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    FAQ/Walkthrough by ia_mc

    Version: 1.0 | Updated: 01/21/08 | Search Guide | Bookmark Guide

    Kane & Lynch: Dead Men
    X360 Walkthrough by ia_mc (ia_mc@myrealbox.com)
    Version 1.0
    Kane & Lynch has received a lot of attention from gaming media and users, most
    of it negative.  This guide won't address any of it.  What this guide will do
    is provide a full walkthrough and general tips (also applicable in multiplayer)
    to get you through the game on the hardest difficulty.
    1.  Gameplay
    2.  Weaponry
    3.  Impact
    4.  Trial
    5.  Withdrawal
    6.  Cracking Up
    7.  The Mizuki
    8.  The Exchange
    9.  Reunion (DUMP TRUCK)
    10.  Breakout
    11.  Retomoto Tower
    12.  Tokyo Streets
    13.  Freedom Fighters
    14.  El Capitol
    15.  Birdís Eye View
    16.  Within the Walls
    17.  Choice
    18.  Consequence
    19.  Multiplayer
    1.  Gameplay
    Most of the levels in Kane & Lynch are reasonably straightforward, and so
    general tactics are the order of the day.
    There are a number of settings in K&L to tweak the aiming sensitivity and
    acceleration both in sighted and unsighted fire.  Raising the "acceleration"
    value may help if you find the aiming sluggish or unresponsive.  That said, I
    found the defaults worked fine for me.
    More significant to aiming is when to use the sights (Left Trigger) and when to
    aim from the hip.  Notice I said "aim from the hip" rather than "shoot from the
    hip." Generally I find it most useful to aim in the general direction of an
    enemy, then sight in to make fine adjustments.  The exception to this case
    occurs when you are slicing the pie (see Movement & Cover for more details). 
    With practice, you can also be reasonably accurate shooting from the hip.
    Regarding targeting, I strongly encourage shooting for center of mass when
    possible.  Most enemies in K&L will drop after a few shots to the torso,
    provided they hit.  Going for the top of somebody's head barely sticking out
    from behind cover can work, but it will often take a few shots to connect.  If
    you're the hang back and play it safe type, this may be a good tactic for you.
    On recoil, fire in short bursts.  It also helps to compensate as you fire
    rather then simply letting the crosshair creep up above your target.
    -Movement and Cover
    Particularly if you're playing on the hardest difficulty, being out in the open
    is extremely dangerous in K&L.  If you must be in the open, stay moving as it
    makes you harder to hit.  The game employs a regenerating health system (red =
    dead) to encourage you to avoid getting shot in rapid succession.  In general,
    the environments are strewn with objects capable of stopping bullets.  Better
    them than you.
    K&L has a built-in cover system that allows you to hide behind corners and
    either blindfire or swing out around them to take aim.  You can also take cover
    and deliver fire from behind waist-high obstacle even if you are not at a
    corner (your character will duck his head slightly, indicating that the game
    registers you as "behind" the cover even though you aren't leaning against it,
    it takes a second or two).  Basically, you move up next to the cover (you must
    be crouching if the cover is waist-high) and then release all movement keys. 
    Don't touch them at all.  You can even move slightly *past* a corner and, while
    this will technically leave you vulnerable for a split second, you would be
    much more vulnerable futzing around trying to lean up against the wall for
    several seconds.
    From this position you can deliver blind fire (simply shoot from the hip) or
    aimed fire (Left Trigger or aim key).  You can also deliver blind or aimed fire
    over a waist-high obstacle without being at a corner.  Both blind and aimed
    fire from cover can be useful (blindfire when you want to be less exposed and
    can afford the accuracy drop, aimed when you're willing to risk exposure for
    the additional accuracy).
    An interesting technique arises from using aimed corner fire that is not
    standard-issue among cover shooters.  After swinging out to aim, you can
    continue moving in whatever direction to get a better firing solution (or move
    further behind cover).  If you move back near the corner, you'll snap behind it
    again as soon as you stop aiming.  This is particularly handy in clearing an
    area around a corner or a doorway by gradually strafing out.  SWAT teams
    sometimes refer to this as "slicing the pie," and it will help you get the drop
    on hidding enemies. Needless to say, you don't need to lean against a wall to
    start slicing the pie.  The advantage of doing it from wall leaning is that
    your character will shoulder his weapon to the left side if you pop out from
    cover to the left, thus reducing your exposure strafing around a left corner.
    The most important thing about leaning against a corner is that it does not
    make you invincible.  You can and will be hit while using the game's built-in
    cover system.  Body parts stick out, the cover chips away, etc.  As such, it is
    primarily an aggressive stance.  You lean up against the wall so that you can
    pop out and shoot enemies while enjoying a moderate amount of protection. 
    Leaning against a wall is usually *not* the best way of regenerating your
    health when you are damaged.  Instead, stand back from the cover and try to put
    it between you and the enemies.  Observe the enemies' tracers to see where
    you're being shot from.  If you're under fire from too many directions, maybe
    it's time to relocate.
