Headhunter: Redemption Walkthrough
Redeem a world facing chaos.
Date: Friday, November 05, 2004
Author: Jeff 'Judasen' McAllister

Use the control panel to ride the elevator (see the big E on the map. The elevator is in the center). Ride it up and when you reach the top, there will be a few enemies surrounding the center lift. Take them down one by one on there ledges and after the orange workers are down, two machine gun inmates will appear. Take them down using the pillars outside the lift as cover. When they are both down, use the control panels across from the raised bridges to lower then so you can get across. Before you head across through, there is a ladder that will take you up to the roof of the lift to get health and ammo. Head across one of the bridges and enter the door there. There are two bridges and two doors to go through and they look alike but if you look on the map in the corner, one is ahead of the E and one is behind it.



The one behind it will take you down a corridor that will have turrets pop out of the ceiling. The turrets will pop out just before a stack of crates, so use that for cover and then just pop around the corner to take out the turrets after it fires at you. It won’t even touch you once. There will be two turrets and then a room at the end to grab the utility belt 2, mini-exploders and a terminal to save at. Save and then make your way out and to either the other bridge that is in front of the E on the radar map. Go across and enter the door to come to a gas filled corridor. Use an anti-toxin and follow the hallway around killing the enemies there. Enter the door at the end and grab the fuse and health pack off the ground. Plop the fuse in the panel to remove the gas and then grab the fuse again. Head back out to the lift and ride it down to the assembly floor 1. Walk out of the left and head for door A. Use the fuse in the panel there and go through.



Follow the corridor to the fabrication room and there will be about 4 enemies through out the room. Head forward and up the stairs there for cover and take out the guards as they come to you. When they are all dead, make your way down the stairs and go to the computer terminal at the machine with a large 2 on it. Read the message there and then you can save at the checkpoint. Head around the corner and down the ladder and make your way to the stairs at the far left going up and to the right. Follow the walkway to the room there and you will find blue print 2 in front of a computer. After you have it, go to the corner and turn on the laser. Head back out and up the ladder to machine 2.



Use the blue print on the now active laser cutter and you will need to enter the following coordinates in this order: F1, F3, G3, G4, H4, H5, F5, F9, D9, D8, B8, B7, C7, C6, D6, and D1. Basically you need to move from one coordinate to the next with out a diagonal line or crossing over an existing line. Also if you look at the light blue square next to the controls, there will be an image of what the outline will look like when completed successfully. Once you complete the lines, the part will be created. Head out of the room and make your way back to the lift. Grab the fuse and plop it in the panel at door B. Follow the corridor to the fuel room at the end and you will enter a room full of flames.

Head down the stairs on the right and take out the guard there. Use the computer terminal and it will tell you that you need to find two chemicals to put in a synthesizer. Make your way around the catwalk through the only path you can and take out the enemies as you come to them. You will need to hop over a pipe on your right and follow the path around until you see the first chemical lying in front of you. Grab it and head to the right and you will find the blueprints #1 there. Follow the stairs up and then creep up the ladder and follow the catwalk to a jumping puzzle with flames. Jump forward and then right, then wall hug and head across the wall to the next platform there. From there go left and then straight. Next jump left again and then hang off the edge.



Shimmy left and pull yourself up to the catwalk and kill the inmate with the shotgun. Grab the small health pack at the end and then follow the stairs down. Grab the frag grenades there and make your way along the walkway to the rear of the stairs. Grab the chemical B there and then head to the flame blocking the stairs. Use the valve and shut it off and head up. Use the Synthesizer there and a scene will play showing you using the two chemicals to create the second part of the assembly. Now that you have the second blueprint, head back out and make your way to door A again. Enter the fabrication room and head down the stairs to the machine with the 1. Use the blueprint on it and you will need to enter the codes in this order: D8, D6, E6, E5, H5, H2, C2, C3, B3, and B8. You use the same rules as before, not crossing the lines or using diagonals, but this time there are much fewer coordinates.



