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Reservoir Dogs (Official Prima Guide)

This document provides a summary of the characters and plot of the film Reservoir Dogs as well as gameplay instructions for a video game based on the film, including driving mechanics, shooting controls, and weapon details.

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0% found this document useful (0 votes)
421 views112 pages

Reservoir Dogs (Official Prima Guide)

This document provides a summary of the characters and plot of the film Reservoir Dogs as well as gameplay instructions for a video game based on the film, including driving mechanics, shooting controls, and weapon details.

Uploaded by

mikel4carbajo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PRIMA GAMES
A Division of Random House, Inc.
3000 Lava Ridge Court, Suite 100
Roseville, CA 95661
1-800-733-3000
prima official game guide
www.primagames.com
written by dan birlew

The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States
and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the
United States.
2006 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in any
form or by any means, electronic or mechanical, including photocopying, recording, or by any information
storage or retrieval system without written permission from Prima Games. Prima Games is a division of
Random House, Inc.

Product Manager: Mario De Govia


Senior Project Editor: Brooke N. Hall
Proofreader: Kate Abbott
RESERVOIR DOGS interactive game, software and packaging 2006 SCi Games Ltd. Eidos and the Eidos logo are
trademarks of Eidos Plc, Eidos Interactive Ltd., and Eidos Inc. RESERVOIR DOGS motion picture 1991 Dog Eat Dog
Productions, Inc. LIONSGATE and the logo are trademarks of Lions Gate Entertainment Inc. All rights reserved. Based on a
game rated Mature by the ESRB. The rating icon is a registered trademark of the Entertainment Software Association.
All products and characters mentioned in this book are trademarks of their respective companies.
Please be advised that the ESRB Ratings icons, EC, E, E10+, T, M, AO, and RP are trademarks owned by the
Entertainment Software Association, and may only be used with their permission and authority. For information regarding
whether a product has been rated by the ESRB, please visit www.esrb.org. For permission to use the Ratings icons, please
contact the ESA at esrblicenseinfo.com.
Important:
Prima Games has made every effort to determine that the information contained in this book is accurate. However, the
publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material
in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from
using the information in this book. The publisher cannot provide any additional information or support regarding gameplay,
hints and strategies, or problems with hardware or software. Such questions should be directed to the support numbers
provided by the game and/or device manufacturers as set forth in their documentation. Some game tricks require precise
timing and may require repeated attempts before the desired result is achieved.
ISBN: 0-7615-5385-1
Library of Congress Catalog Card Number: 2006903004
Printed in the United States of America
06 07 08 09 GG 10 9 8 7 6 5 4 3 2 1

Acknowledgments
The author wishes to acknowledge the contributions of the following individuals and thank them,
since without them this book would not have been possible: Quentin Tarantino; Dave Isherwood,
QA Supervisor Eidos PLC; Mario De Govia, patient product manager extraordinaire; Brooke Hall,
another very patient editor; Aaron Lockhart; Julie Asbury; Jill Ellis; and most especially my wife
Laura, for listening to several thousand fan boy conversations. Or monologues, rather.
Prima thanks Nick Goldsworthy and Kevin Gill for their valued assistance in completing this
project.
Author Biography
Dan Birlew has authored over 50 official strategy guides for video games. He is a graduate of
the University of Texas at Austin, NCAA 2005 Champions. Thats right, I said it. In your face,
Reggie. He lives in Southern Nevada with his wife of 13 years. For more information, please visit danbirlew.com.

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prima official game guide

Brake/Reverse.................................................................. 20
Contents Hand Brake ....................................................................... 20
Introduction........................... 4 Transmission Grinding ..................................................... 20
15 YEARS LATER........................................................... 4 Adrenaline Boost .............................................................. 21
A Band Apart ......................... 5 Change View ..................................................................... 21
MR. WHITE (LARRY DIMICK) ........................................... 5 View Behind ...................................................................... 21
MR. ORANGE (FREDDY NEWENDYKE) ................................ 5 DRIVE-BY SHOOTING .....................................................21
MR. BLONDE (VIC VEGA) ................................................ 6 STUNT JUMPS ..............................................................22
MR. PINK ..................................................................... 6 VEHICLE DAMAGE .........................................................22
MR. BLUE .................................................................... 7 EVASIVE DRIVING TACTICS ..............................................22
MR. BROWN ................................................................. 7 Sideswiping ....................................................................... 23
JOE CABOT .................................................................... 8 PIT Maneuver .................................................................... 23
NICE GUY EDDIE CABOT .................................................. 8 Stop Short ......................................................................... 23
Armed Robbery 101.............. 9 SPECIAL CONDITIONS.....................................................23
Default Run and Gun Control Scheme .............................9 DRIVING MISSION RANKING ...........................................23
RUN AND GUN OVERVIEW ................................................ 9 Get Your Gun Outta
Movement ......................................................................... 10 My Face ............................... 24
Rolling................................................................................ 10 GUN SAFETY IS EVERYONES CONCERN ............................24
Action Button Functions .................................................. 10 PISTOL CLASS WEAPONS...............................................24
Blueprints .......................................................................... 10 Pistol .................................................................................. 24
Health and Recovery ....................................................... 11 Silenced Pistol .................................................................. 24
BALLISTICS ..................................................................11 Semiautomatic Pistol ...................................................... 24
Lock-On .............................................................................. 11 Machine Pistol .................................................................. 25
Shoot.................................................................................. 11 RIFLE CLASS WEAPONS ................................................25
Cover .................................................................................. 12 Shotgun ............................................................................. 25
Environmental Explosives................................................ 12 Submachine Gun .............................................................. 25
Bullet Festival ................................................................... 12 Assault Rifle ...................................................................... 25
Alert Level ......................................................................... 13 Sniper Rifle ....................................................................... 26
HOSTAGES ...................................................................13 Tranquilizer Rifle............................................................... 26
Taking a Hostage.............................................................. 13 GRENADE CLASS WEAPONS ...........................................26
Hostage Stamina.............................................................. 13 Molotov .............................................................................. 26
Releasing Hostages ......................................................... 13 Tear Gas ............................................................................ 26
Hostage Etiquette............................................................. 14 Flash Bang Grenade ........................................................ 27
Hostage Actions ............................................................... 14 Smoke Grenade................................................................ 27
Threaten and Disarm ....................................................... 14 MISCELLANEOUS ...........................................................27
Slamming Hostages......................................................... 15 Paintball Gun .................................................................... 27
Execute Hostage............................................................... 15 Riot Shield......................................................................... 27
Group Disarm ................................................................... 15 Lets Go to Work .................. 28
Directing Civilians and Disarmed Cops ......................... 16 PROLOGUE: A MATTER OF BUSINESS ............................28
Neutralize .......................................................................... 16 Shooting Gallery ............................................................... 29
ENEMY AND HOSTAGE TYPES ..........................................16 Using Cover ....................................................................... 29
Civilians ............................................................................. 16 Crowd Control ................................................................... 30
Security Guards ................................................................ 17 Hostage-Taking ................................................................. 30
Police Officers ................................................................... 17 Neutralizing Enemies ....................................................... 30
SWAT .................................................................................. 18 CHAPTER 1: THEY WERE THERE, AND
RUN AND GUN MISSION RANKING ..................................18 THEY WERE WAITING FOR US. ........................................32
Getaway Driving for The Man Who Stayed Behind ......................................... 33
Dummmies .......................... 19 Professional Blue ............................................................. 33
Driving Mission Default Control Scheme ...................... 19 Blast Your Way Out .......................................................... 34
OVERVIEW ...................................................................19 CHAPTER 2: LETS GO TO WORK ..................................35
Mini-Map............................................................................ 19 Keep It in Your Pants, Junior ........................................... 36
Acceleration ...................................................................... 20 Route Choice .................................................................... 36

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Contents

Grinding Curves ................................................................ 36 Under Repair ..................................................................... 67


Head Out on the Highway ............................................... 36 The Hollywood Hills .......................................................... 67
Reach the Goal ................................................................. 37 CHAPTER 10: SAMS HOT CAR LOT ...............................69
CHAPTER 3: AT THAT POINT IT WAS EVERY Drop and Chop.................................................................. 70
MAN FOR HIMSELF .......................................................38 Wreckers Auto.................................................................. 70
The Man With the Diamonds .......................................... 39 Storefront .......................................................................... 71
Interior Trip ........................................................................ 39 The Guard Building .......................................................... 71
Construction Standoff ...................................................... 40 Trouble Containment ....................................................... 71
Taking the Yard ................................................................. 40 Crane Warehouse ............................................................. 72
House of Generators ........................................................ 41 CHAPTER 11: WE GOT A MAJOR SITUATION HERE. ...........73
Getting Out of the Generator Building........................... 41 What a Nice Guy .............................................................. 74
The Repair Shop ............................................................... 42 Hard Turns ......................................................................... 74
The Laundry ...................................................................... 43 Airport Dj Vu ................................................................. 75
CHAPTER 4: I SWEAR TO GOD, I THINK Narrow Lanes.................................................................... 75
IM FKING JINXED. ....................................................44 Park Shenanigans ............................................................ 75
Leaving the Store ............................................................. 45 Trailer Park Turn ............................................................... 75
Familiar Territory .............................................................. 45 CHAPTER 12: FIRST THINGS FKING LAST. ...................77
Diverging Routes .............................................................. 45 Where the Fk Is White?............................................... 78
Big Alley ............................................................................. 46 The Store ........................................................................... 78
Secure Route .................................................................... 46 The Garage ........................................................................ 79
Gambit ............................................................................... 47 The Long Backyard........................................................... 79
Underground Parking ....................................................... 47 Pontic Freight Depot ........................................................ 80
CHAPTER 5: ALL THIS BLOOD SCARES Dangerous Rails ............................................................... 80
THE SHIT OUT OF ME. ....................................................49 Wreckers Basement ........................................................ 81
Youre gonna be OK! Say the goddamn words! ........ 50 Yard by Yard ...................................................................... 81
Practice Your PITs ............................................................ 50 CHAPTER 13: I DONT LIKE ALARMS..............................83
Slow and Steady............................................................... 50 The Madman ..................................................................... 84
There Goes the Neighborhood ........................................ 51 Storehouse Divided .......................................................... 84
CHAPTER 6: BAM, BAM, BAM, BAM! .............................52 Outnumbered, Outgunned ............................................... 85
Somebodys Gonna Start Crying ................................. 53 Crazy Office ....................................................................... 85
Selective Shopping........................................................... 53 The Guard Station ............................................................ 86
Public Panic ...................................................................... 54 Broad Daylight Standoff .................................................. 86
Caught in the John ........................................................... 54 Garage Ramp ................................................................... 86
Storming the Entrance .................................................... 54 Garage Storage ................................................................ 87
The Food Court ................................................................. 55 CHAPTER 14: YOU JUST GOT BLOOD IN YOUR EYES. .........88
Security Command .......................................................... 55 Head Wound Logic ........................................................... 89
Entrance Upper Level ....................................................... 56 Riding the Rails ................................................................ 89
Mall Maintenance Areas ................................................. 56 Industrial Quarter ............................................................. 89
CHAPTER 7: HES FKING DRIVING AROUND Panic in the Park .............................................................. 90
WITH A COP IN HIS TRUNK. ............................................58 Uphill Battle ...................................................................... 91
OK in the Back?................................................................ 59 Zigzag Home ..................................................................... 91
Outrunning Bullets ........................................................... 59 CHAPTER 15: DEAD AS DILLINGER ..............................92
Closed for Repairs ............................................................ 59 So How Did Blue Die?...................................................... 93
Nice Landscaping ............................................................. 60 Theater Parking ................................................................ 93
CHAPTER 8: PICK UP THE STONES. ...............................61 ENDINGS .....................................................................94
The Abandoned Depot ..................................................... 62 We Got a Rat in
Walk the Line .................................................................... 62 the House ............................ 95
Dirt Path ............................................................................ 63 CHEATS.......................................................................95
Rail Warehouse ................................................................ 63 PlayStation2 Cheats ........................................................ 95
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The Connection Yard ........................................................ 64 Xbox Cheats ...................................................................... 95


The Back Line ................................................................... 65 PC Cheats .......................................................................... 95
CHAPTER 9: HOT AND SUPERFKING PISSED! ...............66 ART GALLERY ..............................................................96
Be There or Be Square .................................................... 67
On to Checkpoint Two ...................................................... 67
Art Gallery............................ 97

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prima official game guide

Introduction

15 Years Later
I first saw Reservoir Dogs at the Dobie Malls theater near the campus of the University of Texas at Austin. The year was
1992, and I was a few months from graduating from UT. Catering to the mature tastes of a college audience, the Dobies
cinema served as the number-one art house theater in Texas until the Alamo Drafthouse was built years later. The films
that played at the Dobie were midnight movie masterpieces.
I took my girlfriend (now my wife of 13 years) to see the film. The experience was unlike anything I could have prepared my-
self for. From the opening moments, when Mr. Brown launches into a diatribe about the deeper meanings of Madonnas Like
a Virgin, to the stalemate ending, both of us watched the film with mouths agape. You never
knew what was coming next, a bullet or a smart-ass remark.
Fifteen years have passed, and now Reservoir Dogs is back with a new 15th-
anniversary DVD, as well as a video game. No less funny, gritty, violent, or shocking
than it was more than a decade and a half ago, Reservoir Dogs has proved itself to
be a timeless classic.
The cinematics in the game recreate scenes from the movie closely. The missions
take place in the what ifs between scenes, depicting what happened during the
heist, how the robbers got away, how they retrieved the diamonds, and how their lives
ended violently. Gameplay varies between missions on foot and driving missions.
In foot missions, known as Run and Gun stages, you must navigate through
an area without dying. Whether you shoot everyone in the process or take
hostages and coerce your way out of the situation is up to you.
After each stage you receive a rating, classifying you as a Psycho
or a Professional. The walkthrough in this book leans toward
the professional side of things. Acting like a psycho doesnt
require as much strategy; find some cover and shoot
everyone in sight.
Success in completing driving missions is a matter
of skill. No matter how many tips and suggestions
we make, there is no substitute for practice. Us-
ing the hand brake and transmission grind-
ing at the times we suggest will help you
take turns without wiping out at a mere 40
mph, but there is no way you can know
what to expect until you try it for your-
self.
With that said,
please enjoy the
game and this
guide as much
as we enjoyed the
experience ourselves!

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A Band Apart

A Band Apart

Mr. White Mr. Orange


(Larry Dimick) (Freddy Newendyke)
Mr. White is an accomplished Mr. Orange is actually Freddy
diamond thief who has been Newendyke, an undercover
good friends with notorious cop, introduced to Joe Cabot
crime kingpin Joe Cabot for by a scumbag cutting a deal.
many years. According to Nice He quickly establishes a fake
Guy Eddie, Mr. White has done rep as a small-time drug dealer
a lot of jobs and had a lot of and petty thief. Joe agrees to
good times with Joe. take him on as a protg. On
Although he is a hard core the inside, Orange quickly
criminal with a cutthroat bonds with the other thieves
attitude, Mr. White also and gains their trust. He
displays great conscien- takes part in the robbery
tiousness at times. This is in an effort to capture Joe
especially true in the way Cabot and the thieves
he handles the situation red-handed. But he never
with the wounded Mr. counted on Mr. Blonde
Orange, sticking his neck executing everyone at
out for the kid. This con- the jewelry store, and he
trast in his personality certainly never counted
often leads Mr. White to take things too personally, and he on getting shot. How
often bristles over what his fellow robbers say and do. long will he be able to maintain his cover and stay alive?
Before the robbers were assigned names, Mr. White acci-
dentally told Mr. Orange that his real name was Larry, and al-
luded to where he was from. When the heist goes south, this
slip-up creates a pretty fked-up situation for White. Does he
hand the kid over to the feds so he can get medical attention,
given that the kid knows his name and background?

