Ecks vs. Sever

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Walkthrough

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              \                                          /
               \           Game Boy Advance             /
                \        Guide made by Schlave         /
                 \          Copyright 2001            /
                  \    This guide is 100% Schlave.   /
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Welcome to Walkthrough Version 0.3!


CONTENTS
(1) Updates
(2) Future Plans
(3) Who am I?
(4) Controls
(5) Story
   (i) Jonathan Ecks
   (ii) Sever
(6) Missions
   (i) Jonathan Ecks
   (ii) Sever
(7) Level Maps
(8) Weapons
(9) Equipment
(10) Frequently Asked Questions
(11) Legal Stuff

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                   \          1. UPDATES          /
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12-12-01 : Alright! I've finished the walkthrough, Sever's missions and 
story! And the weapons section as well. This is a pretty rushed, but 
wholesome and satisfactory, update. I'll be gone for 7 days, up to the 
20th, so wait for answers to e-mails.
6-12-01 : Okay, finished Jonathan Ecks' Missions and Story!! Added more 
stuff to the weapons section. Second update finished.
5-12-01 : Hmm, already working on version 0.2. Added a few more missions 
and hearing parts of Sever. Almost finished Ecks' Missions and Story! 
Spoiler warning in Mission 10... 
4-12-01 : Added more of Jonathan Ecks' stuff, and updated the Weapons 
section. The first update is finally finished.
3-12-01 : Added Legal Stuff, weapons (incomplete) and Who Am I? 
sections. Did a little of Sever's stuff. This first update is rounding 
up.
2-12-01 : Added Some of Jonathan Ecks' stuff. Controls section up.



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                   \        2. FUTURE PLANS        /
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Here are my future plans on what to add for following versions of this 
FAQ. It's far from complete, but at least I have all my stuff 
systematically planned out. These plans here may not necessarily be 
decided upon, so if you see something that is not in the FAQ but in this 
section, DON'T e-mail me about it. I probably have changed my mind. And 
there is no deadline for version updates, so if you pester me about 
finishing it, "You Will Be Destroyed".

Version 0.4 - Add to the Missions a category regarding what weapons can 
be found in each mission.

Version 0.3 - Maps of each stage??

Version 0.2 - Catch up with Sever's Missions and story. Add a little 
more of Jonathan Ecks' missions.



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                   \         3. WHO AM I?         /
                    \____________________________/

My nick is Schlave, so just have it as that. I believe Ecks vs. Sever is 
a movie not even released, but it sounds pretty nice, and Ecks vs. Sever 
is by far the best shooter for the GBA. Which was why I wanted to make a 
FAQ for it - that was my deepest wish. I had to change the format very 
much to suit the needs of Ecks vs. Sever, which explains why this FAQ 
looks so different from my Harry Potter FAQ.
I've no patience to save up money, so I'm using an emulator and ROM 
(don't ask me where I got it). You don't have to worry about graphical 
mistakes because there are just about none. As for this walkthrough, 
it's far far far from complete. This is my first writing a FAQ for such 
a deep game, so it's going to be difficult, with one massive update 
after the other. I aim to put in as much information to make a 
walkthrough I'm proud of. I hope it's not too confusing! And when you 
email me, make sure it's about mistakes or typos in the walkthrough. No 
junk mail or greetings, or chain mail, blah blah. And read the FAQ 
before e-mailing me.



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                   \          4. CONTROLS         /
                    \____________________________/

Ecks and Sever may be against each other, but they sure work the same 
way. Switching weapons, shooting guns, zeroing in with the sniper 
scope...you need to know how to do that.
A Button : Fires present gun/select Sniper Rifle
B Button : The action button. Open doors, etc.
L Button : Strafe left/zoom out in Sniper Scope.
R Button : Strafe right/zoom in in Sniper Scope.
L + R Buttons : Crouch
Select : Switch weapons
Start : Pause the game



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                   \           5. STORY           /
                    \____________________________/

                             -------------
                             Jonathan Ecks
                             -------------
Jonathan Ecks is a former FBI agent who was born in South Boston and had 
a tough upbringing. He attained stellar achievements in Criminal Cases 
and Psychology at Harvard University and a Ph.D in Criminal Law in 
Columbia at 21 years old.

In the court, a tribunal is held to confirm certain facts in order to 
reinstate Jonathan Ecks into the FBI. For some strange reason, this 
tribunal is held 'four weeks later'. A council for the investigation 
asks Jonathan Ecks some questions regarding his missions. Each part of 
the tribunal is held before each mission he recalls (and you play) so 
listen up.


Tribunal Part One
==-==-==-==-==-==

COUNCIL : Gee whizz, for a tough nut, you were a bright kid, weren't 
you, Jonathan?

ECKS : My friends call me Jonathan. You'll call me Mister Ecks.

CHAIRMAN : Order! Mr. Ecks, cooperate. The purpose of this tribunal is 
to confirm the facts, to enable us to reinstate you as an FBI agent. 
Don't you want three years' back-pay and your old job back?

ECKS : This ain't about money, it's about principal.

COUNCIL : You're FBI...

ECKS : I quit three years ago. Went medical.

COUNCIL : You took early retirement. Ill-health. Why?

ECKS : My wife and son got blown up by terrorists. The bomb was meant 
for me. I try to bury the pain under other types of pain. It's never 
enough. I felt it was my fault. Guilt, I live with it everyday. It's 
been tough for a while.

COUNCIL : In the FBI you lived with death every day. You've done your 
share of killing. What makes those deaths so special?

ECKS : You make your living from other people's misery.

COUNCIL : On your first mission, did you know anything about a Tomahawk 
cruise missile that hit a Pacific island?

ECKS : No.

JUDGE : Council, stand down. Mr. Ecks, describe recent events, just like 
it happened.

ECKS : It started four weeks ago. Mills, assistant director of the FBI, 
pilled me in. Mission One was in the warehouse. Locate the room with the 
laptop. Access Sever's file. Essential to access this file. Lone-wolf 
mission, unauthorised, no back-up. If my cover was blown, even FBI 
agents would oppose me. There were security guards at the warehouse. 
They started a fire-fight. I fired back. Then the Bureau goons arrived. 
The situation went critical...

=======================================================================

Tribunal Part Two
==-==-==-==-==-==

COUNCIL : After joining the FBI, you won rapid promotion to SWAT. 
Awarded three special citatiobs in three years for uncommon valor. Quite 
a hero huh? Assignment to elite Forensic Psych Team. Solved four 
unsolvable crimes in your first year. A regular rocket scientist as well 
as a hero, weren't you, Jonathan?

ECKS : Pay me respect, you'll live longer.

COUNCIL : You make my point, Mr. Ecks. Over-zealous tactics, blatant 
disregard for authority. Even before you cracked, you were a maverick 
agent, unreliable, unstable. Clinical depressiob. Three years of 
grieving for your wife and son, murdered by a terrorist car bomb 
intended for you. Six months in Bethesda psych. Emotional turmoil. A 
black-hole stare. And in three years, you haven't changed your suit. Mr. 
Ecks, you were unfit to be accepted in the first place.

ECKS : I told you, my wife and son got blown up by terrorists. It's been 
tough for a while. I know where the edge is, 'cos I've been there. To 
the parapet, but not over it. What did Nietzche say? That which does not 
destroy you makes you stronger. I'm combat proven. I've been tested in 
the cauldron. I'm the best.

JUDGE : Council, stand down. Mr. Ecks, tell us what you know about 
Sever. Then describe Mission Two.

ECKS : Sever. Deep-cover operative, National Security Agency. Orphaned 
at birth - adopted by the NSA - weaned on violence - no childhood. 
Trained to kill in a thousand different ways. An organic killing 
machine, the finest weapon in the nation's armoury. Put her on a mission 
- success in guaranteed. Not long ago, she met a man. Love found her. 
They married. Love humanised her. She took some kind of extended 
furlough. Settled in her husband's home village on some Pacific Island. 
Rumour had it she'd gone Absent Without Official Leave. Others say she 
got clearance to take time out. Gant, a senior corporate in the NSA, 
persuaded her to return for one final job. 
While Sever travelled back, something happened. For some reason Sever 
wants revenge so bad, it's eating her from the inside. There was 
something else too, but it was only a hunch. I didn't get hard evidence 
until a later mission...

JUDGE : And Mission Two?

ECKS : Four weeks ago. In the warehouse. Sever was taking out agents 
left, right and center. She planted a bomb in one of the shipping 
crates. 3 minute countdown. The device was going to take the whole place 
down. Had to find the unlocked exit to make my escape. Security guards 
and FBI goons kept trying to stop me. Had to shoot my way out. Then 
boom, no more warehouse. Everyone was wasted...

=======================================================================

Tribunal Part Three
==-==-==-==-==-==-=

COUNCIL : Mr. Ecks, why did you embark on these missions?

ECKS : Mills, FBI assistant director, called me in. Some unofficial work 
needed doing. Mills wanted to ignore due process. Get the job done 
quickly. I guess the MSA and the FBI had serious rivalries - quarrels 
about jurisdiction. At that time, I didn't know Gant's role in all this.

COUNCIL : Gant?

ECKS : Yeah, Gant. MSA boss.

COUNCIL : Why did Mills choose you?

ECKS : I'm the best.

COUNCIL : I don't think so. Why did you agree? What was in it for you?

ECKS : He had some new information about my family. He wouldn't tell me 
'til after I'd done the jobs.

COUNCIL : No sleazy cash payments? Come on Mr. Ecks! Do you expect the 
Court to believe you?

JUDGE : Council, your line of enquiry is no longer productive. Stand 
down. Mr. Ecks, describe Mission Three.

ECKS : Four weeks ago. In the streets. Mills arrived, after the 
warehouse blew. Sever was playing urban terrorist, firing grenades from 
high vantage points. Windows in buildings. There was no ground-level 
access. She had a grenade launcher. She was out to get Mills.

JUDGE : Your objective?

ECKS : Shoot Sever dead. Then rendezvous with Mills. But every time I 
took a shot at Sever, she;d disappear then re-emerge someplace else. FBI 
and SWATs kept attacking me. Had to shoot them too. Self-defence. I 
winged Sever good. More than once. She just wouldn't drop. Eighth time 
I'd hit her, and she ran. But she'd already ventilated Mills. I had to 
get to Mills fast, to be given Deciphering Key 1, containing vital 
clues.

=======================================================================

Tribunal Part Four
==-==-==-==-==-==-

COUNCIL : Sever killed Mills. What about the information? Your family?

ECKS : Mills said Sever knew. Catch Sever alive next time.

COUNCIL : Why did Sever embark on those missions?

ECKS : At that time, I thought she was just a renegade. Later I found 
out more...

COUNCIL : Chairman of the Judge' Panel;, I present prosecution exhibit 
510/85. Defendant, watch this video footage, filmed by a black-and-white 
during Mission Four. Listen to the officer's voice-over.

(Footage Starts - no FMV - Sigghhhhhh!)

PATROLMAN : Three-David-Sixteen, dispatch. Shots fired. Casualties. 
Corner, Main Street and Tenth Avenue, near "Viper Lounge". Officer down. 
Many officers down. Repeat, many officers down.

DISPATCHER : Roger, Three-David-Sixteen. FBI, SWAT, all the heavy 
brigade are on their way.

PATROLMAN : It's the FBI and SWAT that are getting wasted here!

DISPATCHER : Dispatch to all units. Scramble, nuke alert mode, this is 
not a training exercise. Corner, Main and Tenth, by "Viper Lounge". 
Roger, Three-David-Sixteen. Advise for detail.

PATROLMAN : Suspect One pursuing Suspect Two, both firing serious 
military hardware. Approaching "Viper Lounge". Shooting down uniformed 
officers, special agents, SWAT. It's a warzone here. Send more back-up. 
Send Fire and Rescue Code Three. Amd send the meat wagon.

DISPATCHER : Roger.

PATROLMAN : Incoming! It's a Rocket Powered Grenade...(explosion, white 
noise)

(end of footage, supposedly)

ECKS : Sounds familiar.

COUNCIL : Explain.

ECKS : Grabbed a cop radio. Heard it all. Knew their vectors. Dodging 
the goons was a breeze!

COUNCIL : This evidence is conclusive proof. Guilty. Multiple counts of 
Murder One.

ECKS : No way, buster! I plead self-defence, operational negligence, 
criminal conspiracy. Goons kept coming for me. Had to defend myself. 
They were targeting the wrong agents, they should have chased Sever. 
There's a consipracy among senior suits - in a later mission, I found 
out more...

JUDGE : Clerk, strike Council's exhibit from the record. Council, stand 
down. Defendant, describe Mission Four.

ECKS : Four weeks ago. In the streets. I followed Sever. A maze of 
alleys. Buildings to cut through. I knew I mustn't lose sight of her. 
Heavy resistance from goons. I wasted them good. Then Sever entered the 
bar. I followed her in.

=======================================================================

Tribunal Part Five
==-==-==-==-==-==-

COUNCIL : Mr. Ecks, let's be clear about your history. You were an FBI 
agent. Three years ago, your family were kileld by a terrorist bomb 
meant for you. So you quit. Four weeks ago, you re-emerged. Mill,s FBI 
boss, called you in to do an unofficial job on the Bureau's behalf. You 
thought there was a power struggle between the FBI and NSA. So Mills 
engaged you as a freelance. No back-up. Just do the work. Then he would 
give you new informatio about your wife and child. At this point, you 
didn't know both sets of agents would resist your every move. The job 
involved twelve missions. At this point, you didn't know their purpose.

ECKS : That's how it was.

COUNCIL : Mission One, you entered the warehouse. Found out about an NSA 
agent called Sever. Sever was living in her husband's village, on a 
Pacific island. You learned that Gant, NSA controller, called her in to 
do one last job. But you didn't know why Sever agreed. Then something 
happened. Then she went crazy for revenge.

ECKS : She's a renegade assassin, but she's far from crazy. She knew 
exactly what she was doing.

COUNCIL : Mission Two was to exit that warehouse before Sever destroyed 
it with a bomb. When Sever went loco in the streets, Mission Three was 
to shoot her dead, the rendezvous with Mills and collect the first 
Deciphering Key. You failed to terminate Sever. Worse, Sever gunned down 
Mills. FBI and SWAT impeded your progress. But at least you managed to 
collect the first Key from Mills before he died. Mills didn't have time 
to tell you the information about your family. But he said Sever knew. 
Mission Four, you tracked Sever to the bar. Many fine officers perished. 
Mr. Ecks, you're a bloodbath on two legs.

ECKS : I had a job to do. They got in the way.

JUDGE : Council, stand down. Defendant, describe Mission Five.

