Complete walkthrough of Max Payne. Max payne: guides and walkthroughs Walkthrough of the game max payne part 1

The bullet, scattering air molecules, flies towards the human body to form a wound in it with its head. It's damn exciting. For someone who stands on the blind side of the trunk, this is pleasant. For someone with an open mind, it’s usually a little less. But their thoughts no longer interest anyone. Starring a piece of lead weighing several grams; all the others are just greedy observers, knowing that now there will be one less of them.

Split seconds have their shares, and those have theirs. For a bullet, these are huge periods of time: they constitute its life. For a person, these are just a few moments, and he will no longer have time. The head part will inevitably form a wound, and a cloud of bloody mist will gather around the small entrance hole. The body will sway and fall to the floor. Balance for him is an unaffordable luxury.

The frantic crash of a pair of Ingrams, fell, rolled, a shotgun volley throws a man to the floor, and blinding flames no longer burst from the machine guns, reloading, turning around, a doublet in the face - no longer a face, but a bloody mess, the third tears the air with shots somewhere at the edge of the field of view, turn around, jump - ...

Knock-knock...knock-knock...knock-knock... The blood hits the walls of the ventricles and the aorta heavily. A lead swarm flies past - so slowly that you can knock out all the bees with clicks. The roar of a shotgun stretched out to infrasound and his amazed face... and his falling body, around which the camera slowly spins.

This - Max Payne . He is so completely, through and through. A game filmed by a director and cameramen; programmers only distilled film frames into binary code. It turned out to be an amazing spectacle in style John Woo And "Matrix".

The long-term construction was not started in vain.

Tactics

Character Control Guide and Handling Instructions firearms, I guess you don't need it. IN Max Payne everything is more than obvious. I’ll limit myself to a few tactical tips on conducting combat operations, after which we’ll immediately turn to the walkthrough. It is divided into chapters, so I hope it will be quite easy to navigate.

Let's start with Bullet Time Aid (BTA). The developers introduced this feature not only to decorate their creation, but also to make it easier for gamers to shoot criminals who have become completely insolent from a quiet life. So if you see a crowd of brutal bandits who are holed up behind the barricades, then turn on this mode (by default - Shift and Mouse2) and give them a headache. For killing an enemy, a certain amount of BTA is added to you.

When storming an enemy fortification, the first thing you need to do is shoot all the enemies who have long-range weapons: snipers and Colt Commando. Moreover, if guards and snipers meet only once, then bandits and security in the third part use mainly machine guns. No less dangerous are the “brothers” who have explosive objects, but they, as a rule, do not have time to use them and/or die themselves from careless handling of them. Well, okay, less headache for us. There is no need to be afraid of other reptiles - they are always shooting with their pistols and shotguns, which saddens and pleases at the same time.

To smoke out enemies around the corner, use shotguns (but don't forget to turn on the VTA). Pyrotechnics are ideal against barricaded thugs.

Antisocial elements often use mines with laser sensors (in secret laboratory they make your eyes dazzle). To neutralize such a gift, just move away and shoot at it. If you can’t shoot, then throw a grenade nearby.

Sometimes the bandits begin to shoot right through their ranks, which cannot but please any crime fighter.

Bosses need to be fought a little differently. To begin with, shoot all the standard enemies so that you don’t get in the way, and then proceed to destroy the leader, who is much “fatter” than his subordinates, but is not far from them in accuracy and dexterity. However, it won’t be difficult for you to put him in a box. How you do it depends on the circumstances. The circumstances will be described in the walkthrough.

Walkthrough

Part I

Prologue

The prologue of the first part is the simplest part of the game. There's no point in writing anything.

Chapter 1

To get to the second chapter, you need to turn on the electricity at the station, which was captured by bandits. The required switch is located in the control room, located on the first (upper) level. But the door has a combination lock, which only a transit service employee can open. To do this, go down the stairs - behind the door, on the left side, the comrade you are looking for will be waiting for you. Lead him to the door. As soon as he opens it, they will shoot him, and you will also shoot everyone who is in the control room. Click on the button, take the Painkillers (4 pcs.), go downstairs and board the train.

Chapter 2

After the sewer, you will come across a door that just won’t open. It can only be blown up; the detonator is located at the bottom of the jar. Eight robbers settled in the bank. Kill them, go to the terminal and open door C first, then A. There is a detonator on the table inside. Go back and blow the door to hell. Next you will have a meeting with your colleague Alex, who will also be killed, and a shootout. Get out of the subway.

Chapter 3

Having finished destroying the local mafia, go downstairs and exit the room onto the balcony. Approach the door on the left - the bandits are talking about something there. Shoot at the door and they will hide... behind the gas cylinders. Now throw a grenade into the hole in the door (you are searching the corpses, after all). No problem, let's move on. Go down to the third floor and shoot everyone there too. Go to the door with a regular lock on it, shoot at it, the door will open (hehe). Dealing with four bandits will not be difficult for you. Then go to the fire exit: it will be closed, turn left (again!). Pass by the drug addict, by the way, each of them has a Beretta, go out of the room into the corridor, shoot three enemies and go to room 313. But under no circumstances open the door right away, otherwise you will get a shot in the chest. For everything to work out successfully, you need to do this: go to the door, open it and jump to the side. The room will contain ammunition and a letter that lies on the table.

If you want to get three Molotov Cocktails, then follow further along the corridor to the door with a crack. Shoot her and you will find yourself in a room with a collapsed ceiling. Follow the ledge outside the window to the next room (the passage is boarded up with plywood, which needs to be broken). Search everything there and return to the fork. Enemies will come out to meet you from the corridor on the left. Go into it and shoot at the cauldron, jump into the resulting hole. Next there will be a short shootout with three bandits. We follow straight along the corridor to room 216. In it, to the right of the door, there is a closet; open it and you will find yourself in a secret room. Go out into the corridor again and go to the elevator. It is guarded by three opponents, and it will be more difficult to deal with them than with the others. Get into the elevator.

Chapter 4

You will end up in a laundry room, where bandits sit at the table. The easiest way is to shoot them right away, without waiting for them to approach. Go to the adjacent room and immediately shoot at the cylinders that are in the corner. It will not be possible to go through the door from which the enemies came out, but in the same room there is another one, filled with boxes. Break them and go into the boiler room (you will be here again). Then go up the metal stairs to the kitchen. We kill the three reptiles and climb higher. Once in the hotel lobby, the first thing you should do is visit the killers in the room on the left. Be sure to take the key from the table. Then go to the other end of the hall, go through the door with the “Bar” sign. After the curious scene, step aside, the “godfather” will hide in the corridor, from which three will run out. Either shoot these three or give them a Molotov cocktail. After clearing the bar, go to where the “boss” ran away. He has more lives than those who were just shot. It's easy to kill him with a Beretta or Desert Eagle. Pick up Ingram. Follow further and, after shooting two adversaries, go into the radio room and make a call. In the room nearby, press the “Exit” button and go up the stairs to the club, from the club go out to the roof. Stand on the glass and break it. There will be a shootout; When you're done, leave the hotel.

Chapter 5

After the scene, walk along the street and look into the PAWN SHOP. Shoot the two bad guys, confiscate the Ingram. Further on the street, take the newspaper from the box. If you need shotgun cartridges, you can take them from the van. Find the stairs to the basement in one of the houses. Come down. And there three enemies will not wait for you. Don't go into any rooms, go straight to the gas cylinders. The passage behind you will be blocked, and the door along the corridor to the right will be locked; shoot at the containers and take cover around the corner. The door will be knocked down along with the bandit. Another one will come running to his aid. After shooting a bunch of people, move on to the phone and pick up the phone. Shoot again until you kill everyone. Go to the room with the barred window. Take the key and read the note, then hide so that the special forces do not notice you. Go up the stairs, but be careful: one of the bandits has grenades. Get to the platform, jump over the gap and step into the corridor. Go into the apartment where the brothers are watching TV. Extinguish them! Next - collect all the useful things and climb through the window onto the fire escape.

Chapter 6

Get down and go into the house; you will find a door with a window. They will tell you that they don’t know you and won’t open you up. The door will be opened to only one drug addict, who is in the neighboring house on the top floor. Another gang of bandits is found there. The drug addict must be brought to the door... as soon as it opens (but not before!), shoot the traitor. Behind the door is a laundry room, be sure to shoot everyone so as not to interfere with the investigation. Go to the elevator. As you rise, turn right and head into the room. There was a bandit in the toilet. Watch the news. Go out through the glass onto the street and go through the pipes to another house with bandits. Next, go again through the pipes to another house. There, two demolition men are arguing about which wire needs to be removed. Stand aside and wait until they test it out. Next, make your way through the enemies to the room from which the screams are coming. Come in. At the end of the scene, there will be a shootout with several hooligans. One of them (in a smart suit) will run away wounded, follow him until he jumps onto the train. You wait for the next one and jump.

Chapter 7

Run after the reptile along the roof, shooting back from annoying enemies. Along the way you will meet a police helicopter; you cannot shoot it down. Go into the house, deal with the villain on the stairs and continue the pursuit. Go out into the street and go to the construction site, shooting the bandits along the way. Next there will be a scene with a familiar intellectual. Take the same elevator. Walk along the roof to the glass window in it. Before jumping down, shoot at the cylinders in case you hit someone. Search the boxes, because, as always, there are a lot of useful things in them. Go up the stairs to the next floor. Two bandits organized a meeting for you there. Go out onto the roof again and approach the fire escape. The door in front of you is closed, go downstairs. Go into the apartment, there is no one in it. We watch TV and move on. Four villains are talking in the corridor, one is opposite the door. Naturally, there is another showdown. Next, go to the neighboring house, where an unpleasant surprise awaits you - a grenade... without a pin. Jump and hide, then shoot the “grenadier”. As you leave, you will see a familiar intellectual banging on the door. He will also notice you and call his friends to help. Some of them will climb towards you, while the other will remain below. It's not difficult to deal with them. After this, an intellectual will run out of hiding. He's not particularly accurate. Use Ingram or double Berettas.