    Reloading in K&L is handled with the A-button.  Thereís no magic number telling
    you how many shots you have left in the magazine, so get a feel for it.  If you
    don't fire, your character will automatically reload.  To avoid this, keep the
    fire button slightly depressed to keep the weapon raised (this can also be used
    to ensure you don't hit your cover with the first shot while blindfiring).
    There are two basic movement postures: standing and crouching (you can crouch
    either by toggling or holding the left shoulder button).  Except for when
    limited by your cover, this is often a matter of personal discretion.  Standing
    will get you across open areas faster (click left stick to sprint), whereas
    crouching will allow you to minimize your profile and make better use of any
    incidental low cover nearby (such as parked cars).  Oh, speaking of cars, they
    explode after being shot enough.  Use this to your advantage.
    In general, it's dangerous to be close to enemies.  Granted you can protect
    yourself from gunfire by meleeing using the A button, but his buddies are
    likely to shoot you while you kung fu him into oblivion.  While Kane, Lynch,
    and co. are much tougher than the average enemy, you can go down pretty quickly
    if the A.I. is landing every shot.  Putting moderate distance between you and
    the AI and moving to neutralize the advantage his cover provides while
    maintaining your own is key to success.
    K&L's death system allows you to be revived by any of your squadmates (unless
    they are carrying a body, as in certain plot situations).  Get revived too
    often or wait too long and you die.  Obviously, staying close to your squad
    helps on this account, particularly since you have to keep them all alive (you
    can revive them as often as you like, but not vice versa).  In order to
    compensate for the AI, computer-controlled squadmates are significantly tougher
    than player-controlled characters.
    If you are the cautious sort, you can simply pull back from the action as soon
    as you get revived, then wait awhile.  On the hardest difficulty, this is a
    pretty long time.  Also, you'll have no concrete indicator of when you're at
    risk of overdose.  Usually I find it best to simply try to stay alive during
    that time and keep fighting, but if a section is giving you trouble you may
    want to employ this method.
    Kane will always have backup through the game, and so will Lynch save in a
    couple scenes.  The orders basically amount to "follow" and "go there."  Save
    in a few situations, the author advises against siccing your dudes on specific
    enemies.  Usually it's more effective to focus on what position you want your
    squad to take (make sure there's cover) and letting them engage targets of
    opportunity.  Your squad is reasonably capable when it comes to killing
    enemies, but watch out for getting flanked when you think they've got your
    back.  In all fairness, you could probably get through the game on morphine
    difficulty without issuing any orders, so while the squad helps you don't
    necessarily need to pay much attention to them
    Your squad will also supply you with ammo, to a point.  Eventually, theyíll
    start making snide remarks at which time you need to find a new weapon.
    2.  Weaponry
    K&L allows you to carry a pistol, two types of grenades, and a long weapon at
    any given time.  You can also swap weapons with your squad by holding the right
    stick near them.  I'll address the various types of weapons, with mention of
    specific weapons as applicable.  Comments are mostly personal preference, and I
    recommend finding what works for you.
    You have a generic USP handgun and a revolver (carried by Lynch).  Both are
    reasonably accurate and have acceptable stopping power.  In general, I'm
    inclined to side with the USP because of its higher mag capacity and faster
    rate of fire.  
    -Submachine guns
    In this category you have the MP5 and the P90.  The P90 has a larger magazine
    size, whereas the MP5 is more widely available and seems to be more accurate. 
    In general, the author recommends the MP5.
    Pump action and semi-auto shotguns are available.  As you'd expect, they're
    pretty good at close range.  The major drawback of the pump-action is rate of
    fire, which is basically fixed by the semi-auto version available later in the
    game.  If you like to engage in relatively close quarters and pick your shots,
    SGs work well.
    -Assault Rifles
    While each rifle has its quirks, they mostly serve the same purpose.  Use them
    at close to medium range, in which a burst to center of mass will drop
    unarmored opponents.  I personally prefer the M4, as it seems to be the most
    accurate of the bunch, but experiment for yourself.  The semi-automatic AR
    carried by prison guards is also pretty effective so long as you can deal with
    firing single shots.
    -Sniper rifle
    There's only one, so no points of comparison here.  The sniper rifle in K&L is
    godly.  A torso shot will drop an enemy, and it is pinpoint accurate at any
    visible range.  Unfortunately, ammo is hard to come by.
    The author didn't find grenades necessary for the majority of the game.  Frag
    grenades can be useful for flushing out enemies or blowing up cars.  Smoke
    grenades reduce your chances of getting shot, but you should be able to survive
    a run across most open areas in the game as long as you have cover at both
    ends.  Lynch carries incendiary and teargas grenades, which are essentially
    middle ground between offensive and defensive purposes.  Worth noting is that
    your squad will be disabled by teargas and it will fog up your vision, so stay
    away from it or keep it away from you (throw them back with the A button).
    3.  Impact
    This is the tutorial mission, so I won't need to do a lot of hand-holding. 
    You'll be surrounded by friendlies who will lead you through the level, kill
    the enemies, draw fire, and revive you at all times.  Technically, you don't
    need to fire a shot.
