Mission 6

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Hold up, buddy.

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Despite the crap you're in, the stage starts off good. You get a radio right off the bat. Take it and head outside. If you have a silenced sniper rifle, you may want to take it out -- otherwise, you can use the free VSS (nine shots) near the supply crates. Place your computer idiot on Hold Position (passive) and he will co-op snipe with you.

Unfortunately, there's no real way to determine if your drone will use a silenced weapon or not (it generally does). If you cause an alert, it's not a big problem -- not with so much space between you and the enemy. Use sniper rifles to down the enemies at emplaced turrets. You can even place good shots using a 3X scope and an assault rifle.

Against emplaced gun operators, you can switch to an explosive front mount (Pipe Bomb launcher or similar) and fire directly at the faceplate of the emplaced gun. It should kill the operator. If not, you can always aim to the side and neutralize him that way.

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There is a single weapon (only weapon pick-up in this chapter) at the starting pier. Locate the circular plaza in the middle of the pier (the one with the columns around some ammo boxes). There is a passageway under this area. Go down below decks and check out the hallway. In the middle of the hall (directly under the plaza in fact) is a placard near some cables for the Red Dot Sight 3X.

No matter how the wharves look, your goal is to reach the revolving doors at the end of each section. Do what you can to kill the hostiles and take your time to get to the end of each pier section. Before leaving, rummage through the battlefield and pick up grenades and ammo. You should have all your "extra" upgrades (20% more primary ammo and maximum grenades) by now.

With all parts you've been picking up, you no doubt have plenty of money to squander on nifty weapon parts. Remember to buy the ones that do the most damage first, then the ones that add precision and ammunition. The HM Shotgun can use the AA-12 Shotgun's 20 round magazine -- making it a good boomstick against Shotgun Heavies and certain Super-Heavies.

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Silently down the soldier near the strongbox in the underground checkpoint. There should be another radio nearby. Take it and clean out the money in the strongbox. Before boosting yourself or your partner to open the gate, see if you can soft-toss a grenade past the gate, where the bottom of the stairs are; this should flush out the enemy who tries to take people hostage.

Open the gate and head to the second area of the Shanghai pier. You will be tasked with a collorary objective (that's not that collorary). This will put a crimp on your kick-ass crime-spree in China since you can't just kill everyone and leave.

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The anti-aircraft guns are a hassle. Use your assault rifle (with scope) for short and medium range tagging. Save your sniper rifle for long-range targets. Once you've cleared out most of the enemies, head to the weapons crate marked in your enhanced reality. Sabotage the crate and use the nearby crane's control panel to dump the mess on the freighter.

Mission 6 Neko Cat
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Regroup with your partner and be ready to take on some more enemies. Note that once the ship (and its AA-gun) is destroyed, you can simply leave by using the revolving doors and avoid fighting all the enemies who try to hassle you.

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The second underground checkpoint is another gate opening "puzzle". This time, you can fire through the fence to cover your partner. Get to the final (third) part of the Shanghai wharves (the 'Bund') and waste the Shotgun Heavies, emplaced guns, and other enemies as they wander towards you.

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Deactivate the final AA-gun (using the panel) and hose the enemies at the end of the pier. After the cut-scene (to paraphrase a marine, Alice is pretty -- but not suicide pretty), aim at the set of double doors that lead back into the safety of the wharf. You can cack all four enemies as they come through. Push through the doors and you're done with this chapter.

What Links Here

Guide part 8 | Walkthrough

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