Reservoir Dogs (Official Prima Guide)
Reservoir Dogs (Official Prima Guide)
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.
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.
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
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!
A Band Apart
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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.
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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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14
15
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
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
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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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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
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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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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.
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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
survive up to three blasts. primagames.com
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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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27
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
28
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.
29
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.
30
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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Start
Blueprint
Finish
Blueprint Blueprint
Player Character: SMG
Mr. Blue
32
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,
33
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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Start
Finish
Player Character:
Mr. Blue
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36
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Silenced
Pistol
Riot
Blueprint
Shield
Blueprint
Molotov Blueprint
Semi Auto
Pistol
Blueprint
Molotov
Blueprint
Blueprint
Player Character:
Mr. Pink
38
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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40
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.
41
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.
42
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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43
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.
Sniper Rifle
Blueprint
Blueprint
Blueprint
Machine Pistol
Blueprint
Blueprint
Blueprint
Player Character:
Mr. White
44
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
use your hostage to disarm and neutralize them. primagames.com
45
46
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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47
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.
48
Start
Finish
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Player Character:
Mr. White
49
50
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51
Blueprint
Shotgun
Tranquilizer
Rifle
Blueprint
Blueprint
Tranquilizer
Rifle
Silenced
Pistols Tear Gas
SMG
Blueprint
Shotgun
Blueprint
Blueprint
Player Character:
Mr. Blonde
52
53
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.
54
window ledge.
55
Go through the
blue door on the
second level to
find another
set of blueprints
in a small stor-
age room.
56
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57
Finish
Start
Player Character:
Mr. Blonde
58
59
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.
60
Blueprint
Blueprint Blueprint
Blueprint
Blueprint
Player Character:
Mr. Pink
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61
62
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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63
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.
64
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.
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65
Finish
Start
Player Character:
Mr. White
66
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67
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.
68
Blueprint
Start
Blueprint
Blueprint
Silenced
Pistol,
Machine
Pistol
Blueprint
Blueprint
Finish
primagames.com
Blueprint
Player Character:
Mr. White
69
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.
70
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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71
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.
72
Finish
Start
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Player Character:
Mr. Nice Guy Eddie
73
74
75
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!
76
Shotgun Blueprint
Blueprint
Blueprint
Blueprint
Start
Blueprint
Finish
Sniper Blueprint
Rifle
primagames.com
Player Character:
Mr. Nice Guy Eddie
77
78
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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79
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.
80
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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81
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.
82
Blueprint Blueprint
Start!
Machine
Pistols (2)
Blueprint
Finish
Assault
Rifle
Blueprint
Blueprint
primagames.com
Player Character:
Mr. Blonde
83
84
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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85
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.
86
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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87
Finish
Start
Player Character:
Mr. White
88
89
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.
90
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91
Blueprint
Blueprint
Blueprint
Start
Player Character:
Mr. Blue
92
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.
93
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
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
primagames.com
95
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
96
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