Spy Hunter: Nowhere to Run Walkthrough :
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Walkthrough - Spy Hunter: Nowhere to Run FAQ______________________________________________________________________ I.E.S. Document #6155 Contra-Nostra Operations SPYHUNTER F.A.Q. ______________________________________________________________________ Executive Summary: This is a gameFAQ for Spy Hunter, a Playstation 2 game. It will detail the intelligence and procedure by which Agent Alex Sects, the Spy Hunter, dealt with the international criminal corporation known as Nostra, Inc. Overall, this game is extremely easy to finish if you know what you're doing, but will drive you nucking futs if you're going where the main path takes you -- usually into a Nostra missile nest backed up by two dozen E.M.P. Guard Towers. ______________________________________________________________________ CONTENTS 1.0 Interceptor Operations .1 System Requirements .2 Controller Recommendations .3 Armament .4 Taking Damage & S.E.V. Mode .5 I.E.S. Weapons Van .6 Identifying Targets .7 Stealth Mode 2.0 Enemies .1 Listed Enemies .2 Unlisted Enemies and Other Variants 3.0 Mission Reconnaisance .1 Cheat Table and "Notes" 4.0 Why We Need This Car in Gran Turismo 3 .1 G-6155 Versus the Batmobile: Who'd Kill Who? ______________________________________________________________________ 1.0 INTERCEPTOR OPERATIONS ______________________________________________________________________ The G-6155 Interceptor is a high-performance, anti-infiltration confrontation vehicle. Mounting then state-of-the-art weaponary and gadgetry, a new Interceptor prototype has been upgraded to 21st Century Standards. I.E.S. techs still need time to refine the new modifications, but the systems that were available in 1983 are due to be fitted to the Inteceptor Mk.I after initial tests are satisfied. The new Interceptor Mk.I is an advanced vehicle that even a trained monkey can drive without much training -- forward gear selection is done automatically by the on-board computer system and even the new aquatic mode transfer is overseen by Leonie -- the only thing the operator cannot do is fall asleep at the wheel. What this means: The car is simple to drive; this is not a racing game, although it looks like it. Unlike Gran Tourismo 3, there are no gear selections to up-shift or down-shift, and no upgrades save for weaponary. The only speed controls you have are to release the accelerator, brake, or crash into something (taking minor damage). It can go on water and on land with ease and the only thing that the player needs to pay attention to are the objectives and the enemies. The Interceptor Mk.I is also equipped with a new generation GPS tracker launcher, shooting button sized homing beacons that reveal the global position of a target to I.E.S. security monitors. Because of the small size of the GPS bugs, the Interceptor carries a functionally unlimited amount. The Interceptor Mk.II is designed less for covert operations and more for confrontation -- but since it is built upon the Mk.I frame, a sophisticated detection suite allows the Mk.II to avoid unnecessary detection. That said, the Mk.II comes equipped with a Spectrum Scanner (rather than a GPS tracker) that can detect otherwise invisible detection lasers. Lastly, both Interceptors have an internal self-charging turbo system that can provide a quick burst of speed, allowing them to top over 200 miles per hour in endurance trials. This temporary speed bonus is more effective if the entire Turbo Bar is used rather than just a short burst, although sometimes short spurts of speed are required. Because the components are so bulky, S.E.V.s do not carry this vital system. ______________________________________________________________________ 1.1 SYSTEM REQUIREMENTS ______________________________________________________________________ You need a 8 MB Playstation 2 Memory Card to save your progress. Buy one, you cheap bastard. ______________________________________________________________________ 1.2 CONTROLLER RECOMMENDATIONS ______________________________________________________________________ You do not need a Dual Shock 2 to play, although I advise that a Dual Shock (of any sort) be used since using the standard pad is awkward, amateur, and will tend to throw you into reverse gear at the most inopportune times. The controler scheme I advise is labelled as, "Flipped." The reason is to seperate your rear weapons from your front weapons as much as possible, and to provide a physio-visual cue to your ammunition counters since rear weapon ammo is displayed on the left and front weapon ammo is displayed on the right. As for the rear-view mirror, leave it on "Automatic" since you will not be required to go reverse unless you're totally inept. This will clue you in on any pursuers since the system bitch (aka, Leonie) will lower the rear-view if there are hostile targets behind the Interceptor. The mechanical whirring should serve as a warning to "Flamer turn on. What you say? All you G-6155 are belong to us, you have no chance to survive, make your time." ______________________________________________________________________ 1.3 ARMAMENT ______________________________________________________________________ Name: Machine Guns Type: Forward Ammo: 2000, then 4000 ---------------------------------------- Pair of forward linked machine guns with limited ammunition. Your basic weapon is surprisingly effective against all sorts of enemies, even helicoptors and attack jets (if you ramp your car and aim high). About the only enemies who are resistant to your guns will be the armoured Road Lords, Enforcers, and tanks. Despite what the instruction book says, there are no "bulletproof" enemies in this game. Anything can be killed by machinegun fire -- given enough time and ammo. And considering the amount of ammo you have for the machinegun, you will also be using it against immobile targets, un-armoured transports, and saving your heavy stuff for the enemies that can actually kill you. Name: Missile