Chapter 8

To your right is the ticket office. Go into it and click on the switch. A secret door will open, behind which two criminals are hiding. Collect a variety of ammunition from the shelves in this room. Behind the next door, on the dance floor, four people are having fun: one at the bar, the other on the opposite side, upstairs, the third in the middle of the hall. The fourth one is taller than you - he is the most dangerous, throwing Molotov cocktails; tease him by running out of hiding until he spends them, then quickly calm him down. The next room is also full of bandits waiting for you, but there will be no problems with them. Follow the sign “Bar”. It is better to lure the bandits out of the bar one at a time. At the bar, pay attention to the books lying on the table. Exit through the door with bars. The stairs will lead you to the platform above the disco. Go to the opposite side along the metal frame, there are a lot of Molotov Cocktails there. Go back. Enter the hall with the sound control panel, it is guarded by two bandits, kill them. Save (by the way, the game puts its savegames in the “My Documents” folder) and go through the other door. There is a drug deal taking place in this office, but we will disrupt it. After the shootout, reinforcements will arrive here in the form of three mafia fighters. There are boxes on the table in the corner with Painkillers in them. After all the events, climb the stairs to the very top. They will shoot at you from above. Go out onto the roof, where you will have to walk for a long time on the beams - the main thing here is not to fall. After you enter the building, go down the stairs. You will be taken to the stage. First of all, shoot everyone there, and then go to the monitors. One of them says “Stage control” - click on it, the door will open; wait a couple of seconds and click on another one. The scoundrel who has just arrived will be fried by the fireworks. Climb up the ledges behind the scenes. There will be four levers on the right, reverse their location. Go through the plates to the stairs and go to the door at the top (just don't fall).

Chapter 9

In this chapter you will have to fight with Lopino - the boss of the local mafia and part-time cretin, who imagines himself to be the Tambov wolf (hehe, New York). Enter the room with the large bowl in the middle and collect everything you can from the tables. After the bell hits, a group of thugs will come at you, and then Lopino himself. Don't skimp on any ammo or first aid kits - you won't need them later. Fire at the leader with double Berettas, then he will not be able to reload his sawn-off shotgun. Watch the scene.

Part II

Prologue

In a dream, you will find yourself in a labyrinth, which is not difficult to navigate. After the first fork, always turn left or go straight if you can’t turn. You will come to the living room. Go up to the second floor, where there will be a labyrinth again. Go to the end of the black and red line and jump over to the other one, then turn left. You find yourself in the nursery.

Chapter 1

Go to the cabinet with the lock and take the Painkillers. Go through the door opposite; further down the corridor there are many bandits. Run out and show yourself to them, they will chase you. Hide behind the door and swing the bat - everyone who enters the boiler room will get a turnip. Collect your weapons and go to the warehouse - the boxes contain ammunition and painkillers. The room next to it also has a lot of useful things. There's a lot of cannon fodder in the other room. Find the newspaper in it and go to the elevator in the corridor. The elevator doors will open and bandits will attack you. Clear out the meat warehouse and go outside to the hotel. At the hotel, enter the door on the left. We kill everyone in the hall and head to the bar, but first go to the toilet - one bandit relieves himself there. As always, a warm group of people gathered in the bar. Destroy the retinue, and then the leader.

Chapter 2

Kill the guard in the booth and open the gate. There are two people waiting for you around the corner who want to go to the next world. Then go to the far left door. There are three guards in the warehouse, the most dangerous of them is the one at the top. Kill them. Climb there and pick up various ammunition and Painkillers. Go out into the courtyard, where two guards are strolling carefree. Deal with them and go through the left door again (in the game you only go left!). This warehouse is guarded by only one criminal, who is easy to deal with. Go up the lift and find the switch. When the cargo is moving, two guards will come running; shoot them and go through the door. You will find yourself at the port. To the right, a bandit will walk whistling. Kill him and go right. When you meet the next bandits, let them suffer the same fate as the rest. Climb onto the crane and press the button; one of the containers will rise. Go into the resulting passage. Follow the narrow corridors and shoot the villains. Next you should see a cargo lift. Approach it - it will suddenly start up and move towards you, but you hide in the passage and wait. There will be shooting and running between containers again. Eventually you will reach a raised bridge, and a little further in one of the containers there is a sniper rifle and a letter. Follow further, cross the barge to the other side. Look through the grille - there is a support under the trailer wheel. Shoot at it, the result will be that the bridge will close back. Follow it. A guard with a shotgun will run out of the door on the right. Quickly show him and a few of his comrades where the crayfish spend the winter. Search the room from which he came out and move on.

Chapter 3

Again a warehouse, and a sea of ​​guards to boot. Shoot them all! Exit the warehouse through the upper door. You will see a port crane moving towards you and a bandit scurrying around on it. Shoot him with a sniper rifle and sit on the crane. You need to drive around a container lying on the tracks. The shore is guarded by enemy soldiers on towers, each of them with a sniper. Their vision is much less than zero, so they won’t notice you. Before you reach the entrance to the warehouse, bandits run in below. You can shoot them with sniper rifle, or you can drive by. Enter the warehouse. Do you know how this one differs from the previous one? Nothing! As always, you routinely clear the room and then inspect it. Go to the room upstairs. Before you get to the door, some idiot will jump out at you with a shotgun. A bullet in the forehead, so as not to stick out. In the room, look at your feet. Those cylinders located below must be destroyed. Before leaving here, kill the guard on the ship, then press the button next to the door - this is an alarm. At the signal, two or three guards will come running. But they are just as stupid and oblique as everyone else. Exit the warehouse the way the guards came.

Outside, the ship is protected by two infidels, and five more roam the deck and bridge (you have already shot one). In the control room, go to the phone. Open the door behind you and step to the side. Then go past the lifeless body into the hold. The staircase is guarded by four frames, easily destroyed by a grenade. Go down and open the right door. In addition to the guards, the most important of Punchinello’s henchmen will also be in the hold. Quickly shoot the first ones, and lure the boss onto the bridge and kill him with a sniper rifle (at least 4 shots). Go back to the hold and collect ammunition. You will find a Colt Commando and full ammunition for it.

Chapter 4

Quiet looking restaurant. But appearances are deceiving. Take a couple of steps and everything will go to hell. And all because some intruder poured gasoline on the floor. Run around the middle row of tables on the right side and go through the door with round windows. Leave the kitchen through the same door. Once in the storage room, turn right and go through the door. Run along the middle of the corridor so as not to be hit by fire. Once in the hall, turn left and rush along the corridor. Another room. Don't turn anywhere, but rush straight to the tables - you can safely walk along them. Go up the stairs. Go through the door and run across the room. Stop here and wait for the shelves in front of you to light up. Run to the left. After the next one, stop again. Otherwise you will get hit in the forehead with a balloon. Jump over the table and get out of this hell. One mercenary is waiting for you in the kitchen. Test the destructive power of the Colt on it. To the left of the table from which you took the grenades, there is a hatch in the wall. Throw one thing there - and the two bandits standing below will be in trouble. Go down, find a hatch in the floor and jump into it. There is nothing interesting in the sewers, except for a dozen of Punchinello’s henchmen doing something unknown in the city drains. After interrupting them, exit the sewer pipes. Vlad is waiting for you on the street (that Russian, well, remember, who once cut you off in a car).

Chapter 5

The mafia mansion is teeming like an anthill various kinds bastards. Make your way through the basement - it's not difficult, just watch your back, otherwise you'll come across individuals who like to shoot you in the back. Coming out of the basement, you will see a bandit running away - this is one of the three leaders of local groups. This trio sat down in the next room. Dealing with them is quite difficult. First, throw grenades at them, and then finish them off with some machine gun. Almost immediately two guards will be sent here. Leave this room and go to a large room guarded by two types. Move on. In the room with the piano there was a fool who hid behind a tree (he thinks they won’t notice him). From this room, go to the bar. Two people are drinking at the bar. When one sees you, he will throw a grenade, so jump to the side; Well, the rest is clear. There are two people in the hall again: one behind the vase, the other on the stairs. After the shootout, go upstairs. First, go through the right door. The boss (in a white shirt) is guarded by two. Who will be the first to go to the Last Judgment is up to you to decide. Go out onto the stairs and go to the other door. It will be locked. So you have to knock. Did you knock? Move away. The frame on the other side will shoot from the M79 and blow the door to pieces. Now go to the previous door and take out the owner of the M79 with a sniper rifle. In the room he was in, there are two more bandits hiding behind the bed. Go into the bathroom and quickly shoot the guard before he takes out his weapon. Another guard with a shotgun will come running at the sound of shots. Go further and you will see Vincent Magnano on the landing above the first floor. Kill him without delay. Go into the room he tried to enter. There are two bandits waiting for their boss. Exit through the other door into Punchinello's office. In the scene, he will be killed by tough security guards, who will then go after Max. Leave the office and open the door on the right. This dandelion granny is the head of the AESIR corporation. She was the one who started the whole mess. And she will pay for this. True, in another part.

Part III

Prologue

Break the glass and jump down. Mines are preventing you from going further. Shoot them from a safe distance. Collect weapons in the room. The warehouse is guarded by two militants, and another is sitting in a container labeled “Cold Steel”. Enter the computerized room. Collect ammo. At this moment the enemy will come here. Kill him quickly so that he doesn't hurt you too much. Go to the gate and open it (the button should be white). Enemy fighters took cover behind them. There are mines in the corridor, disarm them. Then when you approach the next door, a grenade will fly at you through the window. Then the guard will come out. Dodge the grenade and kill the guard. Enter the workshop through the gate. There are three soldiers on duty: two below and one above. Kill them and go to the opposite corner of the map. The saboteur and his assistant placed mines behind the door. It’s already clear what to do with them. In another workshop there are already four bandits. Give everyone their assigned portion of lead. Get up and go through the door. In the corridor you will meet three militants throwing grenades. Kill them and move on. In another corridor there is a room in which mercenaries are talking about something. Kill the reptiles and take the walkie-talkie from the table. Exit the corridor.

Chapter 2

As soon as you get closer, militants will run out of the door on the left and from the office in front of you. There are Painkillers, weapons and some important papers in the office. Come out. Where the mercenary ran out from, another similar one is sitting. It was probably he who placed the mines on the wall. Shoot them. The explosion will damage the pipe and flames will burst out of it; The problem is solved by screwing in the valve, which is located right there. Go through the door, and then quickly, quickly run to the other one, to the one on the other side. More mines. Defuse them by throwing a grenade. After the explosion, a militant will enter here, quickly neutralize him and move on. There is an enemy soldier sitting around the corner in this room. The flames escaping from the pipe prevent you from going further. In order for it to disappear, you must screw the valve again. He is behind a closed door. But behind it you should notice a sparkling switch. Shoot at him, go in and turn off the gas. The path is clear. As soon as you open the door, the barrels in the workshop will begin to explode. To move on, you need to jump down onto the container, but first kill the guard standing in the security room. A mercenary was holed up in a long container below. Kill him and take the M79 from the container. The door further is blocked by a forklift with barrels. Shoot them. Now you can go. Go up to the control room and press the switch. Go to another workshop. Go down and press the other switch. The impact will crack the gate. Shoot at them; there is an enemy fighter behind them. Move on. In the destroyed workshop, mines, not fire, pose a more serious danger. But they are also easily destroyed from the M79. Go through the gate. The gate on the left will open when you approach it. A burning cart will come out from behind them. In that workshop there is a switch, through which the doors of the furnaces in the previous one are closed. Go to the next workshop. According to tradition, it is guarded by three bandits. From here, exit through the gate. Call the elevator. It will not arrive empty, but with two passengers, who need to be explained that they are on the wrong floor. Get into the elevator and go down.

