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FAQ/Walkthrough by Karpah

Version: AU | Updated: 01/26/06

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                          Rebecca Skinner AKA Karpah
                       Version AU        26th Jan 2006


                              TABLE OF CONTENTS


                   - 1.0 -      INTRODUCTION
                     1.1        General Information
                     1.2        Author Information

                   - 2.0 -      GAME BASICS
                     2.1        Story Situation
                     2.2        Controls
                     2.3        Stealth Action 101
                     2.4        Digital Notebook
                     2.5        Training
                     2.6        Game Options

                   - 3.0 -      CHARACTERS
                     3.1        Sydney Bristow
                     3.2        Marcus Dixon
                     3.3        Michael Vaughn
                     3.4        Marshall Flinkman
                     3.5        Jack Bristow
                     3.6        Anna Espinosa
                     3.7        Julian Sark 
                     3.8        Arvin Sloane

                   - 4.0 -      MISSION WALKTHROUGH
                     4.1        Monte Carlo:     Operation Casino
                     4.2        Saudi Arabia:    Operation Museum
                     4.3        Saudi Arabia:    Operation Ruin
                     4.4        Romania:         Operation Tattoo
                     4.5        Romania:         Operation Asylum
                     4.6        Hong Kong:       Operation Embassy
                     4.7        Rio de Janeiro:  Operation Nightclub

                   - 5.0 -      OP-TECH INVENTORY                  

                   - 6.0 -      OUTRODUCTION
                     6.1        Credits and Shameless Plugs
                     6.2        Revision History


                           1.0     INTRODUCTION


This is a guide that should need no introduction. My latest guide, based on 
the GREATEST TV SHOW EVER MADE. (Well, greatest except Survivor, but they 
can't exactly make a game out of that now can they?) Seriously, when I heard
they were creating an Alias game, I knew that I would be buying the game the
day it came out, and writing a guide for it as soon as is physically possible.

Hell, at the time of writing this, the game isn't even freakin' out, I only 
pre-ordered it yesterday. Shows you how eager I am, huh?

But by the time you read this, the game will be out, I will have played it, 
and this will be a decent guide for it. I just want to do the TV show and 
the game justice with this piece of work. Lemme know how I go.

-----   WARNING:  As I am an avid fan of the TV show Alias, and have     -----
-----   seen every episode to date, I will include thorough background   -----
-----   knowledge on all characters, activities, etc. While not all of   -----
-----   them will relate to the game, I am aiming to create not just a   -----
----    guide for the game, but a general Alias guide, a tribute to      -----
-----   the best TV show on Earth.                                       -----

                         1.1     General Information

If you're reading this, then you obviously want to know more about the game 
itself, and it's background. And I've got all the info, straight from the 
horse's mouth... :-D

(The following information has been extracted from an interview with Patrik 
McCormack, developer of the Alias game, and an article by Paul Terry. Both 
were published in the official Alias magazine. Yes, I subscribe to the 
magazine. Nyah.)

The scene is approximately one year ago. The main player is Acclaim 
Entertainment UK, a rather well-known game developer. They were creating the 
gameplay aspects of a new type of action-stealth-combat game, when they heard
about a TV show by the name of Alias.

At the time, Alias was not even being screened in the UK, therefore the 
developers knew nothing about it. They were soon brought up to speed when 
they realized that the game they were creating was a perfect fit for the 
storyline and action of Alias.

If you don't know what Alias is, it's a spy show. Sydney Bristow, our hero, 
works for the CIA and gets herself involved in all sorts of adventures, 
trying to stop the terrorist forces of the world from obtaining top-secret 
technology. Her nemesises in the past have included the Alliance, a group of 
rich white men that control black markets worldwide; SD-6, a small cell of 
the Alliance, pretending to be the CIA; Arvin Sloane, director of SD-6 and 
member of the Alliance; and currently (series 3) the Covenant, formed after 
the Alliance was disbanded, taking their place but much more deadly.

How does the game tie in with the show? To quote from the interview now:

Q.  How does the game's story fit into the complex Alias universe?

A.  It was imperative that we captured the essence of the show by 
    collaborating with the scriptwriters to create an intriguing plot, fully 
    integrated into the Alias world. The game is set between episodes 19 and 
    20 of season two. Without giving any surprises away, the game ties into 
    the series closely, and the game story events makes permanent changes to 
    the Alias world. Rather than just use characters from the series, the game
    designers wanted to create a character from the game that ends up as one 
    on the TV show. This is exactly what happened - Dr. Caplan in the TV show 
    (played by Christian Slater) was actually a character created for the 

    To touch on the game's story a little, Sydney Bristow's aim is to locate 
    various works from Milo Rambaldi, and stop ecological disaster triggering 
    across the planet. Players will be able to interact with their favorite 
    characters from the TV show, such as Agent Vaughn, Agent Dixon, Jack 
    Bristow, Marshall Flinkman, Arvin Sloane, and the cunning Mr. Sark.

In a nutshell, there you have it, folks.

The Alias game was released worldwide in early April 2004. (Midway through 
the screening of series three of the TV show.) It is not known as yet the 
success of the game, only that it will surely be popular due to the amazing 
success of the show. Only time will tell...

                          1.2    Author Information

*stands up and waves* Hi, my name is Rebecca Skinner, I'm an Alias addict....

People that know me know how true that last comment is, I'm afraid. Since the
pilot episode, I have not been able to get enough of the show, therefore it 
is my honour to bring this guide to you. This is my (unlucky?) thirteenth 
guide, written for GameFAQs, the greatest video game website ever.

I am not a video game expert. I am especially not a stealth video game 
expert. Alias is my first shot at that genre, both for playing and writing. 
RPGs are usually my weapon of choice, but seeing as Alias would make a really 
crappy RPG...

*has nightmares of a turn-based RPG with Sydney, Vaughn and Dixon in the 
party, fighting against the big bad boss Arvin Sloane*

... I'll have to make an exception to the rule. I do try to inject a little 
variety into the games I play and write for, as is shown by my list of 
achievements - guides for Final Fantasies VI and X, Parasite Eve II, AFL 
Live 2004, Where in Space is Carmen Sandiego, and Clockwerx, just to name 
a few. Alias will rather shortly be added to that list, by the time you read 
this ;)

To contact me, either about the game, my guide, any other guide I've written,
general Alias info (I can provide just about anything Alias you might need), 
or just to talk, I got a little thing called e-mail. I hate e-mail, it's so 
impersonal, but I'm not about to go putting my phone number in my guide now, 
am I? So e-mail it is.

Unlike most serious guide authors, I don't have rules for e-mails. However, I 
do throw away about 90% of guide-related e-mail I get because it either:

a) asks questions that I've already documented the answers to in my guide, 
b) asks questions that answer themselves, 
c) asks common sense questions, or
d) reads something like "omg you suck, I hope you die".

If you don't fit into any of the above categories, feel free to drop me a 

-----   karpahqueen @ hotmail. com   -----

Boring copyright info now. This FAQ is copyright Rebecca Skinner AKA Karpah, 
2004. You can read it, download it, print it off, e-mail it around unaltered, 
whatever, I don't mind. (Please don't e-mail me asking for permission to print
it or download it, I've had that before.) But you wanna post it on your own 
site? That's a definite NO-NO, sorry.

This guide can ONLY be found on the following sites:

-----   http://www.gamefaqs.com    -----
-----   http://www.neoseeker.com   -----
-----   http://www.ign.com         -----

Any other sites you find it on, lemme know so I can send some nasty e-mails to 
webhosts. I like doing that.

-----  Go download Melodies of Life, by Nobuo Uematsu, as you read this.  ----


                             2.0     GAME BASICS


All the little important things you might need to know when playing the game. 
I'm not really good at these sections, but I'm gonna try my best...

                           2.1     Story Situation

Meet Sydney Bristow, an active field agent for the CIA specialising in 
infiltration and data retrieval. Young. Smart. Deadly. 

When Sydney is called in to work on her day off, she knows there must be a 
high priority mission on the line. The order has come from the CIA's best 
mind: her father Jack Bristow.

A fellow operative, Agent Jacobs, has gone missing in suspicious 
circumstances. His last communique to the CIA contained highly sensitive 
intelligence regarding Sydney's arch nemesis, Anna Espinosa, formerly a top 
agent for a rival agency, now gone rogue.

The trail starts in a Monte Carlo casino, Jacobs' last known location, but 
Sydney is soon in a global race against time through Saudi Arabia, Hong Kong, 
Rio de Janeiro and beyond.

If that wasn't enough, Anna has teamed up with the formidable and sinister 
talents of Mr. Sark and Arvin Sloane - but why? And for what purpose? How are 
the "Followers of Rambaldi" involved? And what is "The Machine"?

Will Michael Vaughn get enough screen time to show off his sexy self? As 
Sydney Bristow, it is your job to find out.

(Storyline taken from introduction in instruction manual, with the addition of 
one small sentence, spot the added sentence for a free cookie.)

                               2.2    Controls

There are three different controller set-ups. I'll specify the default set-up 

(However, in none of the set-ups do you get to use the D-pad to control 
Sydney, which is a major drag. I hate using analog sticks.)

Left stick:    Move Sydney
Right stick:   Rotate camera (VERY USEFUL)

D-pad: Left:   Gadget select (costumes, op-tech devices, etc.)
       Right:  Drop weapon
       Up:     Toggle thermal vision on/off
       Down:   Toggle enhanced vision on/off

Triangle:      Cancel (for gadget select, menu)
Circle:        Action
X:             Attack
Square:        Special attack

L1:            Toggle stealth mode on/off (or) enter stealth mode
L2:            Crouch
R1:            Block
R2:            Camera reset

Start:         Pause/digital notebook

I'll try to be general, in terms of button use, in my walkthrough (ie. 
referring to 'action button' instead of circle) but sometimes I'll lapse, my 
apologies in advance.

For descriptions on each of the general ideas implicated by different buttons, 
skip ahead to...

                          2.3    Stealth Action 101

If you're new to the stealth genre of games like me, this section will 
probably be invaluable. However, because I am a total newbie, it's probably 
not as good as it could be. As I become more proficient at the game, I'm 
constantly refining this section to be more advanced and cover more expert 
tactics and ideas.


These sections deal with de-mystifying the controls, which sound rather vague 
and complicated if you're not used to them.

The left analog stick is used to control Sydney in the field, making her walk 
and stuff like that. Movement is action-oriented, ie. pressing up will move 
Sydney forward, pressing left will make her turn to the left. By default, she 
will run at full speed, and will only walk in certain circumstances. Because 
she runs, she makes a fair bit of noise, especially if she's in a costume 
requiring her to wear high heels or other such footwear. (Imagine trying to 
run in those things? I'd be lucky not to break an ankle.)

Instead of running, Sydney has the option of sneaking around, tip-toeing if 
you will, by entering what is called stealth mode. Stealth mode is triggered 
by holding the L1 button. Depending on your settings in the options menu, you 
may need to hold L1 to walk in stealth, or pressing L1 may trigger Sydney in 
and out of stealth mode. Crouching can also be used for movement, to hide 
behind objects and avoid detection by enemies. To crouch, simply press L2. You 
can also walk while crouching, although Sydney will walk slower (as would most 
people if they tried to walk while squatting down, I would think.)

On the second point to do with movement; I mentioned that choice of costume 
may change Sydney's movement. Sydney will react to her conditions depending on 
her clothing, ie. if she's in a freezer, while wearing skimpy clothing, her 
movement will be sluggish. Don't ask me where Sydney keeps her change of 
clothes (file it in the Alias mystery file), but she keeps spare sets of 
clothes handy, depending on her mission. From the start of the game, she will 
have the option of changing into a black stealth neoprene suit, suitable for 
all weather conditions, such as a freezer.

Changing costumes, as well as many other processes, is done using the Gadget 
select menu (left on the D-pad). 

                                 Gadget Menu

In the Gadget menu, the costumes option is signified by the clothes hanger. 
Changing from Sydney's starting waitress outfit to her stealth suit is as 
simple as pressing left to access the gadgets, and selecting costumes. No you 
do not get to see Sydney change clothes, in case you were wondering.

Onto other aspects of the Gadget menu. The Gadget menu also allows you to use 
all of your current op-tech devices, such as a remote modem or a lockpick. TV 
show fans will know that gadgets such as these are a major part of the action, 
and you will need to use many of them accordingly. Each gadget can be selected 
from the Gadget menu at any time, however most of them are unusable unless you 
are in the right position. For instance, selecting the remote modem will yield 
nothing unless you are next to a computer.

                                 Vision Modes

Up and down on the D-pad will trigger thermal and enhanced vision, 
respectively. Thermal vision will give you a typical view of everything 
regarding its temperature, I'm sure you know how it works. Hot bodies, such as 
people, are colourful because of their heat, but cold inanimate objects will 
simply be seen as dark.

Enhanced vision is good for cluttered rooms, because it gives you a gauge as 
to where all your potential opponents are. Green arrows around the outside of 
your screen will mark the direction of your opponents, and green circles will 
mark visible targets. So far in the game, I have not found a real use for 
either of these modes, but I'm sure their purpose will be revealed to me soon 


So what happens if you should be spotted by an enemy, such as a patrolling 
guard? Running away is not an option here, unfortunately. So you'll have to 
fight, and take out any spotters quickly. This is done using the attack 
buttons, namely X for normal attack and square for special attack (by default 
set-up). There is no button to lock on to an enemy to attack, unfortunately, 
but to attack an enemy normally you simply must be facing them, and within 
reach of them. Depending on the weapon you hold, or lack there-of, the two 
attack buttons will do different things:

Holding no weapon and pressing X will cause Sydney to lunge out and strike an 
opponent, should she be facing them. Pressing X repeatedly will cause Sydney 
to attack repeatedly, using kicks, punches, and other moves. Holding X will 
build up Sydney's strength for bigger combos, dealing out more damage.

Special attacks are more powerful, but require more time and better timing to 
perform well. Pressing, tapping, and holding the button will perform different 
moves, each more powerful than the last, and good for melee situations with 
multiple opponents. However, all attack moves are different, should Sydney be 
holding a weapon.

Weapons can be anything from pool cues, to glass bottles, to knives, to guns, 
to metal poles. These are found anywhere and everywhere, simply by looking 
around. If Sydney spots one within arm's reach, the words "Pick up weapon" 
will appear on screen. Picking up weapons, as well as most other actions, are 
done using the Action button (who would've figured?), circle on the default 


The Action button is arguably the most important button. Action is also used 
to drop any weapon Sydney holds, and if selecting to pick up another weapon 
when Sydney already holds one, the currently held weapon will be automatically 

Picking up weapons is not all the action button is good for. Action might have 
been renamed Examine, for the exact same effects. If near a device such as a 
computer, pressing Action will examine it. Action will also open closed doors 
if you are near them, make Sydney jump to grab a rope or a ladder, or grab an 
object to push or pull into position. If there's an object within arm's reach 
that can be manipulated in any way, the Action command for it will appear near 
the bottom-left of screen, telling you what you can do with it by selecting 
Action. Rather useful, I must say.

                          Advanced Fighting Tactics

Other than just the obvious hit/kick/punch/special attack, there are other 
maneuvres that can be performed using somewhat non-obvious buttons. I've 
detailed how to attack enemies, but not how to avoid attacks upon Sydney's 

Most of Sydney's opponents are just as adept as fighting as she is, perhaps 
even more so if you're clumsy with the controller like me. Because of this, 
attacks can be blocked, dodged, and countered.

Blocking is done with the R1 button. It requires good timing between attacks 
to block an opponent's attack, and do note that the most powerful of attacks 
cannot be blocked. Rather, to be avoided, they will need to be dodged.

Dodging is done by holding Action as you select a direction with the left 
analog stick. (See what I mean by non-obvious?) In a non-battle situation, 
this is resembled by Sydney side-stepping left or right, or jumping forward or 
back. In battle, this will help you avoid a large majority of attacks, by 
dodging at the right time, and is a good tool to learn how to use properly.

Counter-moves are performed by simultaneously blocking and using a special 
attack. These are the hardest to perform, timing-wise, but look AWESOME if you 
can pull one off. (As of writing, I only ever managed one :-/) As you hold 
block, tap special attack when your opponent gets the brush-off with the 
block, to counter-attack. Hey, no damage sustained, and damage inflicted, it 
works in my book.

Counter-moves also have an added benefit, if your opponent is carrying a 
weapon. Countering them will disarm them, meaning you can pick up their weapon 
and use it on them. This works to your advantage well on your first mission, 
when Sydney's armed with a bottle and your opponents are holding guns with 
laser sights...

                               General Stealth

Sydney, being specialized at infiltration, works best when she can slip around 
undetected. When she's spotted, she's forced to fight, and the more you fight, 
the more you will have to fight, if that makes sense. Any enemy that sees 
Sydney will raise the alarm about an intruder, bringing other people running 
to fight you. As well, guards can radio for back-up, resulting in more and 
more people attacking poor defenseless (well, maybe not defenseless) Sydney at 

Have you worked out yet that being undetected works best? This is why things 
like stealth mode are the key. Tip-toeing around will allow Sydney to get 
around quietly, to slip past guards, hug walls and peer around corners, sneak 
past security cameras, the works.

If you're not familiar with stealth games, like me, at the beginning you'll 
find this rather difficult. Eventually, once you get the hang of the controls, 
it will all become second nature to you, and you'll be able to walk through a 
minefield being patrolled by cameras, lasers, and guards unscathed... maybe 
I'm exaggerating. Maybe I'm not. You be the judge.

                               Saving Your Game

Saving your game can only be done at save points. These are fairly obvious, 
being yellow S's that dance in the air. Whenever you approach one, Sydney will 
also turn her head to look at it, and the words "Save Your Game?" will appear. 

To save at a save point, pause by pressing Start and select Save. Gameplay 
details such as game length are not saved, surprisingly, rather the current 
date and time (real time) are saved with your file, as well as your location.

More will be added to this section as I learn it.

                           2.4    Digital Notebook

The digital notebook is where Sydney keeps all of her intel about her current 
mission, past events, op-tech devices, the works. Access it by pressing Start, 
once in-game.

The first screen you see upon pressing Start (pausing the game) is the main 
in-game menu, allowing you to load your game, access audio options, gameplay 
options, or quit your game. Once in the notebook, L1 and R1 are used to switch 
screens to view other features such as maps and training.

As Marshall downloads area information to your GPS, of you enter and discover 
new areas for yourself, the information will be added to your map screen. 
There are some quirky features to the map - your current objective (even if 
you haven't discovered it yet) will be marked in green, Sydney's current 
location will be marked yellow, and enemy bodies, dead or alive, will be 
marked red. Dead bodies will disappear after a short time (another one for the
Alias mystery file).

