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 No One Lives Forever

 
   
 
 
No One Lives Forever

Submitted by: Deepak Parameswaran 


             --------------------
             NO ONE LIVES FOREVER
             --------------------
TABLE OF CONTENTS:
-Version History
-Walkthrough
-Other Stuff
VERSION HISTORY:
Version 1.0--through Safecracker Scene 6 (11/19/2000)
Version 1.1--added Rescue Attempt through Alpine Intrigue, Scene 2
             (11/19/2000)
Version 1.2--added Alpine Intrigue, Scene 3 through the end (11/20/2000)
Version 1.3--various updates, corrections, first batch of email (11/27/2000)
Version 1.4--various updates, corrections, 2nd batch of email (11/30/2000)
Version 1.5--various updates, corrections, 3rd batch of email (12/3/2000)
Version 1.6--various updates, corrections, 4th batch of email (12/13/2000)
Version 1.7--updates, complete list of intel items (1/8/2001)
Version 1.8--updates (5/28/2001)
Version 1.9--updates (10/14/2001)
Version 1.95--updates (12/17/2001)
version 2.0--updates (11/25/2002)
WALKTHROUGH:
0.1 Notes
1.1 MISFORTUNE IN MOROCCO, SCENE 1
1.2 MISFORTUNE IN MOROCCO, SCENE 2
1.3 MISFORTUNE IN MOROCCO, SCENE 3
1.4 MISFORTUNE IN MOROCCO, SCENE 4
2.1 BERLIN BY NIGHT, SCENE 1
2.2 BERLIN BY NIGHT, SCENE 2
2.3 BERLIN BY NIGHT, SCENE 3
3.1 UNEXPECTED TURBULENCE, SCENE 1
3.2 UNEXPECTED TURBULENCE, SCENE 2
4.1 RENDEZVOUS IN HAMBURG, SCENE 1
4.2 RENDEZVOUS IN HAMBURG, SCENE 2
5.1 A TENUOUS LEAD, SCENE 1
5.2 A TENUOUS LEAD, SCENE 2
5.3 A TENUOUS LEAD, SCENE 3
5.4 A TENUOUS LEAD, SCENE 4
5.5 A TENUOUS LEAD, SCENE 5
6.1 THE DIVE, SCENE 1
6.2 THE DIVE, SCENE 2
6.3 THE DIVE, SCENE 3
7.1 A MAN OF INFLUENCE, SCENE 1
7.2 A MAN OF INFLUENCE, SCENE 2
7.3 A MAN OF INFLUENCE, SCENE 3
8.1 SAFECRACKER, SCENE 1
8.2 SAFECRACKER, SCENE 2
8.3 SAFECRACKER, SCENE 3
8.4 SAFECRACKER, SCENE 4
8.5 SAFECRACKER, SCENE 5
8.6 SAFECRACKER, SCENE 6
9.1 RESCUE ATTEMPT, SCENE 1
9.2 RESCUE ATTEMPT, SCENE 2
9.3 RESCUE ATTEMPT, SCENE 3
10.1 TROUBLE IN THE TROPICS, SCENE 1
10.2 TROUBLE IN THE TROPICS, SCENE 2
10.3 TROUBLE IN THE TROPICS, SCENE 3
10.4 TROUBLE IN THE TROPICS, SCENE 4
11.1 LOW EARTH ORBIT, SCENE 1
11.2 LOW EARTH ORBIT, SCENE 2
12.1 ALPINE INTRIGUE, SCENE 1
12.2 ALPINE INTRIGUE, SCENE 2
12.3 ALPINE INTRIGUE, SCENE 3
12.4 ALPINE INTRIGUE, SCENE 4
13.1 THE INDOMITABLE CATE ARCHER, SCENE 1
13.2 THE INDOMITABLE CATE ARCHER, SCENE 2
13.3 THE INDOMITABLE CATE ARCHER, SCENE 3
13.4 THE INDOMITABLE CATE ARCHER, SCENE 4
14.1 A VERY LARGE EXPLOSION, SCENE 1
14.2 A VERY LARGE EXPLOSION, SCENE 2
15.1 SUCH IS THE NATURE OF REVENGE, SCENE 1
15.2 SUCH IS THE NATURE OF REVENGE, SCENE 2
16.1 OTHER STUFF
16.2 INTELLIGENCE ITEMS
0.1 NOTE
--------
It has come to my attention through various emails and communication, as 
well as replaying the game, that the location of key items changes each time
you play the level. In Berlin, for example, the charges can and will be in
different locations. I am playing the game to find as many possible 
locations for these charges as i can, but i will not be able to find them
all; i am only one person. If you've found a key item like a charge in
Berlin, a barrel on the cargo ship, any miscellaneous intelligence item 
(they are randomized throughout the whole game), a codebreaker, a lighter,
or any other piece of equipment in a different place that i have found them,
or in a place i have not even looked, please feel free to email me. I will
give you appropriate credit and put it in the walkthrough. Thanks for
everyone's help! I am also working hard to get 100% completeness on all
the intelligence items, but as they are in different locations each time
you play, this is a real trick!