Chapter 3

Easy mission. I’ll just say one thing: even though the security turned on “Self Destruction”, it doesn’t mean anything. You will only need to hurry at the very end.

By the way, to get out of the last decontamination chamber, you will have to shoot a mine through the glass. Just, I beg you, press yourself against the wall, otherwise the door will hit you. Well, then run to the elevator.

Chapter 4

Also an easy mission. I'll give you some advice.

1. There's a bandit around every corner. Take immediate action.

2. Beware of the black van with machine guns. Wait for him to drive away.

3. At the end there will be a boss - a bad cop. This policeman is completely blind, but tenacious, so to quickly destroy him you need to use the M79. After three or four hits, he will throw back his hooves.

Chapter 5

The last three missions are the most difficult. So I will describe them in detail.

Go down to the basement. Shoot the mines and wait for the mercenary to approach. Turn right, there are two more mercenaries on the stairs. Clear the passage and move on. Wait a while for the mercenary on top to leave. Enter the observation room. Click on the screen. Right after the comic, two bandits will come here. Come out. There is a guard walking along the corridor to the right, and in the center there is an exit. Come in. Right in front of you is a raider with a Molotov cocktail. At that moment another one comes out of the elevator to the left, and a third one is waiting on the stairs. Shoot them and get up. There is a bandit at the entrance to the next floor, but he is not a problem. The problem is that another one will come out of the elevator now. First he will throw two grenades, and then he will jump. Your job is to make him jump out dead. Climb further. A grenade will fly at you from the third floor. Then the one who threw it off will come running. Give him some pepper and go up to the third floor. Enter the office space. The passage on the left is mined. Jump over the mine. The partition in front of you will fall, and a machine gun barrel will appear from there. The next raider hid in the middle of the room where he was the last guard. Go down the corridor to the right. Two mercenaries will attack you from around the corner. Send them to their forefathers. Go into the office, rummage through the papers and leave. Kill the soldier standing in front of you and go to the door. Down on the stairs, a mercenary is mining the passage. Shoot him and clear the path back. Kill the guards who come running too. You don’t have to go through the door from which the guards came. It is also not necessary to go through the left door. Go downstairs. We don't need the door on the right. Go to the left. Two mercenaries are talking on the steps, and in front of them is a mine. Jump over it and quickly kill the guard. Open the door and you will see the shining heels of some guy who has stuck mines on the walls. Shoot him in the back and don't think about anything. Follow the corridor and go through the door.

Chapter 6

Shoot the mines and jump to the right. There will be a guard walking near the wall. Kill him and return. Two bandits came running to help the dead man. Calm them down and go up the stairs, shooting back from the mercenaries. In the place where they came from, there is an enemy soldier sitting on the stairs. As soon as he sees you, he will immediately throw a grenade. Take care of your health first, and then of his. Get up. Before going to the next floor, look under the stairs and pick up 4 Painkillers. Go up the stairs to the library. Three mercenaries will descend into it using ropes. If you don't kill them in time, they will lay down mines. Go up and exit the library. At the end of the corridor, two bandits will come out of the door on the left; shoot the villains. There is a sniper at the end of the corridor they came from. Enter the conference room. Security will come from the right door, give them a punch. Exit to the platform above the lower floor. You will be confronted by two guards, and one of them is with a sniper rifle. Move on. When you approach the stairs, two mercenaries will come down from above. Try to kill them while they are still hanging on the ropes. Come down. On the left on the platform there are two enemy soldiers. Deal with them and move on. Don't go into the door ahead, you need to go to the left. There are two people hanging out on the landing again, and a sniper is holed up on the floor above. Kill them and go up the stairs. Seasoned security officials are chatting in the room, and the corpses of American intelligence officers are lying nearby. Step forward. There will be a difficult battle with a large crowd, use the M79 to get out of here quickly.

Chapter 7

Go through the metal detector (there is no other way), the siren will blare. The guards will spank you; I must say that the security here is much smarter than the one before. Well, spank her so that she doesn’t get in the way. Around the corner, a trio of militants with M79s are standing on the platforms. Quickly run to the corner and sit down. Kill the top one first, and then the rest of the guards. Go to the opposite wall. Two bandits with a Colt Commando will come out of the door. Blow them up with a grenade. Climb up the stairs, destroying clouds of guards. Don't forget to go in and pick up the M79 from the dead bombers. You will reach a mined passage. There are a lot of mines here, and they move vertically. When you reach the middle, a mercenary will move towards you. Kill him quickly, otherwise you will fly into the air. Open the elevator. After the scene, kill the hardened guards. And go back into the elevator. But before you go, look up. Do you see the mines? They need to be destroyed from a safe distance with a sniper rifle or a Colt. The next room is filled to capacity with security. First, kill everyone below, and throw grenades at those above. A lone guard sits in a separate room. Shoot him and press the button. A pack of mercenaries will come running, thirsty for your blood. Take another elevator. He will go down to another elevator, which you need to jump into. The elevator will take you to the computing center. Throw a grenade left and right. There are two guards in the machine room. Kill them and climb over the top onto the lamp. Destroy the blue lamps with a grenade and kill the arriving guards. Enter the right elevator. You will end up in grandma's office. Kill the guards and go through the door.

Chapter 8

Quickly run to the corner. Kill the two mercenaries who run out, reload and kill the next two. Hide behind the sculpture, then the helicopter will not hit you. Wait out the helicopter attack and continue your work. From the library, exit to the roof. Quickly run to the other side. Make your way to the main office. Find the button in the corner of the table, a secret door will open. You don't have to shoot at grandma - it won't harm her. Go out onto the roof. As the video progresses, two cables will break. You need to break two more. Shoot one cable; after the video, a crowd of bandits will come to you. Kill them and shoot the other cable. And now - attention! Shoot the lightning rod.

Can you guess where it will fall!? That's fine! Rejoice in vengeance. Watch the video. And wait for the continuation.

Max Payne

The main character of this whole story is a superhero imbued with charisma and a signature grin. Super Max is not flight and not infinite strength, like Superman, and not all kinds of lightning from the eyes, like other “supers”. Super Max is a slow motion game in which he can chop up a dozen hitmen at a time. Max Payne is driven by revenge for his murdered family. Your task is to finish the job. And no happy endings.

An average killer with a crooked face, an inhabitant of New York slums and the basements of mafia hotels. At the beginning of the game, killers are more cunning and cinematic, as they have less firepower. By the end of the game, armed with grenades and "ingrems", they push through. The only effective way to fight is slow motion.

A mysterious girl who, like Max, operates alone and pursues her own goals, which we will never be able to find out. She will leave her traces everywhere - Max is the second to follow this path. However, she is not destined to reach the end: she will die in the Aesir skyscraper.

Frank Lupino

The head of one of the largest mafia clans in New York, a crazy fanatic obsessed with Satanism and occult gossip due to hallucinations from the drug Valkyre. As the game progresses, it turns out that he is just a pawn against the background of the figures truly responsible for the distribution of the drug and the murder of Max's family.

Frank Niagara

Mr. Baseball Bat, a crazy hitman obsessed with comic books about a boy with a baseball bat, this mafia degenerate will hit Max hard on the head with his signature weapon. His fate is death, like everyone who stands in the way of Payne's revenge. However, he has enormous strength; three clips of double “ingrams” are not enough for him!

Vladimir

A Russian mafioso in New York drives a black Mercedes with the license plate "Vodka". Oddly enough, it is Vladimir, who turns out to be Max’s friend, who will be the only person who will survive. Apparently, he has a special role in Max Payne.

Don Punchinello

Don Punchinello, New York's biggest mafioso, is the highest authority on dirty dealings. Max goes to Punchinello for clarification about the death of his family. It turns out that he, too, is just a pawn in an insidious game of super-high authorities. Punchinello will not be killed by Max, but by his boss.

Nicole Horn

The old witch, the head of the largest corporation in New York, Aesir, is the culprit of everything that happened to the Max family and the population of New York. She participated in the creation of the drug Valkyre and earned money to build a skyscraper, which Max will smash to smithereens in the last two chapters of the game.

Weapon

The crowbar is used exclusively for opening locks and breaking boxes without creating unnecessary noise and wasting ammunition. It is useless as a weapon against manpower.

Baseball bat

More aesthetically pleasing than a crowbar, but generally serves the same purposes. However, in one place of the game - in the first chapter of the second part - you can use it as a weapon of mass destruction that will destroy almost a dozen enemies (see walkthrough).

"Beretta"

"Beretta" is a 9-mm weapon for beginners or very advanced gamers; with a speed of eighteen bullets per second, it is an excellent tool for hitting long-range targets with little ammunition consumption. The double Beretta is quite dangerous to enemies, but in this combination it should be used if there are no Ingram cartridges.

"Desert Eagle"

The king of mid-range battles, an excellent weapon for targeted headshots. True, it fires less quickly than the Beretta and has only twelve bullets in a series, so its use in large battles inevitably ends in death. Yours.

Pump-action shotgun

This weapon should be used in the initial stages of the game, when a headshot is enough to kill enemies. A pump-action shotgun is practically useless for attacking - it should be used for single shots from around a corner at short distances.

A real shotgun, a descendant of the first shotgun from old man DOOMT, is only suitable for shooting one strong killer, since it allows you to fire only two shots before reloading. Not bad for killing initial bosses if you jump out from around the corner.

Jackhammer

A twelve-round military shotgun that breaks the delicate balance of weapons in Max Payne. It is practically flawless - rapid-fire, powerful, and does not require precise aiming. However, there is still one drawback: before you even have time to blink an eye, your twelve rounds of ammunition have already disappeared into a bunch of enemies, and here a worse fate may befall you.

