Mission: Impossible Walkthrough :
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Walkthrough - FAQ/Walkthrough*********************************************************************** *********************************************************************** __ __ _ _____ _____ _ ______ __ _ / | / | / / / ___/ / ___/ / / / __ / / | / / _ / /|| / /|| / / / /___ / /__ / / / / / / / /|| / / /_/ / / || / / || / / /__ / /__ / / / / / / / / / || / / _ / / ||/ / || / / ____/ / ____/ / / / / /__/ / / / ||/ / /_/ /_/ |__/ || /_/ /_____/ /_____/ /_/ /______/ /_/ |__/ _ __ __ ___ ______ ____ ____ _ _____ _ __ / / / | / | /_ / / _ / / __/ / __/ / / / _ / / / / _/ / / / /||/ /|| //_// / / / / / /_ / /_ / / / /_/ / / / / /_ / / / / |__/ || / __/ / / / / /_ / /_ / / / / _ / / / / __/ / / / / || / / / /_/ / ___/ / ___/ / / / / /_/ / / /_ / /_ /_/ /_/ ||/_/ /_____/ /____/ /____/ /_/ /_____/ /___/ /____/ *********************************************************************** *********************************************************************** A FAQ/Walkthrough written by Ian Rogers mr_bean88@hotmail.com Drop me a line if you like my FAQ, have a question, or just want to say hi. ____________________________ Mission: Impossible FAQ/Walkthrough for the Nintendo 64 Version 1.0 8/23/00 _____________________________ Revision History: ----------------------------------------------------------------------- Version 1.0 8/23/00 First release of this FAQ, nothing especially spectacular here. Enjoy! ----------------------------------------------------------------------- Good morning Mr. Phelps, It seems that a little known covert operative codenamed Ian Rogers has infiltrated the tight security of the Gamefaqs website with a FAQ for the N64 game Mission: Impossible. This FAQ, in its entirety, contains a full Walkthrough for the game, complete lists of weapons, gadgets, a complete list of codes, and everything else that you might expect. The large amount of help that this FAQ would give to many gamers across the world may represent a threat to our national security. You mission, should you choose to accept it, is to infiltrate this FAQ, analyze its contents, and determine whether or not enemy action is to be taken against the author. As always, if you or any member of team should be caught, or killed, the secretary will deny all knowledge of your actions. This message will self-destruct in five seconds. Good luck Jim. Table of Contents _______________________________ I. Basic Training 1. Game Controls 2. Important Things to Know II. The Tools of the Trade 1. Team Members 2. Weapons 3. Gadgets III. Mission Walkthroughs 1. Ice Hit i. Lundkwist Base ii. Subpen 2. Recover NOC List i. Embassy Function ii. Warehouse iii. K.G.B HQ iv. Security Hallway v. Sewage Control vi. Escape vii. Fire Alarm 3. CIA Escape i. Interrogation ii. CIA Rooftop iii. Terminal Room iv. Rooftop Escape 4. Mole Hunt i. Station ii. Train Car iii. Train Roof 5. Ice Storm i. Subpen ii. Tunnel iii. Mainland iv. Gunboat 6. Ending i. Embassy Function IV. For When You're Not On Duty 1. Codes 2. Tricks and Glitches V. Frequently Asked Questions VI. Acknowledgements VII. Copyright Info _______________________________ And that is that. =============================== I. Basic Training =============================== Before you get started on your first mission, it is very important that you familiarize yourself with the controls and basics of Mission: Impossible. If you don't, well, you're going down big time. So do yourself a favor and read this section, or just study the manual. ___________________________ 1. Game Controls ___________________________ Standard Controls Start: Press Start to enter the IMF File Menu, which essentially pauses the game. Control Stick: Use the Control Stick to move around. Another easy one. Z Button: Press Z to fire your current gun, or if you are unarmed you can punch. B Button: Press B to enter your Inventory. Pressing B multiple times will scroll through your weapons. To select a weapon, just press A when you get to it. More on this later. A Button: The A Button is used for talking, opening doors, and operating things. When there is nothing to open, operate, or talk to, you will jump instead. Take note of the fact that in some levels jumping is disabled. R Button: Hold R to enter the 1st person aiming mode. More on this later. Up C: Press Up C to zoom in your current weapon when you are aiming. Right C: When aiming, strafe to the right. Left C: When aiming, strafe to the left. Down C: Press this button once to duck, and a second time to stand up. Control Pad: One of the nifty little features of Mission: Impossible, you can use the Control Pad (the one on the left) to swivel the camera around you to get a good view of things. L Button: Press L to change your camera perspective. There are several different perspectives. I don't use this feature very much. Sniper Mode While using a Sniper Rifle in the Train Station and on the Mainland, the controls are a little different. Start: Pauses the game. Control Pad: Moves the crosshair around. Z Button: Fires Up C: Zoom in closer. Down C: Zoom out farther. R Button: "Precision Aiming" makes the crosshair move a little slower that you can more accurately aim the sniper rifle. B Button: Press B to switch between the two different Snipers (Luther and Krieger) at the Station in order to get a better view of things. In the case of the Mainland, use B to switch between Dowey and his Sniper, and Ethan and a regular gun. Terminal Room In one of the most famous levels in Mission: Impossible, you get to descend into the CIA high-security terminal room, just like in the movie. Well, the controls in that level are once again, a little different. Start: Pauses the game. A Button: Lowers Ethan farther down. B Button: Raises Ethan up. Control Stick: Swings Ethan around, and can also be used to rotate in a different direction. C Buttons: Moves the camera around to get a better view of things. Control Pad: Same as the C Buttons. R Button: Hold R to get a 1st Person perspective. Gun Boat And, last but not least, we have the gunboat controls. Start: Pauses the game (Yeah, like you didn't see that coming). Z Button: Fires the cannon. Control Stick: Moves the crosshair around. ___________________________________ 2. Important Things to Know ___________________________________ Besides knowing the basic controls, there are lots of other stuff that you have to get the hang of in order to succeed at Mission: Impossible. That's what this section is for. So I'm just going to go over a couple of important issues that should be useful to you. The Inventory When I first played Mission: Impossible, I could not get the hang of the Inventory at all. But after I finally figured it out, I found it to be very useful and well designed. The Inventory made up to two lists of items, Weapons, and Items. The Weapons are listed horizontally on the bottom of the screen, and the Items are listed on vertically on the right side of the screen. First off, access the Inventory by pressing B. This should bring you to the Weapons list. Press B again, and you can scroll through your weapons. When you reach the one that you need, press A to select it. Getting into the items list is easy, once you know how. When inside the Weapons list, press the Down C Button to get into the items list. From there, press B to scroll through your items, and select one by pressing A. Once an item is selected, you will automatically use it. There, now that wasn't so hard, was it? The Rules of Combat One of the most important rules of Mission: Impossible is that there is NO Auto-Aim. None, none at all. Therefore, if you are simply standing around, and you fire your gun, the odds of you hitting that enemy soldier are astronomical. So, the solution is to aim. If you press the R Button, you will enter the 1st Person Aiming Mode in which you get Ethan's view of things. A crosshair will also appear on the screen, which should greatly increase your chances of hitting the enemy. While Aiming, you can not move around normally, but you can strafe by using the Left and Right C Buttons. This can be extremely useful at certain points during the game. Pressing Up C will also zoom in your gun, another useful feature. However, if you try to aim while you are not holding a gun, you will simply enter a 1st Person mode where there is no crosshair, and you can not strafe. I have no idea why you need a weapon to strafe, but it's really no big deal that you can't. Because of this, you don't need to aim when punching. Punches, unlike bullets, can hold their own in a fight. During the Walkthrough, I will frequently give directions like "Shoot that guard," or something. When I say this, you ALWAYS NEED TO AIM! I'm just not saying so to save time. Don't forget to aim! The last thing that I have to say here is also one of the most important. The enemies in Mission: Impossible are a little peculiar, in that they can usually take multiple shots to the body without so much as flinching. That is not good, and makes things harder for you, since you need to fire more bullets to kill the enemy, and will get hit multiple times yourself. So, to make things easier on yourself, ALWAYS try to go for head shots when using a normal gun. They aren't that hard to get and will almost always instantly kill. However, some of the black guards in the Ice Storm mission may require more than one head shot to put them down on Impossible mode. However, the Dart Gun is the one exception. The Dart Gun will put an enemy to sleep almost instantly, no matter where you hit him. This eliminates the need for head shots. Sorry for going on for so long, but I really needed to get these facts down. The Game Screen Most of this is basic stuff, but I'm just going over it to be thorough. Health Meter: The lit fuse at the bottom of the screen is your Health Meter. The amount of white represents how much health you have left. The Communicator: In every mission, you have your trusty communicator that allows you talk with the other members of your IMF team. A white light means an incoming message for someone. The communicator also shows when certain actions can be attempted. For instance, if a green light flashes when you walk by someone, you can talk with them. Likewise, a red light means that you can operate or open something. Field Scanner: The Field Scanner is very important because it gives you the locations of key points in the Mission. Red dots are items, green dots are people, and places to go are white dots. Use your Field Scanner often, you're going to need it! Possible vs. Impossible Mission: Impossible has two difficulty settings, Possible, and the more difficult Impossible. In Possible mode, Ethan can take a lot more hits, enemies are a lot dumber, and sometimes there are less objectives to complete. In Impossible mode, Ethan can take less hits, enemies are smarter, and you usually have more objectives to complete. Also, some elements of the mission will be more difficult, for instance in the Mainland Mission, you will need to find a keycard to get into the Bunker, while in Possible mode, that door is already open. I have listed all of these differences throughout the Walkthroughs as best I can. ======================================= II. The Tools of the Trade ======================================= This section of the FAQ contains info on the things that make the world go round, namely Team Members, Weapons, and Gadgets. Let's just hope that you weren't expecting anything else. ________________________ 1. Team Members ________________________ No one man can do it alone, that's why they call them IMF Teams. The following is a list of all of the people you'll be counting on to successfully complete your mission. Name: Ethan Hunt Missions Participated In: Ice Hit, Recover NOC