An extra special thanks to the guys at Monolith who slaved for over a year
to bring us this awesome game. Monolith, you rock. Announce the sequel, and
i'll preorder it 2 years in advance :)
1.1 MISFORTUNE IN MOROCCO, SCENE 1
----------------------------------
'Where's the fun in that?'
You have to shoot a bunch of assassins as they try and hit the civilian
target. If you're nervous, ask Bruno to call out the shots for you. If 
you're cocky, tell him not to.
When done, grab the ENVELOPE on the desk and the AMMO BOX and open the door.
Go down the hallway and around the balcony, down the stairs. FUNNY 
CONVERSATION: audible from the balcony. There's also a LETTER on the far end
of the balcony from the stairs.
Note the window in the courtyard. Above it is a hook that you can later use
the belt hook shot to get into. Don't use the window ledge next to it; it'll
break on you. Up in the room is an ENVELOPE on the dresser. When you come
out the door, you find you're in the room that the guy locked himself out
of.
Now, I've gotten a lot of emails about 'where do I get the belt hook shot
thing?'. The answer is: you *cannot* get it the first time through. Later
on, once you get to 'The Dive', you'll get it, and from that point on it
will be considered 'unlocked'. You can then replay this mission and choose
it as optional equipment.
----1.8----
TREVOR.BARRUS@airborne.com suggests:
In mission
1.1 "Misfortune in Morocco", you can get into the open window (above the
courtyard where the guys are talking about the American Girl) without the belt
hook.  Go to the balcony that is closest to the open window, and jump up on
the ledge (save before doing this).  From there, you can jump to the
windowsill, and go into the room.  That way, you get it all done on the first
try.
----1.95----
Go through the door on the ground level and down the hall to Apt 12. Make
sure to open both windows. You'll now have to shoot a bunch of thugs who
will try and get you through the door/wood panelling. Switch to your pistol
or an automatic you might have and hide behind the upturned bench for cover.
Before you leave, grab the FOLDER under the desk. Hopefully you got the AMMO
BOX on the way in.
Go back to the courtyard and leave via the 2 blue double doors. They are
unlocked now.
1.2 MISFORTUNE IN MOROCCO, SCENE 2
----------------------------------
'You look like you need a monkey.'
FUNNY CONVERSATION: audible from the starting position, about a monkey. Kill
the guy here, quietly if you can. Hopefully the other guards will not 
notice. However, it is likely they will. Here is where you learn a painful 
lesson: enemies can shoot through gates and fences, and YOU, for the most
part, cannot. So either pick the lock, or shoot it off. Make sure you grab 
the NOTE tacked to the wall next to the gate.
Kirk Bratvold (kbratvold@home.com) writes in:
At the beginning, it's actually easier if you pick the lock BEFORE you
kill the guy who is talking to the monkey salesman.  This way, you can
kill both enemies without having to worry about trying to shoot through
the gate.
---------
Go into the hotel via the rusted blue door. The hotel is circular in nature,
so going right or left won't make much of a difference. Let us, for sake of
being arbitrary, go right. 
FUNNY CONVERSATION: talk to the man standing next to the woman in the blue
dress. Use the barrette to pick the lock on the door here. Go in and take
the DOSSIER on the shelf. Follow the hall around to room 101, where you can
find a LETTER hidden under the bed. There may be armor in room 103.
Go past the toilette, past the girl at the soda machine, and halfway up the 
stairs. From here you should be able to hear another FUNNY CONVERSATION.
Continue up the stairs and kill the guy in the red jacket. Go into room 204
and get the LETTER on the dresser next to the TV. There may be body armor in
room 203.
Get over to the balcony and over the railing. It's tough, but try to jump to
the wooden ledge to the right. From there you can open the window to a 
locked hotel room. There is a BRIEFCASE inside.