ECKS : Four weeks ago. In the "Viper Lounge". When I arrived the bar was 
a dump. After I'd finished, it was trashed. I was looking for Sever, and 
Deviphering Key 2. Couldn't see either. Suddenly, all hell broke loose. 
Incoming fire from behind me. SWAT had followed me in. Multiple teams. 
The troopers were tough cookies, combat-proven. Each Element Leader was 
a SEAL-grade fighting machine. Without the G11, I'd have had no chance. 
Heavy fire-fight. I cleared the area. SWAT got wasted. Located 
Deciphering Key 2. Then I found Sever.

=======================================================================

Tribunal Part Six
==-==-==-==-==-==

COUNCIL : Mission Five, you failed to locate Sever in the bar. But you 
managed to collect the second Deciphering Key. At this stage you had no 
idea what these keys were for. Again, heavy opposition from SWAT. Yet 
another failed mission, Mr. Ecks?

ECKS : No.

COUNCIL : When you started Mission Six, did you know anything about a 
Tomahawk strike?

ECKS : No.

JUDGE : Council, stand down. Defendant, describe Mission Six.

ECKS : Four weeks ago. In the "Viper Lounge". The SWAT here were all 
wasted. Now for a showdown with Sever. But first I had to find her. The 
bar was spacious. A couple of floors with booths and cubby-holes. Sever's 
weaponry was superior. And boy was she quick. This was house-to-house 
street fighting. It was tough. When I had taken two-thirds of her health, 
she escaped. But I found a note from an unknown informant.

=======================================================================

Tribunal Part Seven
==-==-==-==-==-==-=

COUNCIL : Mission Six, you searched the bar for Sever. She kept dodging 
you. Everytime you found her, there was a firefight. Finally she escaped. 
But you found a note from an informant, containing instructions. You don't 
know who, you don't know why. You don't know very much at all, do you, Mr. 
Ecks?

ECKS : Wrong again, Council.

JUDGE : Council, stand down. Defendant, describe Mission Seven.

ECKS : Four weeks ago, I got to the Hotel. The NSA were using it as an 
arms dump. I had to find Deciphering Key 3, activate the lift switches and 
locate the keys to the weapon storage lock-ups. The lighting was dim. 
Without thermal enhancer goggles, there was no chance. SWAT teams were a 
deadly hazard. I needed a minigun to cut them down.

=======================================================================

Tribunal Part Eight
==-==-==-==-==-==-=

COUNCIL : Mission Seven, the hotel. Discovered it was an NSA arms dump. 
Killed many SWAT. Found Deciphering Key Three. Still unclear what the 
keys were for. Mission successful, Mr. Ecks?

ECKS : Look at the results.

JUDGE : Council, stand down. Defendant, describe Mission Eight.

ECKS : Four weeks ago, in the hotel. NSA got wind of my whereabouts. 
Suits were on their way. I was too inquisitive. They didn't like it at 
all. I needed to access the Hotel Roof from the top floor, to make my 
escape. I had to keep moving - the goons were hot on my tail.

=======================================================================

Tribunal Part Nine
==-==-==-==-==-==-

COUNCIL : Mission Eight, inside the Hotel. The NSA rumbled you. You 
escaped. Where did you go next?

ECKS : NSA HQ.

JUDGE : Defendant, describe Mission Nine.

ECKS : Four weeks ago, NSA HQ. Access the maximum-security bunker in the 
basement. First I had to find the bunker passkey. The key was hidden. 
Deciphering Key 4, the final piece of the puzzle, was also nowhere to be 
found. This was no girl scout's picnic - the toughest NSA goons were 
everywhere.

=======================================================================

Tribunal Part Ten
==-==-==-==-==-==

COUNCIL : Mission Nine, NSA HQ. Fire-fight. Found the passkey. Accessed 
the bunker. Located Deciphering Key Four.

ECKS : Mission successful.

JUDGE : Defendant, describe Mission Ten.

ECKS : Four weeks ago. NSA HQ. Inside the basement bunker. Had to locate 
the mainframe terminal, to access the four Deciphering Keys I'd 
collected on previous missions. When I found the terminal room, Sever 
appeared. She had a grenades and a minigun. So did I. It was the mother 
of all gun battles. Sever's very good. But I'm better. She took a lot of 
hits. Eventually I dropped her. As she lay there injured, she told me 
what she knew...

=======================================================================

Tribunal Part Eleven
==-==-==-==-==-==-==

COUNCIL : Mr. Ecks, your testimony is a worthless fabrication. Mission 
Ten, Basement Bunker. Located the mainframe. Accessed the four 
Deciphering Keys to unlock a classified NSA file. Bingo! You uncovered 
some of the truth. Or so you claim. Sever was not a lone renegade. There 
was a conspiracy. The NSA had engaged Sever as a freelance, to wreck the 
FBI's covert missions. With the FBI discredited, the NSA would gain 
control of the nation's security apparatus. But the situation got out of 
hand. For some reason, Sever wanted revenge. So she set out to shatter 
not just the FBI but the NSA too. Then Sever appeared in the terminal 
room. Firefight. You eventually injured her. She gave you four Encrypted 
Disks she'd collected. Then she retreated. NSA agents were coming. Time 
was short. You had a choice : pursue Sever, or access the disks. You 
chose the later. These disks unlocked a classified FBI file. At last, 
you uncovered the whole truth. Or so you claim. 

The conspiracy involved the FBI as well as the NSA. The NSA had hired 
Sever as a lone wolf, to trash the FBI. And the FBI had engaged you to 
trash the NSA. Both agencies were trying to discredit each other. You 
and Sever were pawns in this deadly power struggle. You discovered that 
you had been induced to undertake these missions, on the false promise, 
of new information about your family. It was Gant's idea. Sever had been 
persuaded to undertake the missions, with the promise that she could 
retire, with no penalty for her earlier absence from duty. This was 
Gant's idea too. And you finally discovered why Sever wanted revenge so 
badly. Sever was with her husband, at his home village on a Pacific 
island. She'd overstayed her leave. Love had killed her appetite for 
lethal operations. Gant called her in, to do one last job in exchange 
for amnesty and early retirement.

Unknown to Sever and her husband, her husband's father was an arms 
dealer. The village contained a weapons repository. The island was too 
rugged for a conventional military assault. So Gant used a GeoSat to 
establish the village's coordinates, then he instructed Mills to fire a 
Tomahawk. The village was destroyed. And with it, the arms dump, and 
Sever's husband too. So in Mission Eleven, you went looking for Gant. 
And that's your story, Mr. Ecks. One huge conspiracy theory. Do you 
really expect us to believe this?

ECKS : It's true.

JUDGE : Council, stand down. Defendant, describe Mission Eleven.

ECKS : Four weeks ago, in the Warehouse. Gant must have known that I was 
on to him. He'd cut the main power to the warehouse complex. Hordes of 
NSA were sent to prevent me from accessing his hideout.

=======================================================================

Tribunal Part Twelve
==-==-==-==-==-==-==

JUDGE : Council, no further cross-examination required. Stand down. Mr. 
Ecks, describe Mission Twelve.

ECKS : Four weeks ago, in the Warehouse. Payback time. If it hadn't been 
for Sever, I'd be ignorant of the truth. I owed it to her. I owed it to 
myself. Get Gant. He was standing on a ledge above me, laughing. He had 
the high ground. Gant was firing RPGs at me, and spraying automatic fire 
with his M16. Waves of NSA agents were filtering in at ground level. I 
figured that several blasts would finish off Gant. Thing was, would I be 
the last man standing?

=======================================================================

Verdict of Tribunal (pretty funny if you ask me)
==-==-==-==-==-==-=

JUDGE : Mr. Ecks, new evidence was found in Gant's office. It 
authenticates everything about your family. The Tomahawk strike on the 
willage of Sever's husband, to destroy an arms dump. The FBI-NSA power 
struggle. Everything. Gant didn't just manipulate you and Sever, he 
manipulated both agencies. Gant's lust for power, his hunger to control 
both the FBI and the NSA, was the reason for these events. You have 
exposed the truth. You are owed a debt of gratitude by the government of 
this nation. Our citizens live in peace, freedom and prosperity because 
heroes like you risk your lives. This Tribunal rules as follows: You are 
reinstated as an FBI special agent, with enhanced rank. A cheque for 
three years' back-pay awaits you. Name your assignment. The answer's 
yes.

COUNCIL : You got away with it this time, Ecks. 
 
JUDGE : Mr. Ecks, report for duty in twenty-one days.

ECKS : Why twenty-one days? Another disciplinary panel? Psych tests? 
Sensitivity training?

JUDGE : Quality time, Mr. Ecks. Your wife and child are safe and well...

ECKS : But...

JUDGE : ...in a safe house. Upstate Maine. Uf Sever had known this, they 
would have been targeted. A private jet's waiting at the airport.

ECKS : For too long, I've lived with guilt and grief. I thought they 
were dead. I thought I was responsible. For too long, they've been lost 
to me.

JUDGE : Better too long than forever. It was for their own protection...
 
COUNCIL : ...And to maximise your effectiveness. Trust me, I'm a lawyer. 
You're just a tool of the state, Ecks. Disposeable. Expendable. We use 
you then spit you out.

JUDGE : Council, your performance during this enquiry has been 
lamentable. You're fired!

COUNCIL : But...

JUDGE : Enjoy some quality time, Mr. Ecks.

ECKS : And Sever?

JUDGE : Gone to ground. There's only one agent good enough to find her, 
and we're not sending you. If she re-emerges peacefully, she'll be 
exonerated.

ECKS : And if she still carries a desire for vengeance?

JUDGE : You killed Gant for her. That should be sufficient.

ECKS : Somehow, I don't think we've seen the last of agent Sever...

***********************************************************************

                                -----
                                Sever
                                -----
Sever was orphaned at birth and raised by the NSA. She was a deep-cover 
operator for the NSA and an elite tactical with Werewolf grade. In other 
words, the best.

Hearing Part One
==-==-==-==-==-=

COUNCIL : Explain "Orphan Class", Ms. Sever. I don't understand.

SEVER : It's not your place to understand.

CHAIRMAN OF JUDGES : Ms Sever, cooperate, if you want your life back. 
The purpose of this hearing is to confirm the facts, to enable us to 
reinstate you as a National Security Agency Operative.

SEVER : A promise was made and broken.

COUNCIL : I'll deal with that later. Right now, I'm trying to confirm 
your history. Orphaned newborn, purchased by the NSA. Weaned on 
violence. Trained to kill in a thousand different ways. You've killed 
innocent people.

SEVER : There are no innocent people. Only killers and victims.

COUNCIL : You've no fear, no conscience, no marality. You're a killing 
machine. Were you out of control? Ms. Sever, were you a renegadde agent, 
a rogue assassin?

SEVER : I'm always in perfect control. I achieve my objectives. When I 
encounter an obstacle, I eradicate it.

COUNCIL : No innocent people?
 
SEVER : This is the way the world is. Just killers and victims. You're 
part of the system, Council, so you're a killer too.

COUNCIL : On your first mission, did you known anything about a Tomahawk 
cruise-missile that hit a Pacific island?

SEVER : No comment.

JUDGE : Council, stand down. Ms. Sever, describe recent events, just 
like it happened.

SEVER : It started four weeks ago. Gant, a senior corporate in the NSA, 
broke a promise. Mission One was in the warehouse. Locate the room with 
the laptop. Access Ecks' file. Essential to access this file. A maverick 
mission. No back up. FBI agents would oppose me. There were security 
guards at the warehouse. They started a firefight. They paid with their 
lives. Then the bureau goons arrived. The situation went critical...

=======================================================================

Hearing Part Two
==-==-==-==-==-=

COUNCIL : You accessed Ecks' file in Mission One?

SEVER : Yes. He's formidable.

COUNCIL : Is he insane? Are you?

SEVER : Sanity is relative. A question of definition. My self-control is 
absolute, that means I'm sane. Ecks succumbed to emotion, that means 
he's dangerous.

JUDGE : Council, stand down. Ms. Sever, tell us what you know about 
Ecks. Then describe Mission Two.

SEVER : Ecks. Deep-cover operative, FBI. Eough upbringing, stellar 
achievements. First-class degree in Criminal Psychology, Harvard, age 
eighteen. PH.d in Criminal Law, Columbia, age twenty-one. Joined to 
Bureau. Rapid promotion to SWAT. Awarded three special citations in 
three years for uncommon valour. Assigned to elite Forensic Psych. 
Solved four unsolvable crimes in his first year. Then assignment to 
deep-cover. An outstanding assassin, the finest weapon in the nation's 
armoury. Put him on a mission - success is guaranteed. Then three years 
of grieving for his wife and son, murdered by a terrorist car bomb 
intended for him. He felt responsible. Clinical depression. Six months 
in Bethesda psych. Emotional turmoil. A black-hole stare. And in three 
years he hasn't changed his suit. He quit the Bureau, took early 
retirement, medical grounds. Four weeks ago, he suddenly re-emerged. 
Maybe the Bureau recalled him for a lone-wolf mission, I don't know, 
that file's deleted. Not a happy man. Everywhere he goes, iut's a 
battlefield. There was something else too, but it was only a hunch. I 
didn't get hard evidence until a later mission...

JUDGE : And Mission Two?

SEVER : Four weeks ago. In the warehouse. FBI suits knew I was there. 
They secured all the exits. My mission was to plant a bomb, 3-minute 
countdown, inflict maximum carnage on the goons. Then blow away as many 
agents on my way out. Had to find the unlocked exit to escape. Then 
boom, no more warehouse. Everyone was wasted...

=======================================================================

Hearing Part Three
==-==-==-==-==-==-

COUNCIL : Your recent history poses many unanswered questions. Why did 
you embark on these missions?
 
SEVER: To achieve my objectives. 
 
COUNCIL : Do you feel pain?

SEVER : Winning hurts. Losing hurts more.

JUDGE : Council, stand down. Ms. Sever, describe Mission Three.

SEVER : Four weeks ago. In the streets. Mills arrived, after the 
warehouse blew. I was ambushed by FBI and SWAT. Mills was flanked by FBI 
units and patrol cars. He kept moving around. Goons barricaded all the 
escape routes. There was one alley they overlooked.

JUDGE : And Ecks?

SEVER : There with a sniper rifle, trying to take me out.

JUDGE : Your objective?

SEVER : Locate Encrypted Disk 1, containing clues about NSA's ulterior 
motives. Find Mills and kill him too. Then escape via the unblocked 
alley. For me, it was a breeze. But I doubt any other agent could've 
succeeded.

=======================================================================

Hearing Part Four
==-==-==-==-==-==

COUNCIL : Why did Ecks embark on those missions?

SEVER : Maybe the Bureau recalled him for a lone-wolf mission. He felt 
responsible for his family's deaths. Maybe he was trying to rejoin them, 
to die in the only way he knew how.