List, CIA Escape, Mole Hunt, Ice Storm. Bio: One of IMF's most reliable agents. Highest success rate in the agency. Numerous skills make him the first choice for any mission. Notes: Ethan Hunt is the guy that you will be controlling in every mission (with one exception). He's also the big hero of the game. Need I say more? Name: Jim Phelps Missions Participated In: Ice Hit, Recover NOC List Bio: Leader of the IM Force, a true genius for organizing covert operations relying on dissimulation and psychology. Notes: Mr. Phelps in basically the Big Cheese of the IMF, he leads the missions, and gives the orders. He's been in the business a long time (since the original Mission: Impossible TV show, in fact) and is a close personal friend of Ethan Hunt. Name: Candice Parker Missions Participated In: Recover NOC List, CIA Escape, Mole Hunt, Ice Storm Bio: Top cryptology expert. Former MIT researcher. Excellent support agent in missions involving computer security. Notes: Candice is the big computer expert, and is also Ethan Hunt's love interest throughout the game. She also seems eager to help Ethan get off of the Disavowed List later on in the game. Name: John Clutter Missions Participated In: Ice Hit, Ice Storm Bio: Professional mountain climber and cold weather enthusiast. Specialized in radio systems and explosives. Participated in the successful Arctic Shield Mission in the North Pole. Notes: Clutter is a good man to have along in the cold missions, and he also knows a lot about blowing things up.... Name: Andrew Dowey Missions Participated In: Ice Hit, Ice Storm Bio: Ex-marine colonel, one of the finest triggers in the agency. An inestimable ally for his electronic skills and knowledge of alarm systems. Notes: Like Clutter, Dowey likes to go along on the Ice Missions with you, that's his job. He's good with electronics too, but just watch out that he doesn't cut the wrong wire. Name: Sarah Davies Missions Participated In: Recover NOC List Bio: Four years living in Prague. Infiltrated native high society. Invaluable for local intelligence. Notes: Sarah is another close friend of Ethan Hunt. She can be counted on for information, and maybe a special item or two if you ever spot her in the crowd. Name: Dieter Harmon Missions Participated In: Recover NOC List Bio: Schooled in several East European countries. Son of a traveling caviar salesman. Functions as bartender with high access to parties and social events. Valuable information source. Notes: Another local of Prague, Dieter is the bartender at the Embassy Function. You might be able to get something from him.... Name: Jack Kiefer Missions Participated In: Recover NOC List Bio: Organizational expert, specializing in smooth getaways. Impeccable timing. Always counted on to get the IMF home safely. Notes: If you want to get out of the Embassy alive, chances are that you'll need Jack's help. After all, who would suspect the fireman? Name: Luther Stickll Missions Participated In: Mole Hunt Bio: Disavowed CIA agent suspected of bypassing internal security regulations. Allegations unproven. Trusted by Ethan Hunt. Notes: If Ethan wants to find the mole and get back into the CIA, he'll need the help of expert computer hacker Luther Stickll. Of course, in the game he never uses a computer, he just comes along as a sniper. Name: Krieger Missions Participated In: Mole Hunt Bio: Skilled CIA agent disavowed for unpredictability and hostile behavior bordering on the sociopathic. Notes: Along with Luther, Ethan Hunt also recruits Krieger to aid him with his Mole Hunt. But the question is: can he be trusted? Name: Robert Barnes Missions Participated In: Recover the NOC List Bio: Ultra-reliable high-risk operative. Seemingly intercepted attempting rescue on Candice Parker. Status: Missing in Action. Notes: Immediately before Jim Phelps was assigned to recover the NOC list, Barnes snuck into the KGB headquarters to rescue Candice and make it look like Golytsine's fault, but he failed. He still might be in there somewhere, so keep an eye out for him. ______________________ 2. Weapons ______________________ Usually, an IMF Agent requires nothing but stealth, secrecy, and some high-tech gadgets to complete a mission. But of course, most agents are also skilled with more conventional weaponry. Name: 7.65 Silenced Pistol Found in: Ice Hit, Ice Storm Scope: Small Description: Very silent, very deadly. No IMF Agent would risk death in the field without it. Notes: This CIA special issue pistol can come in handy in missions where there are numerous enemy guards. The silencer also reduces the risk of attracting attention. Name: 9 mm HI Power Gun Found in: Ice Hit, Recover NOC List, Mole Hunt, Ice Storm Scope: Medium Description: Standard street weapon needs no introduction. Imprecise, noisy, and hazardous when pointing at you. Notes: When the proper silencing methods are not needed (or unavailable) Ethan can go for a normal pistol, because after all, it gets the job done. The soldiers at the Lundkwist Base, Max's henchmen, and most KGB soldiers will come armed with this weapon. Name: Uzi Submachine Gun Found in: Ice Storm Scope: Large Description: Popular black market item. Compact, automatic, frequently used in criminal circles and major motion pictures. Notes: The black hooded soldiers at the Lundkwist Base carry Uzis, and while they can really drain the life out of you, the gun itself is quite useful. Besides coming with a lot of ammo, the scope on the Uzi makes it a lot easier to nail those enemies from a distance. Name: Mini Rocket Launcher Found in: Mole Hunt Scope: Small Description: A nice little hand rocket launcher. Very portable. Ideal for agents on the move. Notes: A portable rocket launcher, who would have thought? When you do find this gun, use it to take down highly armored equipment, but it also works well against people. Name: Dartgun Found in: Recover NOC List, CIA Escape Scope: Very, very small