The Third Courier Unofficial guide and walkthrough Version 1.0 written by Michalis "Darter" Marolachakis released May 6, 2003 recommended screen resolution: 800x600 pixels or higher 0 Introduction 0.1 Terms of distribution This document is copyrighted (©) by Michalis Marolachakis 2003. This document is available free of charge subjected to the following conditions: 1)It must not be modified in any form. 2)No charge should be charged for its distribution. 0.2 Credits "The Third Courier" was designed by Ivan Manley and published by Accolade. "The Third Courier" is copyrighted by Accolade 1989. This document is not endorsed or authorized by Accolade or Infogrames. 0.3 Game description Three couriers headed to a top-secret conference in Brussels are missing. Each was carrying a crucial component of the NATO non-nuclear defense plans. Now two are dead and the last one, William Martin, last seen in Berlin, has vanished. Berlin, February 6, 1990... You are a CIA agent (Codename: Moondancer) assigned to recover the missing parts, which consist of a computer chip, a floppy disk and a CPU. 1 Character Creation 1.1 Experience Points This value represents the points you accumulate as you move towards accomplishing your mission. Your character starts at 0 by default. By performing certain actions, like fighting, using equipment, encountering other characters and solving puzzles you gain experience points. As you gain experience points you attain higher levels based on following table: Grade Level Experience Points required ------------------------------------------------------ Sleuth 0 Agent 25000 Resident Agent 40000 Spy 60000 Master Spy 75000 1.1 Character traits By creating a new agent, you are prompted to fill a form consisting of multiple choice questions. Depending on your choices your character traits are initialized. Note that these values are dynamic, meaning they may improve (or deteriorate) during your mission. -Intelligence Improves very fast by gaining experience and solving puzzles. It's exact function in the game is unknown to me. -Strength Improves by winning fights, deteriorates by taking damage. Strength determines damage dealt. -Knowledge Improves rather slow by uncovering facts and gaining proficiency with new weapons and items. It's exact function in the game is unknown to me. -Intuition Improves by encountering other characters. It's exact function in the game is unknown to me. -Health Improves by winning fights. Your life energy. If it drops to 0 or below, you die. 1.2 Personality traits The character creation system also randomly assigns a set of personality traits (e.g. acting ability, allergies, observation, tolerance to pain) to your character. Not all personality traits are accessible from the start, they appear as you attain higher grade levels. Every personality trait may help or hinder your character in certain situations. 1.3 My personal preference Fill in the form as follows: Spend most of my live: On a farm. Cover occupation: Golf Pro Favourite leisure activity: Team sports Age Group: 25 to 34 This way you can max out your most important statistics, strength and health, making your life easier in firefights. 2.The Map ====================================================================== || ____ ____ ____ ____ ____ ____ ____ || || GH | | | | | | | | | | | | | || || |____| |____| |____| |____| |____| |____| |_CP_| || || || || ____ ____ ____ ____ ____ ____ ____ || || | | | | | | | U | | | | | | || || |____| |____| |____| |____| |____| |____| |____| || || || || ____ ____ ____ ____ ____ ____ ____ || || | | | | | | | RB | | | | | | || || |____| |____| |____| |____| |____| |____| |____| || || || || ____ _ _ ____ ____ _ _ ____ ____ || || | | | YA | | | | U | AB | | | | | || || |____| |____| |____| |____| |____| |____| |____| || || || ^ || ____ ____ ____ ____ _ _ ____ _ _ || | || | | | | | | | | | MS | | | | SM | || NORTH || |____| |____| |____| |____| |____| |____| |____| || || || || ____ ____ _ _ ____ ____ ____ ____ || || | | | | | TB | | | | | | | | | || || |____| |____| |____| |____| |____| | | |____| || || DK | | || || ____ ____ ____ ____ ____ | | ____ || || | | | | | | | U | | | | | | || || |____| |____| |____| |____| |____| |____| | | || || KH | | || || ____ _ _ ____ ____ ____ ____ | | || || | | | BS | | | | | | | | | | | || || |____| |____| |____| |____| |____| |____| |____| || || || ================================================CP================CP== ______________________ | | ___ | | | _______ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |___OC__| |___| |____| |_SE_| |_____ | |BG | _______ ___ ____ ____ _____| | | | | | | | | | | | | | | | HA | | | | | | | | U | | | | | |_________|_______|____|___|___|____|___|____|___| U = U-Bahn Station GH = Greenhouse CP = Charlottenburg Palace RB = Roof Bookstore YA = Your Apartment AB = Ax Bax Bar MS = Mission Support SM = Shoemaker TB = Tempelhof Building KH = Karl Heinrich (street vendor) DK = Dieter Klein (street vendor) BS = Butcher Shop OC = Operncafe BG = Brandenburg Gate HA = Hildegard Frobel's Apartment SE = Soviet Embassy CP = Checkpoint - Border to East Berlin Note: You will have travel on foot in order to reach most of the above locations for the first time. Once visited, you will be able to reach them by cab, too. 3. The Guide 3.1 General Hints *The currency used in the game is the DM (Deutsche Mark). *Your apartment is the only place where you can drop any item without losing it forever. *Always stay equipped with superior firearms. The Walther P5 and S&W Model 10 are good to start with, switch to the HK G3-SG1 rifle as soon as possible and to the UZI later on. The HK G3-SG1 is used by drug addicts located in seedy hotels all over Berlin. Find one, kill him and take his gun. *Mission Support provides you with 1000DM every day. Simply take the cash from the supply room. *If case you need extra money, you can sell weapons in the butcher shop (see section 3.2.2 for instructions on how to access the butcher's black market). Remember you can also use your cash card to draw (a limited ammount of) money from a private bank account. *Kevlar vests are your friends. Make sure you always own the best model available, especially before entering the aqueduct (see section 3.2.2) *When encountering hostile characters (like embassy guards, panhandlers and muggers), you can either run away or fight, bribing does never work (at least it did not for me). Chatting has no positive effect either. *When encountering police officers or border guards, show them your passport. Bribing or threatening will result in you getting jailed. *When encountering guards in Charlottenburg Palace, just chat with them, and they will move on. *Sneaking decreases the chance to encounter hostile characters, while increasing the chance to encounter police officers. *Drunks (not obnoxious ones :)) can be threatened to scare them away. This does not work at night time. *Most shops and locations are accessible only at day. *If you go to your apartment at night time you are given the option to sleep during the night. *The best way to travel from West to East Berlin (or vise-versa) is by using the U-Bahn and stopping at Friedrichstrasse. This is the only way you can take firearms with you when crossing the border. 3.2 Walkthrough 3.2.1 Obtaining the computer chip You start in your apartment. Use your computer to read your assignment and mails. Take the 30DM, the S&W Model 10 and the US passport. Visit Mission Support and go to the supply room. Take the 1000DM, the FERAT and the Walther P5. Go to the Ax-Bax Bar and bribe the bartender. He will tell you about Waldemar Werner, a guard in Charlottenburg Palace. Go to Charlottenburg Palace. Upon entering the building follow following directions: North + East Go to the 2nd floor via lift. West + South + South + South + West + West + West + West + West + West + South + South + South + South + South + South + South + South You should now have reached the "Glass and Coins" room and the FERAT should be blinking. Search the room to locate the computer chip. Leave the room from the door south and look out for Waldermar Werner, the guard with the moustache. Bribe him till he turns off the alarm. Go back to the "Glass and Coins" room and take the chip. Leave Charlottenburg Palace. Go to your apartment, drop the chip and read your mails. 3.2.2 Obtaining the floppy disk Take the photo-fax and the lock-picks. Visit Mission Support and go to the supply room. Take the 1000DM, the Visa Card and the flashlight. Go to the butcher shop. Photograph the butcher (Gerhard Bruckner). Return to your apartment and read the dossier about him on your computer. There's a "password" mentioned in it which is automatically added to your inventory. Return to the butcher shop and tell Gerhard Bruckner the password. You now have access to his black market. Buy the gas mask (and optionally the NV-goggles). Go to the Tempelhof Building and to the basement via lift. Turn on your flashlight (or wear the NV-goggles) and wear your gas mask. Continue south till you reach a locked door. Use your VISA card to open the door. Follow following direction to enter the aqueduct: South + South + East + East + East + East + South This is the exactly the part of the game that caused me to express numerous prayers, screams and swearings at the developer team of TTC. This level is extremely big and dangerous... hostile encounters guaranteed. Luckily for you, I already spend 4 hours drawing a map of this level and can just give you the directions ;/ Arm