Once you enter them, head out of the room and enter room C. When you do, there will be a few enemies through out the room that you can take out before completing your objectives in here. When they are all down, head down the stairs in front of the door you entered and hop up to the right onto the walk way there. Head to the end and make a right and activate the panel there to raise some crates. Head back down the path and enter the opening that the crates opened. Follow it to the end and there will be another panel there to lift some more crates on the other side. Head back to the center walkway and follow it all the way to the end. Make a right and hop off the end. Follow the walkway here to the end and hit the switch on the left side. After it lifts the crate in the center there, drop down there and up the other side and over to the second switch you hit.



Press it again and then make your way through the center area again to the far walkway. Drop down the opening on the other side and grab the navigation unit and health pack there. Now you need to make your way back up the stairs you first entered near by hitting the first switch to move the crates out of the way. When you do, head down the walkway and head up the stairs. Make a right and go up the stairs at the far end. Follow the walkway around until you come to a terminal where you can enter the navigation until. When you do, look at the number above it and make your way back down the stairs and up the stairs on the right to the computer panel there. Use it and enter the letters that make up the number you saw above the navigation terminal, 204. For example, A, B, F, G, D is the number 2. Do that for all three numbers and hit next after each one. When you do, you will be told to head to the assembly machine to assemble the components.



Head back to the assembly room and kill the inmates that appear in here. When they are down, head to the assembly machine in the far corner and operate it to create a missile. After it is created, you will be told to get to weapons room b1. After the scene with Jack, make your way back to the large lift in the center and take it down to Furnace B1. When you get out at the bottom, take out the three enemies outside and place the fuse from the last door you were in, into the fuse panel next to the door here. You will be told to enter the access code to enter the door and you can get it 2417 from scanning the missile across from the lift. Go through the door to the right of the fuse panel and follow it to the end.

End the door there and take out the rocket launching inmate to the right. When he is down, continue all the way across the bridge to the next room and enter. Grab the third code disc and some ammo. Save and make your way back out of the room, across the bridge and into the room with the lift. Use the code breaker, the codes are:



Code Breaker 3

1) The first four blocks in row four.

2) The second code is Row 1: 4th and 5th block. Row 2: 3rd and 4th. Row 3: 2nd and 3rd Row 4: 1st and 2nd. Row 5: 1st block.

3) Row 1: 5th Row 2: 5th Row 3: 2nd, 3rd, 4th and 5th



Head back to the lift and go through the door that was locked earlier now that you have the codes. Follow the corridor around to the control room and use the machine there to enter the voltage of the transformer. It was 150V if you noticed as you ran across the bridge, so enter 10, 20, 30, 40, 50 and the bucket will move out of the way. Head back through the lift room and grab the fuse when you pass it. Enter the other door to return to the room with the bridge. As you enter, hug the wall to the right and go across the ledge there. Go through the door and follow the hallways around to the elevator. Place the fuse in the panel and take the elevator up to the room you first started in.



Enter the storage room under the stairs and grab the loads of ammo there and the Amuze Emblem. Make your way back out and back to the lift and take it back down to the furnace room. Grab the fuse as you leave the elevator and enter the furnace room. Climb the ladder and replace the fuse you took earlier to reactivate the rotating bridge. Climb back down and shimmy your way back across the ledge to the bridge in the center. Activate the computer in the center and the bridge twill turn. Head to the door on the right and go through to reach the smelting chamber. When you enter, a scene with Che will play. To take out Che, you need to do some fancy foot work. She will stay behind her shield for most of the battle and will only be open to attacks seldom.



When she walks towards you, constantly have your finger on the right trigger and keep her locked on. When she comes close, roll out of the way twice to the side and usually after the second roll you will have a short opening to nail her with a few shots. Use the machine gun since there is plenty of ammo for it through out the room. When she tosses her grenades at you, simply keep on side stepping out of the way until she finishes and she will start walking towards you again. Continue this pattern over and over until she drops. Sometimes she will raise flames while she is tossing grenades and this is a bit tougher to dodge. Watch the pattern of the flame as it moves and move forward or backwards to get out of the way. Once Che is down for good, a scene will play and the mission will end.

Mission Six: Ground Level

Now that you are in control of Jack, you have some new weapons to use. Make your way forward to the ladder at the end of the alley and shoot down the ladder there to reach the drainage channel. Make your way forward and when you enter the next area four inmates will appear from all around. Take them all down and head for the ladder in the far right corner from where you entered. Some more enemies will appear as you approach so take them down as well. Climb the ladder after you grab the frag grenades under it and head up the ramp on the left to reach a health pack. Continue along the walkway and save at the save point.