Description: Used with sleep-inducing darts. Up to 20 rounds can be stored in one clip. Quite powerful and very silent. Notes: Instead of killing your enemies, the dartgun will put them peacefully to sleep, thus avoiding high body counts. It's advantage over a pistol is that a single shot aimed anywhere at the body will take down the enemy. The disadvantages are the lack of a powerful scope, and the overall small range of the gun. Name: Sniper Rifle Found in: Mole Hunt, Ice Storm Scope: An extremely high power scope that is able to zoom in and out. Description: High precision rifle with very powerful telescope. Notes: In two levels, one or two of Ethan's team members will be armed with sniper rifles. The sniper is a great weapon, as you can zoom in as close as you need for a better shot, plus the enemy will never know that you're there. Name: Electro-Stunner Found in: CIA Escape Scope: None Description: Sends a 40,000 volt shock that will positively electrify recipient. Leaves victim unconscious, but doesn't kill. Notes: Like the dartgun, the stunner is used when body counts must be kept to an absolute minimum. The disadvantage with the stunner is that the range is even more limited than the dartgun. Name: Fire Extinguisher Found in: Recover NOC List, CIA Escape Scope: None Description: No description available. Notes: In a crisis, even your average fire extinguisher can be used as a weapon. Just point and fire to release a cloud of gas that will blind the enemy and render him unconscious. Once again, this weapon is used when killing is not an option. Name: Blowpipe Found in: Recover NOC list Scope: None Description: Primitive weapon best utilized when discretion is essential. One advantage is that it doesn't react to metal detectors. Notes: When a gun just can't be used, Ethan will carry a blowpipe for emergencies. It won't kill, just render the victim unconscious. Be sure to aim carefully, as you only get one shot! Name: Gun Boat Cannon Found in: Ice Storm Scope: None Description: Mounted on an old river patrol boat, this double barrel cannon could have had it's origins in the Civil War. Very large caliber with very low impact, only multiple hits will cause real damage. Notes: Your orders are to completely destroy the Lundkwist Base, but the only firepower available is the old gun boat cannon. The guns themselves are not very powerful, so you will need to get a lot of hits to destroy a building. Speed is critical here. Name: Gas Spray Description: Used by CIA guards as internal security weapon. When inhaled slows down all muscular movement and control. Notes: The Gas Spray is used by the special CIA guards that come when a camera spots you. But, you can never pick it up after you kill them. If you know a way of obtaining this weapon, please email me. ____________________ 3. Gadgets ____________________ The real secret behind the IMF lies in the large amount of advanced equipment that can used in a variety of situations. In order to succeed, you should be familiar with that equipment. Name: IMF Communicator Found in: All Missions Description: Miniaturized communication device that doubles as a database with info about the mission in progress. Notes: An extremely important item, your communicator allows you to keep in touch with your team members, as good communication is essential in most missions. Name: IMF Field Scanner Found in: All Missions Description: A small wrist-wielded scanning device, can pinpoint people, locations or objects tagged with special CIA "homing" mechanism. Notes: The field scanner is a very useful item because it gives you the location of special items that are crucial to the mission. This makes it especially useful to novice agents. Be warned that not all important objects will be shown on the scanner, so a little brainwork of your own will have to be done. Name: Auto-Frequency Scrambler Found in: Ice Storm Description: The AFS when installed near an emitting device makes IMF communication completely undetectable. Notes: In order to hide the presence of the IMF team, the AFS will need to be properly installed. Luckily, that job belongs to Clutter. Name: Electro-Magnetic Scrambler Found in: CIA Escape Description: An electromagnetic scrambler for disturbing aircraft instrument readings and radar. Notes: Proper use of the EMS can render most types of aircraft useless while on the ground, so they won't be going anywhere for awhile. Very useful if you need to secure yourself a ride home. Name: Explosive Gum Found in: CIA Escape Description: Looks like Christmas. Press red to green, stick somewhere and get away. Five seconds later it will blow your way into New Years. Best not to chew. Notes: Red light, green light! Simple to use and effective as well. The gum is useful when you need to create a distraction, or if you just need a means of escape. Name: Face-Maker Found in: Ice Storm, Recover NOC List, Mole Hunt, Ice Storm Description: The most useful IMF gadget of all. Foam cartridges will reproduce any face with 100% accuracy. Time and temperature can affect the duration of the mask. A lot of laughs at Langley Alumni reunion parties. Notes: Many of the IMFs past successes would have been in jeopardy without the Facemaker. After all, sometimes impersonating someone else is the only way to go. Name: Fingerprint Scanner Found in: CIA Escape Description: For copying a person's fingerprints and reusing them for access to areas protected by digital scanners. Notes: Simple enough, find an important person and copy their fingerprints. Be warned however that not everyone will have access to all areas, so a master print will have to be found. Name: Gas Capsules Found in: Mole Hunt Description: Small capsules when thrown to the ground produce same results as the gas injector. Work well in open space, but their effects dissipate quickly. Notes: The Gas Capsules will actually work much better in closed spaces than in