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prima official game guide

Mr. Blonde Mr. Pink


(Vic Vega) Mr. Pink is the highly anal and
Cool as an ice cube, Mr. overly analytic member of the
Blonde is a mouthy gunman crew. He is not as seasoned
brought into the job by his as the other thieves, and his
longtime boss, Joe Cabot. condescending comments
A general smart ass whos are an effort to make himself
always joking, Mr. Blonde seem like an expert. Many of
rarely takes the comments his remarks make it seem as
of others seriously and lets if he recently worked at shitty
a lot of things slide. But jobs without tips.
during the heist, Mr. Blonde When the robbery gets
shocks the other robbers shot to hell by Mr. Blondes
by starting to execute the antics and the arrival of
jewelry store hostages. the police, Pink is the
What the other thieves only one who manages
dont know is that Mr. to get away with a case
Blonde is actually Victor of diamonds. Sensing
Vega, longtime enforcer a rat in the house, Pink
in the Cabot crime fam- stashes the diamonds
ily and a made man. before meeting up with
He was recently caught the others at the rendezvous point. His persistent whining
in a warehouse full of stolen goods and did four years in and analyzing finally persuade Mr. White that one member
prison. He never cut a deal or ratted out the Cabots. Joe of the team has to be an undercover cop.
doesnt like to use his soldiers on heists, but because Vic is
just out of prison and eager to get back to work, Joe assigns
him to be Mr. Blonde and his inside man. Mr. Blonde doesnt
like alarms, and he starts executing the hostages for not fol-
lowing his orders. Although he seems psychotic, he believes
that he is merely operating on a higher criminal level, and
thus is more ruthless than the other robbers.

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A Band Apart

Mr. Blue Mr. Brown


The second driver on the heist, Mr. Brown is the cocky smart-
Mr. Blue is the old man of the ass driver assigned to keep a
bunch. Seasoned and street- getaway car waiting. He likes
wise, Blue says as little as forming baseless theories about
possible. He often cuts up the life and pop culture, and shar-
other guys, however, showing a ing those views with the other
subdued sense of humor. robbers in the form of long
After the jewelry store rob- winding stories.
bery goes haywire, Blue is the
only man unaccounted for.
Did he get shot? Did the cops
get him? Players find out in
the course of the game.

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prima official game guide

Joe Cabot Nice Guy Eddie Cabot


Joe Cabot is the mastermind Nice Guy Eddie is Joe
of a large crime syndicate Cabots only son and heir
targeted by the LAPD. In to the Cabot crime family
addition to dealing in stolen fortune. His nickname
merchandise and valuables, is something of a misno-
Joe indicates that he may mer; in truth he is a vicious
also be involved in dock- spoiled son of a bitch. Nice
worker union coercion, Guy Eddie is the mas-
contract hits, and bribing termind of the jewelry
government officials. store heist, and serves
He is a big man, threat- to wrangle the robbers,
ening in his very pres- arrange meetings,
ence; motherfker and follow up on the
looks just like The details. Although he
Thing. attempts to be the big
man in the jobs he
pulls, he often has
to turn to his father
for help and advice,
especially in a jam.

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Armed Robbery 101

Armed Robbery 101


Default Run and Gun
Control Scheme
1
ACTION PLAYSTATION2 XBOX PC
Move/Strafe Left Stick Left Stick WASD
Mouse
Look/Turn Right Stick Right Stick
cursor
Use Cover p 3 s 2
Press Left
Crouch L3 C
Stick
Lock-On L 7 RMB 3
Shoot R 8 LMB 6
Precise Press Right 4
R3 X
Targeting Stick 5 7
Bullet 8
i 6 Q
Festival
Reload u 1 R 1 AVAILABLE ACTION: Press the button indicated to com-
Action u 1 E mand a hostage or interact with the environment.
Holster Weapon [ w ~
2 AIMING CROSSHAIR: Used to shoot enemies, threaten,
Next Weapon d 1 and control disarmed opponents.
Previous
; a 2 3 HOSTAGE STAMINA: Indicates the level of life/conscious-
Weapon
ness remaining in your hostage, and depletes every
Take Hostage o 2 z
time you move or strike the hostage. If depleted
Threaten r 4 a naturally, the hostage passes out. If depleted through
Look Back repeated blows, the hostage dies.
l 5 c
(with hostage)
4 LIFE METER: The amount of damage the player charac-
ter can sustain before dying. To recover from damage,
use first-aid kits mounted on walls.
Run and Gun Overview
In Run and Gun missions, the player must attempt to es- 5 CURRENT WEAPON: Press the cycle buttons to cycle
cape from the scene of the crime on foot, using weaponry, through weapons when more than one is carried.
cover, and hostages to keep dozens of armed police officers
and security guards at bay. 6 AMMO IN CLIP: The number of shots the player can fire
before needing to reload.
7 ADDITIONAL AMMO: The amount of additional ammo car-
ried by the player character.
8 ADRENALINE: When full, the player may perform Bullet
Festivals or Group Disarms.
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prima official game guide

Movement The Action


Use the move- button also
ment control to allows you to
move forward or pick up new
backward, or to weapon types.
strafe from side When you are
to side. Straf- standing near a
ing is useful in type of weapon
combat, because not currently
sideways move- held, the Switch
ment allows you Weapon icon
to maintain aim appears above
on your targets. the heads-up display in the screens lower-right corner. The
player character can hold a pistol type of weapon, a rifle
Open doors by type, and an incendiary device, such as a Molotov cocktail
moving through or a flash bang grenade.
them, or by push- If you already
ing a hostage hold a pistol class
through them. If weapon and want
a door is locked, to pick up an-
an indicator other pistol, your
appears in the character must
screens upper- drop the pistol
left corner. currently held
before picking up
the new one.
Rolling If there is no
While moving for- context available
ward, strafing left, in the surrounding environment, press the Action button to
or strafing right, reload your magazine while holding a firearm.
press the Take
Blueprints
Cover button to
perform a roll. Blueprints are
Rolling makes special items in
you a harder tar- various out-of-the-
get to shoot. Use way places in ev-
rolls to dive for ery Run and Gun
cover and dodge stage. Press and
bullets. hold the Action
button to pick
Action Button Functions up blueprints.
The Action button icon appears in the screens upper-left When the player
corner when the player character stands near something picks up enough
that can be interacted with. The Action button performs of these, another
several context-sensitive functions, such as locking and gallery opens in the Art Gallery viewer of the games main
unlocking doors, entering codes into keypads, or forcing menu. The player character cannot pick up blueprints while
hostages to perform actions. The Action button also allows locked on to a target or while holding a hostage.
you to regain health by using first-aid kits mounted to walls
and to pick up blueprints, which unlock art galleries in the
bonus menus.

10

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Armed Robbery 101

Health and Recovery Lock-On


If the cops strike While you hold a
or shoot the weapon, the tar-
player character, geting crosshairs
damage is sus- appear onscreen.
tained. The green Press and hold
life meter in the the Lock-On but-
screens lower- ton to aim at a
right corner emp- person, a keypad
ties by a varying or padlock, or an
amount with explosive object
every hit. Being in the environ-
caught in explo- ment. When the
sions causes the Lock-On button is
greatest amount of damage. pressed, the character automatically locks on to the charac-
Massive trauma ter or object closest to the targeting reticule. To target some
can cause the other person or object, move your crosshairs closer to the
player character desired target, using the Aim control.
to bleed. A bleed- Shoot
ing character oc-
Press the Shoot
casionally spills
button to open
large amounts of
fire at any time,
blood, and each
whether locked
step leaves a
on to a target or
bloody footprint
not. When armed
on the ground.
with a semi-au-
Law enforcement
tomatic weapon
officials in pursuit can follow these footprints right to your
such as a pistol,
location.
tap the Shoot
You can re- button rapidly
cover lost health to fire a barrage
by using first-aid of bullets. Automatic weapons such as the machine pistol
kits mounted or submachine gun fire continuously as long as the Shoot
on walls inside button is held.
buildings in each
The player
Run and Gun
character shoots
stage. To recover
at whatever per-
health, approach
son or object is
the first-aid kit
inside the cross-
and press the Ac-
hairs displayed
tion button. You
onscreen. The
may recover health even while holding a hostage.
crosshair nar-
Ballistics rows and widens
to indicate the
I dont wanna kill anybody. But if I gotta get out that player characters
door, and youre standing in my way, one way or the field of fire; when
other, youre gettin outta my way. the crosshair circle is narrow, the player is more likely to
Mr. Pink hit the target; when the crosshair is wide, the shot is more
primagames.com

likely to miss. The crosshairs widen when the player char-


If you encounter opposition in an area devoid of suitable acter equips a fully automatic weapon like a machine gun.
hostages to grab, you may have to blast your way out, The reticule also widens, depending on the players move-
unfortunately. This section covers the basics of surviving a ment speed.
firefight to the death.

11

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prima official game guide

Propane tanks
Shooting civilians and hostages is classed
explode when
as a psycho act, and affects your mis- shot. People
sion rating accordingly. standing at close
range to the
propane tank are
Cover killed by the blast.
To survive a fire- Cops and security
fight, use cover in guards standing
the environment. farther from the
When standing propane tank at
near the corner the time of explo-
of a building, sion may suffer only minor damage or be knocked down.
a wall, or solid Fire extinguish-
objects such as ers release a
crates or cars, cloud of sight-
press the Take obscuring smoke,
Cover button to much like a
flatten against smoke grenade.
the object. Then While officers
push the Move control left or right to slide out to the edge and civilians get
of cover. While behind cover, use the Aim control to move lost in the haze,
the crosshairs over cops and security guards visible on- you can either
screen, and press the Shoot button to jump out from cover escape, shoot
and fire. Release the Shoot button to duck behind cover them all, or run
again. When shooting from cover, you cannot lock on. in and grab one as a hostage.

When using cover in most


Bullet Festival
situations, check your sides When the player characters adrenaline meter is full, press
occasionally to make sure armed
opponents are not attempting to
the Bullet Festival button to enter a slow-motion mode.
flank your position. Cops and se- Time slows for the player, and all enemies are forced to
curity guards are trained to find a a near standstill. While Bullet Festival mode is engaged,
path behind your position and am-
bush you from behind, even if they have to go through
aim and fire at two or more targets. Bullet Festival mode
a building to get there. lasts until adrenaline runs out, then time returns to normal.
When Bullet Festival mode ends, all bullets hit their targets
Environmental in cinematic fashion. Perform Bullet Festivals to get out of
Explosives tight situations, such as when surrounded by armed cops
To conserve bullets and take out several with no hostages handy.
enemies at once, shoot red objects such
as propane tanks and fire extinguishers
when opponents stand near them.

12

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Armed Robbery 101

Alert Level Hostage Stamina


If you shoot cops A hostages
and civilians and stamina meter
another person wit- appears above
nesses the action, the player char-
the alert level may acters life meter
rise. An indicator of in the heads-
alert level appears up display. The
on the screens stamina meter
right side. of a hostage is
Higher alert not necessarily a
levels cause law damage indica-
enforcement tor; it is more a
officials to draw their weapons and be ready for your arrival. measure of the persons energy. Moving the hostage and
They are less likely to engage in idle chatter or be unpre- forcing him or her to perform actions on behalf of the player
pared for your appearance. When the alert level is high, character drains stamina. If a hostages stamina depletes
John Q. Law is more likely to open fire even if you hold a as a result of overexertion, the hostage becomes delirious
hostage. and may be unwilling to comply with further orders.
Striking the
Hostages hostage or
If you get a customer, or an employee, who thinks hes slamming a
Charles Bronson, take the butt of your gun and smash hostages head
into a table or
their nose in. Drops em right to the floor. Everyone wall reduces the
jumps, he falls down screaming, blood squirts out his stamina meter at
nose. Freaks everybody out. Nobody says fking shit a much greater
after that. rate. If violent
action depletes
Mr. White a hostages
The most professional way to handle any Run and Gun stamina meter,
situation is to grab an unarmed cop or a civilian for use as the hostage dies and a pool of blood spreads around the
a human shield against armed law enforcement. Take hos- body. If this happens while youre facing armed opponents,
tages to reduce the body count and live to rob another day. they will open fire unless you grab another hostage. Beating
Taking a Hostage a civilian hostage to death is considered a psycho action.
To take a hos- Keep an eye on the hostages stamina meter. When the
tage, approach stamina gets low, release the person while facing a wall,
any unarmed and find another hostage with more juice.
civilian or cop Releasing Hostages
and press the Press the Take
Take Hostage Hostage button to
button. The release a hostage
player character at any time. If you
grabs the person release a hostage
by the neck and while facing a wall
turns him or her or cover point,
around for use as such as a car or
a human shield against cops and security guards. crate, the person
is automatically
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neutralized. If you
release a hostage
in an open area, the person may run for an alarm. Release hos-
tages only when near and facing a wall or cover point.

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prima official game guide

Hostage Etiquette Use hostages


While holding to threaten and
a hostage, you coerce armed
may use your cops and secu-
gun only to rity forces. Upon
blow padlocks spotting the
off doors or player character,
to shoot secu- security guards
rity panels that and cops auto-
keep doors matically draw
locked. If you their weapons
fire at a person and open fire.
while holding But if the player character holds a hostage, the situation is
a hostage, cops and security guards shoot back without different. The player character can use a hostage to disarm
regard for your innocent captive. If you take damage while and neutralize armed opposition.
holding a hostage, the player character automatically re- To disarm a
leases the person, who then scrambles for cover. security guard,
typically dressed
Hostage Actions
in a brown
You can use uniform, grab a
hostages to open hostage and face
safes, to unlock the guard. Press
doors, to use and hold the Lock-
control panels, On button to lock
and to enter onto the security
security codes guard, then press
into keypads. To the Threaten but-
force a hostage to ton to disarm the
perform an action, guard. Most security guards drop their weapons
move toward any after the first threat. Occasionally you get a
of the types of dime store jerk-off who thinks he is Lee Marvin,
wall panels listed here. Turn the hostage to face the wall and refuses. Stand still and threaten until
panel. Press the Action button while the action indicator the security guard sets down the gun.
is displayed in the screens upper-left corner to make the You can disarm more than one security
hostage interact with the wall panel. guard at a time by pressing the Threaten
Threaten and Disarm button when two or more guards stand
in a cluster or a single-file line. To move
The first step in crowd control is to intimidate people to do
security guards closer together, lock on
what you want. Lock on to a person and press the Threaten
to one of them and use the Aim control
button to shout a warning. Threatening an unarmed civil-
to slowly guide that person toward the
ian makes the civilian automatically compliant. You may
other security guard.
then give further instructions. A civilian who is not in the
player characters control may run for the alarm. If a civilian
activates the alarm, the sound draws law enforcers from
the area to your position. To prevent civilians from triggering
alarms, lock on to them and threaten to stop them in their
tracks.

