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SiN: Wages of Sin - All Secrets, Objectives and Hidden Cutscenes
By Luna O' Blue
The first and so far the only modern screenshots-enhanced guide on the entire internet that explains how to get all (or at least almost all) the secrets, objectives, and access all secret endings in SiN: Wages of Sin.
   
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Introduction


SiN: Wages of Sin is the first and only addon released for SiN in February of 1999 – about 3 months after the release of the original game. It was developed by 2015 – a team formed by FPS and particularly Quake modders that was hired by Activision to develop an expansion pack for SiN several months before the game’s release. Despite obviously being shortler than the original SiN, the addon still kept its depth and diversity, continued the story with 16 new missions, added new weapons and items as well as multiplayer modes. However, even though the expansion pack received generally-favorable reviews, the original game had already been largely overshadowed by Half-Life at that time, which only worsened with the announcement of the Opposing Force expansion pack for the later one in the April of 1999. On top on that, just like with the original SiN, the alternative routes and secrets of the addon were quite obscure and unobvious and most of the casual players never saw them; moreover, unlike the original game, Wages of Sin never got a strategy guide released for it, so even the fans couldn't really learn about all the quirks and features of the addon. All this resulted in quite poor sales and media coverage for SiN: Wages of Sin, so Activision was no more interested in continuing the franchise. In 2020 Nightdive Studios re-released the expansion pack and the original game as SiN: Gold, however, it still barely brought back the interest to the franchise.

Because I could not find any guides for SiN: Wages of Sin online and there is generally little information on the addon itself, I decided to write my own “secrets and objectives” one to help the others beat the expansion on (or at least almost on) 100%. Unlike the original game though, Wages of Sin does not have any official secrets that trigger the “Secret Found” message as well as any bonus missions. Instead, it has 2 unobvious collectables - cheezy poofs and adult posters – which if all found unlock secret cutscenes at the end of the addon. Thus, I will show the locations of all of these collectables and refer to the rest of the hidden items just as “secrets”. Before the main part though, I want to share some useful information about the addon itself, which will help you in your playthrough.



General Advice

1) Just as with the original game, I highly recommend playing on the Dominatrix[rohit.itch.io] source port as it properly scales the HUD for modern resolutions, adds a few extra options in the settings, and allows you to rebind all buttons via the config file in %appdata%/dominatrix/2015/config.cfg (unfortunately, there is still no way to bind “reload” to a different button even in the addon). To create a direct shortcut for Wages of Sin, open the one for the original game and change URL to “steam://rungameid/1313//+set game 2015”. Unfortunately, Steam will still ask if you want to run the expansion pack and there does not seem to be a way to disable that conformation window.

2) Wages of Sin introduces ropes in addition to ladders; press use button to hang on the rope, jump to climb up, and crouch to climb down, use WASD to swing. However, If you are using the Dominatrix source port, for some reason, the ropes randomly become uninteraclable on some missions and you can't fix that even by restarting the game. In my opinion, the advantages of the source port still overweigh the inconvenience of having to use noclip a few times, however, if it is crucial for you to play without any cheats, you will have to play the expansion pack through the original Sin:Gold. Alternatively, you can also try switching to the original game when ropes break and then returning back to the source port, yet this may cause issues with the save files compatibility.

3) Just as the original game some of the expansion levels are very scarce for health, armor, and ammo pickups, so I highly recommend avoiding moving to next mission nearly dead. The missions that do restore your HP and armor at the start are: 6, 9, 16.

4) Unlike the original game, the number of enemies and the conditions of stealth sections change depending on the the difficulty you play on. Even though I recommend choosing the medium one (Officer), the guide is written for the high one (HardCorps), in case someone is a masochist like me who absolutely has to play on the max difficulty every time.

5) Some of the levels now have spider mines placed as booby traps. Unfortunately, there is no way to “defuse” them, so just shoot them from a safe distance. If you cannot gain that distance you can always use grenades to detonate them from behind the corner.

6) The expansion pack presents several new weapons. Most of them are linked to the weapons of the original game and can be switched to either by pressing RMB or the weapon key twice. The links are: Concussion Gun-Fists; Double Magnums-Magnum; Plasma Bow-Shotgun; Flamethrower-Assault Rifle; Guided Missile-Rocket Launcher (not present in the single-player campaign); Stinger Pack-Quantum Destabilizer. Unfortunately, this links cannot be changed even with the Dominatrix source port. IP 36 has to be bound separately in "player controls-weapon key bindings-advanced weapon bindings menu"; it is set to Backspace by default. While Concussion Gun is quite weak, it does not require ammo and recharges automatically. Plasma Bow can be charged by holding LMB; charged shot requires the same amount of ammo as a regular one. Stinger Pack uses the same ammo type as Rocket Launcher, however, despite firing 4 rockets it only requires 2 ammo. IP 36 Is a local nuclear missile gun; do not use it in close combat and try to hide behind a cover right after you shoot.

7) All the advice for the original game is also applicable for Wages of Sin, except for the Speargun one, as this weapon is absent in the expansion pack.

Note: Just as with the original game, I decided not to create Primary Objectives subsection for each mission because most of the primary objectives are ticked off automatically as you progress through the game. However, I left hints for the missions that can be exited without finishing all the primary objectives.
Mission 1: Freeport Underground
Secrets
Poster 1/1 (Total: 1/5)
Right at the start of the level there will be a cabin at the construction site. Enter it and there will be a poster on one of the walls. Interact with it to collect it.


Secret 1/1
At the same area, there will be a rope and a corpse lying on the second floor of the constructed building. Swing on the rope and jump onto the second floor. There will be shotgun lying near the dead worker.



Cheezy Poofs 1/1 (Total: 1/22)
Much later in the level, after you finish the arena with a door closing behind you, you will pass through some debris of train carts into another tunnel, where there will be a kind of a platform standing on 4 striped pillars. Walk further and use the ladder to climb it. The cheesy poofs will be on top along with shotgun shells and a health pickup.