Type: Forward Ammo: 20, 40, then 160 in swarms of 4 ---------------------------------------- Early on, this will be a "back-up" weapon for those enemies who need a lot of bullets to destroy. As the Interceptor is upgraded with more missile ammo, this weapon will actually serve as your primary weapon, and you will be using them a lot more to score 100% hits on enemies rather than waste time on delivering sustained barrages of bullets and screwing up your times for cheats. The guided missile does wonders when directed at an enemy (L3 to 'lock-on'), but can be fired "not locked" on any target and it will seek out the closest enemy. The Swarm missile is the "best" missile upgrade, but you will find that manual lock-on is a must for this weapon to avoid having one missile tag an enemy while the other three race ahead and blow up a vacationing family from Berlin, causing you then, to fail the "No Civilian Casualties" Objective. Name: E.M.P. Type: Forward Ammo: 20 ---------------------------------------- This is the dead weight of the Interceptor Mk.II since it is used only to "complete objectives" in Single Player. While it is fun to use in Two Player mode (there are no ammo restrictions in Versus Mode), removing an enemy from the game by destroying it is much better than disabling it. This way, it can't damage the Interceptor. The Guided E.M.P. is useful for those essential targets that are not on the same level as the Interceptor, otherwise, stick with something that can hurt people. The E.M.P. cannot be used to hurt Nostra Infantry, but it only sterilizes them so they can't have kids. They will fire and blow up your Interceptor, however, as their last act of "manhood." Name: Rail Gun (the Eraser) Type: Forward Ammo: 20 ---------------------------------------- This weapon is another guided weapon that you can fool with in only two stages (Venetian Blind and Eye of the Storm). It packs twice the punch of Swarm Missile and can destroy tanks with one hit. The "Strider explosion" at the point of impact can still put the hurt on the Interceptor's paint job, so aim it away from your face. The shot is slow compared to the Missile, but considering the power, it won't be much of a hinderance (except for one objective in Eye of the Storm) so equip it and blast away! ** NOTE: Due to limited space, the S.E.V. does not carry the Rail Gun as part of its armament. Use this weapon first before you eject the Interceptor's armour. That way, you'll have more Missile ammo to use in the S.E.V. Name: Oil Slick Type: Rear Ammo: 20 ---------------------------------------- This "weapon" is practically useless unless the target is riding your rear (tail-gating). In such a case, the enemy is using something more than oil to throw you off. It will cause enemies to lose control and crash, but it is useless on the water. It would be better if you stop, let the enemy pass and then open up with something that kills. Pass this weapon immediately after you receive the Smokescreen or Flamer. Due to size constraints, the S.E.V. does not carry this weapon. Name: Smokescreen Type: Rear Ammo: 20 ---------------------------------------- Marginally better than the Oil Slick, its only saving grace is that it works over water as well. It causes enemies to stop firing momentarily while they gauge where you are; in multiplayer, this means the Interceptor will lose any lock-on it had and must re-establish a lock-on after a smokescreen is laid out. The prototype Anti-Interceptors and the stolen G-6155 will use this to aid their escape. Due to size constraints, the S.E.V. does not carry this weapon. Name: Flamer Type: Rear Ammo: 20 ---------------------------------------- A good deterrent to pursuit, although it has very short range. A good counter to a Mortar Thing or Road Lord thundering behind you, but a better tactic is to race by a target and hit the flamer as you pass -- the flame will kill the target as you pass it and I've killed tanks this way in a pinch. Due to size constraints, the S.E.V. does not carry this weapon. ______________________________________________________________________ 1.4 TAKING DAMAGE AND S.E.V. MODE ______________________________________________________________________ The Interceptor is tough, but not invincible (yet). Explosions and gunfire will damage the Interceptor's armour, but collisions don't. Consequently, driving into things that explode or into your missile explosions are not ideal for the paint job. Netting too much damage will cause the on-board system bitch to dump the player into "bike mode." The bike is the S.E.V. (Single-man Emergency Vehicle) designed to increase mobility at the cost of reduced protection and counter-measures. In bike mode, expect to: - Not finish with an End-of-Stage movie. - Die. - Not get any cheat. - Die. - Not accomplish the Sat-Com objective for lack of turbo. - And lastly, die. The S.E.V. has only one quarter the amount of protection of the Interceptor, carries only three of the Mk.II's forward weapons, has no defensive rear weapons, and cannot turbo boost. But hey, at least it's water-proof. ______________________________________________________________________ 1.5 I.E.S. WEAPONS VAN ______________________________________________________________________ I.E.S. has seasoned techs and operatives all over the world offering support and back-up operations to its agents. The only way to restore a damage Interceptor to optimum effectiveness is to locate and rendezvous with a Weapons Van or Weapons Boat. If in S.E.V. mode, the operations team will reattach a new Interceptor body. In any case, the player will drive off with an Interceptor with all damage repaired, ammuniton filled, and turbo system recharged faster than you can say, "Jiffy-Lube." ______________________________________________________________________ 1.6 IDENTIFYING TARGETS ______________________________________________________________________ Red Round Reticules ------------------------------------- Pay attention to red reticules as they are crucial to objectives! Miss destroying (or vaping) one