All areas of the location of your current mission are accessible from the map 
screen. Up and down on the D-pad selects floors, up and down on the left stick
moves up and down on the map. 

Also included in the digital notebook are details for all of your op-tech 
devices, with basic descriptions. This comes under the 'items' heading. You
can find out exactly how to use each device in your Gadget menu, including a 
list of available costumes.

After the items list comes the 'training' menu, which details all the 
different moves Sydney can perform, in detail. There are various fighting 
moves she can do that I have not listed, such as finishing moves (wtf this is
Alias, not Smackdown), plus detailed directions on how to do things like hug 
walls and peer around corners. Always useful info... and this has been 
transcribed in the next section, Training.

What else does it contain... well, it also has what I would call a mission 
transcript, and an objective list. Each time you complete an objective or 
obtain a new objective, it is added to the objective list to keep track of 
where you are up to in each mission. Each objective is clearly labelled in my
walkthrough for ease of navigation.

The mission transcript is basically the game script, and you can view the last
ten transmissions (pieces of character dialogue). For completeness' sake, I've
included the mission transcript in the walkthrough as well, and it does prove 
useful every now and then when you want to check what you're supposed to be 
doing. The objective list isn't exactly clear at the best of times, so the 
mission transcript can help greatly in this regard.

                               2.5     Training

Okay, I did decide to type up the training in the digital notebook after all. 
Yes, this section extends on controls. Yes, I've already delt with a lot of 
this in my Stealth 101, albeit more generally. Yes, this section contains a 
lot of nifty moves that just might save Sydney's life in a combat (or non-
combat) situation.

Name:         Ambush Attack
Description:  Ambush an opponent by leaning against a wall and moving to a
              corner - perform your attack just before the enemy reaches you.
Press:        Stealth into Wall Press mode, Special Attack

Name:         Attack From Above Move
Description:  When you're on a ledge, and an enemy is below you, use this move
              to jump down and disable them.
Press:        Special Attack

Name:         Block
Description:  When blocking you will take much less damage from enemy attacks,
              but some of their attacks will be unblockable.
Press:        Block

Name:         Climb Ladders and Poles
Description:  You can automatically climb up ladders and vertical poles by
              walking into them. Use Action to jump up and grab horizontal
Press:        Action

Name:         Climbing
Description:  You can automatically climb up one or two meters. Use the Action
              button to jump up and grab higher ledges, and the left analog
              stick to pull yourself up.
Press:        Action, Up

Name:         Computer Hack
Description:  When at a hackable computer, select the Remote Modem in the
              Op-Tech menu. Enter a protocol code by using the buttons shown.
              The remote modem will show you how many characters of the code 
              you got correct, but not which ones they were. If the code you
              entered is incorrect, you will get another chance.
Press:        N/A

Name:         Crouch Roll, Into Somersault
Description:  Stealthily move by enemies and objects using these moves.
Press:        Crouch + Action + Up on analog stick, Block + Action + Up on
              analog stick
              (Author Note: just press Crouch + direction on analog stick,
              then Action)

Name:         Dodge Move
Description:  When blocking, you can use the dodge move to evade enemy attacks
              and give yourself time to reposition and launch another attack.
              Use the left analog stick to define the direction you want to
              dodge in.
Press:        Block + Action + direction

Name:         Full Area Attack Move
Description:  A multiple attack useful when surrounded by opponents.
Press:        Special Attack, Attack, Attack, Special Attack

Name:         Gun Disarm Move
Description:  Use this move to disarm an enemy with a gun.
Press:        Block + Special Attack

Name:         High and Low Crouch Attack
Description:  You can launch attacks while crouched, although you are
              vulnerable in this position.
Press:        Crouch + Attack
              Crouch + Special Attack

Name:         Jump Attack
Description:  A powerful jumping attack.
Press:        Hold and release Special Attack

Name:         Lock Picking
Description:  When at a locked door, select the Lock Pick in the inventory.
              Rotate the left analog stick to the position indicated by the 
              amber pin. Hit attack to unlock the pin. Repeat until all pins
              are unlocked.
Press:        N/A

Name:         Long Weapon Combo Attacks
Description:  With a long weapon, as well as opening up new moves, you can
              still use every attack and combo that you could when unarmed -
              only now you get to inflict more damage!
Press:        Special Attack, Attack, Special Attack
              Special Attack
              Special Attack, Special Attack

Name:         Melee Weapon Disarm Move
Description:  Use this move to disarm an enemy with a melee weapon.
Press:        Block + Special Attack

Name:         Quick Attack Combo
Description:  Fast, effective attack combo.
Press:        Attack, Attack, Attack

Name:         Rear Attack
Description:  Attack opponents dorectly behind yourself.
Press:        Attack + Special Attack

Name:         Short Weapon Combo Attacks
Description:  If you acquire a weapon, you open up new moves. You can still
              use every attack and combo you have while unarmed - only now you
              get to inflict more damage!
Press:        Attack, Attack, Attack, Special Attack
              Hold and release Special Attack
              Special Attack, Special Attack
              Special Attack

Name:         Special Combo Finishing Move 1
Description:  One of the many special combo finishing moves available.
Press:        Attack, Attack, Special Attack

Name:         Special Combo Finishing Move 2
Description:  One of the many special combo finishing moves available.
Press:        Hold and release Attack, Special Attack

Name:         Special Combo Finishing Move 3
Description:  One of the many special combo finishing moves available.
Press:        Attack, Special Attack

Name:         Stealth Attack
Description:  If you are behind an opponent who hasn;t noticed you, you can
              take them out stealthily.
Press:        Special Attack

Name:         Stealth Corner Peer
Description:  When in stealth mode you can lean up against walls and move left
              or right against them. Peer around corners while in this mode   
              using the left analog stick to dictate how far you peer.
Press:        Stealth, into Wall Press mode

Name:         Stealth Door Opening
Description:  You can check what's on the other side of the door without being
              spotted by opening a door in wall press mode.
Press:        Wall Press mode + Action

Name:         Throw Move
Description:  When at close range, you can throw an opponent.
Press:        Block + Attack + Special Attack

Name:         Unarmed Counter Move
Description:  You can counter an opponent's attack when using Block.
Press:        Block + Special Attack

Name:         Wall Flip
Description:  When facing and close to a wall, use Special Attack to flip off
Press:        Special Attack

                             2.6    Game Options

Game options are accessible from the main menu of the digital notebook, by 
pressing Start when in-game. There are audio and gameplay options to select 
and choose from, each of which are detailed below.


These are just pretty standard.

SFX:      Adjust the volume of the sound effects.
BGM:      Adjust the volume of the background music.
Speech:   Adjust the volume of the in-game character speech.
Sound:    Select from Stereo or Dolby Pro-Logic 2 sound.


Stealth Toggle:   'On' means that pressing L1 will toggle Sydney in and out of
                  Stealth mode. 'Off' means that Sydney will only be in
                  Stealth mode when L1 is held down.
Combat Lock:      Sydney will strafe around her opponent to lock back onto
                  them after she attacks, if this is set to 'On'. If 'Off',
                  Sydney will only strafe while the Block button is held down.
Enemy Target:     When 'On', coloured rings around your opponents' feet will
                  indicate their health and attack status (green for healthy/ 
                  good, yellow for average, red for weak/poor).
Camera:           Sets normal or reverse camera movement. Using the right
                  stick to rotate camera, if set to reverse, pressing left
                  will rotate the camera to the right, and vice versa.
Vibration:        Makes your controller go bzzzzzt when important things
                  happen, if set to 'On'.


                              3.0     CHARACTERS


A brief rundown of the players in this here Alias game. Always good to know 
who's good, who's bad, and who's downright ugly, eh?

                            3.1    Sydney Bristow

Date of Birth:   17th April 1975
Height:          5' 8"
Weight:          125 lb
Occupation:      CIA field agent

Sydney is the character whom the Alias series revolves around. Recruited into 
SD-6 by Arvin Sloane in 1994, she worked for them for years, not knowing that 
they actually worked for the Alliance, the very organization Sydney believed 
she had been fighting against. When she discovered that SD-6 were not actually
a secret cell of the CIA, she went straight to the real CIA to offer her 
services as a double agent... and ended up doing the exact same job as her 
father, Jack.

Working as a double agent, with Jack Bristow, Sydney and the CIA were 
successful in dismantling SD-6, and the entire Alliance, in one fell swoop. 
Now Sydney is working hard to stop Arvin Sloane, who went rogue after the 
Alliance disbanded. She is the only playable character in Alias.

                             3.2    Marcus Dixon

Date of Birth:   ---
Height:          ---
Weight:          ---
Occupation:      CIA field agent

Dixon was Sydney's trustworthy partner in SD-6. He also believed that SD-6 was 
a secret cell of the CIA, and only found out the truth when SD-6 headquarters 
was raided and everyone arrested. After a short spell away from the 
intelligence scene entirely, he returned to work for the real CIA, and still 
works alongside Sydney, providing vital backup.

During missions, Dixon will provide you with intelligence information, 
op-tech, and mission updates via Sydney's communication link.

                            3.3    Michael Vaughn

Date of Birth:   27th November 1968
Height:          6'
Weight:          180 lb
Occupation:      CIA handler

The sexy beast himself. Vaughn has always worked for the good guys, the CIA, 
and became Sydney's handler when she turned double agent. Working closely by 
her side, he began to get more involved as things turned personal with Sydney, 
YES LIKE THAT. Lucky girl, she gets to snog Vaughn on more than one occasion.

During missions, Vaughn will privde you with intelligence information, 
op-tech, and mission updates via Sydney's communication link. He also makes 
for some seriously good eye candy, whenever he appears on screen.

                           3.4   Marshall Flinkman

Date of Birth:   ---
Height:          ---
Weight:          ---
Occupation:      CIA op-tech support

Marshall Flinkman, apart from being the brainy geek, is Alias' regular comedy 
relief. The guy has no social skills whatsoever, which becomes hilariously 
evident early on. Like Sydney and Dixon, he was a part of SD-6 and then joined 
the CIA when SD-6 collapsed. Unlike Dixon, he never agonized over the 
situation, merely continued to perform his same job in a different HQ.

Marshall will provide Sydney with all her op-tech devices, as well as detailed 
descriptions on how to use them. He keeps in touch with Sydney via her 
communication link, and often brings a light-hearted element in sticky 
situations with his social ineptitude. "Voila! It's your birthday! It's your 
birthday! Well, no not really..."

                             3.5    Jack Bristow

Date of Birth:   16th March 1950
Height:          6' 2"
Weight:          195 lb
Occupation:      CIA senior field agent and tactical expert

Spy Daddy lives! Jack, Sydney's father, was estranged from her most of her 
life. After his wife's sudden supposed death twenty years earlier, he was 
merely a figurehead in Sydney's life. Unlike Sydney, he was a CIA operative 
first, and joined SD-6 for the sole purpose of being a double agent and 
bringing about the Alliance's destruction. Now, he's getting to know Sydney a 
little better, and will even help her out of a tight spot. He's famous for 
being cool calm and collected, but things are not always what they seem with 

In this game, Jack may as well be director of the CIA, as he is in charge of 
the taskforce working on stopping all bad guys in existence. He doesn't 
venture away from operations HQ much, but is always supporting Sydney and 
offering good (sometimes slightly fatherly) advice.

Last of the good guys. Onto the bad...

                             3.6   Anna Espinosa

Date of Birth:   ---
Height:          ---
Weight:          ---
Occupation:      Former K-Directorate field agent

Not much is known about Anna, the elusive Russian beauty. She surfaced as a 
front for the K-Directorate, a secret Russian equivalent of the FBI, and faced 
up against Sydney time and time again in their shared quest for Rambaldi 
artifacts. After Sark assassinated Khasinau, the leader of the K-Directorate, 
it dissolved and Anna disappeared, only to resurface now.

It seems as though Anna is working with Sark and Sloane in this game, and 
again she must compete with our hero Sydney. Her agenda is once again hidden, 
apart from her insatiable greed for Rambaldi.

                             3.7    Julian Sark

Date of Birth:   1983
Height:          ---
Weight:          ---
Occupation:      Independent terrorist

Not much is known about Sark, the softly-spoken twenty year old British dealer 
in mass destruction. His father was revealed to be the late Andrian Lazarey, a 
Russian diplomat killed by Sydney during her missing two years. He goes 
wherever the money calls, and aligns himself with no-one for any extended 
period of time. A real enigma. A dangerous enigma.

In this game, Sark has teamed up with his old buddy Arvin Sloane for the 
development and use of a newly discovered Rambaldi device. He has the resouces 
to back up the development, and Anna working as a grunt to do all the dirty 
work. Not that Sark doesn't like getting dirty, he proves to be a tough and 
wily nemesis.

                             3.8    Arvin Sloane

Date of Birth:   ---
Height:          ---
Weight:          ---
Occupation:      Former SD-6 director, international terrorist and all-round 
                 BAD GUY

Arvin Sloane is like, the representation of all that is evil. Heading up the 
former terrorist cell of SD-6, and an active member of the Alliance, Sloane 
lost it all when the Alliance went kaput and that has made him ten times more 
dangerous. He knowingly deceived every member of SD-6 into believing they 
worked for the CIA, and his depths of deception know no bounds. A real 
character, one you will hate on sight.

Sloane is often the mastermind behind any escapade he gets himself involved 
in, and Alias the game is no exception. While remaining much of a mystery for 
much of the game, his presence is everywhere, dictates the actions of his 
lackeys Sark and Anna, thereby deciding exactly what Sydney and our good guys 
will do to try and stop them. Will we get a confrontation with the face of 
evil himself? Play the game to find out...


                           4.0     MISSION WALKTHROUGH


Step 1:  Get out PS2.
Step 2:  Obtain ALIAS game disc, either legally or illegally.
Step 3:  Insert disc into PS2, and turn PS2 on.

We're ready to play Alias!

--->>   Note: Important notes and definitions will be denoted with "--->>", as
        is marked to the left here. Some of these might not be relevant to the
        process of the game, but are important notes for general Alias

Before we even get to the main menu, we're right into things. Sydney's out on 
a mission, but she's been ambushed by a couple of goons. They radio to their 
boss - they've got Sydney. Who's their boss? Anna Espinosa!

Alias fans who saw series 1 would remember Anna. She was the local K-
directorate representative, and Sydney's main nemesis outside the Alliance.

--->>   K-Directorate: An evil Russian organization, also scouring the world
        for Rambaldi documents.

And as the scene would indicate, who's Anna working with in this particular 
instance? The big bad boss, Arvin Sloane. Is this looking nightmarish 
already, or what?

Anna approaches Agent Jacobs, a CIA operative working undercover. His cover 
has been blown, and now he shall disappear under mysterious circumstances, 
well, mysterious to the CIA, anyways. Jack Bristow finds out about this, and 
calls a meeting to discuss the matter. This is where our story starts.

Click New Game once the menu screen loads up, and now we can start!

In the meeting, which actually turns out to be a mission briefing. Jack's 
heading up the show, seems like Director Kendall wasn't important enough to 
get a mention in the game. Agent Jacobs was working undercover with a group 
known as the Followers of Rambaldi, when he disappeared. The leader of the 
cell, Anna Espinosa, was working on a device codenamed "The Machine". They 
traced Jacobs to Anna's last known location, a casino in Monte Carlo, owned by 
Sark.... so yes Sydney, the general consensus would be that Anna and Sark are 
working together. Sydney is to go to Monte Carlo, and tag Sark's driver with a 
radioactive serum so you can trace Sark's movements. Then, recover the dead-
drop that Jacobs made somewhere in the casino, of a computer disc. Sound 
peachy? Your disguise will be as a new waitress, and seeing as your outfit 
won't exactly have any pockets, Dixon will accompany you to carry your op-
tech, disguised as a player on the casino floor.

Marshall decides to witter on about the op-tech for the mission. A 
radioactive tracer serum to drop in the driver's drink, just don't drink it 
yourself or you'll wind up with a barium hangover. A razor prism for security 
cameras, to see what they can see. And last, but not least, a fingerprint 
replicator that Marshall discovered the idea for when playing with wax as a 
child. God, I love the way this guy talks. Seriously.

Anyways, we're on a plane to Monte Carlo.

                    4.1    Monte Carlo:  Operation Casino

                                Objective List

1.   Drug the chauffeur with the tracer serum.
        1a. Locate Dixon and retrieve your gadgets.
        1b. Check in with the head waitress at the bar.

2.   Retrieve the Disc from the freezer.

3.   Infiltrate the "Gersh Room" Executive Suite and search for information on
     "The Machine".

4.   Locate a safe place to use the razor prism.

5.   Cross the Security Corridor to reach the Weapons Facility.
        5a. Rescue the Razor Prism from the guard before the technology falls
            into the wrong hands.

6.   Investigate the Weapons Facility in the Basement of the Casino.

7.   Obtain the Laser Prototype in the Vault.
        7a. Sneak into the Science Labs.
        7b. Obtain the correct fingerprints to access the vault.
        7c. Disable the security system.
        7d. Return to the "Gersh Room" to spy on the meeting between Anna and

8.   Escape the Casino.


Tracer serum, remote modem, razor prism, cocktail waitress outfit, stealth 
suit, lock pick, finger print replicator


Inside the casino, Sydney is searched for weapons, then let loose. Walk 
forward and a scene will trigger.

     Sydney:   Base camp. I'm in.
     Vaughn:   Read you, loud and clear. Find Dixon for your op-tech before
               you proceed with the mission.
     Sydney:   On my way.

--->>  Objective:   Drug the chauffeur with the tracer serum.
--->>  Objective:   Locate Dixon and retrieve your gadgets.

Dixon's hiding off in one corner, nursing a drink, so head down the stairs and 
out onto the absolutely massive casino floor. Up the short flight of stairs on 
the right, he's sitting in the right hand corner. Talk to him for another 
snippet of dialogue.

--->>  Objective Complete:   Locate Dixon.

     Dixon:    Right on time. I just tapped into casino security's com-
               channel, should be able to make this run smoother. Here's
               Marshall's technical support - including the tracer serum.
               Sark's driver is the one in the corner, he's been knocking back
               Bloody Marys for an hour now.
     Sydney:   Good. Hopefully he won't notice when he's drinking barium. I'll
               go check in with the head waitress and get him another drink.

--->>  Objective:   Check in with the head waitress at the bar.

Now, across to the waitress to get that alco ANOTHER drink. (He's the driver? 
And he's drinking? Is he nuts?) Back across the casino floor to the bar, the 
waitress is on the right hand side, simply ascend the steps and...
--->>  Objective Complete:   Check in with the head waitress.

     Sydney:   Order up... Another Bloody Mary for the guy in the corner.
     Waitress: Fine, fine. As long as Mr. Sark's picking up the bill, might as
               well keep 'em coming.
     Vaughn:   Okay, Syd, wait for her to turn her back and then add the 
               serum. First select the serum from your inventory...