Continue around the corridor and take out the four enemies as you come across them. Climb down the ladder to the alley way there and head around the corner to the left to grab an adrenaline boost. Head back down the other way and two inmates will appear. Take them down and continue around the next corner to face a few more. When you reach the next ladder, an enemy will appear from behind you. Take him down and continue to the terminal there to save and across the catwalk. Scan the three locks on the gate around the corner and then shoot each to go through. Grab the large health pack there and then head around the corner to trigger a scene.



After it is over, take out the 5 enemies that ambush you and then head for the valve handle across from where you entered and it will tell you that it needs a handle. Head to the far left and in the back corner will be a small room with the handle in it. Grab it and head back to the door and use the handle. Turn it to open the door and go through. Watch the scene about Jack’s son and the mission will end.

Mission Seven: Tunnels to Entertainment

Now that you are back in control of Leeza, you have Che with you. She explains to you that to get across No Man’s Land, you’ll need to pick off the ticks as she runs across the ground to cut off the power to the beams below. You now have a sniper rifle to use to help protect Che. The easiest way is to not zoom in too tight on Che and stay back a bit so you can see a good area around her. With the sniper rifle you can either fire shots or missiles. You can only fire four missiles at once and then you need to wait for them to reload. I found the missiles the easiest as you can lock on to four ticks and then fire and take them all out at once. Once you get Che safely to the other side, Grab the ammo on the walkway and then slide down the ladder to the left.



Now you need to make your way across the ground and take out the ticks. Use a boost and then just run non-stop through the sandy ground to the door at the far end. Don’t bother waiting and trying to kill all the ticks. Open the door at the end and go through to reach a save terminal. Slide down the ladder after saving and you will now not be able to use your map due to “excessive humidity”. Go to the right and follow the tunnel to the right. When you make your way down, you will be introduced to a new enemy called an Arachnid. Like bigger ticks, these guys will curl up and defend them selves when they get hit a lot. Take them out and continue down the hall there.



Follow it right and then left and you will come to a bridge. As you cross, three ticks will be on the other side. Take them out and continue forward and then to the left. Take out more Arachnids as they appear and head right. Some more ticks will appear as you move down the hall but continue to the end and make a right. As you enter the hallway there, a turret will drop from the ceiling. Use the stack of crates there as cover like the previous times and take it out. Continue to the left and some more arachnids will show up. Take them down as well and continue to the junction where ticks will come from the left and straight ahead. Make your way straight to the end, or go to the left to grab some explosives.

When you reach the end of the corridor, make a left and follow it around to another bridge. Take out the ticks and arachnid there and head right. Hop over the small fence there and you will come to a dead end. Scan the wall and then blow it up with explosives and your map will now start to work. Head through the opening and save at the checkpoint to the left. Make your way around the catwalk to the platform with the ladder and climb down. When you walk towards the center of the room, 5 arachnids will start to move. Take them down, grenades being the easiest way. After those 5 are down, three more will appear as they blow open a hole in the wall. Kill them and enter the opening they made and turn the valve handle.



Make your way to the corner of the room with a stack of crates and a health pack. Scan the lock on the ladder above and then shoot it to release it. Climb up and head to the right. Drop of the edge at the stack of crates and then shimmy over to the other side of them. Climb up and go through the door. At the end of the hall, to the left will be some ticks chewing on a body and to the right some arachnids will burst through the bars there. Take them all out and continue to the right. Follow the corridor through the doorway and some more arachnids will attack. Blow past them and when you move forward you will get a message that the tracking beacon is near. Continue past the door on the right and go straight through the door at the end.



As you enter a scene will play and you will be dropped down a floor afterwards. Head through the only hallway you can and follow it around killing the spiders that appear. Make your way around the corner and you’ll come to a turret. Use the rolling technique to not get hit and continue on. Make a right and hop up the ledge there to a valve and a door. Turn it to open it and grab the health pack there. Go through the door and it will be the door you passed earlier. Head to the right and you’ll enter the room where you encountered Redwood before. Scan the round blinking lights to each side of the door on the opposite side and then zap them with the shockwave. Head across the bridge and save at the terminal there. Go through the door and then up the stairs on the right to reach the large door control. Press it and then run down the stairs and through the large door to end the mission.

