12 KAMCHATKA
Platform type and map index: PC 12
Location region: Kamchatka
Citydrop code name: Waterworks
Mission type: assassination
Agents needed: two
Suggested weapons: mini gun
Other essentials: persuadertron; agents must have grade one chest upgrade or better

(map12 Kamchatka)


(12 Kamchatka on world map)

Briefing:

One of our polititian friends has started to refuse us our normal and courteous requests. This is extremely bad form and is just not tolerable.

In order to restore the status quo and make an example of him we have decided to kill his good lady wife.

Your squad will be deployed in the docks of a floating city where it is believed she spends most of her time. We have been unable to find her location but we do know the whereabouts of a likely informer. He may require some <persuasion> to reveal her location however.

Defence update:

The local police force is all that really stands between you and the mission objective. They are poorly equipped and badly trained so they should not be a problem.

Syndicate update:

There is no reason to expect any enemy syndicate forces as this doesnt have any direct influence on their business. Nevertheless you should still keep an eye out for any enemy scout squads in the area.

Target update:

It is believed that the target has bodyguards. No further information is avaliable on them however.

Tactics:

A single assassin could walk right up to the house almost undetected by the local authorities. When you arrive at the house pick your time well before striking. If the building is guarded it would be advisable to wait for the target to leave and pick her off with a long range shot.


Walkthrough by Acorn Arcade:

In this level we see the enemy start to display intelligence and greater firepower; speed is of the essence at the start of this level, and a little luck is needed to finish it.

Move as quickly as possible to the south west corner of the mission area - your informant is waiting for you, unaware that the enemy syndicate has sent out its own assassins to kill him before you get the information you need. You'll probably meet a couple of agents on the crossroads along the way; take them out, but don't wait around for any of their friends.

(Surveillance Shot, contacting the informer)

When you get to the building, split your team in two; as in the diagram above, the agent with the persuadertron should be sent into the building to have a little chat to your informant, while outside you should station a guard to meet the enemy assassin. You could wait for a second agent to come down, or just take your squad up to meet him.

(Surveillance Shot, target's bodyguard)

Take the road running along the west side of the mission area to the building in the north-west corner of the mission area; you'll meet light resistance along the way. However, getting into the building to carry out the final part of your mission will require luck, skill and judgement. There are two guards in here, but the one you really have to watch for is the one carrying a flamethrower. This reduces the health of an agent with a grade one chest upgrade to zero, and your agent will be lucky to run out of the door. If this happens, get out of harms way, quickly drop all drug levels, and put your weapon away; hopefully you'll see the agent's health rise back to normal.

(Flamer)

The best way of dealing with this is to try the standard two-man standing at the door trick to try and take out the shotgun guard; then move your mouse pointer around until you locate the flamethrower guard, click on him so that your agent runs towards him and go in firing. Hopefully you'll get him before he fires, or at least before he gets off a second shot. Either way you should be able to survive so long as you have the chest upgrade. Take out your target.

Pick up the flamethrower before you leave so that you can give it to the R & D boys; it's not much good as a weapon as it's quite short-range and not very controllable, but you might as well take it back and save yourself some development time (and money). Remember not to leave behind your informant in your rush to get back, the game doesn't end until he reaches the evacuation zone too.

(Surveillance Shot, using flamethrower)

On your way back, the building closest to the steps leading to the path you started on will have some enemy agents in; you could avoid them, or get your agents to stand in the doorway and take them out. In such close quarters, maybe it's a good time to test out that flamethrower?

MORE

Make sure your informant doesn't pick up the flamethrower as any weapons picked up by persuaded followers won't be submitted to your R & D boys.

By taking Kamchatka you gain access to Alaska, the quickest way of getting into America.