Kingpin Walkthrough General Info and Tips To take out a boss more easily, use the flamethrower to set him helplessly alight. He will always run straight towards you, so quickly change to the HMG or shotgun and give him a blast in the head, then change back to flamethrower and flame him again to keep him alight -- repeat until he's crispy or perforated (or both). If you do keep him on fire, the boss will never get to shoot at you. Just remember to take out other henchmen in the area first so you can work uninterrupted. NPC's (Non-Player Characters, the people you meet in the game) react to you according to your attitude and the weapon you're holding (if any). Keep this in mind as you play. If you walk around with a weapon out, be prepared to use it. In many situations, it's a good idea to keep your weapon holstered until you know you need it. Some of the NPC's will offer to join you for cash if you talk to them positively. Save your money until you need one to help you in a fight, and be sure to use them as human shields wherever necessary (though keeping them alive helps stretch your gangsta dollar!) To heal your wounded cohort, just point to him and press the negative key (X by default). He'll stay put, and heal over time. Talk to everyone who isn't shooting at you. Start nice (positive talk key), but if that gets you nowhere after a few tries, intimidate them with negative talk. The most unlikely characters can provide great clues, or leads to find secrets, if you just try to talk to them. And, if they give you any lip, you can just bust a cap in them. Don't forget that you can check your notes on the latest plot twists by pressing the right and left bracket keys ([ and ]). Press ESC to make the translucent notepad disappear again. You don't need to press a key to use a key; if you have the correct one it will just work and you can open the door. The same is true for some special switches in the game (but not all). If just walking up to something doesn't work, try the activate key (F by default). Though it makes them scream and flail about with empty hands, the flamethrower does not make enemies drop their weapons. So unless you cook them completely, be prepared for them to (amazingly) start shooting again once the fire is out. Skid Row 1 (map name: sr1) You start with a lead pipe, but the crowbar you can get soon into the game is much better -- get it and use it instead of the pipe. Use your pipe to smash the boards in the fence behind you (or jump to the open dumpster lid and then over the fence), then walk down the stairs and get the pistol ammo. Walk down the alley and talk to the homeless guy (positive); he'll offer to sell you a crowbar for one dollar. It's a good deal (the crowbar is better than the lead pipe), but you'll need some cash first (you start with $0). Keep walking until you find my man Leroy and his, um, lady friend. They'll both respond pretty negatively no matter how you talk to them, so kill them and take their money (crouch + use over the corpse) and go buy a crowbar from the bum. (If you're really hardcore you can kill the bum and take your dollar back.) At the fork in the alley go right first (left is the warehouse and the guards, right is the punks by the sewer entrance). Wait until the guards are distracted by the game on the radio (when it is loudest) and then run for the second door on the left (Warehouse B). If you were spotted, run and hide -- the guards will come looking with flashlights. Once you are sure the coast is clear, walk through the overhead door (activate to open it), climb the ladder to the platform and find the cash hidden behind a crate. Open and walk through the next overhead door, climb up the stairs (get the health on the shelves on the left if you need it), and kill the safe guard. Then grab the flashlight (on the cabinet), the bottle of whiskey on the table, and the guard's money (crouch + activate). (You can't open the safe yet, you'll need to trade the whiskey for the safe combination -- the thirsty bum on the street has it!). Smash the box on the floor, then smash the vent behind it, and crawl inside. Keep crawling to the end, and then smash the vent and drop out onto the floor. Open the door to Storeroom A and go inside. Keep in mind that the NPC's in Kingpin aren't nearly as stupid as you may be used to in such games. If you let the guard get away from you, for example, he'll go tell his buddies about you, and suddenly you'll be in a world of trouble. If he runs, track him down like a dog (the blood trail will help) and finish him off. Kill the guard inside, and then stand facing the table and locate the vent duct on the upper-right wall by the tower of crates. Look for a small crate with a distinct shadow (and a big M next to a picture of a guy moving a box!) and drag it (hold activate) a few feet around the left edge of the large crate it's sitting beside. Use the small crate to jump on the first tower of crates and then jump across to the tower of crates near the wall and vent. Smash the vent with the pipe or crowbar and crawl inside. When you jump down out of the vent, you'll land on a shelf holding the cylindrical coil thing -- get it (you can trade it for a gun at the Pawn-O-Matic). If you fall down before you pick it up, you'll have to go back around again to get back up there! After you get the coil and jump down, don't miss the ammo on the shelf under you. Climb the stairs and exit the warehouse, running by the guards as needed. Go back to the first fork in the alley you came across and go left this time to the Pawn-O-Matic. Activate the speaker by the door, and once you hear the buzz, activate the door to open it and go inside. Trade the coil you just picked up for the pistol. Exit the Pawn-O-Matic and hire the guy outside for $10. Now with your gun and your thug you can go take on the guards you ran past before. Better yet, find the thirsty bum and give him the whiskey. He'll give you the safe combination, and then you can go get the cash from the safe and buy some pistol upgrades from the Pawn-O-Matic. Now go back and take the left fork in the alley (keep your gun holstered as you pass the lady on the street unless you want a fight) to where the thugs are hanging out around the stairway down to the sewers. You and your hired hand (and shiny new pistol) should be able to take these guys out. Once you do, go downstairs and walk through two doors to the sewer. Or just run past them. Sewers (map name: sewer) Take the right sewer at the fork (the one marked 1) and continue to the next fork. Open the door on the right-hand wall and continue walking until you find the storeroom. Kill the guys inside the storeroom and grab the goodies: shells, clips, and two medkits. Want something to put those shells in? Drag the crate over by the shelf and jump up to get the shotgun! Exit the storeroom area and head back to the sewer, heading straight when you enter the sewer itself. Take the first right, then a left (down the sewer marked South R14), and then another right. Finally, at the next fork, turn right again, climb the stairs, and open the door for the next cutscene. The Super (map name: sr2) Exit the sewer and take the first right. Keep going to the open street area in front of Jax's Bar. Relieve the man of the burdens of life (and his nice wristwatch!). You'll also need to put a cap in his dog, but you can spare the chick (she'll have something different to say once you cap her man). Now back up and enter the door by the Danger: Guard Dog sign (up the small stairs), kill the guy there (and his girl) and take the bullets, shells, and health from the shelf on the right. The motorcycle is here, but is not much use without the battery. Head on over to Jax's Bar and pay the damn $10 to get inside. There are two goons you can hire (now, or save them for later when you really need some backup!) and a fat guy in the bathroom who'll trade the storehouse key for that shiny new watch you just, er, found. Leave the bar once you get the key (and the goons, if you want them). To cheat and get the key, type give storeroomkey into the console. Now follow the alley across the street, between the two buildings, back the way you came into the area, keeping right. If you need some health, look in the dumpster you pass. Hang a left and look for the Roof Access door. You'll have a bit of a scuffle inside, then climb the stairs up to Level 4. Walk across the plank-bridge and move the crate on the other side so you can jump from it to the air conditioner above the doorway. Up there you'll find $25 and some health, along with a crate you can smash to get some shells. Now jump down and enter the door underneath the air conditioner. Take two rights and enter the door you run into. Inside, the door to the left is locked, but you should have the storeroom key now, so just go through the door straight ahead. Snag the goodies, then climb up the crates and smash the vent. Crawl inside and continue until you find another vent. Get ready to bust a cap in the three guys from the cutscene at the beginning of this level as soon as you open this vent. Exit this room by the door, then walk along the hallway to the last room on the right. Go inside and pop a cap in the guy you find there and then steal the $100 he has hidden in his fridge. Leave the apartment of the man who likes cold cash and head back down the hall, taking the second left, then go to the last door on the right. After smashing through the boards with your crowbar or pipe, go through the exit and down the stairs. Take a right and continue down the street, through a door, and to the next intersection. Which will take you ot the next level. Mean Streets (map name: sr3) Do the little Mario Bros. platform jump thing down the busted spiral staircase (and pay attention, you'll need to come back up later), then go through the only unlocked door and down the alley. Go inside the only building you can, and enter the door to the left (the one on the right is locked). Head up the stairs on the left to the top of this building with such great cathedral ceilings. Take two rights and open the door to find a goon waiting, along with jacket armor, two medkits, and a couple of boxes of shells -- you'll need them all soon (except the goon, leave him there). Leave and head back downstairs; outside the small room take a left through a door into another room. Climb up the stairs and jump out the window (the one on the right) and walk carefully down the ledge to the window across the alley. Kill the guys there and go inside to get a couple of medkits, three boxes of shells and some flamethrower gas for later. Activate the switch on the wall (which unlocks the first door on the right you passed coming into this building). Then jump back out the window, and fall down to the boxes below on the street. Go back into the cathedral building and into the door you unlocked (first right). Walk down the hall to the next door (the exposed wires in the ceiling are harmless), and get ready to deal with another bad dog. Once he's in that great kennel in the sky, smash the boards on the window and jump down to the street below. Walk down the street to the door, whopping the pooch with your crowbar as needed. Then use your crowbar to bust open the floorboard of the broken-down car, then the crate, to find the ammo hidden inside. Follow the street to the next door, go inside, and walk downstairs. Continue down the hall, up a set of stairs, and watch for thugs as you go. Continue, keeping left, up the stairs, and through the next door. Take