To continue on, go into the hallway between rooms 203 and 204. Go past the
balcony into the patio. Grab the ENVELOPE on the bar.
Continue past this to a courtyard. There is one guard leaning against a 
post, another patrolling at the far end of the courtyard, and a third with a
submachinegun in the right tower. You can get the last one with the sniper
rifle.
Go past the courtyard. Head a little right, but not around the corner. FUNNY
CONVERSATION. Shoot the guy, and then go over to the desk and get the FOLDER
on the desk. Go through the hall past the desk and into the waiting room
with the people. Get the DOSSIER near the guy at the window with the blue 
shirt.
Now head toward the hall entrance; FUNNY CONVERSATION. Shoot the 2 guards 
and get the BRIEFCASE on the ice machine.
Continue down the hall into the next courtyard-type-hall-thing. Shoot the 2
guards there. Grab the FOLDER on the bench surrounding the central plant and
the BRIEFCASE behind the luggage cart. Note that there may be guards on the
balcony above the central plant/bench area.
Go through the open doorway and go right. Talk to the purple girl thrice;
you'll get her to amuse the guards. Listen in for a FUNNY CONVERSATION.
Then, go left and shoot the guard that patrols out the door with a sniper 
rifle (he is not always there). Get the FOLDER on one of the patio tables.
Go in the door at the end of the patio/courtyard and down the hall with 2
guards. Proceed to the elevator room, and past it. Go straight at the T
intersection. Note that there may be armor on the left. Follow the carpet 
until you see Bruno.
This next part is a tough as you have to get to the guards and shoot them
before they shoot the hostages. When possible, use the sniper rifle.
Go over to the window and get the NOTE against the wall. You can return
later and use the sunglasses to photograph the book.
Return to the elevator room, shoot the guards, and disarm the bomb on the
elevator door. Continue down the hall, shoot more guards, and disarm the
next bomb on the conference room door. Quickly turn the corner and shoot
the two guards before they murder the civilian.
Continue back to the room with the guys standing next to the elevators and
the luggage cart. There are more thugs and another bomb.
Go further back and you will find 4 thugs trying to kill a guy. Wax 'em and
go back towards the tourist desk and disarm the bomb near the phones.
Go back into the courtyard; 2 more thugs and a civvie. Keep going back into
the halls with the guest rooms in them (201, 202, etc) and you'll come 
across 2 more sets of thugs and civilians. Once you save them both, the 
level ends.
1.3 MISFORTUNE IN MOROCCO, SCENE 3
----------------------------------
'Oh! You are a horrible person!'
Shoot all the thugs and go into the exit on the opposite end of the court-
yard. Get the armor and DOSSIER on the bench there. Head right, past the 
sign, down the stairs, and get in a gunfight with the 5 or so guards there 
in the courtyard; or not, if you can sneak.
Head towards the red door, and then around the corner. Go around the next
corner towards the palm tree. FUNNY CONVERSATION audible from the balcony, 
about a monkey. Go around the balcony, left, and down the stairs near the 
blue columns, into the building. Head right, through the room with the 
carpet, out the other end of the building, and take another right. Note
that there may be armor on the bench near the exit of this building.
Get to the top of the ramp and go right, onto the wooden balcony. In the
plants by the double doors can be found a LETTER. Then go back to the top
of the ramp and towards the blue telephones sign in the building. Go in and 
grab the ENVELOPE under the telephone. Continue around, past the urn, to 
another room with a FOLDER on the floor. Go out of the building by going to 
the end of the hall past this room and jump across the gap to the armor by 
the melons.
Find the LETTER under the table to the left on this porch. Cross the bridge 
to the other patio and find the DOSSIER under the table there.
Head back down to the street, where the monkey guy is. Head up the dirt ramp
near the monkey guy, go around the corner, and take a right onto the plank
bridge. Up the ramp, and take a right. There are guards and a BRIEFCASE. Go
through the next courtyard and up to where the guy knocks over the table. Go
past this to the next courtyard and head left to the blue doors. Be careful,
as the room has a couple guards in it. Go into the room, and be aware that
there is a guy hiding behind the crates to the right. Get the FOLDER, body
armor, and DOSSIER in this room. Continue on through the doorless doorway
out onto the balcony on the left, and see if you can snipe some guys from 
here.
