Walkthrough - Guide for Max Payne 3
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MAX PAYNE 3 - WALKTHROUGH/GUIDE V1.02 Written By: Bahumaut MMM MMM DMMMM MMM MMM MMMMM MMM MMM MMM MM MO MMMMMMM 333333 MMM MMM MMMMM MMM MMM MMMMMM MMMMM MMM MMM MM M8 MMMMMMM 3333333 MMMM MMMM MMMMM MMM MMM MMMMMM MMMMM MMM MMN MMM M8 MMMMMMM 3333333 MMMM MMMM MMNMM MMMMMM MMM MM MMMMM MMMMMM MMMM MN MMM 3333 MMMM MMMM MMDMM MMMMMM MMM MM MMMMM MMMMMM MMMMMMM MMM 3333 MMMM MMMMM MM MM MMMM MMMIMM MM MMD NMMMMD MMMMMMN MMMNMM 33333333 MMMMMMMMMM MM MM MMMM MMMNMM MM MMM MMMM MMMMMMO MMMMMM 333333 MMNMMMMMMM NMMNMMM NMMMM MMMMMM MMNMMM MMMM MMMMMM7 MMMMMM 33333333 MMMMMMMMMM MMMMMMM MMMMM MMMMM NMMMMMM MMMM MMMMMM7 MMMM 3333 MM8MMMNMMM MMMMMMM MMMMM MMM MMMMMMM MMMM MMMMMMZ MMMM 3333 MM8MMMDMMM MMMMMMM MMMMMM MMM MMMMMMM MMMM MMMMMMN MMMM 3333 MM8 MM MMM MMMOMMM MMM MMM MMM MMM.MMM MMMM MM MMM8 MMMMMM 3333333 MM8 MMM MMM MMM MMM MMM MMM MMM.NMM MMMM MM MMZ MMMMMM 3333333 MMD MMM MMM OMMMMMM MMMM MMM MMM.7MM MMMM MM MI MMMMMM 333333 **************************************************************************** ****************************** VERSION INFO ******************************** **************************************************************************** *Version 1.00 - Complete Walkthrough - Achievement Information - Checkpoints noted from deaths only not complete list - Multiplayer achievements Intended Additions: + Guns list/ stats if required + Specific section weapon recommendations + All painkiller locations Thanks To: IrritatedPuppy - For spotting the missing LMG .30 part in the guide **************************************************************************** ****************************** INTRODUCTION ******************************** **************************************************************************** This guide is intended for those that are playing through for the first time (I have tried to keep important spoilers to a minimum) as well as those going through on harder difficulties. Enemy placement and good cover locations are there as well as advice for those playing on hard or higher difficulties. I will add weapon recommendations hopefully in a future update. I have listed any special considerations for the levels as well such as achievements, golden guns, clues that can be found and as many painkillers as I spotted on my playthroughs. Difficulty levels overall seem generally harder than most shooters however the checkpoints are normally well placed and the added restrictions of the highest difficulty on last stand make them quite challenging ordeals without having to replay large chunks of a level (thank goodness too as each level is quite long. Please email me at firstname.lastname@example.org or message me at trueachievements.com (Gamertag = Bahumaut) with any comments or suggestions, alternate strategies or tips. Apart from those little things let's get on with the show. **************************************************************************** ***************************** TABLE OF CONTENTS **************************** **************************************************************************** Just use Ctrl + F (the find function) and key in the code for the level to skip to the portion of the guide you need. ------------------------------- VERSION INFO ------------------------------- ------------------------------- INTRODUCTION ------------------------------- ----------------------------- TABLE OF CONTENTS ---------------------------- ---------------------------------- ACT ONE --------------------------------- CHAPTER 01 - SOMETHING ROTTEN IN THE AIR.............................(CH01) CHAPTER 02 - NOTHING BUT THE SECOND BEST.............................(CH02) CHAPTER 03 - JUST ANOTHER DAY AT THE OFFICE..........................(CH03) CHAPTER 04 - ANYBODY CAN BUY ME A DRINK..............................(CH04) CHAPTER 05 - ALIVE IF NOT EXACTLY WELL...............................(CH05) ---------------------------------- ACT TWO --------------------------------- CHAPTER 06 - A DAME, A DORK AND A DRUNK..............................(CH06) CHAPTER 07 - A HANGOVER SENT DIRECT FROM MOTHER NATURE...............(CH07) CHAPTER 08 - AIN'T NO REPRIEVEMENT GONNA BE FOUND OTHERWISE..........(CH08) CHAPTER 09 - HERE I WAS AGAIN, HALFWAY DOWN THE WORLD................(CH09) CHAPTER 10 - IT'S DRIVE OR SHOOT SISTER..............................(CH10) --------------------------------- ACT THREE -------------------------------- CHAPTER 11 - SUN TAN OIL, STALE MARGARITAS AND GREED.................(CH11) CHAPTER 12 - THE GREAT AMERICAN SAVIOR OF THE POOR...................(CH12) CHAPTER 13 - A FAT BALD DUDE WITH A BAD TEMPER.......................(CH13) CHAPTER 14 - ONE CARD LEFT TO PLAY...................................(CH14) --------------------- OTHER SINGLE PLAYER ACHIEVEMENTS --------------------- ------------------------- MULTIPLAYER ACHIEVEMENTS ------------------------- -------------------------------- LEGAL STUFF ------------------------------- **************************************************************************** ********************************** ACT ONE ********************************* **************************************************************************** ============================================================================ CHAPTER 1 - SOMETHING ROTTEN IN THE AIR (CH01) ============================================================================ Golden Guns: 1 (PT92) Clues: 2 Starting Weapons: ____________________________________________________________________________ Achievements obtainable: The Fear Of Losing It - 20G Survive a level without painkillers. Set the difficulty to easy and just be careful when going through this level to complete this one. ____________________________________________________________________________ Use the few seconds you have before they start firing to shoot first. The three enemies should go down fast. [GG PART - PT92 1/3: Behind the goons near the window]. Two more enemies will be in the next room, use the door frame and the planter as cover to take out these two. [CLUE - Celebrity Magazine: On the wooden table in this room]. Head for the balcony and do the whole knight in shining armour act in the slow-mo section. CHECKPOINT Exit the elevator and ping the guy in the centre of the room (use the elevator for cover if required). [GG PART - PT92 2/3: On the right side of the room behind a pillar]. Two more masked goons will be round the corner to the left, then a reinforcement will show up and another will burst through the doorway. Use the centre pillars for the first two and the corner for the others. A shotgun can be handy at times in this level so grab one if you want to or the Mini-30 for some extra ammo. CHECKPOINT The pillar is really the only sensible option here as four enemies begin to spread out. Line em up and knock them down, enemies without body armour shouldn't really pose that much of a threat. Open the garage door and head for the ramp. [GG PART - PT92 3/3: At the bottom of the ramp]. [CLUE - Dropped Photo: Partway up the ramp on the ground]. CHECKPOINT Stay in cover and concentrate on the enemies in this room as opposed to the ones through the gate. Use some slow-mo here if you need to as the level is nearly over. Shoot out the tyre in the cut scene and stay up against the pillar as three goons hop out of the van. Use up the last of your slow-mo here if you want because the next use is automatic. The last two make easy targets in the slow-mo shootout and the level ends. ============================================================================ CHAPTER 2 - NOTHING BUT THE SECOND BEST (CH02) ============================================================================ Golden Guns: 2 (.38 Revolver and Mini-30) Clues: 6 Starting Weapons: PT92 ____________________________________________________________________________ Achievements obtainable: Out The Window - 10G Checkpoint 2 in chapter select Ensure free aim is enabled and kill six enemies as you leap through the window in slow motion. ____________________________________________________________________________ This level starts with a big slow-mo moment so use it to take out most of the enemies before you land (or else you have to deal with them on the ground). There are six on the initial fall and another comes in when you land. Try to get at least five in the fall so you can just mop up from behind cover. [GG PART - .38 Revolver 1/3: Behind the DJ stand on the stage behind you]. CHECKPOINT Four enemies await you in the next room, blast the one in front of you and use a slow-mo dive to clear the three above. [GG PART - Mini-30 1/3: Behind the bar up the stairs]. [CLUE - Club Flyer: On the same bar]. [CLUE: Dead Soccer Star: On the left side of the same upstairs room]. Four more party crashers appear in the next open air room. A slow-mo dive or a quick duck to cover is your friend here. Once they are down enter the crazy light room. CHECKPOINT Take out the one in the trippy hall and then hug the left wall while using the D pad to switch to right side aiming (I will refer to this from now on as the D pad swap) as it allows you to shoot from relative safety around a corner. Perforate the four in the room and move up while you look to the rear of the room for the entrance of the next three goons. grab cover or slow-mo to pick them out of the crowd. [GG PART - .38 Revolver 2/3: Head up the pink stairs to the left in this room to find the part]. Along with a bottle of painkillers. Head out into the tiled room to take a quick breather. [CLUE - Torn Dress Piece: On the table directly ahead]. [CLUE - Ex-cop: In the middle stall to the left]. Try not to get too distracted by the pictures on the locker as you poke your head around the door to the kitchen as four enemies await within. Use the D pad swap and the door frame to prevent damage. [CLUE - Portuguese Newspaper: On the counter on the right of the kitchen]. CHECKPOINT Into the next room to see another cut scene and more armed goons. Either stop or crouch as there is an enemy immediately to your left when you start. Another will run out quickly straight ahead and try to distract you. Take your time and slowly duck walk around the circular room, hugging the left wall and taking out the remaining four enemies. [GG PART - Mini-30 2/3: In the centre of this circular room on a table]. CHECKPOINT (Preset --> Rifle - more than enough ammo but single shot) A long cut scene will follow ending with you with a gun in your hands and five enemies to kill. The best order is the three in front, the one on the left and then the one on the right. You only have a certain amount of time to make the shots or you fail. Painkillers also don't work in this sequence which will really annoy those on harder difficulties. A new position and your job is to continue protecting the girl. Shoot the one going in to execute her then aim for the bottom of the stairs as a goon will rush out from there next. They will continue to pour out of here as well as the top of the stairs in a stream so kill them as quickly as you can before they reach cover. A final one will come out of the door in front of the girl so make sure you are ready for it. A chase sequence follows but the targets are in the open so it is pretty easy just shoot them as they show. Another section of the roof, another rush of guys. About eight in total will head from the centre of this area. Same process, shoot them and try not to die (I know it isn't very helpful but there are not really that many strategic options here). Shoot the final enemy that knocks the girl down and you'll start another cut scene. This slow-mo sequence is just a matter of prioritising. First the grenade, then the goons and finally the RPG. After this is over you are finally on solid ground again. CHECKPOINT Grab the painkillers as you exit the helipad and shoot the two enemies coming up the stairs at the bottom. [GG PART - Mini-30 3/3: On the right after the first flight of stairs]. Six enemies will be hovering around at the bottom area. Retreat back up the stairs and shoot from the top to keep your health happy. Head for the massive letter keeping an eye out for the final shot gunner who waits until you are halfway across. There are six enemies in the next area using the letters as cover. Copy their strategy and take out the one up high when you can. [GG PART - .38 Revolver 3/3: At the end of the catwalk]. Two pairs and a loner are in the corridors that follow but the shape provides plenty of cover so just take it slow. Head through the door and down the staircase. [CLUE - Giovanna's Necklace: Partway down the stairs]. ============================================================================ CHAPTER 3 - JUST ANOTHER DAY AT THE OFFICE (CH03) ============================================================================ Golden Guns: 2 (M10 and M82A1) Clues: 4 Starting Weapons: PT92 ____________________________________________________________________________ Achievements obtainable: The One Eyed Man Is King - 10G Checkpoint 12 in chapter select When you enter the sniper rifle view and are covering Passos you will need to kill