Secondary Objectives
This level has no secondary objectives.

Hints
1) Don’t forget to take the flashlight before dropping into the sewers. Also do not hesitate to use it as there will be plenty of batteries for it on this and the subsequent levels.

2) The hatches in the sewers cannot be opened and have nothing behind them.

3) The primary objectives cannot be finished on this mission; they will be transferred to the next and will be neither failed nor completed on the loading screen (however, for some reason, in the Dominatrix source port the first one is ticked off on the loading screen).

Mission 2: Further Underground
Secrets
Cheezy Poofs 1/5 (Total: 2/22)
After you activate the water raising mechanism from the control room, you will have two pipes to swim up into. Choose the right one, as choosing the left one will prevent you from being able to collect all the cheezy poofs on the level. After you run and swim through the series of dark pipes, you will finally come to an opening into a room. Jump down and the cheezy poofs will be in one of the breakable crates.


Cheezy Poofs 2/5 (Total: 3/22)
In the same room, after breaking the crates, turn to the wall behind, and go into the corner under the pipe. There will be another cheezy poofs lying there.


Cheezy Poofs 3/5 (Total: 4/22)
After you pass through the room with an acidic floor and a locked door, you will come to a drop into the cave with a rope tied to a post. Interact with the post to release the rope. Now you must be very careful, as if you just drop down below, there will be no way to climb back the rope and get the cheezy poofs. Interact with the rope, climb down slowly, and then swing to jump into the opening in front of you. Inside there will be a small cave with an acidic pool and a long rope handing from the ceiling. Climb that rope and then jump onto the debris catwalk on the right. The cheezy poofs will be lying there.


Cheezy Poofs 4/5 (Total: 5/22)
Shortly after the previous cheezy poofs, you will come into a room with a large Elexis statue. Go to the right of it and there will be yet another cheezy poofs lying down in a ditch.


Secret 1/2
When you come into a large hall with a broken escalator, there will be doors leading into two bathrooms. In one of them there will be a locked stall with a helmet lying inside. To reach it open one of the doors to the right (beware the booby-trap) and there will be a leaned beam inside. Climb onto the beam, walk up onto the wall between the stalls, close the previously booby-trapped door, and then follow to the locked stall and drop down. You can open the locked door from the other side.


Secret 2/2
In the same bathroom, the last cabin will have a money bag lying inside - similar to the ones you collected in the beginning of the original game. Unfortunately, it doesn't seem to be useful in the addon.



Poster 1/1 (Total: 2/5)
After you finally drop from the caves and sewers into a populated base, there will be two mutants waiting for you. Kill them and collect another poster lying near the chair.



Cheezy Poofs 5/5 (Total: 6/22)
Just before the regular exit from the level, there will be some machinery on the right. Go behind it, crouch under the beams and there will be the final cheezy poofs for this level lying near the wall.


Secret Exit
There is a semi-secret exit to the next level via the elevator instead of the door. To activate the elevator, go to the corridor with a locked door at the end, and interact with what seems to be a power lever. Now run back to the elevator shaft you initially dropped into and pull the lever there. The elevator will come down. Pull the lever once again, quickly stand on the elevator and it will go up. Beware though, as it will take you right into the hangar with a few enemies waiting for you.


Secondary Objectives
This level has no secondary objectives.

Hints
1) Unlike the previous mission, this one has a lot of spots from which you cannot backtrack, so make sure to proceed with care, and make a save at the start just in case.

2) The first primary objective cannot be finished on this mission; it will be transferred to the next once and will be neither failed nor completed on the loading screen.
Mission 3: The Secret Druglab
Secrets
Cheezy Poofs 1/4 (Total: 7/22)
If you took the regular exit from the previous mission, right at the start of the level you will see a ladder leading up, climb it and the jump onto the first platform floor you reach. Behind the pipes, there will be cheezy poofs. If you took the elevator exit, after jumping to the other side of the crane room via the barrels, instead of climbing the ladder to the crane control room, take the door to the left and there will be a drop down with a rope into a corridor with a flamethrower and a fence gate at the end. Open it and it will take you to the regular start of the level.


Secret 1/2
Shortly after the start of the level, there will be a room with a few barrels and a machinery. On the barrel near the machinery, there will be a quarter lying that will be useful for a secret a few levels later.



Cheezy Poofs 2/4 (Total: 8/22)
In the same room with the previous secret, there will be cheezy poofs lying on one of the tall barrels. To reach them, jump onto a small barrel near the machinery (from which you picked up the quarter), climb up the pipes, walk on top of the machinery, and then on a grey pipe connected to one of the barrels. From there, you can jump onto the barrel with the cheezy poofs.


Secret 2/2
After a fight with a mutant in the crane room, you will walk into a small office with large windows. There will be a table with another quarter lying on it.



Poster 1/1 (Not Counted)
Right next to the quarter you just picked up, there is another poster lying. For some reason though, it is exactly the same as the one on the previous level, so if you collected the poster there, Blade will refuse to pick up this one.



Cheezy Poofs 3/4 (Total: 9/22)
On the second floor where the drug lab, two of the doors in the corridor will lead to grey concrete rooms with ladders down. There is a small vent between those rooms, crouch through it to find another cheezy poofs inside.


Cheezy Poofs 4/4 (Total: 10/22)
In the garage at the end of the level, there will be yet another cheezy poofs lying on top of a barrel. To reach it, drop down from the upper floor on top of one of the barrels, and the carefully jump to the cheesy poofs via other barrels.