means you failed the objective -- usually a bad thing, and usually the primary one. This prevents you from going to the next mission and before you know it, you spent another $5 on Blockbuster trying to beat this game. Yellow Round Reticules ------------------------------------- Yellow reticules are just as important as red reticules, perhaps even more so since yellow reticules cannot be destroyed (or vaped) otherwise you fail the objective. Yellow reticule targets are usually the recipient of a nice I.E.S. "intel-gathering action" in the form of GPS tracking bugs or an E.M.P. enema. This is usually game prescribed and not a choice of the player. Later on, yellow reticules highlight *potential* targets -- this means using the Mk.II's Spectrum Scanner to properly confirm the hostile before opening fire. Not doing so usually results in outright *failiure* and another $5 to Blockbuster. Blue Round Reticules ------------------------------------- These are the Weapon Vans, Weapons Boats, defense mission target(s), and Stealth Gate carrying choppers. Weapon Vans and Boats signify the mid-point of a stage, but you should pay attention to blue round reticules on missions that require "Stealth" -- a limited independent Interceptor ability that's absolutely hush-hush. Blue Small Reticules ------------------------------------- Blue reticules signify a successful GPS tracker tag. You should move on to the next, and other targets. Green Glow Globes (Sat-Com) ------------------------------------- Sat-Coms are the most annoying feature in this game, ranking well with E.M.P. objectives, identify the proper target, and "scanning for laser traps, Captain." Sat-Coms are placed away from the main path and to get them requires you to take side roads and forks to get to them. Netting all Sat-Coms in a mission awards you with a well-deserved objective point. Red "Box" Reticule (Lock-on) -------------------------------------- This is one reticule you create yourself after locking on a hostile target. Very useful in telling you where the enemy is, and what's more, what it is. If the reticule is high in the air for example, you can be sure it is a chopper of some sort (hint: there are no friendly aircraft you can lock on to). It may sometimes give you forewarning of what's up ahead -- like the Force, but with rockets. Green Flares (Rendezvous Point) -------------------------------------- The green flares mark where I.E.S. will pick you up and signifies the end of the stage. You will be treated to a cinematic if your Interceptor is intact, or else you will simply be booted to the Pass/Fail results screen if you're in the S.E.V. The only stage with two separate cinematics is the last level, 14: Eye of the Storm. ______________________________________________________________________ 1.7 STEALTH MODE ______________________________________________________________________ Stolen from the Romulan Empire or the Protoss, I.E.S. has managed to create a stable warp field that can render the Interceptor's body invisible for a short amount of time. During this time, enemies won't attack the Interceptor although it can still take damage if it runs into any explosions. Stealth mode is damn cool, and too bad it wasn't the "missing" fourth defensive weapon. You will need it to complete certain objectives -- in one case, a primary one. ______________________________________________________________________ 2.0 ENEMIES ______________________________________________________________________ Enemies in general are designed to chip away at the Interceptor until a swarm of them can overwhelm you, or destroy your defense mission target(s). Properly dealt with, they can be ignored, since they prefer to fire on the Interceptor rather than the relatively weaker defense mission target; what's more, most enemies can be ignored as you complete objectives. This not only conserves ammo, but aslo allows you to focus on WHAT'S MORE IMPORTANT. About the only enemies that need to be eliminated are the enemies that engage in active pursuit, damaging the Interceptor until you are forced into S.E.V. mode. Those are the enemies that need to be eliminated from play. ______________________________________________________________________ 2.1 LISTED ENEMIES ______________________________________________________________________ Nostra has increased their arsenal since 1983; however, a lot of the agents on its pay-roll have not left, nor has the vehicle fleet been junked. Rather, almost all the older craft have been extensively upgraded in anticipation of the new offensive. Name: Switchblade Body: Roadster Type: Land Attack: Diamond tipped drills x1 (side) Damage: Medium Threat: Low Notes: Attack the Switchblade from the front or the rear. Passing it is tantamount to asking someone to rob you after visiting an ATM. The drills do damage at first contact, although prolonged contact does not do more damage, the Switchblade has a fairly powerful engine that can cause the Interceptor to behave eratically on the road. Name: Road Lord Body: Big Rig Type: Land Attack: Hydraulic Rams x1 (360*) Damage: Light-medium Threat: Low Notes: "Bulletproof," well, not really. Use other weapon systems to terminate quickly if you are in a hurry. Minimal threat unless it is acting in concert with other Nostra vehicles. Name: Bullseye Body: Hummvee Type: Land Attack: Machinegun x1 (360*) Damage: Light Threat: Low Notes: The standard Nostra vehicle equipped with a 7.62mm machine gun on a semi-permanent pylon mount. Because of international restrictions, the Bullseye is protected only by thin sheets of aluminum armour and can be taken out by even the poorest equipped Interceptor. Name: Mortar Thing Body: A.P.C. (wheeled) Type: Amphibious Attack: Rapid-fire mortar x4 (360*) Damage: Heavy Threat: Medium-high Notes: A single Mortar Thing is no problem, but they often work in pairs and in tandem with Mad Bombers. Being fairly agile, they can easily catch up to slow moving Interceptors and are able to continue pursuit over land and water. Although their armour is