a left down the street, get your weapon out and ready, and enter the first door you see on the right. Kill them all, and take their loot (armor and shells on the table at the back of the room). Exit by the door in the rear left of the room. This will take you (only briefly) to the next level. The Jesus (map name: sr4) Continue down the hall until you find an open junkyard. Show your love for the ASPCA and perforate the five pooches guarding the yard. The battery you need is hidden in the trunk of a car in the tower of junk cars on the right. Climb up the side of the stack of cars that forms a staircase and get the battery. If the pooches manage to rough you up a bit, you'll be happy to find the load of health in the service pit in the garage (activate the switch to raise the car to be able to climb up the ladder and out of the pit). Even better, just use the pit as a sniping position to clear out the baddies in the area (including the dogs if you make them follow you into the garage). Before you activate the switch to raise the car, climb up the ladder underneath it as far as you can and casually pick off your victims as they run around the garage, unable to attack you. Head back the way you came, through "Mean Streets" (map sr3) to "The Super" (map sr2). You'll meet lots of new resistance on your way, so don't get careless. The battery will let you start (and ride!) the motorcycle near the bar (Jax). Touching the motorcycle will install the battery automatically (if you have it). Ride off into the sunset and dig the next cutscene. Poisonville & Louie's Errand (map names: pv_h, pv_1) The plot (if you will) for this level goes thusly: inside the happening Club Swank (map bar_pv) in Poisonville, you find Louie, who happens to be in charge of all the muscle in town (except, conveniently, for two expert safe openers with slightly different styles: "Fingers" the safe-cracker (on the left in the bar), and "Buster" the demolitions expert (in the right corner of the bar). Louie will offer you a key to Nikki's Production Facility (and the okay to take over his muscle), if you get his papers from the safe. You can either type give safe_docs into the console or do the following to get them yourself, without cheating: get the key to the electric room from the office, turn off the power, bring either safe cracker to the safe, then point to the safe cracker and press Q (command). Now point to the safe and press F (activate). He'll do his thing, you can open the safe normally, and then kill him and take your money back. Here's how to get to the safe, starting from the top of the elevator (which is down the little tunnel with the two guys guarding it, across from Louie's warehouse). Be sure to kill everyone on the way, because you'll have to bring a rather dumb safecracker back down with you the next time, in the dark (and new baddies will be there no matter what you do!). And, you've only got two safe openers. Let them both die (Buster is tougher), and you'll get to see the cutscene "idiot" and the game ends. (Wanna see it? Type map idiot into the console). Anyway, back to the safe, from the elevator, go: Up the stairs, then past the ladder and the closed door (goodies to be had in both, though), through the open doorway. Open the door, go down and around on the stairs, then a small stairway up, and through another door. Don't climb the ladder, walk around the barrels, and through the sliding doors to the outside. Cross the courtyard area and enter similar sliding doors on the other side (there's armor on a crate to your right as you enter). Go through the open doorway, up the stairs, and in the open doorway on your right. Open the door at the end of the hall and go outside, by the power generator (down the stairs). Keep left, and go through the concrete pillars, around the stacks of barrels, up the stairs, and through the open doorway. Climb another set of stairs, open a door, and then another door (on the right). Voila! The key to the electric room (for shutting off the power) and the safe itself (which you can't get to until the power is off). Hope you paid attention; you're going to have to do that again, in the dark, facing all new opposition, all while trying desperately to keep your safe-opener alive. But before you do that, you need to find the door to the electric room and turn off the power. From the office with the safe and key, go: Back the way you came (follow the above list in reverse), up to the outside area with the big power generator. Climb the stairs across from the power generator, and enter the closed door to your left as you go up. Climb the ladder, then go open the electric room door. Climb down the stairs and activate the switch to turn off the power (which de-electrifies the gate in front of the safe). Now you're all set to open the safe. Go to the bar and hire Fingers the safecracker (instead of Buster, the safe-blower). Fingers (the $200 guy) is the better buy if you can afford it, because he not only opens safes, but locked doors as well. You know that "Keep Out" door? Fingers can open it; Buster can't. Inside, you'll find armor and $150. So, with Fingers you pay a new $50 to get the safe open (same as Buster charges) and free armor thrown in to boot. Bring Fingers (or Buster if you just can't scrounge the cash) back to the safe (use the directions above if you get lost), point to him and press Q (command), then point to the safe and press F (activate). Take the papers back to Louie in Club Swank. He'll give you the key to the Production Facility, and the okay to hire as many of his thugs as you like. Go ahead, stock up on human shields. Use the key to open the door by the loading area (guarded by the three punks) and exit the level. Or, open the first Maintenance door you see coming