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TABLE OF CONTENTS
Introduction ..............................................................................2
System Requirements ..............................................................2
Installing and Launching the Game ..........................................4
Menu and Interface System ....................................................6
Main Menu System ..............................................................6
Single Player ....................................................................8
Multiplayer ....................................................................10
Options ..........................................................................14
Profile ............................................................................20
In-Game Menu Systems ....................................................21
System ..........................................................................21
Mission Briefing..............................................................22
Equipment ....................................................................22
Inventory ........................................................................22
Intelligence ....................................................................23
Player ............................................................................23
Heads-Up Display (HUD)....................................................23
Default Key Configuration Chart ............................................28
Santa’s Workshop..................................................................30
Melee Weapons ................................................................30
Stealth Weapons................................................................30
Pistols ..............................................................................31
Heavy Weapons ................................................................31
Explosives ..........................................................................32
Gadgets ............................................................................33
Gear ..............................................................................34
Enemies and Obstacles ........................................................35
Enemies: ............................................................................35
Obstacles:..............................................................................36
Agent Training ........................................................................37
Single Player Training ........................................................37
Multiplayer Training ............................................................43
Contacting Sierra ..................................................................45
Credits
..............................................................................49
1
INTRODUCTION
The villains of H.A.R.M. are back with only one obstacle to
thwart their quest for global domination: Cate Archer, the daring super spy who foiled their last nefarious plot. They’ve summoned the world’s deadliest assassins to take her out of the
spy trade once and for all. Meanwhile, the United States has
uncovered a top secret Soviet project that could bring about
World War III. Can Cate avert a nuclear holocaust and simultaneously keep herself out of H.A.R.M.’s Way?
SYSTEM REQUIREMENTS
Before installing or playing No One Lives Forever™ 2: A Spy in
H.A.R.M.’s Way™, please be sure that your computer meets
or exceeds the following system requirements.
MINIMUM SYSTEM REQUIRED
• Windows® 98/ME/2000 with latest service pack/XP
• DirectX™ 8.1 or higher
• Pentium® III 500Mhz or equivalent
• 128 MB RAM (256MB for Windows XP)
• 32MB Direct3D compatible video card with Hardware T&L,
32-bit color support, and DirectX 8.1 compatible driver
• 1.2 GB free Hard Drive Space for installation
• Additional hard drive space for a Windows swap file and
saved game files.
• 4x CD ROM
• 16 bit DirectX 8.1 compatible sound card
• 56k modem or LAN for multiplay
• Mouse
• Keyboard
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RECOMMENDED SYSTEM
• Windows® 98/ME/2000 with latest service pack/XP
• DirectX™ 8.1 or higher
• Pentium® III 1Ghz or equivalent
• 256 MB RAM
• 64 MB Direct3D compatible video card with Hardware T&L,
32-bit color support, and DirectX 8.1 compatible driver
• 1.6 GB free Hard Drive Space for installation
• Additional hard drive space for a Windows swap file and
saved game files.
• 4x CD ROM
• A 16-bit DirectX 8.1 compatible sound card with support
for EAX 2.0.
• Cable modem or LAN for multiplay
• Mouse
• Keyboard
SUPPORTED CHIPSETS*
NVIDIA GeForce4; NVIDIA GeForce3; NVIDIA GeForce2;
NVIDIA GeForce 256; ATI Radeon 9700; ATI Radeon 9000; ATI
Radeon 8500; ATI Radeon 7500; ATI Radeon 7200; ATI
Radeon; Matrox Parhelia 512
*Please check the readme.txt file on Disc 1 or in the main No
One Lives Forever installation folder for last minute information
regarding chipset compatibility.
3
INSTALLING AND
LAUNCHING THE GAME
To begin, insert Disc 1 into your CD-ROM drive. Within a few
seconds, the launch window should appear. If the launch window does not appear automatically within a reasonable
amount of time, then double click the My Computer icon on
your Windows desktop, then on your CD-ROM drive icon, and
then on the Setup.exe icon.
Once the launcher appears on the screen, you’ll be presented
with the following options:
Install: This option will launch the InstallShield setup utility.
Setup consists of a series of screens, each containing choices
that you must make regarding your installation preferences.
Descriptions of each screen and the choices you’ll encounter
are as follows:
Welcome to NOLF2 Setup: This screen confirms that
you wish to install No One Lives Forever 2. Choose Next
to continue, or Cancel to exit the installer.
License Agreement: Please read the End User License
Agreement (EULA) before installation begins. If you agree
with the terms, select Yes to continue. If you do not agree,
click No.
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Choose Destination Location: At this point, you’ll need
to decide where setup will install the game files. For your
convenience, C:\Program Files\Fox\No One Lives
Forever 2 is selected by default. To install to a different
folder, click browse and select the directory you want, and
then click OK. When ready to continue, click Next.
Select Program Folder: This screen determines which
start menu folder will contain shortcuts to the game and
other useful items. This defaults to Fox Interactive\No
One Lives Forever 2. If desired, you can specify another
directory by clicking on the program folder field and typing in a new name of your choice, or you can choose one
of the existing folders from the list. When ready to continue, click Next.
Setup Type: This screen allows you to choose the installation type. Click on Typical or Minimum in the list to see
a description of each type. A Typical install will copy all
game files (approximately 1.6GB) to your hard drive. A
Minimum install will require only 1.2GB and leave the
remaining files on the CD to save on hard disk space however it will have longer load times than the Typical install.
You will now be prompted to install DirectX™ 8.1 to your system. If you are not 100% sure that this is already installed on
your system, please select Yes to this dialogue. The game
cannot run without these files. If you select Yes, then the
DirectX installer will appear after the game installer finishes
copying files. Once you have made your selection, the installer
will begin copying files. Simply follow the on-screen prompts to
complete the installation.
Display: This option only becomes available once installation
is complete and will allow you to choose from a list of available
display resolutions prior to running the game.
Options: This section contains options that can be used to
turn various game features on and off and is only made available after installation is completed. These options should only
be used if you encounter problems when running the game
and should not be changed if everything is functioning normal-
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ly. For more information, please refer to the readme.txt file
located in your main installation folder.
Uninstall: This option becomes available only after the game
has been installed. It allows you to easily remove the game
files from your hard drive. Please note that certain installation
files may become shared by other programs, so you may be
prompted for confirmation before some of these files are
removed. Also, your saved game folders will remain in case
you want to reinstall at a later date.
Quit: Closes the Launcher application.
Play: Once installation is complete, the Install option will no
longer appear, and the Play option will appear instead. Click on
this to launch No One Lives Forever 2. The first time you
launch, you will be prompted to choose a performance setting
that fits your particular system configuration. Read the descriptions of each setting and choose the one that is the closest
match for your hardware. Please note that choosing a setting
higher than your system can support will likely result in unsatisfactory performance.
MENU AND INTERFACE SYSTEM
The No One Lives Forever 2 Menu and Interface system is
designed to be fast and simple to use. Please see the following sections for descriptions of each portion of the menu and
interface system and how to navigate through them.
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MAIN MENU SYSTEM
The Main Menu is where you start each time the game is
launched, and contains the following options.
Single Player: Use this option to start a new single player
game or load a previous single player saved game. For
more information, please see the Single Player menus
description below.