Alternative Story Route
In the druglab, you will find a scientist in one of the rooms who will shout at you not to shoot him. If you don't, a cutscene will start and the story will proceed by the main route. However, if you do or simply never enter that room, the final primary objective of the mission will remain hidden and the story events will change its order. You will move directly to Mission 6: Daenzer Shipping, and play through it, Mission 7: CRANE Shipyards, and Mission 8: On The Water Front during daytime. Then, you will go to Mission 4: Onethumb's Club and Mission 5: The Vacant Building and play them during nighttime. The objectives, conditions and dialogues on those missions will change too. After that, the alternative route merges back with the main one: you move to Mission 9: Something of a Paradox and the story continues identically for both. Because this guide is intended for getting all the the objectives, and interacting with the scientist is mandatory for completing the final primary objective on this mission, the sections for the subsequent levels will be written based on the main story route.



Secondary Objectives
This level has no secondary objectives.
Mission 4: Onethumb's Club
Note: This mission's number, conditions, and objectives change depending on which story route you chose on Mission 3: The Secret Druglab.

Secrets
Easter Egg 1/1
In the main club hall, there is a DJ counter with a few vinyl players on it. If you interact with those players enough times, you will hear the developers commenting on your DJ-ing skills.


Cheezy Poofs 1/2 (Total: 11/22)
After you talk with Onethumb and get back your weapon, walk to the backyard of the club through the grey storage room behind the DJ counter. In the backyard, there will be a closed dumpster. Open it and there will be cheezy poofs there


Cheezy Poofs 2/2 (Total: 12/22)
After getting the previous cheezy poofs, return to the club, go to the second floor and come out to the roof. Jump onto the roof of another building with a door and you will come to the end of the level. Just before it, walk behind some stacked crates on the left and there will be another cheezy poofs there.


Secondary Objectives
This level has no secondary objectives.

Hints
1) The cheezy poofs you see in the cutsence with the mobsters can be picked up using no-clip to get the illicit total count of 23/22 cheezy poofs collected (though you can technically spawn and collect infinite number of cheezy poofs by using /spawn health_poofs command).

2) From the roof, you can see a 2015 poster on the other side of the street - it is the name of the team that developed Wages of Sin.

3) In the room where you find Onethumb, there is a CD box titled WHY standing on one of the shelves. Originally, it had a cover of Quake Mission Pack 1: Scourge of Armagon, which Ritual Entertainment (called Hipnotic Interactive back then) - the developers of the original SiN - were also the developers of. However, because Nightdive Studious did not have the rights to show id Software products, the easter egg was deleted in the SiN: Gold re-release.
Mission 5: The Vacant Building
Note: This mission's number, conditions, and objectives change depending on which story route you chose on Mission 3: The Secret Druglab.

Secrets
Cheezy Poofs 1/4 (Total: 13/22)
After clearing the third floor, go down the stairs to the ground one, and there will cheezy poofs lying behind the staircase.



Cheezy Poofs 2/4 (Total: 14/22)
On the ground floor, you will find a room with a red sofa and a locked door in the corridor. Break the window, jump out and access the room behind the door from the outside. There will be two crates inside that room. One of them has cheezy poofs along with some ammo.


Cheezy Poofs 3/4 (Total: 15/22)
On the other side of the ground floor, there a similar locked door. Just as before, jump out the window to access the room from the outside. There will be two crates, one of them containing cheezy poofs along with some ammo. Beware of a chaingunner sniping you up from the balcony.


Easter Egg 1/1
Right after collecting the previous cheezy poofs, jump outside again and go to the other side of the alley and look into the windows of another locked room. Inside, there will be a police box. If you jump into the room, the police box will slowly vanish. It is a reference to TARDIS - a spacecraft and time-travelling machine from the popular TV series Dr Who.


Cheezy Poofs 4/4 (Total: 16/22)
The final cheezy poofs on the level are lying in plain sight on the table just before the end of the mission.



Secondary Objectives
This level has no secondary objectives.

Hints
1) On the third floor, there is trap in a room behind the double doors with a sole crate standing inside. Another one is on the sixth floor right in front of the elevator.

2) The key to the sixth floor is lying on one of the tables on the third floor.

3) On the third floor, If you walk around looking at the door to the staircase, you can notice that it disappears from some angles revealing repeating out-of-bounds textures.

4) Interestingly, there are actual rooms behind the locked grey doors on the upper floors and you can access them via the balcony by jumping through the windows. However, there is nothing inside.

Mission 6: Daenzer Shipping
Note: This mission's number, conditions, and objectives change depending on which story route you chose on Mission 3: The Secret Druglab.

Secrets
Secret 1/3
In the terminal at the guard post (see Secondary Objectives), go through the passcodes and find the one which is applicable for "Special Records" menu. After getting access, you will see that one of the shipments is pending. Re-route it to Freeport Art Museum and you will unlock a secret for Mission 10: The Ceremony.


Secret 2/3
At the guard post, there is a closet with a few crates stacked inside. They can actually be destroyed, as well as the wooden wall behind them. This passage will lead you directly to the power levers. You will need the maintenance chief key to unlock the closet though.


Secret 3/3
There is a quarter lying near the CRANE security card.



Cheezy Poofs 1/1 (Total: 17/22)
At the end of the corridor to the right of the fence gate that leads to the power levers, there are some pipes blocking you way forward. Crawl under them and proceed down until the dead end; in one of the corners there will be cheezy poofs.


Secondary Objectives
Find New Case Leads 1/3
After getting the passcode list, go back outside and open the garage door to right of the guard post. Go in and look for another garage door on the left. Proceed through and you will come into a hangar with several big barrels, and a door to another room. Come inside and there you will find a locked terminal. Use one of the passcodes to gain access and go through the evidences. The objective will be ticked off shortly after you open the "Notes" menu.


Find Passcode List 2/3
After you pickup the walkie-talkie with the maintenance chief speaking, you will come out to a big area with many crates and passages. Go to the left and walk between some crates and a wall. You will see a large building in front of you with the door on the left and a garage door in the center. Take the door on the left and go down the stairs into the guard post. Inside you will find a terminal that allows you to check the passcode of each staff member. The objective will be ticked off as soon as you open the "Passcode Records" menu in the terminal.