When done, continue on down the hall that runs along the balcony and down to
the  street. Go down the stairs to the market stall to get the armor, and
then dive into the water. Go along the canal. When you reach the end, go
underwater and go right. Go all the way to the end of this canal, and get 
off on the right side to get a BLUEPRINT and an AMMO BOX. Go back up to the
main courtyard and cross the broken bridge. Choose to capture the thug to 
get a FUNNY CONVERSATION. Just ask him nicely 3 times. Or, you can torture 
him. It makes little difference.
1.4 MISFORTUNE IN MOROCCO, SCENE 4
----------------------------------
'I will kill any man she leaves alive.'
You start out at the far end of a field. Snipe some of the bad guys while 
you can. For fun, aim for the gas tank of the car. Go up to the tent to get
an AMMO BOX. Then head left into the valley. When you see the next tent, 
snipe the guy in it if he's there. 
Then find the tent in the ruins on your right and get the ENVELOPE within. A
car will pull up. Shoot the guy, or wait until he hits his own gas tank.
There's body armor in a largish room nearby. Continue down the valley, past 
the minefield unless you have mine detector glasses. Out by the van in the 
minefield is a FIRE EXTINGUISHER, an AMMO BOX, and a BRIEFCASE. If you don't
have the sunglasses, you can still get out there by going carefully along 
the left edge of the minefield. Good luck. Note that there is a NOTE tacked
to the sign at the minefield gate.
At the end of the valley is a large palace. The best way to get in is by
falling down the well hole nearby. Fall into the water and then swim to the
landing and wax the guy with the submachinegun. Get the LETTER at the bottom
of the pool. Another guy will come down the stairs, so be ready for him.
Follow the path to the top of the stairs. Go down the hall past the door to
hear a quick FUNNY CONVERSATION. Go up, shoot the guys, and get the
BRIEFCASE behind the chair. It may instead be by the open crate.
Then, go back down the stairs to the door and through it.
Get the DOSSIER on top of the crates. Cross the courtyard, watching for
guards (there are many) to the locked door on the other side. Open it to get
an AMMO BOX and body armor.
Leave the storage room and head right, down the hallway, quietly. Listen for
a FUNNY CONVERSATION, and one guard will actually kill another. Then you can
ambush him. Cross this next courtyard and get the ENVELOPE under the tree.
Head into either of the doors here; they lead to the same place. Go down the
ramp to the gate and open it. Go behind the machine to get a BRIEFCASE.
Go up the stairs for a FUNNY CONVERSATION. Wax the 2 guards and grab the 
LETTER on the balcony railing. Now either go back the way you came and down
the hallway past the stairs to the courtyard, continue to the other side and
then down the stairs on that side to the courtyard. Either way, you must go
into the courtyard and leave via the doorway that is to your left as you 
face the gate. There's going to be one guard on your immediate left and 3 
to the room on the right.
When done, head right and out onto the balcony. Mission ends.
2.1 BERLIN BY NIGHT, SCENE 1
----------------------------
'Why must i be made to say such idiotic things?'
Check below for Robo Chop's alternate Walkthrough for this level.
Find your first contact somewhere out on the street. He's wearing a tan
jacket. Then head for the payphone which is to the left of the guard house.
Get the FOLDER there. Go into the building with the woman standing outside.
Ring room 205. Go up the elevator, and knock on the door. Get the folder
that is stuck under the door and then go back down to the street, 
and back into the alley near where you started. Go down the stairs to
the bar and meet the guy there.
Now go to the gate and talk to the guard. Before you go through the gate,
grab the LETTER on the cabinet. Sneak into the compound and listen to the
FUNNY CONVERSATION there. Wait for them to finish and separate, and then
shoot one of them (hopefully without leaving the body in camera-shot). The
garage should open and issue forth some guards. When you've dealt with them,
go through the garage to the other side. If this does not happen, head over
to the hatch on the left side on the patch of grass. Open or shoot the lock
and go down. Follow it to the end, and then go up the ladder. Go to the
little shack here and try and shoot the guy before he sets off the alarm,
but don't leave the body in sight of the camera inside. Good freaking luck!
After many many tries, i managed to do this once. Open the gate by pulling
the lever here.
Regarding this, Nicke Lekselius (lekselius@hotmail.com) writes:
You had trouble killing the guard by the gateswitch without setting of the 
alarm in Berlin by Night("Good freaking luck! I've yet to do this without 
setting off the alarm. "). Here's how I did:
Open the door and move out of sight. Throw a coin away from the door and 
wait for the guard to come out, make sure he doesnt see you. He will search 
for the coin with the back to you. Take him out your favourite way, sneak in 
and open the gate!