"Ingram" alone is not very strong; two “ingrems” are the talk of the town, the calling card of Max Payne, an all-destructive weapon with a supersonic rate of fire. Each "ingram" holds 50 rounds, which is enough to completely destroy three guards. Just don’t forget about BulletTime, without a sufficient amount of which “ingrams” are almost useless.

Colt Commando

The Colt has a slower rate of fire and is more demanding on aiming accuracy than the Ingram, and is excellent for taking out targets from long distances. Before reloading, you can spend thirty bullets without stopping - and this is enough to take out half a dozen averagely lousy guards.

Molotov cocktail

Enough rare weapon in the game, but at the same time damn effective and spectacular. The best way to use a Molotov cocktail is to use it as a mine - light the bottle at the doorway, and then watch as one by one an entire army of mafia bastards comes running out to deal with you.

A magnificent weapon, reliable and effective. A favorite trick of the guards is to throw grenades at your feet as you climb the stairs. We must pay tribute - this method is really effective. One grenade can kill three killers with ease. Its damage radius is sufficient to make the loss of health almost impossible to avoid. Use pomegranates often and tastefully.

M79 grenade launcher

Personal grenade thrower, a monstrous weapon, a real monster, which usually takes half of Max's life at the same time as killing a bunch of enemies. The damage radius is huge; under no circumstances should you use this weapon at close ranges. It will be more expensive for yourself.

Sniper rifle

The sniper rifle can take out almost any enemy with one shot - one of the few weapons in the game that can do this. Allows you to use a telescopic sight; crouch to increase accuracy. It operates at arbitrarily long distances - in general, it is ideal for calm and accurate shooting of distant targets. Fires five bullets before reloading. The big downside is that you can't carry a lot of ammo for your rifle, so use it sparingly.

Part I: The American Dream

Chapter I: Roscoe Metro Station

After leaving the train, Max will find himself at the Roscoe subway station in the notorious Bronx district of New York. The exit from the station is closed, so there is only one way - through the door with the sign: “For staff only.” There Max will find the body of a guard and take out his Beretta. If you look around the room, you can easily replenish Max's luggage with a couple of painkillers and several Beretta clips - all of this is located in the cabinets. Now the exit from the station is open, and a couple of belligerent scoundrels are waiting for you near it. When Max leaves through the "Staff Only" door, the guys will have their backs to you. To avoid wasting your health, enter slow mode and take out both of them. As you head towards the stairs, be sure to pick up the clips from their weapons. There are two more standing around the corner up the stairs. Jump around the corner with a somersault and kill them both in slow motion. At the end of the corridor, their friend is standing behind bars - be sure to kill him, otherwise you will get a treacherous shot in the back. After going down to the platform, go left and go through the door in the bars. Pay attention to the iron doors with combination lock- This is the entrance to the control rooms of the station. Max won't be able to enter there until he knows the code.

There are two people standing on the platform. As soon as you deal with one of them, the second will run into the staff room. Two serious-looking guys will be waiting for Max there. In slow motion, shoot at the gas cylinders - there will be no trace left of the guys. After examining all the drawers and cabinets in the room, return to the platform. Now follow the direction of the yellow train - there will be another "Staff Only" door on the left. Opening it, you will see a terrorist holding a subway worker at gunpoint. Shoot the bastard in the head immediately. Now lead the subway employee to the door from the control room, he will dial the code and the door will open. The guy will be killed, you go into the room. Four serious-minded terrorists are waiting for you behind the second doors; deal with them in slow motion.

Enter the door on the right. On the main remote control, press the yellow button located under line two. On the monitor on the right you will see that the lights on the train standing on the platform have turned on. Return to the platform. Get on the train and turn the steering wheel. The train will go and break through the wall. Get out from under the rubble and aim at the gas cylinders so as not to waste time individually dealing with each of the four terrorists waiting for you on the tracks. After going further along the tunnel, turn left through the door.

Chapter II: From the Crime Scene

Max found himself in an abandoned New York subway station. At every turn of the tunnel, a couple of villains await you. In the first room you can get ammo by breaking one of several boxes. After walking along the rails, climb onto the platform - three terrorists are waiting for you there. Break boxes to replenish your ammunition supplies. Going down into the tunnel, you will hear a dialogue between two sappers. If you wait until the end of their squabble, you will only have to fight one of them.

There is a bomb on the door on the right, but there is no detonator. You need to blow up this door. Go down the passage on the left - you will find yourself in the premises of the Aesir bank, filled with well-armed terrorists. To deal with them without significant losses to health, wait until they come close to you and shoot them.

Once in the control room, answer the phone call and go to the control computer - three letters should appear on the monitor indicating the compartments: A, B, C.

Only one compartment can be open at a time. Open them one by one - one of them contains a detonator.

After receiving the detonator, return upstairs to the door lined with bombs. Enemy reinforcements will be waiting for you there. After installing the detonator, move away from the door.

Next, Max will have a meeting with his friend Alex. After your friend is shot, go up the stairs - there are several painkillers lost in the booth intended for selling tickets. After walking through the metro tunnels and finding yourself near another similar booth, go into it and press the button. The gate will open and you can go outside.

Chapter III: Playing Bogart

First of all, local killers - the Finito brothers - will want to grind you into powder. Save and then jump for cover. Shoot the bastards from cover and take out the first brother. The second one can be shot point-blank in slow motion. You have a little time before three more gangsters burst into the room, so you must, at a waltz pace, collect all the things scattered around the room and reload the guns. After dealing with the help, take out the ammo and painkiller from the safe. After reading the letter on Finitos' desk, Max learns his next target - Rico Muerte. You must find his hotel number - 313.

Go down the stairs and, breaking the window, go out onto the roof of the hotel. A couple of scumbags are waiting for you behind the next door. Now go through the corridor and all the open rooms - in one of them you will find a passage to the adjacent hotel corridor, in which room 313 is located. There is a trap in it, so open the door carefully. Once triggered, the trap will attract two killers located at the end of the corridor. Having dealt with them, go into the room and read Rico's letter.

In the next room there is a huge pit. Shoot him until he collapses and clears the way to the lower floor. The three guards below will be scared - take advantage of the moment and shoot them.

Chapter IV: Bloody Veins of New York

Coming out of the elevator, Max finds himself in the laundry room. The three guards are talking about the old days and don't hear how death has come for them, so just jump out and destroy all three with a machine gun burst. After breaking the boxes, take the painkiller and ammo.

In the room with the stove, pick up the baseball bat and go through the door above the metal stairs. Behind her, two guards are talking about the problems of vampires and their living space, so it will not be difficult to take them by surprise.

In the next room, deal with the guards and break the boxes blocking the doorway on the right. Next you will find yourself in a large room with a bunch of doors and neon signs. You need a bar. To get the key to it, you will have to shoot four terrorists in the conference room. To deal with the four painlessly, detonate a Molotov cocktail next to the doors - the killers will run out and fry right on the spot. Take the key and head to the bar.

Rico Muerte, Candy Dawn and four guards are there. Rico will disappear immediately, and you will have to deal with the militant five. Lure the guards out of the bar and shoot them one by one, while Candy should be destroyed from a medium distance with a long burst of two Berettas.

After stocking up on health in the bathroom, run out of the bar and follow Rico. Another hot fight awaits you there - best throw a couple of Molotov cocktails.

In the room with the bars there is an Exit button. But now this will not give you anything, since the exit is blocked by bars. Climb the stairs to the club and from there to the roof, then break the glass and jump down. You have to deal with four sickly killers. Once they are dead, run to the room with the Exit button, press it and go outside.

Chapter V: Let the Guns Talk

Go to the second-hand store ("Pawn Shop") and deal with thieves cleaning out the shops. After that, rob the store yourself. The loot is a painkiller and cartridges for the Ingram.

Around the bend on the right there is a staircase leading to the basement of the Lupino Hotel. After dealing with a couple of thugs, collect unused grenades and Molotov cocktails. After walking along the corridors, you will find a small hall, at one end there are gas cylinders, at the other there is a door that cannot be opened naturally. Take Max to a safe distance and shoot at the cylinders - the explosion will blow off the door.

After going up the stairs, answer the phone call and pick up the key to the stairs from the shop next door. On the way up you will be given a grenade, so don't forget to save before going up. Having reached the third floor, you will find that the way up is blocked, so leave the stairs and walk along the rubble of the floor around the perimeter of the room. When you reach a hole in the floor, jump over it and quickly move on, as some of the debris will immediately fall down. Three killers are waiting for you behind the only door. Having dealt with the guys, head to the kitchen and jump out the window.

Chapter VI: Fear That Gives Wings

The first task is to go down to the ground without losing half your health. Don't rush to jump down; go down to the asphalt through the fire exit. Now it’s time for more global tasks - go up to the top floor of the Lupino Hotel. You need to find the elevator - it is located behind the laundry room. In a state of emergency, of course, anyone is not allowed into the laundries, so Max must find an accompanying person.

Head to the building opposite the hotel. This hole is simply teeming with drug addicts and terrorists - you need to get to the third floor, and on this way five killers will be waiting for you. Stock up on health and ammunition.

Having reached the third floor, find the door hidden in a dark corner and pull the escort out of the room. Go downstairs with him and go to the laundry room. Your escort is dishonest and, as soon as the laundry door opens, he will scream, alerting the guards. Therefore, while he is talking to the mafia, stand to the side and, as soon as the door opens, put a bullet in his forehead. Then deal with the couple of thugs inside and follow to the elevator.

After wandering around the top floor, you will find yourself in a room with an open window. Wait until the person whistling in the toilet comes out into the room and deal with him, otherwise you will get a bullet in the back. Move along the pipes to the window opposite - four well-armed thugs are waiting for you there. After passing the second room, get out to the next pipe. Having discovered a passage into the building, you will stumble upon two guards deciding how to cut off the wiring to the bomb. They will make the wrong decision, as a result of which the wall will become covered with cracks. To collapse it completely, knock on the door located here. Climbing up the rubble of the floor in the dark part of the building, you will find yourself in Vinny Gogniti's office. Screams are heard in the next room - it’s Vinnie complaining about life. Collect the painkiller and all the weapons you can find, save and go into the room.

After the scene, you will have a fight with four well-armed scum, and this battle will have to be repeated more than once. After you deal with the killers, run after Vinny Gognit. From the next roof the mafia boss will jump onto the train - you will have to repeat his jump, and it is by no means as easy as it is shown in the films - so do not forget to save before traveling on the train.

