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Fool's Gold
Items: 69
Kills: 62
Fool's Gold will take you deeper into the Russian base. It's another fairly straightforward level. If you're in need of hints, we've got a few for you.
One Way
You don't have many choices when you start this level. There's just that hole in front of you. The underwater tunnel leads to another shaft in the ceiling of the tunnel. The fun starts when you pull out of the water. Get that shotgun ready!
Switches and Doors
The first couple of rooms get boring quite quickly. After dispatching the enemies and collecting their goodies, you need to find the switch, which is on a balcony above the small pool, which opens one of the gates in the upper hallway. Get used to this "find the switch that opens the door way over there" problem. The rest of this level will have a lot of this.
Shooting Gallery
It's like being an amusement park. First, you got the goons in the cage. Stepping up onto the short wall will open the door that lets loose the enemies in the caged room. You can take out the enemies from the other side of the wall. It's like your own personal little shooting gallery. The switch inside the caged room opens the gate that leads to the courtyard.
Holding Court
In order to get into the dark warehouse on the upper ledge, you need to find the circuit board that opens the electronic door. The board is located in another room on the upper level of the courtyard. While wandering around, you may be inclined to explore all the ramps and rooms. A couple of them lead back to rooms you've already explored. Don't waste your time with that.
Deep Storage
All you want from the warehouse is the card key that opens the door at the far end of the courtyard. The bad guys aren't going to let you simply walk away with the key. While in the warehouse, you will have zero visibility and you'll be severely out-gunned.
Traffic Jam
Once you've gotten the first card key and left the warehouse, you'll find yourself hunted down by snowmobilers. One on the upper level and one in the lower courtyard. It seems unfair for two snowmobilers to gang up on you, but it may help to know that one snowmobiler will emerge from within the dark warehouse. How does that help? Well, you can set an ambush for him if you know where he's going to come from. Picking off the other should be child's play. Now to head for the doorway underneath the giant fan. That's where you can use the card key.
Bzzzt!
Once inside the doorway, you'll find another card key. After dispatching the thug, you'll find that it's the wrong key for the next room. Bummer right? Well that switch next to the door doesn't just open and close the timed door beyond the closed gate. Scope out the room you just left. You'll find that playing with the switch has alerted a guard that has the right card key.
High Road
Once you're through the gate with the timed door, you'll find yourself in a snowy canyon. You need to make your way from one side of the canyon to the building on the other side of the canyon. There are a couple of different routes to get there. The "high road" will lead you to a few extra pickups than the others.
Barrel Roll
The next building is separated into three parts. A narrow hallway on the right is separated from a wider area on the left by a short steel barricade and those two front areas are separated from an area at the back that runs the entire width of the building by a wall with double doors and fences. The only safe area, when you first enter the building is near the doorway of the narrow hall on the right. From there, you should take out the enemies, even the ones behind the fence, and make dash across the wide area to trip several barrel traps. You proceed when you locate the card key lock in a pit in the front left corner, which is obscured by darkness. You should take out two of the flamethrowers before setting off the barrels, but watch out. After the doors are open, you'll encounter a third.
Shafted
Beyond the building is the mine shaft. Make your way to the bottom and you're done. Dropping to the ground from the stone bridge can be hazardous to your health. Perhaps you can find something to climb down? Watch that first ramp. The drop off the end is a doozie.