Continue Game: This loads the most recent saved or
autosaved Single Player game. If there aren’t any Single
Player saved game files associated with the current profile,
then this item will be unavailable.
Multiplayer: Use this to host or join a multiplayer game on
the Internet or your LAN. For more information, please see
the Multiplayer Menus description below.
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Options: This will open the game’s control panel and allow
you to modify many aspects of the game such as key mappings, display settings, and game options. For more information, please see the Options Settings section below.
Profile: No One Lives Forever 2 was designed so that multiple players can maintain their own unique settings and saved
games. Use these options to create, load, or edit your own
personal player profile. For details, see the section below
regarding the Profile Menus.
Quit: Closes No One Lives Forever 2.
SINGLE PLAYER
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New Game: This starts a new game for the current player
profile. Before the game begins, you’ll be prompted to
choose a difficulty level. The Normal difficulty setting is
recommended for first time players. If you find that the game
feels too hard or too easy to play, you can change the difficulty level at any time using the Game Options menu.
Load Game: Here you can load a previously saved game.
This option will be unavailable if there aren’t any save game
files for the current profile. Here’s an overview of the features
in this menu:
Quick load [F9]: Loads the current quick saved game.
Pressing the <F9> key will have the same effect.
Auto-save: While playing through the game, an automatic
save file will be created at the beginning of each scene.
This option will load the last autosaved game.
Saved games: Lists all of the other saved games for the
current profile in chronological order from oldest down to
newest unless the save file is overwritten.
Save Game: Opens the Save Game screen. This is unavailable until a game is in progress.
Quick save [F6]: Saves the current game to the quick
save file. Pressing the <F6> key while playing has the
same effect.
Saved games: Allows you to save the current game
under any name you choose. As each game is saved, it
should appear in the list. The newest game will appear at
the bottom of the list. When all available save slots are full,
you can overwrite older games with new ones.
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MULTIPLAYER
Player Setup: Here’s where you can customize certain
aspects of your character and connection for multiplayer
games, including:
Player Name: The name entered here will appear in all ingame text that applies to this player, including chat, transmissions, score tables, and enter/exit messages. This
defaults to the current profile name.
Player Model: Allows you to choose the appearance of
your character.
Player Cooperative: No One Lives Forever 2 features
cooperative multiplayer missions that allow up to 4 players
to become UNITY agents working together against AI
opponents in specially designed adventures that take
place behind the scenes of the singleplayer game.
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Skills: Allows you to modify your characters skills. Adjust
the meters next to each skill to determine how proficient
your character will be in each.
Bandwidth: Provides an assortment of preset bandwidth
options. The actual bandwidth for each option will appear
in the Bandwidth (custom) setting below. Choose the
option that is the closest match to your Internet connection type or speed. Available options are 56k, Cable, DSL,
T1, and T3.
Bandwidth (custom): Enter a custom bandwidth value
here if none of the available options matches closely
enough to your connection speed.
Join Internet Game: Use this to join Multiplayer sessions of
No One Lives Forever 2 on the Internet. Once selected,
you’ll be presented with these options:
Find Servers: Searches for active No One Lives Forever 2
servers on the Internet. When this process is completed, the
list of found servers will appear in the window below. Click
on a server in the list to join that game. Note that any servers
that are locked will require a password to join.
Server Name, Ping, Players, Mission: Clicking on any
of these will sort the current server list accordingly.
Filters: Use these options to limit the servers displayed
based on the game version, number of players, and ping.
Join LAN Game: Use this to find and connect to multiplayer
games on your local area network. When selected, the following options will become available:
Find Servers: Searches the LAN for active servers. When
this process is completed, the list of servers on the selected Network port will appear in the window below. Click on
a server in the list to join that game. Note that any servers
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that are locked will require a password to join.
Network port: Allows you to change the network port to
search for games on. This is set to “27888” by default.
Host: Click this to configure and launch your own server for
other players to join. The controls available in this section are:
LAN Only: When On, your server will only be available on
your LAN and not the Internet.
Session name: Changes the name of your server. This is
the name that will appear when other players search for
games on your LAN or the Internet.
Load Game: Brings up the load game screen.
Campaign: Lets you modify the missions that your game
will include and the order in which they are played. The
default campaign which includes all missions is selected
by default.
Create: Creates a new campaign under a name of your
choice. This defaults to the current profile name.
Load: Displays a list of existing campaigns. Click on any
name in the list to load that particular campaign.
Rename: Allows you to choose a new name for any
existing campaign.
Delete: Deletes the currently selected campaign.
Missions: This is available in all campaigns except for
the default campaign and opens the missions screen.
Add: Click this to access the available list of missions.
Once the list is highlighted, you can click on a mission
name to add it to the list of missions that will be
played in your campaign. Up to 50 missions can be
added to a single campaign.
Add All: Automatically adds all of the available missions to the campaign.
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Remove All: Removes all missions from the campaign.
Remove: Click this to access the current list of missions in this campaign. Once the list is highlighted,
you can click on a mission name to remove it.
Loop: When set to Yes, The first mission will start
again after the last mission has been completed.
When No, the game will end and all clients will be disconnected when the last mission is completed.
Lock Server: Determines if your game will require a
password or not.
Password: This item is only available when Lock Server is
set to On and contains the current password that all players
will be required to enter before they are permitted to join
your game. The password can be any sequence of letters,
numbers, and other characters, but can be no longer than
15 characters total.
Network port: Allows you to change the network port to
use for your game. This is set to “27888” by default.
Bandwidth: Provides an assortment of preset bandwidth
options. The actual bandwidth for each option will appear in
the Bandwidth (custom) setting below. Choose the option
that is the closest match to your Internet connection type or
speed. Available options are 56k, Cable, DSL, T1, and T3.
Note that setting this option to incorrect values can have a
serious impact on your server’s performance.
Bandwidth (custom): Enter a custom bandwidth value here
if none of the available options matches closely enough to
your connection speed.
Game Options: These are settings that will affect gameplay
on your server. The available options are:
Max Players: Maximum number of players allowed in the
game at one time.
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Friendly Fire: When set to On, players can kill each other.
Difficulty: Determines the difficulty factor. The available difficulty settings are the same as those for single player games.
Player Difficulty Factor: Determines how much the game’s
difficultly will increase as additional players join the game.
Launch: Starts a new hosted game using the options
specified.
CD-Key: Click on this to enter a CD key. You cannot play on
the Internet without first entering a valid CD-Key.
OPTIONS
Display: Here’s where you can modify your display resolution and other related settings, including:
14
Resolution: Toggles through the available game resolu-
tions. This list should include all the 32-bit D3D resolutions
supported by your video card and monitor that are supported by the game. The default is 800x600x32.
Hardware Cursor: Toggles the use of the hardware cursor. When enabled, the cursor will be controlled in hardware and the cursor control should feel smoother. Some
older video cards do not support this feature.
Gamma: Adjusts the gamma level to brighten the game if
it’s too dark. Please note that some areas of the game are
dark on purpose, and turning this option up too high may
result in a washed out appearance.
Sound: All of your sound adjustments can be made in this
section, which includes:
Sound effects volume: Use this to adjust the sound
volume.