14

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Armed Robbery 101

Cops in blue Group Disarm


uniforms and Cops and se-
SWAT team curity guards
members in facing a hostage
black tacti- situation work
cal armor are together to sur-
not swayed round the player
by threats. To character. One
disarm a cop or more cops try
or SWAT team to distract the
member, press player character
and hold the by stepping back
Lock-On button to lock onto your target. Press the Action and forth within
button to strike your hostage in the head. If the hostage has his field of vision (the onscreen area). Meanwhile, one or
plenty of stamina and is not knocked out by the blow, the two cops try to work their way to the players sides. Any cop
cop will comply and set down the weapon. You can disarm who is not onscreen has a clear shot at the player character
more than one cop by striking the hostages when two or and may open fire at any time.
more cops stand in a tight cluster or single-file line. Group
together cops by using Lock-On and the Aim control to Keeping all
move one cop slowly toward compatriots. cops and guards
onscreen at
Slamming Hostages the same time
When holding is tense and
a hostage and difficult. This
facing a wall or situation calls for
table, or some a Group Disarm.
other obstacle To initiate a
such as a crate Group Disarm,
or car, press the your adrenaline
Action button must be full
to slam that and you must possess a hostage. When both these condi-
persons head tions are met, press the Bullet Festival button to initiate a
into the surface. Group Disarm. In slow motion, the player character cuts an
This causes more ear or finger off the hostage. All persons in the immediate
damage to a hostage than pistol-whipping. Slamming a area are so mortified that they set down their weapons and
hostage into a desk automatically disarms every cop and kneel on the ground. They remain in this position until you
security guard visible onscreen. This is a highly effective order them over to the wall and neutralize them, or until you
method for disarming a group of cops and guards. start shooting people. While using hostages to coerce cops
and security guards, keep Group Disarms in mind. A Group
Execute Hostage
Disarm is the best tactic when facing four or more armed
The hostage exe- opponents, no matter what their positions in the room.
cution function is
useful only when
holding a civilian
and going for a
Psycho rating
on your mission.
To execute the
hostage in your
grip, hold the Ac-
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tion button, then


press the Shoot
button. The player character smashes the persons head
open with the butt of a gun.

15

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prima official game guide

Directing Civilians and move them toward a wall or point of cover. When the Neu-
Disarmed Cops tralize button icon appears in the screens upper-left corner,
After you threat- press the button to make the person kneel, facing the wall
en a civilian or or object. This position prevents the person from taking any
disarm an op- further action. Any civilian who is not neutralized may run
ponent, you may for an alarm. Any disarmed cop or guard whom you have
force that person not yet neutralized may try to pick up a weapon if you look
to do your will. away. A professional never leaves an area until every civilian
Lock on to the and gun-toting lawman has been neutralized.
person, then use After you neutralize all persons in the vicinity, you may
the Aim control take your pick of hostages and go into the next area.
to move the Hostages are automatically neutralized when you release
person around them while standing near a wall. Do not release a hostage
the area. Use when facing a clear area, or the person may try to run.
your crosshair to guide the person toward the wall, where
you may then neutralize them with a threat. Or, guide the Enemy and
person toward a wall safe, control panel, or button switch Hostage Types
and order an action by pressing the Threaten button. Think
of it as controlling others with your will.
I dont really give a good fk what you know or dont
know, but Im gonna torture you anyway, regardless. Not
to get information. Its amusing to me to torture a cop.
Mr. Blonde
Even before you disarm a
cop or security guard, you On the run from a crime scene, a professional has to be
have some ability to lock able to determine the threat level of every person encoun-
on to them and direct them tered. Learning to identify enemies is essential to under-
where you want to go. Use
this ability to align armed standing their weaknesses and preventing them from doing
guards and cops so that you more harm than good.
may disarm them with a smack on
your hostage. Civilians

If you are holding a hostage


whose stamina is low, direct
a cop or security guard to come
within close range. Smack your
hostage unconscious and grab the
cop before anyone else in the area
gets a shot off.

Neutralize
Neutralizing
civilians and
cops is the key
Civilians may be male or female, of any ethnicity, dressed in
to avoiding gun
a variety of ways. Any unarmed person not wearing a brown,
battles and being
blue, or tactical police uniform is a civilian. When civilians
a consummate
see a robber enter their area, they try to go for a fire alarm.
professional.
Then they try to flee. The sight of civilians running out of
After threaten-
a building draws the attention of police in the surrounding
ing civilians
rooms and alleys. Civilians may be prevented from taking
while holding a
action by locking on to them and threatening them. Civil-
hostage, use your
ians indicate compliance by freezing in their tracks and
crosshairs to

16

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Armed Robbery 101

raising their hands. At that point, you may direct them to


a wall or to the side of a solid object and issue a threat to Security guards
neutralize them. If you enter an area with both civilians and have little tacti-
armed cops or guards, threaten and neutralize the civilians cal training. In a
to prevent them from fleeing or going for the alarms. Then firefight, secu-
you can deal with guards and cops. You can grab civilians rity guards stand
as hostages easily because they hesitate and dont know in the open,
what to do, whereas security guards and cops open fire. begging to be
mowed down.

Police Officers

LAPD patrol
officers respond-
ing to the rob-
bery wear blue
uniforms and
Security Guards
sometimes mo-
torcycle helmets.
They mostly
carry pistols,
but may also
tote shotguns. A
few even carry
submachine
guns or flash bang grenades. You cannot disarm blue boys
with threats. To disarm a cop, you must hijack and abuse a
hostage. Cops have better stamina than civilians or secu-
rity guards do, meaning you can march them farther along
before they tucker out.
Any armed person wearing a brown suit is a security guard. All
security guards carry regular pistols. These cheap wannabes
are stupid enough to open fire if you enter their area without
a hostage. After you grab a hostage, and threaten any civilians
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in the area, lock on to security guards and threaten them to


make them drop their weapons. Security guards think highly
of themselves, and may not comply after your first threat.
Threaten them until they disarm, then neutralize them.

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prima official game guide

In a shootout Disarm SWAT


situation, cops cops like regular
use flash bang cops, by lock-
grenades to blind ing onto them
and disorient the and beating up
player character. a hostage in
They find cover plain view. How-
and fire from ever, SWAT team
tactical positions. members refuse
The only way to neutralization. If
survive is to find a SWAT com-
cover yourself. mando refuses
to kneel and face the wall, move that cop away from any
SWAT
guns. Move your hostage close to the commando. Release
your hostage and grab the SWAT commando as your new
hostage. SWAT team members make excellent hostages,
because their stamina depletes more slowly than any other
hostage type. In gun battles, SWAT cops are accurate and
dangerous shooters.
Run and Gun Mission
Ranking
Upon complet-
ing a Run and
Gun mission, the
players chapter
rating and overall
story rating
are displayed.
The hardest hard-
Press the button
core law enforce-
displayed to view
ment officials
stats and see a
encountered
breakdown of
in the game
your mission rat-
wear bulletproof
ing factors. Each
armor. That does
mission completed contributes to the players overall rating
not mean they
as either a Professional, a Career Criminal, or a Psycho. The
cannot be killed,
players overall rating determines which ending movie is
but you will use
viewed.
a lot of bullets
doing so. SWAT Scoring high in factors such as taking hostages, disarming
cops pack assault weaponry such as shotguns and subma- police and security guards, and neutralizing threats contrib-
chine guns. They throw tear gas grenades, which cause the ute to a Professional or Consummate Professional rating. A
player character to lose small amounts of life and go into high body count contributes to a Psycho rating.
choking fits.
To view all three endings of
the game, replay missions
and change your performance to af-
fect your overall rating. Then replay
the last mission to see the various
endings.

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Getaway Driving for Dummies

Getaway Driving for


Dummies
Driving Mission Default 1 MINI-MAP: A top-down navigational tool.
Control Scheme
2 OBJECTIVE/TUTORIAL: Current objective temporarily
ACTION PLAYSTATION2 XBOX PC displayed onscreen. Displays again briefly if objec-
Accelerate u 8 W tive changes. During early stages, tutorial notes are
Brake p 7 S displayed.

Hand Brake o 2 z 3 VEHICLE INTEGRITY: Indicates the amount of structural


Boost r Y s damage the car can sustain before catching fire and
eventually exploding.
Steer Left Stick Left Stick A/D
Lock-on L 3 RMB 4 SPEEDOMETER: Indicates present rate of speed.
Shoot R 1 LMB 5 ADRENALINE: Increases after dodging or destroying
Change View i 5 C other vehicles by gunfire. When filled beyond the white
line on the meter, Boost may be engaged.
Behind View l 6 c
Right 6 SPECIAL TIMER: May appear for various reasons depend-
Rotate Camera Right Stick 4/6
Stick ing on the criteria of the mission. Indicates the amount
Click Right of time remaining before the mission ends in abrupt
Center Camera R3 5 failure for not fulfilling an objective while driving.
Stick
Click Left Mini-Map
Horn L3 E
Stick
During driving missions,
Next Song D + the navigational mini-map
Previous Song ; A - is displayed in the lower-
left corner of the onscreen
Overview
display. The white lines on
Driving missions require the player to navigate a vehicle the mini-map indicate open
through heavy Los Angeles traffic, avoid or eliminate police streets, suitable for driving.
in pursuit, and accomplish a secondary objective, usually Look for forks in the road
within a time limit. You must also endure the tough guy as possible alternate routes
anecdotes of your passengers. that may be safer or devoid
of traffic. Gray lines on the
2 mini-map indicate inacces-
6 sible roads.
The red arrow indicates your current position. Yellow ar-
rows or dots indicate the position of an accomplice vehicle,
such as an escort you must keep up with or a buddy you
are racing. A green arrow or green dot indicates the goal
line. The mission ends when you reach this point. N indi-
cates north. Blue dots mark the locations of police cruisers.
Glance at the mini-map while driving to help plot your turns
1 and evasive maneuvers.
3 4
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prima official game guide

Acceleration Hand Brake


Press the Accel- The hand brake
erate button to is ideally suited
increase driving for hard, 90-
speed. Accel- degree turns.
eration technique The rear end of
is important, the car tends
because you to fishtail when
typically have the hand brake
to outrun police is applied. Using
cruisers while the hand brake
avoiding collisions to successfully
and attempting navigate a turn is
to reach the goal an acquired skill,
point. As long as the Accelerate button is held, speed contin- and one that you must practice. If you hold the hand brake
ues to increase until the vehicles maximum speed is reached. too long, you may spin out of control or come to a complete
The faster you drive, the harder it is to maintain control of your stop. The trick is to hold the Hand Brake button while turn-
vehicle on turns and lane changes. High speed also makes ing just long enough so that the car is facing the desired
control recovery more difficult after a collision. When ap- direction, but your camera angle has not yet adjusted. Then
proaching a sharp turn, release the Acceleration button so that release the Hand Brake button and gun the accelerator to
the turn can be managed with greater control. break out of your swerve. Otherwise, you may turn com-
Brake/Reverse pletely around and head in the wrong direction. Try learning
hand brake turning techniques in first-person view if youre
Press the Brake having trouble getting them down.
button to deceler-
ate rapidly. Your Transmission Grinding
braking tech- On curvy roads
nique is impor- with numerous
tant to main- soft turns, using
taining vehicle the hand brake or
control on turns slowing down on
and curves. It is every curve can
essential that you be detrimental to
brake just lightly your mission or
enough to coast may deliver you
around the turn without causing the car to stop completely. into the hands of
Press and the cops. Instead
continue holding of braking or us-
the Brake button ing the hand brake, try grinding the transmission.
to throw the car To grind the
into reverse. If transmission,
civilian cars or press the Accel-
police cruisers erate and Brake
manage to block buttons simul-
you off after a taneously while
collision, back- taking a curve
ing up may be or soft turn. The
your best option. brakes squeal
The longer the Brake button is held, the more your reverse quite loudly, indi-
speed increases. If you find yourself facing the wrong way cating brake pad
after a collision, its sometimes better to reverse until you wear. As soon
reach moderately high speed, then turn the wheel hard to as you face the straightaway, release the Brake button and
perform a 180 and take off toward your destination again. continue holding the Accelerate button. Transmission grind-

20

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Getaway Driving for Dummies

ing enables you to take slight curves at great speeds, but roughly on the hood ornament of your vehicle. If you are
without losing control as easily as you could if you applied having trouble navigating and avoiding unnecessary colli-
the brakes or hand brake alone. For hard 90-degree turns, sions, try first-person view. If you cant seem to shake the
though, master use of the hand brake. cops, try pulling the camera out for a wider perspective.
Adrenaline Boost View Behind
The adrenaline For a quick
meter in the glance at the
lower-right corner situation behind
of the screen your vehicle,
fills a little more press and hold
every time you the Behind View
dodge a civil- button. Whether
ian or police your vehicle is
vehicle on the also shown in this
road. Shooting view depends on
and blowing up a whether you are
police cruiser fills using a follow-
the meter quite a bit, although such actions are classed as behind camera view or a first-person view from the grille. Use
psycho acts. this function only for brief glances backward, otherwise you
When the adrenaline meter is filled beyond the white line, might collide with oncoming traffic and obstacles.
you can depress and hold the Boost button for a sudden Drive-By Shooting
surge of speed, useful in outrunning law enforcement of-
While driving,
ficers. The sensation is like injecting high octane into your
press and hold
fuel tank.
the Lock-on but-
Conserve your ton to target the
adrenaline for closest forward
long straight vehicle, and
stretches of press the Shoot
street and high- button to fire
ways, where you your characters
wont have to default pistol
swerving around out the window.
traffic and curves When the clip is
as much. empty, press the Shoot button to reload.
Shoot at
pedestrians to
Change View
make them dive
Press the Change or otherwise
View button get out of your
while driving to waythis helps
change your per- prevent damage
spective. You can to your vehicle.
cycle through Do not shoot at
three views. The civilian vehicles.
default view is This causes them
a close cam- to slow, some-
era angle from times in your path. Shooting at police cruisers can cause them
behind. Pressing to swerve, but they maintain speed under fire. If you shoot a
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the Change View vehicle enough times, it catches fire and explodes. If three or
button again pulls the camera back a bit, sacrificing a bit more cops surround you, lean out the window and take out
of forward clarity, but allows you to spot police cruisers on one of the cruisers in front to prevent it from slowing you.
your tail. The third view is a first-person perspective, placed

21

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prima official game guide

Stunt Jumps As your


vehicle takes
When you ac-
more damage
celerate up a
and draws closer
ramp or incline,
to total destruc-
you may perform
tion, the engine
a cinematic stunt
starts to smoke.
jump. If the ramp
Again, switch
doesnt take up
to first-person
the entire street,
view to prevent
going over it is
the smoke from
optional. Do-
blocking your
ing stunt jumps
view. After more damage, the smoke pouring from the
during a chase is
engine turns to fire. Once the engine catches fire, the end is
not only a cool move but it can sometimes help you elude
near. The fire damages your car continuously until the vehi-
police in pursuit. The cops are dedicated, but not crazy
cle explodes. If your engine catches fire, you must complete
enough to follow a madman off a bridge!
your mission very quickly before you and your passengers
Vehicle Damage are reduced to cinders.
Colliding with any Police cruisers
object, car, or pe- engage in pursuit
destrian causes even if you are
various amounts not speeding at
of damage to the time, and
your vehicle. The they have orders
amount of dam- to ram your car
age sustained into oblivion
from hitting a pe- rather than let
destrian is minus- you get away.
cule compared Unless you use
to sideswiping evasive tactics,
a police cruiser. Colliding head-on with a wall or vehicle is the cops will continually cause damage to your vehicle until
probably the most damage you can do to your vehicle on its a rolling heap of flame.
your own. Gunfire imposes the greatest damage, whether Evasive Driving
its from cops leaning out of cruisers with shotguns or police
helicopters equipped with high-caliber machine guns.
Tactics
The more Most cruisers you encounter are easily capa-
damage your ble of catching up to you no matter how fast
vehicle sustains, you drive. Luckily, speed isnt the only way
the worse it to lose the cops. Cops are programmed
looks. Slamming to ram you as you steer around turns, so
sideways into a that you lose control of your vehicle. To
wall is sure to lose the cruisers on your tail, you have to
knock the door employ the same tactics.
open. Getting
rammed from
behind by a
cop can cause
the trunk to pop open. Head-on collisions could unlock the
hood, which will then rise up and block your view. If a bro-
ken hood is getting in your way, either accelerate until the
wind tears it off or switch to first-person view.