COUNCIL : Chairman of the Judges' Panel, I present prosecution exhibit 
510/85. Defendant, watch this video footage, filmed by a black-and-white 
during Mission Four. Listen to the officer's voice-over.

SEVER: It will tell me nothing I don't already know.

(Footage Starts - no FMV - Sigghhhhhh!)

PATROLMAN : Three-David-Sixteen, dispatch. Shots fired. Casualties. 
Corner, Main Street and Tenth Avenue, near "Viper Lounge". Officer down. 
Many officers down. Repeat, many officers down.

DISPATCHER : Roger, Three-David-Sixteen. FBI, SWAT, all the heavy 
brigade are on their way.

PATROLMAN : It's the FBI and SWAT that are getting wasted here!

DISPATCHER : Dispatch to all units. Scramble, nuke alert mode, this is 
not a training exercise. Corner, Main and Tenth, by "Viper Lounge". 
Roger, Three-David-Sixteen. Advise for detail.

PATROLMAN : Suspect One pursuing Suspect Two, both firing serious 
military hardware. Approaching "Viper Lounge". Shooting down uniformed 
officers, special agents, SWAT. It's a warzone here. Send more back-up. 
Send Fire and Rescue Code Three. Amd send the meat wagon.

DISPATCHER : Roger.

PATROLMAN : Incoming! It's a Rocket Powered Grenade...(explosion, white 
noise)

(end of footage, supposedly)

SEVER : You waste my time. The exhibit tells me nothing I don't already 
know.

COUNCIL : How did you keep one step ahead?

SEVER : Federal secure comms are so leaky, I can pick them up with my  
toaster. Apply some intellect to your encryption protocols.

COUNCIL : Ms. Sever, you're violent.

SEVER : Blame the NSA. They raised me.

COUNCIL : This evidence is conclusive proof. Guilty. Multiple counts of 
Murder One.

SEVER : Incorrect again. Assess your own evidence. It corroborates self-
defence, operational negligence, and criminal conspiracy - in a later 
mission, I found out more...
 
JUDGE : Clerk, strike Council's exhibit from the record. Council, stand 
down. Defendant, describe Mission Four.

SEVER : Four weeks ago. In the streets. Ecks pursued me. A maze of 
alleys. Buildings to cut through. I tried to evade him. Heavy resistance 
from goons. I wasted them good. I entered the bar. Ecks followed me in.

=======================================================================

Hearing Part Five
==-==-==-==-==-==

COUNCIL : Ms. Sever, let's be clear about your history. You were an NSA 
agent. You always achieved your objectives. And then the recent changes, 
the unanswered questions. Not long ago, ou met a man. Love found you. 
You married. Love humanised you. You took some kind of extended 
furlough. Settled in your husband's home village on a Pacific island. 
Rumour has it you'd gone Absent Without Official Leave. Others said you 
got clearance to take time out. Whatever. Gant, NSA boss, persuaded you 
to come back for one final job. In return, you'd earn early retirement, 
to settle with your husband. While you travelled back, something 
happened. For some reason, you wanted revenge so bad, it was eating you 
from inside.

SEVER : Gant broke his word.

COUNCIL : The final job involved twelve missions. You didn't know their 
purpose. Mission One, you entered the warehouse. Found out about an FBI 
agent called Ecks. But you didn't know why. You discovered that Mills, 
AD of the FBI, had called Ecks in to do an unofficial job for the 
Bureau. But you didn't know why Ecks agreed. In mission Two you planted 
a bomb in that warehouse. During Mission Three, Ecks had gone loco in 
the streets, FBI and SWAT impeded your progress. You needed to locate 
the first Encrypted Disk containing clues about something important. But 
you won't tell us what. You failed to terminate Ecks. But you managed to 
put down Mills. Mission Four, Ecks tracked you to the bar. You just 
weren't good enough, were you?

SEVER : I achieved my objective.

JUDGE : Council, stand down. Defendant, describe Mission Five.

SEVER : Four weeks ago. In the "Viper Lounge". When I arrived, the bar 
was a dive. After I'd finished, it was a wasteland. I was looking for 
Supplies. And Encrypted Disk 2. Suddenly, all hell broke loose. Incoming 
fire. SWAT appeared from nowhere. Multiple teams. The troopers were 
tough cookies, combat-proven. Each Element Leader was a SEAL-grade 
fighting machine. Without the G11, I'd have had no chance. Heavy fire-
fight. I killed them all. Located Encrypted Disk 2. Then Ecks arrived.

=======================================================================

Hearing Part Six
==-==-==-==-==-=

COUNCIL : Mission Five, Ecks failed to find you in the bar. You managed 
to collect the second Encrypted Disk. At this stage, you had no idea 
what these Disks were for. Again, heavy opposition from SWAT. A failed 
mission, Ms. Sever?

SEVER : Objective accomplished.

JUDGE : Council, stand down. Defendant, describe Mission Six.

SEVER : Four weeks ago. In the "Viper Lounge". No SWAT were left alive 
here. Now for a showdown with Ecks. But first I had to find him. The bar 
was spacious. A couple of floors. With booths and cubby-holes. Ecks' 
weaponry was superior. And his reflexes were sharp. This was house-to-
house street fighting. It wasn't easy. When I had taken two-thirds of 
his health, he escaped. But he dropped a matchbook.

COUNCIL : Why did Ecks drop the matchbook? Why do fishes swim and birds 
fly? Any other foolish questions, Council?

=======================================================================

Hearing Part Seven
==-==-==-==-==-==-

COUNCIL : Mission Six, no SWAT were left alive. You searched the bar for 
Ecks. He kept dodging you. Everytime yo found him, there was a 
firefight. Finally, he escaped. But he dropped a matchbook with 
instructions on it. Did you have a contingency?

SEVER : To do whatever it takes.

JUDGE : Council, stand down. Defendant, describe Mission Seven.

SEVER : Four weeks ago. I entered the hotel. The NSA were using it as a 
weapons store. I had to find Encrypted Disk 3, activate the lift 
switches and locate the keys to the weapon storage lock-ups. The 
lighting was dim. Without thermal enhancer goggles, I could see little. 
SWAT teams were convinced they could stop me. I needed a grenade 
launcher to show them the error of their ways.

=======================================================================

Hearing Part Eight
==-==-==-==-==-==-

COUNCIL : Mission Seven, the hotel. Discovered it was an NSA arms dump. 
Killed many SWAT. Found Encrypted Disk Three. Still unclear what the 
disks were for. Mission success, Ms. Sever?

SEVER : I achieved my objectives.

JUDGE : Council, stand down. Defendant, describe Mission Eight.

SEVER : Four weeks ago, in the hotel. NSA got wind of my whereabouts. 
Suits were on their way. I was too inquisitive. They didn't like it at 
all. I needed to make my escape. I had to keep moving - the goons were 
hot on my tail.

=======================================================================

Hearing Part Eleven
==-==-==-==-==-==-=

COUNCIL : Mission Eight. Inside the Hotel. The NSA rumbled you. Where 
did you go to, next?

SEVER : NSA HQ.

JUDGE : Council, stand down. Defendant, describe Mission Nine.

SEVER : Four weeks ago, NSA HQ. Access the maximum-security bunker in 
the basement. First I had to find the bunker passkey. This key was 
hidden. Encrypted Disk 4, the final piece of the puzzle, was also 
somewhere to be found. This was no straightforward stealth operation - 
the toughest NSA guards were everywhere.

=======================================================================

Hearing Part Ten
==-==-==-==-==-=

COUNCIL : Mission Nine, NSA HQ. Fire-fight. Found the passkey. Accessed 
the bunker. Located Encrypted Disk 4.

SEVER : Objective achieved.

JUDGE : Defendant, describe Mission Ten.

SEVER : Four weeks ago. NSA HQ. Inside the basement bunker. Had to 
locate the mainframe terminal, to access the four encrypted disks I'd 
collected on previous missions. When I found the terminal room, Ecks 
appeared. He had grenades and minigun. So did I. It was the fiercest 
fire-fight I'd ever experienced. Ecks is formidable, but I'm the best. 
He took a lot of hits. Eventually I took him out. As he lay there 
injured, he told me what he knew.

=======================================================================

Hearing Part Eleven
==-==-==-==-==-==-=

COUNCIL : Ms. Sever, your testimony is beyond belief. Mission Ten, 
Basement Bunker. Located the mainframe. Accessed the four Encrypted 
Disks to unlock a classified NSA file. Bingo! You uncovered some of the 
truth. Or so you claim. Ecks was not a lone renegade. Info, on the car 
bomb that killed his family, was missing. But there was evidence of a 
conspiracy. The FBI had engaged Ecks as a freelance, to wreck the NSA's 
covert missions. With the Agency discredited and disbanded, the FBI 
would gain control of the nation's security apparatus. But the situation 
got out of hand. When Ecks discovered he was a pawn in a power struggle, 
he set out to shatter not just the NSA but the GBI too. Then Ecks 
appeared in the terminal room. Firefight. You eventually wounded him. He 
confirmed your suspicions about your husband and the Tomahawk strike - 
Gant and Mills were both responsible. Ecks gave you the four Deciphering 
Keys he'd collected. Then he retreated. NSA agents were coming. Time was 
short.

You had a choice: pursue Ecks, or access the keys. You chose the latter. 
These keys unlocked a classified NSA file. At last, you learned the 
whole truth. Or so you claim. The conspiracy involved the NSA as well as 
the FBI. The FBI had bired Ecks as a lone wolf, to trash the NSA. And 
the NSA had engaged you to trash the FBI. Both agencies were trying to 
discredit each other. You and Ecks were pawns in this deadly power-
struggle. You discovered that Ecks had been induced to undertake these 
missions, on the false promise of new information about his family. And 
he was told you possessed that information. All this was Gant's idea. 
Ecks' desperation to obtain the information was the reason why he was 
destroying everything and everyone that between him and you. You had 
been persuaded to undertake these missions, with the promise that you 
could retire, with no penalty from your earlier absence from duty. This 
was Gant's idea too. And now we finally know why you wanted revenge so 
badly. You were with your husband, at hsi home village on a Pacific 
island. You'd overstayed your leave. Love had killed your appetite for 
lethal operations. Gant called you in, to do one last job, in exchange 
for an amnesty and early retirement. Unknown to you and your husband, 
your husband's father was an arms dealer. The village contained a 
weapons repository. The island was too rugged for a conventional 
military assault. So Gant used a GeoSat to establish the village's 
coordinates, then he instructed Mills to fire a Tomahawk. The village 
was destroyed. And with it, the arms dump, and your husband too.

So in Mission Eleven, you went looking for Gant. And that's your story, 
Ms. Sever, One huge conspiracy theory. Do you really expect us to 
believe this?

SEVER : It's true.

JUDGE : Council, stand down. Defendant, describe Mission Eleven.

SEVER : Four weeks ago, in the Warehouse. Gant must have known that I 
was on to him. He'd cut the main power to the warehouse complex and sent 
hordes of NSA to prevent me from accessing his hideout.

=======================================================================

Hearing Part Twelve
==-==-==-==-==-==-=

JUDGE : Council, no further cross-examination is required. Stand down. 
Ms. Sever, describe Mission Twelve.

SEVER : Four weeks ago, in the Warehouse. Payback time. If it hadn't 
been for Ecks, I would have had no confirmation of the truth. I owed it 
to him. I owed it to myself. Get Gant. He was standing on a ledge above 
me, laughing. Gant was firing RPGs at me, and spraying automatic fire 
with his M16. Waves of NSA agents were filtering in at ground level. I 
figured that several blasts would finish him off. Thing was, would I be 
the last man standing?

=======================================================================

Hearing Verdict
==-==-==-==-==-

JUDGE : Ms. Sever, new evidence was found in Gant's office. It 
authenticates everythin you told us. The Tomahawk strike on your 
husband's village, to destroy an arms dump. Gant's misinformation about 
Ecks' family. The FBI-NSA power struggle. Everything. Gant didn't just 
manipulate you and Ecks, he manipulated both agencies. Gant's lust for 
power, his hunger to control both the FBI and NSA, was the reason for 
these events. You have exposed the truth.

You are owed a debt of gratitude by the government of this naton. Our 
citizens live in peace, freedom and prosperity because heroes like you 
risk their lives. This hearing rules as follows : You are reinstated as 
an NSA agent, with enhanced rank. You may also retire now, if you wish, 
to be with your husband.

SEVER : My husband was destroyed by a cruise missile.

JUDGE : You can retire now, or name your assignment. Anything, the 
answer's yes. Take your times before you decide. Three weeks' furlough, 
is that long enough? Your husband's waiting for you.

SEVER : My husband?

JUDGE : Yes. He's alive. Special forces plucked him from the village, 
minutes before the Tomahawk impacted. A combined operation. US SEALs, 
British SAS, French GIGN, German GSG-9, Russian Spetsnaz, others too. 
That's how many people it takes to replace you! If we could have 
deployed you, you would have done the extraction solo. But it wasn't 
possible to tell you. You had to believe they were dead - so did Ecks, 
or he would have targeted your husband.

SEVER : My husband...alive?

JUDGE : Yes. A car's ready. A private jet's waiting at the airport.

SEVER : For too long, I've burned with a fierce anger that cannot be 
extinguished. I thought he was lost to me.

JUDGE : Better too long than forever. It was for his own protection...

COUNCIL : ...and to maximise your effectiveness. Trust me, I'm a lawyer. 
You're just a tool of the state, Sever. Disposable. Expendable. We use 
you then we spit you out.

JUDGE : Council, your performance during this enquiry has been 
appalling. You're fired!

COUNCIL : But...

JUDGE : Enjoy your life, Ms. Sever.

SEVER : And Ecks?

JUDGE : Gone to ground. There's only one agent good enough to find him, 
and we're not sending you. If he re-emerges peacefully, he'll be 
exonerated.

SEVER : And if he carries a desire for vengeance?

JUDGE : You killed Gant for him. That should be sufficient.

SEVER : Somehow, I don't think we've seen the last of agent Ecks...



                                _     _
                   __           \\   //           __  
                  |_             \\_//           |_  
                  |__=============\_/============__| 
                   \         6. MISSIONS          /
                    \____________________________/
It appears that the missions are based upon Ecks' and Sever's 
recollections. Lame as it may be, it still is a pretty good story. The 
missions are different because when you select either Ecks or Sever, you 
play the missions from one of their perspectives.

                           -------------
                           Jonathan Ecks
                           -------------
Mission 1
==-==-==-

Location : Warehouse
Dateline : Now
Objectives : 
- Locate the room with the Laptop

This whole mission is based on Jonathan Ecks' recollection (well, how 
can that be!?). At the start, you are armed with a simple pistol and you 
are in a back alley with fire hydrants and locked garage doors. Go 
straight ahead and turn right to find the entrance guarded by a simple 
security guard. Pot him down with one or two shots, then open the 
entrance and enter.