(press left to access your gadget menu...)

     Vaughn:   ... now add the serum to the drinks, then take the tray to the 
     Sydney:   No problem.
     Dixon:    Good going, Syd.

Make sure the waitress is walking away from you before selecting the serum. 
Sydney will dump it in the drink, then press Action (circle) to pick up the 
tray. Walk it over to the driver, across the floor and up the left hand 
stairs. If you ever get confused as to where you're going, use the directional 
map in the centre, at the top of screen. The red arrow is the direction you 
need to go. Once at the driver, Sydney will set the tray down and the driver 
will pour the drink straight down his throat, yech.

--->>  Objective Complete!

Walk away from the driver, and down the stairs, to trigger another scene.

     Vaughn:   We're picking up a clear signal from the driver. Before Jacobs 
               was compromised, he indicated that he would be dead-dropping 
               the disc in the freezer room beyond the kitchen. It's in the 
               back of the casino.
     Sydney:   Great. I'm glad I'm dressed for the freezer room.

--->>  Objective:   Retrieve the Disc from the freezer.

Head back behind the bar from the right hand side, and through to the door on 
the left. Action will open the door. The first save point is on the left, the 
yellow dancing S, so save then head up the stairs. Ditch the waitress outfit 
for the stealth suit, by changing costumes in the gadget menu.

     Dixon:    Sneak past the guards to avoid raising a security alert.

We'll try, Dixon. The game gives us the nice tip of entering stealth mode, so 
press L1 and tip-toe into the room. The freezer's on the left side, so when 
the guard is walking away, sneak past him and open the door quietly. If he 
spots you, you'll have to fight for the first time, but it's not that hard to 
get past. Inside the freezer...

     Vaughn:   Do you have a visual on the disc?
     Sydney:   Negative...

But in the back left hand corner...

     Sydney:   Wait... I found it. I need something to smash this open with...

If you have a weapon in your hand, smash the ice block open. If not, scour the 
room until you find one to pick up (there's a few lying around), then break 
it. Take the disc.

--->>  Objective Complete!

But our mission in Monte Carlo was not that simple, you see...

     Jack:     Local area networks just intercepted a call from Sark. He 
               mentioned a meeting in the Gersh Room... apparently its an
               executive suite somewhere inside the mansion. Marshall's
               downloading blueprints of the mansion to your PDA to help you
               access the location and eavesdrop from it.

--->>  Objective:   Infiltrate the "Gersh Room" Executive Suite and search for
                    information on "The Machine".

Take a look at the map, in the digital notebook, for a moment. Flip to the 
third floor, and note the green dot in the room. The room is the Gersh Room, 
the dot is our target. Nice, eh? So back outside the freezer, head through the 
door top right of screen to head further into the mansion. Wait, mansion? 
Aren't we in a casino?

     Marshall: Okay... see that camera? You have to stay clear of that.
     Vaughn:   The elevator up to the executive suite should be down this 
               corridor to the left. Try not to alert the guard.

Easier said than done, sexy. There's another save point just to the right, 
inside the door, but using it will alert the guard if he's looking in your 
direction. To avoid the camera and the guard, sneak along the left wall, 
crouching behind the box (R2) when the camera sweeps your way. Then simply run 
past and down the side corridor on the left. Use the switch, and jump in the 

     Sydney:   I didn't do that... what the hell's going on?
     Vaughn:   What's wrong?
     Sydney:   The elevator just started moving. Someone on another floor must
               have called it.
     Vaughn:   You don't have clearance to be up there!
     Sydney:   Then I'll have to make it up as I go along.

When the elevator stops and the doors open, you'll HAVE to fight for the first 
time. Two bad guys, so just hammer Attack (X) and be done with them. For 
creativity, use Special attack (square). 

     Vaughn:   Great work. Take a look around, see if you can find any clues 
               about this meeting Sark is having.

There's a save point along the hall, before you enter through to the Gersh 
Room. Inside, there's a hostile target (well, that's what he says YOU are, but 
we know the truth), so beat him up. There's some weapons behind the bar, a few 
glass bottles, should you need them. On the left hand side of the large table 
is the computer. (Dun DUN.)

     Marshall: That computer might contain something - hack it with your
               remote modem. Select the device when you're next to the
               machine. That gives you a visual representation of the security
               protocols you'll have to break to get into the hard drive.

So head into your gadget menu, and select the remote modem. You'll connect to 
it, download info from it, then be asked to enter the access code. I believe 
the code seems to be random, but BAC works more often than not. Enter it in, 
and if it doesn't work, randomly try combinations until you get one that 

--->>  Objective Complete:   Locate information concerning "The Machine".

     Sydney:   ... Hot off the press.
     Jack:     What is it? Is it about Jacobs?
     Sydney:   No... It's a dossier on The Machine - something Anna prepared
               for Sark. Nothing on Jacobs, but... it seems that the Followers
               of Rambaldi are working on a... prototype for it... in some
               kind of weapons plant.
     Vaughn:   Where's the plant?
     Sydney:   According to this... oh my God... it's underneath the casino...
     Marshall: Wait - I've managed to isolate the schematics of this weapons
               plant from the computer hard drive when you hacked it... It's
               kinda like, "Knock knock, serendipity calling"... Serendipity 
               ... means like lucky!
     Jack:     It's imperative you find this weapons plant. We might be able   
               to get ahead of Sark and Sloane for a change.
     Sydney:   That depends on how much time I have. Dixon, any sign of Sark?
     Dixon:    Not yet...
     Sydney:   All right, base camp. I'm heading for the plant.

--->>  Objective:   Investigate the Weapons Facility in the Basement of the
Once you're done there, there's nothing else to do in the Gersh Room, so head 
out the way you came, and back down in the elevator. None of the buttons work 
except the 0 button, so hit it and go down.

Out back in the hallway, sneak along the wall, around the shelves, and around 
to the left, very close to the wall to avoid being spotted by the camera. At 
the end of the hall is another elevator, this one inoperable, but there's a 
nice vent above it that you can go through. On the right side of the hall in 
front of the elevator, is a crate you can grab using Action. Grab it, drag it 
backwards to be in line with the broken elevator, then push it close to the 
wall. Jump up, press Action to jump up and grab onto the vent, then hold 
Action and press up to climb through.

In the elevator shaft, work your way over to the right hand side then drop 
down. There's a ladder in the bottom right hand corner, so make your way over 
there. Please don't jump down the shaft, as it's automatic game over if you 
do. Climb down the ladder, and save your game at the bottom.

Jump down the shaft again, through the brownish patch bottom of screen (hard 
to see in this light), and you'll be in the basement. Sydney will pan around 
the floor, and spot where she should be going - a grey door patrolled by a 
single guard.
     Dixon:    Sydney, there's a lot of guards on patrol down here. You'll
               need to take this guy out with your stealth attack. Otherwise,
               you'll alert the whole crowd.

Get your map out, and you'll see where we need to be going. The single guard 
is at the door to the south of your location (however, that's not near out 
target though...) From your location, sneak around to the right (from Sydney's 
perspective), and nab the guard. He'll most likely raise the alarm, but you 
can take him out and move on before the other guards get there. Enter the door 
he was patrolling, and save at the end of the hall.

Inside the next room, two bad guys, ones that can pick up the good weapons 
like metal poles unless you get them first. Take them out quickly, hopefully 
Sydney doesn't get TOO hurt. Once they're down, access the bank of computers.

     Marshall: Okay. There's your security corridor. Make, one... two... three
               cameras. You'll need to tap straight into that feed so we can
               figure out how to get around it... 

Sounds like a job for... RAZOR PRISM! However, we don't have a place to use it 
yet, and we have some new objectives that don't come up on our screen.

--->>  Objective:   Locate a safe place to use the razor prism.
--->>  Objective:   Cross the Security Corridor to reach the Weapons Facility.
--->>  Objective:   Investigate the Weapons Facility in the Basement of the 

Right, now we're off. Back out onto the main floor, being patrolled by every 
man and his dog.

     Vaughn:   That room's on frequent patrol. You'll have to set up the razor
               prism somewhere else.
     Marshall: Hey, hold on, now this is interesting. See those cables coming
               out of this room? They should lead you to a safe location.

Get map out, check the safe location Marshall's talking about. Of course, it's 
over the other side of the room. If you switch to enhanced vision, by pressing 
down on the D-pad, you can get an accurate impression of the directions the 
guards are in, so you can sneak past them. Two are on the left, and you don't 
need to worry about them, but one patrols and he's the dangerous one.

Of course, if you can't get the hang of enhanced vision *cough* you can always 
just keep pausing and checking your map. The guards are marked red. Works for 
me. At the door, try to open it, and you'll realize it's locked. Damn...

     Marshall: Okay, time to pull out your lock-pick. Select it from your op- 
               tech menu when you're close to the lock. Now rotate the pick in
               the lock... drop the pins into place in the right order...
               Voila! It's your birthday! It's your birthday! It's not
               actually... your birthday... but... ...I think Mr. Bristow said
               it was his birthday on the 12th... ...but he's kinda mean.

See why I freakin' love this game? Anyways, this is where I start getting into 
deep doo-doo. Skip past all the dialogue, and HIDE until the patrolling guard 
is gone. Once he's well past, walking away, get out your lock-pick. The screen 
switches into dual-screen, so we can see when the guard's coming back. Eek, 
music picks up here, as we hammer around with our lock pick. There's two pins 
in the lock, drop the left one, drop the right one, and we're in! Run into the 
room, away from the guard.

     Dixon:    Good going, Syd.

Okay, now new target is the junction box in the far corner, with the red wires 
running to it. Go over to it, for another dialogue.

     Marshall: Here we go, see the junction box? Use your razor prism on it 
               and I should be able to give you a visual feed of the cameras
               in that corridor.

Use the razor prism when the op-tech logo flashes.

--->>  Objective Complete:   Use the razor prism to connect to the Casino's
                             security system.

     Vaughn:   We're running out of time. Leave the razor prism there, we're 
               piggy-backing off your signal here in the Rotunda. By the time
               you get back to the security corridor Marshall will have
               figured out the best way to bypass the cameras.
     Marshall: ...I will?
     Vaughn:   Yes, you will!

As soon as you leave, a guard spots the open door and walks into the room, 
funny thing is, he's armed with a broom. Pick a broom up off the floor 
yourself, and beat the guy to death with it. Save in the far corner, then 
we're heading back out into the madness.

As soon as you open the door, you'll most likely get the cry of 'intruder!' 
One guy, with a gun with a laser pointer, aimed right at you. If you can take 
him out, you can take his gun and use it to wipe out the other two guards that 
come a-running when the other guy spots you. Once you've dropped the other 
two, take one of their guns cuz yours will be almost out of ammo.

Now, we don't know where we're going, where's this blasted security corridor? 
If you get your map out, it's the room on the bottom left of screen, of 
Basement 1. Inside the security corridor, save. 

     Marshall: Okay, I think I got it. The system cycles in order through each
               camera, so... ...you only have to worry about avoiding the
               active camera. I'm displaying the pattern now on your PDA. Look
               at... look at the PDA.

This can be tricky. The camera cycles through three patterns - the first, with 
the yellow writing on the floor, the second, with the crate, and the third, 
with the glowing device thingy. (Bad descriptions, but they're good enough.) 
The first camera, with the writing, is on the right hand side of where you 
start, so you can sneak past it by hugging the wall. When you get to the 
shelf, wait then run over and crouch next to the crate. (If you're not moving, 
and you're semi-hidden, you're safe.) As soon as the camera switches to first 
person view, check your map for your bearings, then run like hell to the 
bottom of the map, to the door. If you get spotted at any time, guards with 
guns will appear from the door at the bottom - you can take one or two out 
with your gun, take their gun, repeat process.

When they're gone (or if you never had to deal with them to begin with), save 
your game outside the door. Through the door, you'll be spotted, and you'll 
have to deal with a scene as you fight:

     Sydney:   Base camp, are you reading this?
     Vaughn:   Yeah, we see it... but what is it?
     Sydney:   I don't know... If they are building weapons they have enough
               material for a small army.
     Vaughn:   See what you can find out about this "Machine".

--->>  Objective Complete:   Cross the Security Corridor to reach the Weapons
--->>  Objective Complete:   Investigate the Weapons Facility in the Basement
                             of the Casino.

'Kay, what now? There's a set of stairs to your left, head down them. 
Halfway down, you'll find a crowbar, drop the gun and pick it up. At the 
bottom, Marshall panics...

     Marshall: Uh, Syd, small problem. I've gone blind. I mean, not Oedipus
               blind because that would be a tragedy... ...my eyes would be
               removed although... I mean, we lost the camera feed. Uh... I
               think somebody found the razor prism.
     Guard:    Control, you have any re-routers in the maintenance room? I
               found some weird device in there. Over.
     Vaughn:   Syd, you have to get that back before your cover's blown...

--->>  Objective:   Rescue the Razor Prism from the guard before the 
                    technology falls into the wrong hands.

Geez, something ALWAYS goes wrong with this stuff now doesn't it. But luckily 
for you, the guard with the prism is walking down the stairs towards you right 
now. Beat him up, knock him down, then search him (using Action) to retrieve 
the device.

--->>  Objective Complete:   Rescue the Razor Prism.

     Vaughn:   Nice work, but more guards are going to come looking for their

Eek! Let's skedaddle out of there, shall we? There are three guards headed in 
your general direction, two with guns, one with big tough fists. If you can 
manage to get past them without alerting them, my salutations to you! However, 
I can't, so I'll just go in with brute force. If you can run past them all, 
around the S-shaped path, up the stairs, through the door and save. Then, out 
the next door, around, and down two flights of stairs. Take out as many or as 
few guards as you want, you've saved, so when you re-load your save, they'll 
be gone.

Swap weapons at the base of the stairs, then head through. Crouch and sneak 
past the guy in the security room, then out onto the floor.

     Marshall: Hey! Syd! Freeze! Stop! Oh boy... this is trouble...
     Vaughn:   What do you see?
     Marshall: ... this room... totally wired with pressure sensors. Without 
               the correct code those gas vents are gonna open up... ...and
               then there'll be big holes where your lungs used to be.
     Sydney:   With that kind of security, the prototype has to be behind that

--->>  Objective:   Sneak into the Science Labs.

     Scientist: BR5-49, checking in.
     Guard:     Right. So. You're the one taking the prototype to Mr. Sark?
     Scientist: Yeah, I'm on point with three other guys. So. This thing do
                what they say it does?
     Guard:     Sorry, I really can't talk about it.

     Jack:     Sydney, you MUST get through that door and retrieve the
     Marshall: Okay, let's take a deep breath and think things through.
               Thinking... thinking... got it! If you hack into that computer
               terminal, you could deactivate the sensors.
     Vaughn:   The remote modem will work but that means you have to get to it
               without touching the floor.
     Sydney:   I don't know... it doesn't look good. If I could somehow get up
               to those pipes... maybe through the ventilation system... then
               I could get through.
     Dixon:    ... there's a ventilation shaft back in the loading bay...
     Sydney:   Yeah but if I go back through the security corridor, I'll get
               nailed by the cameras. There has to be a way outside so I can
               come back in through the vehicle doors and up onto those
               ceiling beams.

Oooookayyyy, did that make any sense whatsoever? Not much. But back the way we 
came, the door to the security room, where the guard was happily sitting 
watching a video, is open now, so knock the stuffing out of him and go through 
that way. Save if you wish.

In the guard's room, take a big-ass gun from one corner, and the security 
keycard from the desk. Now, op-tech for that shiny thing. Use the remote modem 
and input a two letter password (CA worked for me, DC the second time, again, 
it's just random so start inputting). It will download a map to your digital 
notebook - of an entire new ground floor that just wasn't there before. From 
Basement 3, head back up to Basement 2 and a new target will appear on your 
map - a green dot at the far side, you may have noticed that the door was 
inoperable before. Well, now we can operate it, so muchacha over there.

Use the security keycard to open the blue door. Two guards inside, neither 
particularly dangerous, so beat 'em up with your fists or whatever weapon you 
can find. Save point on the left side of the computer hardware, switch on the 
right side. Save, and press the switch. This opens up a door back at the 
entrance to Basement 2, behind a wire-mesh screen you may have noticed before.

Back through the minefield of Basement 2 we go! I hated this place the first 
time we were here, seriously. You can simply run straight through the guards, 
then save in the connecting room between the two halves of the room. If you 
die, you start back here with full health, no guards pursuing you, simple. 

In this first section before, you may have noticed before, a little tiny voice 
saying "what was that? What was that?" over and over. I'm not sure what it 
means just yet, just a point of note. Anyways, run right back up to the 
entrance of Basement 2, either stealthily or shoot-em-up (as I did, this 
stealth stuff isn't really for me, I decided.) Use the little device to the 
left of the mesh screen, and enter the room. Use the device inside, which 
turns out to be a lift, and choose your floor. 2 would be the right option 
here, as that sends you moving up, up, up.

Now we're on the ground floor, as the map would indicate. Save your game (
phew), then note that we have a target on this floor. And a guard too, meh. 
Run straight past him, to your target, which in this case is another vent in 
the wall. Hold Action, to jump up, then press up to climb through.

     Vaughn:   Good work. This path should lead right around to the front of
               the loading bay.

We're doing something right here. Another save point, these things are 
everywhere. Start heading down the alleyway, cuz we're outside now. You'll get 
a panoramic view of the whole thing, rather nice. Again, you can sneak along, 
or alert the first guard you see then run like hell. 

Halfway down, near the next save point, Marshall decides to just make you feel 
REALLY great about the situation.

     Marshall: Okay, okay, don't freak out... but there's a gun turret very
               close to you. And it's linked to a motion sensor detector... so
               please, be uber-careful.

Hell no, we're running like a scared little chicken! All the way to the end of 
the alleyway, where there's a big truck sitting.

     Dixon:    I'm picking up reports of a truck headed to the loading bay -
               do you see it?
     Sydney:   Affirmative.
     Dixon:    If you can sneak into the back of it... ...it'll drive you
               inside right under the guards' noses.

So run up to the back of the truck, and hold up to hoick yourself inside the 
back. Presto, we're in.

We're back in Basement 1, the *other* minefield. Our target's now a little 
vent in the corner, as always, marked with a green dot. But we can't just run 
over there and jump through, OH NO. We gotta get up onto the grating 
overlooking the basement first. From the truck, on the map, you'll note two 
hollow rectangles along the left wall. Just above the bottom one, is a ladder 
leading up. 

If the guards are giving you trouble, you'll find a few guns and the like in 
the top-left corner of the basement. Guns carve up bad guys easy.

Once up the ladder, save your game then head out onto the catwalks. You can 
fall off the catwalks if you're not careful, so watch your footing. Guards 
will occasionally see you up on the catwalks and shoot you off, so best to 
take them out first. Make your way across precautiously to the vent, then 
crouch and waddle through.