down from Club Swank. Inside there's a boarded-up window you can smash. Do so, climb out on the pipe and up to some nice flamethrower gas, then drop to the lower pipe and climb up the ledge, in the window, and take on the three punks from a different angle. Still looking for the flamethrower? Look around the entrance to Nikki's warehouse for a room with three exits: two doors and a ladder to a room in the roof. Climb the ladder, then smash the grate and climb into the roof of the warehouse. Outside, jump across to the other warehouse roof and walk to the boarded-up window. Smash through and open the crates you find. Blanco Industries (map name: pv_b) This one's pretty straightforward, and it ends with a tasty boss teaser bit (he get's away after you whomp him a bit). Here's an overview: get fuses to start a pump which drains acid from an area with a corpse holding a key you need to make a bridge across another pool of acid, then ride up an elevator to a nice big battle and the mini-boss. There's a nice secret cache of goodies (including the two fuses you need) behind a locked gate near the start, so smash and crawl into the first vent you see, jump onto a pipe, walk right, smash your way through two more vents until you find one on the floor that you can smash and drop down through. You'll land behind the locked gate. There's another cache of goodies on this level: from the starting point, run down the stairs and keep left, pass the covered doorway and come to an alcove where there are three large medkits. There you'll see a crack in the wall. Break it and crouch to enter the secret area that has three crates containing armor. Hopefully, Nicky won't have lit you on fire already! Take the fuses to the pump and just walk up to each fuse panel on either side to start the pump and drain the acid from the first pool of acid (under the pipe you walked along). Go back to the first pool of acid and jump (or climb) down where the acid was and get the bridge key from the corpse (cheat to get this item is: give bridge_key). Open the gate by the second pool of acid using the bridge key, activate the switch inside and walk across the new bridge to the other side of the acid. Activate the tiny red switch to lower the elevator (be prepared to wax the goon on it), ride up and again be prepared for baddies when you reach the top. Climb up the stairs and enter the door. Activate the switch on the wall by the next pool of acid to start the smasher things moving. Walk across carefully by riding one to the other and then jump off the other side. There's two ways to go from here -- through the door on the left to a cache of goodies and back where you came, or right, past the pipes and through a door to the next area. Blow up the barrels -- they make nice explosions for easy killing of nearby baddies. Round the corner, climb the ladder, walk along the catwalk, through the door, then another door outside, climb the stairs by the vats, through a door, down the hall, down the stairs, and up to a door and on to the next level (after a brief in-level cutscene)! Lizzie's Problem (map name: sy_h) Hey, what a great cutscene at the start of this one, eh? Xatrix has big, steel balls. Great plot here too, which I will now outline so you know what the heck you're doing: get a key from a guy in a bar bathroom, get another key from a corpse wearing concrete shoes, find a boat upon which another corpse (Lizzie's) rests, and take her severed head back to her ex-boyfriend (a.k.a. BigWillie) who will give you yet another key, and follow you to seek revenge for Lizzie. The first key is in the pocket (presumably) of a corpse wearing concrete shoes at the bottom of all that water. You'll either have to swim through several pipes to move from area to area to find him (make sure you come up for air!). When you find him (hard to miss) at the bottom, whack him with your crowbar until he surrenders the key (stubborn corpse) -- it's the shop key (item shop_key) for the Bait shop across the street from the bar. Talk to Popeye and do as he says (go to the Salty Dog bar, map bar_pv). But first, load up on goodies: go through the door and past the locked door to Storeroom B. Go up the stairs and into Storeroom A for some goodies, then shoot the barrel to blow a hole in the floor and allow you access to Storeroom B below for more goodies. Now go back up by Storeroom A, pass it, walk down the hall to the left. Stop in the Shipwright's room if you need a pistol or a clip. The next door leads to a balcony, another door, a hallway, and then a balcony where the three stooges are hanging out. You can intimidate the first one, Moe, into backing down (use negative talk), then watch his buds Larry and Curly kill him for being a wimp. Larry and Curly won't back down -- you'll have to kill them to get into the next door, and don't forget to take Moe's $10. The hall to the right leads to a locked door that you'll go to end this level once you have Willie with you. For now, go left and up the ladder to the pawn shop (straight, if you need it), then left to the bar. In the Salty Dog bar, go into the bathroom (this is beginning to become a habit :) and talk to Willie and his two goons. He'll give you the warehouse key (item warehouse_key) so you can go find Lizzie (at least most of her). Go back to the start of the level, past the first door, and into the locked warehouse doors (big sliding doors) now that you have the key from Willie. Kill the three baddies inside and climb up the stairs to the office if you need health, armor, or gas for your flamethrower. There's also some cash behind the desk. Go through the next two sets of warehouse doors and kill the two goons by the boat. Get Lizzie's severed head from the boat deck, and the shells and health from the little