Find Night Vision Googles 3/3
The thermo-optic googles are lying right next to the terminal with the passcodes. The objective will be ticked off as soon as you pick them up.



Hints
1) Use the thermo-optic googles to spot the snipers on the roofs, as well as enemies in the distance and in the dark.

2) I recommend exploring the entire level thoroughly before cutting the power off , as it will spawn additional enemies and turn off the lights inside the buildings.

3) On one of the computers, you can find an e-mail talking about a popular video game development company Tachyon Tornado and its lavish offices. This is an obvious reference to Ion Storm – the developers of the infamous Daikatana – and how ridiculously they spent their money.

4) There is a passable vent connecting the outside with one of the hangars, however, it is only accessible during daytime.

5) Even though the googles you find for the third secondary objectives work like a thermal imager and are even called "thermo-optic googles" in the inventory, the objective still refers to them as "night vision googles".

6) Despite you cutting the power off in the entire area, the terminals still continue working for some reason.


Mission 7: CRANE Shipyards (Part 1)
Note 1: This mission's number, conditions, and objectives change depending on which story route you chose on Mission 3: The Secret Druglab.

Note 2: Oh my gosh, somehow the developers of the addon did not understand that stealth in the original game was a total redundant crap and still decided to leave a stealth mission in Wages of Sin, and, spoiler alert, there will be another one in the second part of the addon! Thankfully, this mission is much more bearable than SinTEK Chemical Plant, though it may still require some saving and loading. I will describe how to complete it without triggering the alarm in the Secondary Objectives section. Also the guide section for this mission exceeded Steam character limit, so I had to divide it into three parts.


Secrets
Secret 1/5
Right at the start the mission, there will be 3 guards walking towards the shipyards. Kill them and look where they came. There will be some crates, one of them is opened with armor and ammo inside.


Secret 2/5
In the storage house in CRANE Section A, there is a rack with armor and a health pickup lying on top and a small wooden crate beside. Do not break the crate, instead jump on it, then destroy the pallet lying on the rack, and jump onto it to collect the secret.


Poster 1/1 (Total: 3/5)
In the same area with the previous secret there is a small cabin. Walk inside, turn on the lights, and there will be a poster hanging on the wall.


Easter Egg 1/1
In the same room with the poster, there is a locked terminal. The password is written on a piece of paper lying in one of the drawers. After unlocking a terminal you will get access to the shipments database that contains various references to movies, books, and pop culture in general. There is a similar terminal located in the records room in CRANE Section C.



Secret 3/5
There is a locked fence gate in front of the cabin where you collect the poster. The key is located in one of the drawers in that cabin.


Secret 4/5
In the lounge area with the elevator to CRANE Section C there are Crack Cola (and Gooey Loco!! but they work the same way) vending machines. You can use the quarters you collected on the previous mission to purchase a can of soda. Pick it up and it will go to your inventory. You can use it to restore 100 HP or keep it to access Secret 2/3 on Mission 14: Mutation Facility. Unfortunately, the vending machine requires 2 quarters to be used, and you only have 3, so you can only get one can. Maybe there is another quarter hidden on this or previous levels but I could not find it.


Secret 5/5
In the 11A dock, there is a fence gate with a semi-hidden breakable crate. Destroy it to get the Concussion Gun.


Cheezy Poofs 1/1 (Total: 18/22)
In the room just before the exit to next mission, there will be some crates stacked in front of the pipes. Climb the crates to get to the grey pipe and there will be cheezy poofs lying on it.


See Secondary Objectives in Part 2...
Mission 7: CRANE Shipyards (Part 2)
Secondary Objectives
Remain Undetected 1/2
So, here I will explain how to finish this mission without triggering the alarm as well as completing the Shutdown Localized Security secondary objective. To begin with, there are four things you need to know. Firstly, the level is divided into 3 sections - A, B, C - each has 2 separate security areas (except C but it's an optional section which will discuss at the very end). Secondly, if the guards spot you in an area with active security, the alarm will trigger instantly; however, if they see you in an area with disabled security, they will just shoot at you without even trying to run to alarm stations (picture 1). Thirdly, the game will respawn guard patrols at the ends of sections A and B after a period of time indefinitely, so beware of the steps in the corridors. Finally, you can only disable the cameras and the ability of guards to start the alarm, the staff members (picture 2) still can run to alarm stations and activate them; nonetheless, unlike the original game, JC won't chastise you for neutralizing them. Last but not least, I highly recommend shutting down the security first, so you will be able to explore the entire level thoroughly without trouble.

Picture 1


Picture 2


Right at the start the mission, you will see 3 guards walking towards the shipyards (picture 3); one of them will instantly run for backup as they see you, so be prepared. Shoot them quickly, so you won't have to wait until they disappear from the map; don't worry, shooting them outside won't trigger the alarm. Now you can collect Secret 1/5. After that, open the door into the shipyards but don't walk in yet. You will see a camera in front of you (picture 4) but it won't spot you as long as you are standing outside. Wait until it completely turns away to one of the sides, then run towards it and stand under.

Picture 3


Picture 4


Now, there will be a camera above you and a button to open the gates to the corridor. Soon, the guards will pass through that corridor (picture 5); once you hear a fence gate opening, you can open the garage door, wait for the camera inside to turn to one of the sides and then run under it. To the left of you, there will be a guard post (picture 6), wait for the camera above to turn away from it, quickly run towards it, headshot the guard inside and turn off the cameras through the terminal (picture 7). Congratulations! You disabled the first out of four security areas! For some reason though, the disabled cameras still rotate scouting the area but they do not emit red light from the front, so they are quite easy to distinguish from the active ones.