Save in the ventilation shaft, then proceed forward and down the ladder. Now 
we're in basement three, and our target is the computer in the room with the 
pressure sensors. Crouch under the pipes and make your way to the right, 
kicking the grating out. When out on the grating, jump up (holding Action), 
make your way across the pipe, then drop down at the end by releasing Action.

     Marshall: Sweet! Now hack into the computer...

Use your remote modem and guess a three letter combination (mine here was 
CAB.) You'll get a map downloaded to your PDA, look at the size of Basement 3!

     Dixon:    All right!

Now that you've disabled the pressure sensors, head through in the direction 
the scientist went before, and save. 

--->>  Objective Complete:   Sneak into the Science Labs.

     Sydney:   Base camp, I see the prototype, but it's going to be harder
               than I thought.

--->>  Objective:   Obtain the Laser Prototype in the Vault.

Good thing is, we have a green dot to follow. Simply follow the hallways 
there, no muss, no fuss. When you get there, you'll see the entrance to the 

     Marshall: Okay, what we have here is your basic co-intel-pro biometric 
               scanner. These things usually come in twos so scan a registered
               handprint through to get inside the vault. If I'm right about
               this there should be another one just like it, directly
               opposite here in the other observation point. I'm usually right 
               about stuff like this... ...not personal matters... I can't get
               a girlfriend... but I'm trying!
     Vaughn:   You're going to need a set of fingerprints to enter the vault. 
               Take out one of the scientists and use your fingerprint
               replicator to make a fake print.

--->>  Objective:   Obtain the correct fingerprints to access the vault.

And again, our green dot will lead the way. Pick a scientist, any scientist, 
four of them are marked in green. Pick two, you need two because there's two 
of the co-intel-pro biometric thingymajigs to fool. So take two out, use the 
fingerprint replicator on each of them.

     Dixon:    Good going, Syd. Not bad.

--->>  Objective Complete:   Obtain the fingerprints.

Now, back to the thing that needs the fingerprints. Examine the device, and 
Sydney will not be happy. After all, there's one of her and two of the 

     Sydney:   Marshall, I'm on my own here!
     Marshall: I know... I know... I know... okay! I got it! If you use the
               remote modem on one of the panels, I should be able to delay
               the signal just long enough for you to reach the other panel
               and activate that one. Okay? I got your back!

Always reassuring to know King Techno-Geek has our back. But I like the guy. 
Moving right along. Use the remote modem on the first device, and pick a three 
digit password. (ABD?) Oh boy, now you gotta be quick, cuz there be a 50 
second time limit for you to get from one device, to the other. 50 seconds may 
sound like a lot, but it's NOT, especially when you got bad guys in your way, 
and each half of Basement 3 has a different layout. If you're going from the 
right side to the left side, once you get through the door, head left straight 
away. If going from the left to the right, head through the scientist area and 
then to the left before going out the next door. Sound clear? Oh boy, RUN 

If you screw up, you can try again. Use the remote modem on the first device, 
then the fingerprint replicator on the second. Once you've done that, the 
doorway to the vault, at the bottom of Basement 3, will open. Go straight 
through to there, and pick up the laser prototype from the platform in the 

--->>  Objective Complete:   Obtain the Laser Prototype in the Vault.

     Sydney:   Looks like some kind of laser... but not like any laser I've 
               seen before.
     Dixon:    I have a positive ID on Sark. He's heading up to the Gersh Room
               for his meeting.
     Jack:     Sydney, this may be our only shot to find out what they need
               the laser for. You need to get back to the Gersh Room to
               eavesdrop on the meeting.
     Sydney:   Understood.

--->>  Objective:   Return to the "Gersh Room" to spy on the meeting between
                    Anna and Sark.

Head out of the vault, presumably to take the lift right up to the third floor 
and the Gersh Room. No go, Syd.

     Dixon:    There's no way you can use the elevator to reach the upper
               floors without the guards sounding the alarm. Can you try and
               disable the security system?
     Sydney:   I dunno, this doesn't look like your typical remote hacking 
     Marshall: Ah! Ice cream freeze! Brainstorm! Got it! Use the laser on the
               alarm system fuse boxes. The power of the beam should overload
               their system and take it out of action.

We're actually going to use this prototype device? Are we NUTS!? Argh... 
anyways, so head over to the little fuse box on the right. Get out the laser 
prototype, from your gadget menu. Aim at the box.... hold X.... fire!

     Vaughn:   I couldn't have done it better myself.

But that's not the only fuse box, you'll have to blow them all, one at a time. 
 Next one is in the top right corner of the Basement 3 circular hallway, third 
is in the scientist's room on the left side.

--->>  Objective Complete:   Disable the security system.

     Dixon:    Syd, I've lost my bead on Sark and Anna. You've got to get back
               to the Gersh Room - fast.

Lost his bead? Lost his marbles, more like it. Anyways, dash back to the 
elevator at the bottom of the Basement 3 map, and head up to 1. 1 meaning 
third floor, of course. Three hostiles waiting for you when you get out of the 
lift, two guys and one girl. Cocktail waitress is unarmed and weak, one of the 
guys is also unarmed, but one carries a club you can steal from him. Enter the 
Gersh Room when ready.

     Vaughn:   Find somewhere to hide. They should be up there if they're not

And nicely, teh green dot tells us where to hide, so go behind the counter and 
crouch down low. Watch the scene, with Anna and Sark. She needs guinea pigs 
for her project, human guinea pigs, but she has samples there for Sark to 
test. All he needs to test with is the prototype... but it's gone, of course. 
Sark knows who's got it, he knows you're in the building, and tells his men to 
seal off the exits to the room, make sure nobody comes and goes.

     Vaughn:   Syd! He's coming straight at you, get out of there!

--->>  Objective Complete:   Spy on the meeting between Anna and Sark.
--->>  Objective:   Escape the Casino.

Dude, we are so out of there. Bolt straight out of the Gersh Room the way you 
can, taking out the two guards, then going down on the lift. Save on the 
second floor. In the next room, near the freezer, take out the three guards, 
then Sark will appear.

     Sark:     Sydney... I never thought I'd see you again. Alive, anyway.
     Sydney:   Sark, I thought you had to be at least 21 to be allowed in a
     Sark:     You're not leaving with my prototype.

Boss fight time, it would appear! Sark is armed with a couple of cleavers, and 
isn't about to let Sydney leave the premises with his prototype. However, he's 
not that tough, especially if you have a weapon, just a standard one on one 
fight, though he has a little more health than the rest. Once he's done like a 

     Vaughn:   Time to go, Syd! There's too many to fight!

Okay, now Sydney starts running her little be-hind out of there. Down onto the 
casino floor...

     Sydney:   The doors are blocked, I can't get out!

Never fear Sydney, run to where the green dot is, near where Sark's driver was 
originally sitting. A FMV will take over, Sydney will get into a fight, and 
jump straight out the window, into Dixon's waiting car!

                       --->>  Mission Complete!  <<---

Back at CIA Headquarters, everyone is all impressed that Sydney got out alive. 
They analyzed the laser prototype - while Sydney was using it to blow up fuse 
boxes in Monte Carlo, it's actually meant to be used as a brainwashing device. 
However, two components are missing for the device to be operational - a 
series of prisms that focus the insane amounts of heat and power into a strobe 
light that hypnotizes the victim; and a fuel cell, chemically advanced for 
its time.

Of course, no prizes for guessing, this device is a Rambaldi device. It was 
designed in the 15th century, amazing technology. He also mentioned neutrinos, 
things that didn't even exist back in the 1400s.

The reason Anna is working with Sark and Sloane is to utilize their 
resources to find the second of the missing pieces, the fuel cell. It was 
cleverly hidden in a piece of bone and dumped in the Saudi Arabian desert, and 
was picked up by an archeological digger before Anna could get it. Your next 
mission, Sydney Bristow, if you choose to accept it, is to go to the museum 
where the fuel cell is being held, get it, and get the hell out of there, 
before Anna arrives. You've got a 24 hour head start, according to the 
timetable recovered from Jacobs' dead drop disc. Sounds easy, no? We're going 
to Saudi Arabia.

                    4.2   Saudi Arabia:  Operation Museum

                                Objective List

1.   Make your way to the upper floor.

2.   Find the security terminal.

3.   Hack the security terminal.

4.   Find the Mainframe Room.

5.   Hack the Mainframe.

6.   Collect the six bones.

7.   Locate the Vault.

8.   Take photos of Rambaldi artifacts.

9.   Find the fire escape at the rear of the museum.

10.  Follow Anna through the back streets.


Lock pick, remote modem, laser beam interruptor, mini-camera, neutrino reader, 
stealth suit, museum benefactor's outfit


Sydney is posing as the wife of a large investor to the casino, but she's 
going in blind, with no advance knowledge of how to find or retrieve the fuel 
cell. Approaching the guard at the desk, following her alias, she discovers 
that she'll need a key card to get in to see the curator, something she 
obviously doesn't have.

     Vaughn:   Marshall, you're our eyes and ears down there... ...can you
               pick up anything off the building design?
     Marshall: Okay... searching... searching... bingo! There's a security
               junction upstairs. If you can reach it, you should be able to
               knock out their security cameras.
     Vaughn:   Syd, just maintain your alias until you get there... ...it
               ought to help you get past the guards.

--->>  Objective:   Make your way to the upper floor.

Fairly simple, because you're undercover, all of the guards are nice to you. 
So simply run through to the right side of the map, and up the stairs. Save 
your game at the top of the stairs if you wish. Open the door and that's the 
first objective, done.

--->>  Objective Complete:  Find your way to the upper floor of the museum.

     Sydney:   I'm past the guards.
     Marshall: Syd, yo, wassup! You have some electronic eyes here. Perfect
               chance to try that beam interruptor to get past them.

--->>  Objective:   Find the security terminal.

Now we go looky looky for security terminal, armed with beam interruptor. Beam 
interruptor is cool, you simply lock it onto the beam's source, ie. where it 
appears from the wall or whatever, and fire. Walk past where the beam was, 
take back the 'beam cap', as I like to call it. Beam reappears, no sweat. 
Repeat process for beams worldwide, wherever your imagination may take you.

Bad news is, you only get two beam caps at a time, so if you have three or 
more beams to interrupt, you gotta compromise. Anyways, head up to the far 
wall and cap the first beam on the left, walk past, uncap, cap next two, walk 
past, uncap. The three guarding the door can't be helped, so head up the 

Three beams, one after the other. Cap the first two, walk past, stand in line 
with the centre beam. Uncap first, cap last, walk through, uncap last two. 
Phew. Through the doorway, cap the bottom two, crouch, and walk through. 

Change costumes if you haven't already, into your standard black neoprene 
suit. The game will remind you to do so, if you haven't already. Through the 
far door, around the courtyard, just keep going through. Cap next two and 

     Vaughn:   Do you see a computer terminal? You should be able to hack into
               the security system and deactivate at least the local network.
               That should take care of the keycard problem.
     Sydney:   Copy. I see a terminal.

Er, where? Oh, over on the far side, just keep capping/uncapping laser beams, 
following the balcony around until you get to it. (Tedious.) Once you get 
there, use your remote modem to hack into it, inserting a three-letter 

--->>  Objective Complete:   Hack the security terminal.

     Vaughn:   Alright, you now have clear access to the mainframe room from

--->>  Objective:   Find the Mainframe Room.

From where you are on the balcony, head right straight over the edge, to the 
door below you. Through it, split screen will tell you when it's safe to run 
through, and enter the mainframe room, which is on the left of the save point.

--->>  Objective Complete:   Find the Mainframe Room

     Marshall: Hey, you know the drill here... ...hack into that mainframe,
               transmit the encrypted data to me.

--->>  Objective:   Hack the Mainframe.

So walk over to the mainframe, and use the remote modem to get into it. (This 
mission is pretty boring so far.) 

     Sydney:   I'm on the server. Transmitting the data packets through my
               phone... ...now.
     Marshall: Great... gimme one second here...

Lol, just as I say that, things get ten times more interesting. Well, six, 
actually ;) Some heavies have broken through a skylight, buddies of Anna's, 
here early to pick up the fuel cell! Uh oh... poor Sydley... and if that 
wasn't bad enough, Marshall's taken readings of the museum, and discovered SIX 
neutrino readings of bones, any one of them could be the fuel cell you're 
after :-P Sydney doesn't want extraction, she just wants the location of all 
six so she can check them all out. You got your work cut out for you on this 
one, Syd...

     Marshall: Yeah yeah yeah, already done.
     Sydney:   Good, we're seeing this mission through.

--->>  Objective:   Collect the six bones.

Yes, we're taking ALL SIX of them with us. The locations are as follows:

- North-west corner of first floor (one)
- North-west corner of ground floor (two)
- South-west room of ground floor (two)
- Central laser-lined room of ground floor (one)

Let's up and get them, then! Starting with the one closest to our location, 
the one on the first floor.

Out of the mainframe room, the previously-locked door opposite is now wide 
open, so we can go through that way. In the big square room are two guards, 
armed with mean-looking swordy things with curved blades on both ends (not 
sure of the name here...) Take them out, keep moving, in the bone's room are 
two more guards that it isn't really possible to sneak past. Beat them up too, 
find the bone. Op-tech logo? There's two ways we can go about getting the bone 
out of the case - unlock the door, or smash the case open. Both work. If using 
the lockpick, press left on the analog stick, drop the first pin, repeat for 
second pin. Take bone.

     Vaughn:   That's the first bone, Sydney.

Woot. One down, five to go. When you go to leave the room, a guy armed with a 
laser-pointer gun will appear, walking in your general direction no matter 
where you're hiding. It is, as I've found out, possible to completely avoid 
this guy (she says with exhiliration.) Run past the next two, and save back 
outside the mainframe room. Now for the ground floor.

It is very easy to do what I have done here, and just run for your life and 
collect the bones. I suck at stealth stuff, I just blitz straight past the bad 
guys cuz I run faster than they do. If you follow the path around on the first 
floor, you'll find stairs leading down to ground, so just run. On ground, head 
right through the door, hug the wall, avoiding the guards, and grab the second 
bone the same way you got the first.

     Vaughn:   Second bone collected.

Now I decided to make a bee-line for the two in the north-west corner, but 
that's just me. There are two guards with guns there, and these guys really 
can't be avoided. Take out one, steal his gun, shoot the other, take his gun, 
before dealing with the locked doors on the bone cabinets. The lockpick thing 
should be second nature to you now. 

     Vaughn:   That's three so far, you're halfway home.
     Vaughn:   Two left... almost there...

Again, when you leave the room, a guard will come for you. Shoot, take gun. 
Run to other room, rinse lather repeat. Note that it is possible to just run, 
break open case, grab bone, keep running, without fighting any of the 
bazillion guards.

     Vaughn:   One more to go... Syd, hold your position... That's a confirmed

--->>  Objective Complete:   Collect the six bones.

     Vaughn:   Okay, we have movement outside the museum on the satellite
               again... ...Anna just entered the building.
     Sydney:   I have all the bones. Do we have a 20 on Anna?
     Marshall: Anna... no, don't see her. Whew, is it getting hot in here?
               Getting a little sweaty... ...but I am reading an EMP spike in
               the shaft leading to the vault...
     Sydney:   Is it her?
     Marshall: Oh man, they've locked me out of the security feed - these guys
               are good! Uh, hang on a sec, I'm checking the museum inventory.
               Uh Syd, sorry, there's one more bone inside the Vault.
     Marshall: What, you think your kung fu is good, little man? You think
               your little firewall's gonna keep me out of the system? I don't
               think so! Don't mess with me... ...Syd? Syd! Syd! Anna's in the
               vault. Repeat, she is in the vault.
     Vaughn:   Syd, you can still get to the vault through the armory beside
               the security mainframe but you have to fly.

--->>  Objective:   Locate the Vault.

*hums* On the run again... whoa whoa whoa, on the run again...

Luckily for us, the green dot tells us where the armory beside the security 
mainframe is, just check out your first floor map. (What would we do without 
Sir Green Dot?)  So blitz straight through, these guards (who I'm quickly 
discovering have IQs closely resembling that of toaster ovens) won't even 
touch you.

In the room leading to the vault, a man will stop you, he recognizes you!

     Man:      Wait a minute... weren't you a waitress?
     Sydney:   "Ahh, I'm terribly sorry. You have me mistaken for someone
     Man:      Hold it, you're not going anywhere!

Oh yes we are, buddy. Run to the door marked with the green dot, but it's 
locked. Okay, maybe we'll stop and fight. Second boss time, I guess. There's 
five guards with the boss man, making this a tad tricky. Luckily, there's 
weapons abound all over the place, so pick one, and start slashing. If you 
keep stopping to run every few seconds, you'll only have one or two guards to 
deal with at a time. If you have all six swinging, you're in trouble, so keep 
moving and slashing. With every new guard you kill, take their weapon and keep 

When they're done, go back and save before proceeding past the green dot. 
We're near the vault, so there's a lot of guards with some nice weaponry 
around patrolling. In through the security door, to the right, and down the 
ladder to the ground floor.

Around the catwalk, you'll find another ladder leading down, so just drop down 
into basement 2. (What happened to basement 1?) Just keep heading for ladders, 
going down down down, until you arrive in basement 3, aka the Vault. Save your 
game. Examine the door, and Sydney will climb into the vault.

     Sydney:   Dammit, no Anna!
     Vaughn:   What is that? Those artifacts on the wall... are those Rambaldi
     Sydney:   I can't carry them all!
     Marshall: They've just locked me out of the system again. They're closing
               the security door to the vault!
     Vaughn:   Photograph as many as you can before the door closes.

--->>  Objective:   Take photos of Rambaldi artifacts.

We've got 30 seconds, aye. Whip out your mini camera, and run over to the left 
wall, with the computers and the briefcases. Zoom in, and move the camera 
along the wall taking all manner of photos. At the end of 30 seconds, Sydney 
will escape the vault as the door closes. Outside the vault...

     Sydney:   Base camp, do I have clearance to reactivate security?
     Vaughn:   Negative. You'll blow your cover and be trapped inside...
     Sydney:   That's the point, Anna will be stuck in here with me.
     Vaughn:   Alright, you have clearance. Marshall, see if you can find some
               escape route once we get the bone back from Anna.
     Marshall: Escape route... yeah, I can do that...
     Marshall: Oh! All right, fine! Fine! You got me this time but I'm not
               giving up! You've won round one but there are many rounds to
     Sydney:   Marshall, what is it?
     Marshall: Anna's got a guy on the security system with me. I thought I
               was racing him but he's been hacking me this whole time.
     Sydney:   Is your position compromised?
     Marshall: Um, I don't think so. But they intercepted the escape route I
               had for you. There's a fire escape beside the stairs at the
               back end of the ground floor. It's the only way out now that
               security's back on... but Anna's already heading in that

--->>  Objective:   Find the fire escape at the rear of the museum.