open spaces. They're really simple to use, just throw, and back away. Name: Gas Injector Found in: Ice Storm Description: Very powerful and compact spray device. Used in closed area can render almost entire army to sleep in seconds. Notes: The Gas Injector can be used as an alternative to shooting, and a much better alternative, I might add. To make things easier on yourself, use the gas injector from behind a closed door. Name: HI Power Explosives Found in: Ice Storm Description: Combined with radio controlled detonator makes for great fireworks. Notes: This is simple enough, just use the explosives near the thing that you want to blow up, then just push the right button on the detonator. Name: Infa-Red Contact Lens Found in: CIA Escape Description: Infa-red contact lens enabling security personnel to see security lasers normally invisible to the naked eye. Notes: Without this contact lens, you won't be able to see the CIA security lasers, so you'll be in for a nasty shock. Name: Laser Deflector Prism Found in: CIA Escape Description: A special device used to create a passage in security laser barriers. Notes: This little gadget is your ticket to getting past that laser net. Of course, without it, you may have to resort to more conventional measures.... Name: Nausea Powder Found in: Recover the NOC List Description: Tiny dose mixed in a drink will result in nasty stomach upset. Guaranteed to stall victim in restroom for hours. Notes: This is some nasty stuff. The real trick is getting it into the victim's drink, and then getting the drink to the victim. Name: Night-View Goggles Found in: Ice Storm Description: Useful on sabotage missions where power outages are frequent. Notes: If you can't see in the dark, you won't be getting very far. That's where the night vision goggles come in. Be on the lookout for an extra pair lying around. Name: Plastic Explosives Found in: Ice Storm Description: Can be used in minute quantities to blow away small equipment. Shoot to activate it without a fuse. Notes. This stuff is easy enough, just place it on the object you want to blow up, then shoot it! Name: Radio Detonator Found in: Ice Storm Description: Standard equipment. Radio controlled, requires no special installation. Notes: Without this, the explosives would be useless. Just push the button after you've correctly placed the explosives. Name: Sensor Mine Found in: Ice Hit, Ice Storm Description: Standard IMF sabotage device. Detonation can be set on contact, depth, or height. Notes: One small mine can actually do a lot of damage. Be careful, because if it's the preset time model, you'll have to hurry up! Name: Smoke Generator Found in: Recover the NOC List Description: Compact gizmos give impression a serious fire's broken out. Only limited in duration. Great for clearing areas, creating panic and assuring yourself a seat on the metro at rush hour. Notes: Since you'll want to hide the smoke generator's where no one can see them, the vents in the embassy will be the perfect place. Just make sure that no one sees you. Name: Spy Cam Found in: CIA Escape Description: Miniature video camera, can easily be placed to record hard-to-get-at information like digital codes. Notes: This thing is extremely useful for obtaining security codes. It works best when placed up high. Name: Wire-Cutters Found in: Ice Storm Description: Zirconium bladed! Will cut through virtually anything. Insulated up to 50,000 volts. Notes: Dowey's special piece of equipment, just watch out that he doesn't lose them. Of course, there might be another pair lying around somewhere.... Name: Video Freezer Found in: Recover the NOC List Description: Electronic jewel that blocks all flow of multimedia data. Notes: This little thing should stall the Russian communications for awhile. You will have to remove it when you're finished, however. =============================== III. Mission Walkthroughs =============================== And now, for the moment you've all been waiting for. Yes, that's right, the Mission Walkthroughs! Enjoy! ______________________ 1. Ice Hit ______________________ Mission briefing from CIA Headquarters: Good morning Mr. Phelps, International weapons dealer Basil Prokosh has set up operations at an abandoned World War II submarine base at Lundkwist. Our information shows he is planning to upset peace in the Gulf by selling twelve medium-range missiles to an enemy country. Your mission, should you decide to accept it, is to sabotage the submarine transporting the missiles. As always, should you, or any member of your IM Force be caught, or killed, the secretary will disavow any knowledge of your actions. This message will self-destruct in five seconds. Good luck, Jim. Team Members: Jim Phelps, Ethan Hunt, John Clutter, Andrew Dowey. Mission Equipment: Communicator, Field Scanner, 7.65 Silenced Pistol, Face Maker Mission Stages: Lundkwist Base, Subpen ++++++++++++++++++++++++++ Stage i: Lundkwist Base ++++++++++++++++++++++++++ Objectives: Change identity Find excuse for errand Destroy electric power panel (Impossible only) Get to Subpen with Clutter Walkthrough: As soon as you get off of the raft, Dowey will drive away, leaving you all alone with only your pistol and the Facemaker. Start by putting your pistol away and switching to your fists. Right about now, you'll get a transmission from Phelps saying that he's found a building with someone in it. You should run over to your right and jump on to a pile of boxes to get over the chain length fence. Now take a left, and run over to that building that Phelps was talking about (Don't worry, you can't miss it). Open the door, and some guy will ask you what you're doing. After you make up a rather lame excuse, he'll get suspicious and announce that he's going to get a guard. Immediately after he says this, punch him! Once this guy is down for the count, make sure that he's inside the building, and use the Face