Speech volume: Use this to adjust the volume on dialog
heard within the game.
Sound effects quality: Setting this option to high will
result in better quality sound, but performance may be
affected on slower machines, especially during speech
playback.
Music volume: Use this to adjust the music volume.
Controls: This is where you can customize your key mappings as well as adjust your settings for the keyboard, joystick, and mouse.
Configure Controls: Key configurations are broken down
into four sections. Click on Movement, Interaction, View, or
Status to view the current key mappings. If you wish to
change the key that a particular function is mapped to,
15
just click on the function you want to change and then
press the key or button that you wish to use instead. If the
key or button you choose is already in use by another
function, then that function will become unassigned.
Mouse: To adjust how your mouse interacts with the
game, use these controls:
Always mouse look: When set to Yes, moving the
mouse will move the view. When set to No the view is
controlled with the Keyboard.
Mouse sensitivity: Determines how quickly the mouse
cursor will react when the mouse is moved.
Mouse smoothing: Adds a very slight delay to the
mouse movement to smooth out sudden movements
and maintain a steady view.
Invert y axis: When set to No, moving the mouse up
pitches the first-person view up and moving the mouse
down pitches the view down.
Snowmobile Turn Speed: Determines how fast the
snowmobile will respond when you’re steering it with
the mouse.
Keyboard: Use these settings to adjust how your keyboard will interact with the game.
Normal turn speed: Sets the speed at which the player
rotates when turning with the left/right keys while standing still or sneaking.
Fast turn speed: Sets the speed at which the view
rotates when turning with the left/right keys while walking at normal speed.
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Up/down look speed: Sets the speed at which the
view pitches when the look up/down keys are used.
Auto-center: This option is only available when Always
mouse look in the Mouse options screen is set to No.
When Auto-center is set to Yes, the view will return to
horizontal when the user releases the Look Up or Look
Down action.
Snowmobile Turn Speed: Determines how fast the
snowmobile will respond when you’re steering it with
the keyboard.
Use Joystick/Gamepad: This option is only available if a
joystick or other controller is detected. When set to Yes,
the Configure Joystick/Gamepad option will become available as well.
Configure Joystick/Gamepad: If a joystick is installed
and the Use Joystick/Gamepad option is set to Yes, then
you can use these settings to modify how your joystick’s
features will be used.
Restore defaults: Restores all control options to their
default values.
Game: Here you’ll find a variety of settings that will affect
how the game is played.
Crosshair: Displays options for modifying the appearance
of the crosshair, including:
Red/Green/Blue: Use these options together to customize the color of the crosshair.
Dynamic Scaling: When turned on, the crosshair will
automatically increase and decrease as you move to
indicate how much your movements will affect your aim.
Style: Toggles between several different crosshair styles.
17
Subtitles: When turned On, all in-game dialogue will be
displayed as subtitles at the bottom of the screen.
Blood: When set to Off, blood will not be displayed when
human characters are damaged. This is On by default.
Always Run: When set to No, the player’s movement will
default to Sneak. This is set to Yes by default.
Difficulty: Allows you to change the difficulty setting of the
single player game in progress.
Head bob: Adjusts the simulated head movement when
running, sneaking, or crouching.
Weapon sway: Adjusts the amount of simulated hand
movement when running, sneaking or crawling.
Message duration: Sets the amount of time that messages related to picking up items will remain on the screen.
Performance: This menu will help you to optimize performance on your particular computer configuration as follows:
Performance: Toggles between various preset and usercreated performance configuration settings as follows.
Once you change a setting manually, this option will
change to indicate a custom configuration.
Low Detail: Optimal performance, but with minimal display options turned on.
Medium Detail: A good compromise between performance and visual quality, but may cause slowdowns on
low-end machines.
High Detail: All display options turned on or at high levels, only recommended for systems that exceed the recommended requirements.
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Display: Allows you to turn certain display options on or
off to tweak performance as follows:
Shadows: Sets the detail level on model shadows. Note
that setting shadow detail to high is only recommended
for high performance machines.
Polygrid Bump mapping: Enables or disables environment bump mapping on water. When turned on, water
surfaces will look much more realistic.
Polygrid Fresnel: Enables or disables use of fresnel on
water. When turned on, water reflectivity will be more
accurate and look more realistic.
Environment Bump Mapping: When enabled, many
surfaces and reflections will look more detailed.
Anistropic Filtering: This mode will handle the filtering
of polygons tilted away from the player more accurately
when it’s turned on.
Trilinear Filtering: Improves texture quality at distances
but costs a slight performance penalty.
Environment Map: When on, a shiny, semi-reflective
layer will appear on certain surfaces that shifts with your
viewing angle.
Detail Textures: When on, minute grayscale patterns
are added to some textures.
Triple buffering: When on, this stores an extra rendered
frame in the frame buffer for smoother playback. If this is
not available on your video card, it will be unavailable.
Special Effects: Controls the amount of detail in effects
such as explosions, debris, and weapon impacts.
Texture Resolution: Adusts the resolution of game textures. Low resolution provides better performance. High
resolution provides better quality graphics..
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PROFILE
Current profile: This displays the name of the player profile
in use.
Create: If you wish to create a new profile, click on this and
enter a new profile name.
Load: Displays a list of existing players. Click on a name to
load his or her profile and all of the settings and saved
games associated with it.
Rename: Allows users to change the name of their profiles.
Delete: Displays a list of existing players. Click on a name
and then select Yes to delete that profile and the settings
and saved games associated with it.
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IN-GAME MENU SYSTEMS
To access the in-game menu system, press the <ESC> key at
any time during gameplay. You can cycle through the menus
by pressing the left and right arrow keys. To scroll through the
options within each screen, use the up/down arrows or simply
move the mouse cursor over the option text. To select a menu
item, press <Enter> or click the left mouse button while the
option is highlighted. When done, press <ESC> again to
resume gameplay.
SYSTEM
This is the screen that is selected by default and can be used
to temporarily exit from the game environment to access system menus as follows:
Resume game: Closes the in-game menu system and
resumes gameplay.
Save game: Opens the Save Game screen. In multiplayer,
this is only available to the host.
21
Load game: Opens the Load Game screen. In multiplayer,
this is only available to the host.
Options: Opens the Options screen.
Abort: If the System screen is accessed from within a level,
the player will be given the option to Abort the current game.
Quit: Clicking on this option will quit the game.
MISSION BRIEFING
This displays information about the current mission.
Name: The name of the mission.
Objectives: Describes tasks that Cate needs to accomplish
before the mission can be completed.
Optional Objectives: Describes optional tasks that the
player can do to gain extra skill points, but are not essential
for completing the mission.
Parameters: Rules the player should live by while playing
this mission. Failure to abide by these may result in mission
failure or other penalties.
EQUIPMENT
This shows the player’s current inventory of weapons, gadgets,
and other items. Click on any item in the list to see more information about that item. To select the item, press <Enter> or
click on Select. If the item is a weapon that has more than
one available ammo type, click on the type of ammo you wish
to use and the weapon will automatically reload that ammo
type before it is wielded. You can use the up and down arrow
keys to cycle through available ammo types.
INVENTORY
This menu displays any key items gathered throughout the
game. Selecting an item on this list brings up a new screen
with further information about the key item and how it can
22 be used.