Argh, NO GREEN DOT. Anyways, start heading up the ladders. Up the first one, 
Vaughn will panic.

     Vaughn:   She's getting away!
     Sydney:   I'm not going to catch her!
     Marshall: Lock onto the bone with the signature reader. I should be able 
               to track her via satellite.

And just like that, our red friend at the top center of screen is replaced 
with a green beeping friend that serves the exact same purpose. We're still 
heading for the fire escape, so get out your map and I'll tell you where it 
is. On the ground floor, bottom-right hand side of screen, you'll see a little 
hall to the right of two medium-sized square exhibits. That's the fire escape, 
so run there.

--->>  Objective Complete:   Find the fire escape.
--->>  Objective:   Follow Anna through the back streets.

We're still chasing Anna, one of the red dots on our map screen. You might be 
able to see her to chase her by now. From the fire escape, veer left, through 
the door on the far wall, left down the stairs, across the hall through the 
door in the centre of the far wall, out to the right and through the door at 
the end, and across. Marshall will interrupt the pursuit at this point.

     Marshall: Hey, I'm sorry you're not supposed to be in here. Wait a
               minute, you're the ones! You're the one who's been... Well your
               kung fu is nothing, buddy, because compared to Marshall J
               Flinkman... Syd! Syd! Get out of here!

Marshall is in deep doo-doo, his position was compromised and he was found... 
damn... keep running, keep chasing, it's all you can do at this point.

     Vaughn:   We're picking up a hotspot from a nearby rooftop. Anna's got
               some kind of transport arranged.
     Sydney:   I'm going after her. You just worry about finding Marshall!

Out in a big courtyard, you'll spot a doorway on the left hand side, run 
through and up the stairs. At the top, Anna will blow you a kiss as she jumps 
inside a helicopter and flies away, with the fuel cell!

                       --->>  Mission Complete!  <<---

                    4.3    Saudi Arabia:  Operation Ruins

                                Objective List

1.  Explore outer ruins.
      1a. Explore inner ruins.


Only lockpick is required.


No we do not get time to catch our collective breath, before the next mission. 
We're in a set of ruins now, presumably outside the museum. Marshall was 
kidnapped by Anna, and Vaughn went out with a team to track him down, 
therefore Dixon will be your handler for the rest of this mission. He goes on 
to talk a lot of mumbo-jumbo, but most of it is irrelevant. About Marshall's 
tracking device, using different CIA servers, etc.

Now we're in the ruins where the bone cell was found, where Anna left the 
museum and flew away to. There's a save point right ahead of us, so save. And 
then, cuz it's so freakin dark, switch to night vision goggles, or thermal 
imaging works equally as well. 
--->>  Objective:   Explore outer ruins.

If we look at our map, we have a target that basically requires us to traverse 
the whole outer perimeter of the ruins to get to it, clever no? Looking on 
your map, if you stick to the inner perimeters you can basically avoid all the 
guards, so head to the right, around the big ass crate until you hit the wire 
fence, then turn left and follow it to the wall. Left along the wall, and 
you'll find a door, head through, then turn right and run up, no guards in 
this part.

Halfway along the hall, you'll spot a light over a door on the left, go 
through. Again, the easiest way is just to follow the wire fence, marked with 
a thin black line on the map. You can just bulldoze your way through here, run 
to your hearts content, or just run through the shadows and stay unseen, your 

Through the next door you'll find a save point, so save before heading up. 
Around to the right, following the wire fence (which you might have guessed, 
blocks off the inner ruins), and when you get to the row of columns, the door 
through is on the left hand side (being patrolled, argh.) You can sneak up 
past on the other side of the columns, though. Through the next door, and you 
can find the wire fence on your right to follow. From there, it's not far to 
get to the point of the green dot.

--->>  Objective Complete:   Explore outer ruins.
--->>  Objective:   Explore the inner ruins.

Now we're on the inside of the wire fence, cruising back over the same 
territory. Just follow the path, you can't exactly get yourself lost. Through 
the first door, you'll find a save point, so save before going through the 
second (a part coming up shortly can be a touch tricky.) Around the corner, 
you're pretty much guaranteed to be spotted by two guards, so get your running 
shoes on and go for it. At the end, there's a light that makes thermal vision 
go insane, take a left at it. When you get to the supposed dead end, hold 
forwards to climb up on the ledge, then walk up the stairs. Through the door 
and you're there.

--->>  Objective Complete:   Explore the inner ruins.

     Sydney:   Dixon, I've got a visual on a large bomb in the comms truck.
               Can you tell me what kind of explosive I might be dealing with?
     Dixon:    Hang on, I have to change the satellite imaging system. I'm
               picking up a nuclear emission.
     Sydney:   Base camp, repeat...
     Dixon:    Confirming. Anna has a tactical nuke.
     Sydney:   Oh my God...
     Dixon:    I'm not getting any kind of missile signature and you're in the
               middle of the desert. Which means Anna's not going to bomb
               anyone, she most likely wants to cover her tracks.
     Dixon:    Hold your position, I have a lock on the fuel cell.
     Sydney:   I see it too, base camp. It looks like they're treating it in
               some way.

And we cut to FMV. Anna wants to know where Sydney is, but her guards report 
that there has been no sighting of her. She can't have gotten through their 
men, he says, but Anna knows the truth. She'll bring Sydney out of hiding, 
using her 'little friend', Marshall. 

Not good news, Anna's holding a gun to Marshall's head and counting down from 
five before she 'splatters his brains all over her warhead'. She gets to three 
before Marshall starts crying and calling out for Sydney, which brings her out 
of hiding. (She always had a weak spot for collateral damage.) Of course, now 
they've got both Marshall AND Sydney.

     Sydney:   Marshall, they completely disarmed me. I don't have any op-tech
               left, do you?
     Marshall: Well, actually, I designed these pants after some sweet
               parachute pants back when... ...y'know, breakdancing was all
               the rage. You'd put the cardboard down and do the spinning. If
               you dig around, I have a lock-pick in one of my pockets.
     Sydney:   Hang on, I'm trying to work my hands around.
     Marshall: There you go... just a little lower... a little lower... kinda
               tickles actually... ooh, you just went past it... uh... uh... 
               Uh, Syd, that is not the lockpick. That's not the lockpick!
               Wait, there it is!

After you finish laughing at Sydney's accidentally groping Marshall, HERE 
COMES THE TRICKY PART. 45 seconds in which we've gotta unlock a three-pin lock 
(which is trickier than usual, presumably to do with the fact that you're tied 
up trying to free yourself) and then a three-digit password on a computer to 
disarm the bomb before it goes off. Yikes.

If you fail, game over, bomb detonated. It might take you a while, but soon 
you will eventually gather a method for deciphering computer passwords rather 
quickly, ie. going ABC, BCD, narrowing down the possibilities.

Once you're done, Marshall and Sydney will climb into the Humvee, and scream 
out of those ruins, dignity and lives intact!

                       --->>  Mission Complete!  <<---

We're back in operations HQ now, and Sydney is active. Anna mentioned 
Bucharest (she did?), a mental asylum there. Yes, Jack says, they knew this, 
because the asylum she mentions recently changed hands to be owned by its #1 
stockholder, Arvin Sloane. (Oh boy.) It's now being used as a gulag for 
political activists, with two notable inmates. One, Agent Jacobs of the CIA. 
(Whoo!) Two, a scientist by the name of Caplan. Fans of the show will 
recognize the name Caplan, he was a scientist that was kidnapped then rescued 
by the CIA. He went into protective custody, but left on his own free will, 
only to turn up in a Romanian loony bin.

Your mission is twofold - Extract Caplan and Jacobs, and retrieve the fuel 
cell. If the second objective can't be completed, destroy the cell at all 
costs. Yes, you'll kill just about everyone there, including possibly 
yourself. But Jack is insistent. AT ALL COSTS.

The guards in the asylum use a combination of keycards and biometric scanners, 
that they haven't entirely worked out. However, you can get your hands on a 
keycard at a dive the guards are fond of visiting - a local tattoo parlour. 

Marshall has some op-tech for you, in the name of some de-ionised 
nitroglycerine, and an EMP gun. Instead of buying her a box of chocolates to 
say thank you for saving her life, he decided to cook up the nitroglycerine as 
an opposite for the fuel cell, it will neutralize it for a few minutes, 
allowing Sydney to escape the asylum before it goes boom and levels the place.
The EMP gun is good for knocking out security cameras, as well as repelling 
light metallic objects such as aluminium cans. Also, you have a DNA scanner, 
for reasons unknown. Good luck, Agent Bristow.

                      4.4    Romania:  Operation Tattoo

                                Objective List

1.  Search the Tattoo Parlour for a keycard.




No sooner do we land, than we get into a fight with a guy in what looks like a 
locker room of some sort, on first impressions, but it actually turns out to 
be a bar. Beat up the guy, and search him for a key.

--->>  Objective:   Search the Tattoo Parlour for a keycard.

Pick up a pool cue from the left bench, just cuz it's cool to carry around a 
pool cue. Save in the far corner, then use the key to get out of the room. 
Next, you'll have four of the guards to dispose of. Can be tricky, but there's 
a few good weapons around, and of course pool cues rock.

     Sydney:   Base camp, I don't see any keycards anywhere.

Start searching the guards, looking for a keycard. One of them will have a 
tattoo on his arm.

     Sydney:   Are you seeing this? It's the eye symbol tattoo from the
               Followers of Rambaldi... but more complex.
     Marshall: You're right... something seems a little... off.
     Sydney:   Off?
     Marshall: Askew... not right... strange... the opposite of "how perfectly
     Marshall: The digital readout picked up a special dye on the tattoo.
               That's the keycard!
     Vaughn:   If you want to get inside the asylum, you'll have to tattoo
     Marshall: The biometric sensors actually read the dye, not the tattoo
               itself. So you won't be stuck with anything permanent. Although
               I was thinking about a yin and yang on the ankle myself. You
               know, sorta like a 'circle of life' kinda thing, like in that
               movie... Great movie! Was kind of scared though when it got
               kind of dark and they went into the bone patch. I fast forward
               through that part now when I watch it.

--->>  Objective Complete:   Search the Tattoo Parlour for a keycard.

So Sydney sits in the tattoo chair, to ink herself with the special dye.

                       --->>  Mission Complete!  <<---

                      4.5    Romania:  Operation Asylum

                                Objective List

1.  Gain admittance to the Asylum.

2.  Locate Dr. Caplan.

3.  Free Dr. Caplan, and take him to the main doors.

4.  Get into the Morgue.
      4a.  Get the security keys for the Morgue door.

5.  DNA scan the bodies to find the scientist with the upgraded tattoo.

6.  Analyze the body with the X-ray machine.

7.  Collect the tattoo upgrade chemicals.

8.  Get to the Lab.

9.  Obtain the prisms.

10. Free Jacobs before he's lasered!

11. Reclaim the prisms, and add the nitroglycerine to the fuel cell.

12. Trail Sark and take a DNA reading.

13. Get the tranquilizer chemicals and the syringe to take Sark out.

14. Get Sark out of the Asylum before the fuel cell explodes!


Stealth suit, nitroglycerine, mini-camera, EMP gun, DNA scanner, lock pick, 
remote modem.


     Vaughn:   First things first - get inside the hospital. Marshall's
               already downloaded ground floor plans to your PDA.

--->>  Objective:   Gain admittance to the Asylum.

Looks fairly standard, right, just get inside the damn building. Save, then 
examine the far wire fence stopping you from getting it. There's a crate you 
can push, but a white box and a red chair are in the way, so crouch and kick 
them to bits. Then, push the crate up against the wall and jump over the 

The next bit can be tough. You can either hide in a corner of the alleyway and 
wait to stealth attack the patrolling guard, which is satisfying indeed. One 
hit and he'll go down if you hit him like this, then take his gun. If you 
decide to do that, the next part is easy. If not, run down the alley and up to 
the entrance of the Asylum. You'll have to use the device on the right side of 
the door to gain access to the interior, which is nicely patrolled by another 
half-a-bazillion goons. Make it past them and you're home free. Hell, just 
barge through.

     Sydney:   I'm in.
     Vaughn:   Find Caplan. We're transmitting a DNA sample to your scanner. 
               That should help you lock onto his location.

--->>  Objective Complete:   Gain admittance to the Asylum.
--->>  Objective:   Locate Dr. Caplan.

Save at the save point, then check out either one of the typical barred gates 
leading out of the lobby. We see some keys, but where are they? Who knows. The 
green dot on our map is Caplan, so make haste there now.

Now, I know how I would avoid at least one of the guards in the main area. 
Take the left barred door, and hug the right wall to the corner. A guard 
patrols up and down, but you can take him out with a stealth attack quickly 
when he gets close. Then, you've got a gun. Run straight through from there, 
and through the next door. Pick off the lone guy, then you can shoot the few 
patrolling in the main room. However, if you walk away, the other guards will 
forget about you. They forget quickly when there's a door in between you and 
them. Works to our advantage.

Through the next door, hug the close wall in the corner until one guard makes 
the trek down the hall towards you. Then, you can take him out and grab his 
gun before the other two see you. With his gun, pop the other two, then 
there's two inmates to take care of. Nasty.

Search one of the guards to find the Padded Cell Key. From there, you can use 
it to visit all the other inmates, but they've just got random things to say 
that don't help our investigation. So make a beeline for Caplan, in the cell 
on the far left.

--->>  Objective Complete:   Locate Dr. Caplan.

Talk to Caplan, and a scene will commence. (For fun, leave him in his cell and 
talk like that.) 

     Caplan:   I... know you, don't I?
     Sydney:   Neil, it's me... Sydney Bristow.
     Caplan:   Sydney...? Oh God... Oh God, what am I doing here?
     Sydney:   What happened?
     Caplan:   The last thing I remember... someone was shooting a laser into
               my eyes... God, I've been hallucinating... they made me think
               I was just away on business.
     Sydney:   The laser - they must have another prototype...
     Caplan:   Yeah that's right. I remember now. It's in the upper floor of
               the building. But you need a special tattoo to get to their
     Sydney:   Got one.
     Caplan:   No, not what the grunts around here have. It's a special
               design for scientists and administrative staff.
     Sydney:   ... where can I find it?
     Caplan:   Last week, they... killed one of the scientists. His body's in
               the morgue.
     Sydney:   Alright, hang on, I'll get you out of here. Can you draw me a 
               map of what you remember about this building? I'll take all the 
               help I can get right now.
     Caplan:   Yes... yes, of course. Just don't leave me here!
     Vaughn:   Sydney, Dixon's waiting to extract Caplan just outside the main 

--->>  Objective:   Free Dr. Caplan, and take him to the main doors.     

So unlock Caplan's cell with the Padded Cell Key, and save inside. Talk to 

     Sydney:   Okay Neil, let's go.

Now he'll follow Sydney slowly as she makes her way to the main doors. He 
doesn't fight, he just tip-toes along after you, trusting you to follow the 
way. There's one guard patrolling the hall outside, but he starts off walking 
away from you, so just run along and down the hallway with the padded cells, 
and through the door.

In the next room, you can tell Caplan to wait in a corner somewhere, so you 
can make some ambushes of the guards patrolling the main room. Or you can just 
bolt through and out into the lobby, your call. Once in the lobby, examine the 
main doors.

     Caplan:   That's two I owe you, Agent Bristow!! Sydney, there's one more
               thing: they needed my branch algorithms for certain security 
               access. But one of the keycodes is 4747. Also, here's a map of 
               the basement - good luck!
     Dixon:    Sydney, I have Caplan, we're taking him to a safe house now.
     Vaughn:   Look for the elevator on the floor. According to Marshall's 
               schematics it should give you a straight shot to the morgue.

--->>  Objective Complete:   Free Dr. Caplan, and take him to the main doors.
--->>  Objective:   Get into the Morgue.

Oh, this just gets more and more charming, now we're gonna get down and dirty 
in a freakin' morgue. We can repeat our ambush trick from before when we 
re-enter the main area of the ground floor, which works well. Now, where this 
elevator be? It not marked on your map, but it's at the very right of the 
hallway Caplan's cell was in. So barge through the main area, avoiding 
everything (they won't even see you if you hug the right wall after ambushing 
the inmate, then use the EMP gun on the security camera.) Save in the next 
room, head through and wipe out the sole guard. Take his gun, and run to the 

     Sydney:   4747... let's see if this works...

Use the switch, and enter 4747. Lo and behold, it WORKS! Yay. Elevator doors 
open, so enter, use the switch and select the -1 floor. Oooh. Creepy.

Now, in basement 1, the morgue is the main southern room on the floor. Big 
room, with three large rectangles in it, no prizes for guessing that they 
represent guerneys. Head there, and you'll pass a few inmates on the way, 
since when were inmates patrolling an Asylum? This is all screwed up. 

     Sydney:   Dammit, it's another security bolt system, like the cell door. 
               Base camp, I need a new set of keys...
     Vaughn:   I'm reading a guardroom somewhere on that level. There might be 
               keys in there.

--->>  Objective:   Get the security keys for the Morgue door.

And now we have a location to head for, whoo. These were the keys we saw upon 
entering the Asylum, I'll bet. Follow the path around, completely ignoring any 
guards you see, just for the hell of it. Lol, Dixon will chastise you:

     Dixon:    There might be a stealthier way to approach this.

But I'm having fun, Dixon! Follow the hall all the way around, and if you end 
up at the left entrance of the room with the keys, you'll spot a ladder. Up 
the ladder, ignoring the inmates at the bottom calling for backup, and save.
Then crouch and enter the room, you'll be on the catwalks above the room.

     Sydney:   Are you picking up my visuals, Vaughn? Any ideas on where the 
               keys are going to be?
     Vaughn:   Scanning the image... highlighting the target... now.

The guard you want will be the one patrolling near the south door of the 
guardroom. He can be tricky to get to, but not that hard. On the catwalks, 
head forward, take the first right, then left, then two rights until you're in 
the corner of the room, right above a guard sitting at a table reading a 
newspaper or something. As you travel over it, the last catwalk will fall, 
trapping you in the corner.

Lucky lucky, when the catwalk fell, it disturbed the guard at the table, 
causing him to leave his post and take position over the other side, near the 
pool tables. Now, this bit takes timing. Watch the target guard, to study his 
movements. He'll get to the very left, closest to you, then turn around, 
pause, walk forwards a bit, stop, and say 'All clear'. As soon as he turns 
around, drop down from the rafters, sneak up to him, then stealth kill that 
bastard. Leave him for now, but nab his gun, cuz the other guys are all gonna 
see you and wanna fight.