Maker on him (Change Identity: Done). Once you have your disguise, look around the office, and there should be a letter on the desk. Take it (Find excuse for errand: Done) and you've got your ticket to the Subpen! Making sure that you're not holding your gun, exit the building and take a left. Run down the path through the gap in the fence ignoring any guards that you see. You could talk to them, but you don't have to. Now, if you're on Impossible Mode, you have to complete an extra objective (Ignore this section if you're on Possible Mode). When you pass through the gate, keep going straight until you get to a small circuit panel box mounted on the wall. This next part is a bit tricky. Stand in front of the circuit panel and look to your right. Make positively sure that there are no guards over there to see you. When all of the guards are out of sight, quickly pull out your gun and shoot both halves of the board (Destroy electric power panel: Done). If any guards see you do this, you will be caught, and fail your mission. From the circuit board, you should take another left to get to the Subpen gate. It's guarded by a few soldiers, and some guy with a truck. Walk right up to the guard standing next to the truck, and hand him the letter, after making some small talk with him if you like. The guard will get into his truck and start the engine. Since the truck takes awhile to warm up, you have a little bit of time to run around to the back of the truck and jump on, hiding yourself from view. Clutter will join you, the guards will open the gate and you're home free (Get to the Subpen with Clutter: Done)! ++++++++++++++++++++++++++ Stage ii: Subpen ++++++++++++++++++++++++++ Objectives: Find magnetic mines Give mine to Clutter Join Dowey for getaway Added Objective: Sabotage the gunboat Walkthrough: After ditching the truck, your mask will fall into shreds (because of the extreme cold) and following your goodbyes with Clutter, you're off to find the mines. Turn around from where you start so that you face the red dot on the scanner, and run in that general direction. The mines are inside that large stone building in front of you. Run up to it, but watch out for guards. If there is a guard, either shoot him, or sneak around him. Run inside of the gray stone building and head over to the shelf on the left side of the room. The mines should be on that shelf (Find magnetic mines: Done). Now you have to go find Clutter. Step outside and run around the back of the building, keeping an eye out for guards. When you get around it, duck in between the large boxes (following the green dot on your scanner) to find Clutter next to the wall. After a short talk with Clutter, you'll give him your hard earned prize (Give mine to Clutter: Done) and he'll go off to plant it on the submarine. Immediately after, Phelps will come in and inform you that in order to safely escape, you'll have to destroy a small gunboat on the edge of the Subpen (Added Objective: Sabotage the gunboat). After picking up that valuable information, run forward to the edge of the dock by the submarine. There should be two docks, one on the left, and one to the right. Head to the right dock, which should be the closest one to you. Be sure to watch out for a patrolling guard that's walking around here. When you get to the dock, run down the ramp on the side and you'll see that boat that Phelps was talking about. You can take care of it by planting your other mine on the boat (Sabotage the gunboat: Done). Hey, now you're almost home free! Start running along the side, ignoring any guards that shoot at you. There is a ladder along the left side of the pier that you can climb done to get to your raft (Join Dowey for getaway: Done). And as the IMF Team sails over the horizon, the mines will detonate, destroying the submarine with the missiles, and blowing up that gunboat, ensuring a swift and easy escape. *********************************************************************** Ice Hit Mission Accomplished ________________________ 2. Recover NOC List ________________________ Mission Briefing from CIA Headquarters: Good morning Mr. Phelps, Former KGB Linex officer Aleksander Golytsine, now working black market intelligence under official cover, has abducted one of our top computer experts; IMF Agent Candice Parker, and has stolen one half of the CIA NOC List she was carrying, naming all of our Non-Official Cover Agents in Eastern Europe. This list is divided into two encoded halves. The half Golytsine has is useless without the other half, which is stored at CIA Headquarters at Langley. Candice is now imprisoned in the Russian Embassy in Prague, where they are attempting to decode the list, probably believing she has the key to the code. We also know they have a powerful computer there, and are probably using it to try to break the code. Special Agent Robert Barnes was deployed in disguise to free Candice, and make it look like Golytsine's fault. This was so as to discredit him with Moscow. However, we've heard nothing from Barnes since, we suspect he's been caught. Your mission, should you decide to accept it, is to penetrate during tomorrow night's Embassy Function, find Candice, copy the list, destroy the computer, and escape with Candice, and Barnes, if still alive. As always, should you or any member of your IM Force be caught, or killed, the secretary will disavow any knowledge of your actions. This message will self-destruct in five seconds. Good luck, Jim. Team Members: Ethan Hunt, Jim Phelps, Sarah Davies, Dieter Harmon, Jack Kiefer, Robert Barnes, Candice Parker Mission Equipment: Communicator, Smoke Generator, Blow Pipe, Nausea Powder, Facemaker Mission Stages: Embassy Function, Warehouse, K.G.B. HQ, Security Hallway, Sewage Control, Escape, Fire Alarm. +++++++++++++++++++++++++++++ Stage i: Embassy Function +++++++++++++++++++++++++++++ Objectives: Find facemaker Find score