In this new area, there are some cardboard and corrugated metal boxes. 
Guards lurk around the area as well. To make your job slightly easier, 
shoot the fuel barrels, then use the cleared alcove to strafe in and out 
at the guards between the gaps in the boxes. When you're done, go into 
the small passage between the metal containers and the wall, shooting 
guards down in the gaps. Go ahead through the passage and to the left, 
and finish of any other guards still lurking. Take the ammunition and 
shoot the barrels for a Colt M16A2, then go through the door. Be careful 
of any guards in the alcoves beside the door also.

Open the door, and MOVE AWAY! A guard standing at another door will 
shoot you if you don't. Take down the guard carefully, and move swiftly 
down the corridor and grab the ammunition. Hide in an alcove, and if you 
peek out a little, you'll see that more guards have emerged. Shoot them 
with a single blast from the Colt, and open the door the guard was 
originally standing in front of.

When you open the door, you must move away as well, because this time 
three guards are waiting, and they have their pistols to your head! 
Shoot the fuel barrels to make them explode and kill a guard, then race 
in, up the stairs and finish off the others. Now go along the path and 
to the left, shooting down any guards at the stairs you see. Go along 
the narrow corridors, until you a path which branches out into two 
ways...WAIT! Go into the right door, and quickly take down all four 
guards in the room. Take whatever health kits and ammunition they leave 
behind, and move into the left path. On the way, you'll find the 
entrance to a small room with fuel barrels and a few guards lurking. 
Brace yourself, then slowly peek into the room until you can aim at the 
fuel barrels. Fire one shot, and BOOM! No more guards. If by some fluke 
one survives, take him down with a shot from the Colt, exit the room, 
and continue along the passageway.

Along the passageway, there are some pesky security guards, but in such 
an narrow space they're easy meat. Go into the new area with more 
containers, taking down any of the easy guards on the way (don't fall 
down into another area, because that's the area you were in at the 
start), and find your way to another room. Whoa! Three FBI goons are 
guarding the laptop! They need three direct hits from the Colt to take 
them down, so after getting rid of them, go up to the lap top!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : EXTREME******

=======================================================================

Mission 2
==-==-==-

Location : Warehouse
Dateline : Now
Objectives : 
- The bomb is activated. Escape within 3 minutes.

Uh oh! It's a race against time, and when they say escape, they mean 
"Weave in and out between the soldiers, shoot down a few, and squeeze 
out quickly!" You've got very little stocked ammunition, but this whole 
mission is basically a fast thing, so if you can avoid a long, heated 
confrontation with guards and run through through each door. Be fast, 
because the guards cando bad damage to you over time.

You start off in another back alley - now go through the alley, avoid 
the guard, and open the door! Shoot down the guard in the next room 
guarding another door, open that and run into the next room! In this 
room, there are many blue containers, but it should be easy to run 
ahead, locate the door and open it to the next room with FBI goons at 
your heels. In the next room with cardboard boxes, go left and through 
the narrow passageway, taking down the guard in the way if you have to. 
At the end of the passage, turn right and you'll find the door. Avoid 
the gunfire from the guards and goons lingering around, open the door 
and you'll find a room with a lift. 

Enter the lift, and press B on the wall in front. The door will close 
and the lift will take you up to the next floor. Go into the next area 
full of cardboard boxes, weave through the small passage, shooting a 
guard or two, and when you see your way blocked by two barrels, shoot 
the barrels and continue onward. Ignore the fact that a Colt is out of 
your reach, and sprint straight for the door. Now this room contains a 
few guards and a half-open door. You can't walk through it, but don't 
panic! Avoid the guards and go right up to the gap. Press L and R to 
crouch, and let go of the buttons. You should slide through the gap and 
out to freedom!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : EXCITE******

=======================================================================

Mission 3
==-==-==-

Location : Streets
Dateline : Now
Objectives : 
- Shoot Sever dead.
- Rendezvous with Mills and get Deciphering Key 1.

You heard the tribunal - Sever's running around firing grenades at you 
and you've got to shoot her EIGHT TIMES to, um, make her run/kill her. 
You can't do it with a plain pistol, so right when you start this 
mission, go and take the Sig SSG 3000 and ammunition. It's a sniper 
rifle - goody! So that's your primary weapon to pot Sever with. She'll 
do 64 damage to you if a grenade hits you in the face, so watch it or 
get pulped.

Go ahead and before you turn left out of the alley, station yourself at 
the left corner, take out your Sig SSG 3000 and press A once to go into 
Sniper Mode. Sever is in a room to the left, and she's launching 
grenades at you. At your present position, she can't hurt you. Use your 
Sniper to aim at her through the window and keep your sights steady. 
BANG! When you get her, she'll make a dash for it to another room.

Switch to your pistol, and go out to the left and ahead. In another 
passage, there are a few guards, so make short work of them with that 
pistol of yours. An FBI goon with the guards drops a Pancor Jackhammer 
when you kill him, so grab it and switch to it. Ooh, a shotgun!

Now go through the passageway, but not out into the open. Lookie, 
another window! Oh look, there's Sever again! You know the drill - take 
out the Sig SSG 3000 and snipe her again. This time, don't stand at the 
left corner - rather, stand a little back from the corner. There! An 
excellent sniping spot, where she can't hurt you! You should be able to 
hit her two more times, after that she runs away again. Now emerge into 
the open, turn left and shoot the guard in the small backalley. Take the 
armour he drops, then back out and go forward, taking down more guards 
and FBI goons with the Pancor/Sig SSG 3000. Go through the narrow 
passageway.

Ooh, now this is going to be tough. Go into the open area and run behind 
the yellow container. Go through the gap between the container and the 
wall, and sprint for the passageway with an FBI goon ahead! Duck into it 
such that you cannot see Sever, otherwise she'll be able to chuck 
grenades at you, and kill you easily! Switch to your Sig SSG, and move 
to the inner left corner of the passageway's wall, such that you can see 
the window clearly. Immediately switch to sniper mode and shoot her 
thrice QUICKLY, otherwise she'll fire grenades and hurt you bad. After 
she runs off, turn around and head along the passageway.

Take down the guard in the way and make sure when you emerge into the 
opne, keep your back to the wall facing Sever's window at all times. 
This way, she's out of range, so you can relax, draw out your Sig SSG 
3000 and shoot her four times. Away she goes again, but you can't relax 
yet! Go forward a little such that you see another window to the right, 
and there are a few FBI goons hanging around, one of which has a grenade 
launcher. Use the Sig SSG 3000 with care, or you can take a risk, whip 
your Pancor, run to the window and fire a burst. It might kill two of 
the goons, so use your Sig to take the last one down. The area is now 
safe, so switch back to the Pancor and proceed into the passageway to 
the right of the window.

Take down the FBI goon lingering in the passageway - he'll drop a Colt 
M16A2, a dead useful weapon in this mission! Now run through the 
passageway, killing FBI goons and grabbing ammo, until you reach yet 
another open area and HEEERRRRRE'S SEVER! Well, she's snooping around 
Mill's dead body, so keep your finger hard down on the A Button and 
shoot Sever a few more times with the Colt until she runs into a black 
area. Near Mill's body is Deciphering Key 1, so grab it and run to the 
black area. Finished!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : EXCAVATE******

=======================================================================

Mission 4
==-==-==-

Location : Streets
Dateline : Now
Objectives : 
- Follow Sever. Don't lose her.

You heard the objective - don't lose sight of her. Oh well, it's 
impossible to, but if you do, don't panic - the route is actually pretty 
linear, so when you get to a certain spot, she'll be waiting, then run 
off again.

When you start off, Sever runs off at a #@%@ fast pace. Follow her into 
the building, shoot one or two guards, and when you reach a seemingly 
dead end, kill off the guard in the room, go up to the window, and open 
it with B. Shoot the guard outside, go up to the window, press Forward, 
crouch and uncrouch until you wriggle through. Carry on along the path, 
taking the armour the guard dropped, open another window and kill the 
guards. Enter the window, get the Colt M16A2, go down the staircases and 
out of the building. Take a left and you'll see Sever!

Now she'll run off again, but don't bother taking a pot shot at her. 
Follow her into another building, go upstairs, open a window and go 
outside, potting down a guard and an armored SWAT member. The guard 
might give you an Ingram Mac 11, a machine gun! Oh, lovely! Anyway, go 
along the path and open the window. Go into the room and along the 
corridors, shooting down SWAT team members with your new Ingram Mac 11, 
and collecting ammo as you go along. Outside, you'll meet Sever and some 
more SWAT team members, two of which carry shields! Oh god! Never mind, 
Sever runs into the Viper Lounge, so follow her in and that's it!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : EXCALIBUR******
******NEW MULTIPLAYER PASSWORD : VULNERABLE******

=======================================================================

Mission 5
==-==-==-

Location : Warehouse
Dateline : Now
Objectives : 
- Take out the SWAT teams
- Locate Deciphering Key 2.

What a nice bar - shame that it will be wrecked soon. You start off at 
the entrance of the Viper Lounge, so follow the corridor where you'll 
see the bar counter. Shoot down the security guards behind the counter, 
and immediately go to the left of the counter, and find an entrance 
inside. You'll be able to access the HK G11, a powerful gatling gun, as 
well as some ammunition. You need to do this fast, because SWAT team 
members will start pouring into the lounge. Now this is THE firefight of 
time. 

This is a very hard firefight, so I dedicated a whole paragraph to it. 
Always stay crouched at all times, even when you move around. You must 
always use the G11, and do try to be accurate. The G11 is your ticket to 
killing off the SWAT team members, who have shields. You can shoot while 
crouching. Okay, to deal with them, crouch and move to the entrance of 
the counter on the left. Inch forward slowly until you can see a little 
bit of the first SWAT team member (remember, they surround the counter). 
Steady your sights and fire! He should die if you keep the crosshairs on 
him long enough, and when he falls,  move back behind the counter. If 
you want, you could try standing up and firing wildly at the other two 
SWAT team members you can see (the others are at the other side of the 
counter). Alternatively, you could try weaving in and out of the counter 
and kill them off. By now you might be worrying about your ammunition, 
but don't fret - there's a Pancor Jackhammer and some armour if you go 
behind the counter (not in it) and to the room it leads to. When you get 
the stuff, crouch down, make your way to the rest of the SWAT team 
members, and suddenly stand up and pump all you can of your Pancor 
Jackhammer into them! Only try this if you have about 50 - 70 Health and 
50 Armour, because you might get swamped by the four remaining members.

Still alive? Congratulations! Anyway, make your way to the open passage 
in front of the counter, switch to the G11 and slowly strafe to the 
right...good gods! There's a SWAT Team member in the middle of a pile of 
boxes! The G11 will make sure that each of your shots hit them hard, so 
aim well and dodge hard! When he's dead, he will yield a Health Kit.

Proceed back to the bar, where you should see a few more SWAT team 
members hanging around. Apparently they haven't expected your arrival, 
so take them down from a safe corner. Now find an open doorway with a 
banner "LIVE SHOW" above it. Get ready the G11, and enter. You might see 
the SWAT team members in the room you're approaching, but move around 
such that they don't notice you, until you're outside the door...then 
burst in and riddle them with the G11.

Now backtrack carefully to the bar, where you will find some more SWAT 
team members who have sneaked in somehow. It's pretty hard getting rid 
of them, seeing that you have already been wounded previously, but use 
the G11 to launch ambushes on them. Walking to the back of the counter, 
you'll see a staircase that was not there before. Arm yourself with the 
Pancor Jackhammer/G11 then rush up the stairs and kill the two SWAT team 
members in the room. Take the armour one of them drops and go back into 
the bar.

Go to the back of the counter again, and you'll see the entrance to a 
room with a snooker table. Exit the building from there, and take down 
the SWAT team member in a small alcove to the left. Go right, kill off 
another SWAT team member behind a yellow container, and run quickly 
across the big area to a passage ahead. Take down the SWAT team member, 
then go to the right and take out three more SWAT team members. Open the 
window, jump out quickly and you will take the SWAT team member below by 
surprise. Now go forward across the area into a narrow passage, killing 
off SWAT team members left, right and center. At the end, shoot the 
grilles and crawl through. Take out the SWAT team member and TADA!! 
You're back in the Viper Lounge.

Go into the LIVE SHOW entrance again, and as you go along, take down the 
two SWAT team members. One of them drops Deciphering Key 2, so use that 
to go through the black exit!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : EXTORT******

=======================================================================

Mission 6
==-==-==-

Location : Bar
Dateline : Now
Objectives : 
- Locate Sever and attempt to bring her down.

You start off with a mere Pistol against a SWAT member with a Pancor! 
Bring him down swiftly and take his Pancor, then go up the stairs, 
taking out a SWAT team member and another behind a counter. There are a 
few more SWAT team members to the right, take them down and grab an 
Ingram. Go back to the counter and go to another room, using the Pancor 
to wipe out any other remaining enemies. Shoot the grille, crawl through 
and shoot the grille and the SWAT team member. He drops a G11. Now go 
out the door and into another room to the left. Kill off the SWAT team 
member for armour and a Health Kit. Exit that room and go into another 
room further to the left, where you'll find a SWAT team member with some 
G11 ammunition.

Now is the showdown with Sever, so get ready! Now, go allll the way to 
the right and into a large area with trucks and boxes. Sever will be 
running around, so use your G11 to KEEP SHOOTING HER! She uses a grenade 
launcher, but as long as you wound her, she can't fire back. She then 
retreats into a new area, where you must follow her into. Again, keep 
riddling her with bullets, then she blasts a door open and escapes. 
Follow her into the exit and you're done!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : EXPIRE******

=======================================================================

Mission 7
==-==-==-

Location : Hotel
Dateline : Now
Objectives : 
- Locate Deciphering Key 3.
- Activate the lift switches.
- Locate keys to the weapon storage lock-ups.

The lighting is dim...very dim. You can't use the lifts yet, but gun 
down the security guard and grab his Pancor Jackhammer. Go forward and 
down stairs, fighting off SWAT team members. At the bottom, shoot a SWAT 
team member for the Infra-Red goggles. Cool! Now you see those things in 
front which say "Lift 1" and "Lift 2"? Press B on them, and you will 
unlock Lifts 1 and 2. Go into the passage in the center, gunning down 
another SWAT team member, and kill off two SWAT team members in two 
alcoves on both sides. One of them will drop another set of Infra-Red 
Goggles, which is useful since the other one might have worn off by now. 
By the way, the funny thing on the wall in the two alcoves are doors, 
but you can't open them yet. Remember their location.