Picture 5


Picture 6


Picture 7


A guard patrol should spawn behind the fence gate shortly. Kill them and go further down the corridor (to the left if walking out of the guard post) and you will get to the second security area; I roughly illustrated where the two areas divide (picture 8) but I still recommend making some distance from that separation line before starting a shootout. Soon, a guard patrol will come from the second security area, wait for them to enter the first one, kill them, and then peek behind the corner to see where the camera is facing (picture 9). Now, do the same actions as before: run under it, wait for it to turn away from the guard post (picture 10), run to the guard post, headshot the guard and turn off the cameras via the terminal. Don't forget to collect Orange CRANE Security Card from the dead guard. Congratulations! You disabled both security areas in CRANE Section A. Now return to the start of the corridor to the fence gate (picture 11) and proceed to CRANE Section B. Beware of the second guard patrol that may have spawned near the gate by that time.

Picture 8


Picture 9


Picture 10


Picture 11


Now, I haven't done much testing but it seems that the level sections here work similar to Quake 2. Each section has its starting state with script timings and actor (guards, cameras, staff members) positions; once you enter the section, the scripts start working and actors moving; once you leave the section, the scripts and the actors freeze and their state is saved in the memory; once you return to the section, the scripts and the actors unfreeze and continue from the saved state. To put it simply, if you haven't entered CRANE Section B before that point, there shouldn't be any patrols on the map yet and their spawning period has just started ticking. After transitioning between the sections, go down the corridor and you will see another camera in front of you (picture 12). Run under it and there will be a corridor with yet another camera (picture 13); don't worry about the latter though as it won't spot you from that distance. Wait for the camera above you to face left and the camera in front to face away from the guard post on the right (picture 14), and, once again, run towards it, headshot the guard and disable the cameras via the terminal. Now only one security area remains active.

Picture 12


Picture 13


Picture 14


Shortly, a patrol will spawn near the fence gate as well as on the other side of this level section. Go back down the corridor to deal with the former one, then return to the guard post and wait for the latter to come and kill them. Now, proceed further down the corridor, and soon you will get to the second security area for this section (picture 15). Just as before run under the camera, headshot the guard in the guard post (picture 16) and disable the cameras. Congratulations! You have disabled all the security cameras and security areas on the level (except section C but about that in the next paragraph) and can explore it freely! The Shutdown Localized Security 2/2 secondary objective should be ticked off shortly.

Picture 15


Picture 16


See the continuation of Secondary Objective and Hints in Part 3...
Mission 7: CRANE Shipyards (Part 3)
Now about CRANE Section C. That section is totally optional and has nothing inside except an armory with a few (but pretty solid) goods and a terminal with a code for the door to the final room of the mission (which can be accessed via the maintenance tunnels). The problem of that section is that it has one big security area which cannot be disabled, meaning if a guard spots you he will trigger the alarm instantly and you will fail the objective. Now, if you still want to visit that section, I will describe how to complete it step-by-step without being seen. Firstly, turn off the "Always Run" option in the settings. Then, return to CRANE Section A and walk down the corridor until you see the door with a terminal at the right (picture 17). Interact with the terminal (you will need Orange CRANE Security Card), open the door and there will be an elevator immediately to the left (picture 18). Use it and it will take you to CRANE Section C.

Picture 17


Picture 18


From the elevator you will walk into a small foyer (picture 19). Walk the corridor on the right until you see a small office with a secretary (picture 20). Shoot the secretary until he activates the alarm and collect CRANE Identity card from him. Use it to open the next door, behind which there will be another office with two staff members. One of them will run to safety when he sees you, however the one standing behind the computer panels (picture 21) will run towards the alarm; neutralize the latter one.

Picture 19


Picture 20


Picture 21


Now you will come into yet another corridor with the door to the security post (picture 22). Carefully open it and peek inside, there will be two guards behind a glass door, one sitting behind a computer panel on the right, and one walking behind the panel (picture 23). The latter is the only one who can spot you and trigger the alarm. Sometimes, for some reason that guard bugs and gets stuck in the panel always facing the door you come from; if this happens just restart the section from the "load save" menu. Wait until he walks father to the back wall and then carefully walk towards the computer panel with the terminal. From what I have test, while the guard stands still and you are crouching behind the panel he shouldn't be able to see you (picture 24). Interact with the panel quickly to see the pass codes, wait for the guard to walk father to the back wall again, and then carefully sneak out through the exit door (picture 25). If you want to visit the armory, repeat the same actions as before but instead of going towards the panel, open the armory and sneak in. When you are finished collecting the goods, open the door again, carefully peek out, wait for the guard, to, once again, walk father to the back wall and then sneak out through the exit door. Optionally, you can also visit the records room (you can see it in picture 22) but it has nothing inside except a few staff members and a terminal with the shipments database identical to the one accessed in Easter Egg 1/1. Congratulations! You've explored CRANE Section C without triggering the alarm! Now you can return back to the rest of the level and explore it thoroughly!

Picture 22


Picture 23


Picture 24


Picture 25


In case you decided to go for the Alternative Story Route, here are some hints for stealth during daytime. Firstly, the Shutdown Localized Security secondary objective is now absent and you can totally ignore the cameras. Secondly, you can walk around freely in the dock and warehouse areas in CRANE Section A and CRANE Section B and start a shootout in any room as long as nobody escapes or activates the alarm. If you get into the maintenance tunnels though, the staff members will run away to turn on the security as soon as the see you. The Orange CRANE Security Card is now held by the worker standing in what seems to be a control tower in the 11A dock. In CRANE Section C, the guards will instantly trigger the alarm if they spot you, so its exploration tactics remain the same.

Shutdown Localized Security 2/2 (Absent During Daytime)
See the previous secondary objective.

Hints
1) After you enter the final room of the mission through the 32B gates or the water turbines room through the maintenance tunnels (see screenshots below), the door behind you will close and you won't be able to backtrack, so make sure to finish everything on the level before entering those areas.