all 14 enemies in the sequence without missing (you do not need headshots so don't bother). All the enemies are called out by Passos but some are more difficult to hit than others. Enemies 1-7 are easy targets (front on so larger area to hit) 8-10 are side on shots and moving quite quickly from the left so they will take more skill to hit. The remaining four are normal targets. ____________________________________________________________________________ You will start off badly wounded and need to follow your ally to the medical bay. Just keep walking until you get patched up. You will be back to normal and placed behind some cover when six gang members walk in. You won't have any slow-mo until they start shooting so I would recommend taking one out and letting your adrenaline fill up until you are ready to take out the rest. [CLUE - Picture Of Victor: In the office behind where you took cover]. [CLUE - Blood Stained Door: To the left of the previous room down a small slope]. Tap the elevator button to move on. When your ally begins interrogating the wounded man, take cover on the left as some stroppy guys with guns will be arriving shortly. There will be a couple of second cut scene and three will rush in. Take the cover I mentioned and use the D pad swap to remain safe. [GG PART - M10 1/3: In the tv room to the right]. A bottle of painkillers is also inside. In the next corridor a shot gunner will burst out from the left so dodge the blast and end him. CHECKPOINT cut scene ahoy and apparently your ally can't shoot for crap as he misses the guys when they aren't even moving. There will be four in all and they are wearing armour. So either aim for headshots or be prepared to sink a lot of bullets into each guy. The cover you have is not bad so you should be able to take your shots from there. Use some slow-mo, line up their heads and you should be good. [GG PART - M82A1 1/3: Behind you on a shelf from where you were placed in cover]. There is a bottle of painkillers in the bathroom to the right as well. Race past the sniper's laser sight to enter a new hallway. [CLUE - Blood Stained Hallway: Examine the print on the right side of the hallway]. There will be three initial enemies in here with a three guy reinforcement wave and finally a single reinforcement at the stairs. Use your superior cover along with the D pad swap to pick them off one by one keeping an eye high for enemies on the catwalk. Grab the painkillers to the right and then another just before the sniper's nest. You can actually let your ally handle this if you wait long enough. The cut scene will drop you back outside. [GG PART - M10 2/3: Behind you at the base of the stands]. Grab the nearby cover and use slow-mo if you have it to line up shots on these guys. Once they are down another cut scene will happen leaving you looking at another four guys. Same drill but this time they will have five reinforcements and they will try to flank you. Use up any slow-mo you can get to off the flankers quickly. Don't race up the stairs when you are done as two final cheap enemies are waiting at the top. Blast the campers and head on up. Grab both bottles of painkillers and head through the double doors. You will be wedged up against a pillar. The enemies here will relentlessly try to flank you so you must be careful they don't blindside you from the left. There are about eight enemies all told and some are disturbingly accurate from the other end of the room. [GG PART - M10 3/3: On the left side of this room next to the window]. [CLUE - Soccer Star Memorial: Directly ahead at the end of the hall]. Another three reinforcements will appear when you reach the end of the hall. Use the left side for cover and you should be fine. Bash on another elevator button to move onto the next section. Step back into the elevator to take cover (this avoids both the grenades and the gunfire). As enemies heads approach blow them off before they can fire. Use slow-mo if you have to buy you normally have enough time to off them before they can fire. There should be six in total. As soon as they all bite the dust the sniper will be back. [GG PART - M82A1 2/3: Directly ahead down the stairs when you exit the elevator]. Just head down the stairs and along to reach the doorway (he won't shoot you unless you take too long). Grab two painkillers as you go through the door and you will see a low and high trooper. Cover to the right, take out the high enemy and then dive out or just D pad swap to get rid of the low one. CHECKPOINT You will then be teleported to a sniper rifle and tasked with keeping your ally in one piece. If you can do that without missing a shot you will be rewarded with an achievement. It's pretty simple on easy as your adrenaline will last a whole lot longer. Save it for the side on enemies and you'll do great. After your ally has retreated inside you will be back out on the stands racing up them towards a sniper. [GG PART - M82A1 3/3: At the top of the stands go all the way to the right]. Head up the right side and D pad swap to take out the two guards at the doorway. Stop at the doorway and peek around the corner to take out the enemy waiting there for you. There will be another two behind the tarp to the left of him. Peek around the corner and they should go down. Climb the ladder and be ready to shoot three enemies to the left. Use slow-mo to help and you should be ok. Up the final ladder and the situation is the same, three guys to the left and you with no cover. Use what you have left as this is the last normal confrontation in the level. Drop in on the sniper and put a chip in his teeth to end the level. ============================================================================ CHAPTER 4 - ANYBODY CAN BUY ME A DRINK (CH04) ============================================================================ Golden Guns: 3 (1911, SAF 40 Cal and M500) Clues: 3 Starting Weapons: ____________________________________________________________________________ Achievements obtainable: That Old Familiar Feeling - 10G Checkpoint 8 in chapter select As you leave the room you will see two enemies in front of you as well as five green lasers coming in through the windows. These are caused by the goons on the roof waiting to blast you to smithereens if you poke your head out in the open. Get rid of the two in the hall and then carefully pick off the guys on the roof opposite to get this achievement. You Play, You Pay, You Bastard - 20G 100 Kills with melee Load checkpoint 5 and melee all the enemies in this area. Then reload and repeat until the achievement pops. Some people have unlocked this later than the 100 mark so just keep going until it pops. ____________________________________________________________________________ [GG PART - 1911 1/3: Behind you when you start on a table]. Gun down the annoying prick, let your new friend kill the one on the right and then you are left with the three behind the pool table and one up the stairs. Either use the D pad trick or some slow-mo to keep your hp high. Grab the two bottles of painkillers from behind the bar and head into the back. [GG PART - 1911 2/3: Up the stairs where the last enemy was]. Take cover as soon as you reach downstairs and take advantage of the confusion to put a dent in the four enemies at the other end of the counter. There are another four through the serving window to the left in the kitchen. Grab the two bottles of painkillers on the counter and head through the plastic slats. [GG PART - 1911 3/3: At the bottom of the stairs from where you spawn]. There are five guys right in front of you and three will reinforce from the metal gate behind. Use slow-mo to wreck the five in front (I don't know if you can quickly blow up the car but that might work too). Then take out the reinforcements after you build up some more slow-mo. The cut scene leaves you with your back to the wall. I suggest blowing up the car here too that the goons arrive in to make your life easier. [CLUE - NYPD Badge: On the table in the apartment]. [GG PART - M500 1/3: In the corner in the apartment]. Grab both the painkillers in the apartment and take cover on the left in the laser strewn corridor. Another achievement opportunity exists here but first take out the three goons at the end of the corridor (D pad swap). If you feel lazy you can just run straight through and they shouldn't land a hit. You will make a new friend and just as quickly lose him. [CLUE - Newspaper Clippings: In your 'friends' apartment]. [CLUE - Brewer's Journal: Same room]. Run past the lasers or just saunter down the hall if you already disposed of them. [GG PART - SAF 40 Call 1/3: Go through the hole in the wall amidst the flaming wreckage to find it]. Six thugs will be waiting on the roof, use the cover to the left to sidle around and pop them. [GG PART - M500 2/3: Behind where you started].Three more will be standing on the next rooftop so take cover instead of jumping down blindly. Four more will be hiding at the back behind the small brick structure. Use some bullet time to get these guys as you'll get a heap more shortly. Once they are gone, head up the ramp and onto the water tower. slow-mo will kick in and you will have to nail all of these guys before landing (six in all). [GG PART - SAF 40 Cal 2/3: Next to the picnic table]. Head towards the gunshots and take cover next to your ally. There will be six in the adjoining rooms so take your time and peek around the wall to take them out. [GG PART - M500 3/3: Swing left after you reach the top of the stairs]. There should be another four hoods up here so take the small cover offered and use some slow-mo to remove them. Drop down into the chop shop and take cover behind the shelf. Four enemies will all be blasting away at you so stockpile some adrenaline and let them have it back again. The main danger is flanking from the right so keep an eye open. Five more will come in to join the fray with the same results. [GG PART - SAF 40 Cal 3/3: Small office to the right]. There is a bottle of painkillers in here too. This next section can screw with you if you let it. Enemies are strung out and the cover available is not that great. D pad swap is still your best bet from the right of the fence. Just watch out for the guy behind the tree and there are five here to drop. Feel free to use all your slow-mo because this is the last fire fight. ============================================================================ CHAPTER 5 - ALIVE IF NOT EXACTLY WELL (CH05) ============================================================================ Golden Guns: 2 (LMG and Micro 9mm) Clues: 6 Starting Weapons: ____________________________________________________________________________ Achievements obtainable: Part I Complete - 20G Complete the level on any difficulty Something Wicked This Way Comes - 10G You can load checkpoint 6 to reach this or if you want to use an uzi to make it easier load checkpoint 5 and pick one up before this event. Ensure you have set it to free aim Wait until the two enemies with the box and the patrolling guard are grouped together then aim and fire to start the slow motion sequence. Take out the three enemies on the right and then take out the initial four on the left. It's Fear That Gives Men Wings 10 bullet time kills in a row Load checkpoint 17 then wait until your adrenaline meter fills before you activate bullet time and spray away. Set the difficulty to easy and use hard lock aim mode if you are having problems and don't let your gun overheat. Colder Than The Devil's Heart - 15G Set your aim to hard lock, difficulty to easy and load checkpoint 11. Just race through as quickly as you can blasting away. You should have it by or just after the cars show up in a cut scene. ____________________________________________________________________________ (Long/ Mid Range - Bring an AK-47 or alternate Rifle if possible) [CLUE - Parked Helicopter: To the left of the smoking enemies building]. Ignore the smoking guy. Follow the linear path until a cut scene takes over leaving you looking at two guys loading a ute. Shoot the chock under the wheel to see a funny sequence and another door to walk through. Another cut scene and five guys will want to party. Use some of your store slow-mo to finish this quickly. Grab the painkillers off the shelf behind you. [CLUE - Ransom Note: On the desk next to the painkillers]. Grab the SMG before you approach the roller door. Slide it open to greet three gang members relaxing after a hard days evil. Let rip with the SMG to down them quickly. Two more will come from the right. Move to the right side to avoid damage. [GG PART - Micro 9mm 1/3: Jump onto the low crate to your right]. There are eight enemies strewn around but with ample cover they shouldn't cause too many headaches just take your time. Bust into the mini film studio to find you are too late again. [CLUE - Video Camera: In the corner]. [GG PART - Micro 9mm 2/3: On the right as you exit this building. Grab the painkillers off the desk and head up the stairs outside. The boat sequence can net you an achievement if you are quick enough. Blast away as you fall in slow-mo to clear the room. Three more guys should pop out so