to the thugs' conversation. Toss down a grenade or shootdodge down the stairs and blast them. Avoid the trip mine. Grab the grenade off the crates. Enter the door and nail the thug at the end of the hall. Destroy the trip mines with your Beretta. At the intersection, turn right to face more trip mines. Blow them up with your Beretta. Enter the door on the left to end the level.
 

Chapter Six: Byzantine Power Game

The stairs lead down to the left and the right. Take the steps to the right and nail the thug at the end of the hall. Turn back to the left and clear out the other approaching thugs. Blow the laser mine, which causes the file cabinets to topple over like dominoes. Examine the folder on the desk. Now you must climb over the fallen file cabinets and use them like stairs to reach the ramp that leads to the upper balcony. Take out the thugs there with the Colt and follow the balcony around to the open door.

Peek into the stairwell and then retreat to avoid the tossed grenade. Kill the thug and then ascend the staircase. Walk to the end of the hall and grab the painkillers on the right. Ascend the next staircase. Maneuver around the vending machine to the unlocked door at the end; it's the library. Eliminate the guards inside (lure them to the doorway) before exploring the library.

You'll notice the library littered with trip mines. One covers the staircase that leads to the balcony. You can't pass the trip mine--if you destroy it, the staircase blows apart with it. Blow all the trip mines; one causes a column to fall over like a ramp. Ascend the column to the upper balcony. Turn left and approach the unlocked door.

Enter the door and listen for the sound of a keypad being punched--the door up ahead on the left is being opened. Once it opens, toss a grenade at the doorway to kill the two thugs. Turn down the hallway and pick up the sniper rifle from the bench. Enter the door marked "Press Room."

Enemies enter the press room from the right. Take them out and then explore the room for additional sniper rifle ammunition. Walk through the opened door and turn left toward the door marked "Exit." You're on a circular balcony. There's a thug in front of you; use a shootdodge and the Colt (or stand with the sniper rifle) to take him out. Another thug stands on the other side of the balcony with a sniper rifle. Wait for him to approach and blast him. A third thug stands on a balcony on a lower floor; take the time to eliminate him as well. Locate the exit door on the same floor and move through.

Turn right toward the staircase and start down--two thugs crash through the ceiling. Eliminate them. Go through the door at the bottom of the stairs. As you cross the walkway, watch out for the grenade tosser on the left. As you approach the door in front of you, it clicks open. Wait for the guard to come through and then take him out. That hallway leads back to the library, so ignore it. Instead, turn left toward the door marked "Exit."

You're on another circular balcony. Eliminate the thug in front of you by luring him into the doorway. A second thug with a sniper rifle stands to the left. A third thug stands on an upper balcony and fires down. Take out all three. Grab the Jackhammer and ammo from the bench on the far side of the balcony. Head through the exit door.

Go downstairs and to the left to the conference room. Listen to the gloating thugs inside. Toss in a Molotov cocktail to dampen their day. Grab all the ammunition from the room.

The building lobby lies beyond the exit door. It's the final battle on the level. When you gain control of Max, quickly scamper behind one of the columns. One thug approaches quickly; take him out with the Jackhammer and a shootdodge. Equip the Colt and eliminate one of the thugs at long range. Two more well-armored bad guys enter from the left. Pummel them with the Colt. Finish off the last remaining thug before proceeding toward the exit. Gather all the ammo from the room. Check the reception desk for some painkillers before walking out the exit door.
 

Chapter Seven: Nothing to Lose

Max Payne has escaped Nicole Horne's assassins and is now tracking down Nicole to the AESIR Corporation Headquarters.

Objective: I needed to find a way up to Horne's penthouse suite.

Equip a Molotov cocktail and walk through the leftmost metal detector. An alarm goes off, and thugs enter from the left hallway. Toss the cocktail when you spot the thugs; you should be able to take out one or two. Hide behind the nearest column and use the Jackhammer at close range to blast the remaining bad guys.

Proceed to the far left. Even though you spot the hallway to the right, keep moving to the leftmost wall. Use the sniper rifle and pick off the thugs (armed with grenade launchers) on the higher levels. If you attempt to bypass these thugs without taking them out, you won't succeed without a lot of luck. After blasting the thugs, follow the hallway and watch for two thugs to enter from the right. Eliminate them. Approach the unlocked door in the corner to the right.

Start up the staircase. Blow up the trip mine with your Beretta. As you move up the staircase, look on the higher levels for the nearest thug. Eliminate him with the Colt. Blast another trip mine higher up the stairs. There are two trip mines that block part of the staircase. You can't blow them up and live; instead, leap over the staircase railing to the higher section. Lure the guards at the top to the staircase and pummel them with the Jackhammer.

Tip: Follow the path all the way to the left. Locate a dark hallway that leads to the right and grab the painkillers at the end. Watch out for the thug who arrives when you attempt to approach the painkillers. There's also an unlocked door to the right of the staircase. There's a thug on the other side. You'll also find the grenade launchers dropped by the guards you terminated earlier in the level.