Find nausea powder Find drink Place smoke generators Eliminate killer (Impossible only) Assume Ambassador's Aide's ID Access restricted area Walkthrough: First off that you have to remember that this is a party with innocent people and guards, so you have to be discreet! That means no punching anyone, keep your weapons (that blow pipe) hidden, and make sure that no guards catch you doing anything suspicious! When you start off, walk forward, and there should be two people talking. If you'd read your Team Member Bios, you would recognize one of them as Sarah Davies! However, since that other guy is here, no open communication, so you give her the obviously fake name of "Smith." Also, you should have gotten a radio transmission from Phelps a little while ago telling you that Scofeld, a killer, is on your trail. On Impossible, you have to get rid of her, but on Possible, it's strictly optional. The only problem is; how will you spot her? Immediately to your right (from where you begin) is a small grate in the wall. "Those grates are a perfect place to hide the smoke generators!" you think. So, look around to make sure that no guards are watching, and use the generator on the grate. IMPORTANT NOTE: Be sure to look around carefully, especially on Impossible Mode, before you plant a generator. If a guard sees you plant it, he will arrest you, and it's Game Over. If there is a guard around, wait until he walks out of sight before placing the generator! After that first grate, there is a second one around the corner. Place your second generator, and don't forget to check for guards! Right next to that grate are two people engaged in conversation. Unfortunately, they don't speak English (Excuse me, wrong number!) but you can make out one of them saying "Hollywood". Hmmmmm..... Down that long corridor to the right of those people is the restroom. Phelps will tell you that it's the "best place to knock someone out unnoticed," and as you'll see later, he's right! After exiting the bathroom, follow the right hallway until you get to some chairs. Right next to them is another grate. Don't forget to check for guards before you place the smoke generator! Keep following the hallway to your right, and you'll see two people admiring a painting of a man in a blue uniform. As you listen in on their conversation, you'll see that the painting is of Nicolai, the Ambassador's Aide. And he's the guy that you have to impersonate! Moving onward down the hall, we find ourselves in a large room, the heart of the Embassy, it's also where the piano music was coming from. Go up and talk to the piano player first. He'll tell you that the Ambassador's Aide is upstairs, and that he won't come down unless he hears his hometowns anthem, the Sloborskaia March. Unfortunately, some idiot walked off with the score. If you look around, there is also a strange woman here. She's wearing a red dress and she's standing next to the doorway. That and she apparently isn't much for conversations. Hmmmmmmmmm..... Next, walk up to the bar. In case you can't tell, the bartender is none other than IMF Member Dieter Harmon. If you talk to him, he'll slip you a fruit punch (Find drink: Done) and a vile of powder (Find nausea powder: Done). After you automatically slip to powder into the drink, Dieter gives you some information about the Ambassador's Aide. It turns out that he doesn't drink, but he loves to toast. Before you leave the room, there are two grates that need smoke generators, one on either side of the stairs. Don't worry about guards spotting you, none will be able to see you. There isn't much else to do here. The guard won't let you go upstairs, and the only other couple doesn't speak English. So, exit the room the way you came. As you walk down the hall, go up to the two people sitting in the chairs and talk to them. As the man gets up, pick up the piece of paper that he drops on to the chair (Find score: Done). So he's the idiot that walked off with the Sloborskaia March! This couple also has something to say. It seems that the woman in red is asking about you, because she says that you're a movie star from Hollywood. That sounds a little suspicious to me. Keep walking, but this time take a right so that you end up where you started, right next to Sarah and that other guy. Go up to them and talk, and the man will also comment about the woman in red who was asking about the movie star from Hollywood. In case you haven't guessed by now, Scofeld (the killer) must be that woman in red! And it looks like she's followed you from the big room! If you're on Impossible, you have to eliminate her, but on Possible, it's strictly optional (but fun!). Start walking toward the bathroom, keeping an eye out for Scofeld, who should still be following you. Walk into the bathroom, and stand on the left side of the door, pulling out your blowpipe as you do so. You only get one shot, so aim carefully! As soon as Scofeld walks into the bathroom, get her with the blowpipe (Eliminate killer: Done)! Don't worry if you miss, because you can still punch her to knock her out (Good night, sweetheart). Afterwards, you hide her unconscious body in the stall, where it hopefully won't be noticed. Now that the killer is off your trail, you can breath a little easier. Walk back to where Sarah was standing and talk to her. Now that you're alone, you can talk. And as it turns out, Sarah has the Facemaker! But before she gives it to you, look around carefully and make sure no guards see you make the transaction. To do this, simply look around after Ethan says "Let's make sure no one's looking at us," then press A. Afterwards, Sarah will hand it to you (Find Facemaker: Done) and you can be on your way. Don't worry, you're nearly there! Head back to the large room, and give the score to the piano player. As he plays, the Ambassador's Aide will come down the stairs, and stand in the middle of the room. This is