22

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Getaway Driving for Dummies

Sideswiping Stop Short


When a police Another, sometimes
cruiser pulls up be- less-useful, driving
side your vehicle, tactic is to simply slam
steer gently toward on your brakes in the
the cruiser to strike middle of the road
its side. Once you when a police car is
have made con- beside you. The cop
tact, force the cop keeps going and falls
toward the wall or right into your line of
guard rail. Because fire directly ahead, at
of the damage and which point you have several options. You can open fire in the
the resistance, the hopes of obliterating the cop car, perform other tactics such
cruiser has to slow as the PIT maneuver described above, or simply steer toward
down. The damage to your vehicle should be minimal. the clear part of the street and try to outmaneuver them.
Special Conditions
This technique
works especially Burglars on the run of-
well if you can ten must contend with
force the cruiser more than just road
to collide with obstacles, vehicular
another vehicle damage, and cops in
or with the cor- hot pursuit. For in-
ner of a brick stance, your driver may
wall, building, be shot in the forehead
or other hard and dying within the
obstacle. next six minutes. Or
the cop in your trunk may be able to leap out of the vehicle
PIT Maneuver if you drive under a certain speed for too long. Pay close
When a cruisers attention to any messages displayed at the beginning of a
rear tire is in line driving mission; they might include info on special situations
with your forward that warrant part of your concentration while driving.
tire, strike the Driving Mission Ranking
vehicle on the op-
After you complete each driving mission, your chapter rating
posite rear corner.
and overall story rating are displayed in gauge format. Press
For example, if
the appropriate button to view a breakdown of your ranking.
a cop is almost
Whether you are a Consummate Professional or a Psycho
ahead of you on
at the wheel is determined by the number of cop cruisers
your left, strike the
toasted, the number of civilian cars crunched, the number
cruisers rear pas-
of pedestrians run over or shot, and the number of PIT ma-
senger corner with
neuvers performed. The last is the only ranking that tilts the
the front drivers corner of your vehicle. After making contact, turn
meter toward the Professional side; the others all tilt the
your wheel in the cruisers directiondoing this should cause the
meter toward the Psycho side of the scale.
cruiser to go out of control and head in a direction perpendicular
to the lane, and ultimately might slam into a wall or guard rail. As The two factors
soon as the cop car is turned far enough, apply your brakes lightly that truly determine
to separate from the cruiser, then accelerate down the open a Psycho rating are
lane. This action causes some minor damage to your vehicle, but the number of civilian
at the very least should tie up the cops long enough for you to vehicles destroyed and
the number of pedes-
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lose them. The cops try this maneuver with you all the time, so
turnabout is fair play. In fact, using PIT (Parallel Immobilization trians killed. If these
Technique) maneuvers is considered a professional act, and is tal- numbers are high, you
lied as part of your ranking at the end of the mission! are sure to be labeled
psychotic.

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prima official game guide

Get Your Gun


Outta My Face
Gun Safety Is Silenced Pistol
Everyones Concern
During Run and Gun missions, the player character can pick
up a variety of weaponry. This section explains the functions
and capabilities of each weapon type.
The player character can hold three types of weapons
simultaneously: a pistol type, a rifle type, and a grenade
type. To pick up a new weapon of a type already possessed,
you must drop your old weaponi.e., you must drop a pistol
to carry a semiautomatic pistol; you must drop a shotgun to
pick up an assault rifle.
Capacity indicates how many rounds the firearm holds CAPACITY: 15
in its magazine, chamber, barrel, and so forth. Additional
Carry lists how many additional rounds the player charac- ADDITIONAL CARRY: 30
ter holds in reserve. If a pistol class weapon is dual-wielded, A version of the pistol with a sound and muzzle-flash sup-
the player character can carry more ammo. pressor attached to the barrel. The silencer allows robbers
Pistol Class Weapons to execute someone quietly. Sometimes even other people
in the same area wont hear the shot if they are far enough
Pistol away. Silenced pistols help avoid drawing large numbers of
cops into a shootout situation, increasing your chances of
survival. It can be dual-wielded.
Semiautomatic Pistol

CAPACITY: 15
ADDITIONAL CARRY: 30 single/60 dual
The default robbers weapon. Every playable character starts
every Run and Gun mission equipped with one or two of CAPACITY: 7
these. You also use this weapon for drive-by shooting in driv- ADDITIONAL CARRY: 14 single/28 dual
ing missions. Player characters can equip single pistols or
A Desert Eagle .50 caliber handgun. Although it packs less
dual pistols, at a decrease in accuracy. By repeatedly tapping
ammo, it can blow away an enemy with one round. Semiau-
the Shoot button, you can fire rapidly. Pistols cause minor
tomatic pistols are in certain missions, and police officers
damage. You may need to shoot civilians 3 or more times,
sometimes drop them. You can carry two at a time.
and you may need to shoot SWAT cops up to 12 times.

24

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Get Your Gun Outta My Face

Machine Pistol Submachine Gun

CAPACITY: 32
CAPACITY: 30 ADDITIONAL CARRY: 128
ADDITIONAL CARRY: 120 A submachine gun is a fully automatic firearm that uses
A micro-uzi or MAC-11 machine pistol capable of releas- pistol-caliber ammunition. The submachine guns are based
ing a stream of bullet-size ammo continuously while you on the look of the MP5A4. The submachine gun in the
hold down the Shoot button, until the magazine runs dry. game fires continuously while you hold the Shoot button,
Because of the low-caliber bullets loaded in the gun, SWAT until the magazine is empty. The submachine gun has stop-
units may be able to withstand up to 15 bullet hits before ping power similar to that of the regular pistol, so it may
collapsing; other enemy types withstand slightly fewer. Thus take as many as 10 bullets to bring a SWAT cop down.
it goes through ammo quickly. The machine pistol is in hid- Assault Rifle
den locations in certain missions.
Rifle Class Weapons
Shotgun

CAPACITY: 30
ADDITIONAL CARRY: 120
CAPACITY: 8 An M16A2 fully automatic assault rifle, capable of killing
ADDITIONAL CARRY: 16 even SWAT officers in three or four hits. The assault rifle
is the most powerful automatic machine gun, releasing a
A pump-action rifle that fires a cone-shaped burst of steel
continuous stream of fire while the Shoot button is held,
pellets, capable of shredding a hole through a target.
until the magazine empties. Its a rarity, so enjoy it when
Shotguns are more lethal at closer range. When you fire the
you come across it.
shotgun three yards from the target, you will kill the victim
instantly and knock him or her back quite a distance. But
when you fire it at 7 to 10 yards, the intended target may
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prima official game guide

Sniper Rifle Grenade Class


Weapons

Characters can carry only one grenade-class


weapon at a time, regardless of type.

CAPACITY: 5
ADDITIONAL CARRY: 15 Molotov
A long-range A homemade incendiary bomb consisting of
weapon capable a liquor bottle, kerosene, and a cloth stuffed
of killing with a into the neck. When thrown, the bottle shat-
single shot. Press ters, splattering flaming kerosene and creat-
the Zoom button ing a circular area of fire around the impact
to enter scope point. All targets within the area suffer severe
mode. Press the fire damage, if not death.
Zoom button a
second time to
zoom in closer
to the target.
When you view
through the scope, there is a slight amount of crosshair bob.
Reduce crosshair movement by crouching. Aim for the head
to inflict instant kills. You can also fire the sniper rifle out of
scope mode, but its damage is reduced.
Tranquilizer Rifle

Tear Gas
Tear gas grenades release a swirling green
cloud of vapor. Anyone caught in the tear gas
CAPACITY: 5 suffers dizziness and sickness. If the player
character goes through a cloud of tear gas,
ADDITIONAL CARRY: 20
the screen stretches and twists in a disori-
A rifle that func- enting way. Cops in SWAT uniforms with gas
tions like the masks are not susceptible to tear gas.
sniper rifle, but
fires only non-
lethal tranquilizer
darts. The target
is stunned for a
second or two,
then keels over
unconscious.
This weapon is
available in only
a few Run and Gun missions.

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Get Your Gun Outta My Face

Flash Bang Grenade Miscellaneous


A flash bang is a loud grenade that creates a Paintball Gun
blinding flash and a deafening noise upon det-
onation. If the player character looks directly
at a flash bang when it goes off, the screen
becomes filled with blinding white light
for several seconds. Turning away from the
grenade at the moment of detonation helps
players avoid this blinding effect. The ringing
sound is unavoidable, unless you can move to
another room or area before the grenade goes
off. For several seconds after detonation, all
sound effects including voices are muted.
CAPACITY: 50
ADDITIONAL CARRY: 400
A paintball gun
used for recre-
ational sports
which fires .68
caliber gelatin
capsules filled
with colored poly-
ethylene glycol.
These are known
as markers.
The paintball gun
Smoke Grenade
is only available
A grenade that disperses a thick cloud of white in training missions. It has a rate of fire similar to that of
smoke in a small radius. It is hard for a police the semiautomatic pistol. Press the Shoot button rapidly to
officer to see a player character standing soak your target in orange paint!
on the opposite side of the smoke, and
Riot Shield
sometimes a cop standing in the smoke can
fail to spot you standing outside the smoke. A lightweight protective shield made of
Achieve the same effect by shooting a fire a clear polycarbonate thermoplastic and
extinguisher hanging on a wall. used by police. After picking up a shield,
the player character must assume a
crouching position behind it, reducing
movement speed and canceling the abil-
ity to roll. The player cannot grab hostag-
es or shoot while holding the shield. Riot
shields deflect several shots from police
pistols or shotguns before breaking apart
and becoming useless.
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prima official game guide

Lets Go to Work
This section guides you through every aspect of Reservoir Dogs, from taking hostages and executing cops to dodging traffic
and ramming cruisers off the road. You are the robberplay the game your way. Use the hints and tips in this section to form
your strategy. In most cases, playing it professionally is the safest way to get through a mission. But, some situations demand
the shooting skills of a psychopath. Use both psycho tactics and professional strategies to get through the game.
Prologue: A Matter of Business

Player Character:
Mr. Orange

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Lets Go To Work

Shooting Gallery
The other
members of
Joe Cabots
heist team go
for a taco while
Orange remains
at the hideout to
hone his shoot-
ing skills. Almost
every type of
weapon in the
game is on the
tables. To pick up weapons, move toward them until the
weapon pickup icon appears above the health gauge in the
lower-right corner of the screen. Then press and hold the
Action button to pick up the gun.
Characters can carry two
types of weapons at once. To
pick up a third weapon, make sure
that the character is holding the
weapon you want to drop before he
picks up a different weapon.

The shooting Using Cover


area near the The other lugs return from chow to instruct Mr. Orange in
exit contains ex- the benefits of firing from cover. Orange and the other guys
ploding objects. are armed with paintball guns. Mr. Orange must make his
Red tanks, like way across the garage to the white X mark painted on the
the ones in the ground, while the other guys try to splatter him with paint.
background, After Joe gets through belittling Orange, the exercise begins.
explode when Move behind the boxes on Oranges left and press the Take
shot. Exploding Cover button to hide behind the boxes. Then move to the left.
objects can kill When Orange reaches the boxes, he leans out to aim. Mr.
several cops at Brown can be seen from this side of your cover. The next
once. Press the time he rises and shoots, lock on to him. The next time
Lock-On button to aim at a tank, and press the Shoot button Brown opens fire, press the Shoot button rapidly to paint
to fire. him before he paints you. Press the Move control to the
Take your weapon of choice to the far end of the room right and slide to the right edge of your cover. From here,
and shoot all five red targets. Each hit raises Mr. Oranges take out Blue and White.
adrenaline. When adrenaline is full, press the Bullet Festival
button to enter a hyper-speed mode. Time seems to slow
down, allowing the player to aim and fire at multiple targets
without taking any fire in return. When Bullet Festival mode
ends, time returns to normal speed and your bullets hit their
targets.
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After you neutralize three of the guys, press the Take Cov- In the sec-
er button to detach from the boxes. Press the Crouch button ond part of the
to become a smaller target. Move forward to the next stack exercise, enter
of boxes, where Brown stands. From this position, take out the room on the
Pink and Blonde. Stand on the white X next to the ramp. left and press
the Lock-On
button to point
your guns at
Mr. Blue, who is
playing the bank
manager. While
locked on, use
the Aim control to move Mr. Blue to the safe near the wall.
When Blue is standing on the white X mark in front of the
safe, press the Threaten button to make him open the vault.
Hostage-Taking
Joe now explains
how to neutral-
ize cheap-ass
security guards.
When Joe
finishes speak-
ing, move to the
nearest person,
Mr. Pink, and
press the Take
Hostage button
Crowd Control to grab him.
After you have Pink by the neck, use the Aim control to face
Next up, Joe teaches Orange how to subdue civilians with
Mr. White, who is playing the rent-a-cop. Press the Lock-On
threats. When civilians see Orange or any other robber, they
button to aim at White, then press the Threaten button to
panic. But after a moment, they gather their courage and
make him drop his gun. Security guards are easy to disarm
run to the nearest alarm. Alarms mean trouble. Stop Pink,
when you have a hostage.
Blonde, and Brown from running for the alarms by pointing
your gun at them and threatening them. First, press and Neutralizing Enemies
hold the Lock-On button to aim at one of the guys. While Cops are not as
holding the Lock-On button, press the Threaten button to easily disarmed
immobilize the target. When two civilians are standing in as security
a line, as Blonde and Brown are, you can immobilize them guards. To disarm
simultaneously by pressing the Threaten button when they Nice Guy Eddie
are in your crosshairs or standing in a single-file line. If any and Mr. Blue, who
civilians break away to go for the alarm switch, lock on and are pretending
immobilize them before they make matters worse. to be cops, you
must take and
beat a hostage
in front of the
officers. Grab the
nearest guy, Mr. Brown, and turn to face the officers. Lock
on to one cop and press the Action button to pistol-whip Mr.
Brown. The cop will drop his gun. You may have to hit your
hostage twice before some cops drop their gun.

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Lets Go To Work

In the sec-
ond part of the
exercise, aim at
Disarm cops simultaneously Nice Guy Ed-
by locking on to one cop and
using the Aim control to move him
die or Mr. Blue
closer to other cops. When two or and move them,
more cops are inside your cross- one at a time,
hairs, press the Action button to
beat your hostage and disarm two
toward the wall
or more cops simultaneously. or a cover object,
such as a box or
table. Press the
Threaten button
to neutralize the guy. Only one enemy can be neutralized at
a time.

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prima official game guide

Chapter 1: They were there, and


they were waiting for us.