INTELLIGENCE
This menu displays a list of all of the intelligence items that
Cate has found in the current mission. Selecting an item on
this list brings up the actual intelligence item as it appeared
when it was originally found or deciphered.
PLAYER
This screen shows Cate’s current Rank, Score, Skill Points,
and Skills. Click on a skill for a description of how it works
and an option to raise the skill to the next level. You may only
raise a skill to the next level if you have the required amount of
skill points. Each skill level requires more skill points than the
previous level.
Rank: Cate’s current Rank based on the number of skill
points she has earned. Available ranks include Novice,
Trainee, Agent, Spy, Operative, Master Spy, and Super Spy.
Score: The total amount of experience points gathered in
the game so far.
Skill Points: The total experience gained minus points
already spent on skills.
HEADS-UP DISPLAY (HUD)
The heads up display refers to the icons and text you’ll see
on the screen while playing. The HUD consists of these
components:
Crosshair: (Center) At the center of your screen is
the crosshair. Use this to aim your weapons and
gadgets. You can change the color and style of the
crosshair in the game options menu.
Activate Messages (Center): Whenever the crosshairs are
placed over an object or character that can be activated, text
23
will appear below the crosshairs to help you determine what to
do with the object. For more information on activating objects,
please see the section on Single Player Agent Training.
Progress Bar: (Center) When searching
bodies or files, or using a gadget on an
object, this icon will indicate how much time
it will take to complete the search or defeat the mechanism.
Transmissions: (Center) From time to time, Cate will think
out loud in the form of Transmission messages. These will
appear in yellow text above the crosshairs, and usually contain vital information about a particular obstacle that you must
overcome. For more information regarding Transmissions,
please see the Single Player Agent Training section.
Chat: (Upper Left) In multiplayer games, player chat
will appear here.
Objective Update Notification: (Lower Right)
Whenever a new objective is added or an existing
objective is completed, this icon will appear.
Compass: (Upper Right) This helps Cate to keep
track of which way she is headed and is particularly
useful in large outdoor areas. It also doubles as a
radar screen.
This indicates the location of certain objectives,
such as UNITY safehouses or dead drops.
In multiplayer games, this indicates a fellow
UNITY agent.
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In multiplayer games, this marks the location of a
fellow agent who is near death and in need of
revival.
This indicates an exit in the single player game,
or a rally point in multiplayer games.
Health/Armor Meter: (Bottom Left) The
red meter determines how much health you
have and the blue meter determines how
much armor you have. When you get hurt in the game your
meters will lower. When you run out of armor, shots will hurt
you more and you will momentarily lose your balance when hit.
Once you run out of health, you will die.
Ammo: (Bottom Right) This display shows the
amount of ammo left in the weapon you’re holding,
as well as the total amount of this ammo type that
you have remaining. When your gun runs out of
ammo, you will automatically reload more of the same ammo
type. If there isn’t any more ammunition of the same type available, the next available ammo type will be loaded instead. If
you are completely out of ammo, the next available weapon
will be selected.
Damage icons: (Left Center) When you are affected
by progressive damage types such as fire, electricity,
or drowning, an appropriate icon will appear to indicate what’s wrong. This may also be accompanied by
other disturbances such as hallucinations, sounds, and changes
in screen color. The icon pictured here signifies Burn Damage.
Oxygen Meter: (Bottom Left) When Cate is under water, a
light blue Oxygen meter will appear above the health and
armor meters. When her Oxygen is depleted, she will begin
25
to lose health. This meter will rapidly replenish itself when
Cate surfaces.
Hiding Place Found Notification: (Bottom Center)
When this is displayed, Cate has found a hiding
place. If she stands still, the icon will become progressively darker until she is completely hidden.
Hiding Progress Bar: (Lower Center)
Once Cate begins hiding, this bar will indicate how much longer it will take to
become fully hidden.
Cannot Hide Now Notification: (Bottom Center)
Cate can only hide when enemies can’t see her. If
she enters a good hiding spot while still in view, this
icon will appear to indicate that she can’t hide here
right now. When this happens, she needs to ditch her pursuer(s) and find another hiding place.
Pick up Body Notification: (Bottom Left) This
appears when Cate is aiming at a dead or sleeping
AI to indicate that the body can be picked up.
Moving Body Notification: (Bottom left) This
replaces the pick-up body notification once Cate
picks up the body.
Cannot Drop Body Notification: (Bottom Left) If
Cate moves into an area where she cannot drop the
body she is carrying, the moving body notification
will change to this.
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Exit Notification: (Bottom Center) This will be displayed when Cate is near a one-way level exit. It will
only appear when she’s aiming at the exit unless she
is very close to it.
Transitional Area Notification: (Bottom Center)
When Cate finds an exit that can also be used to
return to the current level, this icon will appear. This
will only appear when facing the exit unless she is
very close to it.
Weapon Selection Display: (Top Center) This allows you to
quickly choose a weapon or gadget from your available equipment. This appears anytime you use the previous weapon key
or the next weapon key. Equipment is broken down into 6 categories for easy reference and selection. You can choose a
category by number with the keyboard, or scroll up and down
through all of it with the previous/next weapon keys. The categories are listed below. For more information about the
weapons and gadgets in Cate’s arsenal, please see the section titled “Santa’s Workshop”.
Melee Weapons: (Taser, Katana)
Stealth Weapons: (Shuriken, Crossbow, Bear Trap)
Pistols: (McAllister Pistol, Utility Launcher)
Heavy Weapons: (Gordon 9mm machine gun, AK-47
Assault Rifle, RFA Series 4 Bolt-Action Rifle)
Explosives: (All Grenades, Timebombs)
Gadgets: (Camera, Compact, Hairspray, Fingernail
Clipper, Coin, Keychain)
27
DEFAULT KEY
CONFIGURATION CHART
Unmappable Controls
Menu
<Esc>
Quicksave
<F6>
Screenshot
<F8>
Quickload
<F9>
Pause Game
<Pause>
Movement Controls
Forward
Backward
Step Left
Step Right
Turn Left
Turn Right
Sidestep (strafe)
Sneak
Jump
Crouch
Turn Around
Lean Left
Lean Right
Toggle Sneak
Toggle Crouch
28
W
A
S
D
Left Arrow
Right Arrow
Left Alt
Left Shift
Spacebar
C
Backspace
Q
E
Caps Lock
Left Ctrl
Interaction
Fire
Action
Reload
Change Function
Next Weapon
Previous Weapon
Holster Weapon
Last Weapon
Move Body
Keychain Light
Left Mouse Button
Enter, Right Mouse Button
R
F
[, Mouse Wheel Up
], Mouse Wheel Down
H
X
G
L
View
Look Up
Look Down
Center View
Zoom
Up Arrow
Down Arrow
End
Z
Status
Equipment
Inventory
Intelligence
Player Status
Mission Status
Compass
Radio
Talk
M
N
I
P
Tab
‘
V
T
29
SANTA’S WORKSHOP
Cate’s arsenal includes weapons that are standard UNITY
issue, as well as those found during her missions and acquired
from dead or sleeping enemies.
MELEE WEAPONS
The Katana is a Japanese sword than can
be liberated from Ninjas. Fast, deadly, and
quiet.