tough, they can be taken out by sustained gunfire, or preferably, two well aimed missiles. Name: Mad Bomber Body: Bell Kiowa helicoptor Type: Air Attack: Bombs x4 Damage: Heavy Threat: High Notes: The Mad Bombers are back with a vengeance, dropping a flurry of bombs rather than just one at a time. While their aim is fairly imprecise, the resulting explosions can cause the Interceptor to veer off course at the most inopportune moment and force you to take a fork you didn't want to. Attack them with guided missiles when you have the chance, but don't actively go after them unless you have adequate missiles -- you may wind up with one missile too little to finish an objective! Name: Enforcer Body: Sedan Type: Land Attack: Gatling Guns x4 (rear); Rockets x1 (360*) Damage: Heavy; Heavy Threat: High Notes: Take out the Enforcers early since they can take two missile hits and can do some damage to the Interceptor. Guided missiles are okay, but the rail gun is preferred. Name: Attack Heli Body: AH-64 Apache Type: Air Attack: Machinegun x1; Rocket x1 Damage: Light; Heavy Threat: Very High Notes: Similar to the Mad Bomber but more reliant on direct fire rockets to do damage. Coupled with their ability to shadow the Interceptor, the Attack Heli is one enemy you don't want sticking around. Name: Jump Jet Body: Aerospace Harrier Type: Air Attack: Rocket x1 Damage: High Threat: Very High Notes: Take the Attack Heli and increase its speed and reaction time by two. Luckily most of the Harriers you will encounter will be in one or two stages. Use of guided weapons is a must. Name: Prototype Anti-Interceptor Body: Unknown Type: Amphibious Attack: Unknown; effectively uses Smokescreen (rear) Damage: Unknown Threat: Extreme (Objective) Notes: All three Nostra Prototype Anti-Interceptors are easily destroyed using Machinegun or Missile fire. The Smokescreen will disengage the lock-on, so remember to re-acquire the target after being doused with "car-fart." Name: Smoke Stack Body: Pick-up Truck Type: Land Attack: Smokescreen (rear) Damage: None Threat: Low Notes: This should've been an enemy who turned up at the beginning of the game; instead, its appearance towards the end of the game means you have the capability of destroying it before it gets a chance to show off its "car-fart" ability. Name: Slick Body: Coupe Type: Land Attack: Oil Slick (rear) Damage: None Threat: Low-medium Notes: May cause you to lose control, but otherwise a low player in Spy Hunter. Like the Smoke Stack, it should've shown up earlier to offer a challenge, but its "car-piss" ability is of little use when you can simply lock-on and vape it from afar. Name: Minedropper Body: Van Type: Land Attack: Landmines (rear) Damage: Heavy Threat: Medium-high Notes: Not as effective as Nostra hoped since their aircraft destroys most of the freeway (ala True Lies) in the stage this fella appears. Still, the mines are no laughing matter. Stay away and cruise by with a flamer or vape it with missiles before it can take a "car-dump." Name: Water Blade Body: Speedboat Type: Water Attack: Diamond tipped drills (side) Damage: Medium Threat: Low Notes: Behaves like the Switchblade, but the wider waterways allow for the Interceptor to avoid confrontation with this enemy than most. Name: Barrel Dumper Body: Barge Boat Type: Water Attack: Explosive Barrels (rear) Damage: Medium-heavy Threat: Medium Notes: The obstacles it dumps into the water may prohibit the Interceptor from building up enough speed to clear some ramps or objective. Missile fire is extremely effective against this enemy, conversely you can outpace it. Name: Doctor Torpedo Body: Katarmaran Type: Water Attack: Torpedo (front and rear) Damage: Medium-heavy Threat: Medium-high Notes: The torpedoes are damaging and some effort should be made to avoid or eliminate "Doc." Name: Nostra Agent Body: various Type: various Attack: Hand Weapons Damage: Light Threat: Low-medium Notes: Nostra Agents appear in a variety of guises: riding motorcycles, aquabikes, on foot (they can be run over), and even in Venetian gondolas. Colliding with these low-paid thugs result in them taking the brunt of the accident while you continue on your merry way. Machinegun fire is also effective if you do not want to close in and run them down. Since they do chip damage, it's best you do not stick around to give them the finger while they continue to fire on your Interceptor. ______________________________________________________________________ 2.2 UNLISTED ENEMIES AND OTHER VARIANTS ______________________________________________________________________ Name: Mine Body: Spiked Mine Type: Water Attack: E.M.P. or Explosive Damage: Disable; Medium-heavy Threat: High Notes: Immobile, but place in spots where you are forced into their nest. The EM mines work well in tandem with Mad Bombers and Attack craft since they can hit you while you are unable to retaliate due to the disabling of your weapons systems. Name: G-6155 (stolen) Body: G-6155 Mk.I Interceptor Type: Amphibious Attack: Unknown Damage: Various Threat: Extreme (Objective) Notes: This is an exact copy of the car you are driving in 5: Double Vision. The heavy armour of the Interceptor makes it quite a tough customer and you should be glad I.E.S. tightened security after this little fiasco. Machinegun fire may seem ineffective, but you are limited to that weapon until all the secondary Tower Objective is completed -- also since the S.E.V. is much more agile than the Interceptor but cannot take too much damage, it would be wise to use guided missiles to finish the job after the stolen Interceptor sheds its frame. Name: Nostra Tank Body: Main Battle Tank Type: Land Attack: Tank Gun x1 (360*) Damage: Brutal Threat: Medium-high Notes: Heavily armed and protected (but sustained machinegun fire can still destroy them), they are part of Nostra's high-risk security teams. The tank guns are akin to rocket fire, and should be treated as such. Confrontation is an issue only when the roadway forces you by one of these monsters. The rail gun is the preferred weapon, or