Go back up the stairs to where you found the lifts, and go into the one 
leftmost from the closed doors. Press B on the wall, and the lift will 
take you up. Go out and left onto the new floor, and ambush the security 
guard and the SWAT team member in the room on the left. Grab the Door 
Key 2 that the SWAT team member drops, go back downstairs and take the 
only other lift that is available.

Take the lift up to another floor, go outside and to the right. Take out 
the SWAT Team member with two shots from the Pancor, grab his IR goggles 
and go into the room. Before you open the window, be careful, because 
there's a SWAT team member in hiding, and will dump a full load of 
Pancor in your face if you don't be careful. Anyway, ready your Pancor, 
open the window and kill off the SWAT team member with a full blast in 
his face. Crawl outside and grab Door Key 1, then go across the path, 
open the window, kill the SWAT team member and crawl into the room. Now 
go back to the lift and go back down to the first floor.

Remember where those doors-in-the-alcove were? Well, now you can open 
the one on the right! You open it, and BOOM! Armour, a Health Kit and 
the M134 Minigun with ammo!! Oh yeah baby! You see that garage door in 
the room? Well, open it, and it'll reveal a lift switch. Go over and 
flip it! Voila, the lights come on, and now you can use the 2nd leftmost 
lift on the first floor! So go to the lift and let it take you up to the 
next floor!

The lift door opens, now watch it, because you'll be in sight of two 
SWAT team members. Use your Minigun on them, and they'll be dropped in a 
second. Then walk out of the lift, and go into the first room on the 
right, making sure to take proper care of that SWAT team member in there 
first. In the room, there's a grille, so shoot it and crawl through the 
vent. You'll be able to snag a Health Kit, and when you pop out through 
the other end, so pop up and greet him with a burst from your Minigun. 
He'll drop some ammo - dead useful - now there's nothing useful in this 
room, so crawl back through the vent and out of the room.

Now go ahead along the corridor and into the room slightly more ahead. 
Before entering, choose a good angle and gun down the SWAT team member 
in there. Now open the window and climb out. Surprise! A SWAT team 
member has his back to you. Take him out, then go across and open the 
window. Another SWAT team member with his back to you! How lax. Take him 
out, then exit the room and you'll be back in the long corridor.

This time though, so straight ahead, and before you reach the end, I'll 
have you know that there are two SWAT team members behind the walls. 
Take 'em out, then go either the left or right way to meet an FBI goon 
and a SWAT team member. Kill them off. There's a SWAT team member 
waiting to assault you from behind the wall if you rush into the 
seemingly empty room (remember the location of the locked door in front 
of the open doorway - it'll open later), so kill him off as well, and 
the other on the left of the room.

Now, there are once again two ways to go. Which one first? Well, to make 
it safer, go to the left one and ambush the SWAT team member on the bed, 
and get the Door Key he drops. Then move to the right one, open the 
window and PEEKABOO!! Shoot the lax SWAT team member. Now exit the room 
and you will find that the previously locked door mentioned earlier is 
open! Enter it, grab Deciphering Key 3, open the garage door and flip 
the lift switch. Brilliant! That's the last one! Backtrack all the way 
to the lift and go back down to the first floor.

Be careful now, because there are SWAT team members lurking outside when 
you get onto the first floor. Riddle them with bullets, or use your 
Pancor Jackhammer if you are low on ammunition. The rightmost lift is 
empty (well I was unlucky enough to have a SWAT team member hiding in 
there), so enter it and Mission Complete!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : EXACT******

=======================================================================

Mission 8
==-==-==-

Location : Hotel
Dateline : Now
Objectives : 
- Activate the lift switches and escape.

Coo, in the hotel again! Go forward and along the pink corridors until 
you come to a path which splits into two. Take the right path into a 
room, and shoot down the security guard with two shots. Take the armour 
he drops, then edge out of the room and RUN to the other side! Uh oh, 
four SWAT team members, and you've got a pistol! Don't panic, with the 
armour you should make it through. On the other side, there's a security 
guard with Pancor Jackhammer ammo. Kill the guard and take his Pancor, 
then duck behind the wall and peek out occasionally to have shot at the 
SWAT team members, then duck back behind. This way you'll come off best 
in the firefight.

After they have been taken care of, go along the hallways until you find 
a room with a security guard in it. Take him out, then advance into 
another room and take THAT guard out too. By this time, four more SWAT 
team members will already be after you, so exit that room and go left to 
find another room with an open window. Go through the window and to the 
other side, where you'll find a guard with a Health Kit. Go out of the 
room and into the corridors, until you find a stone-walled passage. 
Follow it to a lift switch and flip it! Uh oh, more SWAT team members 
come your way! Ambush them as they come around the corner, when you're 
finished then exit the stone passage and go into a room to the right. 
There's a SWAT team member with his back to you! Oh fun, shoot him in 
the back, then exit the room by the other open door.

Now follow the corridors and take out the SWAT team members on the way, 
and collect the G11 one of them drops. Hmm, you're back to the lifts. 
Take the one to the right to the roof, then when the door opens, 
surprise the SWAT team members with a few bursts from your G11. When 
they're dead, go forward and hop off the roof to the ground below. Find 
a partially-opened garage door, then crawl through! Finished!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : EXHALE******
******NEW MULTIPLAYER PASSWORD : VENDETTA******

=======================================================================

Mission 9
==-==-==-

Location : NSA HQ
Dateline : Now
Objectives : 
- Locate the bunker passkey.
- Locate Deciphering Key 4.

Now this is the coolest level I've ever seen in the game! You can almost 
feel the air-con on you!

Anyway, go straight forward, enter the room, turn around and kill the 
guard. He'll reveal a grenade launcher (ooh), an Ingram Mac 11 and some 
Armour. Go over to the wall where the guard was standing next to and 
press the keypad on the wall. That will open a door, which you can go 
through. Kill the guard at the counter, then go into the counter from 
the left and take the G11 and Deciphering Key 4. Crouch beneath the 
counter, because there'll be a few NSA heavies coming for you. Duck and 
rise occasionally to have a pot shot or launch a grenade at them, then 
when they're dead, collect the G11 ammunition they drop, and go to the 
left side of the room. Press the keypad with B (the other one won't 
function yet) and a lift door will open. Enter and let it take you up. 
Face the lift door when it rises to the next floor, and take aim at the 
heavies when the door opens. Drop them both. 

Now go ahead and enter all the doors on the walls - it's literally an 
arms fest. Take out the soldiers around as well. When you're done, your 
G11 should be fully packed with ammo, and you'll have a grenade launcher 
packed with grenades.

Grab the Health Kit and the Pancor Jackhammer ammo the soldiers drop, 
then sidle slightly into the next corridor and take out the two heavy 
soldiers. Once again, go ahead and patronise the spoils in each room (do 
take notice of the heavy soldiers in the rooms though) accessed from the 
doors on the walls - at the end, you'll be stuffed with grenades, a 
couple of *hundred* health kits, and a few proximity mines. Watch out 
for the security guard in the booth on the right; drop him with a single 
shot from the G11. Then go to the booth door on the right, open it and 
take the armour, then exit and open the bigger door in front. Go forward 
to the small door first and enter the room with metal containers for 
health kits and plenty of G11 ammo and armour. When you round corners, 
do remember to keep watch for sneaky heavy soldiers.

Now go out of the room and to the left door. But before you even touch 
it, a heavy soldier surprises you by bursting in! Well shut him up with 
5 hits from your G11, and he'll drop Grenade Launcher ammunition. Go 
ahead without entering any doors, and you'll see two heavy soldiers with 
G11s lying in wait at a door! Wait, they have their backs to you! 
SURPRISE! Take them out swiftly with the G11, but leave the ammo for 
later.

Enter the door on the right and take out the two NSA heavies with the 
G11, then grab the Minigun, ammunition and armour. Shoot the grille in 
the room, crawl through for some more armour and a Health Kit, then pop 
out from the other grille to snag the ammunition you had to leave behind 
earlier! Oh, yummy!

Now exit and go to the door on the left this time. Kill the heavy 
soldiers in there, and secure a Health Kit and some Pancor ammo. Then 
exit this room, go backwards a little and enter another door to the 
left. Inside are plenty of blue containers and Door Key 2! Take it, then 
go back to the lift and get taken back down to the first floor of NSA 
HQ.

Oh...! What the heck, more NSA Heavies! Kill them all and take the ammo, 
armour and health kit. Then go to the other side of the lift you came 
out from and with Door Key 2, you'll be able to use the keypad which was 
locked earlier! Another lift is now open, so enter and let it take you 
up. When the lift door opens, let rip with your G11 and kill another NSA 
heavy across the long corridor. Go ahead and take the grenade launcher 
ammo, then keep going along the corridor, taking out another NSA heavy 
for grenade launcher ammo. Where the long corridor is connected at one 
end to another corridor on the other side, there is a big metal door. 
Open it, and kill the NSA heavy. Go through another door, kill the NSA 
heavy, then go through the leftmost door. When it opens, shoot down 
another NSA heavy and take his armour. Behind the cabinets in Door Key 
3, so get it and exit the room.

Hmm, the middle door is open, revealing a bunch of angry NSA heavy 
soldiers. Take them all out with grenades or your G11, then go in and 
collect the ammo and health kits. Now exit and go to the last room - the 
room on the right. Among the office desks are some NSA Heavies with 
Minigun ammo, and health kits. Kill them all, collect the goods, then go 
out of the room, and back to the long corridors.

Now that you've got Door Key 3, head for the lift - but if you haven't 
gone along the path midway between the long corridors to enter a room 
and kill the guards for ammunition, do so, then go back to the lift and 
go back down. Behind the counter are two doors, but it doesn't really 
matter which one you go through because they will take you to the same 
area, with computers and chairs. There are numerous NSA heavies in here, 
take them all out, then go to a big door behind the area with computers 
and chairs. Open the door, go in, press B on the door inside, wait for 
the other door to close, then wait for the door inside to open, 
revealing a lift (well it was a little confusing, but if you have any 
trouble getting the lift door open, tell me). Enter, let it take you 
down, and when the lift door opens, exit to complete the mission.

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : EXHUME******

=======================================================================

Mission 10
==-==-==-=

Location : NSA HQ - Inside the Bunker
Dateline : Now
Objectives : 
- Locate the mainframe terminal.
- Confront Sever for the last time.

In front of you when you start off is armour, a Colt M16A1 and 
ammunition. Collect them, and open the door. In front of you, armour and 
health packs. The moment you touch the armour, QUICKLY TURN AROUND!! Two 
adjacent doors have flown open, revealing two NSA heavies! Kill them off 
and get the armour and Health Packs, as well as Colt ammo in the two 
rooms. Then open the door in front.

Shoot the NSA heavy in front, and he drops a Sig SSG 3000. Before going 
to pick it up, enter the two rooms on both sides and drop the two NSA 
heavies. Then head out and kill the other NSA heavies who have appeared, 
and grab the Sig SSG 3000, ammo and health kit when they are all dead. 
Go to the door on the left, stay outside and pot down the NSA heavy 
inside. Then enter, collect the Pancor Jackhammer and have a duck-stand-
and-shoot war with three NSA heavies in the room to the right.

Go ahead a little and enter a room to the right, with lots of X 
containers. Gun down the NSA heavy in here. Open the door and let rip 
with your Colt because another NSA heavy will most likely be staring in 
your face. Open the other door and strategically gun down the two NSA 
heavies in this conference room. Take the Health Kits and armour at the 
table, and take Door Key 1. Enter the small booth in the room for some 
Pancor ammo, then open the large door on the side of the room and exit 
out into the corridor. Go forward and take the first door to the right, 
where NSA heavies and computer screens are. Take them both out and grab 
the HK G11 one of them drops. Exit the room and now go forward and take 
the door at the end of the corridor.

Outside, open the door to the left and enter it. It's the room where 
three NSA heavies shot at you just now, now just collect the spoils! Now 
exit the room by the small door, but don't rush in just yet. First 
collect the easy armour on the right. Then find the NSA heavy behind 
some green containers and shoot him down. Then collect the Sig SSG 3000 
Ammo and grenade launcher ammuntion. Behind the containers are more NSA 
heavies, so use the Sig to snipe them at an angle. Alternatively, you 
could snipe one and rush out with your G11 blazing. You can also find 
Proximity mines, and well-hidden grenades and more armour. Where those 
well-hidden weapons are lead to a narrow passage with a NSA heavy 
guarding a grille. Kill him, break the grille and crawl through. You are 
now on the verge of an arms fest, so hold on!

When you emerge, first take the path with the steps. Kill the NSA heavy, 
open the door and whack the two NSA heavies in there. You get Door Key 2 
for your efforts, and a grenade launcher. Now exit the room, go down the 
stairs and open the door into an area with two NSA heavies with their 
backs to you and an...ARMS FEST!!! WOOHOO!! Well, use a couple of well-
placed grenades to kill the two heavies. Then go in and it's an arms 
fest! Ammunition and plenty of armour! As well as a Minigun M134! Rocks, 
baby! Now go over to the door, ready the grenade launcher, open the door 
and let 'er rip! When they are all dead, whip out the G11, and take pot 
shots at the heavies over at the other end of the corridor. When they 
are dead, gather any ammunition, and enter the second door to the right. 
It contains containers and two NSA heavies, so take 'em down and find a 
grille in this room. Shoot the grille and crawl through the vent. The 
route splits into three, each leading to a booth with a batch of 
grenades. Grab 'em all and crawl back out and exit by the same door 
which you entered it by (don't get confused with the small door). If you 
need Minigun ammo and armour, enter the first door to the left and kill 
all the NSA heavies. 

Now go back out into the long corridor and across to open the door, 
revealing the mainframe room! Aha, there's Sever! Take a fast-firing and 
powerful weapon like the G11 to her, and if you are good, you can corner 
her and keep shooting her with the G11! When she falls, MISSION 
COMPLETE!! WOOHA! Now here's what she has to say:


SEVER : Listen carefully. Agents are coming. We've fought, hard and 
often. I'm hit. I'm getting out of here. We've earned each other's 
respect. You've got to trust me, do you understand? Take these Encrypted 
Disks. Access them. They'll tell you the truth. You're not on a good-
guys mission for the FBI. We were both set up. You and me, we're both 
pawns in a power struggle between the FBI and NSA for dominance in 
Covert Ops. They decided to resolve it unofficially. Each would select 
their best man. Put them against the other. Whoever wins, one agency 
becomes top dog. It became even dirtier. We were well matched. Every 
time we met, it became a warzone. This spooked them. So they combined 
forces to oppose us. When I acquired these Encrypted Disks, I discovered 
the whole truth. Gant is hungry for power. He created the FBI-NSA 
rivalry. He discredited Mills. So, whichever agency would have emerged 
as the winner, Gant would assume sole control.