2) There is another poster lying on one of the table in the elevator lobby in CRANE Section C, however, it is uninteractable and can't be picked up.

3) Even when you disable the cameras, they still continue to rotate as active for some reason.

4) Alternative Story Route: even if you picked it the thermo-optic googles in the previous mission, you will be stripped of them on this level. Fortunately, there will be another pair available on the next one.

Mission 8: On The Water Front
Note: This mission's number, conditions, and objectives change depending on which story route you chose on Mission 3: The Secret Druglab.

Secrets
Cheezy Poofs 1/3 (Total: 19/22)
There is a container with a slightly opened door in the corner of the warehouse. Walk inside, go through the crates to the end of the container and there will be cheezy poofs.


Cheezy Poofs 2/3 (Total: 20/22)
In the same warehouse area climb the ladder to the upper catwalk and look behind. There will be a container below, a rope hanging besides, and two containers stacked on each other in the distance. Drop onto the crate below, jump and hang on the rope, climb it up, swing and jump onto the two stacked containers. Look to the left and you will see another rope and a container in the distance with a crate standing on it. Jump and hang on the rope in front, swing and jump onto the nearest container. Then jump onto the container with a crate, break it and inside there will be cheezy poofs and another pair of thermo-optic glasses. Alternative Story Route: you will be able to keep this pair of thermo-optic glasses for the next two missions, though they are not really needed there.


Cheezy Poofs 3/3 (Total: 21/22)
Closer to the end of the mission, after you gain access to the ship's cargo area either through the lowest deck or by tricking Eddie via walkie-talkie, stand on the catwalk leading to the room with the girl and look at the containers on the left. There will be cheezy poofs lying on one of them in the distance.



Secondary Objectives
Kill the snipers 1/1
Note: this secondary objective seems to be somewhat glitched, so make sure to follow the instructions and kill the snipers in the order shown below to avoid breaking the script.

There are 3 sniper areas on this mission. The first one is right at the start of the level; once you come outside the snipers will start spawning on the roof shortly. There is a crate with a sniper rifle in the distance; destroy it, quickly pick up the rifle and hide behind one of the unbreakable crates. There will be 5 snipers in total: the next one will spawn as soon as you kill the current. If you are having troubles quickly peeking out with the sniper rifle, you can use the rocket launcher to kill the snipers with rocket blast damage. After dealing with all of them, you can enter the warehouse.



The second area is inside the warehouse. One sniper will be standing on a catwalk at the other side of the hangar. You can get rid of him either during or after killing the enemies below.



After dealing with the enemies inside the warehouse, climb the ladder to the catwalk, walk to the end of it and there will be a door leading to the roof. Open the door, walk out on the roof, hide behind the AC unit, and wait until JC warns you about the snipers. Now you can kill the final sniper; he will be standing on the other roof just ahead of you. Beware that a drone will spawn to the right of you once you kill him. The objective should be ticked off shortly once you get rid of that sniper.



Hints
1) Remember that you can drive a forklift inside the warehouse to run over enemies and avoid receiving unnecessary damage.

2) Make sure to stack up on some health and armor before dropping into in the final room, as there will be a boss fight.
Mission 9: Something of a Paradox
Secrets
This level has no secrets.

Secondary Objectives
This level has no secondary objectives.

Hints
1) The final primary objective – Avoid Destroying Art – works in a peculiar way. If you hit a painting or an exhibit with a bullet or an explosion (enemy bullets and explosions caused by them do not count), JC will comment on that. You can only hit four art pieces, if you hit a fifth JC will say that HARDCORPS are bankrupt and the mission will be failed. No matter how many art pieces you “destroy”, if you finish the level that objective will be ticked off as completed on the loading screen.

2) You will get the plasma bow for this mission. While it is a very powerful weapon that can kill most of the enemies in one shot, if you miss, the bolt will blow up and can damage an art piece. The shotgun mutants each carry 5 plasma ammo – that’s how much the bow requires for one shot.

3) You will start this level stripped off of the thermo-optic googles, however, you will quickly get them back in the museum's security office.

4) If you interact with some paintings, Blade and JC will give various funny comments. One of the paintings is a reference to the development team of the addon - 2015. There are other two paintings which seem to be easter eggs: one looks like a logo from a video game, and Blade wonders if it’s a starfish; another one is a man with a hat and a moustache, and Blade and JC wonder if it’s really “him”. I couldn’t identify those references though.

5) The first primary objective has to be failed to progress through the story.
Mission 10: The Ceremony
Secrets
Secret 1/1 (absent if you did not re-route the shipment)
If you re-routed the shipment on Mission 6: Daenzer Shipping, there will be a crate with the concussion gun at the start of the level.



Secondary Objectives
This level has no secondary objectives.

Hints
1) For some reason, even if you picked up the thermo-optic googles on the previous mission, you will start this one without them and won't be able to get them back for a pretty long time. Fortunately, they are not particularly needed on this and the next few levels.
Mission 11: Manero's Tower
Secrets
Secret 1/3
Right at the start of the level, look up and you will see two health pick ups above you.



Secret 2/3
In the same area as the previous secret, there is actually an openable hatch. The water stream below will take you to the pump house (beware of the mutants on the ceiling) with another health pickup and an alternative route to the tower (don't worry, you will still be able to backtrack to the regular route). Get the health, press the button located above one of the pipes, and one of the turbines underwater will stop rotating. Destroy its blades by shooting at them and swim behind it. The current take you to the tower and shoot you out one of fountains. You will also hear a funny dialogue between JC and Blade.


Poster 1/2 (Not Counted)
If you take the regular route, after blowing up the barrels above you, you will end up in a sort of a small warehouse room. On one of the walls, there is another poster hanging, however, Blade will refuse to take it because it's "a security calendar".