two volleys of missiles. Name: Bullseye (local) Body: Pick-up Truck (South America); Dune Buggy (Middle East) Type: Land Attack: Machinegun x1 (360*) Damage: Light Threat: Low-medium Notes: The local Bullseye variants tend to swarm the Interceptor and they can do damage that can avoided when they are killed. By the mid-part of the game, you have enough firepower to crush these upstart road warriors with guided missiles and rail guns. Name: Guard Tower Body: Guard Tower Type: Land (immobile) Attack: Rockets x1 (360*) or E.M.P. x1 (360*) Damage: Heavy or Disable Threat: High Notes: Set in narrow canyons and fjords, Guard Towers are equipped with "hurt-me-plenty" rocket launchers rather than GDI's stand-by high velocity machineguns. Their primary goal is to destroy anything carrying an I.E.S. signature crossing its sights, including Interceptors and vulnerable I.E.S. Cargo trucks and agents. Vaping them early on gives your defense missions a big boost since all other enemies ignore the defense mission target(s). ______________________________________________________________________ 3.0 MISSION RECONNAISSANCE ______________________________________________________________________ Mission 1 Testing Track Limit: 8:00 Cheat: 3:40 (Saliva Spy Hunter Video) Upgrade: Unguided Missile ______________________________________________________________________ Primary Objective ----------------------------------- 1. Shoot all the targets Secondary Objectives Objectives ----------------------------------- 2. Pass all slalom gates 3. Avoid barrels 3. Activate all Sat-Coms 4. Place GPS trackers 5. Clear 50 meters on Turbo Jump 6. Minimize civilian casualties Phase One: Avoid knocking down any barrels either by collision or by weapons fire. The Interceptor has "top-secret" tires that take turns more sharply than civilian models, so you can actually weave through the first part of the course at top speed. Be sure to drift to the right as you leave the course to the next phase. Going for the cheat? Make a short turbo boost here, but use no more than 75% of the boost meter. Phase Two: The explosions are fake, but the slalom gates are real. Take them as fast as you can (to look good) and be sure to head left and up the embankment to avoid the insidiously placed barrels midway through this phase. When you pass the "last" gate, don't worry about the remaining gates -- there's more after the gun range. Phase Three, Part One: "Warning. Heavy civilian population." "Shut up bitch -- and keep your head on my lap." Do yourself a favour and run down the targets with your Interceptor. It's not ony faster, it precludes you from accidently "killing" any carboard civvies. There are three (3) readily marked targets (with big, fat RED reticules) in this straight-away before you pass into the next section. To make good time on the cheat, boost slightly (50%) as you pass into the next section. Phase Three, Part Two: There are now several targets in this Picadilly Circus roundabout. One should immediately show up as a red reticule on the right as you make the bend; use your machineguns to destroy them, then get back on track and head to the right side of the round about. Take care to avoid the civilian dummies as you ram or shoot the targets; before you leave, you should hear the system bitch mention that you completed the first objective. Phase Four: Try not to boost since your speed steadily decreases during the cinematic. Navigate the slalom gates and make sure to head right mid-way through this phase to avoid missing one carefully hidden slalom gate. If you are to boost, do so at the end this phase since you will need a full boost meter in a little while. You will need to use the next phase to recharge your boosters. Note, if Leonie didn't state that the Slalom Objective was finished, you missed out on one gate or failed it already. If she tells you she's on her *period*, keep your pants on or you'll ride the crimson tide. Phase Five: The green Sat-Coms are fairly easy to get. Remember to stay out of the way of the carboard cut-outs and keep at top speed for the cheat time. If you boosted after the second Sat-Com, do not boost again or you will fail Phase Seven. Phase Six: The yellow reticules are the targets for the GPS trackers. While they have very long range, the targets are quite small. Fire away and line up the shot -- if it's blue, you tagged it, move onto the next one. Be careful of the civvie cut-outs and don't bump into them. The GPS targets will disappear after a while, so don't dwaddle. Be sure to have a full turbo meter and that you're moving at top speed (~100 mph) before you leave this section. Phase Seven: DO NOT hit your boosters until you are lined up "more or less" straight with the ramp -- so long as you boost while you're some distance away, you'll make the 50 meters and go on at top speed and good time. [Personal Record: 92 meters) Final Phase: The Interceptor will shed into the S.E.V. and note that the handling changes dramatically. Take care not to knock down the barrels as you head into the Weapons Van and revert into the Interceptor. The turbo boost should enable you to make a final dash for the finish line (marked by green flares) with time to spare. For Cheat: Boost judiciously and you should make it. Don't stop for anything and make sure you are always making forward progress without failing any of your objectives. The Tiny Spy Cheat may help in navigating the barrel obstacles (duh). The Music Video is not as great as I like, but then it already gets an automatic deduction because of the lack of chicks. ______________________________________________________________________ Mission 2 Dragon Strike Limit: 7:00 Cheat: 3:35 (Green HUD) Upgrade: Machinegun ammo x2 ______________________________________________________________________ Primary Objective ----------------------------------- 1. Destroy "Dragonfly" helicopter Secondary Objectives ----------------------------------- 2. Destroy transports 3. Activate all Sat-Coms 4. Minimize civilian casualties Phase One: Blast the garage