Use his gun to take out the next armed guy, and repeat gun-stealing process. 
When all the gunners are down, fight the brawlers (arm yourself with pool 
cues) until they're all down. When you're through, save in the far corner, 
then search the target guard and get the keys.

--->>  Objective Complete:   Get the security keys for the Morgue door.

Now, the only entrance out of this room is the northern one, and it's locked 
(which is why you needed to take out the other guys before you could escape.) 
Four pin lock, rather standard (the locks are getting more complex, with more 
pins, as the game goes on) so unlock it. Out in the corridor, there are two 
guards patrolling in a row, right near the door, so unless you're in stealth 
mode and can stealth kill them quickly, they're gonna see you and hit you 
right off the bat. Plus there's the CCTV camera that stirs up guards worse 
than a hornet's nest. Either way, sprint like hell, towards the morgue door 
marked green.

When you get there, you'll prolly have three inmates to kill (two chasing you, 
and one stationed outside) but if you've still got the last guard's gun, 
they'll fall quickly. Use the key on the door, and enter the morgue.

--->>  Objective Complete:   Get into the Morgue.

There's four of the unarmed guards (okay, maybe they're not inmates...) but a 
lot of weapons around. Keep on the run until you find one, pick it up, bash 
the shit out of people until the weapon disintegrates. Repeat process. They go 
down after a few blows if you're armed. When you're done...

     Sydney:   The tattoos on these bodies all look the same. How do I know 
               which one is the right one?
     Vaughn:   We're feeding Interpol's Genetic Database into your DNA 
               scanner. Most of Anna's scientists for hire should be in the 
               IGP. Test the bodies... the one that gives you a hit should be 
               the one that has the level two pass.

Our Op-Tech logo's flashing like crazy, because of all the bodies around. You 
can use your DNA scanner on all of them until you find the right one, or you 
can simply head to the cabinets on the right side of the room, use the switch 
on the second one from the left, use your scanner, and presto, there's your 
dead body. 

--->>  Objective Complete:   Find the scientist with the upgraded tattoo.

I didn't even know we officially HAD that objective. Anyways, we've got a hit.

     Marshall: Oh-oh-oh! Do you see the X-ray next to the body?
     Sydney:   Yeah...
     Marshall: It doubles as a gas spectrometer. Man, I am so jealous, I've 
               always wanted to use one of those. It'll read the chemical 
               make-up of the tattoo. It's compatible to your PDA so scan it 
               and I'll be able to dissect it on my end...

--->>  Objective:   Analyze the body with the X-ray machine.

Not that hard, eh? See the X-ray machine in the corner? Grab it, and drag it 
over and push it right up to the body, then use it with the Action button.

--->>  Objective Complete:   Analyze the body with the x-ray machine.

     Sydney:   Scanning...
     Marshall: Okay, the level two tattoo is just an adjustment to the one you 
               already have... a liquid magnesium sulphide, plus ca change. If 
               you can find the storeroom, you should be able to find the 
               sulphide that will get you into the upstairs lab.

--->>  Objective:   Collect the tattoo upgrade chemicals.

Alright, we need to get ourselves a NEW tattoo. The storeroom is just off the 
morgue, through the south door. You can either go find a key for it, or simply 
pick the lock, both work. If you want the key, the guy in the windowed morge 
room has it, so go beat him up and take it. Or it's a four-pin lockpick job.

Note the cheesy music from the radio in the storeroom, god it's annoying. And 
this part took me a rather long time to work out how to do. The two chemicals 
are sitting right on top of the shelves that the scientist is patrolling 
around, in split screen view. And no matter how you move, he won't turn around 
 and see you on the other side of the bars. We need to get past the bars, or 
rather, over the top of them...

In your corner of the room, there's a few cupboards in the very corner, climb 
up on the small box, then the big cupboard. From there, jump up and grab the 
pole, and worm your way over the bars to the other part of the storeroom. GO 
all the way across, and drop down on the shelf.

Run across the top of the shelf, and when you get to the obstacle, whatever it 
is, drop down, hang off the edge of the shelf and work your way across, before 
climbing back up. Pick up the first tattoo upgrade chemical in the small 
purple vial in the corner of the shelf, then jump across (just run) to the 
next shelf and grab the next one. The scientist will see you, but won't be 
able to hurt you. Save your game at the save point.

When the scientist sees you, make sure you're standing directly above him, 
then tap Special Attack for an instant stealth kill. Nothing much else to do 
here, so leave the storeroom the way you came in.

--->>  Objective Complete:   Collect the tattoo upgrade chemicals.
--->>  Objective:   Get to the Lab.

And where, exactly, is the lab? Who the hell knows, but we must find it. 
Seeing as we now have an upgraded tattoo, we can go wherever we like on this 
floor. So lets explore. There's a small room in the south-east corner of the 
floor (map-wise), that might be worth investigating. Why? Well, from the looks 
of things inside, it's a torture room (eek). There's three people inside, one 
doctor and two grunts. When you kill the doctor, you can search her to pick up 
her outfit. Change into it, and you have a new disguise. Presto.

Now, small arrow pointing upwards on the directional indicator, top of screen, 
means we need to go up at least one floor to find the lab. We know it's not on 
the ground floor, cuz we explored all that, so it must be the first floor. The 
elevator we came down on is no good to us then, it only goes between this 
floor and ground floor. So we need another method. Some stairs? Look on the 
map for some stairs, there's some branching out from the morgue. Head back 
there, and use the switch to open up the stairwell. Start running up, saving 
partway before continuing.

Security cameras wont touch you, in disguise, so when you access the first 
floor, you're safe from them. Along the hall, your first right leads to the 
lab, so go there. Nice yellow biohazard sign on the door, not the familiar 
one, but still rather distinctive. Use the switch, and enter the 
decontamination room. Note: guards will still try to beat you up when you're 
in disguise. 'Try' being the operative word. Sydney could kick their asses in 
her sleep.

--->>  Objective Complete:   Get to the Lab.

Inside the lab, Sydney spots the new laser prototype. Much upscaled from the 
little hand-held one we had in Monte Carlo, too.

     Sydney:   Base camp, I have a visual on the new prototype.
     Vaughn:   If it's operational, it should have both the prisms and the
               fuel cell stored inside... do you see them?
     Sydney:   Negative on both.

--->>  Objective:   Obtain the prisms.

See, the camera panned to two gaps in the prototype, both were empty. But, 
along the wall of the lab, we have three big white cases with purple things 
stored inside. The prisms! We need to get them out! Walk over to them and 
examine them.

     Sydney:   I found the prisms... but the storage containers are
               magnetically sealed.
     Marshall: Then there should be a computer that will give you access to
               the locking system.

Whoa, Sydney sounds a little stressed, there. Calm down, chicky. Time to 
explore the lab and find this computer. The lab has two levels - the main 
floor, and the small mezzanine accessible by stairs. Well, not really 
accessible by the stairs, try and run up them and get shot down by the gun 
turret at the top. Damn. We'll find another way up.

Always look for things you can jump up on, or grab hold of. Here, we can jump 
up on the brownish lattice-like container, so do so. Once up there, you can 
repeat your morgue storeroom tricks and grab the pipe, working your way across 
the divide to drop down on the mezzanine. Use the computer in the corner 
overlooking the main floor, hack into it if you must.

Now you've unlocked the cases, and de-activated the turret, whoo. Go and try 
to get the first prism.

     Marshall: Hey, can you take a picture of those for me?

Whip out your mini camera, and take a satisfactory photo, zooming in a little 
so the prism fits the whole shot.

     Marshall: Oh my God! Boom! Did you hear that? That was the sound of my 
               brain exploding.
     Sydney:   What is it?
     Marshall: I magnified your picture by ten to the eighty-third power. You 
               see those grooves on the prism? These bad boys have sub-atomic 
               microchips built into them. Must be for all the brainwashing, 
               right, that's why Caplan was all like "la la la, I'm frolicking 
               on the beach" when, in reality, he was helping Anna and Sark.

Almost worth playing this part again to hear Marshall going "la la la"! Grab 
each of the three prisms from the three cases.

--->>  Objective Complete:   Obtain the prisms.

But looks who's on his way into the lab! It's Sark! Okay, this does not look 
good... and Vaughn doesn't help the situation.

     Vaughn:   Syd, listen very closely. You have to put the prisms inside the
     Sydney:   What?
     Vaughn:   If Sark comes in and sees the prisms are missing, your position
               will be compromised. You have a short window to operate in and 
               hide while they go through the decontamination locks. Move, 
               Sydney, move!

So motor over to the right side of the laser, closest to the prism cases, and 
the Use command will appear, so use the prisms. From there, we need a spot to 
hide. That lattice-boxy thing we stood on before looks good. It has a door, 
with a peephole, perfect for professional spies like it. So when you've placed 
the prisms, run inside the box and the door will automatically close. Await 
Sark's arrival, and stand very still throughout his inspection.

When he's satisfied that the place is secure, he and two nurse-wannabes bring 
in the patient - Jacobs. They're gonna use the prototype on him? This is the 
last clinical test before mass production begins... aye! Now, Rudy and Shaun 
can't decide who goofed and left the prisms in the laser, but Sark knows that 
no-one did... they were just placed there. So it ain't secure after all. He 
leaves them to run the test, while he goes off and finds some more security.

     Vaughn:   Syd - deactivate that laser - now!

We're on a 60-second timer here, to get out of our box, kill poor Rudy and 
Shaun, and de-activate the laser using the small computer on the left side. 
Fairly standard task, especially if you have a weapon. (You should always 
carry a weapon.) Once you've deactivated it, you have to free Jacobs, picking 
the locks on each of the four restraints holding him on the guerney.

--->>  Objective Complete:   Free Jacobs.

     Sydney:   Jacobs... Jacobs, can you hear me? My name is Bristow, I'm 
     Jacobs:   Oh thank God...
     Sydney:   We're picking up a lot of movement toward the front of the lab. 
               You're gonna have to find another way out of there.

From the looks of things, this lab has only one exit, through the 
decontamination room. But there must be another, if Vaughn's words are any 
indication. Now, me, I spotted a panel on the wall below the mezzanine that 
looks a lot like the security panels we blew up in Monte Carlo, using the 
laser prototype. Wait... we have a laser prototype... a functional one too. So 
use it, aim it at the panel, and boom! The metal grating drops to reveal a 
room under the mezzanine floor. For now, it doesn't look like there's anything 
interesting in there, except perhaps a shuttered window. Shuttered window has 
another of the same security panels on the right of it.... laser it too, and a 
scene will commence.

     Vaughn:   The order just came down. It's too hot for you to get out of
               there with the fuel cell. We're going with the acceptable loss 
     Sydney:   There are still patients in here!
     Vaughn:   Sydney... please... it's for your safety...
     Jacobs:   I can get the patients out. I know where all the cells are. I 
               can get to them.
     Dixon:    I'll meet up with Jacobs and ensure the asylum is evacuated.
     Sydney:   Alright, let's do it. Marshall, after the de-ionised nitro's 
               added to the fuel cell, how much time do I have?
     Marshall: Plenty. At least a couple of minutes.

--->>  Objective:   Reclaim the prisms, and add the nitro-glycerine to the 
                    fuel cell.

Hey, how come Jacobs can waltz right out that door, when I can't? Pfft. 
Anyways, this objective is easy as hell, just take the prisms from the right 
side, then on the left side, use the nitroglycerine when the op-tech logo 

--->>  Objective Complete:   Reclaim the prisms, and add the nitroglycerine to
                             the fuel cell.

Now to get out of the lab. We unlocked the shuttered window by blasting the 
security panel, so go back and climb through it, and save at the save point. 
This next part might take a bit of practice, and is regarded as one of the 
most difficult to date, but if you follow my tips, you should be fine. Climb 
over the shelves, and get yourself into stealth mode. Sneak up to the door and 
make to leave the storeroom.

     Vaughn:   Sark's not going to come quietly so you'll have to tranquilize
               him... enough to knock him out, but not so much that you kill 
               him. We'll need a new DNA sample from him. I'm feeding our old 
               file sample to your DNA monitor. Use it to follow Sark, and 
               register a new sample.

--->>  Objective:   Trail Sark and take a DNA reading.

Uh, wha? We're not leaving Sark to die? Why the flamin' hell not? Grr, we're 
gonna knock him out and take him with his before we blow the place, but we 
need his DNA to know how much tranq to give him. Makes little sense, but then 
again, this is all pretty far-fetched stuff. 

AS SOON as Vaughn starts talking, press circle to leave the room and you'll be 
right behind Sark in the hallway. The reading of his DNA will commence 
immediately. In stealth mode, follow him down the hall, he'll stop every now 
and then, either just to pause or to turn around and check behind him.

When you approach the second locker on the right, get behind it next to the 
wall, because Sark will turn around at this point. If you stay pressed up 
behind the locker, you'll be safe. When he turns around, get out and keep 
following in stealth. When you get to the second next archway down the 
corridor, hug the wall on the left behind it when Sark stops again. At this 
point, the DNA reading should be complete.

--->>  Objective Complete:   Get a DNA reading from Sark.

     Vaughn:   Good. Marshall's analyzing it now. In the meantime, you need
               to find the right drugs and some sort of tranquilizer gun.
     Dixon:    Jacobs and I just passed a doctor's staff room in the Ward 
               where they keep the supplies. There's a pharmacy in the 
               corridor just beyond that...

--->>  Objective:   Get the tranquilizer chemicals and the syringe to knock 
                    Sark out.

Looking for a storeroom... for a storeroom... where they might keep a syringe. 
Check our map, and you'll see a storeroom clearly marked, we just have to get 
there. So keep on cruising along the hall. There's a save point just outside a 
medical facility that we'll need to pass through, so save there. 

Getting through this place would have been easy enough had we been tackling it 
during the last objective, but it's a bit tougher this way. Trade-off we made, 
because if we had've cleaned this place out before getting the DNA reading, 
the reading itself would have been a damn sight trickier to get. We can always 
bluff our way through a room with guards, we can't bluff our way into getting 
a DNA reading.

There are four guards in the medical ward, one with a gun. If you venture far 
into the ward, another gunner will appear as well, which can be tricky. If 
stealth doesn't appeal to you, just run straight through, and through the hall 
on the right at the far end of the room. Through the hall, hand a right at the 
end, through the narrow gap in the bench (note the presence of a wheelchair 
right there), and into the storeroom.

     Vaughn:   Please don't let her get you with the needle.

This nurse is one vicious bitch, armed with a needle she likes to jab at you. 
If it gets you, most of your health will go bye-bye, what's she got IN that 
thing? Who cares what's in it, we want it, so take her out. Once she's down, 
search her and you'll get the syringe and her outfit, just for a change of 
clothes if you didn't grab the last doctor's outfit.

     Sydney:   There's no tranq gun in here, I'll have to go with a syringe.

Well, the objective DID say to get a syringe. Now we need the drugs to go in 
it, and Dixon said they were in a pharmacy in the hall just past the medical 
ward. If you look at your map, you'll see the hall, plus the pharmacy just off 
it, with the drugs marked green in the corner. That's where we're going.

Save before heading back out, no doubt there's a few bad guys waiting for you. 
Change clothes into disguise if you like. A weapon would be helpful, seeing as 
you won't get far in stealth with guards and doctors patrolling everywhere. 
Take them out as you meet them, and steal a gun or two, or run right through, 
your call. Out in the hall leading to the pharmacy, hug the right wall just 
before the corner. There's two guards with guns marching slowly around the 
corner, and because they walk on an angle they'll walk right past you, guns 
drawn, never seeing you. Once they're gone, dart past them to the pharmacy. 
You'll need to jump the counter, and you can save your game again. 

     Marshall: I'm targetting the drugs you'll need on your display... now.

Grab the chemicals.

--->>  Objective Complete:   Get the tranquilizer chemicals and the syringe to 
                             knock Sark out.

     Vaughn:   Okay, you're all set. Now you just have to inject Sark and 
               he'll be out like a light.
     Sydney:   You wouldn't believe how much I'm looking forward to this...
     Marshall: You can locate him with your DNA monitor and then hunt him 
               down in the street like the dog that he is, little nasty dog, 
               right? Was that too over the top?
     Vaughn:   A little.

Oddly enough, you can run around in the pharmacy to your hearts content and 
nothing will shoot at you from the hall. Now we have to find Sark, in the one 
room we haven't accessed yet on this floor. The other medical ward, near the 
first, so go back there for a confrontation.

     Sark:     Sydney... I've been waiting for round two since Monte Carlo.
     Sydney:   One way or another, Sark, I'm taking you in.
     Sark:     Over your dead body.

Heh, I like that. Now, what's worse than fighting a guy who, no matter how 
many times you hit him, just gets back up? That's what Sark does, in this 
fight, you can't kill him no matter how hard you try. What you can do, 
however, is knock him to the floor with a Special Attack, then stand over his 
body and use the syringe when the command appears. Simple. Easy battle.

     Sydney:   I have Sark. But how the hell am I going to get him out of 
     Vaughn:   You'll have to push him out. Find a wheelchair.

Now you see why I noted the location of a wheelchair a few paragraphs ago? We 
need it now. Leave Sark's prone body there, and go back and get it, it's near 
the entrance to the storeroom where we met the nurse. If you're in disguise as 
doctor, and not holding a weapon, you're safe from attack from guards until 
you get to the wheelchair, in which case the guy outside the storeroom holding 
a big-ass gun will go BAM BAM BAM.

Grab the wheelchair, and run it back to Sark. (In the room Sark is in, you're 
also safe from attack.) Inside the room, the screen will fade to black, and 
Sark will magically transport into the chair. Save again.

Now we have to get Sark out of the Asylum. Seeing as we're on the first floor, 
we can't exactly push him down the stairs, so we'll need an elevator, and 
there is one on this floor, in the hall past the pharmacy where we got the 
tranq chemicals. Now, if you run and push Sark, you'll alert suspicion. So 
walk. No, there is not a walk button on your controller. So you will have to 
run as normal, but very very slowly, stopping after each step to give the 
illusion of walking. If you do this, in disguise as a doctor, the guards will 
let you slip by and down the hall.

Through the mesh door near the pharmacy, a passing doctor will spot your badge 
and note that your profile does not match the picture. Sydney makes a run for 
it, as the doctor activates a mechanism to slam the steel door behind her.

     Sydney:   I've been made! They're powering down this whole section of the 
     Vaughn:   They're trying to pin you down...

... and they're succeeding, it would appear, we're now all alone in the 
elevator section. Push Sark into the elevator, and inspect the controls. Of 
course, they've powered it down, it's not working. 

     Sydney:   No power to the elevator.
     Vaughn:   You'll have to operate it manually.

And we flash to some switchboards in a vent above and outside the elevator. 
That's where we need to go, so we'll need something to hoist ourselves up 
there. In a small room opposite the elevator, at the end of the hall, you'll 
notice a silver surgical tray, grab in and drag it over under the manhole. 
There's also a save point in that room, so save while you're there. Jump up 
into the vent, and examine the switchboards.