Start

Blueprint

Finish

Blueprint Blueprint
Player Character: SMG
Mr. Blue

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Lets Go To Work

The Man Who With the blue


Stayed Behind boys disarmed,
As cops swarm lock on to them
the streets out- one at a time
side the jewelry and move them
store and the toward one of
rest of the rob- the tables or
bers flee, the walls. Press the
enigmatic Mr. Threaten but-
Blue prepares ton to neutral-
for a full assault. ize them. After
Two civilians are you neutralize
located near the both cops, move toward one of the walls. Face the wall and
starting point. release your hostage. The civilian automatically kneels in a
One man is already on his knees facing the cubicle wall, neutral position. With everyone neutralized, you may now
neutralized. Lock on to the standing woman, direct her to- collect the cops pistols.
ward the cubicle wall, and threaten her to make her kneel. Grab a hos-
With both civil- tage and move
ians neutralized into the next
so they wont room. Your old
run away, move hostages may
inside the cubicle be too tired, so
area to find the take one of the
first of three cops. Another
sets of blue- blue boy trundles
prints located in up the stairs.
various places in While hold-
this level. Find- ing a hostage,
ing blueprints threaten the cop to make him stop, then strike the hostage
unlocks artwork in the art gallery. to make the cop drop his gun. Move the cop toward the wall
and neutralize him. Face the wall and release your current
Now you must determine how to play this: Are you cool, or
hostage so that he or she kneels in a neutral position. With
are you a stone-cold psycho?
everyone neutralized, head downstairs alone.
Professional Blue The door to the bank lobby is locked. You may open it by
To play as a blasting the keypad on the left side of the door, or by finding
professional, a jewelry store employee and forcing the employee to enter
grab one of the a code into the keypad.
civilians and take One such
your hostage civilian is on
into the next the phone in
room to face the the office to the
two cops. Move left of the lobby
around the long door. The dumb
table dividing the ass is calling the
room and lock cops, as if he
on to a cop. Use cant hear the
your Move control to maneuver while using your Aim control hundred sirens
to move the locked-on cop closer to his partner. When both right outside.
cops are in your crosshairs, press the Action button to pistol- Lock on to the
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whip your hostage. Both cops should drop their guns. employee and threaten him. While holding the Lock-On but-
ton, use the Aim control to move him toward the wall safe
in the right corner. When the guy is in front of the wall safe,

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prima official game guide

threaten him to make him open the safe. Move the asshole Blast Your Way Out
to the wall and neutralize him. Collect the second set of As a psycho,
blueprints inside the safe. execute both
Grab the hostages, move
phone jockey into the next
and drag him to room and take
the lobby door. cover behind the
Make the jackass central desk.
enter the code to When two cops
unlock the door, burst into the
then force the room, use Blues
guy into the lob- shotgun to blast
by. Blue enters them both as
the lobby behind they file through the door. Pick up the pistols they drop, and
a sales counter. use the health station in the corner. Run to the stairwell and
Only one cop is in the lobby, but not for long. Lock on to him blast another cop coming up the stairs.
and strike your hostage to disarm the cop. Move the cop The lobby door
closer to your position and neutralize him. Then face the is locked. Blast
wall, release the phone jockey, who is probably tired by now, it to unlock the
and grab the cop. door, or go into
Two more cops the office to the
crawl through the lobby doors left
broken windows. and make the
While holding a guy inside enter
cop hostage, lock the lobby door
on to one cop code. Inside the
and use the Aim office is a wall
control to move safe. Grab the
him in line with guy and drag him to it. Make him open the safe, then press
his partner. Bash the Action and Shoot buttons simultaneously to execute him.
your hostage in Enter the lobby and take cover behind the jewelry coun-
the head to dis- ter. Use your pistols to take out the cop in the lobby. Then
arm both cops. Neutralize both cops one by one, and grab a head around the counter to find a dead cop near the wall. A
new hostage. submachine gun lies close to his corpse. Pick up the hard-
One minute ware and move to cover behind the central sales counter.
after entering the Fire upon the cops who slip through the broken windows to
lobby, a SWAT the left and right. By the time a SWAT team blows open the
team blows the doors, Blues adrenaline should be full. Exit from cover and
front doors. Use press the Bullet Festival button to enter slow motion. Fire
your hostage to a burst at each cop, or fire a continuous stream of bullets
disarm multiple across the cops if they are standing in a cluster. When the
cops at once, building is clear, pick up all the blueprints in the jewelry store,
and neutralize and exit through the front doors to complete the mission.
them. When all
cops are facing
walls or cover
points on their knees, move toward the jewelry counter on
the rooms far side to find the final set of blueprints on the
ground. Run through the open front doors to complete the
mission.

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Lets Go To Work

Since getting into shootouts requires


much less strategy than taking
hostages and neutralizing threats, the rest
of the walkthrough mostly covers the
game from a professionals perspective.

Chapter 2: Lets go to work

Start

Finish

Player Character:
Mr. Blue
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prima official game guide

Keep It in Your Grinding Curves


Pants, Junior The road curves
In a bit of hard to the right
juvenile rivalry, and crosses
Brown challeng- railroad tracks.
es Blue to race Traffic is typi-
to the diamond cally heavier in
store. You do this area. For
not need to beat greater ease and
Brown to the accuracy veering
store to continue around cars and
in the game, but sharp curves,
you must not fall grind the trans-
too far behind mission. Grind the transmission by pressing the Accelerate
Browns car or you will fail the mission. You must not dam- and Brake buttons simultaneously while going around a
age your car to the point where it catches fire and blows up. corner. Grinding enables you to maintain better control on
You cant get the job done if youre dead. turns and lane changes without losing much speed.
This is the first Head Out on the Highway
driving mission
Continue grinding the transmission on the curves as you
in the game;
drive up the hill. Take the first right onto the freeway. By this
it is designed
point, you should have some adrenaline built up. Press the
to help you get
Boost button to zoom down the highway, leaving Brown in
acquainted with
your dust.
the mechanics of
driving. Press the
Accelerate but-
ton to get ahead
of Brown. Press
the Brake button
lightly as you round the first corner, and drive down the cen-
ter of the street to avoid cars in both lanes. Driving down
the sidewalk runs the risk of running down civilians, which
is considered a psycho action. Avoid driving on sidewalks as
much as possible.
Route Choice
After a couple
of turns, you will
approach a hard
90-degree right
turn. Press the
Brake button
firmly while turn-
ing. When facing
the right direc-
tion, release the
button to make
the turn. It is also
possible to crash through the short gate to the left and go
through a parking lot. This route provides a brief break from
traffic, but the area is full of construction workers whom
you should avoid hitting if you want a professional ranking
for this mission.

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Lets Go To Work

Reach the Goal


Go through a couple of tunnels, doing adrenaline boosts
when possible. You automatically exit the freeway. Continue
heading toward the green dot on your mini-map in the
lower-left corner of the screen, avoiding neighborhood
pedestrians and slow traffic. Make several hard turns
toward the diamond store. The streets in this neighborhood
are all open and nearly clear of traffic, so there is no need
to follow the same route as Brown. After making the final
turn on your chosen route, hit the Boost button to gun it to
the finish line.

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prima official game guide

Chapter 3: At that point it was


every man for himself

Silenced
Pistol

Riot
Blueprint
Shield

Blueprint

Molotov Blueprint
Semi Auto
Pistol

Blueprint

Molotov

Blueprint

Blueprint

Player Character:
Mr. Pink

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Lets Go To Work

The Man With A silenced pistol lies on the crates at the top of the stairs.
the Diamonds Move your hostage quietly across the upper level. Notice the
Mr. Pink exits cop and security guard outside the building. They will never
the back door notice Mr. Pink if you keep the situation calm. Continue
of the jewelry leading your hostage downstairs. Use the first-aid kit if
store and must needed. A civilian may walk past the open shuttered door.
get away with Threaten him and guide him inside. Then release your tired
the diamonds. cop and grab the civilian. If the civilian doesnt move past
Head around the the doorway, release your cop near the wall and go outside
corner to the to grab the civilian.
right and grab
the first civilian
you come across.
A security guard
is right behind him. Use the civilian as a hostage to threaten
and neutralize the guard. Then face the wall and release the
civilian. When he kneels, pick up the guards pistol, grab the
security guard, and go around the corner.
Interior Trip
Avoid taking
your hostage up
the stairs to the
raised exterior
levelthis path
could lead to an
ambush. Instead,
go through the
building by blast-
ing the padlock
off the barred
door. Threaten
the civilian just inside the door and neutralize him. Release
the security guard and make the civilian your new hostage.
Head into the Move your
next room and hostage outside
start going up and around the
the stairs. When corner. The door
a cop comes to the next area
around the cor- is locked. Make
ner, wait for two the hostage
other cops to join press the button
him. Align the on the right wall
cops and bash to open the door.
your hostage to
disarm all three
cops at once. Spread the cops out against the right wall and
neutralize them. Grab one of the cops as a hostage.
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prima official game guide

Construction Standoff Head around


Force your hos- the right corner
tage to the next into a large, open
exterior area. area. A civilian
Move around heads through
the newspaper a small gap in a
racks toward the fence. Grab the
covered stack of civilian and drag
pallets. Threaten him toward the
the civilian near corner. Keep-
the pallets, move ing your back in
him to one side a corner helps
of the stack of prevent cops from ambushing you. Three cops should notice
pallets (you can direct him with your crosshair), and neutral- Pink and the hostage and approach from the far end of the
ize him. Then face the cop and bash your hostage to disarm area. Give your hostage a bash to disarm the men. Neutral-
him. Move the cop toward the pallet stack and neutralize ize them. Additional cops should come running from behind
him. Then release your hostage and grab the cop. the roadblock; neutralize them as well.
Head toward A riot shield
the fence in the leans against the
far corner, where front of a cop
a cop talks to car. Use this to
a construction deflect sev-
worker. Threaten eral bullets from
the cop to get small arms, but
his attention, and you cannot roll
strike your hos- or grab hostages
tage to disarm while holding the
him. Threaten shield.
the construction
worker so he doesnt run away. Neutralize the cop, and lock Taking the Yard
onto the construction worker. Guide the construction worker Leave the neu-
to the gate in the fence and make him remove the padlock. tralized cops and
Neutralize the construction worker afterward. Check the civilians alone
fenced-off alley to your right. If the cop managed to call and head for the
for backup, another cop may jump over the fence. Neutral- alley entrance in
ize him if needed, then go through the gate. Go inside the the far corner.
small shack. The distance to
the next encoun-
ter is too far for
Use the first- any hostage to
aid kit on the wall make it. Follow
if needed, and the alley through
pick up the first several twists and turns until you emerge into an open
blueprints on the space. Two cops and a security guard are having a conversa-
table. Go through tion on the other side of a locked fence. You can blow the
the next door. padlock on the fence and open fire on the cops, or you can
look for a smarter way to get through this area.
Head to the left and go through the door into a small

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Lets Go To Work

room with a After dealing


forklift. Run to with the three
the door with maintenance
the open shut- workers, go
ter in the corner. through the
Press the control door under the
switch on the platform on the
wall to close far side of the
the shutter. Go building. Another
through the door set of blueprints
in the corner. is on a box in
A civilian leans this room.
against some crates 15 yards away. Run over and grab the Getting Out of the
civilian. Drag Generator Building
him toward the
You have your choice of routes out of this building. If you go
far corner as the
out the upper door, follow the short corridor to a fire escape
cops and security
that connects with another rooftop. Cross the rooftop and
guard approach.
descend the stairs, go through the door on the right into the
Use the civilian
office, and grab the construction worker attempting to fix
to threaten the
the door panel in the corner. Use him as a hostage against
security guard
the cops in the open area.
and neutralize
him. Use your
crosshairs to
align the two
cops, and bash the poor bastard in the head to disarm
them. After you neutralize both cops, face the wall and re-
lease the civilian. Pick up one of the cops shotguns as well
as the Molotov on the crates in the next area.
House of Generators
Run into the large utility area and neutralize the three
civilian workers. One man is near the machinery to the
left inside the door and is easy to threaten and neutralize.
Another worker runs for the alarm on the raised platform
to the right. Threaten him before he reaches the alarm and
neutralize him against the wall. The hardest worker to stop
runs through the back door of the area and into the office
beyond. Stop him if you can before he triggers an alarm and
draws several cops into the building.

If you take the lower-level route, go through the corridor


into the office and grab the electrician attempting to fix the
panel by the door. A semiautomatic pistol is in the display
case on the wall near the exit. Go through the other door to
the exterior area. Threaten and neutralize unarmed civil-
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ians and security guards. Work your way toward the corner,
and allow the cops to approach. Perform a Group Disarm to
astonish and disarm all the enemies at once.

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prima official game guide

The Repair Shop


Use the first-aid kit on the wall to the right if needed. Go
downstairs and take two right turns. Burst through the
double doors and threaten a carpenter on your left as well
as a civilian inside a cage in the corner. Neutralize both
guys, then enter the cage and pick up the set of blueprints
on the bench.

Another set of
blueprints is on a
small box behind
the large shipping
container in the
corner of the area. Grab the guy from the cage and take him as a hostage.
Force him down the stairs and through the workshop. Go
through the door in the corner and turn right. Go down
the brick corridor until you can see through the open door
into the break room. A security guard stands at a vending
Move through machine. Threaten him before he walks off, make him drop
the small gap in his weapon, and then neutralize him. Another civilian should
the fence into walk through the door. Threaten and neutralize him as
the shipping well. Use the first-aid kit on the wall if needed, and pick up
yard. Grab a another Molotov from the table if desired.
hostage to use
against the cop
and possibly a
security guard
who emerges
through the red
double doors in
the corner. Disarm and neutralize the cop, then go inside.

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Lets Go To Work

Exit to an exterior area with two open garages, one on the Grab one of
left and one ahead. A mechanic works on a car in the open the mechanics
garage straight ahead, and another mechanic mills around and force him
the car in the garage on the left. Go into the garage on the through the
left and grab the big bald guy. Turn around and use your garage and out
hostage to disarm the cop who climbs the fence. When both the back door.
mechanics and the cop are neutralized, go into the garage Make him unlock
where the black guy was working and check the barrels the padlock on
inside the garage to the left to find a blueprint. the gate, then
face the wall
and release your
hostage. Watch
out for a cop who sometimes climbs over the fence in the
opposite corner of the area.
The Laundry
Race through the laundry and crash through a set of double
doors. Directly ahead, a civilian presses clothes. Grab the
guy and use him as a hostage against the three cops who
come through the door on the right. Neutralize all three
cops, then release the civilian. The final set of blueprints is
on the table in the area from which the cops emerged.

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prima official game guide

Go through the double doors into the next area. Two civilians and a security
guard stand in the coin-op laundry. If you move quickly enough, however, there is
no need to take hostages against the rent-a-cop. Dash through the exit to com-
plete the mission.

Chapter 4: I swear to God, I


think Im fking jinxed.

Sniper Rifle

Blueprint

Blueprint

Blueprint
Machine Pistol

Blueprint

Blueprint

Blueprint

Player Character:
Mr. White

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Leaving the Store When all cops in the area are kneeling against walls, go
While Mr. Pink to the exterior areas upper level. Shoot the padlock off the
flees, Mr. White door and go inside a small, dark room to find a machine
remains at the pistol and a set of blueprints.
jewelry store,
punishing the
manager. After
the manager is
neutralized, go
into the next
room and threat-
en the young
man standing
near the wall safe. Use your crosshairs to guide him to the
wall safe and make him open it. Move him toward the wall
and neutralize him. Collect the first set of blueprints from
inside the safe. Grab the guy and force him outside.
Head through
the alley until
you find a cop
hunched over
his dead partner.
Throttle your hos-
tage to make the
cop surrender,
then line up both Diverging Routes
men against the
wall. Take the Grab a hostage and go through the short corridor to the
cop hostage and construction area. A SWAT team, including one man with a
continue around riot shield, is patrolling the area. Use your hostage to disarm
the corner. the SWAT cops simultaneously, then neutralize them. Check
the open SWAT van nearby to find a sniper rifle.
Familiar Territory
As in Mr. Pinks previous mission in this area, there is a
definite advantage to going inside the building rather than
crossing the raised area. There are more cops in the area
now, and it is harder to control them all while outside.
Disarm the cops on the stairs, and take a new hostage up-
stairs. The cops patrolling the exterior upper level will spot
Mr. White and the hostage, and head inside. Allow the cops
to meet you on the upper level of the building interior, and
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Big Alley Use either the


janitor or the
Head across security guard
the area and go to enter the
through the alley. code to unlock
When you see a the rooms red
couple of cops door. Leave all
patrolling the hostages in
wide alley ahead, the room and
veer to the right proceed through
and go through the corridor. This
the door. route is easier to
get through than the wide alley.
To your right Secure Route
is a janitor. Race Follow the passage to the end and head upstairs. Grab
over and grab the civilian casually gazing out the window, and march
the janitor as a him around the corner. Leave him facing the wall near the
hostage, then corner for a moment and go through the door into a small
lock on to the room to find another set of blueprints.
security guard
across the room.
Threaten him
until he drops
his weapon. Use
your crosshairs
to direct him to the control panel of the shutter door on the
far side of the room, and threaten him to make him close
the shutter. Try to close the shutter before the cops from
the alley enter the room. The cops must then go around and
funnel through the small doorway through which you came.
As they enter, strike the janitor or bash his head on a desk
to disarm all three cops at once.
After you neu-
tralize everyone
in the room, pick
up the blueprints
from the desk
as well as a
Molotov. Use the
first-aid kit to
regain health if
necessary, and
collect any shot-
guns, tear gas, or
smoke grenades you might want.

