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