yourself with your best weapon, turn on sneak mode and get ready: South + East + East + East + East + South + East + East + East + East + East + East + East + East + South + South + South + South + East + East + South + East + East + East + East + East + North + North + North + North + East + East + East + North + North + East + East + South + South + East + East + East + South + East + East + East + East + East + South + South + East + East + East + East + East + East + East. You should have reached a locked door. Pick it and enter the basement of the Soviet Embassy. East + East + East + East + North Go to the 1st floor via lift. South + East + North Go to the 2nd floor via lift. South + West + West + North + North + West + West + West + South + West You should have reached Hilde's office. Search the room to find a hidden safe. Pick the safe with your lock picks. Search the safe for the floppy disk. Take the disk. Return to the lift and go back to the 1st floor. South + South Kill the entrance guard and go through the last door leading out of the embassy in East Berlin. Take a deep breath ("In your face, Ivan ;)"). Return to your apartment, drop the disk and read your mails. 3.2.3 Le Grande Finale Travel around West Berlin till you meet a (disguised) panhandler. He will tell you that the chip and disk have been stolen from you. Returning to your apartment you will notice that indeed, the parts are gone. You should have received a new mail uncovering a new possible location of the parts. Ignore it, it's a false lead, planted by a double-agent in the CIA. Go to the OpernCafe but do not enter it. Stay outside and stake out. After some attempts, you will see Nigel Holt (you boss), coming out, hailing a cab and drive off. Hail a cab yourself and order it to follow Nigel. You will reach an abandoned house guarded by a vicious dog. Kill the dog and enter. You will encounter Nigel Holt and an unknown character, both will try to convince you that the other one is in fact a KGB spy, the mole within CIA that stole the chip and disk from you and provided the false lead. I will leave this one to you to decide. Now is the time for action, Moondancer :) 3.2.4 Other puzzles to solve *Kill the first assassin you encounter and search him. You will find an empty box of matches from the Ax Bax Bar, a clue suggesting to check out that bar. *Bribe Wolfgang Schultz, the owner of Roof Bookstore to get information about Hildegard Frobel. *Bribe Karl Heinrich, the street-vendor, to get information about Hildegard Frobel. *Bribe Herman Ahrens, the shoemaker, to be able to buy false documents from him. *Buy a false WG passport from the shoemaker and give it to Dieter Klein, the street vendor, to get another clue about the Ax Bax Bar. *After you find the chip, go to Hildegard Frobel's apartment and stake out. Wait till Hilde leaves the building, pick the lock and enter. Place a super bug and return to your apartment. Use the bug recorder and listen to a conversation between Hilde and William Martin, indicating that the disk is in the Soviet Embassy. *After you find the chip, got to the roof bookstore and listen. You will hear a conversation indicating that the disk is in the Soviet Embassy. *Bribe Gerhard Bruckner, the butcher, to get the clue about the Operncafe. *Photograph characters and read their dossiers at your computer in your apartment. 4. Equipment 4.1 Melee weapons *Switch blade Pretty weak, but better than nothing. Commonly used by obnoxious drunks (no, I'm not making up those names myself :)) and criminals in the aqueduct. May also be bought at the butcher shop. *Billy Club Better than the Switch Blade. Used by the guards in Charlottenburg Palace. May also be bought at the butcher shop. *Sykes-Fairbairn Better than the Billy Club. May be bought at the butcher shop. *Stilletto Better than the Sykes-Fairbairn. May be bought at the butcher shop. *Bali-Song The best melee weapon available. May be bought at the butcher shop. 4.2 Hand guns *Air pistol Weak, single-shot pistol. Sometimes used by assassins to shoot poisoned projectiles at you. I have not found any use for it. *Beretta M92SB Low damage, large clip. Used by muggers. *Beretta 25 Low damage, small clip. Used by assassins. *Browning BDA-Y Mentioned in the manual. Not yet found. *Charter Arms Bulldog Mentioned in the manual. Not yet found. *Colt Agent Mentioned in the manual. Not yet found. *Colt Python Average damage, small clip. Used by the special guards in Charlottenburg Palace. *CZ 85 Mentioned in the manual. Not yet found. *Derringer 25 Low damage, small clip. Used by seedy characters. *HK P9S Average damage, small clip. Used by assassins when you reach higher grade levels. *Markarov Low damage, small clip. Used by seedy characters. *S&W Model 10 Average damage, small clip. Used by seedy characters when you reach higher grade levels. May also be found in your apartment. *S&W Model 629 Average damage, small clip. Used by muggers when you reach higher grade levels. *S&W Model 65 Mentioned in the manual. Not yet found. *Walther PPK Low damage, small clip. May be obtained from Mission Support. *Walther P5 Average damage, small clip. May be obtained from Mission Support. 