Cate’s eye shadow doubles as a non-lethal
Taser, useful for temporarily rendering bad
guys unconscious at close range. Its nonthreatening appearance allows her to wield
it in public places without arousing suspicion. However, the Taser must recharge
between uses.
STEALTH WEAPONS
Bear traps can be found in Siberia and are
a painful way to hold an enemy in place for a
short time. Tread lightly after setting a trap,
though, as Cate can get caught too!
Shuriken are Japanese throwing stars that
are quiet and very effective when used correctly. These are also good for creating distractions.
30
For situations that necessitate subtlety over
raw power, the Vindicator Sportsman’s
Crossbow is the ideal choice. Four different
bolt types are available, including Normal,
Fire, Poison, and Explosive. A scope is also
available for long range shots.
PISTOLS
The McAllister .32 Automatic Handgun
is a highly versatile .32 caliber pistol that can
be fitted with a silencer. It accommodates
FMJ and cyanide rounds.
The CT-180 Utility Launcher is the most
versatile tool in the UNITY arsenal. It
accommodates several different ammunition
types, each perfectly suited to a particular
task, such as Tranquilizer darts and Camera
disablers.
HEAVY WEAPONS
The AK-47 Assault Rifle is a standard
issue Soviet bloc assault rifle known for its
ruggedness and reliability. It is also the only
weapon that can handle phosphorous
rounds. Only 7.62x39 caliber ammo can be
used with this weapon.
Gordon 9mm Submachineguns are
popular among villains due to their rugged
dependency and stylish design. Standard
9mm FMJ rounds are the only ammo type
that can be used with this weapon.
31
A high-powered, bolt action rifle, the RFA
Series-4 Bolt-action Rifle is an effective
sniper’s weapon. It uses .308 caliber FMJ
rounds, features an integrated scope and
can be fitted with a silencer.
EXPLOSIVES
Toss a Sleeping Gas Grenade into a
crowd and it’s lights out for the bad guys.
Try not to be around when they wake up.
Stun Grenades: Blind and deafen anyone
unfortunate enough to be around when they
go off. The effect is temporary, however.
Explosives can be placed on specific targets. Cate will automatically set the timers
on these so that they don’t go off before
they need to. While these are primarily used
for sabotage or to create diversions, they
can also be quite deadly for anyone caught nearby.
Hand Grenades will explode after a specific amount of time, killing or severely injuring
anyone within range.
32
GADGETS
Santa has improved upon old designs and created several
entirely new gadgets to help Cate succeed in tricky situations.
The Coin may not be Cate’s most sophisticated device, but it certainly comes in handy
when a quick distraction is needed.
The Compact is a cleverly disguised code
breaker that can be used to decipher messages and bypass security devices. To use,
hold down the Fire key until the code is
broken.
Locked doors and padlocks are no match
for the lockpick, which was designed to
resemble a common Fingernail Clipper.
To use, hold down the Fire key until the lock
is picked.
The Hairspray can be converted into a
miniature welder, capable of cutting through
combination locks and door hinges. To use,
hold down the Fire key until the lock has
been welded open.
Cate’s Lipstick is actually a carefully concealed spy camera.
33
GEAR
Ammunition boxes can hold any type of
ammo for all weapons and gadgets. When
you activate an ammunition box, its contents
are added to your inventory. If you are
already at full capacity for one or more of the
ammo types contained in the box, then the
extra ammo will remain in the box. Once the box is completely
empty, it will disappear.
Bandages restore 10 health when activated. Once the player’s health is at its maximum, these will no longer have any effect.
The First Aid Kit works exactly like
Bandages, except that they restore 25
health when activated.
An Armor Pad increases your armor rating by 10 points. In
combat, your health does not begin to degrade until your
armor is completely gone, except in the case of certain types
of damage, such as falling, freezing, poison, etc.
Body Armor is similar to an Armor Pad
except it adds 25 points to your armor rating.
34
ENEMIES AND OBSTACLES
The following are just a few of the enemies and obstacles that
Cate will need to defeat or avoid.
ENEMIES:
Ninjas: An elite squad of Japanese assassins whose’ only goal is to eliminate Cate.
They fight with katanas and shuriken, leap
onto rooftops, and can disappear in puffs of
smoke.
H.A.R.M. guards: The evil organization’s
cannon fodder. While generally more interested in their own petty affairs than anything
else, they will gladly show Cate to her grave if
they catch her.
H.A.R.M. guards (India): Much like their
western counterparts, except many of them
choose to fight with Tulwars instead of
machine guns.
35
Mimes: Pasty-faced assassins toting
1920s era machine guns. They are also
strangely resistant to weapon fire. Worst
of all, they like to incorporate their mime
moves into everything they do, even
when fighting with Cate. Sacre bleu!
Soviet soldiers:
Underutilized and bored,
Soviet Soldiers go about
their dreary business in
Siberia, completely
unaware of the mischief Cate is committing
right under their noses. If they detect Cate,
they are sure to call in reinforcements.
OBSTACLES:
Alarm buttons: When an enemy sees the player, he may run
for an alarm. Alarms will bring all nearby enemies to the area,
and some additional reinforcements as well. Enemies heading
for alarms should be taken out at all costs. Each region will
have its own unique alarm types. For example, Ninjas will bang
hanging blocks of wood while Soviet alarms are usually placed
in small metal boxes. Be careful that you do not activate an
alarm unless you want enemies in the area to come running!
36
Environmental Hazards: There are a wide variety of environmental hazards for Cate to avoid. Fires, downed power lines,
and deep water are just a few examples of these. Cate has no
protection against these hazards and must avoid them when
possible, or clear them when necessary.
Searchlights: When Cate is caught in a searchlight beam, the
guard in control of the searchlight will open fire, drawing the
attention of other guards in the area. The beam will also follow
Cate until she is out of range.
Security Cameras: If Cate is seen by a security camera, she
will only have a few seconds to get out of sight before an
alarm goes off. Guards will arrive to search the area. If they find
nothing, the alarm will stop and the guards will return to their
normal routines. Keep in mind the alarm will go off instantly if
the camera is destroyed. Fortunately, the CT-180 Utility launcher is available with camera disabler ammunition that can render
cameras useless without creating a commotion.
AGENT TRAINING
SINGLE PLAYER TRAINING
In the single player campaign, you will assume the role of Cate
Archer, British Superspy. Before you guide Cate through her
latest adventure, you may want to read through the following
sections to gain a basic understanding of what to expect.
Objectives: Each mission has specific objectives that must
be met before the mission can be completed. While all missions begin with at least one main objective, others may be
added along the way. You will also receive optional objectives from time to time. Completing optional objectives is not
required, but the rewards are well worth the effort.
Transmissions: From time to time, Cate will think out loud
in the form of Transmission messages. These usually contain
vital information about a particular obstacle that you must
overcome. If you miss a transmission message, press T to
enter talk mode. This will display the last few transmissions
you received. When done, press <Esc> to continue playing.
37
Object Interaction: Cate can interact with a wide variety of
objects. When the crosshairs are placed over an object that
can be activated, text will appear under the crosshair to
help you understand what Cate can do with it. Orange text
indicates that the item can be activated in its current state,
while grey text means that Cate must do something else
first. For instance, a locked door will produce a grey “Open
Door” message until it’s unlocked, at which point the text
will turn orange.