door and make your way out to the loading area. Past the two Nostra infantry, you will see the forklifts racing away -- notice the large glass barrier to your right. Blast it and follow the path to the pad where the Dragonfly is idling. If you like to conserve your ammunition, you can ram the chopper at full speed, take some light damage and blast past the guards without a sweat. The first cargo truck should appear soon. Beware the Switchblades and Bullseyes and take them out without killing civilians and you should come across the second cargo truck soon enough. Phase Two: After the second truck is vaped, begin looking for a left fork to take. Do so and continue engaging enemy spies for a while. There should be a second left fork that you should take. That course will carry past an old castle with easily rammable wood gates and to the first Sat-Com. Phase Three: You will need to enter the autobahn to continue -- veer right and onto the freeway. Stay on the right shoulder to jump a ramp to the second Sat-Com. A third cargo truck should be ahead, escorted by a single Road Lord. Veer right to exit to head into the next phase. Phase Four: A fourth cargo truck should be around here (not too sure, oops) -- but the cargo trucks are easily spotted by your system anyway. Pay attention and look for a right fork after leaving the autobahn. It will lead to yet another ramp that should net you the third Sat-Com. A fifth cargo truck should come up soon after. Final Phase: After completing the Truck Objective, pay attention and look for a Sat-Com/green globe on the right. You should be able to get it with no difficulty. That path leads down into the subway and back up, although I would like to warn you that there is a part of the subway's right wall that can be broken (it's towards the end, right before you head up the stairs). This maintenance section is empty now, but you will be going back in there in 9: German Blitz, so you might as well see it now. The rendezvous point is at the end of the road after the subway excursion. For Cheat: This stage is ridiculously easy -- surpassing even the first stage. The roads are wide and open, and there are few if any, obstacles. When you get this cheat, you may actually use this cheat more than you care for -- the color makes the HUD look brighter and more easily read than the regular blue one. ______________________________________________________________________ Mission 3 Route Canal Limit: 6:00 Cheat: 2:40 (Saliva Your Disease Movie) Upgrade: Guided Missile ______________________________________________________________________ Primary Objective ----------------------------------- 1. Destroy satellite trucks Secondary Objectives ----------------------------------- 2. Place trackers on cargo ships 3. Activate all Sat-Coms 4. Minimize civilian Casualties Phase One: With 4000 rounds, you should have no problem killing everything in this level. Unfortunately, the cargo ships need to be tracked, not destoryed, so lay off the trigger when you see a yellow reticule. The first satellite truck is on the right, up from the water after the barrel dumper and the Nostra agents on the gondolas. There is a ramp you can take to it. I advise you to do that. The second satellite truck appears after the first cargo ship; again the satellite truck is on the right, and away from the water. There is a ramp leading up to it near the wreckage of the explosive drums. Phase Two: Things start to pick up very fast after you destroy the second satellite truck. You will need: a full turbo bar (you haven't been boosting unecessarily have you?) and a clear path to the ramp. Clear the path by killing the Mortar Thing and when you see the road straighten out -- boost. And use it all up to reach the first Sat-Com. Keep to the right, smash through the "ristorante" (restaurant) and head up the ramp again. Shortly after the small bridge (you may have killed the Nostra bikers on it) you need to veer a SHARP RIGHT TURN and barrel down the street to the third satellite truck. Head back into the water after destroying it, although those intersted in a good time should stay on land as much as possible to get up a good speed. The second cargo ship should be up ahead; past that, you will need a full boost bar to roar up a ramp on the left of the canal (it'll be the right one of the two) to fetch the second Sat-Com. Final Phase: Hit the Weapons Boat and keep racing ahead; don't boost, you will need a full bar of boost to get the third Sat-Com. It's in plain sight past the Nostra gondola nest, and you will need to boost mostly on water to get the speed necessary to tag it. Deal with the pesky bikers and continue -- the street should "open up" and the fourth and fifth satellite trucks are in the same vicinity. Destroy the closer right one, then the left one, then head up the ramp. Follow the street and pay attention: a ramp on the right side witll net you the fourth and last Sat-Com right before you see the last cargo ship. Tag it and head for home. For Cheat: Boost when you can spare the meter and let it charge for the times you don't need it for objectives. Taking the route on the right to the third satellite truck is an absolute must for the time, as well as not going back to re-do jumps and retrieving Sat-Coms. As a side note, I like the chick with the low hanging jeans in this video. I also like the chick in the clothing store. And the short haired babe headbanging at the Saliva concert. And that purty little Asian one with the kerchief on the head. ______________________________________________________________________ Mission 4 Swamp Venom Limit: 7:00 Cheat: 3:15 (Night Vision) Upgrade: Smoke Screen ______________________________________________________________________ Primary Objective ----------------------------------- 1. Destroy control towers Secondary Objectives ----------------------------------- 2. Activate all Sat-Coms 3. Place trackers on transports 4. Minimize civilian casualties Phase One: Your newly guided missiles will serve you well in blasting all the Guard Towers