Chapter VII: Police Brutality

Max continues to pursue Gogniti. The first difficulty is to jump from roof to roof. Don't try to jump from the curb, but look for something like an opening in the place on the roof where it ends - and jump from it. You should be greeted by crowds of Winnie's messengers, so save after each successful shot. When Max goes down the stairs, he will be met by three killers - first kill the first one with a shot in the head, then finish off the villain standing on the right. The last terrorist has a weak weapon, and blowing it to pieces will not be a problem for Max.

Pursue Gogniti. After watching the scene where Vinnie takes the elevator, run to the minibus and take grenades and painkillers. Then call the elevator and follow him up. In the room, break all the boxes - you will receive enough ammo to continue the fight. There will be a lot of enemies further on, and the fight will be serious. Save after every successful shot. Save your health. Look for gas cylinders to deal with killers on a large scale. When you see the last scene where Gogniti knocks on the door, you are in for a real raid. Use long-range weapons and take out enemies one by one with headshots. When it comes to Gognit himself, his shots rarely hit Max, but he will have to put a lot of bullets into Vinny.

Chapter VIII: Ragna Rock

Find the booth where tickets are sold, and there is a lever in it. By pulling it, Max will discover a secret passage to the club. The first room contains quite a lot of useful things, such as ammo and painkillers. The next room is a dance floor and a bar, and four killers with powerful weapon. Having solved them, move on through the double doors. Having climbed to the very top - the floor with chairs and a control panel that controls pyrotechnics, go through the opposite door. There you will hear the guards talking about Jack Lupino. Give them a grenade and go out to the next pile of stairs. It is better to shoot the four guards waiting for you there one by one. Once on the roof, break the glass and jump down to deal with the drug dealers. Next - go up again, jump on the roofs. Having jumped over all the beams, go into the illuminated passage.

Carefully move along the beams under the ceiling, go through the door on the left and shoot three killers. Next you will find yourself behind the stage - in a room with a drum kit and a remote control above the stairs. Approach the remote control and press the button - a passage will open in the wall above the reels. Jump there and move further, shooting back from Jack Lupino's men.

In the next room you will find another remote control. There are four levers on it: you must pull each one once in order for the curtains to open and further passage to be clear. Hide behind the pillars and shoot the enemies one at a time, as there will be a lot of them. Climbing up the stairs, carefully walk along the boards to the door in the corner - the entrance to Jack Lupino's hideout.

Chapter IX: Evil Empire

This guy has problems with his head. He shouts something absurd, and while he is busy with this matter, collect everything you can in the next room. There are two things to remember before the fight: first, all existing weapons and painkillers will disappear in the next level, so use everything you have to the fullest. Secondly, there are tons of ammo and painkillers laid out around the main passage with the bowl, so as you roll from one side to the other, constantly pick up new resources to continue the battle. Well, now, fingers crossed, enter the main hall - for the main battle.

First you will be greeted by a dozen killers. Don't stand in one place, hide under the awnings along the edges of the hall. Under the canopy on the left there is a hole through which the killers descend into the room above - you can stand under it and shoot the reptiles as soon as they appear. This way you can destroy half of the killers. The second half will throw Molotov cocktails at you, so the only way to escape is to hide behind the pillars and shoot at them from there, constantly rolling from one to another. Save your BulletTime for the final fight.

After dealing with Lupino's assistants, run to the stairs leading to the curtain and stand on the side of the stairs. When the curtain opens, you can almost immediately shoot two of Lupino's guards and deal with the old man himself. Lupino has a ton of health, plus he has grenades and Molotov cocktails, so you'll have to take a fair amount of heat with him. However, two seconds of continuous shooting to the head from an Ingram will make it no problem.

Part II: A Cold Day in Hell

Max will have to navigate his own nightmares, which consist of labyrinths and the screams of a murdered family. To get through this part of his adventure without any problems, you should arm yourself with a pair of good speakers or headphones - how well you can distinguish sound sources in space is very important. You will have to listen to the screams of your wife and child to get out of the labyrinths of delirium. The first labyrinth is completed like this: at the first two intersections, turn left, go through the next fork, then turn right. You will come to Max's living room. Next, go up the stairs to the nursery. Instead of a nursery, you will pass a corridor and find yourself in a void, dotted with bloody lines. Don't step off the bloody lines, otherwise Max will fall into nowhere. Go right first, jump to the next line when the first one ends, and continue following the baby's cry. If you hear the screaming die down, go back and look for another path. There is only one path that Max can take without falling into the void, so it won't take long to find him.

Chapter I: Baseball Bat

Waking up, Max discovers that a guy named Frank Niagara is not averse to dealing with him. When he goes to the bar to have a beer, pick up the baseball bat and look around the room to find a decent weapon. Break the boxes on the floor with a bat - you will find a painkiller and ammo.

There are a lot of killers around, so I suggest a good and painless way to start the level. Go to the only door that opens (behind the stove) and start hitting it with a baseball bat. All the guards - and there are about seven of them - will run to Max and receive a blow to the forehead, without even having time to fire a shot. You will receive a bunch of ammunition and weapons.

Walk through the nearby rooms that have been cleared of security, collect additional ammunition, of which there is a lot, and head to the next room. There are still a couple of big guys in it, and it won’t be difficult to take them out with Max’s brand new weapon.

Taking the elevator, Max will have to deal with a crowd of killers. Hide behind the meat sirloins hanging in large quantities indoors. Having killed everyone in the area, go outside and head to the front entrance of the hotel.

Having broken through the yellow police tapes blocking the entrance to the hotel, which Max cleared almost from the first to the last floor, head to the only open room - the living room. There are three not very dangerous terrorists sitting there, and there shouldn’t be any problems with them. However, you can't keep Mr. Baseball Bat waiting. Head to the bar.

Three drinking buddies are sitting at the bar with Frank Niagara. As soon as the non-interactive scene ends, stand on the side of the doorway and take out the two killers who will run out immediately. Next, try to deal with the third one standing behind the bar counter. Leave Frank for a snack: he has better health than Jack Lupino himself, and one Ingram clip will not be enough for him. Use strafes to run around Niagara without stopping the flow of bullets. Once the clip is empty, run out and reload, then repeat. With the second clip from the Ingram, Niagara will fall.

Chapter II: An Offer You Can't Refuse

Max Payne fraternized with the Russian mafia! The Russian mafia, represented by a superman named Vladimir, drives around in a black Mercedes with Vodka license plates. Nevertheless, Vladimir gave Max the task of infiltrating the ship and killing Boris Dime, at the same time getting his hands on a ton of weapons for the upcoming battle with Don Punchinello. At the control booth, kill the guard and press the button that opens the gate. Next, make your way through the warehouses - in each of them three or four killers are waiting for you, some of whom are located on top. Therefore, when you find yourself in a warehouse, hide behind the pillars and first shoot the targets from above.

Once outside, head to the large crane and climb into its cabin. Press the button - the crane will lift the huge box, thereby freeing the passage to the barge. After passing through it and taking out a couple of terrorists along the way, you will find yourself in a corridor whose walls consist of giant boxes. There is a carrier in the middle - as soon as the guy on it notices you, the carrier will start moving towards you. In one of the boxes there is a room with weapons and painkillers - wait out the advance of the giant machine in it. At the other end of the corridor you can go out into another similar corridor with the same carrier. Find another hole in the box and stock up on weapons - a sniper rifle. When the carrier stops, head to the small barge on the other side of the smelly stream.

By knocking down the lock on the grate, Max will stock up on a lot of additional ammunition and weapons. Now approach the grate behind which the truck stands, take out your sniper rifle and aim at the stand under one of the truck's wheels. With a well-aimed shot, the stand will fly out and the truck will roll down merrily.

Now go back to where the bridge was raised. Serious-looking guys with guns are waiting for you, so be prepared for the worst. Enter the building - in the room on the right there are several grenades and four painkillers, take all of this before visiting the main room. There are two guards there with very powerful weapons: to take them out, hide behind the cargo and shoot rare but well-aimed bursts from around the corner.

Chapter III: Rats and Oily Water

The warehouse through which Max will have to make his way is simply teeming with guards hiding behind fences and calling for help. In general, this place must be passed as carefully and quietly as possible, otherwise, after the deceased guard, five more will come running with a loud noise. And behind each of the five - the same number.

When you go “outside”, climb onto the mobile platform. There are four levers on it, on four sides of the platform, to move to the left, go to the left lever, etc. There are towers with guards around. To get rid of them without unnecessary noise, turn on the scope of your sniper rifle and take them out from afar with one shot. With a sensible approach, the guys will not fire a single shot in your direction.

Drive forward, then left. Each turret with a guard you killed is worth visiting to get a painkiller and ammo. Three killers will notice you from the ground and will shoot from below, but due to the fact that Max is fifteen meters higher, it will not be difficult to take them out.

At the end of your journey you should arrive at a new warehouse. Go down the bridge, turn on the slow motion mode when any living creature appears in your field of view, then climb up another bridge and go into a small room with a window overlooking the pier and the barge that you will have to clear. There's a great target on it - get rid of this little guy right now. Press the button to open the grate covering the exit from the warehouse.

Once on the ship, arm yourself with two “ingrems” and head to the captain’s cabin. After dealing with several guards, talk to Don Punchinello and go downstairs, straight to Boris Dime and his weapons warehouse.

Dime has three assistants: kill the first one with a grenade, then, climbing back onto the stairs, shoot the other two. As for Boris Dime himself, detonate the cylinders near him to reduce his health to half. Do not get close to him, as he will treat you with a Molotov cocktail. As soon as he starts reloading his "ingrems", treat him with a burst of the same ones, and the guy will die.

Chapter IV: Extinguish my flame with gasoline

It's going to be hot now. The entire Punchinello restaurant is filled with bombs, Max will have to make his way through the loopholes in the all-consuming flame. Run along the right wall to the double doors at the end of the room - to the right of the bar. Without stopping for a second, move towards the next double doors opposite. Once inside, quickly turn right and run through the row of shelves before they start falling and open the door on the right. In the next corridor, run straight down the middle, then turn right. Run through the center of the room and turn left as soon as the room starts to burn. Carefully turn around and walk along the wall along the corridor towards the next room.

As soon as the fire appears, run headlong towards the opposite unlit wall. Jump over the rubble and turn around - you will see a passage further. You will also find several steps to another room, but this is a dead end.

As you go up the stairs, you will see two exits from the corridor. Head to the left, once in the room, turn right and go along the next corridor. Get to the dead end where the gas tank is about to explode. Move away and follow the walls that are not on fire. After hearing another explosion, go back and turn left towards the hole. Jump over the shelves and go through the double doors. The fire is over.