Some objects can only be activated through the use of a
gadget, or after the player finds a key or other object that
works with it. When the correct gadget is aimed at these
objects, the text will turn orange and Cate can proceed to
use the gadget on the object. Objects that may require a
gadget include Keypads, Card readers, Coded text, Security
cameras, Messages written in Invisible ink, Padlocks,
Combination locks, Hinges, Telephones, Bomb Targets and
various Photographable items or Characters.
Doors: If a door displays the Open Door text, but it appears
grayed out, this means the door must first be unlocked.
Point at the doorknob with the appropriate unlocking gadget
to accomplish this. Doors that do not display any text cannot be opened.
Key items: Some of the objects that Cate can pick up are
essential for progressing to the end of the level or mission.
When Cate finds a Key Item, a message will appear on
screen to indicate what was found. If she encounters an
obstacle that requires a key item to defeat, a transmission
message will appear letting her know what she needs to
find. To review the Key Items in Cate’s possession, check
the Inventory screen on the In-game menu system.
38
Obtaining weapons and other objects: When Cate activates any pickup item such as a weapon, body armor, or
intelligence item, the object will automatically be added to
the equipment, inventory, or intelligence menus. If Cate picks
up a weapon that she already has, it’s ammo will automatically be added to her reserves. If she attempts to pick up
ammo or gear when already at maximum, then a message
will appear to indicate this.
Light Switches and Light bulbs: Some areas contain light
switches and/or bare light bulbs. These can be activated to
turn the lights in the immediate area off and on. If a light bulb
is destroyed, the lights will remain off permanently. Keep in
mind that many enemies can recognize when lights have
been turned off and may turn them back on.
Hiding: The player can hide in certain pre-designated areas.
Common hiding places include closets, dark doorways and
alleyways, etc. Hiding areas can also be created by turning
off lights in the area. When the player enters a valid hiding
area and stops moving a Hiding Place Found icon with notification bar will appear to indicate that the hiding process has
begun.
Other Characters: Cate will encounter many other characters in the game. These other characters can be of good,
neutral, or bad alignment. Good characters are Cate’s allies
and may fight alongside her when they sense danger.
Neutral characters are typically innocent bystanders who will
panic when gunfights erupt. Bad characters will attack Cate
and her allies if they are detected.
It’s not always easy for Cate to determine who the enemy is,
so be careful. Killing an innocent civilian or an ally will result
in mission failure! Also, allowing any ally or more than a few
civilians to die by enemy fire will also result in failure.
Some characters will talk to Cate when activated. When they
do, they usually have something important to say, so be sure
39
to listen carefully. As long as the character still has some-
thing to say, TALK will appear. When they have nothing else
to say, this text icon will disappear.
Disturbances: Enemies can hear and see quite well and will
react to a wide variety of disturbances. Some stimuli such as
hearing gunshots or seeing a dead ally will result in the
enemy becoming alarmed and responding accordingly, but
there are other, more subtle ways to get attention as well. If
you knock over a bottle, flush a toilet, or leave a file cabinet
drawer open, passing enemies may notice and come over to
investigate. If they do not detect you, they will return to what
they were doing after a few seconds. Be warned that continuous disturbances will eventually cause enemies to become
alarmed and begin actively searching for you. They will also
inform their comrades of the problem who will then search
for you as well.
Searching: Cate can rummage through file cabinets and the
pockets of dead or sleeping enemies to find items. Some of
the items she will find are useless, but she’ll also find
weapons, intelligence items such as game hints, and ammunition. If the enemy was holding a weapon in his hand or had
it holstered on his back, the item will be found as soon as
Cate begins searching. Other items may take longer to find.
Throughout this process, “Searching” text will appear near
the crosshairs and a rummaging sound will play. When the
item has been searched completely, a small sound will play.
40
Moving Bodies: To reduce the risk of detection, Cate can
move dead and sleeping bodies to a less noticeable location
by aiming directly at the body and pressing the Move Body
key (G by default). An indicator will appear when a body can
be picked up. She may need to crouch to get close enough
for this action. Once she has picked up the body, the indicator will change to reflect this. While carrying a body, Cate
can no longer run, jump, or fire a weapon without dropping it
first. Note that Cate can only drop bodies in suitable loca-
tions. If she moves to a non-suitable location, the moving
body indicator will change once again.
Taking Damage and Dying: There are numerous types of
damage in the game, ranging from mildly annoying to deadly.
Some damage isn’t really damage at all, as no health will be
lost while under its influence. Laughing Gas, Sleeping Gas,
and slipping on Bananas are good examples of these. Most
other forms of damage will reduce the players health instantly, over a period of time, or both. When Cate runs out of
health, she will die and the mission will end in failure.
Skills and Experience Points: Certain achievements will
reward Cate with experience points, which can then be
spent on various skills. Each skill has five levels of expertise
(novice, amateur, skilled, expert, and master), each with a
higher cost than it’s predecessor. Here’s a list of Cate’s skills
and how raising them will help her.
Armor: When this skill is raised, the size of the player’s
armor meter will increase and Cate will get more armor
points from Armor pickups.
Carrying capacity: This skill allows the player to carry
more ammunition and be less hindered by the weight of
heavy weapons with each increase.
Gadgets: This skill works just like the weapons skill, only
with gadgets. Improving this skill makes it faster to bypass
obstacles, thus Cate is less likely to be seen by passing
enemies.
Marksmanship: The higher this skill gets, the lower
weapon perturb will be. This means that shots will hit the
center of the crosshairs more often than before. Also, the
crosshair “swimming” that occurs when zoomed in with a
scoped weapon will decrease.
41
Searching: This skill determines how quickly Cate can
search through files or the pockets of a departed enemy.
Stamina: When increased, Cate’s maximum health will
increase and she will gain more health from first-aid kits.
Also, her movements will be less hindered by certain types
of damage, and some damage will have less of an effect.
Stealth: Each time this skill is raised, the sound radii for
Cate’s footsteps, weapon reloads, and other sounds will be
reduced. She will also hide more quickly and will be more
likely to lose any pursuers when ducking around corners.
Weapons: As Cate gets more proficient in Weapons,
she’ll deal out more damage per hit and her weapons will
select and reload faster than they did before.
Transitional Areas: On certain missions, Cate will be
allowed to travel back and forth between scenes. In some
cases, this will be necessary to achieve an objective or
escape once the objective or mission is completed. The
observant operative will note signs and other important clues
as they play through each scene so that they will know when
heading back to a previous scene is necessary.
42
MULTIPLAYER TRAINING
In the multiplayer campaign, you will be playing as a member
of UNITY’s crack intercept team. These highly specialized
agents are essential for behind the scenes support of operatives in the field, and today they’ve been assigned to Cate
Archer. Up to four players can work together to complete the
multiplayer campaign. The cooperative game is played much
like the single player game with several important differences:
Transmissions: Whenever any agent achieves an objective
or finds an important item, a transmission will be sent to the
other agents to let them know that this has occurred. In
most cases, only one player needs to achieve an objective in
order for everyone else to continue.