Secret 3/3
Right after the room with the poster, you will come into the corridor leading to the parking with a fence on the left. At the other end, there is some grey protrusion on the wall which seems to be a pipe. You can actually climb it to get on top of the room you've just been in with the armor lying there.


Poster 2/2 (Total: 4/5)
After you enter the tower's main hall turn left to get into a bar room with mostly civilians inside. Kill all the enemies, jump over the bar counter and enter the double doors into a sort of a backroom. Turn around and there will be poster hanging on the cabinet.


Secondary Objectives
This level has no secondary objectives.

Hints
1) Remember that you can use an ATV standing on the second floor of the parking to run over enemies and avoid receiving unnecessary damage.

2) If you are using the Dominatrix source port, skipping the first cutscene on this mission will crash the game.
Mission 12: Manero's Casino
Note: Oh no, another stealth mission in the addon, and its even more weird and broken than CRANE Shipyards! Don't worry though, this one is not as far as complex and tedious. I will describe how to complete it collecting all the secrets without alerting the security in the Secondary Objectives section.

Secrets
Secret 1/2
In the corridor behind the security post and the podium there is a locked double door to the women's dressing room. Go to the men's dressing room, climb up the ladder into the vent and, shortly you will see a breakable grid on the floor which leads directly to the women's dressing room. Inside you will find a health pickup along with a few barely clothed women.


Secret 2/2
Return to the vent where you dropped into the women's dressing room and proceed further to the left. You will get to the catwalk above the podium. Walk to the other end, break the grid and climb into another vent. At the end of it, you will find a drone and a large health pack as well as a peek into a section of the next level.


Secondary Objectives
Minimize Civilian Casualties 1/2
There will be civilian visitors and strippers inside the casino. Generally, they won't be a problem if you are going stealth as they are not present in the sections where you have to shoot enemies except the part above podium - for that one, just use precise weapons like plasma bow or assault rifle to carefully get rid of the enemies and you should be fine. The objective will be ticked off on the loading screen.



Avoid Alerting Security 2/2
From the start of the mission, walk forward into a large hall, then into the last door on the left, proceed to the end of the corridor and turn around, you should see the entrance into the guard post (picture 1). Walk through it to the door ahead and then through another corridor (don't worry, the enemies standing there will ignore you). Look to the left for the entrance into the men's dressing room (picture 2) and walk in. Inside, there will be 3 enemies: you can safely kill them as shooting inside this particular room does not alert security. Take the security keycard from the dead guard and climb up the ladder into the vent (picture 3). Proceed through it until you get into a larger vent (picture 4). Turn left and soon you will get to the catwalk above the podium floor.

Picture 1


Picture 2


Picture 3


Picture 4


Now, kill the two guards below (picture 5) - I recommend using the plasma bow or assault rifle, so you won't accidentally hit civilians - and then proceed through the vent on the other side of the catwalk (picture 6) to get Secret 2/2. For some reason, this exact order of actions is considered stealthy; if you get the secret first and then return to the catwalk, the guards below will be on alert and the objective will be failed as soon as they see you. Now, you can return to the big vent and access Secret 1/2 by breaking the grid on the floor (picture 7). After that, hide your weapon, leave the women's dressing room and climb back into the vent (don't worry about the enemies in the corridor, they won't attack you if you are not holding a weapon).

Picture 5


Picture 6


Picture 7


Now, turn right in the larger vent and you will see a drone and a smaller vent on the other side (picture 8). Destroy the drone, proceed through the vents and soon you will see another breakable grid on the floor (picture 9). Destroy it and prepare to shoot the enemies below - I recommend using the rocket launcher, so you can deal with the entire pack quickly. Again, for some reason that order of actions is considered stealthy. Now, go back a bit where you came from and soon you will see a switch on the left (picture 10). Interact with it and it will open the vault door in a room below (be quick though, as the vault will automatically close after about 30 seconds). Return to the opening through which you killed the enemies, jump down, and there will be a security door right in front of you. Walk through it and you will get into the room with safes and the vault door opened ahead (picture 11). Deal with the spider bot inside the vault, walk in and take the master security clearance keycard.

Picture 8


Picture 9


Picture 10


Picture 11


Now, return back to the vents once again and proceed further from where you dropped to the security room until you see a corridor with a double door on the left (picture 12). It leads to the end of the mission; you can finish it right now, or explore the rest of the level it you want. In case of the latter though, there is an important thing you need to know: there are 2 security areas which you cannot enter as being seen by the guards there will instantly fail the objective. The first one is located right behind you to the left of the corridor (picture 13). For the second one, proceed through the door to the right from the corridor and you will get into a room with a passage to the security post, two closets, and a door to the left of them - this is the one you must not enter (picture 14). You can open the closets (beware of the drones in one of them), and visit the security post (beware that a few enemies will spawn behind you as soon as you enter it). After this, there is really nothing left to explore on this level, however, if you want you can still walk around the casino safely as long as you are unarmed. When you are done, return to the corridor in the security area, walk through the double door, kill the enemies inside, call the elevator and walk in to finish the level (picture 15). Congratulations! You’ve collected all the secrets and finished the mission without alerting the security! What's even better, there won't be any more stealth levels in the game!

Picture 12


Picture 13


Picture 14


Picture 15


Hints
1) On the first floor of the security post, there is an uninteractable poster lying on the counter.

2) The first secondary objective has a typo in the "Mission Status" menu: it spells "casulties" instead of "casualties".
Mission 13: Manero's Penthouse
Secrets
Secret 1/3
In the regular part of the penthouse, there is a small bathroom with a jacuzzi and a closet. Open the closet to find armor inside.



Secret 2/3
After unlocking the door to Manero's private bedroom, go to it and walk inside, Open one of the wardrobes to find some more armor there.


Secret 3/3
Right from the previous secret, go through the door to the left of the wardrobes to get into a large bathroom with a few enemies and naked women. Kill the enemies and go to the other end of the bathroom; there will be two health pickups in the cabinet below the sink.