Keep moving up the stairs. Destroy the trip mines with your Beretta. Ascend the staircase and terminate the thug who emerges from the right hall. The door on the left leads to a grenade launcher. Open the door on the right to reveal a hallway filled with laser beams.

To cross the beams, just jump or run under the beams as necessary. A thug emerges at the end of the hall during your trip through the beams. Hug the left or right corner and eliminate the enemy. Complete the hallway and eliminate the thugs who enter from the right. When done, approach the elevator and hit the console.

Tip: Follow the hall around to the right and locate a dark hallway that contains a cabinet with four bottles of painkillers. Doing so triggers more enemies from the beam hallway.

Entering the elevator triggers a graphic novel update--it's Mona! But she's quickly killed by an unknown assailant and Max must enact revenge. When you gain control, turn around quickly and use bullet time or a shootdodge to blast the incoming bad guys. Once they're dead, replenish your painkillers with the cabinet at the end of the hallway. Return to the elevator and enter.

As you move up the elevator, you realize the shaft has been mined. Arm the Beretta and look up. Shoot the trip mines to clear a path for the elevator. You may have to spin around the elevator to obtain the optimum line of fire on the trip mines.

When you reach the top, listen to the thugs' conversation on your left. Equip the M79 and blow both away with ease. Two more thugs stand on an upper balcony. Take them out with shootdodging and the Desert Eagle. Enter the unlocked doors on the right. Grab the painkillers from the cabinet. Use the console on the right side of the room to open the elevators across the hall.

When you approach the exit, more guards arrive. Take them out by using bullet time in combination with the Colt Commando. Enter the elevator and press the console. As Max moves down the elevator, a helicopter appears and starts shooting the lift. The elevator stops. Wait for the helicopter to leave and jump to the adjacent elevator to Max's left (if you're facing out from the building). Hit the console to arrive at the next floor.

The door opens, and you hear another conversation just around the corner. Equip a grenade or Molotov cocktail. Toss the explosive to the left to kill the two thugs; another thug arrives from the right. Use the Colt or Jackhammer to pummel him. Head right and around the corner into the computer lab. There's one thug taking cover behind the computers on the opposite side of the room and another thug on the staircase that leads to the upper balcony.

Use the computers in the room's center as cover against the two thugs. Defeat them and then blow up the remaining blue computers from a safe distance (like the upper balcony). You must destroy all four to unlock the elevator to the penthouse. Once the computers are destroyed, Max acknowledges the deed--also, a new thug enters from the elevator hallway. Eliminate him and then walk into the elevator and use the switch.

When you arrive at the next floor, you spot a staircase on the other side of some window blinds. Approach the staircase using the hallway to the right but quickly retreat--some thugs have arrived. Use the corner of the hallway as cover and terminate the thugs as they approach (Dual Ingrams or the Colt Commando work well--or the M79 if you are desperate).

Ascend the staircase and head right to tackle the nearest thug. Circle around the room to avoid any pursuing bad guys. Use shootdodges around corners to eliminate the enemies. Approach the desk to examine Horne's personal computer. Walk over to the elevator to the left of the desk. Use the switch to end the level.
 

Chapter Eight: Pain and Suffering

Max reaches Nicole Horne's penthouse and even confronts the femme fatale herself. However, before Max can achieve his revenge, Nicole summons some powerful thugs to combat Max.

Objective: I needed to catch Nicole Horne and end this.

Get ready for a tough battle. Immediately run forward and into the left corner to avoid the grenade. Equip the Colt Commando and shootdodge to the right when the thugs emerge around the corner. Once you have eliminated the first batch, return to the left side of the room and wait for the other two thugs to move toward you. Take them out with shootdodging and using the sculpture as cover.

Nicole has a more powerful trick up her sleeve. The helicopter comes back--avoid its attack by standing behind the sculpture. Shoot the M79 once at the helicopter. A shield lowers to protect the glass. But Nicole isn't finished yet. The elevator across the room is coming up, and two thugs are onboard. Stand in the left corner and shootdodge to the right when the thugs arrive. Also use the sculpture as cover.

Enter the door that the thugs arrive from and follow the hall to the left. There's an unlocked door on the right and a locked elevator to the left. Don't go right yet. Wait for the left elevator to reach this floor--one thug emerges. Eliminate him and the others and then proceed to the right.

Move through the library to the door outside. Leap onto the ledge on the left side. Cross the catwalk (avoid the helicopter attack) and jump to the balcony on the left. Enter the door. There's a staircase on the right. Ignore the elevator that arrives; instead, face the staircase and eliminate the thug who descends. Start up the staircase and equip a grenade. Toss the grenade at the thugs at the top who are attempting to take cover.