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Grab your hos-


tage and head
down the cor-
ridor. Go through
the door on the
right and bash
your hostage
to disarm and
neutralize the
SWAT cop posted
on the roof. De-
scend the steps
and leave your hostage in the narrow passage.
Two cops pass by the end of the shortcut to the alley. Let
them pass, then run into the alley and follow the path to the
left. As you proceed, look for a gated area on your left that
you can enter, and use a first-aid kit if needed.

When things
settle down, go
through the door
on the alleys
left side. Use the
first-aid kit in
this little win-
dowed corridor
if needed. In the
back room, open
the central locker
door to find
another set of blueprints. Return to the alley and continue
around the corner past the Post truck.
Underground Parking
Go down the stairs
past the vending
Gambit machine. Drag-
ging a hostage
Head through a narrow brick passage to find a cop hassling a this far is impos-
pedestrian. Run up and grab the cop. Threaten the pedestrian sible, so release
and move him off to the side for neutralization. Drag the cop or knock out any
behind the blue rubbish bin on the right, so that your back hostages you hold
is in a corner. Soon cops and SWAT officers from the end of before proceeding.
the alley should approach. Use your hostage to neutralize Head downstairs
them as well as the SWAT sniper perched on the high balcony and use the first-
above the Post van parked at the end of the alley. aid kit on the left
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before proceeding through the red door at the end.

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A SWAT team and a cop search the underground parking Look for blueprints on a box in the corner opposite the
lot for Mr. White. When they spot him, they throw smoke ramp. Go up the ramp to escape and complete the mission.
and tear gas grenades. Avoid any green clouds of tear gas,
because they distort your vision. Sneak around the cars and
containers in the garage until you manage to grab one of
the cops. Back up against the wall and let the others ap-
proach. When they are all in range, perform a Group Disarm
to neutralize the SWAT team.

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Lets Go To Work

Chapter 5: All this blood


scares the shit out of me.

Start

Finish

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Player Character:
Mr. White

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Youre gonna be OK! Say


the goddamn words! After a long
Mr. White must curve, drive
drive a wounded through a con-
Mr. Orange to struction barrier
the rendezvous and press the
point without Boost button
suffering any to gun it down
major collisions. the freeway
Any time the car straightaway.
takes damage
from a major
collision, Orange Slow and Steady
takes damage,
as shown in the screens upper-right corner. If too many col- Veer to the right down the exit ramp and slowly go through
lisions happen or too many police bullets fly through the car, the toll booth lanes. Two cops are ahead. Slowly follow the
Orange is a dead man. cops down the road, not exceeding 30 mph. Follow behind
the traffic until you come to an accident site where the
Tear off down
lanes are blocked off. Drive on the right-lane shoulder and
the straightaway
go up the dirt road. The cruisers youve been following will
and use your
spot you and fall into pursuit. Use your gun and PIT ma-
hand brake to
neuvers to keep them off your tail. Crash through the final
take the first
barrier and fly into a small parking lot, steering to the right
hard left. Avoid
to avoid landing atop a parked car and getting stuck.
police in pursuit
as you take the
right-hand exit
and enter the
freeway. Crash
through the
road closed signs and drive off the end of the interstate to
make a cool jump.
Practice Your PITs
This is the first
mission with
cops in pursuit.
Shoot out the
window to slow
down or destroy
cop cars. Also
make use of PIT
maneuvers: Slow
enough to align
the rear wheel
of a cop car with
your front wheel, then turn into the cruiser and strike the
back of the cop car. When the cop car turns to the side,
release the gas to slow so that the cop flies toward the
guardrail and crashes into the roadside. When your front
end is clear of the cops rear end, gun the accelerator for
the open road.

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There Goes the


Neighborhood
Follow the curving street through an industrial area. When
you hit a police roadblock, veer down the lane to the right
and jump the wooden planks into someones backyard.
Crash through the fences between yards and ride down
the slope to connect with another street. Follow this street
through a neighborhood area. Keep your eye on the mini-
map and take a hard left, then another hard right at the
police barricade. From there, gun it along the straight shot
to the goal point.

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prima official game guide

Chapter 6: Bam, bam, bam, bam!

Blueprint
Shotgun
Tranquilizer
Rifle

Blueprint
Blueprint
Tranquilizer
Rifle

Silenced
Pistols Tear Gas

SMG
Blueprint
Shotgun

Blueprint

Blueprint
Player Character:
Mr. Blonde

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Lets Go To Work

Somebodys Gonna Grab either the


Start Crying security guard
Inside the doorway on Blondes right is a security guard. or the cleaning
Grab him before he draws his gun, and push him upstairs. lady and enter
Use the guard as a hostage to disarm and neutralize the the next area.
cop who appears on the stairs. Release the guard, pick up Downstairs at
the cops pistol, then grab the cop and head upstairs. the security sta-
tion, two silenced
pistols and a
tear gas grenade
can be procured.
Leave your hos-
tage near the double glass doors.
Selective Shopping
Ignore the double
glass doors for
now and head
upstairs and
down the cor-
ridor, where a
security guard
converses with
a store clerk.
Grab the guard
as a hostage,
then threaten the
clerk. Use your crosshairs to guide him to the right side of
the barred door, and threaten him into entering the secu-
rity code to unlock the bars. Direct the clerk to the nearby
magazine stand and neutralize him, then release the secu-
Neutralize a cleaning lady and a security guard in the cor- rity guard while facing the wall.
ridor. Release the cop. At the far end of the corridor through Check the
the door on the left is a first-aid kit, in case youve already counter on the
taken some bumps. stores far side
to find a set of
blueprints. In
the gun rack,
take your pick
of a shotgun or
tranquilizer rifle.
The tranquil-
izer knocks out
enemies without
killing them, which is a safe bet.
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Return to the
security post
and grab the
hostage you left
there. Make the
hostage enter
the code to
open the sliding
glass doors, then
neutralize the
person.

Public Panic
Head down the corridor and holster your weapon before
going through the door into the mall. There are so many
civilians in the corridor that threatening them all is difficult.
You can simultaneously neutralize them all by performing
a Signature Move, or you can kill them all with a Bullet
Festival.

Storming the Entrance


Grab any hostage
in superb health,
and go through
the double doors
at the passages
end. Use the hos-
tage to threaten
a security guard
and possibly a ci-
vilian in the cor-
ridor. After you
neutralize them
both, grab one of them as a fresh hostage and proceed to
the mall entrance area.
A SWAT team
and several cops
drop through
the glass ceiling
Caught in the John into the mall.
Keep your back
After you have the situation in the first area under control,
against the wall,
head down the corridor and go into the mens room on the
in a corner if pos-
left. Run to the last stall on the left and lock the door to
sible, and allow
prevent a cop from getting out. He left his submachine gun
the cops to find
on the counter, right next to another blueprint. Use the first-
you. When three
aid kit if necessary and get back to business.
to four cops
move into your area, perform a Signature Move to neutralize
all of them.

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Grab a new Security Command


hostage and Use your hostage to threaten and neutralize another secu-
head toward the rity guard and cop. Grab a new hostage and go open the
exit door on the shutter gate in the corner. Continue out into the thorough-
areas opposite fare and use threats to disarm and neutralize a security
side. A secu- guard and the clerk at the counter of the store. When
rity guard and everyone is kneeling and facing the walls, go into the appli-
another cop will ance store further down the promenade and check the area
approach. Use behind the washers to find a set of blueprints and another
your hostage tranquilizer rifle.
to disarm them
both. Direct the
security guard to go over to the exit door and open the gate
shutter. When everyone is neutralized, check one of the
tables close to the exit to find another set of blueprints.
The Food Court
Use the first-aid
kit if needed
while heading for
the food court
area. Run around
the corner and
grab a civilian to
use as a hos-
tage against a
security guard.
Neutralize both,
then grab the
security guard and go around the corner.
Threaten and neutralize the two women in line at the hot
dog stand before they set off an alarm. Push your hostage
up the aisle between booths to confront a security guard
and possibly cops coming down the escalators on the right.
Grab a hos-
Neutralize all cops and use the first-aid kit in the far corner
tage and march
near the inoperative elevator, if needed. Grab a hostage
into the security
and go up the escalator. Theres another first-aid kit on the
station near the
second floor.
passages end.
Threaten the
guard inside the
security booth
to make him
drop his weapon.
Direct him to the
monitor with a
red-lighted panel underneath. Threaten him to make him
enter a code into the panel, which raises the gate in the
promenade. Neutralize everyone in the security booth, use
the first-aid kit if necessary, and take the shotgun on the
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window ledge.

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prima official game guide

Entrance Upper Level Neutralize ev-


Return to the shopping area and head through the newly eryone, then grab
opened gate at the far end. Continue through the passage a new hostage
until you come to the mall entrances upper level. Stay in and go through
the corridor outside the room and lock on to a female shop- the storage corri-
per in the middle of the area halfway down. Threaten her, dor to a stairwell.
then direct her into the corridor. Take her as your hostage, Use your hostage
then move into the large open area. Keep your back against to disarm two
the wall to the right or left. Allow the cops, SWAT team, and cops coming up
a security guard to approach. When they are within range, the stairs, and
perform a Signature Move to make them all lay down their leave everyone
weapons. neutralized.

Go through the
blue door on the
second level to
find another
set of blueprints
in a small stor-
age room.

Exit the stor-


age room and go
downstairs. Grab
a civilian milling
about at the bot-
tom of the stairs,
and use him as a
hostage against
two cops who
come through
Mall Maintenance Areas the bottom door.
With that done,
grab a fresh Grab the cop
hostage and who just en-
head to the other tered the room
side of the large and push him
area. Go through through the
the double doors bottom stairwell
marked exit door. Shove him
and use your hos- through a long
tage to disarm maintenance
two cops in the passage and
janitorial area. through a high-
voltage fence.
Force him to remove the padlock from the next gate, then
use him to disarm two more cops in the area beyond.

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Head around the corner and go to


the right to find the final set of blue-
prints on the floor. Get into the freight
elevator to complete the mission.

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prima official game guide

Chapter 7: Hes fking driving


around with a cop in his trunk.

Finish

Start

Player Character:
Mr. Blonde

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Lets Go To Work

OK in the Back? Use Boost


With Officer Mar- whenever pos-
vin Nash in the sible to barrel
trunk, Mr. Blonde through two
must avoid driv- more tunnels
ing below 40 on the highway.
mph (marked Upon emerg-
in red on the ing, grind your
speedometer) transmission to
long enough get around the
for the cop to curves in the
escape from road. Dodge gun-
the trunk, or the fire from another police helicopter on the next straightaway
mission ends immediately. When your speed drops below by using Boost.
40, a timer appears in the upper-right corner. If you fail to Closed for Repairs
return to minimum speed before the timer elapses, Marvin Blonde enters a construction zone. Any pursuing police will
jumps out. Blonde must also outmaneuver dozens of cops break off. You can drive through the narrow pipes to per-
in pursuit without destroying his vehicle in the process. This form jumps, or you can veer to the right and cross a dirt
is an extremely challenging mission, so give it a few tries to zone without hitting any construction workers. Beyond, there
get through it. is a long ramp tilting upward to a dead end, from which
Floor the ac- Blonde must jump.
celerator and
grind the trans-
mission to get
above 40 mph
while taking the
first few curves
in the road.
Upon entering
the tunnel to
the freeway, use
the Boost button
to leap ahead of the cops and barrel down the highway
straightaway.
Outrunning Bullets
A police helicop-
ter hovers over
the freeway near
the next tunnel
entrance. As it
fires its machine
gun across the
road, steer into
the strike marks
on the road so
that Blonde
drives behind the
line of fire. Machine gun fire from a helicopter can cause
significant damage to the vehicle.
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Nice Landscaping
After the jump, veer to the right and exit to the airport
road. The road takes you into a neighborhood that suffers
from heavy traffic. Drive up on the sidewalks if needed and
gently use the hand brake to take sharp curves. Use your
mini-map to help guide you to the goal point before Marvin
jumps to safety.

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Chapter 8: Pick up the stones.

Blueprint

Blueprint Blueprint
Blueprint

Blueprint

Player Character:
Mr. Pink
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The Abandoned Depot Walk the Line


After Mr. Pink Guide your
retrieves the hostage through
diamonds from the gaping hole
his hiding spot, he in the brick wall
finds he cannot to the exterior.
go back the way Work your way to
he came. Pink the right around
must navigate the train car
through a rail yard wreckage. At the
to escape from cars back corner,
the police dragnet turn to the left
once again. and use your
Head through the door into the depot and approach a se- hostage to neutralize a cop with a shotgun. Release the
curity guard talking to a homeless person. Grab the security homeless bum near the back of the tanker car, and grab
guard as a hostage before he draws his gun, and neutralize the cop as a hostage.
the bum before he goes for the alarm on the wall. Leave the Guide the cop down the rail line and use him to neutralize
guard near the wall for a second and go around the corner two more cops and a railroad worker. Pick up the shotguns
to pick up the first set of blueprints on the stack of rails. or submachine guns they drop, and open the boxcar to find
another blueprint on the crates in the corner. Take the rail-
road worker down to the end of the line.

Use your hos-


tage to disarm
and neutralize
two cops patrol-
ling the area on
the fences other
side. Force the
railroad worker
to remove the
padlock from the
gate. If you didnt
bring the railroad
worker as a hostage, blow the padlock off with your pistol.

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Dirt Path Rail Warehouse


Collect the weapons and smoke grenades dropped by the Go through the short passage into the large area. Directly
cops, then enter the shed. Use the first-aid kit if needed, then ahead is a homeless woman going for the alarm. Stop her
charge through the exit door. Several cops search the dirt and neutralize her. Move across the back part of the ware-
path littered with abandoned vehicles. Run up behind them house to find another homeless woman meandering along.
and grab the last guy in line as a hostage. Use your hostage Grab this woman and use her as a hostage. Head into the
to neutralize the other cops. A civilian up the path may catch area near the bottom of the stairs, which is patrolled by a
sight of whats going on and run to get the police. If you are couple of cops. Neutralize the cops, take one of them as a
unable to stop him with threats, more police and security hostage, and go upstairs.
guards will soon arrive. Neutralize everyone, then enter the
small shed in this area to find a set of blueprints.

Move across the upper level until several cops and SWAT
Take hostages guys get within range. Perform a Signature Move to neu-
and continue tralize all of them simultaneously. Threaten and neutralize
down the the civilian rail worker inside the central booth. Go through
long dirt path, the small locker room in the corner to use a first-aid kit if
subduing law recovery is needed. Search the small shack in the center of
enforcement the upper level to obtain another set of blueprints.
and civilians as
necessary. Even-
tually Mr. Pink
comes to the
great rail ware-
house.
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prima official game guide

Grab a hostage and push him down the rails until you
encounter several SWAT guys near a large platform. Allow
them to come down off the platform and approach. Disarm
the SWAT guys with a Signature Move and take one as a
hostage. Use him to neutralize any other SWAT officers in
the area.