Mission Eight: Entertainment

Make your way forward and the hang a left or right and go down the stairs there. At the bottom, scan the opposite wall and it will be destructible. Plant an explosive there and blow it up. Scan he fuse box inside and then zap it with the shockwave. When you do, the door at the top of the stairs to the left will be accessible. Go up and through the door there and when you reach the terminal on the left a scene will play. Save there and head forward down the hall. There will be a circuit panel on the wall at the end that you can scan and then zap. When you do, it will deactivate the lasers blocking the door at the end of the hall, but will also activate the lasers moving up and down the corridor. Take out the enemies there first to get all of their ammo and then blow the panel. Use the crates to get past the lasers and enter the door on the right at the end of the hall.



Head up the stairs and enter the studio. Take the stairs to the left down and there will be a save terminal there as well as a saloon type of doorway. Grab the boost from behind the crates and then enter the saloon doors to trigger a scene. Now that you are in the Wild West, use the corner to the left for cover and take out the gunslingers on the street. When they are all down, head to the end of the street and some more will enter from the right side. Take them out and enter the opening they made. Climb the ladder and make your way back out to the ledge. Go to the end and drop off the edge to reach the street. When you do, a scene will play to show the door behind you and another cowboy. Take him down and take a look at the marks above the door.



Head to the end of the street and there will be a large slot machine there. Now you will need to try and stop each of the three rows of symbols on the order of symbols that were above the door. It may take a few tries as it’s a little tricky at first but when all three are right, the door at the end of the street will open. Head for the door and two more enemies will appear on the second floor. Take them down and go through the door to reach the studio access hallway. Enter the door at the end and you will enter an S&M studio. Kill the leather clad enemies in here and head to the left. Grab the camo-tech mine to the right of the door and then head through. Save at the terminal there and you will get an alert that the tracking signal has been detected.



Go through the door there and a scene will play. Now you need to make your way to Psycho Star’s office. Make your way through the large doors on the right and enter the props room. After a scene you will be in a battle with a wannabe comic. The battle with him is the same as it was with Fernando and Ricardo. Simply creep around the boxes and take him out from a distance. After he drops, take the security level 4 card and use the code breaker on it.

Code Break 4:

1) Row 4: 5th block, Row 5: 2nd, 3rd, 4th and 5th blocks

2)Row 1: 2nd , Row 2: 2nd , Row 3: 2nd , Row 4: 3rd, 4th, 5th blocks

3)Row 3: Full row, Row 4: Full row



Once all three of those codes are in, you will have access to level 4 doors. Head back through the door you came through and enter the large doors. When you are back in the room with the truck, go through the security door and take out the guards in there. Head for the terminal on the right wall and save. Next make your way to the large door at the end of the room which will be the sci-fi access and will have some lasers moving about in the hallway. Stick to the left side and run under the laser when it is the highest point. Do that for all three and then enter the sci-fi studio and a scene will play. Kill the guards in here and then you will be shown 5 controls in the right corner of the room with red buttons on top of them. You need to press the fourth one from left to release a ladder to get out of the room, but the second one will also open a door to the left of the room for health and ammo.



If you press any of the others, then a rush of ticks will come out. Climb up the ladder and make your way around the catwalk and take out the enemy that appears. Grab the utility belt 3 before heading up the stairs there. Once you have it, head up the stairs and go through the door. Grab the health pack and make your way around the corner and down the hall. Ignore the door on the right for now and head to the end of the hall. Enter the communications center and take out the enemies in there. When they are down, go through the next door and enter the security center. Take out each of the three guards in here quietly and then use the terminal at the far end in the center. When you save your game, then go to the left and use the computer under the TV screen that has pink stars around it. This is just a game of memory where you need to match three symbols. For me, I matched three stars that were the last two blocks in the first row and the second last block in the fourth row.