structure on the boat. Go back to the Salty Dog bar and show Lizzie's severed head to Willie. He'll be very unhappy, and he and his other goon will now follow you to seek revenge (again, why don't these guys lead instead?). Now that you have the shipyard key, you can open the locked door on the way to the bar (on the right). Snag the grenade launcher and then head out the door in the rear. This leads to the next level. Pier Pressure (map name: sy_1) Keep left at the start of this level. Go through the doors, past the truck (if you have an explosive weapon, you can blow up the truck! It's really a spectacular explosion, with wheels flying around and everything, and there are more grenades underneath :) Either way, you'll score yet another key, this time the shipyard key (you guessed, it, the cheat code here is give shipyard_key). The room with the vent hanging open in the ceiling poses another nifty little puzzle. Just jump on the crates (run up the ones leaning against the wall, then jump over to the big crate), then jump and run up the vent. It doesn't look like it will work, but it will. Past another vent-climb, you'll find a fork in the vent. Straight goes to a vent facing down, which leads to the roof, and a nasty drop to either side. Left in the vent leads to the storage room with the armor on the shelf that's too high to reach from the ground. Once you have the shipyard key, go to the big boat (not the little dingy) and kill everyone. Only when everyone is dead will the magical door to the boat open (not the one marked "security" -- it never opens -- the other one). This includes the thugs up on the railings, and the ones hiding behind the crates, and -- hell, just kill everyone!. Some people have reported that the door does not open, even after they are sure everyone is long deceased. If this happens to you, just use the noclip cheat to walk through the door and into the next level! Das Boot (map name: sy_2) That's German for "The Boat" if you're curious. And a big boat it is. It's loaded with weapons, ammo, and armor too, so scurry about, up and down the corridors, and stock up (you'll need it for the boss as the end of this level). There's plenty of heavy opposition wandering about, but to get to the boss, you need to get into the Engine Room, but the door is rusted shut. Make sure you pick up the copper-colored oil can from one of the storage rooms (on a shelf to the left), or use the cheat give oil can, then activating the Engine Room door will play a little oilcan sound and open it right up. Keep working your way in, killing the badasses and dropping down below the catwalk (and going back up again) as necessary. It's linear, so you can't miss if you just keep moving the same direction. Though it's hard to tell a boss in Kingpin the usual way (i.e. look for the HUGE enemy), which is a refreshing change, you'll know this guy when you pop three rockets on his forehead and he runs off. Keep at it, there's no magic required to take him down, but it does take a lot of ammo. Backtrack to reload, heal, and get new armor as necessary. He will follow, so don't get careless. Steel Town (map names: steel1, steel2, steel3) Talk to the bartender in the bar (The Boiler Room, map: bar_st) to hear about the latest plot thickening (which happens to be your mission for this map). The story: bartender's brother is held prisoner at the steel mill. Bring him back (dead or alive works out the same), and you get a key to move on to the next level. Before you leave the Boiler Room bar, be sure to talk to "Momo", the funniest bar doorman in the whole game. The humor (and the amazing scenery) will help get you through the LONG walks through Steel Town you'll be taking (though it's all pretty linear, so just keep trying doors -- the one that opens is the right one). Stroll all the way to the other side of the map and find the only unlocked door there is (at this point) -- it's marked "Moker's Steel". This door will take you to the next map, "Steel Mill" (map steel2). The only tricky part about the Steel Mill is jumping across the vat of lava (after you raise it by activating the tiny red switch on the platform beside it). Keeping alive isn't easy, but at least it's straightforward :) On the next map, "Steel Processing" (map steel3), there's no tricky part, unless you already forgot what you learned when you came across the vat on the last level. That's right, there's a little red switch that rotates the hanging concrete plank above the flatbed trailer (think you should walk across it? I do). Fight your way to the back (again, all linear) of Steel Processing and look for the guy who is not holding a gun. He's David. If you don't want the headache of babysitting this guy (you can't go on to the next level until he's dead or in the Boiler Room bar), you can pop a cap in him now and head back to the bar. If you can keep him alive, however, you'll find that he's pretty handy with locks, and can get you to the armor in the basement of the Pawn-O-Matic and the machine gun in the locked storage room. Once David is dead or safely with you, the bartender will give you a key (item office_key). As mentioned above, David's pretty handy both with a gun and locked doors, so you may want to keep him around. You can tell David and your other gang member to wait outside the bar while you go in (point to him and hit the negative key). You can get the key from David's sister, the bartender and then pick up David again on the way out (point to him and press the positive key). After you get the office key from the bartender, go to the office, then go downstairs. Blow up the barrels in the next room to lower the walkway, then climb on up and out to Moker's Shipping, and the next level. Moker's Shipping (map name: steel4) Overview: load up on ammo and blast your way to the little mini-boss guy at the end of the level. He's packing a rocket launcher, and he's pretty tough. Take him out, watch a nice looking train ride by, and then off you go to a cutscene and the next level. Right at the start is a door marked "Keep Out". Go inside, load up, and head right back out (as if anyone could resist a door with such a sign). You'll need the ammo. Stuck after you find out Moker is not in his office? Look for some barrels on the catwalk above the side exit from his office. You can shoot them to get them out of the way. Derailed (map name: ty1) Overview: Leave the train and watch your back. Go get the spare valve handle (the wheel thing) and take it to the valve in the sewer room. Put it on, crank it open (activate it), and go on to the next map. The door at the end of this sewer (marked East D51) is locked, so activate the switch and climb up the ladder you'll see on your right about half-way down the sewer. The room you climb up into is where the broken valve handle is. There is also a working valve handle here, but turning it just closes the door you came through. To get past the train wreck in the tunnel, walk up the tunnel to the first two connected train cars. Look between them and you'll see another wheel shaped switch. Activate it, and the second car will roll down and clear a path through the rubble for you. Walk past the rubble, watching out for the baddies hiding in the alcoves and doorways (there's tons of goodies in one of those rooms, so go load up if you need it). Once you release the car and clear the tunnel, go down as far as you can into the tunnel. Then you can duck underneath a boxcar, go left, and then jump into the boxcar to get some armor and bullets. Keep walking down the newly cleared train tunnel and enter a door on your left to get the spare valve handle. Take this back to the little room above the sewer and just walk up to the broken valve handle. It will be installed automatically, and open the previously locked "East D51" sewer door below you. This leads to the next level. Dark Passage (map name: ty2) Overview: flip some switches, avoid being run over by a train (you can outrun it!), and move on to the next level. Follow the tunnel down, into the water, and up the two ladders on the other side. You can't pass the barrier on your right yet, so go left across the bridge. Go down the tunnel (watch out for the train: run the other way and slip into a doorway if it comes!) and jump off the cliff to the left into the water by the waterfall. Swim to your left. Ignore the door -- it leads back to near the start. Instead, push the crate under the broken stairs/ladder and climb up (jump and run). Don't forget the goodies on the crate in the next room. Activate the switch in the room above the broken stairs. This opens the barrier by the train tunnel next to the waterfall. Go there, walk to the end, open a few huge doors by activating the switches on the wall, and move along to the next level. Trainyards (map name: ty3) Start by activating the switch in front of you to open the big door to your left. Go through and climb the big ladder at the end of the tunnel. At the top, find and activate the switch on the control panel, which will raise and move the concrete block from the truck (which was preventing you from jumping across to the walkway on the side opposite from the ladder). Jump across the open area on the flatbed trailer where the block was and to the walkway/ledge on the other side. Go through the door on the left, then another door, and walk out into the trainyard. The train car in the second row, on the left (with the two goons guarding the door) opens, and has a nice cache of goodies inside. The other cars do not open, but the one on the far right has a ladder on the back of it. Climb the ladder on the back of the far-right train car, then jump your way back, from car to car, to the concrete walkway above the door you entered the yard from. The jumps look far, but are pretty easy if you make sure you don't jump too soon. The door on the right leads back where you came from (was locked on the other side), so go left and jump/climb down into the crate room. Move the crate on the left into the far right corner and climb up the crate tower for some grenades. Exit the crate room using the door on the far left (relative to your entrance). Activate the switch there, and walk through the big door that opens when you do. At the next set of train cars you'll need to pull the old "release the cars trick" again. Look for a wheel-shaped switch between the cars and activate it. One car will roll away, revealing a ladder on the car. Climb the ladder on the train car you just let roll, jump off to the left-hand ledge (behind you after climbing, really). Activate the switch on the wall there, then climb back on the train and jump off the other side, to the other ledge. Open the second overhead door (the one not blocked partially by crates) and keep walking until you find the room with the two hooks on ropes hanging from the grated ceiling. Kill the baddies, then walk up to the control panel and activate the switch on the left twice. The first time moves the nearest hook all the way to the left, the second time stops it in the middle. Climb up the hook, get the fuse (item fuse) and the health if you need it, then head back down. Go back outside, enter the other door, insert the fuse into the panel (just walk up to it after you've found the fuse), then climb the ladder that lowers and walk across the catwalk. Walk down the stairs (don't miss the clip hidden under the stairwell if you need ammo), walk outside amid still more trains, and keep right, walking down the tunnel where you'll find another switch to open a huge door