quickly get to cover and nail them with a few headshots. [CLUE - Branco Family Photo: In the office under the stairs]. There is a bottle of painkillers in here too. [GG PART - Micro 9mm 3/3: Up the stairs on the walkway]. Push the button to open the roller door. Two enemies will race out of the door opposite so use slow-mo to avoid a lot of damage. Three more are inside but you can use D pad swap to look around the door and get them. Three more will appear as you step inside (two from a roller door and one upstairs) retreat back out the door and repeat the strategy. [CLUE - Boathouse Newspaper: On a mattress in a corner on the right]. [CLUE - Night Club Floor Plans: In the small office in this room]. Grab both painkillers in the office. [GG PART - LMG .30 1/3: In a shipping crate straight ahead as you exit]. Head back into the room and up onto the catwalk and through the metal gate. As you drop down a goon will step out. Use the SMG to off him quickly then take cover between the two windows. You can shoot the barrels to make this section marginally easier but your best bet is slow-mo really. There are eight or nine enemies here so prepare for a slog to get through. Once you are done head for the fence to progress. CHECKPOINT * Note - The second chances in this section are often difficult so if you are playing on a difficulty that provides them, use your painkillers if your portrait is 4/5 full (I had way too many fail in this section thanks to the gunships). [GG PART - LMG.30 2/3: In the small storage shed directly in front of you. Exit the small hut and mentally prepare yourself for a long section without checkpoints (as well as occasional cheap deaths). Cross onto the dock and as you reach your first intersection duck behind the first box on the left and shoot the guard moving slowly down the pontoon in front of you before he spots you. Remain in cover after shooting him as a gunship will spawn and begin firing at you shortly after his demise (if you remain in cover facing the right way they can't hit you at all). Keep moving until you reach the second boat. There will be a crate and metal object forming an L shaped piece of cover, use this to pick off the next wave of six enemies (why? because if you use an earlier piece the enemies will walk onto the boat and flank you in cover which is not good). They should not approach you along the dock but instead string out along it. Use your decent cover to pick them off. Inside the third boat are some painkillers (x1) and a good vantage point to pick off another enemy who spawns on the boat behind some crates directly in front of you (but he may move if you wait too long). There should be a metal gate in your path which is the next spawn trigger (be warned). Run through and then immediately double back after the next wave spawns. I suggest using the cabin of the boat with the painkillers to take cover and knock of the two idiots who race through the gate after you. There will be two other enemies still remaining, one on the dock and another on the ship across the water. As you move up you will see another two enemies running along the dock in the distance moving towards you. If you retreat they will most likely take cover on the deck of the ship where the last enemy was. Use your cover to pick them off (I don't know about you but I got really pissed off with the guy in the white shirt. Not because he killed me or anything just simply for the fact that he took forever to poke his head up from cover). Once those two are down another will either spawn or move into view in the distance. Use a rifle or long range weapon to reach him (or you waste too much ammo). As you move up to the boat where all these guys have been taking cover two more gunmen will appear out of the small hut to your left. Make them bite the bullet any way you want and investigate the cabin they came from and inside is another bottle of painkillers (as well as a rifle). Exit the cabin and cross the little bridge (it will close behind you so don't try to retreat across it, five enemies will spawn so take cover to your right (be careful though as one will be directly opposite you if you take cover behind the box at the front of the boat and another will try to flank you along the dock. (this section did make me appreciate the levity provided by the golden gun effects as I sent an enemy cart wheeling into the skybox). Apart from this its business as usual so just pop their noggins and move on so gunship number two can proceed to rip into your life bar. Grab cover and wait for it to pass. [GG PART - LMG.30 3/3: On the ground before reaching the hut the girl is being held in]. Continue along until you reach another metal gate and you will enter a cut scene. CHECKPOINT (Preset --> Light Machine Gun - infinite ammo but can overheat) Once this is over you will be on a boat with two enemy boats behind you. Time for a little payback methinks... Start ripping apart the boats tailing you and try and pick off the enemies in the next two if you can. Another cut scene will occur, immediately after which you will have to shoot a molotov out of the sky. The next part can be difficult, you have to repeatedly shoot the molotovs while taking out the guys in the large boat and the two in the small one. The guys in the small boat won't respawn so you might want to take them out first if you can (if you get time from stopping the molotovs). CHECKPOINT Yet another cut scene will occur and around seven enemies will be present on the docks, take them out as quick as you can but don't overheat or you will miss the lovely flashing present that is thrown at you in slow-mo. Blast it out of the air and enjoy the result. More gunmen will be on the next set of docks you pass so give them a warm welcome by setting off the petrol behind them. After the small cut scene several utes (truck if you're not Australian) will barrel down the road across from you. Aim for the petrol tanks if you can and ignore the enemies that spawn out of them. The objective is to take out the utes not the men in them. cut scene and another set of around seven boats with two men apiece in them, use your slow-mo here if you need to as visibility here is pretty poor (they also seem to spawn in sequence so as soon as you finish off one another is already shooting at you). Once your boat icon vanishes you will enter another cut scene. It ends with you facing the two large boats (watch out though as a small flotilla of speedboats are coming up behind them). Take out the guys on board as quick as you can (use up your slow-mo as you won't need it after this) and after the cut scene you get to take out your frustrations on the lead boat... in slow-mo. (did I just say slow-mo way to much?). Unfortunately the dick of a driver is still alive so the mission is a failure. **************************************************************************** ******************************** ACT TWO *********************************** **************************************************************************** ============================================================================ CHAPTER 6 - A DAME, A DORK AND A DRUNK (CH06) ============================================================================ Golden Guns: 1 (MD-97L) Clues: 5 Starting Weapons: Micro 9mm ____________________________________________________________________________ Achievements obtainable: Amidst The Wreckage - 5G Destroy all the models in the board room. Load checkpoint 3 and kill the enemies in the room. Now just destroy all the models inside. Do not let any enemies destroy a model or it will not count. ____________________________________________________________________________ (Close/ Mid Range - Any gun will do the job for this level) Wow not even a few seconds to orient yourself before you are thrown into the gunplay (reminds me of those roadrunner cartoons with Wile E Coyote flinging himself out of a giant slingshot), Dive for the desk in front of you and perforate the enemy on your left (or he will shoot you while you are in cover. Then proceed as normal against the six remaining enemies.[CLUE - Rodrigo's Email: Access the PC in the office to your right after the initial wave of enemies is defeated]. CHECKPOINT A Short cut scene will follow [CLUE - Rodrigo's Email: Access the laptop in the office to your right after the initial wave of enemies is defeated]. [CLUE - File On Fabiana: On the desk next to the laptop]. [GG PART - MD-97L 1/3: In the office opposite the two clues]. After the next cut scene where the tech support enters numbers into a keypad the door will burst open belching out five invaders. Dive for cover and do what you do best. After the fight is over another short scene occurs. [CLUE - Architectural Models: To your immediate left after this cut scene]. There is a bottle of painkillers on the right side of this room as well next to the sink. Follow your little hobgoblin and blow me down, another cut scene (never saw that coming). CHECKPOINT You will regain control in cover, two troopers are directly in front of you, and another two will be moving in on your left and right sides. I would suggest taking out the flankers first as the two in front are less of a threat to your health supply (use some slow-mo if needed). After these goons are down just keep moving forward taking out anyone in your way being wary of the grenades these guys throw to flush you out of cover, the radius isn't that big compared to other games but they can still catch you off guard. Cue yet another cut scene. CHECKPOINT After the dramatic entrance of more soldiers of fortune, you are placed behind a cubicle wall which provides next to no cover and so you only have two choices. All out offense or dash for cover like you have hundreds of bullets on your tail (oh wait you do, silly me). There are around six in total but the shotguns make it seem like oh so many more. My advice is to haul ass to the right and hide in the small office space as this prevents them flanking you and is the only solid cover I could find in that death-trap. After the place is clear there are two painkillers in the desk area to keep you on your feet. Watch the cut scene to hear some good news and stroll down the steps. [GG PART - MD-97L 2/3: Immediately behind you at the base of the water feature after talking to your boss]. [CLUE - School Pictures: Almost immediately afterwards go down the glass lined hallway and the clue is hanging on the wall to your right]. Enter the door at the end to see a rather grisly scene (this game really makes you want to work in Brazil doesn't it?). CHECKPOINT Enter one of those 'Ah Crap...' moments as in the slow-mo that follows you have to take out three troopers moving quite fast. As well as their friends who come to join the party. If you fail to kill the initial three within a few seconds you are screwed. The following eight enemies are less crucial but the more you get in slow-mo the less you have to kill the traditional way especially since the cover in this room is horrible. Another 'Ah Crap...' moment ensues (seriously I went through two painkillers on this guy the first time I ran into him). Kill the two flankers and do the best you can against their buddy (If anyone knows a weakness or special way of dealing with these guys besides filling them full of lead I would love to hear it and you would be credited in the guide). [GG PART - MD-97L 3/3: In a glass case on the right side of this room]. Head for the elevator for another scene. Why do they pay this guy seriously? He's about as effective as bubble wrap against a five year old. Oh and wasn't that a really convenient location for the water feature? CHECKPOINT Oh I love it when games do this (take away all your healing items) to add to the tension.... Pick yourself up out of the wading pool and hold a direction on the left stick. Any direction, it doesn't matter as you are on a linear path of preset control. (The first time I did this I stopped when Max started monologuing thinking it was another cut scene. Then fiery debris fell from the roof squashing him flat. Probably the funniest moment in this game. Continue until you open the roller door and proceed to disarm the guard. [CLUE - Dead IT Guy: You essentially walk over him after disarming the guard]. Is it just me or do IT guys in games tend to end up dead? Especially in shooters. When you reach the corner take cover as two troopers will show up. Use slow-mo to dust them (no health items remember?). And pick yourself up again once the roof caves in. CHECKPOINT Be careful after opening the doors as a dying idiot will last stand your ass if you aren't careful. Another set of doors, another scene and another trio of goons waiting for blissful oblivion provided by your bullets. One of them will move and may start shooting from the right so keep an eye out. Push the quick time addicted cabinet out of the way to make an impromptu bridge and another explosion will knock you down. For the next part just keep holding forward until you are thrown into another cut scene for the end of the level. ============================================================================ CHAPTER 7 - A HANGOVER SENT DIRECT