Chapter V: Angel of Death

The time has come to deal with Don Punchinello. Together with his guard, the legendary Trio - three highly qualified professional killers - is waiting for Max in the mansion. In a word, you have to work. In the basement of the mansion you will find several corpses - apparently Max's girlfriend, Mona, tried to escape. Clear the corridor and collect a variety of weapons. In the room on the left you will find a painkiller and a hitman who will put a bullet in Max's forehead as soon as he opens the door. Therefore, it is better to burst into the room, turning on slow motion. As you move along the corridor to the right, you will come across several guards (one of them with two "ingrems"), and you need to prepare for this fight. Climbing the stairs, you will find yourself in a kitchen with a bunch of interesting objects and places. Look around and collect everything you can, because in the next room one of the trio of killers is waiting for you.

Besides Big Brother, there are two guards in this room. In general, you will have to take them by cunning: prepare a grenade, open the door and throw it at the table where three killers are sitting, then strafe away from the passage. Most likely, during this time Big Brother will put half of its clip into you, so the painkiller found in the kitchen will not hurt. The grenade will deal with Big Brother's assistants and reduce his health to half. Now finishing off the old man is a matter of technique. Keep in mind that once Big Brother is killed, two more hitmen will burst into the room, so don't yawn.

After making your way through the piano room and killing a few brats, you will find yourself in the main hall of the mansion with stairs leading to two wings of the building. As soon as Max gets here, the guards will run for help - to call another one of the trio. There are only two guards here, one of whom almost always wets the stair railings with his “ingrems” and is unable to hit Max. Head to the room on the right.

There's another bastard named Joe waiting for you here. Together with Joe there are two more strong guys. Plus, they are located in the room in such a way that it will be extremely difficult to launch a grenade. The only way out is filled to the brim hourglass with BulletTime and several clips for double "ingrams". All three are on the right, so rush into the room in slow motion and fire all the Ingram cartridges you have at the mafioso. If you don't have enough slow motion time, you're dead.

The last guy from Trinity will still have to be hunted. Head to the door to the left of the stairs, it's all still closed, stand at a distance from her - the guy with the M79 will blow her up. Once this happens, you can take him out with a sniper rifle without him even noticing you. After going through the bathroom and a couple more rooms, answer the phone and get ready to fight the last member of the trio. Use a grenade, as in the case of Big Brother, and a clip or two from the Ingram, it will be enough for him and his friends. Behind the next door is Don Punchinello himself. After the scene, you immediately find yourself in battle, turn on slow motion and try to shoot Punchinello's three guards before they have time to run away. You may have to spend all your weapons on them. Not scary. There will be no more fights. Two dozen mercenaries will line up in front of Max - it is useless to fight further.

Part III: A Little Closer to Heaven

Max found himself in nightmares again, this time fueled by the drug Valkyre. You are back in his house. Having returned a couple of times to the place where you started, head to the nursery and go out onto the already familiar bloody paths. Now they are located at different heights, so it will take a long time to jump. However, the path itself will be much shorter.

Go right and jump onto the path below, then continue down and to the right. You will soon reach an area with a cot. The screen will go dark, and at this time it is better not to touch either the mouse or the keyboard - otherwise you may accidentally die without understanding why. After that, shoot another Max Payne and return from nightmares to reality, no less nightmarish.

Chapter I: Take me to cold steel

As in any normal action movie, main character in the finale he should end up in a factory, preferably abandoned. So Max ended up at the plant, but not yet completely abandoned - they are about to raze it to the ground, destroying the truth about the origin of the drug Valkyre.

Break the glass roof and jump down. Rays crossing walls are light bombs. To get rid of them, you need to move a sufficient distance and shoot at the emitters attached to the wall. In the room on the right you will find a sniper rifle and ammo. The first couple of enemies are waiting for you in the room behind the door.

After going through the garage door and killing a couple of killers, you will come across another room with laser beams. Open the door leading into it and use your rifle to detonate the bombs from the doorway. As soon as you pass the place where the rays were, you will immediately be treated to a grenade from around the bend - so make a feint by running up to the bend and immediately back.

Behind the next garage door, a trio of killers are waiting for you, one of whom has a grenade in stock, which he will launch at you if you do not deal with him.

There are two doors along the wall: one leads to a room with cartridges and painkillers, the other leads to a laser bomb and two killers, which can be dealt with using a banal grenade. Visit both rooms, after which you will be much better equipped with weapons and health.

The next room is a steel rolling shop, where you may well be treated to a grenade. Take out each killer individually with a rifle. When you see new terrorists running into the room, blow up the barrels near the door.

After walking along the corridors, you will find yourself in a room with killers equipped with a bunch of grenades. These guys need to be taken out immediately, and nothing better than “Ingram” will help in this matter. Launch a grenade into the next hall. Two guys talking in a room with a window have no idea that there is no glass in that window, so give them a surprise.

Chapter II: The Hidden Truth

There is a lot of useful food in the room with two guards, but first of all you need to deal with the guys. Use your rifle to clear the corridor and turn the wheel on the pipe to stop the deadly gas from leaking. After passing through another workshop, you will find yourself in a very dangerous room, with many lasers and explosive barrels. Plus, killers constantly look into the room - in conditions of maneuvering between lasers, this is very dangerous. The logical solution is to kill two birds with one stone: blow up all this pyrotechnics and at the same time put an end to the killers. Enter the room and throw a grenade, then quickly exit. As soon as you appear in the room, the killers will rush there and stumble upon a wonderful thermonuclear explosion. Max's goal is to find the elevator marked "D6". After passing a few more workshops and explosive rooms, you must get into the security room and move the corresponding lever. You will see on the monitor how the grate in front of the elevator with the inscription "D6" opens. Along with this, another grate will open next to the security room, through which the killer will approach you - it’s better not to waste time.

Take out the Ingrams and head through the garage door to the hottest section of the plant - fire is escaping from almost everywhere. Stand in the center of the workshop and climb into the small rail car, which will take you to another part of the workshop. There are laser bombs at the end of the path, so while you're still in the cart, fire your ingrams forward to detonate the bombs. Immediately after this, you will be met by three killers, and the M79 will help you deal with them. There are half a dozen more killers waiting for you on the way to the elevator, so don't rush to remove the M79. But even when you press the button to call the elevator, hoping that the next scene will start and you will be transported to the next level, you need to be on your guard. Three masked guys will jump out of the elevator - the last shot from the M79, and the guys won't bother you anymore. We descend to depth six.

Chapter III: Deep Six

Two guys in suits and dark glasses want to kill you - they surprised you! A grenade or a couple of shots from the M79 will be enough for them. The only unlocked door in the hall is Processing. Heading there, you will hear three killers planning how to get out of here. Deprive them of this opportunity using the M79, then head to the laboratories.

In the labs you should find a computer with a three-digit PIN code on the monitor. Once you have found it, return to the main corridor and look for a door next to which the scientist's corpse is lying, and three features are displayed on the monitor, hinting that you need to enter a code instead. Enter the opened elevator and go down to a room converted into a prison with a single prisoner. You should watch this guy like the apple of your eye - he will take you to the very heart of the V-project. Taking the elevator back to the laboratory, where two killers will try to deal with you, you must destroy them very quickly before they shoot the scientist.

Follow the egghead, who will lead you through a protective corridor. As soon as you enter it, several soldiers will shoot the scientist and attack you, so you should move as far away from the window as possible.

Go into the room, jump over the flames on the collapsed shelves and head into the elevator, which will take you to the very heart of the military base. Throw a grenade while you're still in the elevator to get rid of the most dangerous laser bombs, and head to the computer with the V logo to find out the truth. Having recognized her, go into the freight elevator and come back.

After you get into the corridor that the professor opened, the countdown to the explosion will begin. The exit from the corridor is closed, the only solution is to take good aim at the laser bombs outside and shoot through the window. Run to the nearby elevator - once you get into it, stay away from the grate in the center.

Chapter IV: Bastards Shooting from Behind

The meeting with Max's ex-boss, as always, ends in shooting. On the roof you will be met by a lot of shooters with good weapons, so do not forget to save at the beginning of the mission. Take out your Colt or Desert Eagle and start shooting enemies while hiding behind the many buildings on the roof of the garage.

The path to the lower floor of the garage is on the right. Guys with pistols and Ingrams will try to stop you, and a truck with remarkable firepower will drive nearby. Not far from the entrance to the lower floor is a medical office with four painkillers.

Thus, you will go through several floors until you reach the lowest one - the entrance to it will be closed by a grate. Shoot the castle and hide behind the boxes on the right - you will be able to take out several guards with a sniper rifle without the risk of being hit. Now it's time to pull out the M79 and run. Shoot every corner of the garage to make sure your path is clear of enemies. Collect the ammo and painkillers that are laid out in the white van and head to the final fight with the boss and twelve guys equipped with Jackhammers and other nasty toys.

Before you start the fight, keep in mind that there is a medical room on the left with four painkillers, and on the right there are additional ammo. The boss will launch a grenade at you and disappear when several guys equipped with Jackhammers come out to meet you. Shoot with the M79 and run away so that the grenade doesn't hit you too hard. The remaining killers retreat around the corner and will be an excellent target for a grenade for some time.

Chapter V: In the Land of the Blind

Jumping out of the window, go down to the basement. After wandering along the corridors, go into the security room and turn to face the door - guests will come to you. Then look at the monitor and make sure that, despite the clip inserted into the senile body, Alfred Wooden is more alive than anyone else alive.

Leave a grenade near the elevator and stairs as soon as you hear it beeping. Climb the stairs and, after making your way through the small office labyrinth, head to Alfred Wooden's personal office. Look through and read everything you find in his apartment. Next, several snipers are waiting for you on the balcony. A cut scene will trigger and you will see two killers rushing straight towards you. They are worthy of a good grenade or Molotov cocktail.

Go down the stairs and run through two unlocked doors - behind them you will not find anything except Max's possible death. The door below will lead you into a room where two guards are chatting about movies. Give them a grenade and see how much they like the ending. There are several laser bombs left in your path - if you press yourself against the wall, you will not be harmed by their explosions, even if you stand quite close to them.

Chapter VI: Power Play

It is better to take out a pack that is targeting you from around the corner from a long distance with a sniper rifle. Shoot the laser bombs to go upstairs - the shelves will collapse, forming a staircase. The only door in the next room will lead you straight to the guy with the grenade, so as you run out the door, pull out the double Ingrams and keep shooting while breaking through the killer. This way you can save your health.