ECKS : That's not why you wanted vengeance.

SEVER : For me, it was a cruise-missile that hit a Pacific village. My 
husband's home villange. The target was an arms dump. The arms baron was 
my husband's father - neither I nor my husband knew about his secret 
life as an arms dealer. Gant was unconcerned about collateral damage - 
about killing innocent villagers - all he wanted was to score another 
mission success, to boost his own prestige. Gant authorised the missile 
that killed my husband. Mills pressed the button. That's why I  wanted 
revenge. These disks will tell you everything.

ECKS : Mills said you know something about my wife and child.

SEVER : That was Gant's idea too. Mills told you there was new 
information about your family. To induce you to undertake those 
missions. There is no more information. You were set up. We were both 
set up. These disks will tell you more. I ventilated Mills. Now you get 
Gant. Then expose the truth. He's in the warehouse.


******MISSION ACCOMPLISHED!******
******NEW PASSWORD : EXHONERATE******

=======================================================================

Mission 11
==-==-==-=

Location : Warehouse
Dateline : Now
Objectives : 
- Locate Gant's hideout.

The warehouse AGAIN? Oh well. Go front, grab the Pancor Jackhammer and 
the ammo, then quickly back away! There's an NSA heavy soldier around, 
and your pistol is nothing against his G11! Get his attention, get away 
and pot him just as he comes round a corner. Grab the G11 he drops. Then 
go among the containers and shoot down more NSA heavies. To the left of 
the area is an NSA heavy hiding behind a yellow container, and he guards 
a stash of health kits, armour and ammo!

When you're ready, crouch and move about the half-open garage door, 
shooting underneath to injure NSA heavies behind. Then crawl underneath 
and surprise them. Next, weave in between the containers and shoot the 
NSA heavies among them. You can find proximity mines, grenades and ammo 
among the stuff they drop. After the area has been cleared, take an exit 
to another area to the northern area of this storage room. Before 
entering another room, go down the brick wall passageway and you will 
find some NSA heavies and a Sig SSG 3000 with ammo, as well as a Health 
Kits and armour. All finished? Then go into the next room fully armed!

In the next area, once again weave between the cardboard boxes and shoot 
the NSA heavies, and take the ammo and armour int the northern part of 
the area. Dodge the grenades thrown by the NSA elites on the left side 
of the area. When you're finished, go up the stiars on the left of the 
area, and shoot down the two NSA elites. Careful, they are very 
powerful, and sport grenade launchers! After they are dead, so along the 
small bridge to the next warehouse. When you enter, you might see some 
stuff to the left, but it's blocked by carboard boxes. Once again, weave 
between the boxes and shoot the NSA heavy and elite. Then access the 
stuff blocked by a cardboard box by finding stairs near the garage door 
at the other side of the room and going up to claim health kits, armour 
and grenades. The exit is pretty easy to find, it's on the right of the 
garage door, behind some containers. An NSA heavy is guarding it, so be 
careful!

Across the bridge out the exit, you find that there is a passage with 
yellow rubbish bins. An NSA heavy lurks among the bins, so weave through 
them and ventilate him, and grab the ammo. Next, you see that rubbish 
chute in the ground? Crouch and fall down it. You'll get 12 grenades for 
your trouble, then shoot the grille at the other end and crawl through. 
Immediately crouch down when you are through, because there are a few 
NSA elites launching grenades. Quickly race to another door in this 
room, go along the corridor and kill the NSA Heavy and get his grenade 
launcher. Then kill the NSA elite with a grenade launcher around the 
corner. Inside the room up the stairs is armour and Health kits. If 
you're missing ammo that hass been dropped downstairs, go down and get 
it, then come back up to the room and shoot the grille, then crawl 
through to another room.

Turn right and go up the stairs to a ledge, then just walk along it to 
an exit, and don't walk off the ledge, because you'll have a long walk 
to get back on the ledge if you do. The moment you get the exit, fire a 
grenade and walk awway from the door, because the door leads to a narrow 
path with four NSA heavies lined up. Drop them with a few grenades from 
your grenade launcher, then go across and enter the room. When you 
enter, take out your Sig and snipe the NSA elite across the room. Then 
go across and exit the room. Before you go up the cardboard boxes into 
another room, weave in between the yellow rubbish chutes outside and pot 
down the three NSA heavies lurking around. When you round the corner, be 
careful of the NSA elite throwing grenades at you. When she is dropped, 
she yields a Minigun and there is ammo behind her. When you are done, 
backtrack to the cardboard boxes and enter the new room.

Immediately run across the ledge behind a container, because two more 
NSA heavies will let rip with their G11s. Kill them, then go down the 
stairs and go through the containers to kill more NSA heavies and get 
ammo and Health Kits. Then find the exit at a corner of the room, go 
out, kill the NSA elite, and crawl underneath the door to complete your 
mission.

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : EXPEL******

=======================================================================

Mission 12
==-==-==-=

Location : Warehouse
Dateline : Now
Objectives : 
- Waste the NSA agents and put an end to Gant!

In this room you stand in, Gant and his cronies lurk. There's not really 
a route you must follow to kill him. However, you only have a pistol, so 
find the stiars at a left corner, and follow the routes to security 
guards (who will give you Health Kits, ammo and a Pancor Jackhammer), 
FBI Goons (who will give you Health Kits, ammo and a Colt M16A1), the 
SWAT team (who will give you Health Kits, ammo and an Ingram) and NSA 
heavies and elites. Kill all these to get weapons and ammo, and Gant is 
standing on a platform in the northern area of the room. 

Either walk around the platform shooting at him or just jump onto the 
platform and have it out. Armour and health kits are scattered around 
the room to replenish you, as Gant is very, very tough. He's not 
invincible, but you need to pump like a few 100s of bullets into him. 
When using the Pancor, dump as many full loads into him as possible. hit 
him with every shot of the Colt, and riddle him with the Ingram every 
step of the way. Gant uses a grenade launcher and a Colt M16A1, so be 
careful. It's easy to dodge him though - shoot him, and if he turns 
around, dodge at the last moment. And try to explode the oil barrels in 
his face - they will do him a heck of damage.

If you run out of ammo, don't forget the security guards, FBI goons, 
SWAT team etc. all respawn from a door, so take the previosuly mentioned 
route and kill them yet again for more ammo. Replenish armour and health 
when you get below 40 health and armour, because all the guards, SWAT 
team, NSA elites etc. will be taking pot shots at you, along with Gant.

When Gant falls, Mission Complete! Congratulations! Now see the joyful 
Tribunal verdict...

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : VIOLATE******

***********************************************************************

                                ----- 
                                Sever
                                -----
Mission 1
==-==-==-

Location : Warehouse
Dateline : Now
Objectives : 
- Locate the room with the laptop.

You start off in a brick corridor. Go forwards and take down the 
security guard in his room. Keep going, shooting down two more guards, 
one of which has a Pancor Jackhammer. You may choose to enter a small 
room for some ammunition from a few guards, otherwise keep going along 
the corridor. When you emerge, take down the three guards in the area 
and open the garage door to another room. Go through the next room, 
killing guards and opening the door to the next room. In this room, make 
short work of the guards using your Pancor Jackhammer, and if you need 
ammo, go to the left corner of the room, shoot the grille and crawl 
through for some ammunition. Otherwise, walk up the carboard box 
"stairs" next to a single blue container to another corridor.

In that corridor, take out the guard and enter the room, where the 
laptop awaits. Shoot down the three FBI agents and get the laptop.

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : SEVERE******

=======================================================================

Mission 2
==-==-==-

Location : Warehouse
Dateline : Now
Objectives : 
- The bomb is activated. Escape within 3 minutes.

Okay, you planted the bomb, now get away from it! The route is an exact 
opposite of Ecks, but I'll just tell you.

You start off in a back alley. Run to the half-open garage door, crouch 
and crawl under into the room. Run across to the door, open it and go 
into another room full of cardboard boxes. Go forward and shoot the fuel 
barrels, then go to the door...OH NO!! It's locked! Anyway, to the right 
of the door is a pale-coloured square on the floor. Step on it - it's a 
lift. Go up and grab the Colt M16A2 - that way it will be easier to take 
care of the guards. When you kill all of them, go to the door and open 
it, and go into the lift. Press B on the wall, and the door will close 
and take you downstairs.

The lift door opens, now run out and make short work of the guards that 
are around. Open another door and in that new room, go to the left and 
you'll see a small hole in the floor. Crouch and crawl underneath it, 
and go and open the door. You'll now be in a room full of red boxes, but 
just run straight and open the door. In that room, shoot down the FBI 
goons and the guard, open the door and run out into the street. Keep 
going until you find a black area under a garage door (half-open), 
thereafter you must crouch and crawl to freedom!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : SURVIVE******

=======================================================================

Mission 3
==-==-==-

Location : Streets
Dateline : Now
Objectives : 
- Locate Encrypted disk 1
- Find Mills and kill him

Okay, the door is open, what are you waiting for?! Go in, and walk 
quickly along the corridor, taking down security guards with a few well-
placed shots. When you reach a room, take out a few more guards and grab 
the grenades. Don't stray too close to the window, because Ecks is 
hanging around with a Sig SSG 3000! Arm yourself with the grenades, 
estimate his position, and THROW a grenade. There's a bit of lag time 
between pressing A and the actual throwing of the grenade, so make sure 
you time it right, and don't throw one in your face.

When Ecks is injured, he will scamper into a tunnel - no sweat! Go up 
the steps and along the passageways, shooting down more guards. The next 
room has a FBI goon hiding behind the wall, as well a guard, so take 
them both out, grab the grenades and go out into another corridor.

Once again, the normal drill, shooting guards along the corridor...when 
you reach another room, try to throw a grenade in and kill both the FBI 
goon and the guard. Now Ecks is hanging outside again, so carefully 
injure him twice with two grenades, and he'll run off again. Now out to 
another corridor, and if you are running low on pistol ammo, use 
grenades. A lot faster, although clumsier. In the next room, take out 
any guards and FBI goons, and this time injure Ecks thrice with the 
grenades. Go out the door, into another building, and along a corridor, 
into another room. Take the FBI goon and guard with your 
pistol/grenades, then take the Colt M16A1 the guard drops. You can't use 
it to pot down Ecks, but you must injure him, um, four times. After 
that, exit the door and once more, follow the corridor to another room. 
Shoot down any FBI goons in the way and take the ammo, then exit the 
building and take out another FBI goon. Walk out into the area and WATCH 
OUT!! Here he is, the FBI assistant director Mills! He sports an big 
ugly Pancor, but you've got a Colt, so it should be easy. Keep your 
finger hard on that trigger baby, and pin those crosshairs! When he 
falls, collect Encrypted Disk 1 and crawl through those gaps to freedom!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : SAVANT******

=======================================================================

Mission 4
==-==-==-

Location : The Streets
Dateline : Now
Objectives : 
- Ecks is in pursuit. Try to evade him.

By the way, it doesn't matter whether you evade Ecks or not. He'll still 
catch up in the end, just don't get in range of his Colt.

You start off behind some cardboard boxes - agghhh! There's Ecks! Well, 
there's no other place to run other than past him, so go straight past 
him. Don't think the security guards are on your side, but if necessary 
take pot shots at them as you pass. Anyway, run past Ecks and all the 
way to an open door. If you want, you may go to an open garage with 
yellow boxes for some armour, otherwise just run for the open door. Go 
along the corridors, into a room and out into another corridor. In a 
room which appears to be a dead-end, open the window and crawl out. Kill 
off the two security guards and go all the way to the end of the path, 
open the window and crawl through into another room. Exit the room by 
the door, and go down the stairs and past some FBI goons. Go along the 
streets, through a short tunnel and into another building.

Go along the linear corridors, and try to avoid confrontation with the 
SWAT team member in the room. Open the window, scramble out past the 
SWAT team member, open another window, crawl in and pass the SWAT team 
member quickly, then go down the stairs and distract the SWAT team 
member with a shot from your pistol. Keep going and you'll be outside at 
last!! (well, by this time, I had only 5 hp left) Keep running along the 
street, avoiding the SWAT teams' Pancor shots and crawl underneath the 
gap in the garage door. The End!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : SUFFER******
******NEW MULTIPLAYER PASSWORD : VORACIOUS******

=======================================================================

Mission 5
==-==-==-

Location : The Bar
Dateline : Now
Objectives : 
- Take out the SWAT teams.
- Locate Encrypted Disk 2.

You've got to hurry in this mission, because SWAT teams will start 
swarming in very soon! Anyway, go forwards into the bar and into the 
counter from an entrance to the left. Kill the guard, crouch and crawl 
to the HK G11 he drops and ammo nearby. But don't pop up just yet - 
instead, crawl out of the counter and behind it - you'll find a path 
leading to the toilets, and inside you'll find a Pancor Jackhammer, 
armour and Six GRENADES! Now, we're ready to take on the WORLD! Yeah 
right. Now that you're armed to the teeth, ready your Grenades, and 
throw one or two into the SWAT team surrounding the counter. That's two 
less to worry about, so whip out the G11, crouch down, and when the time 
is ripe, edge out, stand up and shoot a few bursts to kill a SWAT team 
member.

Go into the entrance with a banner "LIVE SHOW" over it, and before you 
reach a room with two SWAT team members, throw a grenade in to silence 
one of them, then use the G11 to finish the other one as he pops around 
the door. You'll get Pancor Jackhammer ammunition. If you need healing, 
go into a wide entrance in front of the bar counter, turn left and shoot 
the SWAT team member among the boxes with the G11. When you're done, go 
to a small entrance on the right of the counter, up the steps into a 
conference room, and take out the two SWAT team members in there. They 
will yield armour and another Health Kit.

Hmm, where to now? Go behind the counter to a room with a snooker table 
and chairs, and exit by the door. But before you go tromping out into 
the open area, bear in mind that in the alcove to the left, a SWAT team 
member awaits. Throw a well-aimed grenade in and take him out, then go 
past some yellow rubbish boxes and take down a SWAT team member hiding 
behind one of them. Edge out a little from behind the brick wall until 
you can see a partially-opened garage door. If you're lucky, you might 
see a pair or two of feet belonging to a SWAT team member. Take aim with 
the G11 and pot them down. Don't let the door get into the way of your 
aiming, though; collision detection is a little wonky in this game.

Now align yourself until you see a SWAT team member in an alcove ahead. 
Line up your sights and FIRE! When he drops dead, the area is now 
relatively safe, so go across, take out the other SWAT team members 
inside the partially opened room, crawl inside and take the plentiful 
ammo and health kits. Watch out for any other remaining SWAT team 
members. After that, crawl back out into the big area. If you need any 
more ammo, search for a narrow passageway to the right of the half-open 
garage door, and kill off the SWAT team member in there for Pancor 
ammunition. There is another narrow alley opposite, which leads to a 
SWAT team member with G11 ammunition. At the end of the alley, shoot the 
grilles and crawl through the gap. Ready the G11, by the way.