Secondary Objectives
Recover Paradox Diamond 1/1
While going around the penthouse, you will find Paradox Diamond on display in one of the rooms. Simply interact with it to take it and the objective will be ticked off shortly.



Hints
1) After you walk around the penthouse and destroy all the drones, restoring the communication with JC, return back to the central room with the large table (see screenshot below). On one of the sides you will find a few buttons. The red ones open the weapon stashes; the orange one calls the security but also opens the door to Manero's private bedroom. Press the latter one, kill the enemies that run into the room, and then proceed to the door previously blocked by bars that is now open (see screenshot below). The keycard to unlock the terminal in Manero's office is lying on one of the nightstands.


2) You can use the concussion gun to deflect the drones' projectiles on this mission. Nonetheless, it takes quite a lot of time to destroy the drones using this method.

3) If you break a window and jump out of the penthouse, a funny cutscene will play before the "Mission Failed" screen.

4) There is a key lying at the bottom of the pool, however, it does not seem to open anything on the level.

5) The version of JC's Little Helper that you see in a cutscene is yet another reference to the developers of the addon - 2015.
Mission 14: Mutation Facility
Secrets
Secret 1/3
The technician's uniform JC talks about is hidden at the start of the level in the vent behind a breakable crate. It doesn't do much though and simply lets you to pass through the first two checkpoints without a fight. When you enter the third checkpoint, the guard will instantly shoot you.


Cheezy Poofs 1/1 (Total: 22/22)
In the room where the hostages are kept, open the farthest cell on the left. Inside you will find the final cheezy poofs in the addon. If you collected all of them, you will notice some peculiar changes to the final cutscene.


Secret 2/3 (Inaccessible without a can of soda or a candy bar)
In the laboratory room before the third checkpoint, there is a table with a scanner. If you kept the can of soda (or candy bar) you purchased on Mission 7: Crane Shipyards, choose it in your inventory and press interact (not "inventory use") button while looking at the scanner. This will open a hidden door in the wall leading to the "experimental weather research" facility with an unusual surprise inside.




Secret 3/3
After you descend to the lower part of the lab via the elevator, you will have to run around for the scientist to get his keycard. In one of the rooms, there is an elevator going down to a sort of a kennel with a few mutants. Kill the enemies, and proceed to the adjacent room with another mutant and a staff member. Inside, there will be a breakable crate with a large health pack and some armor.


Secondary Objectives
Rescue Hostages 1/1
After you pass through the second guard post and watch a cutscene, you will see a door into a corridor with a mutant patrolling it. Kill the mutant and a few enemies will spawn and come running from the guard post you've just passed. Kill them too and then proceed through the corridor to the room with the cells. Once you enter it, two mutants will spawn right behind you entering the room. Kill them, and now you can start opening the cells and rescuing hostages. For some reason, their AI is quite wacky on this level, so interact with them one by one and make sure they fully leave into the corridor before saving the next one. The objective should be ticked off 20-30 seconds later after the last hostage leaves the room (they must run to the start of the level to disappear from the map).


Hints
1) After you get the security keycard from the scientist and pass through the forth checkpoint, you will come out to a small corridor with a few breakable crates. One of them finally contains thermo-optic glasses which will be very useful at the end of the next mission and the final fight.

Mission 15: Breeding Facility
Secrets
Secret 1/1
Right at the start of the level, you will find a locked fence gate with a few crates behind it. Shoot the lock and come inside to get some health pickups and lots of ammo.



Poster 1/1 (Total: 5/5)
After you pass through a few corridors, you will come to a security post. Enter it and on the right wall there will be the final poster in the addon. If you collected all of them, you will see a secret bonus cutscene after the finale.


Secondary Objectives
This level has no secondary objectives.

Hints
1) Don't forget to take the IP 36 weapon in the laboratory and wait for a few seconds until Blade loads it, so you will be able to take all the ammo lying on the table.

2) In case you want to save IP 36 for the final boss, there is an extra ammo for it lying in one of the side rooms on this level's arena, so you can still shoot it once and have full ammo on the next mission.

Mission 16: Offshore Nuclear Power Plant
Secrets
This level has no secrets.

Secondary Objectives
This level has no secondary objectives.

Hints
1) The garage doors on the sides of the upper catwalk are openable and have ammo, armor, and health pickups inside.

2) The final boss is very tough even on the medium difficulty, so if you are tired of trying to beat him legitimately, there is quite an easy way to make him get stuck shown in this video.

3) If you are using the Dominatrix source port, the save files made after the helicopter section become corrupted and crash the game if you try to load them, so I recommend saving just before you destroy the helicopter and loading that file. On top of that, for some reason, the music track for this level also breaks and does not play during the final fight.
Conclusion

Congratulations! You have beaten the addon!


Artwork by MilaTheMute (I wish I could give you the direct link to the artist but, for some reason, Steam is freaked out by DeviantArt links, sees them as a scam trying to steal your information, and thus blocks the guide from being visible; I hope you are handy enough to google the artist yourself; #FIX_THE_FCKNG_STEAM)

This guide took me more than 20 hours to write and I also had to replay the entire add-on almost twice to make screenshots and perform various tests, so I would really appreciate it if you Like, Favourite and Share it! If you think I missed some secrets, there is an easier way to complete some objectives, or I just forgot to mention something important, you can always leave your comments below!

Huge Thanks To

1) SivirusSnake for photoshoping the title image.

2) Tzepesh for their walkthrough playlist which immensely helped me to find all the cheezy poofs, posters, and other secrets, and which I often consulted not to spend time jumping between the levels myself.

3) kyle_00188 for helping to identify missing secrets.

4) To everyone who supported me through the sleepless nights of writing this guide - my second one on 100% secrets in the game (well, in an addon this time, to be precise).