which leads to the next level. Depot (map name: ty4) Overview: move the train cars to get out of the yard and then kill everyone to move on to the next level. Take the stairs on the far right up to the train control booth thing. There are three switches on the panel. The leftmost switch moves the near car to the right, revealing a broken switch. Ignore it. The middle switch moves the middle car left, and the rightmost switch moves the farthest car to the left, opening up a tunnel on the far left. Go through that tunnel. Climb the ladder on the train car and walk along the train. Jump off to the crates on the left for some health, and get back on and jump again to the other crates (or move a box) for some shells. Enter either overhead door on the left side of the tunnel and climb the ladder to your immediate left. Activate the switch (the one that works when you try it) and then head back out the way you came in, to the overhead doors on the other side of the tunnel. Here you must kill everyone for the level to end. When it does, you'll see the next cutscene, "The Picnic" (or use map kpcut4 to see it anytime), and then go to the next level. Radio City Station (map name: rc1) Hey! You might want to put your gun in the holster -- you're in a subway station! Take the escalator up and talk to the two guys at the top -- POSITIVELY. These guys are Patrick and Butch, members of the local gang "The Jokers", and if you want to hire any local muscle (or complete the level), you'll have to pass their little "test", or cheat by using a pistol with a silencer mod attached. Relative to where you were standing when you came up the escalator, your victims are to the right. Though both Patrick and Butch appear to be completely incapable of pointing or otherwise indicating where the three freaks you're supposed to crowbar to death are located, you'll know you're going the right way when you hear one of them yell "Don't forget: No Shooting!" Note that a silenced pistol sounds just like a crowbar, so feel free to use your pistol instead of the crowbar if you have the silencer mod installed. When the Jokers tell you to kill the sewer freaks with only a crowbar, you can do so without taking any damage (even without a silencer) this way: Go through the vent to the area where the freaks are, cross a walkway over a concrete trench-type thing, and then turn right. At the end of that hall is a ladder leading down to the aforementioned trench, and when you reach this ladder the sewer freaks will see you and begin to attack, one at a time. Stand or crouch right at the top of the ladder and crowbar the freaks as they try to climb up. They won't be able to touch you and you can just keep whacking them back down as they near the top of the ladder. Cheap, but it works. Here's another, even more hilarious way to off those bums without firing a shot: Run along the pipes in order to get the first goon's attention. He will chase after you. When the goon chases after you, walk along the pipe, through the broken grate (avoid the train), and run up the ladder to the left. This takes some timing to get the goon to follow you so that when the train comes by, he gets hit by the train. Do this two more times for the other goons. If the next level loads, you went the wrong way. Walk down the stairs and look for a vent at floor level on the third landing from the bottom of the staircase. Smash it open and climb in. Watch for the train when coming out the other side! It's timed to cream you if you don't wait a second. When you drop out of the vent, ignore the ladder and balcony straight ahead. Instead, run to the left, and to another ladder and balcony on the same side of the tunnel as the vent you came out of. Climb up and go into the tunnel. Crowbar the three goons hiding in the sewer down there (don't use any other guns or you'll fail the "test"). To leave, drop down onto the huge pipe that runs horizontally on the wall of the bottom level. Walk along the pipe, through the broken grate (again, avoid the train), and climb the ladder on your immediate right. Watch out for those annoying rats, then time your jump across the tunnel to the pipes on the other side to avoid becoming a bug on a train's windshield. Smash the vent and climb in. Jump into the water, climb the ladder, and crawl through another vent to drop out back near where the level began. Go left to see Patrick and Butch again), get them to follow you (why don't THEY lead??), then come back to the previous vent and go through the door there to the level. (That's the same door you'd hit if you went left, instead of right, after coming up the escalator at the beginning of this level). Enter the Dragons (map name: rc2) Walk out of the station and out onto the street to meet a man in front of you and a few "ladies" behind you. He'll kindly refuse to join you if you talk to him, while the chicks will open fire even if you're nice. Deal with them as you please, then walk to the other side of the city, keeping right, and look for three fire escapes on your right. You can climb the first fire escape and walk across the clothesline to some health on the other, then jump across, or get down and just climb up, to the far fire escape, the one closest to two walls. Climb on the rail of the fire escape and then jump onto the roof (you can also do a similar climb up to the roof behind you, though it's less obvious). Go down and keep walking along the balcony until you see a gray level on the wall to your left, next to a raised trough-like drawbridge thing (has anyone ever seen such a thing on a real building? what's it for?). The switch opens the overhead door across the street, which you could get to if the bridge were down (the switch to lower the bridge is on the other side). Walk back to the