FROM MOTHER NATURE (CH07) ============================================================================ Golden Guns: 2 (Sawn Off and SPAS-15) Clues: 9 Starting Weapons: None (Obtained in cut scene) ____________________________________________________________________________ Achievements obtainable: So Much For Being Subtle - 10G Get 9 kills while being pulled by a chain [free aim] Checkpoint 9 Four enemies on the ground floor, two on the second and three on the third. This isn't really that difficult so just keep trying til you get it. It's just a matter of memorising enemy placement and making sure free aim is set. ____________________________________________________________________________ (Long/ Mid and Short --> SMG and AK-47s are useful in this level) Proceed through the scripted events until you wind up in the gutter. Stagger up and walk up the only path for a scene. As you walk along the road a familiar face is working at one of the storefronts on the left [CLUE - Ex Cop: On the left as you walk up the path]. Enjoy your time in the next section until you have to draw like an old western. CHECKPOINT Headshot the three in front, the guy diving behind the bar to the right and the two to the left. Another two or three will run in so take care of them too. You will most likely use at least one painkillers here as there is no cover so just gun em down as quick as you can. [CLUE - Photo Of Serrano: At your feet from the couch you got up from]. There is a bottle of painkillers to the side of the bar as well as in the room behind. [GG PART - Sawn Off 1/3: In the toilet next to the picture of the stripper on the wall]. Another guy will most likely be around the corner so put him out of his misery. When you get to where he was take cover as an gunman will blast you if you round the corner. When he is downed his friend will take his place. Get rid of him too and take cover at the corner they were protecting. An enemy will step out of a room halfway down the hall and open fire. Ping him in the head and grab the painkillers across from you on the sink. [CLUE - Tourist: Under the bed in the room the last gunman came from you can find this guy]. Exit the building and follow the path until you reach a cut scene As you reach the little patio/ wooden stairs two enemies will spawn at roof level. Try and get rid of both now or they will join the next wave that appears after you pass through the metal gate. Take cover immediately (to the left of the gate) and take out the three thugs waiting for you. As you climb the stairs one high and two low enemies will spawn and blast you. Cover isn't really an option so slow-mo and pepper these clowns. It is probably by this point that you will be really grateful for picking up all the painkillers in the club. Out in the open again and three more will be waiting. Get them all, climb the weird staircase and take cover to the right as fast as you can. Four or more enemies will spawn, two high and two low so be very careful in this section. Follow the path to a metal gate and a padlocked door waiting to be shot. [CLUE - Lower Gang Spray: To the left of the padlocked door]. This section can be frustrating if you have no painkillers left. After the cut scene you will be rising through the air, there are four guys on the ground level, two on the second and two on the third to the right. Take out as many as you can but prioritise the two on the top floor as that is where you are getting off and you are completely exposed when doing so. After they go down on will appear on the walkway in front of you and two will start firing from the floors on the opposite side. Quickly kill the one on the catwalk and grab some cover so you can take your time picking off the other two. Follow the walkway down some steps, taking out anyone on the opposite side who tries to stop you and enter the shed. Two painkillers are on the shelf to the left so grab them and take cover next to the big window. A wave of thugs will spawn across from you. Things are less dangerous now you have some pills to pop so clear them out with some slow-mo if you need it. After the last one falls prepare for your little haven to be invaded as some ass kicks down your door and starts shooting up the place (gee where have we heard that before?) Take out the two spawned enemies and peek around the door to take out the two across from you. Another pair will be down below waiting for you so don't hesitate to introduce him to mister bang bang. [GG PART - Sawn Off 2/3: To your left as you exit the small shed]. When you reach the ground floor a thug will descend the stairs at the other end, hide behind the machinery as you end him and watch out for the thug standing at the top of the stairs. Carefully ascend the stairs as two thugs will rush out and begin filling the air with lead. Teach them that this is your job. [GG PART - SPAS-15 1/3: On the left side of the room as you reach the top of the stairs]. There are two more goons in the hallway and a room with two bottles of painkillers. Exit out the blue doors and follow the trail until you reach a large set of red ones. CHECKPOINT Take the painkillers on the table to the right. [GG PART - SPAS-15 2/3: On the right past the table]. [CLUE - Middle Gang Spray: On the hut beside the last GG Part]. Head up the stairs and wait until the two gang members duck inside. Keep climbing until you see the gang member on the roof [GG PART - SPAS-15 3/3: Drop down to the right through the gap and it is on the floor]. [CLUE - Shrine To Claudio: On main path near previous Golden Gun part]. As you go up the stairs to the right of the shrine the next lot of gang members will appear (three), hug the doorframe and remove all their happy childhood memories with your hot lead. Just be careful when you cross to their location as another one will enter through a door on the left. In the room he came from there is a painkillers bottle. Drop down and continue through the long grass. [CLUE - Flyer For Giovanna: On the right after the long grass]. As you enter the door a guy will kick over the table and take cover before opening fire. Prove you've had more practice and finish him. Don't rush into the room yet as his backup is coming and he will run directly for you so try to take him out fast. Inside the room is a painkillers bottle be wary though as a prat will shoot you through the doorway opposite. Looking at the next room you could predict what is about to happen next. Can't you? As soon as you walk through the door another guy bursts through the one opposite so be ready. The corridor following another thug tries to copy your trademark slow-mo dive so do your best to get him first. Another highly suspicious looking building is next so get ready for the two guys on the floor above to open fire when you enter. CHECKPOINT Exit out the back and take cover to the right, seven gang members will rush out but will not move up so take your time and maintain as much health as you can. When you drop down two more will rush out along with one on the floor above so you will probably need slow-mo if you intend to not lose life. One final enemy will be inside so get rid of him and pick up the painkillers he was guarding. The next house has five thugs in total, three in sight and another two who join the party once they fall. [CLUE - Bag Of Oxidado: Is on the right in this house]. Next to this is some more painkillers. [CLUE - Upper Gang Spray: Directly in front of you after the cut scene]. CHECKPOINT Ambush Time! I really hope you saved that health as this can be painful otherwise. Prepare to be peppered with molotovs if you don't take out the guy on the roof. There are six in the initial wave, don't relax though as more are waiting to chip damage your health. I would suggest running to the left and using the wall for cover (but don't actually take cover as the guy on the roof to the left can still hit you). Expect to lose a couple of painkillers in this section. After the initial wave is over two more will come from the only path and another will come out of the balcony on the left so watch out. [GG PART - Sawn Off 3/3: On the left under the palm tree]. Move along the path and use the corner for cover as more will bowl out at you. Three to be exact, one high and two low will be waiting. Use the corner to your advantage and use the D pad swap to shoot around the corner without taking damage. As you round the corner another thug will appear on the rooftop to your left so use the railing as cover while you eliminate him. A gang member will pop out directly in front of you and another will appear on the roof to your right. You'll probably want to use some slow-mo as one uses molotovs. Another two will come out on the veranda as you move up after lobbing more molotovs, then another two and another one all from the same veranda. After all that some bastard fires an RPG at you (gee! not enough?). Shoot it out of the air to finally take a breather. This whole section is really a memorisation experience. Either that or you fail miserably over and over again. ============================================================================ CHAPTER 8 - AIN'T NO REPRIEVEMENT GONNA BE FOUND OTHERWISE (CH08) ============================================================================ Golden Guns: (608 BULL and Auto 9mm) Clues: 3 Starting Weapons: 1911 ____________________________________________________________________________ Achievements obtainable: Past The Point Of No Return - 10G Take 100 Painkillers You will most likely get this around this level depending on difficulty and skill level. You Might Hurt Someone With That - 20G Load checkpoint 3 and kill the enemies running down the stairs and proceed to shoot the grenades the third guy continually throws. Once ten are blown you will unlock the achievement. Use hard lock mode to make this easier. With Practiced Bravado - 20G 100 kills during shootdodge To use shootdoge tap the right bumper and aim the left stick in the direction you want to dive. You also need some adrenaline in your bar. Some people will get this just by going through the campaign depending on their play style (I barely ever used it). Load up checkpoint five and shoot dodge your way through the five enemies ahead of you and then reload. ____________________________________________________________________________ You will start with a pistol behind a gravestone which provides practically no cover and three aggressive punks shooting at you. Speed is key here, dive to the left and take out the two in front of you then take the cover of the tomb in front to remove the third. Move forward a few rows of tombstones and five more will spawn in the distance. They shouldn't pose much of a threat as they are pretty inaccurate at that distance so make sure they don't get too close. Another two will spawn following that wave so grab solid cover and feed them some lead. A cut scene will take over and you will have to shoot the driver, it is a pretty easy shot so just take it. Try to hoard your painkillers as a part coming up soon is annoying otherwise. You will regain control facing two staircases with goons throwing grenades and shooting at you. [GG PART - Auto 9mm 1/3: To the right of the right staircase in front of a mausoleum]. More goons will be lurking at the top of the stairs so be careful when moving up (your ally constantly firing at nothing might be considered a hint). Move up and take cover against the large wall. You might want to use the D pad shift to take out these guys as if you rush out you are gonna take a lot of damage. Five goons are spread out in this area and will most likely stay in cover so it becomes a game of cat and mouse. [CLUE - Valerie's Tombstone: On the right of this area is a tombstone with a dove on it]. Another cut scene and a large number of goons are waiting (eight) hold down backwards on the left stick as soon as you can so you can grab some cover instead of running out suicidally as the game seems to want you to do. This is where your painkillers will come in handy as well as any slow-mo you have. Take out as many as you can while they are distracted and then concentrate on flankers then finally anyone left over. [GG PART - 608 Bull 1/3: Behind the fountain to the right of the grey van]. CHECKPOINT As you approach the large tomb a gunman will come out through the door, quickly get rid of him and take cover to the side (or pull back so you can line up shots without getting riddled with bullets. [GG PART - Auto 9mm 2/3 On the far right in the corridor]. CHECKPOINT Head for the next set of gates to see your ally in a little bit of trouble. [GG PART - Bull 608: Under the large central dome besides the stone tomb]. This can be a nightmare on harder difficulties as reliable cover is far away and the enemies are spread out. First things first shoot the twit aiming at your friend (preferably in the bollocks as you'll probably get pretty sick of shooting him) and then move either to the right chest high wall or the left small tomb. Both points are valid but the one on the right is more secure and the one on the left is harder for enemies to line up. No real tips here its just a straight up shootout (hope you