you meet -- switch to your guns to vape normal enemies to conserve ammo. Remember that you only have 20 missiles and seven or them are to be used for the primary objective. Blast the Guard Tower with a missile and punch through main gate with your guns. Pay attention and look for a left fork after you pass a small cabin (also on the left). Taking the fork should lead you to a drum laden waterway and a ramp leading to the first Sat-Com. Phase Two: Continue through the jungle brush (actually Florida) until you come to another cabin on your right; pay attention, there is a right fork past this shack. Make a HARD RIGHT TURN to take it and the waterway and ramp should lead to a second Sat-Com and plant you back on the main dirt road. Phase Three: When you hit the water, start aiming for the control towers. Use your lock-on to hint where you should go next (i.e., towards enemies). After vaping the last three towers (they are situated right after one another), stay to the right and look for a big white immobile container-ship. You must pass an obvious laser trap that actvates a new enemy: EM mines. Pay attention -- to the right, near the shoreline, is an overturned boat that acts as a ramp for you. Boost a little (or move at top speed) and get on the immobile white container-ship. The third Sat-Com can be fetched from the deck. The manner to get the fourth Sat-Com is the same; the ramp is near the right side of the waterway, cruise near the back for best results. You do not need to boost to get to the deck of either boat. Final Phase: After you get the last Sat-Com, try to have a almost full boost bar and be moving at top speed. There will a slanted derelict ship on the left riverbank. Machinegun any barriers in the way and head inside the derelict ship at full speed plus boost; the momentum will carry you over and past the laser that activates the EM mine field. You are now more or less home free, the cargo trucks need your attention, but they are unarmed and you do not meet much resistance except for a single Mortar Thing which guards the second truck. Note that you need to stay on land to tag the trucks -- dipping back into the water will not allow you to speedily complete this objective. You will see the first cargo truck is on the left bank. Tag it and look for a small ramp to jump across the river and tag the second truck on the right bank. Another ramp allows you to traverse back to the left bank and tag the third truck right around the time system bitch says, "Warning. Police roadblock ahead." Destroying the police cars may cause you to fail the minimize civilian casualties objective, so don't. For Cheat: Boost when you can. You can use the Super Spy cheat to help with lack of ammo in this level and by pass a lot of areas by muscling through them. The night vision cheat is by far the most useless cheat, next to Rainbow HUD. ______________________________________________________________________ Mission 5 Double Vision Limit: 7:00 Cheat: 3:25 (Early Test Animatic Movie) Upgrade: 15 mm guns ______________________________________________________________________ Primary Objective ----------------------------------- 1. Destroy stolen Interceptor Secondary Objectives ----------------------------------- 2. Activate all Sat-Coms 3. Destroy all comm towers 4. Minimize civilian casualties Phase One: Head out the chateau's gate and start unloading your machineguns on the stolen Interceptor. In doing so, it will emit a smoke screen or oil slick, but you will be damaging it royally. You can spare about ten missiles or so out of twenty (the rest should be used for the objectives and for taking out the S.E.V. when the Interceptor transforms), but your guns should do the job for now. Be wary of the civilians that stock the right side of the French highway -- remember Lance Armstrong? You can kill a bunch of 'em and that'll fail the last objective of minimizing casualties. When the stolen Interceptor zooms ahead, let it and be on the look out for a a comm tower. Phase Two: If you didn't damage the Interceptor enough, it will be loitering around the next few bends taking it easy. Again, unload the machineguns on it and remember to reestablish lock-on when your lock-on is broken by smoke or oil. A second tower should be nearby. Blow it up. Phase Three: Past the second tower is a short tunnel. Past that tunnel pay attention and look for a left fork hidden by vegetation. This fork leads to the third tower and the first Sat-Com. Upon entering the town, you can destroy the fourth tower. Pay attention. There is a building with a double wide barn door on the left side of the road. Smash through it and get ready to catch the stolen Interceptor heading into the on the right. Boost and get up close but don't pass it or it will start to hurt you with its rockets. Empty your machinegun into it and be ready when it begins to shed -- that's your cue to switch to the missiles, lock-on (while it's still transforming) and blast away. You will destroy it easily. Those of you using missiles will notice that the lock-on will be broken once the stolen Interceptor begins to transform -- you will need to lock on again in such a case. Final Phase: If you didn't destroy the Interceptor by now, you will have a tough time as you navigate between EM mines and trying to tag the last Sat-Coms. Sat-Com three is acquired by taking a tunnel on the right (instead of plowing into the EM minefield) and hugging the right wall to a second ramp (no boost or a short one, is necessary). The fourth Sat-Com is on the left side, in plain sight but requires a ramp and a full meter of boost to nab. Get them all and make a beeline for the rendezvous point. For Cheat: Not as hard as it appears. Use the Super Spy cheat if you are concerned about ammo, and you should have an easy time of it. I wonder what kind of handgun Agent Sects was using in the movie? ______________________________________________________________________ Mission 6 Columbian Extract Limit: 7:00 Cheat: 3:45 (Extra Cameras) Upgrade: E.M.P. Cannon ______________________________________________________________________ Primary Objective ----------------------------------- 1. Escort I.E.S. cargo truck Secondary Objectives ----------------------------------- 2. Destroy prototype anti-interceptors 3. Activate Sat-Coms 4. Minimize civilian casualties Phase One: You only need two guided missiles and some machinegun fire to clear this first phase -- once you race ahead of enemies, they tend to "fall asleep" and not do anything but wait for you to turn around and wax you. This means the I.E.S. truck can drive on by without much trouble. The *ONLY* enemies that doesn't function like this are the Guard Tower and maybe Mad Bombers, but the first Mad Bomber in this mission is at the end of phase one, so you don't need to worry to much about it. There are two Guard Towers to take care of however, and vaping them is top priority. Race ahead of the truck and blast the two towers. There will be some local colour Bullseyes to impede your progress and your machineguns should make short work of them. When you clear the jungle and see a chopper you can't target, you're halfway there already . . . Phase Two: When you clear the jungle, look for a small ramp on the road's right side to allow you to jump on the large ship to your right. Sat-Com numero uno is on the bow. When you jump off the ship, look for the red reticules to tell you where the prototypes are and head there guns blazing. The second Sat-Com is on the left bank, shortly after you exit the ship. Take the ramps and that's Sat-Com numero two-o. The second prototype should be easy to find. It's also just sitting there. Vape it and pay attention. Phase Three: Going onto the canal lock, there is a "ship" in the middle of the lock that has "Nostra" on it s stern; hop down, open the backdoor with some gunfire and head up the ramp to nab Sat-Com numero three-o. The last prototype should come up soon. It will try and escape by using a smokescreen and speed, so take it out with missile fire. After the last prototype is vaped, veer left and up the ramp to the next lock. The left side has a tunnel and the right is a ramp. Take the tunnel and hop into the lock (on the right side) where the fencing allows you. It will lead to the last Sat-Com. For Cheat: Do not slow down, and remember to judiciously use the boost. The part after the last Sat-Com can be "hopped" with a small boost to land the Interceptor on high ground so it doesn' need to spend all that time catching the air. The extra cameras should be disabled during serious gameplay since it interferes with normal handling of the Interceptor. ______________________________________________________________________ Mission 7 IES Training Facility Limit: 7:00 Cheat: 3:10 (Rainbow HUD) Upgrade: Missile ammo x2 ______________________________________________________________________ Primary Objective ----------------------------------- 1. Shoot all targets Secondary Objectives ----------------------------------- 2. Navigate all slalom gates 3. Avoid barrels 4. Disable EMP targets 5. Navigate lasers 6. Clear 75m on turbo jump 7. No civilian casualties Phase One: The barrels are tighter this time around and just take it slow -- the cheat needs some "help" to make it; it's almost impossible to do it normally under time. Patience agent. Patience pays. Hehehehe. Phase Two: Pass the gates as you did before but REMAIN AWARE that barrels are sometimes placed right after a gate, forcing you to slow down and make hard turns. The first ramp needs to be taken at full speed to avoid failing the barrel obstacle objective, the second ramp with a small boost (50%) and the third ramp with all the remaining boost (60-75%). Switch to your guided missiles before the next phase. Phase Three, Part One: Use your scanner (Press the circle button to regain your strength . . ., etc. - Metal Gear!) and run down the targets with your car. Do not run over any civilain cut-outs as I.E.S. switched insurance policies and cannot cover everyone affected by "collateral damage" in their operations. Switch off "sterilization vision" before you enter the next phase, you won't need it again yet. Phase Three, Part Two: Use your guided missiles to lock on the target(s) and fire carefully -- missiles aren't particular about what lies in their flight path. Target the fourth target as you round the bend and fire. Next, target the right-most target and fire as the Interceptor goes on the left side of the round about (and not the right like the first time). Lock-on and destroy the next target, taking care not to hit any cut-outs. Lock-on and fire on missile each on the next two targets before they disappear (they do that now) and go to the next section. Be sure to lock-on early and be prepared! Phase Four: The water course is slalom, except there is one more target you need to balst around the bend. After you do, switch to your new E.M.P. cannon and slalom the course gates as accurately and quickly as possible. Beware the moving steel doors and be sure to veer left to hit the "hidden" slalom gate mid-way through. Phase Five: After the slalom gates, there are big boards that say E.M.P. on them. One shot disables the board and you have twenty. Do not miss. Destroying any board with missile or gunfire is a failiure. The first board needs to be hit before you drop down and can't reach it. You can hit it from a far distance away, so line it up and fire off a shot as soon as you see it. The last two boards require assistance from nearby ramps. If you miss, turn around and jump again, being careful not to accidently bump any civilian cut-outs. You can try stopping after clearing the ramp to land on the flat raised areas, but you cannot do this for a good cheat time. Turn on your "X-ray vision" before you leave this area. Phase Six: There are invisible lasers in this section. You cannot trip one or you will fail the objective. Use the Spectrum Scanner. Stay at full speed and you will clear the lasers by using ramps and steering around obvious traps. You need a |
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