When they are matched, it will tell you that slot machine number two is activated. Head back out of the room and into the hallway to the door that will now be on you left. Enter it and follow the corridor to the end. Make a left and take down the guards in the hallway here. When they are dead, make your way forward and look at the door to the right. Make a note of the symbols above it and then use the slot machine there to open the door. When it is open, enter the door behind you and a scene will play. Now you need to hit the Jail cell and find Hank Jr. Grab the health and the Enhanced Vision Mode in the center of the room. Make your way to the terminal to save and then out of the room.



Head to the right and enter the door there. Use the EVM by pressing the right stick and you will see the hidden mines at the far end of the room. Shoot them and then go through the next door. Make a left down the hall to come to an elevator. Take it down to B1 and you will be back down in the prop storage room. Take a few steps out of the lift and look to the left with the scanner. Blow the wall up there and then use the EVM to look at the vent. It will be a circuit panel that you can scan. Do so and then zap it and the Psycho Star image will raise on the opposite side to reveal a slot machine. Head to Prop storage room B that has the truck in it and on the right will be the door that the slot will open and has three pink stars above it. Head back to the slot machine and enter the symbols.

When you get it, head to the door and go through to enter the horror studio. When you enter the studio, there will be a large statue in the center of the room and three paintings on each wall. The paintings can be flipped to reveal either a sunny picture or a picture with two people and the moon behind them. To figure out which order to turn each painting, look at the stained glass window behind the desk. Down each side it will give you the position that each painting should be in. Grab the green herb, which is no doubt kudos to Resident Evil, from beside the desk and move the paintings according to the glass. When you have them all right, the statue will move and code disk 5 is yours.



Code Breaker 5

1)Row 1: 5th, Row 2: 5th, Row 3: 5th, Row 4: 5th, Row 5: Full

2)Row 1: 3rd, 4th, Row 2: 2nd, Row 3: 5th, Row 4: 3rd, Row 5: 1st

3)Row 3: Full, Row 5: Full



Head back out of the horror studio to prop storage B and kill the shotgun guard there. When he’s down, make your way back towards the slot machine and continue through the large doors until you come to the invisible lasers. Use the EVM to get past them and then you will be right back out side where you started. Head down the stairs and use the EVM to look at the vent opposite where you blew up the circuit panel earlier. Blow this one up with the zap gun and head up the stairs and to the right through the level 5 door. Head down the hallway and use the crates on the right for cover as you take out the turret. Head around the corner and take out the next turret there. Grab the large health pack and enter the door on the right to enter the prison.



Use the terminal there to save and grab the goodies around the room. Enter the door beside the terminal and a scene with Hank will play. After you have the codes, you need to make your way back up to the control room where you just were. Make your way through the door to the right of the cell and it will take you back to the storage room. Go right and hop in the elevator and go up. Make a left and then go through the door there. Kill the two guards in the hallway and make your way around to the Control Room. Enter it and a scene will begin.



Now you have to face off against Psycho Star and his many doubles. This battle is actually pretty easy. All you need to do is go to a corner, kneel and aim. Just sit there and Star will only ever hit you with his laser attack. As the battle goes on, Star with create duplicates of him self and they will all charge at you. As long as you are in the corner, they won’t touch you. Keep your cross hair locked on Star and fire when he stands still. When he has his doubles up, one shot will kill them. Move from duplicate to duplicate and pop them all when you can to remove the chance of being hit by the laser. When you have nail Star enough times, He’ll drop and the mission ending scene will begin.

Mission Nine: Stern Corporation HQ

Now that you are back in control of Jack, you need to take out some enemies in this matrix-esque building lobby. Take out the first set of enemies there and after they are dead, the elevator will bring in a second rush. Take them all out and pick up all the ammo you can. Head for the elevator and a scene will play with Hank Jr. Grab the ammo behind the desk and then enter the elevator. Ride up to the board room and a scene will play. Afterwards, use the terminal at the end of the room to learn of Stern Corp.’s plans.



Head through the door and follow the stairs up to the roof. Grab the large health pack and go up the next set of stairs. When you reach the roof, a scene will play with Hank hr. and then the battle will begin. Hank is as easy as the other Bosses in the game so far. Simply treat him the same way you did Fernando and Ricardo and he will drop in no time. Since he uses a shotgun, the farther way from him you are the better. Fill him with lead from your machine gun to end the mission.

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