don't run out of ammo like I did). [CLUE - Nicole's Mausoleum: Near the centre of the area with Horne over a wooden door]. Might be an idea to grab a shotgun before leaving this area. CHECKPOINT A sniper will disturb your lovely walk through the cemetery so eat some cover or lose your head. Three guys will come through the mausoleum door as you move up and will try to rush you. Use your shotgun blind fire to show them the error of their ways. Move up when your partner says and three more join in, same strategy just blind fire with the shotgun and you should be free to move up again. Move to the left and you should be able to D pad switch to kill him without any risk. CHECKPOINT After adding some more bodies in the cut scene a shotgun wielding goon will race up the stairs at you so notch up another corpse. [CLUE - Vinnie's Tombstone: Directly in front of you after the cut scene ends]. [GG PART - Auto 9mm 3/3: Go down the stairs and to the right to the small building and it is in the back next to the sink]. There will be five enemies at the bottom of the small hill but you have the wall for cover so they shouldn't pose too much danger. In the small building on the left is a bottle of painkillers so make sure to grab it. Enter the morgue and take cover on the left, three enemies will move past so dispose of them and grab the painkillers in the small office to your right. Another bottle will be next to the body in the other room, as well as yet another in the room with the body freezers. A cut scene will take you upstairs to the church. [GG PART - 608 Bull: After exiting the cut scene it is immediately to your right]. The lectern also has a painkillers sitting on it so grab that before the fire fight intensifies. Take out the first four on the ground level and keep zoomed in at the guy upstairs. He has precognitive jedi powers so its impossible to hit him from this floor. Race up the stairs and show him they don't mean diddly squat and use a SMG if you have one to clear the inrush of eight enemies. Speed is of the essence as they will nearly all aim for your ally and if they get him you fail. ============================================================================ CHAPTER 9 - HERE I WAS AGAIN, HALFWAY DOWN THE WORLD (CH09) ============================================================================ Golden Guns: 2 (M972 and DE.50) Clues: 3 Starting Weapons: PT92 ____________________________________________________________________________ Achievements obtainable: ____________________________________________________________________________ Head down the stairs after the cut scene and grab the painkillers on the right. [CLUE - Dead Gang Members: In the first room you enter]. There is also a bottle of painkillers in there as well. Drop down and carefully take out the two gang members and move forward for an explosion. CHECKPOINT Keep moving forward until you see a cut scene with the police killing off civilians and ready yourself as two will come from in front of you while another will shoot from ninety degrees to the right. [GG PART - DE.50 1/3: Underneath the balcony the third cop was shooting from]. There will also be two more at the bottom of the stairs so prepare accordingly (they will be wearing body armour like the last three so a rapid fire gun can help a lot). Grab a FAL and carefully move down until you see a civilian race up to a door and try desperately to get in (and failing to do so). Two enemies will come around the corner after shooting him (use the cover on the left to take them out safely). [CLUE - Dead UFE Members: Behind and to the right of where the previous two enemies appeared]. Follow the alley until you burst into a house scaring the hell out of a woman inside. [GG PART - M972 1/3: In the toilet to your right]. There is also a bottle of painkillers in there. CHECKPOINT You exit the house to see more civilians being massacred, quickly take the stairs in front of you and stop at the wooden door. Two cops will be waiting ninety degrees to your left about twenty meters away as you enter so enter sideways slowly and pick them off around the door frame. Jump out the window at the front of the small room and hastily continue up the walkway to your right. cut scene time again and you will have to take out two goons in a helicopter and immediately after their RPG wielding friend. They are pretty easy shots so you should have no problems. Watch the slow-mo close up of Max's ass heading towards the screen and dust yourself down again. Head down the path to the half open gate. [GG PART - M972 2/3: Behind the gate on the left]. You will see just ahead three cops executing a civilian (gee how many times do I have to say this on this level?). Use the D pad switch and hug the right wall to take them out before they can line you up. [CLUE - Dead Residents: The guy they shot]. There is a bottle of painkillers on the table nearby. Head down the lush and verdant path for a cut scene of, you guessed it more civilians being executed. [GG PART - DE.50 2/3: Immediately after the cut scene it is in front of you on the left side of the path between some tyres]. [GG PART - M972: Just after the previous part in a small alcove to the left of the lit doorway]. Head up the stairs and you will have to sidle your way along the wall of a building, just hold left and you'll be Ok. CHECKPOINT You will be facing two cops in front and two on the veranda at ninety degrees to your right (try for the headshots as they make it a lot quicker here). Another guy will reinforce the two on the veranda behind some slats to the left of them. Once these three are down another will blunder out of the doorway and try to rush you. You know what to do with his kind so deal with him and grab a rifle (you would have lost the one you had when you clambered along the wall). [GG PART - DE.50: Behind the slats mentioned above]. There will be a drop you can take next to this but be warned as two cops will rush up the stairs as you land. There is no cover to the left so rush to the right and make them roll down the stairs back to where they came from. Once they go down another two will take their place, one at the bottom of the stairs the other on the second floor. Deal with them from cover and enter the door at the end of the path. Next is a simple series of quick time events to end the level (It was a pretty easy one overall actually). ============================================================================ CHAPTER 10 - IT'S DRIVE OR SHOOT SISTER (CH10) ============================================================================ Golden Guns: (FAL and M4 Super 90) Clues: 2 Starting Weapons: PT92 ____________________________________________________________________________ Achievements obtainable: Part II Complete - 20G Complete the level on any difficulty One Bullet At A Time - 20G 300 Headshots You should obtain this by this point or soon after. Varies depending on skill and checkpoint reloads. The Only Choice Given - 10G Get 8 kills while dangling from a chain [free aim] Load up checkpoint 5 and blast the three closest to you quickly then take out the others as they arrive. It is pretty easy actually, just make sure free aim is on and you will be good to go. Trouble Had To Come To Me - 15G Clear everyone on the bus ride Set aiming to hard lock and load checkpoint 11. Take out everyone you see to unlock this achievement. When you reach the enemy with the rocket take out the guys on both sides of him before you take him out as it will cut after he dies. ____________________________________________________________________________ The level will start with four immediately visible thugs (and two reinforcements) scouring the area for you. Try and take out at least two immediately before they find you (they will if you wait long enough). After clearing the group out a cut scene will show your lady friend being an idiot. Ok panicking, pregnant and just lost a family member all play a part of her emotional state but would anyone be that insane? CHECKPOINT Whatever, she does an awesome job of distracting the snipers. You on the other hand have to take them out before they draw a bead on her. Don't bother moving from the cover you have been placed in as you don't have time. Swing around and remove both nuisances. [GG PART - FAL 1/3: Behind the bus you just took cover at in a chopped up bus section]. Join the crazy woman over by the fence to continue. This section can take a lot of painkillers if you approach it the wrong way. The easiest method is to first take out the sniper on the roof to the right, then the three directly ahead of you and then use the dumpster for cover as you take out the remaining five around the petrol pumps. Use some slow-mo to make sure you don't take to much damage and to ensure none of the enemies has time to lob a grenade or you are likely to play a terminal game of catch. [CLUE - Office Newspaper: To the left of the large terminal sign in a small office on the desk]. You will then enter a cut scene in which you will be swingin' the chain, just swingin' the chain (seriously if anyone gets that reference I applaud you). There are a total of nine guys to shoot and depending on aim/ difficulty each should go down in one or two shots. [GG PART - M4 Super 90 1/3: In the small office next to where you are standing after the previous cut scene ends]. Use the switch to open the paint booth door and be thrown into another cut scene and a fire fight. CHECKPOINT This is also pretty annoying as enemies will flank you from both sides, you can shoot the button next to the bus to drop it down which throws off the enemies aim and gives you a few precious seconds to line them up. Take out the left side first as they will immediately try to flank you. Then any close threats are next followed by the mop up of anyone left over. There are around nine enemies in total so it will take some good shooting to come out on top. CHECKPOINT Once again you must save the damsel in distress, so shoot the walkway and then immediately turn your attention to the doorway below and to the left as three enemies will spill out of it. Immediately take cover behind the tyre rack and blow their heads off. [GG PART - M4 Super 90: On a work bench next to one of the buses]. There is also a bottle of painkillers in the small office in this room as well as the office upstairs. CHECKPOINT The next room houses a single bus and six gang members. Depending on your position they may or may not run up the stairs after you. Just try not to take too much damage and line up your shots same as usual. [GG PART - FAL 2/3: Inside the bus]. After the complaints department has finished, meet up and enter the office building. Nine goons will be waiting for you at the top of the stairs, two in view and seven more will spawn as reinforcements. Use the stairs to your advantage and take them out one at a time until they are all done. As you move up another goon will come up the other staircase so grab some cover and take him down. [GG PART - M4 Super 90 3/3: In the small office on the right]. After your friend says "Make sure there are no more of them." You know there has to be one left right? Trudge down the stairs and shoot the guy coming out of the doorway. [CLUE - Ad Campaign Poster: To the right of the doorway the last enemy came out of]. [GG PART - FAL 3/3: In the office the last enemy came out of]. Open the security door to trigger a final cut scene before..... The BIG ACTION SEQUENCE! (Preset Weapon --> M10 with infinite ammo) Strategy? You want strategy? Well I just went Rambo on everything in sight but there are some things you can do to make this sequence easier. Take out the petrol pumps to clear up large groups of enemies. Keep an eye on what is in front of you so you don't miss any enemies if you are going for the achievement. You have slow-mo in this section so USE IT! CHECKPOINT After the chase abruptly ends you will enter slow-mo with a grenade headed your way, don't move the aim left or right as where it is initially lined up is perfectly lined up. If you can pepper the truck the enemies came in on and it should get rid of a few. This is where any painkillers you still have will come in handy. You can't run, have infinite ammo and a lot of guys to kill. It basically boils down to who runs out of lives first. Exploding cars are your friend in this fight so try your best to set the fuse for them. If you manage to finish them all off without dying, you finish the level and finally reach Act III. **************************************************************************** ******************************** ACT THREE ********************************* **************************************************************************** ============================================================================ CHAPTER 11 - SUN TAN OIL, STALE MARGARITAS AND GREED (CH11) ============================================================================ Golden Guns: 2 (AK-47 and Super Sport) Clues: 8 Starting Weapons: Auto 9mm ____________________________________________________________________________ Achievements obtainable: Along For The Ride - 10G Trigger a bullet cam on the zip line Load