     Marshall: Uh... Syd? Slight alteration in plans. Based on the reactive 
               readings I'm getting, the fuel cell explosion timetable has 
               moved up just a bit. I'm displaying it now...
     Vaughn:   Syd, get Sark out... now!

--->>  Objective Update:   Get Sark out of the Asylum before the fuel cell 

This would be so much easier if we would just leave him there to die, he's a 
bad guy, we hate him, leave him for dead. But no, this MAKES THINGS MORE 
COMPLICATED in the fact we have to save his Pommy ass. The elevator lowers to 
the ground floor, and opens with a typical ding. Sark rolls out, still 
unconscious, while Sydney drops from the vent above, straight into a war zone.

Oh, and we have a five minute timer on our heads.

There's only one way to do this safely, and that is to fight. (Yeah, real 
safe, I know.) If you do like I tried and grab the wheelchair and run for the 
hills, you won't make it. (Although I did, when repeating this part. Hmm.) So 
we have to fight, and keep our fights local to avoid alerting more guards and 
creating more fights. Yay.

First scneario is two doctors, and a guy with a gun. If you stray too close to 
the door in the far wall, you'll prompt another doctor to appear. There's a 
bar in between the vending machine and the table, use it to smack the shit 
outta the guy with the gun, take his gun, shoot some other guys with it. Leave 
Sark there, grab another weapon, and move on.

Around the corner, another doctor will appear from the next room. Take him 
out, grab the next broom, keep going. Another doctor near the top of the ramp, 
and another patrolling at the bottom. This we can handle, one at a time with 
no machinery. Save before the doors.

If you took out the gunmen and patrolmen when you were in the next main room 
the very first time, it's a piece of cake from here on out, just grab Sark and 
run out. If not, it'll be a bit trickier. Go back, grab Sark, and bring him to 
the save point. This will give you time to recover a little health. Save again 
if you wish.

You prolly will have alerted one more guard on the trip, but who cares. If you 
didn't empty the next room, there will be three gunmen and a couple of 
doctors, a rather tall order. My idea for the room is this: Run into the room 
pushing Sark, face the closest gate, then let go and kick him as close to the 
gate out as you can. If you can get him halfway there, you're good. Go 
straight to the other right-hand gate and out into the foyer, then come back 
in through the Sark gate. Grab Sark, and move out. Watch Syd and Dixon load 
Sark into the back of a truck, and it will drive away as the fuel cell 

                       --->>  Mission Complete!  <<---

Back at HQ. Due to Sydney's unorthodox methods, they got more intel than they 
bargianed for, from Sark. In exchange for Sloane helping Anna with the laser, 
she offered him a diamond, a special diamond with a drop of Rambaldi's blood 
in the center. So Sloane's taken the diamond to a Hong Kong embassy, where he 
has a crack team of scientists trying to extract it.

On-crack, more like it, but anyways.

You don't know what he's intending to do with the blood, but you don't care. 
You're going in to try and get it, but you're still acting under zero-sum - 
their loss is your gain - so if you can't get it, destroy it.

Marshall was assessing the security, and he discovered you'll need a virus to 
get into the lab. The computer network has a virus built in, and will infect 
anyone accessing it that doesn't already have it. Only problem is, it mutates 
everytime someone accesses it. Enter Marshall - he can predict the next 
mutation, should he get his hands on the virus. Presto.

Syd and Dixon will be going in as partygoers. He'll distract the guards while 
she goes off in search of the library, where the virus is being held. Sounds 
simple, right? Nothing's ever simple in this job...

                     4.6   Hong Kong:  Operation Embassy

                                Objective List

1.  Find a Keycard for the Control Room.

2.  Plant CCTV Jamming Device in Control Room.

3.  Find the Library on the top floor.
      3a.  Hide from Sloane.

4.  Examine Library's architecture.
      4a.  Download virus.

5.  Lock the Library doors.

6.  Reach Satellite Dish.

7.  Transmit Virus data to HQ.

8.  Find Lab in Basement.

9.  Find Rambaldi Diamond.

10. Locate source of the signal.
     10a.  Download info from truck.

11. Trigger fire alarms to evacuate the building.

12. Get to the Ballroom.

13. Neutralize aggressors in the Ballroom.

14. Find Dixon and escape from Embassy.


Stealth suit, evening wear, CCTV signal jammer, hard drive downloader, lock 
pick, remote modem.


Laugh as Dixon enters the embassy, in cowboy mode pretending to be drunk, to 
distract the guards by wanting to purchase some of the embassy's displays. 
Sydney will sneak past, and now the spotlight is on us.

Oooooh, look at Sydney dolled up in her evening wear. We basically have full 
roam of the embassy here, because we have no objectives and we're in decent 
disguise. So explore a little. At the south side of the balcony you're on is a 
save point, so save there cuz you don't really wanna be doing the last part of 
the asylum again. When you descend the second set of stairs of the grand 
staircase, Vaughn will stop you.

     Sydney:   Base camp. I'm clear.
     Vaughn:   Copy. Before you can get to the library, you'll need to disrupt 
               the CCTV system. The control room's on your floor.
     Vaughn:   The entrance to the control room is via the guard room... and 
               it requires a keycard.

--->>  Objective:   Find a keycard for the control room.

There we go, we have an objective. We saw where the control room was, in the 
corner of the floor marked by a door with big 'NO' signs on either side. I 
don't care what country you're in, those signs mean NO. Time to find a guard 
with a keycard, beat the shit out of him, and steal it, no?

On the left of the control room door, (on the top-right hand side of the 
ground floor), you'll find a familiar sign on the next door. At least, it'll 
be familiar when you enter the room, it's a ladies' toilet. It's not 
suspicious that you're in there, but there is a nice female guard in there 
drying her hands. Stand behind her, go into stealth, press special attack. 
Presto. Instant kill. Search her body, and you'll find a keycard.

--->>  Objective Complete:   Find a Keycard for the Control Room.
--->>  Objective:   Plant CCTV Jamming Device in Control Room.

Out of the bathrooms, into the main foyer, through the next door on the right. 
in the corner. Use the keycard on the white panel, and proceed through. As we 
turn the corner, we get a split-screen view into the next room, an office of 
some sort, where a guard is patrolling near a photocopier. (How fun.) You can 
use the split screen view to sneak through when he's not looking, or simply 
barge through, beat him up and take his night stick. (No prizes for guessing 
which I did.) Proceed into the control room.

     Marshall: You need to plant the jamming device by the force switch 
               modulator relay... Hang on, I'm displaying it on the HUD for 
     Sydney:   Got it.

In case you weren't sure, its the green glowy thing in the top-left corner. 
Approach it, and the op-tech logo appears, so use the CCTV signal jammer.

     Vaughn:   All right, now you can jam the camera feed. Head for the 

--->>  Objective Complete:   Plant CCTV Jamming Device in Control Room.
--->>  Objective:   Find the library on the top floor.

Grab the blue map from the floor, then move out. You're not heading for the 
main staircase, but rather a different one that will take you to the top. The 
map gives you access to a whole new area of the ground floor, so that's where 
we're going. Outside the keycard-locked door, pick the lock of the other door 
and go through that way. If you move forward, a split-screen will show you a 
security camera, so use the CCTV jammer then run. The broken camera will idle 
down the screen - when it gets to the bottom, it's all systems go, operation 
as normal, so run like hell and turn the corner, away from its prying eyes.

Please, for the love of God, do NOT go back and save at the first save point 
after doing this part. Otherwise, this room will be occupied with three 
guards, and there is no way you are getting past three guards undetected and 
unscathed. So just continue on.

Inside the next room, a computer room, you'll find a lone guard. Before 
tacking him out, use the CCTV jammer again because there's a camera on the 
ceiling near the wall with red ticker. Once it's out, take the guard out with 
your nightstick, and swap your damaged one for his nice fresh one. If the 
jammer runs out, use it again or stay far away from that side of the room. Use 
it again, to get close enough to unlock the door. You'll need to do it 
quickly, because the jammer doesn't last that long.

Now you're in a hallway, and as you approach the end of the hallway, you'll 
again cut to splitscreen. A guard's patrolling another office area, and the 
area has a security camera in the far left corner (the direct opposite of your 
corner). If you watch the path he walks, you can step inside just as he walks 
past the door, and stealth kill his ass. Take his gun.

The door you need to find is directly under the security camera. Use the 
jammer, and run over to unlock the door. For this one, you don't know how long 
it stays off for, as well, so be fast. 

Just in case you're not smart enough to change costumes like I am, the game 
reminds you that you can, basically TELLING you to put your neoprene suit on. 
Do it, then grab the next map from the coffee table in the desk area. (No 
cameras here.) Check it, and you'll see that the stairs are through the door 
opposite where you came in from. Go in. Save. (YAY!) Up the stairs, and onto 
the top floor.

     Marshall: The library should be on this floor. But I'm picking up a lot 
               of camera EM frequency so... watch it!

I have had ENOUGH of these durn cameras, I tell you. Anyways, only one door 
leading out, and you know the drill by now. Two guards, both armed with guns, 
but no cameras. You should have a gun from the last guard you killed, so get 
in there and bust some ass. When both are dead, take the gun of whichever has 
the most ammo left, and swipe the next map from the desk inside the glassed 

Check out the size of the second floor, will you!? My guess is, we're heading 
for the very last room, the one in the south-east corner, but that's just my 
guess. Anyways, we're on the lookout. Head through the next door, and you'll 
spot a different type of security camera, the type we're more used to. Use the 
jammer, and run straight past it to the door at the end of the hall. Enter, 
kill the lone guard, take his gun. Not being very stealthy, are we?

Open the next door leading to hte long hallway, and there'll be a camera on 
your right and a save point to the left. Save quickly, then jam and run. There 
is a guard patrolling in the hallway, as I soon found out. If jamming isn't 
for you, you can shoot these security cameras too. Kill the guard who patrols 
in the short part of the hallway around the corner. When you turn the corner, 
a scene will take over.

     Dixon:    I just got a visual on Sloane.
     Sydney:   I don't have the virus yet...
     Dixon:    Then find a secure hiding place.

--->>  Objective:   Hide from Sloane.

Luckily, there's a door either side of you, in the hallway. Hide in one, wait 
for Sloane and his cronie to walk past, to the end of the hallway. When 
they're turning the corner, that's when you make your move - sneak out and to 
where they were, the library.

--->>  Objective Complete:   Find the Library on the top floor.
--->>  Objective Complete:   Hide from Sloane.

But it's still not all good yet, when you get inside the library...

     Vaughn:   Sydney, the architectural layout of this room doesn't match the 
               schematics we have. Something's not right...

--->>  Objective:   Examine Library's architecture.

So, what exactly are we looking for? Blast vague descriptions. Anyways, 
there's two guards in here. One sits still, one patrols around the second 
bookcase. If you're like me, you're pressed up against the first one. Keep a 
very close eye on the map - a lot of pausing and unpausing, or peeking around 
corners - when the patrolling guard walks around the back of the bookcase, run 
to the corner he'll come walking around. Hug the wall (stealth walk into it), 
then special attack right when he's about to turn the corner. Boom, dead 
guard. Search him to find some library keys, plus he has a truncheon for a 

You'll see a lot of Use commands appearing when you examine bookcases, so 
select it each time to see Sydney push a sticking-out book onto the shelf. I'm 
not sure whether you have to get them all, or just the one on the right side 
of the room (left on the map) between the second or third bookcases. This was 
the one I triggered to open up a doorway to a secret room.

     Sydney:   This must be where the virus is...

--->>  Objective:   Download virus.

Grab the map section from the desk, then examine the computer.

     Marshall: Use your flash card memory stick on the computer... it'll take 
               a few minutes to download everything... so if you don't mind, I 
               like to whistle a little bit while I work. Y'know, a little... 

Heh. Anyways, use the hard drive downloader (which is NOT a flash card memory 
stick mind you) on the computer when the op-tech logo appears, and it'll get 
taken out of your inventory. Wait, wait, wait while it downloads, then...

     Vaughn:   Syd, look out - watch your back!
     Marshall: No-no-no-no! No don't - don't! Wait a second! The flash card 
               hasn't downloaded the entire virus yet! You have to hold your 
     Dixon:    A silent alarm must have been triggered. Heavy reinforcements 
               coming your way...
     Sydney:   The download's still incomplete...
     Vaughn:   Then you need to buy more time. Start by blocking the library 

--->>  Objective:   Lock the Library doors.

And like a flash, we're outta there! This can take you forever though, because 
I couldn't see in the darkness of the library and still locked the doors (with 
the keys you got from the dead guard) before they were opened. 

--->>  Objective Complete:   Lock the Library doors.

The download will finish while you do that, so go back and swipe it from the 

--->>  Objective Complete:   Download virus.

So leave the little secret virus door, to discover the guards trying to bash 
down the door!

     Vaughn:   That door is going to give any second! Look around - there's 
               got to be another way out...

And indeed there is, through the window opposite the virus room entrance. 
Examine it, and a scene will take over in which Sydney sneaks out the 
window... but your cover is blown, big time.

     Sydney:   I'm clear from the library.
     Marshall: Syd! Syd... someone's jamming the frequency... repeat, all CIA 
               signals are insecure...
     Vaughn:   Find the... satellite dish... side of the building... only 
               secure feed left...
     Sydney:   Dixon, do you copy?
     Dixon:    Barely. I've lost contact, too.
     Sydney:   Could you make out base camp's last operational instructions?
     Dixon:    Upload the virus through a satellite dish on the side of the 
               building. We can use it to boost the signal to get past the 
               jamming frequency.

--->>  Objective:   Reach Satellite Dish.

And they show you a picture of the satellite dish. Ahah, we must go right! Try 
to avoid the spotlights, because if you enter one, you will indeed be shot at. 
If you come to ivy poles things blocking your path, hang over the edge of the 
building, worm across, then jump back up. If you should fall, you'll be sent 
back to the start so it's not exactly hard :-/

When you get to the lattice on the building, drop down, worm across to the 
next one (semi-hidden), then climb back up. At the end of the path, you'll see 
a ladder, with a save point further on. Save, then ascend the ladder.

Up the ladder, climb the drainpipe on your left. Walk across, then drop down 
inside the chainlink fence. Run across the courtyard to find another drainpipe 
- scale it. At the top you'll find the satellite dish, so examine the big 
black control box on the side of it. It'll split screen, just in case you're 
not sure what you're doing.

--->>  Objective Complete:   Reach Satellite Dish.
--->>  Objective:   Transmit virus data to HQ.

Use the control box, then spin the dish to the left until all six bars on the 
transmission meter are full. Press X when they are all full, and Sydney will 
transmit the virus.

     Sydney:   At the dish. Transmitting... Hope they pick this up.
     Vaughn:   Sydney, we're back on line. We have the virus and we're 
               transmitting on a different channel for all comms traffic. It's 
               at the high end of the GSO spectrum, so we won't have any more 
               jamming problems.
     Marshall: Okay... how brilliant is this? I think I've outdone myself and 
               that's hard to... Courtesy of your upload, I stumbled upon an 
               encrypted map of the lab. I'm downloading it and the virus 
               mutation to your PDA now.
     Vaughn:   According to the plans, the lab's in the bottom level of the  
               Embassy... under the garage.

--->>  Objective Complete:   Transmit the virus data to HQ.
--->>  Objective:   Find Lab in the Basement.

And note where the camera panned to, while the characters spoke. A different 
window exit onto the balcony! With a save point near it and a guard inside! 
Let's go!

You need to go back to the area where you first climbed up the drainpipe, and 
you'll find a second ladder leading down to the balcony. However, you'll need 
to jump on the container to get back to the top path. Climb up, across, down 
the pipe, then down to the second ladder. Try not to just fall down it, like I 
just did. Save, then climb in the window.

Unfortunately, there's two guys with guns here. And you most likely have no 
weapon whatsoever. But do your best - it may take a few tries, but you'll kill 
them both.

Search one of the bodies to recover a Level 2 Keycard, then stop and catch 
your breath. Head back out into the familiar hallway, and note that while the 
cameras are not inoperational, the guard is still patrolling the short stretch 
of hallway. Kill him, take his gun. :) Save again at the end of the hall, just 
to make sure.

There are two guards in the next room, so shoot 'em both with your gun. Take a 
truncheon from one of them, and move on. This next hallway is one in which the 
camera still works unfortunately (you know this hallway because you came down 
it before, on the way to the library) so zap it with the jammer then take the 
side door to the computer room.

Kill the lone guard, swapping weapons with him, then head for the stairwell. 
Only this time, we're going alllll the way down. And at the bottom, you'll 
come to a door marked 2. Use the keycard, to enter the garage.

     Vaughn:   There's a stairwell in this garage that leads to the warehouse.

And he'll even show you where it is. Basically, follow the ramp down, kill a 
few bad guys, and you'll find it. Easy! Bad news is, map doesn't work here, 
so you'll have to rely on either thermals or enhanced vision to spot baddies. 
If, at the end of the ramp, you hug the right wall, you can stealth kill one 
guy that does his rounds past there, and grab his gun. Use that to kill other 
two baddies. Swap for full gun. Run to stairwell. Sweet.

At the bottom of the stairwell, save at the save point, before making your way 
into the storage area. This part is bloody tricky. Best of luck.

     Vaughn:   Okay. Entrance to the lab should be at the other end of the 
               storage area.
     Sydney:   I am way outmanned here.
     Vaughn:   Can you find a way past them without fighting?

And the camera nicely pans over to a control panel, on the other side of the 
room. Closer than your target stairwell, so it might be a good idea to head 
over there. There are a complete buttload of guards here, but enter the room 
and pillar-hop to the left, and you should make it without being seen.

Once you get to the control panel, use it, and a container will start shifting 
left and right, across the room. Also of note is that when you're standing 
near the control panel, in the little inlet, you pretty much can't be seen. 
Guards will walk straight past you and give the all clear.

So we are to use the moving container to get across the room. Right. As soon 
as the guard walks past and motions the all clear, run behind him and jump up 
on the shipping container in the center of the room. And it seems like you're 
invisible up there, so when the moving one comes around, jump up. Hang on, and 
jump down when you get to the containers on the other side of the fence. 
You're invisible up there too, seemingly, so just stand up there and assess 
your options.

The door you want is the silver one in the corner, so head over there. I 
accidentally got knocked off the containers by the moving container and still 
wasnt seen by the guards.... hmm. Once out in the hall, use the Hard Drive 
Downloader on the computer there.