Once in the library, take out the M79 and shoot enemies in batches - this is how many they will appear in the temple of knowledge. Once in the press hall, do not rush through the unlocked door at the other end of the room. Open the door with the M79 and blow up the two killers who come running to watch the explosion. After going down the stairs and hearing shouts of “Go, go!”, quickly go back and destroy new enemy reinforcements in the same way.

In the next room you will final battle- a bunch of mercenaries, superbly armed and serious-minded. One of the ways to get to the next level is to roll along the floor, get to the left side of the room and, without ceasing to shoot in all directions, break through to the doors at the end of the hall. Some of the guys will survive, but what's the difference? There will be many more killers on Max's way.

Chapter VII: Nothing to Lose

The assault on the Aesir skyscraper should begin like this: throw a grenade at the end of the hall. The three guards will be pleasantly surprised. Next, take out your sniper rifle and go on a long and bloody journey.

It's hard to do anything with the guards armed with grenades and standing at the top. First of all, shoot the top one and stick to the wall to receive a minimum of damage. To avoid laser bombs on escalators, climb up their sides. But the corridor, all dotted with lasers, will not be easy to pass: measure the frequency of the first rays in order to slip past them, and it is quite possible to jump over the rest. While you are no further than the middle of the corridor, shoot your rifle at the end of it to deal with the guy waiting for you there. If you accidentally hit the laser bomb, the entire corridor will explode.

After a short scene with Mona, three more guards will run into the hall - just work for grenades. Get into the elevator and look up.

And at the top there are several laser bombs that must be shot right as the elevator moves. Look for emitters at each of the beams or use the M79. In any case, for correct aiming you will have to rush around the entire cabin.

Find the security room and press the button that opens access to the elevators. After this, three guards will start shooting at you through the window of the room. Run out through the right door and take out two of them at once with “ingrems”, after which the last one will no longer be so scary. The elevator ride will be enhanced by an Aesir helicopter. To avoid his fire, crouch and move to the left side of the elevator. When the elevator stops, jump onto the next one and break its glass roof.

Once in the room with the mainframe, take out the four guards using the M79 and break the bluish crystals representing computers. As soon as it is reported that you have gained access to the office, carry out the three guards from the opened elevator and go up to the presidential office.

Crush three adversaries who will run out to meet you with “ingrems”, go up the stairs, deal with three guards in turn, shooting from around the corner, and head to the side door of the room with the president’s computer “Aesir”.

Chapter VIII: Pain and Suffering

The last chapter of Max's adventures, as always, will begin with difficulty: Nicole Horne's four best guards will turn their attention to Max. Shoot them in pairs in slow motion using "ingrams". It will be difficult, but it is possible. You'll probably have to practice this fight at least half a dozen times to get it perfect. To avoid being hit by helicopter gunfire, stand behind the steel statue in the center of the office and wait about a minute for the helicopter to give up.

Once in the library, go out onto the balcony and run along the ledge in the building to the next one - if you move fast enough, the helicopter will not be able to hit you.

Climb the stairs and shoot enemies one at a time, hiding around the corner - this is one of the few ways to survive in this battle. After passing another room, go to the roof.

Immediately fire a couple of shots from the M79 at the communications tower. Six guards will run out of the office, most of whom will be blown up by their own grenade - you should wait on the hill on the side of the doors and finish off the rest with a couple of shots. Next, shoot at the mount that holds the rope. Once the rope comes off, run to the grated door to the right of the glass doors and aim at the second fastener with the sniper rifle. Believe me, it's possible! Well, you win. Max was taken. Everyone is happy.


You have a wide choice of how to destroy them. There is no need to explain what to do with them. Having dealt with these problems, we run back to the snow-white door on the left with the inscription “for staff only”, past the stairs up and a stack of boards. A lethal weapon, but slow in reloading and reloading frequency. Max is on his way to a meeting. Chapter: Let The Gun To The Talking, Max continues his search for Lupino. Devil May Cry: Special Edition . Max approaches his wife’s bed, full of tragedy. We press an unused key and this metro train turns out to be powered by electricity. Characters, the main character of this entire story is imbued with charisma, the trademark smile of a superhero, Max Payne. Chapter: The Blood Veins Of New York, an old elevator dropped Max to the very bottom of Jack Lupino's hotel. Having acquired another dozen rounds of ammunition from two pistols, we reach the corner where another gruff-haired man is waiting for us on the left. The product hits the city like a true epidemic, turning it into hell on earth. We shoot the lock on the door. A grenade launcher, very familiar to you from the movie “Terminator 2”. Having collected the weapon and first aid kits, we go behind the counter to talk on the phone. This is the “fifth column” in Max’s rear and it is better to eliminate them right away. It turns out, in an insidious game of super-high authorities, that he, too, is just a pawn. To defeat the enemy, it takes from 2 to 4 shots over a long distance. Then again to the computer, and now through the door on the left behind the detonators. , it’s simply unrealistic to go somewhere “wrong”, and in the whole game everything is extremely simple: there is always one path. Two men with an engram and a berrete run behind the double wooden doors, and a couple more thugs with berretes appear behind the opened mesh. It should also be noted that this is a regular max gun. At the exit from this room, two idiots are already waiting for us. Now, we reload the gun and burst into the room where Max will have to kill three more bastards, hiding behind the door frame on the right. In the established silence, you can arm yourself with a crowbar and destroy the wooden boxes around. It's only good for beating up drug addicts and taking away their berrets. Wait a little behind the door frame: one of them will head towards you. We go into room 216. Max jumps down, and there a showdown with 3 guys awaits him: one on the right, and the 3rd hid behind a box on the left, the 2nd will appear straight from the opening. We kill him, which he never managed to get to, and later we take a pump-action gun from the closet. Now let's deal with the 2 escapees. Super max is not flight, endless strength, and not all sorts of lightning from the eyes, like other “supers”, like Superman. Max Payne's Special Agent is a man with nothing left to lose. Moving in a slow combo will allow you to shoot them without any problems. But he makes it to his own funeral. As the game progresses, it turns out that, just a pawn against the background of the pieces that are truly responsible, the distribution of the drug and the murder of Max's family. Having dealt with them, we collect the weapon and go into the right door.


Chapter VIII: Ragna Rock
Find the booth where tickets are sold, and there is a lever in it. Pulling on
him, Max will discover a secret passage to the club. In the first room
there are quite a lot of useful things, like cartridges and
painkiller. The next room is a dance floor and a bar, and in the corners
Four killers with powerful weapons hid. Having resolved them, through
double doors, move on. Climbing to the very top - floor
with chairs and a control panel that controls pyrotechnics,
go through the opposite door. There you will hear the guards
they're talking about Jack Lupino. Give them a grenade and go out to
another pile of stairs. Four guards waiting
It’s better to shoot you there one by one. Once on the roof, break
glass and jump down to deal with the drug dealers. Further -
up again, jumping on the roofs. Having jumped over all the beams,
go into the illuminated passage.
Carefully move along the beams under the ceiling, go through the door
on the left and shoot three killers. Next you will get behind the stage -
into a room with a drum kit and a remote control above the stairs.
Go to the remote control and press the button - in the wall above the reels
a passage will open. Jump there and move on,
firing back at Jack Lupino's men.
In the next room you will find another remote control. There are four on it
lever: you must pull each one once in order to
the curtains parted and the passage further was free. Hide behind
pillars and shoot the enemies one at a time, as there will be
a lot. After climbing up the stairs, carefully walk along
boards to the door in the corner - the entrance to Jack Lupino's hideout.
Chapter IX: Evil Empire
This guy has problems with his head. He shouts something absurd, and
while he is busy with this matter, collect everything you can in the next
room. There are two things to remember before a fight: first, everything
existing weapons and painkillers will disappear in the next level,
so use everything you have to the fullest. Second -
around the main passage with the bowl are laid out tons of cartridges and
painkiller, therefore, rolling from one side to the other,
constantly select new resources to continue the battle. well and
now, fingers crossed, enter the main hall - for the main
carnage.
First you will be greeted by a dozen killers. Don't stand in one place
hide under the awnings along the edges of the hall. There is a hole under the canopy on the left,
through which the killers descend into the room above - you can
stand under it and shoot the reptiles as soon as they appear.
This way you can destroy half of the killers. Second half
will throw Molotov cocktails at you, so the only one
the way to escape is to hide behind the pillars and shoot at them from there,
constantly rolling from one to another. Save yours
BulletTime for the final showdown.
Having dealt with Lupino's assistants, run to the stairs leading to
curtain, and stand on the side of the stairs. When the curtain opens you
you can almost immediately shoot two of Lupino’s guards and
take care of the old man himself. Lupino has a lot of health, plus he has
there are grenades and Molotov cocktails, so take a steam bath with it
it will take quite a bit. However, two seconds of continuous shooting at
a head from Ingram will be made without any problems.
Part II: A Cold Day in Hell
Prologue
Max will have to travel through his own nightmares, which
consist of labyrinths and the screams of a murdered family. So that without problems
to complete this part of his adventure, you must arm yourself with a pair
good speakers or headphones - it is very important how well you
distinguish sound sources in space. You'll have to go on
the cries of the wife and child to escape the labyrinths of delirium.
The first labyrinth is completed like this: at the first two intersections
turn left, go through the next fork, then
turn right. You will come to Max's living room. Further
go up the stairs to the nursery. Instead of a nursery you
go through the corridor and find yourself in a void speckled with bloody
lines. Don't step off the bloody lines, otherwise Max will fall into nowhere.
Go right first, jump to the next line when
the first one will end, and continue to follow the child’s cry. If you
you hear that the scream fades away - go back and look for another
path. There is only one path that Max can take,
without falling into the void, so it won't take much time to find him.
Chapter I: Baseball Bat
Waking up, Max discovers that he is not averse to dealing with him
a guy named Frank Niagara. When he goes to the bar for a drink
beer, pick up a baseball bat and look around the room to
find a decent weapon. Break the boxes on the floor with a bat - you will find
painkiller and ammunition.
There are a lot of killers around, so I suggest a good and painless one
way to start the level. Approach the only one that opens
door (behind the stove) and start hitting it with a baseball bat.
All the guards - and there are about seven of them - will run to Max and receive
hit in the forehead, without even having time to fire a shot. You will get
a bunch of ammunition and weapons.
Walk through the nearby rooms, cleared of security,
collect additional cartridges, of which there are many, and
head to the next room. It's still a couple
hulks that Max won't be able to take out with his brand new weapon
labor.
Taking the elevator, Max will have to deal with a crowd of killers.
Hide behind the meat pieces hanging in large quantities in
indoors. Having killed everyone in the area, go outside and
head to the front entrance of the hotel.
Breaking through the yellow police tape blocking the entrance to the hotel,
which Max cleared almost from the first to the last floor,
head to the only open room - the living room. There
there are three not very dangerous terrorists, and there are problems with them
should not arise. However, you can't keep Mr. waiting
Baseball Bat. Head to the bar.
Three drinking buddies are sitting at the bar with Frank Niagara. How
as soon as the non-interactive scene ends, stand to the side of
doorway and take out two killers who will run out immediately.
Next, try to deal with the third one standing behind the bar
resistant. Leave Frank for a snack: he has the best
health than Jack Lupino himself, and he doesn’t have one Ingram clip
enough. Use strafes to run around Niagara without stopping
stream of bullets. As soon as the clip runs out, run out and
recharge, then repeat. On the second clip from Ingram
Niagara will fall.
Chapter II: An Offer You Can't Refuse
Max Payne fraternized with the Russian mafia! Russian mafia represented
superman named Vladimir drives around in a black Mercedes with
"Vodka" numbers. Nevertheless, Vladimir gave Max a task -
infiltrate the ship and kill Boris Dime, at the same time cleaning up
hands a ton of weapons for the upcoming battle with Don Punchinello.
In the control booth, kill the guard and press the button that opens
gates. Next, make your way through the warehouses - in each
three or four killers await you, some of whom are located
above. Therefore, once in the warehouse, hide behind the pillars and
First of all, shoot targets from above.
Once outside, head to the large crane and climb into it
cabin Press the button - the crane will lift the huge box, releasing
thereby the passage to the barge. Having passed through it and taken out a couple along the way
terrorists, you will find yourself in a corridor whose walls consist of
giant boxes. In the middle is the carrier - as soon as
the guy on it will notice you, the carrier will start moving towards your
side. In one of the boxes there is a room with weapons and painkillers
- wait out the advance of the giant machine in it. At the other end
corridor you can go out into another similar corridor with the same
carrier. Find another hole in the box and stock up on weapons -
sniper rifle. When the carrier stops, head
to a small barge on the other side of the stinking stream.
Having knocked down the lock on the grate, Max will stock up on many additional
cartridges and weapons. Now approach the grate behind which stands
truck, take out your sniper rifle and aim at the stand,
standing under one of the truck wheels. With a well-aimed shot
the stand will fly out and the truck will roll down merrily.
Now go back to where the bridge was raised. Offers
serious-looking guys with guns, so be prepared for the worst.
Enter the building - in the room on the right there are several grenades and
four painkillers, take them all before your visit
main room. There are two guards there with very powerful
weapons: to take them out, hide behind the weights and shoot
with rare but well-aimed bursts from around the corner.
Chapter III: Rats and Oily Water
The warehouse through which Max will have to make his way is simply teeming with
guards hiding behind fences and calling for help. IN
in general, this place must be passed as carefully and quietly as possible,
otherwise, after the deceased, more guards will come running with a loud noise
five. And behind each of the five - the same number.
When you go “outside”, climb onto the mobile platform. on her
four levers on the four sides of the platform to move to the left,
go to the left lever, etc. There are towers with
security guards. To get rid of them without unnecessary noise, turn on
scope of a sniper rifle and take them out from afar with one
shot. With a sensible approach, the guys will not do a single thing
shot in your direction.
Drive forward, then left. Every turret with someone you killed
It's worth visiting the guard to get painkillers and ammo.
Three killers will notice you from the ground and will shoot from below, but
due to the fact that Max is fifteen meters higher,
It won't be difficult to take them out.
At the end of your journey you should arrive at a new warehouse.