When you crawl through, there will be SWAT team members in the bar once 
more. This time, they come from the left and right of the counter, so 
use the G11 to carefully take them out. Use grenades if you're in a 
tight spot. Now go to the entrance with LIVE SHOW above it again, and 
this time there's another open door! Enter, kill off the two SWAT team 
members and claim Encrypted Disk 2.

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : SULPHER (nope no wrong spelling)******

=======================================================================

Mission 6
==-==-==-

Location : The Bar
Dateline : Now
Objectives : 
- Locate Ecks and attempt to bring him down.

Straight away you start off with a SWAT team member behind the desk! 
Crouching and getting up to shoot him won't be much of a problem though. 
When he dies, go behind the desk and grab his Pancor Jackhammer. Go up 
the stairs, taking down SWAT team members on the way. When you go up the 
stairs, however, crouch down and avoid getting hit by another SWAT team 
member behind a desk. Take him out, get hs ammunition and enter the door 
to kill a SWAT team member for some armour.

Now what? The room is a dead-end! Never fear, head out the room and past 
the desk to a long corridor with benches and SWAT team members. One has 
an Ingram Mac 11, so get that and arm yourself with it. Hmm, an open 
door! Cool! Enter it, and you'll find the lounge - a bar, stage and 
tables. Hey! What's Ecks doing parading around the stage? Use the Ingram 
and Pancor to shoot him until he runs away (he's got a grenade launcher 
and plenty of lousy aim)! By the way, a cartridge of Ingram ammo is on 
the floor in the lounge.

When he escapes, head over to another open door in the lounge, enter and 
follow the corridors and kill the two guards for health and armour. When 
you enter a room with cardboard boxes, slowly take them all out, and get 
the HK G11 and grenades. Now crawl out a window to the rooftop, where 
Ecks is throwing grenades around! Well, you've got a faster and better 
G11, and it shouldn't be much time before he take off running with his 
tail between his legs. He goes to a garage door, blasts it open and 
escapes, but drops a matchbook. Take it, and mission complete!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : SERVE******

=======================================================================

Mission 7
==-==-==-

Location : The Bar
Dateline : Now
Objectives : 
- Locate Encrypted Disk 3
- Activate the lift switches,
- Locate keys to the weapon storage lockups.

If you want light, you won't have it, but you can still see pretty 
clearly, I guess. At the start a security guard with a Pancor Jackhammer 
comes running, so greet him with two shots and take his Pancor. In the 
room nearby a security guard stands as fodder for your Pancor, so kill 
him and grab the Pancor ammo, then head outside. To the right are some 
lifts, but they are all locked, so you can't use them. However, remember 
their location - they will come in use pretty soon.

Anyway, proceed down the stairs and kill the SWAT team members you see. 
On the left are two lift switches, and grab the IR goggles one of the 
soldiers drops. After flipping the switches, go through an entrance, 
where you will see two alcoves with SWAT team members in them. Kill them 
off. See those funny things in each alcove? Those are locked doors which 
you can't use yet. So remember their location.

With Lift 1 and Lift 2 unlocked, go back upstairs and into the leftmost 
lift. Go out, swiftly take out a SWAT team member, enter a room on the 
left and kill another security guard and take the Pancor ammo. Now back 
out of the room and enter another room ahead. Kill off the SWAT team 
member, shoot the grille in the cubicle and crawl through to the other 
side. When you emerge you find yourself on a verandah, go across, climb 
down and shoot the guard for Door Key 2. There is a narrow alley nearby 
with a SWAT team member and a Health Kit, but if you don't need healing, 
shoot the grille, and crawl in. You'll find yourself in the area with 
the locked doors in the alcoves, but there's nothing you can do, so go 
out and back to the first floor. On the first floor, take the other open 
lift, go up and out. Ahead is another room so kill the SWAT team member 
in there and take the IR goggles. Open the window and dump a full load 
of Pancor in the following SWAT team member's face, crawl out and go 
across to open another window to another room. Crawl in and kill the 
SWAT team member.

Go out the door and take a left along the corridors, until you reach a 
toilet. Kill the SWAT team members and find the Pancor ammo and Colt 
M16A1, as well as Door Key 1. In one of the cubicles you will find a 
grille, shoot it and crawl through the drain to the other side. Crawl 
out to snag a Health Kit and armour. Then drop down to the room below, 
and go out the door to the lifts. Go ahead and down the stone passageway 
to where the doors in the alcoves were, and open the one on the left. 

You will get access to armour, a grenade launcher with ammunition, and a 
Health Kit. Then use Door Key 2 to open the garage door in the room to a 
switch, which you can flip to unlock Lift 3 and on the lights. Now go 
back up to the first floor, where the lifts are. Go into the only other 
open one (or the second leftmost one) and go up. When the lift door 
opens, riddle the SWAT team member in front with the Colt, and go into 
the room on the left and whack the SWAT team member with a grenade. Then 
exit the room (you can't go through the window) and go to a room on the 
right. Take out the SWAT team member in there, shoot the grille in the 
cubicle and crawl through for some Health and Colt ammunition. When you 
crawl out, take out the two SWAT team members in the room carefully. Now 
crawl back into the previous room and out the door into the corridor 
again.

This time though, make your way to another room further ahead on the 
right, enter and blast the SWAT team member with a grenade. Open the 
window, crawl out and BOO!! A SWAT team member with his back to you. 
Riddle him with bullets from the Colt and take the M134 Minigun ammo, 
then crawl back through the window into the previous room and exit to 
the corridor once more.

Go ahead, but when you reach a path which splits into two, use the 
grenade launcher to take out the two SWAT team members behind the walls. 
Now go past the fallen SWAT team members and into either door. The door 
on the left leads to two SWAT team members, but allows you to, when you 
proceed, surprise the following FBI goon with his back to you. The door 
on the right directly leads you to a confrontation with the same FBI 
goon. Whatever the choice, take him out, and enter the door.

To the left is a toilet with a SWAT team member who will yield armour if 
you kill him. To the right leads to a room with a SWAT team member and a 
window. Kill the SWAT team member and open the window to reveal a 
balcony with a SWAT team member on it. Kill him to get a Minigun M134, 
then crawl back into the previous room, where two more SWAT team members 
should already be hounding after you. Kill them too - one of them 
withholds a Door Key. Now exit the room, where you will find another 
open door in front of you with a Health Kit and Encrypted Disk 3 inside. 
With the Door Key, you can open the garage door inside the room and flip 
the last Lift switch. Now make alllll the way back to the first floor 
lifts.

When you go down, however, there will be a couple of SWAT team members 
waiting, but with a grenade launcher, Colt, Pancor and Minigun, they 
shouldn't be a problem. When they are all dead, go for the rightmost 
lift, which is now open. Finished!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : SEETHE******

=======================================================================

Mission 8
==-==-==-

Location : Hotel
Dateline : Now
Objectives : 
- Activate the lift switches and escape.

Coo, in the hotel again! Go forward and along the pink corridors until 
you come to a path which splits into two. Take the right path into a 
room, and shoot down the security guard with two shots. Take the armour 
he drops, then edge out of the room and RUN to the other side! Uh oh, 
four SWAT team members, and you've got a pistol! Don't panic, with the 
armour you should make it through. On the other side, there's a security 
guard with Pancor Jackhammer ammo. Kill the guard and take his Pancor, 
then duck behind the wall and peek out occasionally to have shot at the 
SWAT team members, then duck back behind. This way you'll come off best 
in the firefight.

After they have been taken care of, go along the hallways until you find 
a room with a security guard in it. Take him out, then advance into 
another room and take THAT guard out too. By this time, four more SWAT 
team members will already be after you, so exit that room and go left to 
find another room with an open window. Go through the window and to the 
other side, where you'll find a guard with a Health Kit. Go out of the 
room and into the corridors, until you find a stone-walled passage. 
Follow it to a lift switch and flip it! Uh oh, more SWAT team members 
come your way! Ambush them as they come around the corner, when you're 
finished then exit the stone passage and go into a room to the right. 
There's a SWAT team member with his back to you! Oh fun, shoot him in 
the back, then exit the room by the other open door.

Now follow the corridors and take out the SWAT team members on the way, 
and collect the G11 one of them drops. Hmm, you're back to the lifts. 
Take the one to the right to the roof, then when the door opens, 
surprise the SWAT team members with a few bursts from your G11. When 
they're dead, go forward and hop off the roof to the ground below. Find 
a partially-opened garage door, then crawl through! Finished!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : SEVERAL******
******NEW MULTIPLAYER PASSWORD : VINDICATE******

=======================================================================

Mission 9
==-==-==-

Location : NSA HQ
Dateline : Now
Objectives : 
- Locate the bunker passkey.
- Locate Encrypted Disk 4.

Whee! A totally different place! You start off in a small room with 
cardboard boxes and a grille. Shoot the grille, and crawl through. When 
you come to a path in the vent which splits into two ways, take the 
right way. Shoot the grille, then go out into a new room, where two 
security guards have their back to you! Shoot them with a few well-aimed 
Pistol shots, then take the Sig SSG 3000, ammo and the Ingram Mac 11. 
Don't go out the door yet, but peep into the window in the room and 
you'll see two NSA heavies with their backs to you, facing a door. You 
can't take them out yet, so just ignore them and  go back into the vent 
and take the path on the left through another grille. There are two 
security guards and an NSA heavy soldier - your pistol would have been 
no match, but with the Sig SSG 3000 you should be able to snipe 'em out. 
Take the Health Kits, grenades and armour, then go through the door 
nearest to the bunks. TADA! The NSA heavies you saw just now still have 
their backs to you! With the Ingram, you should be able to ambush them 
easily and pump them full of bullets. When they fall, get the HK G11 one 
of them drops. 

Then go into the small door nearest to the big window in the corridor. 
Ambush the security guards and NSA heavy here, and get the Health Kit 
and Pancor Ammo they drop. Backtrack out of the room into the corridor, 
and take the first door to the right. It should contain X-containers, 
armour and Door Key 1. Then go out and take the big door out of the 
corridor. Take out the NSA heavy you see and take the small door to the 
left in an alcove. Follow the path to another room with X-containers, 
and take out any NSA heavies in the room, then grab the ammo and armour. 
Then open the other small door in this room to a booth with a lax 
security guard in it. Drop the guard with a single G11 shot for some 
armour, then try taking out the NSA heavies in the next corridor from 
the booth.

Now enter all the doors for an arms fest - taking out the NSA heavies 
guarding any of the rooms, of course. Use the windows in the rooms to 
pot down any other guards in other rooms so you won't have to confront 
them later. At the end, you should have lots of grenades and a few 
Proximity Mines. Remember to pop any guards in the corridors, otherwise 
you might find yourself up against more resistance than for what you've 
bargained. When you're done, press the keypad at the end of the corridor 
to open a large lift door. Enter it and down you go!

Ready yourself for some heavy resistance from NSA heavies, because the 
moment you open the door, NSA heavies will let rip. Pop 'em good with 
the G11 and grenades, and kill the guard and NSA heavy behind a counter. 
They will yield Encrypted Disk 4 and a Minigun M134! Once you get them, 
another lift door will fly open and three more NSA heavies will be 
revealed! Kill them quick and take Door Key 2! Now press the keypad near 
the lift which revealed three NSA heavies, and go up.

On the next floor, exit the lift, ignore the security guard at the 
counter in a small detour to the other side, and enter the first door to 
the right. Sneak in with that G11 of yours and ambush the security 
guards and NSA heavy stationed in the room. Grab the loot and exit by 
the other door in the room. Outside (you're now in the corridor on the 
other side) there will be three NSA heavies, so take them out, and find 
a big door at a place where the two corridors connect. Open the door, 
take down the NSA heavy, then open another door to reveal an area with 
three doors! Open the one on the left and whack down the NSA heavy for a 
spot of armour, then find Door Key 3 on the desk behind the cabinets. 
When you're done, open the door, but don't exit just yet. Whoa! The 
middle door is opened, and inside are three NSA heavies waiting to 
ambush you with a burst of G11s. Kill them by tossing a few grenades 
into the room, then exit that room and enter the door on the right. Kill 
all the NSA heavies in this room, then exit and go all the way back to 
the lift. Go back down to the first floor.

Behind the counter are two doors, enter either one into a passage with 
white walls and pink floor. Kill any NSA heavies along the passageway, 
until you find a room with computer screens and NSA heavies. Avoid a 
conflict with them, but instead proceed along the room until you come 
upon a large door in the area. Open it, then wait for the lift doors to 
open before entering. It will take you right to the NSA bunker. When the 
lift opens, exit and MISSION COMPLETE!!

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : SEVERANCE******

=======================================================================

Mission 10
==-==-==-=

Location : Hotel
Dateline : Now
Objectives : 
- Locate the mainframe terminal.
- Confront Ecks for the last time.

You get a Sig SSG 3000 at the start! How...nice. Anyway, take the stuff, 
then open the door and use the Sig to snipe those two NSA heavies in the 
back. Collect the ammo, health kits and armour, then arm yourself with 
the pistol and open the door. Immediately open fire at the NSA heavy in 
front, then quickly switch back to the Sig SSG and snipe him out. Snipe 
the other two NSA heavies around the corners and take the Colt M16A2 and 
health kits.

Then open the door on the left and open fire on the NSA heavy in the 
corridor. Then crawl into the corridor and carefully take out the three 
NSA heavies in the room with the big window in the corridor with the Sig 
SSG and the Colt. When they are dead, go forward to the three doors at 
the end of the corridor. Take the one of the left and shoot the NSA 
heavy dead, then take the ammo. Behind the blue X-containers are three 
health kits and a grille. Heal yourself, then shoot the grille and crawl 
through. The path splits into three, all of which lead to booths with 
grenades. When you get all grenades, crawl back out into the room and 
through the other door. Surprise, a NSA heavy! Kill him and grab the 
ammo, then go through the other door, and crawl along the floor as you 
shoot the NSA heavies. They'll give you Door Key 1, as well as Health 
Kits. Go through the small door into a booth for Pancor Jackhammer ammo, 
then exit and take the big door back into the corridor.