fire escape to where you climbed onto the roof and go the other way I mentioned. (As you come up the ladder, turn around to face behind you, look to your right and jump up there). Follow the catwalks (and kill everyone) and you'll come across that door you opened and the bridge that you couldn't lower. Now you can lower it, or just go in the over head door to the left. Walk to the end of the bridge and activate the switch on the wall. It's a dead end (but the switch just opened the door you need to enter), so head back or jump down to the street, find the newly unlocked overhead door (there's only one), and go inside for the next level. Streets of Fire (map name: rc3) Activate the switch to open the overhead door, and then watch the street fighting begin! Take them all out, and be especially careful dealing with the sniper up high on the far right building balcony. Walk to the end of the street, past the newsstand and the overhead door. There's not much to do in Central Square besides shoot out the windows in Hopper's Cafe Bar (which is quite fun), so keep moving toward the end of the street. Make light work of the two thugs and rocket-boy on the way to the end of the street, and then head into the small door at the end. The chick here will say something about weapons hidden near by, and they're hidden in a little room under the stairs behind her. Climb up the stairs to the roof. Before going up the billboard ladder, peer over the edge so the thug downstairs sees you. Kill (do not destroy) him when he comes upstairs. He's got $50 on him. Climb up the ladder on the back of the billboard sign, then walk along the sign and jump to the higher roof portion ahead and to the right a bit. Then take a running leap off the roof where the railing is missing and land on the balcony across the street. Go left on this balcony, then keep walking balconies until you find a big water tower (and some gunfighting action). Jump up on the platform that the water tower is on (no need to try and climb the tower itself), and drop down on the other side, where you'll find a lady guarding a switch. Kill her, then activate it. Cross the bridge and go left (the door to the right leads back to the street by the newsstand). Open the overhead door and watch out for the grenade-lobbing lady on the other side. Dispatch her, then walk to the end of the bridge and activate the switch to ride the elevator down and on to the next level. Skytram Station (map name: rc4) Head straight into Radio City Bus, Mulber Station, then hang a right and look in the back of the truck for some health and ammo. Head back out from the bus station, pick up the cash from the dumpster, and get ready for a gang fight. Keep walking into Chinatown (or at least it looks like Chinatown), climb up the first stairs you see and head into the room marked "Keep Out" for a nice cache of goodies. The door is locked, but notice the crack in it, so give it a few shotgun blasts and it's out of your way. Climb up some more stairs and walk along the white block halls for a bit. Enter a small door to the right, go around the corner, and then in to the Typhoon Bar (map bar_rc). You can't hire any goons in this bar unless you joined the Joker gang by crowbarring the three guys back on map rc1, but you can go into the doorway, to the right, and buy a SkyTram ticket from the scalper for $50. You need it to get past the steel grate door in the alley. Don't answer the ringing phone if you want to live. (Okay, so save just before you do, just to see it -- I know you can't resist). You can exit the bar from the basement (where there's another goon for you if you're a Joker), then walk right down the street to the alley with the steel gate and the lighted panel. If you've got the SkyTram ticket, you can go right in. Walk up past the SkyTram to the other side of the area, jump on the railing, then onto the ledge, and down into the pipe below it. Central Towers (map name: rc5) Follow the sewer to the ladder on the far left, then climb up to the ledge and turn right and through an overhead door to load up on weapons and ammo. Either way you walk from here, you'll end up in front of Central Towers (a very well-done skyscraper map), but not before an onslaught of goons attacks you from high and low. Kill them all. Enter either door of the building, go straight to the door in front of you, and prepare for the first end boss sequence. Crystal Palace East (map name: rcboss1) Down the hallways, to either side, are rooms full of ammo, guns, armor, and health. There's also a badass in one of them, so be careful, but go load up on everything. You'll need it. Activate either button by the elevators and several seconds later the right one should arrive (the left one takes you to the next and final level, not counting the final cutscene). Don't be surprised by the guy in the elevator when it opens. Kill him, ride up the elevator and get ready for boss number one. He's tough, but he'll go down with about 10 rocket hits (or 34 or so crowbar whacks!) Once you finish him off, go back and ride the other (left) elevator up and on to the next level. Crystal Palace West (map name: rcboss2) Walk straight ahead and wax the dog behind the gate -- they'll be plenty more where he came from. Go to the left and load up, then come back and go right instead. You'll be treated to a short, in-game cutscene here, then you can commence kicking ass on the game's final bosses. Bosses? Yep, His and hers, and the thing about the her is: you can't kill her. I must have pounded 150 rockets in her forehead, and though she spewed copious amounts of blood, she would not go down. So, unless you know something I don't, don't waste your ammo on the chick, take her out, she'll escape via helicopter, and you go on to be Kingpin!