------------------
Also, Kerry Shireman (kshireman1@home.com) writes:
Hey, I liked your FAQ on No One Lives Forever.  I had a comment about Berlin
by Night, Scene 1.  It's about killing the guard in the shack to open the
inside gate after you go through the tunnel.  It is possible to kill him
before he sets the alarm off and without the camera seeing his body.  The
first thing I do after coming out of the tunnel is pick off the tower guard
across the way with my silenced 9mm.  Then I open the door to the guard
shack, barely crossing the threshold so he'll discover me.  He goes apesh*t
and runs for the alarm without drawing his weapon.  Then I shoot him just as
he gets to the alarm buzzer, but (obviously) before he trips it.  I've been
able to consistently kill him without setting off the alarm by doing it this
way.  The funny thing is the camera pans across where he lays.  Who cares,
it works!
Even though I've been able to get through that piece undetected, it's still
impossible to get through scene one without setting off the alarm.  I can
get pretty far though.  After killing the guard in the shack and opening the
gate, the ground guards inside the gate know where I'm at.  I typically run
back and take cover behind the fencing by the generator to the left of the
tunnel exit.  This draws fire from pretty much everyone.  The action will
draw both ground guards on the inside of the gate to go around to the
outside of the gate, through the garage door and out the back door running
right behind the two guards who hang out in the garage.  All this and none
of them ever trip the alarm.  They just come out lined up like ducks.
After the duck shoot I go back out through the garage, come back around to
face the recently opened gate and stand about thirty yards in front of the
gate entrance.  I then take out the far tower guard directly in front of me.
This is as far as I can get without tripping the alarm.  After this is the
last two tower guards and something like 4 ground guards and the 3 penned
dogs.  As soon as the next tower guard around the corner sees me, the alarm
goes off every single frickin time.  I have found NO way around it, but I
just started playing the game so maybe I'll revisit it sometime.
----------------------------------------------------------------
James Garfield (rgarfield@hotmail.com) adds:
You did ask for suggestions/additions, however, and I noticed that in Berlin 
by Night, Scene 1 you mention shooting the guard in the shack and not being 
able to do it w/out setting off the alarm.  I happened to get lucky and work 
out a solution:
1)Position yourself to the right of the door (as you face it from outside) 
and crouch.
2)Toss a coin down the concrete walkway back towards the door to the garage.
3)The guard will slowly walk out the door in "suspicious" mode.  You must 
shoot him after he leaves the doorway but before he reaches the edge of the 
opened door.  One shot in the head.  Inside the doorway, his body will set 
off the alarm.  Too far down the walkway the other guards will be able to 
see his body and will get quite wise to your presence.
It has worked for me now half a dozen times.
--------------------------------------------
Christian Malbeuf (cmalbeuf@hotmail.com) writes:
I know what you mean about that guard in the small guardhouse.
 
If you want to get him without the camera spotting the body, simply walk
on the concrete walkway in front of his door to get his attention ("What
was that?").  Then stick to the garage wall and throw a coin in front of
the door.  He will actually open it and come out to investigate.  One
shot to the head.  No noise.  No cam.
 
Also, the two guards at the very beginning of the mission can be
dispatched with a simple throw of an explosive lipstick.  They are killed
where they stand, out of the camera's sight, and the garage guards
somehow don't hear the explosion.
---------------------------------
David Kramer (dkramer99@home.com) adds:
I noticed in your walkthrough
that you & a bunch of people have had trouble with the guard in the
guardhouse on Berlin by Night, Scene 1.  I had some difficulty in the
beginning, but now I can get him out of the guardhouse every time, and
I've been able to kill him without anyone else being alerted.  I
didn't take the coins on the mission, so I thought I was screwed, but
then I tried flashing the flashlight briefly at the window in the door
ONLY.  Works like a charm.  Now I do it crouched from the far corner
partially covered by the fence or the stairwell, and can usually
double tap him before he can shoot.  (sometimes not, and then I get
spotted).
----1.9----
Back to the place at hand, the guard shack...
Proceed back around through the garage to the gate and through it. Follow 
the street until it comes to a gate. Go in the door by the gate. Get the 
LETTER on the table there and into the office behind it, where you can get 
an AMMO BOX and turn off security by hitting that big red button. Go around 
through the back door, and shoot the guards and the guards in the tower with
the spotlights. Then head to the gate in between.