Dying & Reviving: When an agent runs out of health, he will
not die immediately. Instead, he will fall to the ground and
will be unable to shoot or move. Luckily, he can be revived
when activated by another player. When revived, the fallen
agent can once again shoot and move, but his health will
remain at minimal levels. If not revived after 30 seconds, the
agent can choose to die by pressing the fire key. When this
happens, all of his acquired weapons, ammo, skill points,
and other items will be lost, and he will respawn at a start
point with default equipment.
Rally Points: It is not possible for agents playing the same
game to be in two or more separate scenes or missions at
once. Therefore, transitions between scenes can only take
place when all players have congregated within a rally point. If
all prerequisites for leaving a level have been met, players
entering the rally point will send a message to all of the other
players indicating that they are waiting at the exit. Once all
players are within the rally point boundaries, the level will end.
43
Respawn Points: The locations of player respawn points
may change after certain objectives are completed. This is to
ensure that an agent who just joined the game does not
appear near the exit.
Player Chat: The player can send messages to other players by pressing the chat key. Other players will see the message preceded by the name of the agent who is speaking.
Any transmissions sent will also appear here when the chat
key is activated. This helps players remember key game
requirements.
Difficulty: As a game gains more agents, it becomes more
difficult. This is partially controlled by the host’s game preferences. This is to ensure that the campaign remains challenging for all players, and promotes teamwork.
44
CONTACTING SIERRA
CUSTOMER SERVICE, SUPPORT AND SALES
United States
U.S.A. Sales Phone: (800) 757-7707
Hours: Monday-Friday 8 AM to 5 PM PST
International Sales: (310) 649-8000
Hours: Monday-Friday 8 AM to 5 PM PST
Fax: (310) 258-0744
Sierra Entertainment, Inc.
6060 Center Drive
6th Floor
Los Angeles, CA 90045
(800) 757-7707
Fax: (310) 258-0744
http://www.sierra.com
Disk and or Manual Replacement:
Product Returns*:
Vivendi Universal Interactive Publishing International
Sierra Warranty Returns
4247 South Minnewawa Ave.
Fresno, CA 93725
Vivendi Universal Interactive Publishing International
Sierra CD/Doco Replacement
4247 South Minnewawa Ave.
Fresno, CA 93725
NOTE: To replace your CD(s) please send only the damaged CD and a copy of your
dated receipt, if less then 90 days. After 90 days please include a $10.00 handling fee
along with the CD(s). For Documentation replacement, please include a $5.00 handling
fee and a photocopy ONLY of either your disk or CD. Payment should be made at the
time of your request. Sorry, no credit cards.
* Returns to this address valid in North America only.
45
TECHNICAL SUPPORT
North America
Sierra Entertainment offers a 24-hour automated technical
support line with recorded answers to the most frequently
asked technical questions. To access this service, call (310)
649-8033, and follow the recorded instructions to find your
specific topic and resolve the issue. If this fails to solve your
problem, you may still write or fax us with your questions, or
contact us via our Web site: http://support.vugames.com.
Sierra Entertainment
Technical Support
4247 South Minnewawa Avenue
Fresno, CA 93725
Main: (310) 649-8033
Monday-Friday, 8:00 A.M.- 4:45 P.M. PST
Fax: (310) 258-0755
http://support.vugames.com
46
SIERRA WARRANTY AND LEGAL INFORMATION
You are entitled to use this product for your own use, but may not copy, reproduce, translate, publicly perform, display, or reduce to any electronic medium or
machine- readable form, reproductions of the software or manual to other parties in any way, nor sell, rent or lease the product to others without prior written
permission of Sierra. You may use one copy of the product on a single computer. YOU MAY NOT NETWORK THE PRODUCT OR OTHERWISE INSTALL IT OR
USE IT ON MORE THAN ONE COMPUTER AT THE SAME TIME.
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WHETHER MADE BY A SIERRA DEALER, DISTRIBUTOR, AGENT, OR
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TERMS OF THIS WARRANTY.
IMPLIED WARRANTIES LIMITED: EXCEPT AS STATED ABOVE, SIERRA
MAKES NO WARRANTY, EXPRESS OR IMPLIED, REGARDING THIS PRODUCT. SIERRA DISCLAIMS ANY WARRANTY THAT THE SOFTWARE IS FIT FOR
A PARTICULAR PURPOSE, AND ANY IMPLIED WARRANTY OF MERCHANTABILITY SHALL BE LIMITED TO THE NINETY (90) DAY DURATION OF
THIS LIMITED EXPRESS WARRANTY AND IS OTHERWISE EXPRESSLY AND
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ON HOW LONG AN IMPLIED WARRANTY LASTS, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU.
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THIS MEANS THAT SIERRA SHALL NOT BE RESPONSIBLE OR LIABLE FOR
LOST PROFITS OR REVENUES, OR FOR DAMAGES OR COSTS INCURRED
AS A RESULT OF LOSS OF TIME, DATA OR USE OF THE SOFTWARE, OR
FROM ANY OTHER CAUSE EXCEPT THE ACTUAL COST OF THE PRODUCT.
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OF THIS PRODUCT. SOME STATES DO NOT ALLOW THE EXCLUSION OR
LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE
ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.
Copyright (©2002 Sierra Entertainment)
47
Warranty
Sierra Entertainment, Inc. (“Sierra”) warrants to you, the original
purchaser of this Software, that this Software will perform substantially as described in the accompanying manual for a period of 90 days from the date of first purchase. If you discover a
problem with the Software within the 90 day period, Sierra’s
sole liability shall be to give you a replacement CD.
To replace your CD(s) please send only the damaged CD and
a copy of your dated receipt to:
Product Returns*:
Vivendi Universal Games, Inc.
Sierra Warranty Returns
4247 South Minnewawa Ave.
Fresno, CA 93725
* Returns to this address valid in North America only.
Sierra expressly disclaims any other warranties for the Software
and the manual. This limited warranty is in place of all other warranties of any kind, either express or implied, including, without
limitation, the implied warranties of merchantability, fitness for a
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out of use or performance of Software remains with the user,
Sierra shall not be liable for any special, incidental, punitive, indirect or consequential damages arising from the possession, use
or malfunction of this Software. Some states do not allow the
exclusion or limitation of implied warranties or liability for incidental damages, so the above limitations may not apply to you.
48
CREDITS
Fox Interactive Presents:
No One Lives Forever™2: A Spy in H.A.R.M.’s Way™
Developed by Monolith Productions Inc.