Continue down
the rail lines to
the end, then
head to the right
until you find
The Connection Yard the old station
Go through the wide doorway in the corner and follow the house. Use the
passage to the exterior. Descend the stairs and catch up first-aid kit inside
with the rail worker walking along at the bottom. Take him the station house
as a hostage and use him to disarm two cops in the area. if needed, then
Go into the small shed to find another set of blueprints and go through the
a health station. back door.

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The Back Line Go upstairs into the station house. Take the blueprints ly-
Run through the ing on the boxes in the corner and go through the doorway.
clearing and grab Cross the bridge and run toward Mr. Pinks white car to com-
an old homeless plete the mission.
woman at the
next rail lines
end. Use her as a
hostage against
a shooting secu-
rity guard, then
take the guard
hostage.

Push the secu-


rity guard down
the line until
you encounter a
large squad of
police and SWAT
officers near
another junction
point. Perform a
Signature Move
to neutralize the
bunch of them
before they spread out to Pinks sides.

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prima official game guide

Chapter 9: Hot and


superfking pissed!

Finish

Start

Player Character:
Mr. White

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Lets Go To Work

Be There or Be Square On to Checkpoint Two


To dump his hot Dodge civilian
car, Mr. White cars through the
must get past long and twist-
certain points in ing tunnel. Upon
the road before emerging in a
the police set straightaway, use
up roadblocks. Boost to lose the
The timer in the cops. After tak-
screens upper- ing a hard curve
right corner indi- to the right, go
cates how long through the pipe
is left before the on the road and
police shut the road. The player must cross the next check- over the ramp to perform a jump.
point, indicated on the mini-map with an orange dot, before Under Repair
time expires or the mission is a failure. You have only one
minute and 45 seconds to reach the next checkpoint. Construction
blockages and
The police get on your tail immediately, so gun it and
patchy roads
dodge civilian cars until you get on the freeway. After you
make the
get through the first tunnel, use Boost to leap ahead of the
freeways next
cops and get down the straightaway. Take the oncoming
section difficult
lane when going through a long tunnel that curves to the
to travel. Do not
left. Upon emerging from the tunnel, barrel down the road
wreck or get
and make it past the first checkpoint at the next tunnel
turned around by
before time expires.
cop cruiser col-
lisions, because
you do not have
much time left to reach the next checkpoint.
The Hollywood Hills
Follow the curving freeway through a toll booth. Drive until
the lanes merge together abruptly, then use your hand
brake to take a hard right turn onto a street leading into
a residential area. Blow through the checkpoint and work
your way along a hilly neighborhood drive without letting the
cops cause you to fishtail.

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prima official game guide

Upon reaching a T-intersection, use your hand brake and take a hard right or
left turn. Navigate around to the backside of the large industrial area to reach the
goal line before the checkpoint timer expires.

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Chapter 10: Sams Hot Car Lot

Blueprint

Start

Blueprint
Blueprint
Silenced
Pistol,
Machine
Pistol
Blueprint
Blueprint

Finish
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Blueprint

Player Character:
Mr. White

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prima official game guide

Drop and Chop


Having dumped
his hot car, Mr.
White must now
rendezvous with
Nice Guy Eddie,
who is pulling
up on the car
lots other side.
From the start-
ing point, look
around the area
and grab the
civilian walking around. Use him as a hostage to disarm
and neutralize the security guard on the top of the nearby
building.
Continue push-
ing your hostage
into the next
area, and disarm
another security
guard approach-
ing. Three cops Follow the passage until you reach a fence barrier. Neu-
follow him. Align tralize the security guard and prevent the civilian on the
the cops near other side of the fence from running off. Bash your hostage
your crosshairs to neutralize the cop, then make the civilian get up and
so that when you unlock the padlock on the gate.
bash the poor Move through
workman across the skull, the cops drop their weapons the gate and grab
simultaneously. After neutralizing the cops, pick up the gre- the civilian as
nades and rifles they drop. Use the first-aid kit on the back your new hostage.
of the building if needed. Stop at the bot-
tom of the stairs
and wait until two
Enter the more cops appear
small shed with in the raised area.
a blue door in Disarm them with
the corner to find a bash to your
the first set of hostage. Neutral-
blueprints in ize them, and move up the stairs. Bash your hostage again to
this stage. neutralize two more cops in the next area. When everyone is
on his or her knees, move to the corner and use the first-aid kit
if needed. Pick up the blueprints on the box.

Wreckers Auto
Take a cop hostage and head around the far corner of the
building. Shoot the padlock off the doors marked Wreck-
ers Autos & Parts. Use your hostage to disarm the cop in
the center of the area as well as the one stationed inside
the fenced area. Use the first-aid kit at the bottom of the
stairs, then grab a hostage and go up to the top floor.

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Storefront
Grab a new hos-
tage and head
downstairs. Use
a Signature Move
to neutralize
everyone in the
store. One of the
cops drops a nice
assault rifle, the
most powerful
fully automatic
weapon in the
game. Dont miss it. Move behind the counter and pick
up another set of blueprints. Grab the security guard as a
hostage and head through the double red doors behind the
counter.
The Guard Building
Outside, a cop
patrols the far
side of the area.
Move toward him
quickly to avoid Trouble Containment
gunfire from your Switch hostages,
left. Use your and head toward
hostage to dis- the building at
arm and neutral- the back of the
ize the patrolling area, with a blue
cop, then switch conveyor run-
hostages. ning up the side.
Turn toward Blast the padlock
the entrance and off the door and
approach the take your hos-
gate in the fence. tage through the
A couple of cops small building.
are waiting for Mr. Use the first-aid kit inside if needed, then continue into the
White. Use your next exterior yard.
hostage to neu- Use your hostage to disarm a security guard in the open,
tralize them, then then take him hostage. Search inside the small stablelike
blow the padlock structure nearby to find another blueprint on a crate. Move
off the gate. through an open cargo container with your hostage. This
puts you behind a civilian workman (if he hasnt run for
Notice the second gate nearby, which leads to the porch of the alarm). Threaten him, then move him to the side of the
the small central building. Shoot the keypad on the side of cargo container for neutralization. Take him hostage and
the building to unlock the gate. Grab the security guard you move beyond the concrete wall.
brought out here and go into the building. Use the security
guard to open the safe in the right corner of the buildings
interior. A silenced pistol and a machine pistol are inside.
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Collect the set of blueprints on the table.

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Crane Warehouse
Dash through the corridor. Although you will spot blueprints
on a nearby crate, ignore them for the moment and grab a
hostage. Nab the civilian workman walking around the floor,
then use him to neutralize the SWAT cop on the catwalk.
Aim through the windows of the shack on your left to neu-
tralize another civilian. Release your hostage near a wall,
and go back to pick up the blueprints.

Use your hos-


tage to neutralize
a security guard
and a cop, and
bring another
civilian to his
knees. When ev-
eryone is neutral-
ized, go around
the corner and Proceed
through the through the open
green door at the shutter door
back of the crane warehouse. into the crane
workshop. Turn
left and head
through another
shutter door to
reach the exit.

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Chapter 11: We got a major


situation here.

Finish

Start
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Player Character:
Mr. Nice Guy Eddie

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What a Nice Guy Another great


Nice Guy Eddie way to take out
must follow Mr. the cops is with
Pink to the stash. PIT maneuvers.
The only problem Line up the front
is, half the LAPD wheels of Eddies
is tailing Mr. Buick with the
Pink. Eddie must rear wheels of
do whatever is a cop SUV while
necessary to both cars are
prevent the cops moving in the
from following same direction.
Mr. Pink to the Steer into the cop car, striking its back corner. This action
diamond stash. forces the SUV to turn across the front of your car, at which
point you should release the accelerator to slow and discon-
Follow Mr.
nect with its rear end. At high speeds, this action can cause
Pinks car, high-
an SUV to flip and roll, exploding instantly!
lighted by a large
red arrow, around
Ram a cop
a hard left turn.
cruiser on turns,
Gun it in the
the same as they
straightaway to
have done to you
catch up to him.
in previous driving
Mr. Pink runs
missions. Turns
into the first set
also offer good
of police cruis-
opportunities to
ers at the next
ram them head-
corner. These are reinforced SUVs that can withstand a lot
on into walls.
of punishment. The health meters of any SUVs tailing Mr.
Pink are displayed in the screens upper-right corner. You
must destroy all police cruisers tailing Mr. Pinks car before Hard Turns
he reaches the goal point, or the mission is a failure. Follow Mr. Pink
Shooting at and the cops
the cruisers along the wind-
is helpful, but ing road up a
causes too little long hill. Take a
damage to be ef- hard right turn
ficient. The best while driving the
way to take out cop cruisers into
police cruisers the walls. Fol-
is by ramming low the circular
them, especially street into a
if you can force neighborhood
them to collide where palm trees line the sidewalks. To take out the cop
with walls, guardrails, or oncoming vehicles. Eddies blue cruisers, force them to collide with the palm trees.
Buick takes no damage from collisions with cop cruisers,
allowing you to accomplish this objective. Standard damage
is sustained, however, if Eddie collides with civilian traffic,
guardrails, or walls.

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Use the hand Park Shenanigans


brake to help Mr. Pink and the cops may go the long way around the
take a hard right circular drive in front of the park entrance, but that doesnt
turn at a green mean you have to. Take a shortcut by going over the bridge
sign reading in the center of the area. This enables you to cut off the
Southbrook 1 cops or ram them. Avoid the monuments and playground
Mile. Mr. Pink equipment in the park, and speed up to perform jumps off
and the cops the raised bridges between park sections to garner extra
pursuing him get adrenaline.
trammeled up
at this turn, so
ram and overturn
the cops.
Airport Dj Vu
Follow Mr. Pink
and the cops to
the airport boule-
vard. If you drop
farther behind
Mr. Pink at this
point, use Boost
to catch up.
Ramming cop
cars from behind
while using Boost
flips them right
over, destroying them.
Narrow Lanes
A police barricade forces the chase to move into an office
park, where a surprising number of civilian cars drive in the
oncoming lane. Drive on the right-hand sidewalk as neces-
sary until you and Mr. Pink are forced into a hard right turn. Trailer Park Turn
Grind the accelerator and brakes simultaneously to navigate
The street outside the park exit requires an-
the curvy road leading to the park.
other hard right turn. Use the opportunity to
force police SUVs into the walls and pillars.
Take off after Mr. Pink and follow him up
a dangerous and winding mountain drive
toward Brinkwell Falls. Run any cruis-
ers still in pursuit into the boulders that
have fallen over the guardrail in places
leading up to the bridge. primagames.com

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Follow Pink up
the winding road
until you both hit
a police barri-
cade cutting off
the paved road.
Use your hand
brake to take a
hard right turn,
then grind your
accelerator and
brakes to help
take the curves on the dirt road through the trailer park.
If you have
eliminated all
police cruisers in
pursuit of Pink at
this point, follow
him up the road
to Wreckers
Autos and Parts.
Take a hard
left turn and
go around the
side. If Mr. Pink
reaches the goal point with no cop cars in pursuit, mission
accomplished!

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Chapter 12: First things


fking last.

Shotgun Blueprint

Blueprint

Blueprint

Blueprint

Start

Blueprint

Finish

Sniper Blueprint
Rifle
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Player Character:
Mr. Nice Guy Eddie

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Where the Fk Is White? Take one of the


Nice Guy Eddie cops hostage
must navigate and force him
through the to go behind the
police-ridden hot counter. Ascend
car lot to ren- the stairs. There
dezvous with Mr. are three doors
White. There are at the top. The
two civilians in first two go into
the parking lot. an apartment,
Grab one as a and the third
hostage and neu- goes into a bath-
tralize the other. room containing a first-aid kit. Unless you need to regain
health, drag your hostage through the first door on the top
At this point, you have a choice
floor into an apartment. A civilian is talking to a cop. Use
of pathway. You can either go your hostage to neutralize both of them. Release your hos-
through the double wooden doors into the tage near a wall and pick up the sniper rifle on the table as
store, or you can force one of the civil-
ians to enter the code into the keypad
well as the blueprint on the countertop.
beside the door on the small building Take the cop
attached to the garage. If you want to
from the apart-
do both, you must return to the starting
point. Some civilians may change places, de- ment hostage
pending on which entrance you go through first. and make him
The Store unlock the units
back door. Force
Go through the
him down the cor-
double wooden
ridor and through
doors with a
the screen door to
hostage. Navigate
the houses back
through the small
stairs. Threaten
passage, and
and neutralize the
enter the store.
civilian below, standing near the gate. Disarm and neutralize
Use your hostage
the cops and security guards on the stairs.
to neutralize
everyone in the Inside the shed
store, starting at the back of
with the two the yard, you can
civilians. The old guy behind the counter is especially close to obtain a shotgun.
the alarm, so neutralize him first. Line up the two cops and The door to the
the security guard and disarm them all with a single blow to garage is locked
your hostages head. After neutralizing everyone, pick up the from this side.
shotgun and the smoke grenade someone drops. If you want to
go through the
garage, return to
the starting point.

If you are playing it psycho


and killing everyone, use
the sniper rifle to kill the cops and
civilians between here and the
Pontic Freight Depot from the top of
the stairs.

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The Garage Head through


To get inside the the garages
garage, grab one back door. A
of the civilians first-aid kit is
in front of the at the corridors
gas station and far end. Take a
make him enter left turn at the
the code into end and unlock
the keypad by the door. Enter
the door on the the shed and
small building. grab the civilian
Release your milling around in
hostage inside here to use as a hostage against two security guards who
near the wall, then approach the door to the garage. breach the exterior door. When you get through neutralizing
everyone, go outside.
A quick demo
shows the number The Long Backyard
of cops and secu- Grab a new hostage and go through the gap in the fence.
rity guards in the Use your hostage to disarm two cops armed with subma-
next room. Run chine guns. They also drop smoke grenades. Take a cop
through the door hostage and disarm the cop who approaches from the dirt
and grab the clos- roads far end.
est person as a
hostage. Threaten
the civilian to
prevent him from
running to the
back wall and tripping the alarm. Use your crosshairs to line up
the cops and security guard and disarm them all simultaneously.

Neutralize
everyone, then
head left from
the door to find a
set of blueprints
on a box.

Pick up one
of the shotguns
dropped by the
cops, grab a
hostage, and turn
to the back door
of the room. Two
cops will come
through that door.
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Use your hostage


to disarm them,
and neutralize
them against the wall.

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Pontic Freight Depot


With all cops and
civilians neutral-
ized, head down
the dirt road and
unlock the back
door of the Pontic
Freight Depot.
Check the small
windowed room
in the far corner
of the depots
interior to find a
first-aid kit, a shotgun, and a blueprint. Ascend the short flight
of stairs to a corridor. Follow the corridor to another yard.
Dangerous Rails
Two civilian workers are close to Eddies entrance point.
Grab the one standing to the right and neutralize the old
man farther down. A cop and security guard approach.
Threaten the guard to disarm him, and bash the hostage to
disarm the cop. Make them all kneel along the fence.

Go to the
entrance of this
area and grab
one of the civil-
ian workers you
neutralized previ-
ously. Force your
hostage down
the rails until you
find a keypad on
the right. Make
the civilian enter
the code to open the gate.
In the center of
this area, a small
set of stairs goes
up to a short
platform. Slide
open the large
wooden door on
this platform to
find a compart-
Grab a cop or guard and head around the corner. When ment, inside of
another cop approaches, make him come closer before which is another
striking the hostage to disarm him. Move the cop out of the blueprint.
fenced area to avoid being shot by cops behind the fence in
the background. Safely behind a corner, neutralize the cop,
then switch hostages. Go around the corner again, and use
the hostage to disarm the two SWAT guys behind the fence.