where your plan starts to take action! Give the drink to the Ambassador's Aide, and you will make a toast to Sloborskaia, in which you will cleverly slip him the drink with the nausea powder. A few seconds after he drinks it, the powder will do its work, and the Aide will run off towards the bathroom. Well, don't just stand there; follow him! You'll find the Ambassador's Aide in the bathroom splashing water on his face. Walk up to him and punch him (or use your blowpipe, if you haven't used it yet). Afterwards, you'll drag him into the stall next to Scofield. Now, simply use the facemaker on him (Assume Ambassador's Aide's ID: Done) and you now have a very effective disguise. Hurry up and go back to the big room. Since you're the Ambassador's Aide now, you can go up the stairs past that guard. Take a left at the top of the stairs, and plant the last smoke generator in the grate at the end of the hall (Place smoke generators: Done). When you're done with that, head back to the right, and you can go past the guard into the elevator (Access restricted area: Done) and you've made it! +++++++++++++++++++++++++++ Stage ii: Warehouse +++++++++++++++++++++++++++ Objectives: Sabotage 5 special crates, a.k.a. Sabotage the K-30-P (Impossible only) Find exit key Access KGB HQ Added Objective: Find protection suit Walkthrough: As it turns out, in order to reach KGB Headquarters, you'll have to sneak in through an old warehouse level. Easier said than done. You start off in the elevator, where you ended the previous stage. After leaving behind your blowpipe, exit the elevator, and go up to that guard in the middle of the hallway. Give him a good punch, and then take the gun that he drops. After looking around and finding no other way out, pull out that pistol that you got and shoot one of the upper black crates stacked up in the hall. This will give you a way to go, but unfortunately it also releases a spray of toxic gas. This toxic gas can make the beginning of this level quite a challenge, especially on Impossible mode. The gas will slowly do damage to your health until it eventually kills you. The only way to stop it is to either find some antidote to refill a little of your life, or find gas mask and suit to protect you (Added objective: Find protection suit). Anyway, on with the walkthrough. Jump through that box that you shot, and on the other side is another guard. Shoot him too, and take his ammo. Take note of the fact that each guard you shoot will drop a gun with 25 bullets. It's not that important, but it's useful to know. Next, there are two large boxes blocking your way in front of you. Shoot them, but be careful of the LARGE explosion that will drain most of your life. After shooting the boxes, run forward. If you're on Possible Mode, there should be a gray metallic box on your right with a little design like a happy face on it. Shoot it (and the box above it) and you've got your suit (Find protection suit: Done). But if you're on Impossible, you've got to run like a madman exactly in the right direction, so that you don't lose too much life. Shoot a box on your right, jump through, then do the same with the next set of boxes that you meet. At this point, if you look to your left, you should see a guy in a green suit with a gun. He is an enemy, so shoot him and take his ammo, you'll need it! After grabbing the ammo, if you backtrack a little bit, there was a box you could jump over. Run forward, jump on to the box and over a green pit. Watch out for those pits, they're dangerous! Now you're in a very large room. Run forward and open the first aid box on the wall to get some much needed health, but not very much. (This stuff is really bad for your health!) Hurrying on your way, go into the little corridor to the immediate right of the first aid kit. This next part is very important, the chemical suit is here, and you need to get it as fast as possible! Shoot the box in the upper right hand corner. Now, staying where you are, zoom in your gun, and look at the set of boxes behind it. Shoot both the wooden upper right box, and the metal lower right box. Run over and congratulations! You got the suit (Find protection suit: Done) on Impossible mode! Once you have the suit, and are in that large room with the first aid kit, take a look at that strange greenish crate in the middle of the room. Shoot it, and Phelps will say that it is a piece of the Russian K-30-P satellite intercept. On Impossible Mode, you have to now destroy the other 4 pieces in the crates, but on Possible, don't worry, there's no need. If you stand in a certain part of the room, where the first aid kit is directly to your right, and look directly forward and zoom in your gun, you can see another enemy behind that set of boxes. Now that you're wearing your suit, those guys will shoot back, so be warned! Shoot the enemy, then shoot a box, jump through, and get the ammo. In this level, you WILL need to watch your ammo. Do so in most places by shooting only the boxes that you need to in order to get through. So when four small boxes block your way, you only need to shoot one to pass through. After passing through, look at the gap in the wall on your right. Across another pit, there is another K-30-P crate! Shoot it and go on. Move forward, shoot that large box (watch out for the explosion) then turn right. Here there are a few boxes, and one enemy. If you're low on ammo, only shoot the boxes that you need to. After that, take a left turn, shoot another box, and turn left at the corner. At this point, jump over the pit on your left. There is another K-30-P crate here, and a wall of boxes. If you look at your Field Scanner, it also looks like there is a red dot very close to you. Shoot out the wall of boxes, and get the enemy that was behind it. But instead of dropping ammo, this guy drops a key (Find exit key: Done)! |
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