No One Lives Forever 2 is powered by the LithTech Jupiter System
Fox Interactive:
Producer: Chris Miller
Associate Producer: Aaron Blean
Assistant Quality Assurance Manager: Igor Krinitskiy
Lead Tester: Francis Choi
Test Team: Terrance Brant
Scott Carroll
Michael Graham
Jen Johnson
Cris Lee
Jonathan Masterson
Denise Pater
Luke Thai
Hal Zabie
Localization Manager: Kristian Davila
Special Thanks: Eric Asevo
Steve Bersch
Pete Cesario
Lindsey Fischer
Ivo Gerscovich
Greg Goodrich
49
Tim Hall
Tim Harrison
Michael Heilemann
Becky Kneubuhl
Luke Letizia
Dan Mackechnie
Gabriel Mann
John Melchior
Megan O’Brien
Paul Pawlicki
Michael Pole
Rich Ragsdale
Tim Ramage
Jamie Samson
Kirk Scott
Dave Shaw
David Stalker
Kristin Sutter (www.nolfgirl.com)
Tim Tran
Jack Van Leer
Ellen Wiliams
Chris Wilson
Asylum Studio (www.asylumstudio.com)
Lisa Fredsti (Fox Library)
Brian Thomas (Fox Library)
Brian Harvey (Nvidia)
Jessie Lawrence (Creative Labs)
Mike Drummelsmith (Matrox)
Marisa Porter, MCA
Van Riker, 1600 Records
John Dongelmans (Microsoft)
Tim Godwin, Line 6
50
Working with the NOLF team continues to be a great experience. Thank you
for all the late nights, the lost weekends and most of all, for your incredible
commitment to the quality of this game, you’re awesome! -CM
Monolith Productions:
The No One Lives Forever 2 Team:
(In Alphabetical Order)
James Ackley, Lead Sound Designer
Scott Albaugh, Senior 2D/3D Artist/Animator
Nathan Cheever, Level Designer
Curt Collins, 2D/3D Artist
Brian Davis, 2D/3D Artist
Michael Drummond, Level Designer
Kevin Francis, Senior Engineer
Terry Franguiadakis, Engineer
Jim Geldmacher, Engineer
Jon Gramlich, QA Lead
Nathan Grigg, Composer
Chris Hewett, Director of Development
J.J. Hoesing, Engineer
Rodney Houle, Level Designer
Craig Hubbard, Creative Director/Lead Game Designer
Steve Lee, Senior 2D/3D Artist
David Longo, Art Director/Lead 3D Artist
Dan Miller, Level Designer
John Mulkey, Lead Level Designer
Jeff Orkin, Senior Engineer
John O’Rorke, Engineer
Brian Pamintuan, Sound Designer
Russ Pecoraro, Engineer
Brad Pendleton, Lead Engineer
Sasha Runnels, Senior 2D/3D Artist
Samantha Ryan, Producer
Wes Saulsberry, Art Lead
Kevin Stephens, Director of Engineering
Akika Tanaka, 2D/3D Artist
Dan Thibadeau, Level Designer
Cassano Thruston, Sound Designer
Simon Wong, Motion Capture Engineer
51
Special thanks to the following Monolith personnel:
Matt Allen
Bryan Bouwman
Dan Fagan
Jason Hall
Eric Kohler
Kevin Lambert
Brian Legge
Kristin McLellan
Ryan O’Rourke
Mark Spadoni
Jim Wallingford
Kiyotaka Yaguchi
Andrea Barringer
Wayne Burns
Andy Grant
Patti Kail
Gary Kussman
Rick Lambright
Spencer Maiers
Andrew Megowan
Matt Scott
Jim Totaro
Sandra Watanabe
Special thanks to the following LithTech personnel:
Jonathan Branam
Brian Goble
Chris Hedberg
David Koenig
Paige Young
Bob Givnin
Matt Grimshaw
Jeff Hutt
Dan White
Special thanks to:
Justin Cooney, ATI
Keith Galocy, NVidia
Matt McClellan, Intel
Steve Burke, NVidia
Todd Clauson, Intel
Greg James, NVidia
Derek Reynolds, Intel
Music
N.O.L.F.2 Theme and Game Score: Nathan Grigg
Cut Scene Scores: Nathan Grigg
Guy Whitmore
Musicians:
Andrea Wittgens: vocals (NOLF2 Theme)
52 Nathan Grigg: vocals (NOLF2 Theme, India, Island)
Jack Klitzman: saxophone (NOLF2 Theme, India)
Vincent Gates: guitar (NOLF2 Theme)
Lori Goldston: cello (H.A.R.M. Motif—arranged by Guy Whitmore)
Recording Engineers: Jay Kenney
Vincent Gates
Nathan Grigg
Special Thanks:
Rich Ragsdale (for the use of the NOLF1 theme)
Voice and Motion Capture Artists:
Jen Taylor (Cate Archer, Isako, Ninja Girls)
Jock Blaney (Dmitrij Volkov)
Ken Boynton (Santa, General Morgan Hawkins, Soviets, India
H.A.R.M. guards, H.A.R.M. guards, Mimes)
David Scully (Isaac Barnes)
Deena Burke (Mother, Ninja Girls)
John Armstrong (The Director, Pierre, Soviets, H.A.R.M. guards,
man-crates)
Gary Schwartz (Mimes)
John Patrick Lowrie (Bruno Lawrie)
Todd Licea (India H.A.R.M. guards, Soviets)
Jeff Steitzer (Dr. Schenker, Super Computer, Robots)
Andre Sogliuzzo (Magnus Armstrong)
Choreography: Jenna Hawkins
John Kaufmann
Lisa P. Leon-Guerrero
Justin Emeka
Kerry Wong
53
Sierra Entertainment/Vivendi Universal Publishing
Executive Producer: Bill Dugan
Producer: Bernadette Pryor
Director of Marketing: Lee Rossini
Brand Managers: Mike Rodgers
Rozita Tolouey
Vice President Studios: Rich Robinson
VP of Marketing: Barbara Schwabe
Network Development: Mike Nicolino
Production Services Manager: Julie Pitt
PR Manager: Sarita Churchill
QA Director: Gary Stevens
QA Supervisor: Ken Eaton
QA Test Lead: Tharlie Richardson
Manual Design: Sweeney Designs
Online Marketing Manager: Guy Welch
Product Certification Director: Randy Linch
Rod Shean
Product Certification Leads: Chris Rooker
Cyra Talton
Brandon Valdez
Product Certification Engineers: Richard Benavides
Product Certification Tester: Ben Chan
Trade Marketing Manager: Mary Barker
Special Thanks:
54
Erin Alvarez
Pat Callahan
Tracy Gibbs
Peter Della Pena
Mike Ryder
Molly O’Brien
Julie Daino
Adam Lumsden
Eric Roeder
James Shaw
©2002 Monolith Productions, Inc. All rights reserved. Fox
Interactive, No One Lives Forever and their associated logos
are registered trademarks or trademarks of Twentieth Century
Fox Film Corporation ©2002 Twentieth Century Fox Film
Corporation. A Spy in H.A.R.M.’s Way and Cate Archer are
trademarks of Monolith Productions, Inc. Sierra and the Sierra
logo are trademarks of Sierra Entertainment, Inc. The product
contains the LithTech™ Jupiter System licensed from LithTech,
Inc. LithTech Jupiter System ©1997-2002 LithTech, Inc. All
Rights Reserved. LithTech and the LithTech logo are trademarks of LithTech, Inc. NVIDIA, the NVIDIA logo, NVIDIA The
Way It’s Meant to be Played Logo and other NVIDIA Marks are
trademarks of NVIDIA Corporation in the United States and
other countries. Uses Bink Video. Copyright ©1997-2002 by
RAD Game Tools, Inc. Windows is a registered trademark of
Microsoft Corp. Pentium is a registered trademark of Intel
Corp. The ratings icon is a trademark of the Interactive digital
Software Association. MPEG Layer-3 audio coding technology
licensed from Fraunhofer IIS and Thomson multimedia.
55
Notes:
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