Update on this scene! I actually managed to get through the whole thing
without setting off the alarm once! I did get the 'exciting music' once at
the end when i shot one of the guards and his buddy came to cover him, but
i didn't get in any spotlights and had no bullets fired at me. So it can
be done (on super spy no less)! But it isn't easy. That quarter trick took
me 10 tries and i finally shot the guy by the gate with the Hampton Carbine 
because i couldn't get the timing of 3 rounds right.
ROBO CHOP'S ALTERNATE WALKTHROUGH for BERLIN, SCENE 1
Robo Chop (robochop@yahoo.com) writes in:
 After you bribe the guard and enter the main gate,
the two patrolling guards begin their funny
conversation. Both guards are standing by the van.
They will begin their patrols once the conversation is
over. I use this diversion to get to the hatch. I
watch the camera until it starts panning away from me.
I then creep along the edge of the outer wall until I
get to the end. I then hide in the corner next to the
building. The guards will still be conversing. The van
and the guards are between me and the camera. I then
wait for the camera to pan around again. I then sneak
along the edge of the building with the van between me
and the guards. I watch the second street corner
camera before picking the lock to the hatch area.
Speed is critical but the operation is not that
difficult to do. Slipping past the third camera (in
the hatch area) is not that difficult either. I then
hop down the hatch. Leaving the hatches open in this
Scene apparently has no effect on the guards. By the
time you are in the underground pipe (the same one
discussed in the first intelligence item of the scene)
the guards have finished their funny conversation and
have begun patrolling.
    At the end of the underground pipe, I pop up in 
another grassy area. I go directly to the gate house.
I crouch next to the right side of the door. I pull
out a coin. While crouched down, I open the door. (The
door blocks the vision of the camera). Although the
guard faces the door nothing happens because he
doesn't see me. I then toss the coin on the path
leading to the gate house. I quickly change to the
silenced pistol. He comes completely out of the
gatehouse to check the noise. I pop him with 3
silenced bullets. The camera doesn't see him because
his body is completely outside the gatehouse. I sneak
into the gatehouse and hide under the camera until it
pans away from the gate switch. I then hit the gate
switch and hide under the camera again. When it pans
away from the door I sneak out. I then travel along
the path back to the hatch. Halfway to the hatch I
stop and face the gatehouse. You can see the tall
guard tower which is located behind the gatehouse. I
take aim at the guard and pop off 3 silenced bullets
(with 2 bullets he shoots back at you. 4 bullets will
cause a richocet and the alarm will be sounded; ditto
for all the other guards.). I fire off my rounds when
the guard patrolling on the ground is the furthest
away from the tower. When the tower guard is killed
the searchlight stops moving.  I head back to the
hatch and go through the underground pipe again. I pop
up in the hatch area again. I crouch by the hatch door
underneath the hatch camera. This time the two guards
are on patrol. I watch until both are walking away
from me (and the second street corner camera is
panning away). I follow the second guard but stay by
the wall so the second camera doesn't see me. The
second camera will finish its cycle and start panning
back towards the hatch before the guard finishes his
walk. I sneak up behind the guard from the wall as he
pauses at the end of his walk. With his back to me, I
pop him with 3 silenced bullets (I've tried karate
chops and the poisoned barrette but I've been
unsuccessful in stopping him from shooting and causing
the alarm to sound. The performance of either the
karate chops or the poisoned barrette in NOLF has not
been good so far. If you hit him with only two bullets
he fires back at you. If you fire four bullets the
fourth bullet often misses because the body has
already fallen to the ground. The fourth bullet
therefore causes a richocet which causes the alarm to
sound). I then sneak down the street to the corner.
The guard in the first tower is already dead. I watch
the camera mounted to the outside of the gatehouse,
race down the street and then stop underneath the
gatehouse camera. I next use my sunglasses to zoom in
on the guard behind the crates beside the second guard
tower. I place the crosshairs on him. I immediately
switch to the silenced pistol (without moving my
mouse) and let off a volley (1 for head shot or 3 for
body shot). He goes down. (Using the sunglasses in
this fashion allows you to succeed with long distance
shots with the pistol). I repeat this sequence with
the guard in the second tower as well as the second
patrolling guard. I then sneak to the street
passageway leading to the next area. The tower in the
next area will shoot immediately. The alarm sounds.
All hell breaks loose. I shoot the tower guard. I then
wait along the wall of the street. 6 guards will turn
the corner and come directly at me. The 6 guards come
at me in a straight line. I never move my crosshairs,
I just keep firing and all 6 guards go down in no
time.

 

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