Ascend all the way up the staircase and use shootdodging to eliminate the two thugs who arrive on the elevator at the end of the hall. A door opens on the right; use a shootdodge to kill the thug who emerges. Open the door and spot the two thugs taking cover by the debris. Toss a grenade or use the M79 for a quick kill. Terminate the thugs who arrive from the right. Collect their ammunition.

Open the door on the left and blast the thugs behind the debris on the left. Turn right and approach the door. Nicole urges on her troops over the intercom as another thug appears from the doorway on the right. Approach the staircase ahead and use shootdodge and the Colt to eliminate another thug appearing from an alcove on the right.

There are several thugs at the top of the stairs. Trigger them and then use shootdodging and the corner of the wall as cover. Walk down the end of the long hall to the console. Spot the red button on the left side of the console (on the rear side). It opens a door to Max's left. Walk through the open door and up the stairs.

Nicole fires from the top. Return fire and continue up the stairs to the roof. After the cutscene, use your sniper rifle to shoot the spot where the cable connects to the roof. Arm the M79 and turn around. Move around the corner and fire the M79 at the approaching thugs. Keep one M79 round; use the rest to terminate the thugs. The helicopter pilot begins a countdown.

Arm the sniper rifle and leap onto the railing to the right. Blast the spot where the cable connects to the roof. The tower has now been freed from the roof, but the wind alone isn't strong enough to cause the tower to topple. It needs a jolt. Fire the M79 at the tower to cause the tower to topple onto the fleeing helicopter. Max succeeds in his mission but is hauled off by the NYPD. Congratulations on completing the game!
 

 

Cheats and Secrets

Max Payne’s cheat modes can be accessed without too much trouble. Edit the properties of your shortcut to the game. (Change the Maxpayne.exe reference so that it says Maxpayne.exe -developer). This is also how you access the game’s screenshot functionality (Maxpayne.exe -screenshot).

After loading the game up with this extension, you can use the F12 function key to access console mode. These are the codes that work in the current version of the game. Though the codes are not case sensitive, they are listed here in an easily readable format.

God: Invulnerable mode (restores your health and you can’t be killed)

Mortal: Turns God mode off

NoClip: Turns off the physics engine for your character (you can pass through walls)

NoClip_off: Restores the normal function

GetAllWeapons: Gives you every weapon and fills your painkillers

GetPainkillers: Stocks your character with painkillers

Coder: Turns on God mode and gives Max infinite ammunition for his weapons

Some Extra Training (Tutorial)

Max Payne’s tutorial is excellent, and you can train with the Ingram there if you so desire. There is a van along the final street of the tutorial. On the wall beside the white van are a couple of air units that you can jump onto. Use these to get up onto the fire escape, then climb up to the top. There is a breakable window there that you can use to get inside a secret room. Take the painkillers and the Ingram there for a good time against the respawnable enemies below.

Is Buffy Summers in Max Payne? (Part I, Chapter III)

Hard to say, but someone is trying to set her up for a murder in the Finito Brothers’ hotel. There is a broken doorway down the hall from Rico Muerte’s room (313). If you shoot out that door, you will find a room with a small ledge outside its windows. Use this ledge to reach another room on the right. There you will discover a body, staked to death by a blow to the back, and the name Buff (possibly Buffy) is written in blood nearby. Was this Faith’s doing? Is Angel on a vacation to New York, still pining over his lost love? Maybe Alfred Woden has just been doing a little role-playing on the side. There is a painkiller here, and you can grab three Molotov cocktails as well.

A Tribute to Another Fine Series! (Part I, Chapter VI)

There is a room with Soldier of Fortune II posters up on the roof. You find this just before going across the pipes to the building with the Pink Flamingo TV show. Instead of getting onto the pipes, go around the left side of the building and you’ll find a window that can be broken into (though it won’t look like the other accessible windows). There are some weapons inside, and the decor is fairly interesting.

Alfred Woden is a bit of a Goer, Know What I Mean, Nudge, Nudge? (Part III, Chapter V)

That eyepatch comes off in the late hours, so it seems. In Alfred Woden’s office, there is a picture on the left side of the third room (this is after you have passed the room with the TV and attack plans). Destroy the picture with a few gunshots, then press the button that is revealed. This will raise the leather couch on the far wall and lead you to a room that gives you a more intimate view of Woden’s interests.

A Final Level for Master Players (After completing the game)

People who finish the game on Dead on Arrival mode will be treated to an extra mini-level. After the normal ending of the game, you will be transported to a fairly large room. There are many painkillers, Colt ammunition, and a full load of Jackhammer shells. You won’t have any of your old weapons, and there are only two Molotov cocktails to use against the groups. An army of suits will rush you from the two sides of the room when you walk forward, and the entire fight will take place in bullet-time. If you can win, the reward in the back of the area is a showcase of pictures that were used for environment creation in the game. There is also a Remedy logo spinning in the air, and a picture of the development team. The only challenge left after this is to beat the Remedy par times for the New York Minute mode. Congratulations.  

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