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Wreckers Basement
Take one of the
cops from inside
the fenced area
as a hostage.
Force him down
the stairs into
the basement.
A brief demo
shows a SWAT
team invading
the next room.
Go into the next
room with your hostage and disarm the female security
guard. Release your current hostage near the wall and grab
the female guard.
Go into the
next room hold-
ing the female
guard, and allow
every SWAT
officer and cop
to move into
range so that all
of them have a
Grab a hostage
clear view. Per-
and go around
form a Signature
the concrete
Move to make
wall. Use your
them lay down their weapons and riot shields.
hostage to dis-
Enter the arm a rent-a-cop.
small side room Take the security
on the right to guard hostage.
find a set of
blueprints on the
floor. Head to the
rooms far corner Go through the
and follow the blue door to the
passage to the interior, and head
clearly marked left. Push your
exit door. hostage through
the next door. As
you exit, move to
Yard by Yard
the right and ro-
Outside, a cop and a security guard are harassing a couple tate your view to
of workers. Grab the closest person and neutralize every- the left to avoid
one. The civilians are antsy, and you must prevent them being ambushed
from going for the alarm. Use your crosshairs to force the by SWAT guys.
second worker to go to the keypad on the far right and en- Use your hostage to disarm the SWAT guys and security
ter the code to open the gate on the walls other side. guards, and take a new hostage.
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Continue down the path; you may confront more SWAT Move around
cops, depending on the route you took. Use your new hos- the corner to
tage to disarm them. After the area between here and the complete the
end of the yard is clear, release your hostage and go in the level. A beeping
small shed with a blue door. Inside this shed, Eddie finds bomb device
the final set of blueprints. is attached to
the door. Move
toward the door
until the beeping
spikes, then run
away before the
charges detonate.

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Chapter 13: I dont like alarms.

Blueprint Blueprint

Start!
Machine
Pistols (2)

Blueprint

Finish

Assault
Rifle

Blueprint

Blueprint

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Player Character:
Mr. Blonde

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The Madman Storehouse Divided


Grab the scream- Inside the garage
ing broad in the on the left, two
safety deposit civilians chat
box room and through a barred
take her through door. Neutralize
the barred door. the civilian on
A lady cop bursts your side of the
through the door door, then force
behind the bars the other guy to
on the left. Use enter the code
your hostage to and unlock the
disarm and neu- barred doors.
tralize the female cop. Release your hostage, and check the Neutralize everyone, and close the shutter door behind you.
second privacy booth to find the first set of blueprints. Go through the barred door and head around the corner
Take the female cop hostage and force her out through to the left. Grab the blueprints on the table by the next door.
the fire exit. Use her to disarm the two SWAT cops in the Grab a hostage and take him through the door. Open the
alley. Release the lady cop near the wall and pick up the shutter door beyond and use your hostage to disarm a cop.
grenades and shotguns dropped on the ground. Take one of
the SWAT cops hostage and continue through the fence and
down the alley. Disarm the cop who joins the party, then
switch hostages. Drag the cop to the shutter door on the
right, and make him open it.

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Outnumbered, Outgunned
Take the cop
hostage and
go around the
corner in the
alley. Threaten
and neutralize
a civilian on the
stairs to the left.
This action will
draw the atten-
tion of three
cops. Allow them
to approach and line them up for an easy one-hit disarm.
Neutralize the cops, as well as any backup officers who
make the scene.
After neutral-
izing everyone,
go up the stairs
to the rooftop.
Cross the planks
to the second
roof, and pick up
Point your crosshairs and direct one of the civilians to the
the blueprints
red-lighted keypad near the door on the wall. Use Threaten
near the con-
to make the civilian enter the code, then neutralize the per-
struction ramp
son. Inside this small side room, Blonde can obtain a sleek
leading down to
pair of machine pistols.
the ground.
Run down the
alley and around
the corner. Grab
the security
guard standing
with his back
to you, before
he can draw his
weapon and fire.
In the back-
ground, SWAT
units are arriv-
ing. Turn to the right and go through a set of double doors
behind a brick wall into a sparsely decorated office building.
Crazy Office
Threaten all three civilians inside the building to prevent
them from going for the alarms. Direct one of the civilians
to close the shutter door, cutting off the front of the building
for the time being.
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Grab a hostage
and force him
or her to open
the shutter door.
Take the hostage
into the front
office and allow
the SWAT team
and the cops to
come into the
room. When all
enemies are in
sight, perform a Signature Move to make them drop their
weapons.

Go through the
green door into
a small recep-
tion area to find
another set of Broad Daylight Standoff
blueprints. Grab one of the
security guards
and head out
to the street.
Several cops are
The Guard Station to your right. Use
Return to the lobby and go out the door through which all your hostage
the cops came. Cross the loading zone and go around the to line them
small building where security guards are stationed. Find up and disarm
the door near the front corner. Go inside and grab a female them. Perform a
security guard. Drag the guard outside and use her as a Signature Move
hostage against her partner, who comes from behind a if your adrenaline
truck farther up the block. After both guards are neutral- is high enough.
ized, go inside the building to pick up the assault rifle on
the counter. Take your pick
of the cops as
a hostage and
continue down the
street. Disarm the
two cops who leap
from behind the
roadblock at the
back of the area.

Garage Ramp
Enter the parking garage on the left. Go inside the first se-
curity booth to find a set of blueprints. Run down the ramp
to the next checkpoint. Press the button on the panel inside
the booth to unlock the door on the other side of the ramp.

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Take a hostage and go around the boxes to the next


shutter door, where a cop leans against the wall. Use your
hostage to disarm her as well as another cop and a SWAT
cop in the parking garage.

Garage Storage
Go inside the restricted area and use the first-aid kit to
recover lost health. Follow the stairs to the bottom level and
go through a green door into a warehouse. Grab the civilian When everyone
near the entrance and use him as a hostage against the is neutralized,
armed security guard. Neutralize her as well as her partner check out the
and another civilian around the corner. Leave the shut- open warehouse
ter door to the right closed to prevent cops from coming on the parking
through behind you. lots far side.
The final set of
blueprints is on
top of a crate.
Go through the
double doors
in the parking
garages corner to enter the mall and complete the mission.

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Chapter 14: You just got blood


in your eyes.

Finish

Start

Player Character:
Mr. White

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Head Wound Logic Riding the Rails


Now comes the Upon taking
longest, hardest the exit ramp,
driving mission use your hand
in the game. Mr. brake to take a
Brown has been hard turn to the
shot in the head left. Do not slow
and has only 6 down completely,
minutes and 30 however, because
seconds to live, you must then do
as displayed in a 180 into your
the screens up- next turn to head
per-right corner. the right way
As his time grows shorter, his vision becomes cloudier and down the railroad
darker until finally, he dies. You must cross the entire city tracks.
before Mr. Brown kicks the bucket. When you
Head forward reach the bar-
through the pub- rier blocking the
lic square and tracks, use your
use your hand hand brake to
brake to make take a hard right
a hard right turn turn and recon-
at the corner. nect with the
Do not hit any freeway. Grind
tables, chairs, or your transmis-
pedestrians as sion as you take
you gun it for the the curves until
street. As you ap- you reach the next straightaway, then use Boost again to
proach the cul-de-sac, two cop cars will be turning around. outrun the cops.
Strike them on their backsides in the hopes of spinning Industrial Quarter
them around to face the wrong direction, making it harder
for them to catch up to you. Traffic becomes
heavy as you
Use your hand
exit the free-
brake to take
way. Dodge the
several turns un-
civilian cars well
til you get out to
enough, and the
the curvy, famil-
cops will slow
iar street leading
down. Grind your
to the freeway.
transmission to
Ram two more
maintain control
cop cars before
as you follow the
they can turn
curving slope
around and
down to a wide area. At the last curve, use the hand brake
come after you.
to turn and avoid spinning out of control and hitting a wall.
Lead the cop cars to the tunnels mouth, then use Boost to
leap ahead and barrel down the freeway straightaway.
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After navigat-
ing several more
curves, you have
your choice of
routes. Either
make a hard
left turn to stay
on the street, or
slam through
the fence to go
through an indus-
trial parking lot
with no traffic and no pedestrians. Use your hand brake to
make the left turn at the end, and crash through the gate to
return to the street.
Police presence in the next area is heavy, especially if
you brought pursuers with you. As you come up behind cop
cruisers and SUVs, use PIT maneuvers to turn them around
before they join in the chase. Grind your transmission to
take the curves smoothly without losing too much speed.

Veer to the far right and go over the bridge into the parks
second section. Curve left, where there is a hovering police
chopper. Use Boost and swerve to avoid gunfire from the
chopper. Curve to the right and go over another bridge to
exit the park.

Panic in the Park


After taking the last curve before reaching the park, use
Boost to leap ahead of the cops so they cannot use PIT ma-
neuvers or ram you into one of the tall columns on the left
or right. Go across the central bridge in the circle drive area
to perform a stunt jump and gain some major adrenaline.

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Uphill Battle Zigzag Home


Upon exiting the Upon reaching the intersection near Wreckers, use your
park, use your hand brake to take a sharp right turn. Take another right
hand brake to and follow the winding road through the nice neighborhood.
make a hard The fact that there are fewer cops in this area does not
right turn. In all mean there is any less chance of getting rammed. Navigate
likelihood, you the curves and reach the underpass before Brown dies at
will slam side- the wheel.
ways into the
wall. Accelerate
before the cops
catch up and pin
you there.
Follow the rising road to the bridge, avoiding boulders
protruding over the guardrail along the way. Boost again as
you cross the bridge to avoid gunfire from another chopper.
Grind your transmission to avoid going off the road as you
take the dangerous mountain route up toward Wreckers
Autos and Parts.

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Chapter 15: Dead as Dillinger

Blueprint

Blueprint

Blueprint

Semi Auto Pistol (2)

Start

Player Character:
Mr. Blue

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So How Did Blue Die?


Mr. Blue starts
this mission
where we left
him, standing in
front of the jew-
elry store staring
at a bunch of
armed cops.
The cops open
fire. Take shelter
behind the tall
metal object to
the left or the right, so that you can figure out what to do.
Use the metal objects as cover to fire at the cops, or hide
until a cop tries to move to the far side of your cover. Run
at the cop, performing rolls to avoid taking too much dam-
age. Grab the cop, then turn around to face the others. Use
your crosshairs to align the cops as best you can, then beat
your hostage in the head or slam his face into a car hood to
disarm the cops. Neutralize them by making them kneel at
the sides of a cop car.

Head to the bus


stop shelter on
the areas far left
side. Check the
ground behind
the shelter to
find the first set
of blueprints.

Theater Parking
Take a fresh hos-
tage and head
down the alley
in the areas far
corner. When you
reach an area
containing three
barred gates on
the right, release
your hostage
Seize a new hostage and head toward the open ambulance. near the wall and
Use the first-aid kit on the open ambulance door, then head open the center
to the right to face the second wave of cops behind the bar- gates to obtain a pair of semiautomatic pistols.
primagames.com

rier. Bring the cops from the sides into the center using your
crosshairs, then disarm two or more of them at the same
time by slapping your hostage around. Neutralize everyone,
then release your hostage near a wall or barrier.

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Collect your hostage and head around the corner into a


parking lot. Look out for a SWAT sniper on the roof across Enter the
from your entrance point. Keep him in your camera view so theaters back
he does not open fire. Allow all the other cops in this area door. Look to the
to approach. When they are all in medium range of Mr. right to obtain the
Blue, perform a Signature Move to neutralize all of them at final blueprint.
once. There may be an additional squad of SWAT officers to Continue into the
either take down or disarm and neutralize. theater to find out
what happened to
Mr. Blue.

TRIVIA: Bank robber John Dillinger


was gunned down by FBI agents
after leaving a movie theater on July 22,
1934. He had just finished watching the
Clark Gable film, Manhattan Melodrama,
about a racketeer.

Endings
There are three possible endings to the game, all shown
as the credits roll after the final scenes recreated from
the movie. What happens to Mr. Pink when he leaves the
hideout depends on your overall story rating at the time you
finish Mr. Blues last mission. If you finish with a Profes-
sional rating, Mr. Pink gets away. If you finish with a Career
Criminal rating, Mr. Pink is arrested. And if you finish with a
Psycho rating, Mr. Pink is savagely gunned down.
To view the different endings, you must go back and replay
the missions using the Select Chapter menu. To see the
Psycho ending, blast your way through every Run and Gun
mission. During driving missions, run over multiple pedestri-
ans and cause several civilian vehicles to flip and explode.
With every To see the Professional ending, take hostages and avoid
enemy in the gunfire. Drive with public safety in mind, and weave through
area neutralized traffic like a stock car driver.
or dead, find the
The Career Criminal ending is the hardest to view, because
broken garage
it requires you to strike a balance in overall rating. Rather
door in this area,
than trying to score Career Criminal in all missions, score
where the sec-
Psycho in half and Professional in the rest. This will balance
ond blueprint is
your overall rating enough to let you view the Career Crimi-
located.
nal ending.

94

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We Got a Rat In the House

We Got a Rat in
the House
Cheats Xbox Cheats
To input cheats, CHEAT NAME FUNCTION INPUT
select the Extras All levels in
option on the Unlock Levels 6,5,6,5,7,8
Select Chapter
main menu, then
choose Cheats. Unlock Art Gal- All galleries
4,1,6,5,4,1
While in the lery unlocked
Cheats menu, Unlock Movie All movies
7,7,4,1,7,8
input one of Gallery unlocked
the cheat codes Unlimited
from the tables Fully Loaded 5,6,4,6,1,5
ammo
here, then press
Bulletproof Infinite health 7,8,4,4,8,4
the Start button
(PS2, Xbox) or the E key (PC). If you input the code incor- Adrenaline Infinite
1,7,4,1,7,1
rectly, press the Start button to reset and try again. Rush adrenaline
Each time you correctly input a cheat code, it appears in Magic Bullet One-shot kills 8,6,4,1,8,1
the Cheats menu. Press Start to input the next cheat. Battering Ram Instant crash 6,6,1,1,4,5
Toggle cheats on or off, then press the apply cheats but- Time Out Infinite timer 8,8,5,4,1,6
ton as shown on the Cheats menu. Enter the Select Chapter
menu to play with cheats enabled.
PC Cheats
PlayStation2 Cheats
CHEAT NAME FUNCTION INPUT
CHEAT NAME FUNCTION INPUT
All levels in C a C a RMB
All levels in Unlock Levels
Unlock Levels l,r,l,r,L,R Select Chapter RMB
Select Chapter
Unlock Art All galleries qeC aq
Unlock Art All galleries Gallery unlocked e
o,u,l,r,o,u
Gallery unlocked
Unlock Movie All movies RMB RMB q e
Unlock Movie All movies Gallery unlocked RMB LMB
L,L,o,u,L,R
Gallery unlocked
Unlimited aC q C e
Unlimited Fully Loaded
Fully Loaded r,l,o,l,u,r ammo a
ammo
RMB LMB q q
Bulletproof Infinite health L,R,o,o,R,o Bulletproof Infinite health
LMB q
Adrenaline Infinite Adrenaline Infinite e RMB q e
u,L,o,u,L,u
Rush adrenaline Rush adrenaline RMB e
Magic Bullet One-shot kills R,l,o,u,R,u LMB C q e
Magic Bullet One-shot kills
Battering Ram Instant crash l,l,u,u,o,r LMB e
Time Out Infinite timer R,R,r,o,u,l C C ee
Battering Ram Instant crash
qa
LMB LMB a q
Time Out Infinite timer
eC
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prima official game guide

Art Gallery
Blueprints are in every Run and Gun stage. Collecting these
blueprints unlocks new galleries in the Art Gallery menu:
# BLUEPRINTSGALLERY UNLOCKED
Karinas Wholesale Dia-
10 Blueprints
monds
20 Blueprints Back Alleys
30 Blueprints Mall
40 Blueprints Old California Railroad
48 Blueprints Wreckers Autos

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ART GALLERY

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