     Marshall: Okay, here we go... ...Crossing my fingers, crossing my toes, 
               crossing my eyebrows because this mutation... it should work.
     Sydney:   Should work?
     Marshall: Well, there's not really any way for me to beta test it. But I 
               did bet my entire collection of spores and molds against 
               Harold's in psych ops. Now I wouldn't do that unless I was 
               totally sure, so...
     Marshall: Awwwww, yeah, baby! Qoo! Hand it over, Harold! Hand it...

And now we've got a nice map of Basement 3 in our PDA. Head down the stairs, 
and you'll see a lone guard patrolling down there. And the camera even split-
screens for you, to time your special attack off the balcony! How nice. Do it, 
kill the guard, swipe his gun. Move on. Head through the door.

--->>  Objective Complete:   Find Lab in the Basement.

     Vaughn:   That diamond's got to be in here somewhere. Do you see it?

--->>  Objective:   Find Rambaldi Diamond.

Now, there are three guys in this lab, but they're not guards, therefore they 
go down in like one hit. Literally. So take them out, then start exploring. 
You'll find the big blue safe with the diamond in it, in the far corner of the 
room, opposite where you started from. Use the lockpick (six-pin lock), and 
ignore the split screening as you already took out the scientists in the room. 
Take the diamond from the vault.

--->>  Objective Complete:   Find Rambaldi Diamond.

     Sydney:   Base camp, I have the diamond. Prepare for extraction.
     Jack:     Sydney, we just traced the jamming signal to inside the car 
               park. It's completely foreign to all known CIA frequencies.
     Sydney:   ...Sloane?
     Jack:     No... It's too advanced, even for him. If someone else knows 
               we're here, we have to find out who. Can you find the signal's 
               root location?

--->>  Objective:   Locate source of the signal.

There's a small hole in the wall near the safe, that leads out into an 
elevator shaft. Climb through, and the elevator will start to go up. At the 
top, you'll be at the third floor in a parking garage. Head through, following 
the red arrow, to find the truck. Signal source?

--->>  Objective Complete:   Locate source of the signal.

     Sydney:   Let me hack into their server and retransmit the data to you...

--->>  Objective:   Download info from truck.

So climb into the back of the truck and hack into the computer with the remote 
modem. Crack the password (which takes all of five seconds). Simple.

--->>  Objective Complete:   Download info from truck.

Watch the cutscene - Sloane knows you're there, and he's rigged the embassy 
with enough C4 to level the building. Fun fun. And off he goes. Just like 
that. Bastard!

     Dixon:    Sydney, I've located the bomb, it's in the ballroom. I'll 
               deactivate it; you concentrate on getting everyone out!
     Marshall: The Embassy blueprints show there are fire alarms on each 
               floor. I've highlighted them on your PDA map. If you set them 
               all off, it should evacuate the building!

--->>  Objective:   Trigger fire alarms to evacuate the building.

Ten minutes. Four alarms. Off we go! Check your map to see where they are. The 
only problem is, they're NOT all marked on there. And this part is the source 
of about 90% of the Alias-related e-mail I get. Where to find the four fire 
alarms. And how to disarm them. So. Here goes.

1)  The room where you rode on the shipping container. Take the stairs back 
    down there, saving at the save point in the hallway. In the corner past 
    the control panel you used to move the container, you'll find the alarm. 
    Bash at it a bit (attack it with a normal attack, X), and you'll set it 

2)  Back up to the car park. Past the truck, there's a ramp leading upwards. 
    Up the ramp, you'll spot the small alarm on the wall to the right of the 
    doorway, in front of the dumpster. Set it off.

3)  From the second alarm, head through the doorway and up the stairs. Through 
    the door behind the save point, turn right, and you'll find the third fire 
    alarm on the left wall. Set it off.

4)  Head back out to the stairwell and keep going up to the next floor. Exit 
    to the main hall, and follow the rooms. The camera will split screen, as a 
    guard lays in wait for you... meh, barge in and kill him. Head straight 
    past him out to the hallway. There's another guard, but who cares, the 
    fire alarm is just to your left. Hit it.

--->>  Objective Complete:   Trigger fire alarms to evacuate the building.

     Marshall: Way to go! You did it! I'm proud of you.

And a scene commences, with everyone escaping from the embassy. Yay.

     Dixon:    Sydney, I've got a duel trigger mechanism on the bomb. Can you 
               help me out?
     Sydney:   I'm on my way.

--->>  Objective:   Get to the Ballroom.

Yup, it's close by. Back out to the stairwell and down to the first floor. 
Pass where the third alarm was, through the two doors, and you're in the 
lobby. Up the central stairs, then follow the hallway to the ballroom.

--->>  Objective Complete:   Get to the Ballroom.
--->>  Objective:   Neutralize aggressors in the Ballroom.

But your struggle isn't over yet. There are bad guys in this here ballroom, 
and they're keeping some innocent people hostage there. New objective - 
neutralize the aggressors. Three guys with fists. Now me, I just special 
attack'd my way through this entire battle and only got hit three times. So 
run in there and hammer special attack until they all die. 

--->>  Objective Complete:   Neutralize aggressors in the Ballroom.
--->>  Objective:   Find Dixon and escape from Embassy.

Dixon's not too hard to find - he's near the piano on the stage. Go near him, 
and a scene will take over. The wires on the bombs are both decoys! Gotta get 
out of there! New objective - follow Dixon out of the embassy before the bomb 

Dixon heads straight out of the room, down the hall, and down the stairs to 
the lobby. Follow him, towards the door - you'll only have about thirty 
seconds but it's not hard. When you get there - kaboom, embassy explodes, but 
the two of you are safe.

                       --->>  Mission Complete!  <<---

Yay. But ah, new intelligence. The information you uploaded from the truck in 
the carpark talked about a Pole Shift. The two magnetic poles, north and south 
- they're not constant, they shift, and it seems that the Machine is actually 
a device for shifting the poles of the planet. What effect would this have? 
Well, pretty much, worldwide climate change.

And this is what Anna wants. Anna's part of a secret sect of the Followers of 
Rambaldi, who believe that the world is irredeemably corrupt, therefore they 
want to destroy it. Oh, yay. Doomsday crap. Her target all along was the 
diamond - because the drop of blood inside the diamond acts as an ignition key 
for this Machine. And Sloane has the diamond. And is going to give it to Anna.

They tracked Sloane to a nightclub in Rio de Janeiro, which is where they know 
the handover will take place. So, of course, you're going in too. Armed with 
the latest in op-tech - a DV recorder, for eavesropping on conversations 
through glass, and a keycode descrambler, for annoying pinpads and the like. 
Good luck.

                 4.7   Rio de Janeiro - Operation Nightclub

                                Objective List

1.  Follow Anna.


Remote modem, DV recorder, keycode scrambler.


We start off on a rooptop, outside the nightclub in question. All is well and 
good so far - lots of guards patrolling, nothing really exciting.

     Dixon:    Sydney, I'm outside the building. No sign of Sloane, but Anna 
               just arrived.
     Sydney:   Copy that. I'm going to trail her... ...she might lead me to 
     Vaughn:   Do me a favour and stick to the rooftops. Let's keep you safe 
               as long as we can.

--->>  Objective:   Follow Anna.

Follow the path along the roof, and you'll come to two guards on the roof. The 
trick is to fight them and kill them (pushing them off the roof works), 
without falling off yourself. If you fall, instant game over. Best not to use 
specials here, in case you do fall off. When you're done with then, take one 
of their crowbars, and move on.

From there, head down the small set of stairs and across to the next roof. 
Another guard, but armed only with fists, so your crowbar should make short 
work of her. And that's the end of your roof tripping.

     Sydney:   I can't get around here... I'm going to drop to street level.

So drop down the fire escape one level. There's a guard in the courtyard that 
you can have a go at if you want, but he has a gun. Otherwise, you're just 
looking for the door with the red flickering sign on top, so jump down and 

Through the hallway, and into another courtyard. There are multiple guards 
with guns here, so I suggest simply running right through, easier than 
fighting. Through another set of doorways and halls, and you'll catch up with 
Anna. She'll run, and the door will be locked behind her.

     Sydney:   They've closed the gate behind her, my access is cut off. 
               Dixon, can you pick up any alternate routes?
     Dixon:    Try checking the warehouse to the south.

--->>  Objective Complete:   Follow Anna.
--->>  Objective Update:   Enter club via warehouse.

     Marshall: Uh, one more thing... ...I just raided their files and picked 
               up a requisition for a total overhaul of their security 
               systems. I see orders for body-heat sensors and wall-mounted 
               gun turrets...
     Sydney:   In a nightclub!?
     Marshall: Perhaps they have a strict no-moshing rule.
     Dixon:    I've got some hardware in the comms truck that might be able to 
               help. Syd, can you brush pass with me on the street?
     Sydney:   You got it.

--->>  Objective Update:   Meet with Dixon for additional equipment.

If you check your map, you'll spot the green beacon that is Dixon, in the far 
corner of the ground floor. Sneak around behind the trucks and you shold reach 
him without confrontation.

     Dixon:    That's a coolant jet gun. it fires a very concentrated ball of 
               liquid nitrogen ideal for heat sensors and door locks but too 
               small to affect human targets.

--->>  Objective Complete:   Meet with Dixon for additional equipment.

Now, where did Anna go? Through the gate directly opposite the end of the last 
hallway. Problem is, there's guards teeming EVERYWHERE. Head back to the 
hallway, same way you came. 

          ----->>   Rest of Mission Walkthrough coming soon   <<---


                               5.0     OP-TECH


At the moment, this op-tech list is incomplete. I add devices as they appear 
in the game, as well as listing their uses (if applicable). 

                              CCTV Signal Jammer

Use:     Hong Kong, to jam the signals of the security cameras

Two-part device that disrupts security camera video feed. The frequency 
scrambler is inserted into the coaxial signal splitter on the main control 
board, and activated for 10 seconds at a time by the remote, works within a 
1000 meter radius of the scrambler.

                           Cocktail Waitress Outfit

Use:     Monte Carlo, as a disguise for the casino floor

Waitress uniform from Sark's Casino in Monte Carlo. NOTE: Waitresses have 
clearance to be on the Casino floor only.

                             Control Room Keycard

Use:     Monte Carlo, to unlock the Weapon Facility control room

Swipe card which unlocks doors to the Weapon Facility Control Room.

Use:     Hong Kong, to unlock the Control Room.

Swipe card to access the security control room.

                                 DNA Scanner

Use:     Romania, when tracking Caplan in the Asylum
         Romania, when searching through the Morgue

Advanced biometric scanner, matches DNA samples to a remote database. Samples 
DNA from a live target up to six meters away, by filtering cells in 
surrounding air. NOTE: Must be placed in contact with a deceased subject.

                               Doctor's Outfit

Use:     Romania, when in disguise in the Asylum

Doctor's coat taken from maximum-security psychiatric hospital in Bucharest, 
Romania. NOTE: Photograph on ID badge does not match self.

                                 DV Recorder


When attached to a glass surface this minituarized DV recorder will record 
audio and video on the other side of the glass.

                                   EMP Gun

Use:     Romania, when dismantling security cameras

Hand held generator that creates a directional electro-magnetic pulse wave, 
disrupting electrical equipment in a six-meter range. Disables CCTV cameras 
for 60 seconds at a time. NOTE: EMP wave has the side effect of repelling 
light metal objects.

                                 Evening Wear

Use:     Hong Kong, when in disguise at the embassy

Haute couture fitted gown, made for alias as a guest at the Embassy ball in 
Hong Kong.

                           Finger Print Replicator

Use:     Monte Carlo, to gain access to the Vault in the science labs

Scans a subjects finger prints when places directly in contact with the 
device, then replicates the prints in a liquid polymer. The cooled polymer 
fakes can be applied over the fingertips of the user to fool automatic finger 
print security checks.

                            Hard Drive Downloader

Use:     Hong Kong, to obtain the virus from the secret room

Copies all data from any brand of hard drive into itself at 40Gb per minute 
when placed in close proximity with the computer. Has an inbuilt transmission 
device - lock onto its co-ordinates with satellite to activate the 
transmission of data.

                              Keycode Scrambler


Device which attaches to any standard keypad security lock, unscrambles the 
correct entry sequence and opens the lock.

                            Laser Beam Interruptor

Use:     Saudi Arabia, to disable the laser beams in the museum

Compact magnetic gun equipped with two reusable interruptors that when fired 
will auto-lock over the base of a laser sensor, breaking the beam without 
setting off the alarm. Gun will magnetically reclaim a planted interruptor 
when fired while targeting it.

                               Laser Prototype

Use:     Monte Carlo, disabling the security system in the science lab

Prototype laser found in Weapons Facility, hidden beneath Sark's casino in 
Monte Carlo, Monaco. Intended use unknown - lengthy warm up period on beam 
makes it ineffective on live targets.

                                  Lock Pick

Use:     Monte Carlo, opening the locked door in Basement 1
         Saudi Arabia, when opening each of the bone cases
         Saudi Arabia, when escaping the ruins
         Romania, when gaining access to the cell hall and the morgue
         Hong Kong, when picking locks in the embassy

Pick and torque wrench set with added digital lock analysis. Scans the 
configuraton of the lock barrel and displays a visual readout of the order of 
the pins and the pressure applied. Will pick all makes of locks with up to 8 

                                 Mini Camera

Use:     Saudi Arabia, when taking photos in the Vault
         Romania, when spotting the first prism

Micro digital camera with telephoto lens, remotely beams down data via 
satellite straight back to operations HQ. Auto-filter preserves the limited 
bandwidth on secure transmission channel by ensuring that only vital 
intelligence images are retained.

                          Museum Benefactor's Outfit

Use:     Saudi Arabia, when undercover in the museum

Haute couture tailored suit, made for alias as an extremely wealthy patron of 
the Saudi Arabian National Museum.

                               Neutrino Reader

Use:     Saudi Arabia, when tracking Anna in the museum

Scanner that detects the presence of neutrino particles. When kept in range of 
a neutrino-emitting body can establish a lock onto a neutrino signature which 
can then be remotely tracked.


Use:     Romania, when neutralizing the fuel cell in the Lab

Chemical compound designed to decay the stabilizing element of the Rambaldi 
fuel cells. NOTE: Fuel cell will become highly unstable minutes after the 
compound is introduced with unknown results.

                                 Razor Prism

Use:     Monte Carlo, maintenance room

Slices through video cables to intercept the signal without interrupting it, 
allowing the user to see the camera's visual feed. The video signal can also 
be beamed by satellite back to operations HQ.

                                 Remote Modem

Use:     Monte Carlo, when accessing the computer in the Gersh Room
         Monte Carlo, when accessing the computer in Basement 3
         Monte Carlo, when delaying the co-intel-pro biometric scanner
         Saudi Arabia, when hacking the security terminal
         Saudi Arabia, when hacking the mainframe
         Romania, when unlocking the prism cases

Assists the user to bypass almost any computer security system. When connected 
to any computer port, the modem will analyze the system and provide a 
graphical readout of the security protocols in use. Can also remotely beam 
data downloaded to operations HQ.

                                 Stealth Suit

Use:     Monte Carlo, when sneaking around in the casino
         Saudi Arabia, when sneaking around in the museum
         Romania, when sneaking around in the asylum
         Hong Kong, when sneaking around in the embassy

Custom issue black neoprene suit with light body armour and additional storage 
pockets. Non-reflective coating on fabric renders the wearer virtually 
invisible in shadow. Offers protection from cold to temperatures of -15 
degrees Celsius.

                                 Tracer Serum

Use:     Monte Carlo, when drugging the driver's drink.

Tasteless, odorless serum with added radioactive isotopes that can be tracked 
by satellite. When ingested by a target, the serum can be used to track the 
subject, staying traceable in the bloodstream for up to 24 days.


                             6.0     OUTRODUCTION


I love Alias. Seriously. It's my favorite TV show ever, and while the game is 
not nearly as good as the show, it's still pretty damn good and I was more 
than happy to write a guide for it :) It's not gonna be complete when I submit
this, but I'm working hard to know the game, beat the game, and write the best
damn guide for it that I can ;)

                     6.1     Credits and Shameless Plugs

This is always VERY important information. This is the first guide in which 
I've separated it from the main outroduction (closing) section, too.

Thanks go out to the following people/places/objects:

--->> Steven McFadden
      For educating me in the dark art of FAQ writing ;)

--->> J.J. Abrams
      For creating the best TV show ever, in Alias. Surely you knew this was 

--->> Acclaim UK
      For adapting Alias from my TV screen to my PS2. Big thanks also go out
      to Ben Fisher for sharing a few insider tips with me ;)

--->> The official ALIAS magazine
      For prividing me with a lot of background Alias info. It helped me fill
      in a lot of details on things like the character dossiers, and the
      interview I used for the introduction ;)

--->> CJayC and GameFAQs.com
      For being the best webmaster and website ever, even if they did screw 
      up the official release date for this game. They post all my crap, in 
      the forms of reviews and FAQs, and I love them for it.

                           6.2    Revision History

Version AU - 26th January, 2006 - 190 K
- :O IT LIVES! Seeing as I got stuck back into the TV show, I figured I'd get 
  back into the game. And off I go!
- Operation Embassy complete (why was I stuck here? The end was easy)
- Operation Nightclub started

Version 1.08 - 15th December, 2004 - 175 K
- Wow, I updated this thing again! o.O
- Operation Embassy continued, not completed (it is teh hard!)

Version 1.07 - 28th April, 2004 - 163 K
- Operation Asylum complete! (Finally!)
- Operation Embassy, plus Op-Tech, started

Version 1.06 - 18th April, 2004 - 146 K
- Operation Asylum continued

Version 1.05 - 15th April, 2004 - 128 K
- Characters completed (with a few bio details missing)
- Operation Asylum continued (but not completed)

Version 1.04 - 13th April, 2004 - 113 K
- Too much time being spent on Alias, not enough time on homework...
- Operation Asylum started (barely), plus relevant Op-Tech
- Training section added to Game Basics
- Rest of characters to come soon.

Version 1.03 - 12th April, 2004 - 104 K
- Operation Ruins complete!
- Operation Tattoo complete!

Version 1.02 - 9th April, 2004 - 94.4 K
- Operation Casino complete!
- Operation Museum complete!
- Operation Ruins started

Version 1.01 - 5th April, 2004 - 46.7 K
- Operation Casino mission, and relevant Op-Tech data, included 
  (but still incomplete)

Version 1.00 - 3rd April, 2004 - 34.6 K
- Introduction/Outroduction complete
- Game Basics section complete
- Operation Casino mission, Characters sections started
- Op-Tech still empty 

And thats all from me. Peace out!

Feel free to check out some of my other guides:

                      ,                             _
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                      | \   /  |  /  |  |/ \_/  |  |/ \
                      |  \_/\_/|_/   |_/|__/ \_/|_/|   |_/

                     ---  Rebecca Skinner AKA Karpah  ---
                     ---  karpahqueen@hotmail.com     ---

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