Exit through the big door on the other end of the corridor and stock up 
on Sig SSG 3000 ammo by opening the middle door with Door Key 1. In this 
room though, you see another small door. Go through it and weave among 
the X-containers, shooting down the NSA heavies and taking the 
ammunition and armour, but don't go trotting out the big door yet - if 
you have explored the whole room, you will find proximity mines and a 
set of grenades and armour, well-hidden. You should also be able to find 
a grille, guarded by an NSA heavy. Crawl through the grille and where 
the path splits, go straight forward and arm yourself with grenades. 
Break the grille and throw a grenade into the room full of computer 
screens and two NSA heavies. BOOM! Door Key 2, and a grenade launcher. 
Wonderful! Throw a grenade or two into the room below to finish off the 
soldiers down there, and crawl back into the grille and into the other 
way, into a room with a door. Open the door and WOWEE! ARMS FEST!! 
You'll get lots of ammo, a Minigun M134 and armour. Now open the 
door...and keep pumping grenades into the six NSA heavies in the next 
corridor until they are cleared. Get the health and ammo...then charge 
into the next room!

AHH!!! THE MAINFRAME ROOM! Ecks is lurking in a corner, so arm yourself 
with the Minigun and corner him, then keep riddling him with about 173 
bullets until he falls! MISSION COMPLETE!

Now here's what that sonofagun has to say:


ECKS : Listen carefully. Agents are coming. We've fought, hard and 
often. I'm hit. I'm getting out of here. We've earned each other's 
respect. You've got to trust me, do you understand? Take these Encrypted 
Disks. Access them. They'll tell you the truth. You're not on a good-
guys mission for the NSA. We were both set up. You and me, we're both 
pawns in a power struggle between the FBI and NSA for dominance in 
Covert Ops. They decided to resolve it unofficially. Each would select 
their best man. Put them against the other. Whoever wins, one agency 
becomes top dog. It became even dirtier. We were well matched. Every 
time we met, it became a warzone. This spooked them. So they combined 
forces to oppose us. When I acquired these Encrypted Disks, I discovered 
the whole truth. Gant is hungry for power. He created the FBI-NSA 
rivalry. He discredited Mills. So, whichever agency would have emerged 
as the winner, Gant would assume sole control.

I now understand why you wanted revenge. You had a suspicion - it's 
correct - I've got the evidence. A cruise-missile hit a Pacific village. 
Your husband's home village. The target was an arms dump. The arms baron 
was your husband's father - neither you nor your husband knew about his 
secret life as an arms dealer. Gant was unconcerned about collateral 
damage - about killing innocent villagers - all he wanted was to score 
another mission success, to boost his own prestige. Gant authorised the 
missile that killed your husband. Mills pressed the button.

SEVER : Yes, Gant betrayed me. He duped you too. Mills was his 
mouthpiece. Mills told you there was new information about your family 
to induce you to undertake these missions. There is no new information. 
You were set up. We were both set up.

ECKS : You ventilated Mills before I knew he was involved in this 
conspiracy. Now you get Gant. Then expose the truth. He's in the 
warehouse.


******MISSION ACCOMPLISHED!******
******NEW PASSWORD : SAVAGE******

=======================================================================

Mission 11
==-==-==-=

Location : Warehouse
Dateline : Now
Objectives : 
- Locate Gant's hideout.

The warehouse AGAIN? Oh well. Go front, grab the Pancor Jackhammer and 
the ammo, then quickly back away! There's an NSA heavy soldier around, 
and your pistol is nothing against his G11! Get his attention, get away 
and pot him just as he comes round a corner. Grab the G11 he drops. Then 
go among the containers and shoot down more NSA heavies. To the left of 
the area is an NSA heavy hiding behind a yellow container, and he guards 
a stash of health kits, armour and ammo!

When you're ready, crouch and move about the half-open garage door, 
shooting underneath to injure NSA heavies behind. Then crawl underneath 
and surprise them. Next, weave in between the containers and shoot the 
NSA heavies among them. You can find proximity mines, grenades and ammo 
among the stuff they drop. After the area has been cleared, take an exit 
to another area to the northern area of this storage room. Before 
entering another room, go down the brick wall passageway and you will 
find some NSA heavies and a Sig SSG 3000 with ammo, as well as a Health 
Kits and armour behind some yellow crates. All finished? Then go into 
the next room fully armed!

In the next area, once again weave between the cardboard boxes and shoot 
the NSA heavies, and take the ammo and armour in the northern part of 
the area. Dodge the grenades thrown by the NSA elites on the left side 
of the area. When you're finished, go up the stiars on the left of the 
area, and shoot down the two NSA elites. Careful, they are very 
powerful, and sport grenade launchers! After they are dead, so along the 
small bridge to the next warehouse. When you enter, you might see some 
stuff to the left, but it's blocked by carboard boxes. Once again, weave 
between the boxes and shoot the NSA heavy and elite. Then access the 
stuff blocked by a cardboard box by finding stairs near the garage door 
at the other side of the room and going up to claim health kits, armour 
and grenades. The exit is pretty easy to find, it's on the right of the 
garage door, behind some containers. An NSA heavy is guarding it, so be 
careful!

Across the bridge out the exit, you find that there is a passage with 
yellow rubbish bins. An NSA heavy lurks among the bins, so weave through 
them and ventilate him, and grab the ammo. Next, you see that rubbish 
chute in the ground? Crouch and fall down it. You'll get 12 grenades for 
your trouble, then shoot the grille at the other end and crawl through. 
Immediately crouch down when you are through, because there are a few 
NSA elites launching grenades. Quickly race to another door in this 
room, go along the corridor and kill the NSA Heavy and get his grenade 
launcher. Then kill the NSA elite with a grenade launcher around the 
corner. Inside the room up the stairs is armour and Health kits. If 
you're missing ammo that hass been dropped downstairs, go down and get 
it, then come back up to the room and shoot the grille, then crawl 
through to another room.

Turn right and go up the stairs to a ledge, then just walk along it to 
an exit, and don't walk off the ledge, because you'll have a long walk 
to get back on the ledge if you do. The moment you get the exit, fire a 
grenade and walk away from the door, because the door leads to a narrow 
path with four NSA heavies lined up. Drop them with a few grenades from 
your grenade launcher, then go across and enter the room. When you 
enter, take out your Sig and snipe the NSA elite across the room. Then 
go across and exit the room. Before you go up the cardboard boxes into 
another room, weave in between the yellow rubbish chutes outside and pot 
down the three NSA heavies lurking around. When you round the corner, be 
careful of the NSA elite throwing grenades at you. When she is dropped, 
she yields a Minigun and there is ammo behind her. When you are done, 
backtrack to the cardboard boxes and enter the new room.

Immediately run across the ledge behind a container, because two more 
NSA heavies will let rip with their G11s. Kill them, then go down the 
stairs and go through the containers to kill more NSA heavies and get 
ammo and Health Kits. Then find the exit at a corner of the room, go 
out, kill the NSA elite, and crawl underneath the door to complete your 
mission.

******MISSION ACCOMPLISHED!******
******NEW PASSWORD : SACROSANCT******

=======================================================================

Mission 12
==-==-==-=

Location : Warehouse
Dateline : Now
Objectives : 
- Waste the NSA agents and put an end to Gant!

Alright, pluck up that courage, it's time to kill Gant! He's located on 
a ledge at one end of this big room, and strewn around the room are 
armour suits and Health Packs. Find a flight of steps on the left or 
right of the room and follow the paths to four bunkers, containing  
Security guards (who give Pancors), FBI goons (who give the Colt M16A1), 
SWAT team members (who cough up an Ingram) and NSA agents. For now, you 
only have a pistol, but you can collect the weapons by killing the 
respective enemies, then using them on Gant. If ever you run out of 
ammo, don't worry, because all enemies respawn slowly from a door. Kill 
them for more ammo.

Gant is very, very tough - he can take loads of Colt and Ingram bullets 
and can still drain you of Pancor ammunition. He sports a grenade 
launcher and an M16A1. His cronies fire from bunkers at various places 
in the room. It's best to unload full loads of Pancor into him, and to 
avoid getting whittled down by grenades, keep moving while you shoot at 
him. Replenish health and armour by collecting supplies around the room. 
His own cronies' grenades can hurt him, and the explosive force of fuel 
barrels on the ledge also hurt him bad. When he falls, Mission All Over! 
Congratulations, now watch the Hearing verdict!

******MISSION ACCOMPLISHED!******
******NEW MULTIPLAYER PASSWORD : VESUVIUS******



                                _     _
                   __           \\   //           __  
                  |_             \\_//           |_  
                  |__=============\_/============__| 
                   \          7. WEAPONS          /
                    \____________________________/

What is so good about Ecks vs. Sever is the various real-life weapons in 
the game. In other words, you can find these weapons in real life - they 
exist. But this game is not exactly to give you knowledge on how to use 
them - so don't get any ideas. :) 

Your default weapon is the weak grapeshot Pistol (the exact name of 
which I DON'T KNOW), and you find other more powerful scattered 
throughout the game. You don't need them, but they make your experience 
a helluva lot easier. This section is still incomplete, because I 
haven't finished Sever's missions yet. There are tables below each 
weapon's descriptions which show which missions of Ecks' or Sever's they 
can be found in.

Pistol (eh...)
==-==-

Type : Handgun
Bullets in one Round : 10
Recommended Against : Security Guards
It takes two shots from a Pistol to kill off a security guard, and about 
five or six to take out a FBI goon. A weak, but nevertheless effective 
in looser areas. Has infinite ammo in a way - when you run out of 
cartridges, one bullet regenerates at a time.


Colt M16A1
==-==-==-=

Type : Rifle
Bullets in One Round : 30
Recommended against : Security Guards, FBI goons
The Colt M16A1 is one of my favourites. Accurate, deadly, powerful, and 
although it's no machine gun, in can fire 2 bursts in a second. It can 
take out a guard in a shot and a FBI goon in two or three.
 ________________________________________________________
|        | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |
==========================================================
|  Ecks  | / | / | / | / |   |   |   |   |   | / |   | / |
==========================================================
| Sever  |   | / | / |   |   |   | / |   |   | / |   | / |
==========================================================

Pancor Jackhammer
==-==-==-==-==-=

Type : Shotgun
Shells in One Round : 10
Recommended against : Security Guards, FBI goons, enemies in a pack
Oo, a shotgun! Oh well, the Pancor is one of the more powerful, but 
inaccurate, weapons you'll find. A few security guards sport the Pancor, 
but all SWAT team members have one. This gun dishes out a varied damage 
(10 per fragment I think) for how many shell fragments hits a person.
 ________________________________________________________
|        | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |
==========================================================
|  Ecks  |   |   | / |   | / | / | / | / |   |   |   | / |
==========================================================
| Sever  | / |   |   |   | / | / | / | / |   |   | / | / |
==========================================================

HK G11
==-==-

Type : Assault Rifle
Bullets in One Round : 50
Recommended against : SWAT Team members, FBI goons, NSA Heavy Soldiers
Don't waste this on guards, it's too good. It's semi-accurate, and spits 
out bullets for as long as you hold down the trigger. It's really, 
really good against the SWAT team members, and your ticket to 
overshadowing their powerful Pancors. Also matches the NSA Neavy 
soldiers' own G11s. Too bad it's a little ammo-consuming though.
 ________________________________________________________
|        | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |
==========================================================
|  Ecks  |   |   |   |   | / | / |   | / | / | / | / |   |
==========================================================
| Sever  |   |   |   |   | / | / |   | / | / |   | / |   |
==========================================================

Ingram Mac 11
==-==-==-==-=

Type : Machine Pistol
Bullets in One Round : 16
Recommended Against : Security Guards, FBI Goons, Unshielded SWAT Team 
members
Whoa mama, this hot gun fires a quick burst of four bullets on one press 
of the trigger. Not so accurate, but who cares, it mows down SWAT team 
members without shields in a minute! The makers could've thought of 
putting in more bullets in one round though...
 ________________________________________________________
|        | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |
==========================================================
|  Ecks  |   |   |   | / |   |   |   |   | / |   |   | / |
==========================================================
| Sever  |   |   |   |   |   | / |   |   | / |   |   | / |
==========================================================

Sig SSG 3000
==-==-==-==-

Type : Bolt Action Sniper Rifle
Bullets in One Round : 1
Recommended Against : Guards or FBI goons far far away from you.

Woohoo, will you just look at the sniper sights! Hoo boy, go ahead and 
hit out at a distance! It may be hard to use in a firefight, but who 
cares, it rocks from a distance!
 ________________________________________________________
|        | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |
==========================================================
|  Ecks  |   |   | / |   |   |   |   |   |   | / | / | / |
==========================================================
| Sever  |   |   |   |   |   |   |   |   | / | / |   | / |
==========================================================

M134 Minigun
==-==-==-==-

Type : Minigun
Bullets in One Round : 100
Recommended Against : FBI goons, SWAT team members (unshielded and 
shielded)

Hold down that trigger and watch those bullets fly! They take down a 
shielded SWAT team member in about a second! But watch your aim or 
you'll find that you are out of bullets very fast.
 ________________________________________________________
|        | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |
==========================================================
|  Ecks  |   |   |   |   |   |   | / |   | / | / |   |   |
==========================================================
| Sever  |   |   |   |   |   |   | / |   | / | / | / |   |
==========================================================

Grenade Launcher
==-==-==-==-==-=

Type : Explosive Weapon
Grenades in one ammo pack : 3
Recommended against : Everyone

Yup, everyone! This grenade launcher rules, baby! You press the trigger 
and a powerful rocket-powered grenade is launched! It's pretty short 
ranged though.
 ________________________________________________________
|        | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |
==========================================================
|  Ecks  |   |   |   |   |   |   |   |   | / |   | / |   |
==========================================================
| Sever  |   |   |   |   |   |   |   |   |   | / | / |   |
==========================================================

Fragmentation Grenades
======================

Type : Explosive Weapon
Grenades in one pack : 3
Recommended against : Everyone near you

The standard Frag grenades. Pull the pin and THROW them. Powerful, yes, 
but short-ranged. A little inaccurate, and has a delay time between 
throwing and pressing A.
 ________________________________________________________
|        | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |
==========================================================
|  Ecks  |   |   |   |   |   |   |   |   | / | / | / |   |
==========================================================
| Sever  |   |   | / |   |   | / |   |   |   | / |   |   |
==========================================================


Proximity Mines
==-==-==-==-==-

Type : Timed Explosive Weapon
Mines in one ammo pack : 3
Recommended against : NSA heavies

Really, I find not much positive use for the Proximity Mines. You can't 
stick them to walls, and they are amazingly short-ranged. It's not very 
easy to trap someone with it, and chances are that you'll blow yourself 
up as well.
 ________________________________________________________
|        | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |10 |11 |12 |
==========================================================
|  Ecks  |   |   |   |   |   |   |   |   | / | / | / |   |
==========================================================
| Sever  |   |   |   |   |   |   |   |   | / | / | / |   |
==========================================================



                                _     _
                   __           \\   //           __  
                  |_             \\_//           |_  
                  |__=============\_/============__| 
                   \        8. LEGAL STUFF        /
                    \____________________________/

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