4.3 Submachine Guns *Ingram 10 High damage, very large clip. Used by the entrance guard in the Soviet Embassy. May also be bought at the butcher shop. *K-50 M Mentioned in the manual. Not yet found. *M11 Mentioned in the manual. Not yet found. *MP5 High damage, very large clip. May be bought at the butcher shop. *MPL Mentioned in the manual. Not yet found. *Port Said Mentioned in the manual. Not yet found. *Thompson Very high damage, very large clip. May be bought at the butcher shop. *UZI Very high damage, very large clip. Used by boss criminals in the aqueduct. May also be bought at the butcher shop. 4.4 Assault Rifles *AK47 High Damage, very large clip. Used by Soviet soldiers and border guards. *AR-15 Mentioned in the manual. Not yet found. *AR-18 High damage, very large clip. Used by boss criminals in the aqueduct. *HK 91 Mentioned in the manual. Not yet found. *HK G3-SG1 Above average damage, very large clip. Used by drug addicts. *M16 High damage, very large clip. May be obtained from Mission Support. *NATO CAR 15 High damage, very large clip. Used by police officers. May also be obtained from Mission Support. *Ruger 14 High damage, very large clip. Used by boss criminals in the aqueduct. *UZI Carbine Mentioned in the manual. Not yet found. 4.5 Protective Gear *MKI Vest Protection from bullets. May be bought at the butcher shop. *MKII Vest Improved protection from bullets. May be bought at the butcher shop. *MKIII Vest Excellent protection from bullets. May be bought at the butcher shop. *MKIV Vest Best protection from bullets. May be bought at the butcher shop. *Anyl Nitrate Poison antidote if used together with Tannic Acid. May be obtained from Mission Support. *Tannic Acid Poison antidote if used together with Any Nitrate. May be obtained from Mission Support. 4.6 Gadgets *Answering Machine Used to check your phone messages. Located in your apartment. *Bomb Sniffer Used to detect bombs. Have found no use for it. May be obtained from Mission Support. *Briefcase. Used to hide an extra gun in it. May be obtained from Mission Support. *Bug Finder Used to detect bugs. May be obtained from Mission Support. *Bug Killer Used to destroy bugs. May be obtained from Mission Support. *Bug Recorder Used to record your planted Super Bugs. Located in your apartment. *Cash Card Use it on cash machines to draw money from your account. Can be found in your apartment. *Computer Used to receive and read mails and dossiers. Located in your apartment. *FERAT Beeps when you are near a NATO non-nuclear defense plan part. May be obtained from Mission Support. *Flashlight Used to light dark areas. May be obtained from Mission Support. *Gas Mask Used to protect yourself from gas traps. May be bought at the butcher shop. Wearing it on the city streets might attract attention and result to you getting jailed. *IR Flashlight Used to light dark areas. May be bought at the butcher shop. *IR Glasses May be bought at the butcher shop. Used to see IR light. *Lock picks Used to... pick locks. May be obtained from Mission Support. *NV goggles Used to see in the dark. May be bought at the butcher shop. Wearing those on the city streets might attract attention and result to you getting jailed. *Photo-Fax Allows taking pictures from suspects and sending them directly to the CIA headquarters. If a dossier exists for the suspect, it is send to your computer located in your apartment. *Special EG papers. Have found no use for them. May be bought from the shoemaker. *Standard EG papers. Have found no use for them. May be bought from the shoemaker. *Super Bug Covert listening device. May be obtained from Mission Support or bought at the butcher shop. *US Passport Your passport. Must be used when encountering police officers or border guards. *VISA Card Used to open the door to the aqueduct. May be obtained from Mission Support. *VSP EG papers. Have found no use for them. May be bought from the shoemaker. *WG Passport. Can be given to Dieter Klein for information. May be bought from the shoemaker. 5 Question marks *Where is the CPU (if there is one)? *What is the function of knowledge, intelligence and intuition? *What is the use of all the other equipment (I have not used in my guide)? *What is the Greenhouse and the Brandenburg Gate for :)? *Where are the missing guns (see section 4)? 6 Contact darts@firemail.de