Checkpoint 11 You have to kill everyone on the other side before you reach the end of the zip line. ____________________________________________________________________________ Well its off to sea with some pretty good motion capture on the dancing. Well after a rude awakening you are in cover with two guys searching the area (wait didn't the last level start like this?). There is a bottle of painkillers in your room and I definitely suggest you take it. Why? Because you start off with none. Seven more enemies will stay in the distance taking potshots so just peep round the door frames and prove you are better at aiming. [CLUE - Notes On Max: In the cabin opposite where you start]. [CLUE - Passos' Bed: In next room on the right]. [GG PART - Super Sport 1/3: Through the plastic flaps on the right side of the galley]. CHECKPOINT After another cut scene you will be thrust forward into the fight. Say "screw that" and hold right to take cover next to the steps. There are four goons in total and you should have dual automatics and plenty of slow-mo so blast away. Your antics have caused a massive rupture in the engine and as usual in Max's life everything is going to hell in a hand basket. Shut off the fuel valves. Grab cover on the left when the air clears as two troopers will come out of the doorway. Dust them and head on through the doors. [CLUE - Blood Trail: Directly ahead after going through the doors]. Go out the doors into the sunlight and up the stairs to reach the deck. [GG PART - Super Sport 2/3: On the right side of the deck]. There will be four enemies total in this group appearing on top and in the glass area. Use the stairwell for cover and kill them quickly. Enter the doorway and grab the painkillers directly ahead before moving through the bloody doorway. A cut scene and then another four easy to kill enemies await. [CLUE - Discarded Newspaper: On a table to the right in this room]. [CLUE - Pried Wall: Examine the wall the goons were trying to pry open]. [CLUE - Daphne's Passport: Down the next hall in the first room on the right]. In the connected room there is a bottle of painkillers. [CLUE - Daphne's Jewellery Box: Second room down the hall on the right]. In the second room are three more goons waiting for you to poke your head in. Chew some door frame and send them packing. As you emerge once more into daylight two very stupid goons will vault over the railing and take a valuable second or two to ready their weapons. You should have both on the ground before they get off a shot. Another one might rush you depending on how much you move up but the most annoying threat is directly behind you as you move out onto the deck in the cabin above. Carefully put him out of your misery by using your position of relative safety. Then move forwards and take cover at the corner as six more enemies are on the deck above. The cabin has a bottle of painkillers inside. CHECKPOINT I hope you have some ammo and painkillers ready as this is frustrating otherwise (I personally didn't have enough ammo and painkillers to take all these guys out so I have no idea how many there are). I just sprinted for the door at the other end, lost 1 painkillers but remained alive and with ammo. There is also another two painkillers in here to make up for the one you lose but be careful as the pricks can shoot you through the glass. If you take cover outside at the rear of the deck behind the chairs the level above shields you from most of the shots so this is probably the safest way of killing these guys. The next section is god-awful and there is no checkpoint which is the cherry on the shit sundae. You will have to kill six enemies who are spread out on the deck above while you try to aim while moving on stairs. Now I don't know about you but this just seems like a kick in the nuts after having wasted nearly all of your ammo and painkillers on the first ten guys to have to fight enemies when you have no cover and they have way superior positions. You just have to make the best of it and hope you have at least two painkillers as you are gonna need them. CHECKPOINT Mercifully after these six there is finally a checkpoint, shoot the two emerging through the roller door and the third that comes in afterward. Two more will come rushing in afterwards and the wave will end. Grab the two painkillers in the middle room. [GG PART - AK-47 1/3: Shoot the picture on the left in this room and a safe will open with the part inside]. CHECKPOINT After the cut scene you will be in cover with four goons shooting down at you from a tower. Grab the painkillers in the back of the utes when you can. [GG PART - AK-47 2/3: To the left of the ute]. Six more come from the tower and another two come in from ground level. The game will automatically move you up but after the next two goons are dead you can go back to get the part or any painkillers you missed (make sure the two are dead though as your ally can be shot causing you to fail). Another painkillers is in the room with the two guys you just finished off. CHECKPOINT Complete the slow-mo zip line and grab some cover. Grab a rifle afterwards as you lose it as you cross. [GG PART - Super Sport 3/3: On the right side of the area outside]. There will most likely still be two enemies inside so use cover as you take care of them (not bullet proof glass obviously). Inside this entrance area are three painkillers bottles. Open the security gate and carefully move up as there is a cheap enemy waiting around the corner. More guys are waiting at the top of the stairs so peek over the top step to get them. [GG PART - AK-47 3/3: The First downward staircase on the right]. Two more will be hiding behind the displays as you move up and another will appear as you exit the room. At the top of the next staircase yet another cheap enemy will step out from the left side so be ready. Or be ready to burn another painkillers. The room to the right has a replacement bottle anyway. The next room can be tricky as enemies can shoot through the glass to your left as you cross while others are spraying bullets from straight ahead. There are four in total. Two in the room ahead and two in the hallway to the left. Deal with the two in front and then cover-walk to the other hallway and take care of the other two. [CLUE - Visitor centre Display: In the green exhibit room]. And watch the grisly cut scene to end the level. ============================================================================ CHAPTER 12 - THE GREAT AMERICAN SAVIOR OF THE POOR (CH12) ============================================================================ Golden Guns: 2 (FMP G3S and RPG) Clues: 6 Starting Weapons: PT92 - Silenced ____________________________________________________________________________ Achievements obtainable: Sometimes You Get Lucky - 5G Get a headshot during the rooftop tremors Load checkpoint 11 to attempt this achievement. This means getting a headshot while the tremor is actually happening not just in the section. Use a shotgun (as only a single piece has to hit the head for it to count). You can also get this during a one more chance slow-mo so it shouldn't be to hard to get, just be patient. ____________________________________________________________________________ Follow the corridor until you reach a cut scene. [CLUE - Gurney: Approach the trolly the two men were using previously]. [CLUE - Ammo Crate: In the next room behind a metal gate]. There is also a bottle of painkillers on the shelf here. Take the elevator up and get ready to be a decent shot as you only have twenty bullets (spray and prayers eat your heart out). There are four enemies total in this room, two in plain sight and two reinforce from the left. Take out the first two before they have a chance to spot you and use the accrued slow-mo to take the other two out without wasting your shots. [GG PART - RPG 1/3: In the ruined bathroom to the left in this room]. You will see a trooper raise the alarm, stay behind the wall but not in cover so you can shoot the flanker who will come in through the left doorway. Keep an eye on this doorway as others will attempt to do the same. There should be five enemies in this room so use the D pad swap to shoot around the hole without exposing yourself. This and the next room will have three or four remaining enemies but the same strategy works fine on them, just take your time and you'll be fine. Open the gate and grab the cover in front of you as two enemies appear from the right passage. Another two are in the room behind them as well as a single enemy behind the counter at the end of the hallway to the left. [GG PART - FMP G3S 1/3: Halfway down the left hallway]. When you drop down prepare for two thugs to rush you so use your slow-mo to avoid taking cheap damage here. [CLUE - Passos' ID: In the small room to the right after climbing up]. [CLUE - Wall Photos: Immediately to your right from the last clue]. After you collect these clues two more enemies will come through the hole on the other side. Three enemies will be standing still waiting for you in the corridor. You should know what to do by now, D pad swap and take em out while you take no damage. The room at the end of the hall contains a painkillers. Blast the gas canister to continue. [GG PART - RPG 2/3: In the small room in the corridor up the stairs]. Follow the corridor for a cut scene. CHECKPOINT [GG PART - FMP G3S 2/3: Immediately to your right after the cut scene]. Grab the shotgun next to you and blast the three close enemies and then take cover behind the counter to the right to hit the ones further away. Three go down then another two reinforce them so be prepared. Two enemies will come through the door next to the tennis court (they can shoot you through the slats to the left so be warned). Take them out before they reach them for best results. Four more will be waiting as you round the corner (including one behind the glass window). Take your time moving forward here as three individual reinforcements come out to take you on. [CLUE - Newspaper Article: As you enter the building on the bar to the left]. There is also a bottle of painkillers behind it. CHECKPOINT After some botched surgery move out into the main area. [GG PART - FMP G3S 3/3: Far right of this room]. [CLUE - Donatation Receipt: In the corner of the 'arsenal' room]. There are also two bottles of painkillers in here. After planting the charges six more troopers will come down the stairs. If you have the shotgun this should be pretty easy (along with the heap of painkillers you've hoarded right?). Head out the door and up the stairs. CHECKPOINT You are now chucked into a sniper battle, take out both snipers first and then concentrate on the normal enemies. [GG PART - RPG 3/3: Through the yellow gate upstairs and on the far right of this area]. Seven or so enemies will start attacking you when you move inside (three from the ramp to the lower floor) so grab what cover you can. After they leave this plane you can plant another C4 charge and four more will arrive. These only come from one direction so they shouldn't be too much of a pain. This rooftop section is a real pain as tremors will constantly mess with your aim, enemy placement is cheap and to top it all off there is a LMG gunner right at the end. Oh and the section has a time limit! Awesome! So lets get started. On close, four on the roof so take them out however you can. Once they are clear a shot gunner will appear in the yellow gate when you approach. Take cover on the right and cap him. Around the next corner are two gunners, the D pad swap works fine (despite the tremors) or you could use the shotgun the last guy dropped. Another gate and another cheap spawn. Hug the right wall and use the D pad swap to give you time to react. Move up until the door blows and take cover immediately. Three gunners will appear on the roof. Blast them as best you can and the real threat will arrive. A LMG gunner will open fire from the roof. Use your painkillers, strongest weapons and solid cover to destroy this foe and end the level. ============================================================================ CHAPTER 13 - A FAT BALD DUDE WITH A BAD TEMPER (CH13) ============================================================================ Golden Guns: 3 (G6 Commando, MPK and LAW) Clues: 7 Starting Weapons: 1911 ____________________________________________________________________________ Achievements obtainable: It Was Chaos And Luck - 10G Get 6 kills while riding the push cart [free aim] Load up checkpoint 14 and kill all the enemies at the window as you race along. Also Make sure your aim is set to free aim. ____________________________________________________________________________ After the introduction, melee the first dolt and blind fire at the second to ensure he can't flank you. Finish him and wait for the third stooge. He will take cover (obviously he has a higher IQ than the first two) so use a bit of slow-mo or some good blind fire to kill him quick. Two painkiller bottles are in the office to the left. [GG PART - MPK 1/3: On a shelf halfway down the hall on the left]. [GG PART - LAW 1/3: Steamy room on the right]. Follow the halls down checking around