Part I: The American Dream

Chapter I: #Roscoe Metro Station#

After getting off the train, Max will find himself at the #Roscoe # subway station in the notorious Bronx district of New York. The exit from the station is closed, so the only way is through the door with the sign: #For staff only#. There Max will find the body of a guard and take out his #beretta#. If you look around the room, you can easily replenish Max's luggage with a couple of painkillers and several Beretta clips, all of which are located in the cabinets.

Now the exit from the station is open, and a couple of belligerent scoundrels are waiting for you near it. When Max leaves through the #Staff Only# door, the guys will have their backs to you. To avoid wasting your health, enter slow mode and take out both of them. As you head towards the stairs, be sure to pick up the clips from their weapons. There are two more standing around the corner up the stairs. Jump around the corner with a somersault and kill them both in slow motion. At the end of the corridor, their friend is standing behind bars. Be sure to kill him, otherwise you will receive a treacherous shot in the back. After going down to the platform, go left and go through the door in the bars. Pay attention to the iron doors with a combination lock - this is the entrance to the control rooms of the station. Max won't be able to enter there until he knows the code.

There are two people standing on the platform. As soon as you deal with one of them, the second will run into the staff room. Two serious-looking guys will be waiting for Max there. In slow motion, shoot at the gas cylinders and there will be no trace left of the guys. After examining all the drawers and cabinets in the room, return to the platform. Now follow the direction of the yellow train and on the left there will be another door #Staff Only#. Opening it, you will see a terrorist holding a subway worker at gunpoint. Shoot the bastard in the head immediately. Now lead the subway employee to the door from the control room, he will dial the code and the door will open. The guy will be killed, you go into the room. Four serious-minded terrorists are waiting for you behind the second doors; deal with them in slow motion.

Enter the door on the right. On the main remote control, press the yellow button located under line two. On the monitor on the right you will see that the lights on the train standing on the platform have turned on. Return to the platform. Get on the train and turn the steering wheel. The train will go and break through the wall. Get out from under the rubble and aim at the gas cylinders so as not to waste time individually dealing with each of the four terrorists waiting for you on the tracks. After going further along the tunnel, turn left through the door.

Chapter II: From the Crime Scene

Max found himself in an abandoned New York subway station. At every turn of the tunnel, a couple of villains await you. In the first room you can get ammo by breaking one of several boxes. After walking along the rails, climb onto the platform where three terrorists await you. Break boxes to replenish your ammunition supplies. Going down into the tunnel, you will hear a dialogue between two sappers. If you wait until their bickering is over, you'll only have to fight one of them.

There is a bomb on the door on the right, but there is no detonator. You need to blow up this door. Go down the passage on the left and you will find yourself in the premises of the #Aesir# bank, filled with well-armed terrorists. To deal with them without significant losses to health, wait until they come close to you and shoot them.

Once in the control room, answer the phone call and go to the control computer. Three letters should appear on the monitor indicating the compartments: A, B, C. Only one compartment can be opened at a time. Open them one by one; one of them contains a detonator. After receiving the detonator, return upstairs to the door lined with bombs. Enemy reinforcements will be waiting for you there. After installing the detonator, move away from the door.

Next, Max will have a meeting with his friend Alex. After your friend is shot, go up the stairs. There are several painkillers lost in the booth intended for selling tickets. After walking through the metro tunnels and finding yourself near another similar booth, go into it and press the button. The gate will open and you can go outside.

Chapter III: Playing Bogart

First of all, local killers, the Finito brothers, will want to grind you into powder. Save and then jump for cover. Shoot the bastards from cover and take out the first brother. The second one can be shot point-blank in slow motion. You have a little time before three more gangsters burst into the room, so you must, at a waltz pace, collect all the things scattered around the room and reload the guns. After dealing with the help, take out the ammo and painkiller from the safe. After reading the letter on Finitos' desk, Max learns his next target - Rico Muerte. You should find his room in hotel Ch 313.

Go down the stairs and, breaking the window, go out onto the roof of the hotel. A couple of scumbags are waiting for you behind the next door. Now go through the corridor and all the open rooms. In one of them you will find a passage to the adjacent hotel corridor, in which room 313 is located. There is a trap in it, so open the door carefully. Once triggered, the trap will attract two killers located at the end of the corridor. Having dealt with them, go into the room and read Rico's letter.

In the next room there is a huge pit. Shoot him until he collapses and clears the way to the lower floor. The three guards below will be scared, so take advantage of the moment and shoot them.

Chapter IV: Bloody Veins of New York

Coming out of the elevator, Max finds himself in the laundry room. The three guards are talking about the old days and don't hear how death has come for them, so just jump out and destroy all three with a machine gun burst. After breaking the boxes, take the painkiller and ammo.

In the room with the stove, pick up the baseball bat and go through the door above the metal stairs. Behind her, two guards are talking about the problems of vampires and their living space, so it will not be difficult to take them by surprise.

In the next room, deal with the guards and break the boxes blocking the doorway on the right. Next you will find yourself in a large room with a bunch of doors and neon signs. You need a bar. To get the key to it, you will have to shoot four terrorists in the conference room. To deal with the four painlessly, detonate a Molotov cocktail next to the doors and the killers will run out and fry right on the spot. Take the key and head to the bar.

Rico Muerte, Candy Dawn and four guards are there. Rico will disappear immediately, and you will have to deal with the militant five. Lure the guards out of the bar and shoot them one by one, while Candy should be destroyed from a medium distance with a long burst of two #Berettas#.

After stocking up on health in the bathroom, run out of the bar and follow Rico. Another hot fight awaits you there. It’s best to throw a couple of Molotov cocktails. In the room with the bars there is an Exit button. But now this will not give you anything, since the exit is blocked by bars. Climb the stairs to the club and from there to the roof, then break the glass and jump down. You have to deal with four sickly killers. Once they are dead, run to the room with the #Exit# button, press it and go outside.

Chapter V: Let the Guns Talk

Go to a second-hand store (#Pawn Shop#) and deal with thieves cleaning out the shops. After that, rob the store yourself. Extraction Ch painkiller and cartridges for #ingrem#. Around the bend on the right there is a staircase leading to the basement of the Lupino Hotel. After dealing with a couple of thugs, collect unused grenades and Molotov cocktails. After walking along the corridors, you will find a small hall, at one end there are gas cylinders, at the other there is a door that cannot be opened naturally. Take Max to a safe distance and shoot at the cylinders; the explosion will blow off the door.

After going up the stairs, answer the phone call and pick up the key to the stairs from the shop next door. On the way up you will be given a grenade, so don't forget to save before going up. Having reached the third floor, you will find that the way up is blocked, so leave the stairs and walk along the rubble of the floor around the perimeter of the room. When you reach a hole in the floor, jump over it and quickly move on, as some of the debris will immediately fall down. Three killers are waiting for you behind the only door. Having dealt with the guys, head to the kitchen and jump out the window.

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