corners with the D pad swap to knock off any waiting goons. [CLUE - Tourist: Near the flashing red light down the centre row of cells]. There is a bottle of painkillers in a cell in the next row. CHECKPOINT This can be tricky if you let the two pairs of guards flank you they have armour on and can take a few body shots before dying. There should be seven in this area in total and they are pretty aggressive so take out close threats first. [CLUE - Prison Log: On a desk to the side of the switch to open the next area]. There is also a bottle of painkillers in this office. Proceed through the open security door for a cut scene. CHECKPOINT A APC or similar will remain stationary as it shoots in your direction, the objective here is to grab the LAW on the ground in between salvoes and get off the required shot without being one hit killed. You just need decent timing to blow up this death machine. [GG PART - LAW 2/3: In the car park beneath the APC on the left hand side]. Four enemies will spill out of the metal gate as you move up so use the cop cars for cover as you take them out. There is also a grenade launcher to the left of this area. As you enter the parking garage aim at the exit door as an enemy will be behind the fleeing gang member. Head up the stairs and peek around the doorframe to the left to take out the three guards with the D pad swap. [GG PART - G6 Comm 1/3: To your right as you exit onto the street]. Grab the painkillers out of the locker in the locker room and take cover or carefully look round the doorway into the next room. One or two guards will be in plain sight but there will be a total of five so make sure to stay out of the firing line. [GG PART - MPK 2/3: In the men's toilets]. There is a bottle of painkillers in the ladies toilets too. As you exit this room you will see another guard on the left firing away as well as two others in the other rooms. There is no cover so use the right wall and the D pad swap to keep as safe as you can to deal with the remaining two. [CLUE - Promissory Note: On a desk in the office on the right]. [GG PART - G6 Comm 2/3: In the kitchen opposite]. There will be two guards in the next room so immediately take cover against the pillar and let them have it (I had some fun with the grenade launcher here and repainted the ceiling). [GG PART - G6 Comm 3/3: Behind the reception looking desk in this room]. There is also a bottle of painkillers here. [GG PART - MPK 3/3: In the room opposite]. CHECKPOINT After examining the security feed pull out your grenade launcher and blast the four enemies into liquid (if you don't have a grenade launcher just revert to normal tactics). After the initial four are down two more will show up so use what you have to deal with them. There is a bottle of painkillers in the security room. Hop on the elevator to move on. CHECKPOINT As you get off a guard will rush out from behind the counter, take him out and enter the room he was in to find some painkillers. The next set of doors shows three guards in sight and three others in the side rooms. Grab cover immediately and use your slow-mo to get rid of these guys. As soon as you take out the last guy an armoured LMG gunner will come through the doorway. Use your final grenade launcher rounds to take him out in two shots or just do your best with what you have. [CLUE - Political Folder: In the office to the right on a desk]. [CLUE - File On Da Silva: In another office in this large room on a desk]. There is also a bottle of painkillers in there too. CHECKPOINT Grab the key card off the dead guard and walk into the slideshow room. [CLUE - Slideshow: To the right of the large screen]. Enter second set of doors and you will see another searchlight to the left. I just stood back in the open during this fire fight and picked enemies off as they seemed to have shotguns and thus couldn't really hurt me unless I moved up. Your results may vary so use a strategy that suits you. A final enemy will rush out as you move through the room so finish him from behind cover. Grab some ammo from the armoury and head up the stairs. CHECKPOINT To escape the tear gas simply shoot open the grille with what looks like a ladder behind. cut scene and a drop. Shoot the guard (if you can't do that how did you get this far in the game?). Another cut scene, another set of doors. Move along the counter in cover until you are as near to the windows as you can get and five enemies will all burst in. Use the cover and slow-mo to dispose of them quickly. As you enter the next room you will do a bit of trolley surfing. If you can kill six enemies during this you are awarded with an achievement. Another two will appear after your initial gambit and are easy to take out with the SMG or pistols you have. CHECKPOINT The door will buzz open and a shot gunner will come through the door behind the mesh and four more will appear in the room to the left of the newly opened door. A bottle of painkillers is in the room next to it. Step into the arsenal and pick out some weaponry. [CLUE - Flak Vest: This is hanging up in the room after the arsenal. There is a bottle of painkillers through. The next double doors. Oh awesome, doesn't this look like fun? A genuine obstacle course with live targets. Two to the left and one up the tower is the first wave, with a double backup on the ground floor. Around the next corner a low/ high combo of two guards are waiting, take out the ground first and then the guy upstairs. Another three will be behind the chest high walls in the same room so sidle out slowly and take care of them. Head for the stairs and take out the guy at the top. Enter the door and take cover behind the sandbags on the left. [GG PART - LAW 3/3: In front of this pile of sandbags]. There should be a total of six goons in this room so either use the D pad swap or just some good old fashioned slow-mo to clear the room. An enemy will attempt to surrender (I just shot him so I don't know if he does anything else). Round another corner to hear an enemy waiting so peep round the corner and do some unlicensed cranial surgery. Grab the two bottles of painkillers and head up the stairs for a cut scene. CHECKPOINT You will come out of the cut scene with two enemies racing up the stairs towards you, cap them first then concentrate on the rest below. There is a bottle of painkillers in the office behind you and one on a crate downstairs. One will be in plain sight downstairs and another will wait until you descend to try and surprise you. Once you reach the bottom grab cover to your left as five more immediately try to perforate you. You can use the D pad swap here to do one side at a time or just do whatever excites you to clear them out. The second henchman will appear along with his two rushing guards. blind fire to kill them and race up underneath the sub-boss so he can't hit you. Get more ammo and painkillers in the rooms here. Retreat back out to the filing cabinet next to where you started and clear any damage manually with painkillers. Use D pad swap to shoot the ceiling tiles above him until the roof falls in. Two goons will appear from the staircase so carefully remove them and wait until an air conditioner starts to fall through the roof. Shoot it as much as you can while being sure to use some painkillers if you have taken more than half damage. Keep shooting it and it will drop on the sub-boss leaving him open for a bullet to the face. This will end the level. ============================================================================ CHAPTER 14 - ONE CARD LEFT TO PLAY (CH14) ============================================================================ Golden Guns: 2 (Rotary Grenade Launcher and RPD) Clues: 1 Starting Weapons: DE.50 and Auto 9mm ____________________________________________________________________________ Achievements obtainable: The Road-kill Behind Me - 10G Total everything on the runway Load checkpoint 13 and shoot all the vehicles on the runway along with the helicopter (soldiers don't count). Use slow-mo if they seem to hard to hit. You Push A Man Too Far - 5G Don't shoot the dis-armed man After you fight a certain enemy (he has a grenade launcher and riot shield) You will stand over him and the targeting reticule will appear. Fail to shoot him for three seconds and the achievement is yours. Part III Complete - 20G Complete this level on any difficulty Feel The Payne - 30G Complete the game on medium Serious Payne - 50G Complete the game on hard Maximum Payne - 80G Complete the game on old school Payne In The Ass - 20G Complete the game on hardcore All can be completed by completing the game on their relative difficulty levels (difficulty levels stack but not all are available until you complete the game on hard). An Echo Of The Past - 35G Find All Clues You will obtain this after collecting the final clue on this level Sure Know How To Pick A Place - 10G Discover all tourist locations After the final meeting with the two tourists (they also appear as clues) this will pop A License To Kill - 40G Collect all golden guns You will obtain this after collecting the final part on this level ____________________________________________________________________________ Quickly hop off the conveyor belt to the left and grab some solid cover. Just a little prior warning that the boss fight at the end of this level is the hardest point in the game. So try to keep at least three bottles of painkillers spare minimum for this upcoming battle. The first wave are easy as they won't move so just D pad swap to kill the five arrayed against you. [GG PART - Rotary Grenade Launcher 1/3: Up the conveyor belt to your left from where you got off the first one]. Two will show up on the walkway above afterwards and circle around and down the stairs. Don't bother shooting them if they are in the glass room as its bullet proof instead wait until they are in the open. Another guard will appear when you reach the top of the stairs (on the catwalk). When you step out onto the walkway take cover immediately as seven more will spawn. Don't forget about the bullet proof room downstairs if they are too much of a problem with the horrible cover provided above. Oh and the glass will magically heal itself so you can see out it again. This approach is much safer overall. Once the final one falls you can go scavenge some ammo (you are probably pretty low at this point). [GG PART - Rotary Grenade Launcher 2/3: To the right of the red doors to the next area]. There is also a valuable painkillers in the locker to the right. CHECKPOINT There will be three guards in the hallway so use the small steps as cover and move up along the right wall if you have to. Another two will be waiting as you move up to the corner. D pad swap and win. [GG PART - Rotary Grenade Launcher 3/3: In the room to the right of these last two guards]. There is also another bottle of painkillers inside. [CLUE - Ex-cop: In one of the stalls in the bathroom]. Grab both bottles of painkillers from the next restroom before another cut scene begins. CHECKPOINT Apparently Max is very bad at choosing cover in cut scenes as he will grab the stupidest one on offer. I suggest shoot dodging to the right and taking cover in the bathroom (hey the toilet is the safest room in the house!). There should be six to take care of so use your cover wisely. Another three will come in as you move up and then another two will follow. Use the cover on the left of the area to stay alive. At the top of the escalator five more will show up leaving you little in the way of options. Use the metal section on the walkway for cover and use the slow-mo to keep damage to a minimum. There is a bottle of painkillers on the right of the area. [GG PART - RPD 1/3: On the far left of the glass wall on the upper area]. Another five or so will appear from the far end and dance up and down the stairs but they don't pose much threat as they can't hit you while they are on them. Move up again and three more will spawn. Take the one on the walkway out first then retreat and pick off the remaining three twerps. [GG PART - RPD 2/3: Behind a counter at the far end of this area]. The shelf behind the counter also contains two bottles of painkillers. Open the gate at the far end to shamble onwards. CHECKPOINT Three guards will be waiting to rush you so unload your G6 in blind fire or take a dive to dispose of them. Around the corner are four enemies (you can have a bit of fun here watching them fail if you knock them down on the escalator). Use your superior position to headshot them as they try to rush up to you. Suction your back to the post when you reach the platform below and use the D pad swap to crush the enemies before they get too close. There will be six all up. Head for the office, grab the painkillers and turn on the power. CHECKPOINT There should be another six enemies spawn out of the newly arrived tram so stay in the office and snipe them from there. Then you get to go for a tram ride..... yay. This is a long sequence and you will probably run out of ammo like I did (I had to sacrifice a painkillers to make a run for another gun at the end with one bastard left sitting there laughing). There are three sections. The first is with a tram load of guys shooting at you from their tram. Take your time lining up shots as they suck with moving targets. The next part is the enemy dropping in for a visit on your tram. Use blind fire and slow-mo to clear them out. The final part is a mad jump for safety, just pick them off in slow-mo and hope you don't run out of bullets. [GG PART - RPD 3/3: At the end of the non wrecked tram]. CHECKPOINT This is where you are gonna thank me for telling you to stockpile those painkillers as this guy is a pain in the ass. The main targets in the initial enemy spam are the sniper in the plane and the grenades the boss fires at you. I had around six painkillers on hard mode when I did this so I was pretty gung-ho about it and was fine with two painkillers remaining but those on old school or without painkillers will have real problems. You get given a decent gun for this fight as well as a bottle of painkillers and ammo at the end of the trolley to the left. Grab them when you need them and try your best not to get flanked as there are around twenty guys in total to take out. If anyone has a detailed strategy for this besides taking out the two snipers, shooting the grenades from the boss and blasting the guys in the police car as soon as they arrive because they throw grenades as well than let me know. Do not leave cover as the boss can one hit kill you with his grenades. If you beat him congratulations you just beat the hardest part of the game. If you don't finish off the boss after the cut scene you get an achievement. CHECKPOINT The next section is pretty much just for fun as you barrel down the runway after the plane. Fire off your launcher and release that annoyance from the boss fight. If you manage to clear the runway of vehicles and the helicopter you will get an achievement. Hit the plane twice and the game ends. Well done and I hope pain enjoys his holiday. ____________________________________________________________________________ **************************************************************************** ********************* OTHER SINGLE PLAYER ACHIEVEMENTS ********************* **************************************************************************** A New York Minute - 100G This mode is unlocked after completing the game once on any difficulty. You rush through levels as quickly as possible on hard difficulty as a timer counts down from one minute. You gain time bonuses from performing certain actions: Kill (+5 seconds) Headshot (+6 seconds) Melee kill (+10 seconds) Explosions (Additional bonus) On hard difficulty NYM levels are divided into chapter just like the normal story mode. However you need to make it through each chapter without dying in most cases (some levels have part chapters in them). You can use soft lock for this achievement. The Shadows Rushed Me - 10G Complete NYM hardcore. Similar to the previous achievement but there are several key differences: * You must make it through the whole campaign without dying once or failing a mission * Aim must be set to free aim Prepare for a gruelling ordeal if you attempt to obtain this achievement as it is incredibly difficult. A Few Hundred Bullets Back - 20G This solution is not mine it was posted by o KeyserSoeze o on trueachievements.com and is completely his work so all credit goes to you. PT92 (Pistol): Located in Chapter 1, Checkpoint 2. Max starts with this weapon. M500 (Shotgun): Located in Chapter 1, Checkpoint 4. Dropped by the last enemy in the room, before progressing further into the level. Mini-30 (Rifle): Located in Chapter 1, Checkpoint 4. Dropped by an enemy that bursts through a door. .38 Revolver (Pistol): Located in Chapter 2, Checkpoint 2. Dropped by an enemy during the first battle. Micro 9mm (Pistol): Located in Chapter 2, Checkpoint 2. Dropped by an enemy during the first battle. MPK (Rifle): Located in Chapter 3, Checkpoint 6. Dropped by an enemy during this battle in the gift shop. M82A1 (Rifle): Located in Chapter 3, Checkpoint 12. Story-related. Also found in Chapter 12, Checkpoint 9; Max will automatically pick it up after advancing up the stairwell. 1911 (Pistol): Located in Chapter 4, Checkpoint 2. Max starts with this weapon. M4 Super 90 (Shotgun): Located in Chapter 4, Checkpoint 2. Dropped by an enemy during the first battle; he is located in the upstairs section of the area. AK-47 (Rifle): Located in Chapter 4, Checkpoint 12. Dropped by an enemy during this battle after the rooftops section. 608 Bull (Pistol): Located in Chapter 5, Checkpoint 4. Dropped by a goon in a blue shirt during the warehouse battle that begins with Max in cover, looking through a pane of glass. FAL (Rifle): Located in Chapter 5, Checkpoint 8. Used by enemies just before and during the docks sequence. The first FAL to be found is during the warehouse battle when two enemies open a corrugated steel gate to attack you. LMG .30 (Rifle): Located in Chapter 5, Checkpoint 12. Story-related. Also available in Chapter 13, Checkpoint 9; it is dropped by the heavily-armored enemy featured in the cut scene. Auto 9mm (Pistol): Located in Chapter 6, Checkpoint 2. You start the level with this weapon. MD-97L (Rifle): Located in Chapter 6. Dropped by an enemy during the first battle. Sawn-Off (Pistol): Located in Chapter 7, Checkpoint 6. Dropped by the bartender during the first battle of the chapter. Rotary Grenade Launcher (Heavy Weapon): Located in Chapter 8, Checkpoint 4 AND Chapter 13, Checkpoint 5. In Chapter 8, kill the goon blasting Max from the balcony, then use it for great justice and wreck a few bad-guys' days until you run out of shots. Use bullet-time to score a direct hit on an enemy to ensure the kill is counted. A second Rotary Grenade Launcher is located next to the second LAW in Chapter 13. It has come to my attention that you must also use this one as well to unlock the achievement. I am unsure if this is a simply coding error in the game, the two launchers are indeed separate weapons, or if a car explosion counts as a weapon. In any case, be sure to use BOTH launchers to score a direct kill, and be sure to get a car explosion kill with the second launcher in addition to the two. Thanks to Hydrolex for this information. NOTE: If the grenade launcher is not scoring you one-hit kills, try restarting your console and/or switching your aiming reticule to "Default." This seems to fix issues regarding "invincible" enemies. SPAS-15 (Shotgun): Located in Chapter 8, Checkpoint 11. At the end of the level, you will be required to run up to balcony and kill an enemy using this weapon. Dispose of him and lay waste to the enemies below you. M972 (Pistol): Located in Chapter 9, Checkpoint 4. Dropped by the second enemy on the stairs (the one without a helmet). G6 Commando (Rifle): Located in Chapter 9, Checkpoint 4. Dropped by an enemy in the alleyway in the same battle where the M972 is found. M10 (Pistol): Located in Chapter 10, Checkpoint 11. Story-related; Max will automatically pick one up for a sequence. Also located in Chapter 8, Checkpoint 11; it is dropped by a goon during their first wave of attack. Super Sport (Shotgun): Located in Chapter 12, Checkpoint 4. Used by an enemy in the room to the right before the sunken section of the area. I recommend that you kill him for his Super Sport and use it in turn to kill the enemy with the RPD, below. RPD (Rifle): Located in Chapter 12, Checkpoint 4. Dropped by an enemy in the battle after the first elevator ride; he is located down the hallway to the left. Grab the Super Sport and Bulletdodge into the hallway, giving him a face-full of buckshot in the process. Use his RPD to mow down more goons later in the level. LAW (Heavy Weapon): Located in Chapter 13, Checkpoint 5. It is story-related, but this sequence does not count towards the achievement and the LAW is single-use. Instead, Max must run directly left to the opposite end of the area after using the first LAW to find a second. Use bullet time to kill an enemy with a direct hit to count the use of the weapon. Note: xDAx AWESOME has brought it to my attention that the LAW will not kill the more heavily-armored enemy (the one wearing the helmet) in HARD difficulty. He is correct; however, the lightly-armored enemy in the same area (the one wearing the balaclava) will die in one shot from the LAW in Hard difficulty. If you don't want to deal with the hassle of choosing your targets, play the segment in Medium or Easy difficulty; an anti-tank rocket is a guaranteed kill in these difficulties. IMPORTANT: Currently, the LAW on the right - next to the body - MUST be used to destroy the APC and the one to the left - leaning against the concrete barrier - MUST be used to get a direct-hit kill. The one on the right WILL NOT kill enemies and is probably only coded to destroy the APC. This may or may not be patched soon, but thanks to xDAx AWESOME for pointing this out (after what I'm sure was a highly frustrating experience). ALSO IMPORTANT: If the LAW is not scoring you one-hit kills, try restarting your console and/or switching your aiming reticule to "Default." This seems to fix issues regarding "invincible" enemies. SAF 40 Cal (Rifle): Located in Chapter 13, Checkpoint 8. The enemies who storm out of the elevator during this sequence are carrying this weapon; it has a distinctive green lasersight attachment. Furthermore, starting Checkpoint 9 of this level will start Max with this weapon in your inventory. FMP G3S (Rifle): Located in Chapter 13, Checkpoint 16. During the end of this level, Max will fight his way through a mock-up training course made of plywood with green spray-painted arrows on the floor. An enemy will shoot at Max from atop some crates next to a chain-link fence during this sequence. He drops the only FMP G3S I found during the game. You can pick it up through the fence after you dispose of him. DE .50 (Pistol): Located in Chapter 14, Checkpoint 2. Max starts the level with this weapon. All Of The Above - 100G Finish all single player grinds You must obtain all golden guns and all grinds must reach platinum status. This will take quite a while but you should make good progress if you complete multiple playthroughs and difficulty levels. It is mostly just a matter of (you guessed it) grinding the ones you don't have. So just keep pottering away and you will eventually obtain it. **************************************************************************** ************************ MULTIPLAYER ACHIEVEMENTS ************************** **************************************************************************** Full Monty - 10G Complete one round of each game mode including all gang wars You will need to achieve fifty kills to unlock the last two modes Modes: - Deathmatch - Team Deathmatch - Payne Killer - Gang Wars Gang Wars: - Delivery - Grab - Last Man - Passage - Siege - Short Fuse - Showdown - Survivor - Takedown - Total Turf - Turf Grab - Warfare Payne Bringer - 30G Kill 100 other players Self explanatory Max Payne Invitational - 5G Invite someone to play through the in-game contact list In the multiplayer lobby (first screen) tap RB to access your friends list, select one with the A button and choose to 'send party invite.' This will unlock the achievement as they do not need to accept. Man Of Many Weapons - 25G Unlock all weapons You must reach level 40 to unlock the final weapons required. - 0.38 Revolver - 1911 - 608 Bull - AK-47 - Auto 9mm - DE.50 - FAL - G6 Commando - LAW - Light Machine Gun .30 - M10 - M4 Super 90 - M500 - M82A1 - M972 - MD-97L - Micro 9mm - Mini-30 - MPK - PT92 - Rotary Grenade Launcher - RPD - SAF .40 - Sawn Off - SPAS-15 - Super Sport Man Of Many Faces - 25G Unlock all faction characters Reach level 7 to unlock the final required faction. - Commando Sombra - Cracha Preto - De Marcos - Punchinellos - Tropa Z - UFE Deathmatch Challenge - 20G Winner in any public deathmatch Self explanatory Grave Robber - 5G Looted a body Approach a corpse (doesn't have to be your kill, just any corpse) and hold down B until the ring fills up. The Gambler - 15G Won a wager Reach 50 kills to unlock Gang Wars mode and before each round you can press the X button if you want to place a wager on one of three players during the round. Select one and if that player achieves that goal you will unlock this achievement. Sweep - 10G Flawless team gang wars victory Your team must win all five rounds of a gang wars session and you must be present for all five rounds. Training Complete - 25G Achieve level rank 50 Check out this thread for a popular method http://www.xbox360achievements.org/forum/showthread.php?t=373375 Dearest Of All My Friends - 10G Kill someone on your friends list Follow the instructions to invite a friend in Max Payne Invitational and kill them during the match. You can also add a person you are playing against to your friends list or just run into a friend playing online. **************************************************************************** ******************************** LEGAL STUFF ******************************* **************************************************************************** Copyright 2012 Ben Buttenshaw This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.