    Follow Lynch into the alley, at which point there is a cutscene.  Continue
    further down until you reach a fence (climbable with the A button).  One the
    other side you'll have to wait a few moments for your friends to open the
    garage door.  Go in, then wait some more for a propane tank to blast a hole in
    the rear right wall.  Go through, take a left, cross the street, and enter a
    warehouse.  Climb to the top floor then circle to the left.  Either walk off
    the catwalk to the ground floor or follow your allies.  Either way, cross the
    street and enter a cafe.  Wait until they get the door open, then run
    diagonally across the street to the donut shop (to the left).  Wait there until
    they tell you to leave, then do so through the opposite entrance.  Take a right
    and follow Lynch (there's a van over the barrier).
    4.  Trial
    You'll be greeted by various tutorial prompts and objectives (make sure you
    wall-lean against the vending machine).  Follow them until Kane and Lynch are
    at the top of the scaffolding.  As an aside, you can indeed rappel down even
    though the mall cops show up, but I wouldn't advise it on morphine.
    Once the shooting starts, hold the high ground and pick them off as best as
    possible.  Watch for two that will flank from the escalator nearby.
    Circle around to get all the angles, then head down once youíve cleared. 
    Another wave will appear.  Get behind something solid and take them out.  Once
    youíve done that, the exit is away from the carís trunk (thereís a gap in the
    5.  Withdrawal
    Take the stairs down to the street and walk up to the Van.  Cutscene ensues. 
    Climb over the wall and rush the security guard.  Melee him and the next one
    inside quickly, then climb the stairs.  Drop the gas in the vent near the
    window, then rappel off the opposite edge.  Go in, clear the area, then move to
    the locked door which Paulie will crack (watch out for the guys on the other
    side of the glass).  Go in, cutscene.  Make your way down to the vault, using
    the corners and elevation to protect you from fire.  Once you reach the vault,
    go back up one flight of stairs and hold your ground.  Once Paulie blows the
    vault, enter.  Cutscene, and repeat.
    When you arrive in the lobby, Lynch will be flipping out.  Notice that near him
    on the ground is a bag of grenades which may prove useful.  Cops swarm the
    lobby through the front entrance (this also happens when Lynch is by himself in
    co-op . . . or is it in his mind?).  
    A lot of the cops will go straight for the stairs to the second floor.  You can
    use this to set up a killzone for them on either floor.  Stay away from the
    windows because thereís a sniper (youíll see his crosshairs in singleplayer or
    an icon above your head in co-op when youíre targeted).  Stay alive until the
    van shows up then get in.
    6.  Cracking Up
    A significant part of this level is a rail shooter which has K&L sitting in the
    back of the van.  The easiest way to deal with cop cars is throwing frag
    grenades, timing the strength of the throw so that it hits.  You can also
    simply hose the vehicles down with weapon fire, going for the vehicleís
    occupants specifically.
    At one point youíre called upon to clear a roadblock.  Deal with the cops
    behind the van first, then advance along the tunnel.  Take a left into the
    adjacent tunnel to circle around and flank the sniper.  A cop car will pull up,
    so avoid getting run over and ambush them as they get out.  Once you kill the
    cops at the roadblock, the van will pull up.  Get in.
    The next on-foot section requires that you guard the van in a relatively open
    area.  You may want to switch to your pistol for better accuracy.  Cops will
    attack from the road you were on, the opposite exit, and the embankment. 
    Partway through, Kane will realize he forgot the money.  The bag can be found
    near a pillar (there is an objective marker).  Get the van back on the road and
    hop in.
    The next section puts you in the subway, and itís fairly tough if short.  Run
    straight down the stairs to the tracks and make your stand.  SWAT teams will
    attack from both directions, and itís unlikely that Lynch will take out all the
    ones on his side (unless youíre in co-op).  If you can time it frag grenades
    are very useful.  Otherwise, do your best to divide your attention and get in
    the train *immediately* when it arrives.
    7.  The Mizuki
    If youíd like to make the most of Lynch, go ahead and sic him on a bouncer
    while taking out another yourself.  Either way you end up fighting them, and
    Lynch is not that effective later in the level.  You do, however, miss out on a
    cutscene if you get straight to the action.  To be ďstealthy,Ē wait until you
    reach the bouncer who tells you not to go further and start there.  Go to
    Yokoís office and have a nice chat.
    Either way, you end up fighting in a crowded dance club.  Itís difficult to
    pick your shots properly, so my recommendation for ease of play is not to. 
    Using the crowd for cover (bouncers are hesitant to shoot unless the crowd has
    cleared out of an area), fire at the bouncers even if you donít have a clean
    shot.  Odds are you will hit a few civilians, but youíll be safer (which is
    especially useful since Lynch canít revive you).  During this sequence Lynch
    cannot aim using sights and is pretty much a waste of space as AI.  Stick him
    in a room, then clear the next area before bringing him along.  Take the stairs
    to the second floor and follow a fairly linear path to the roof.
    Okay, Lynch screwed up.  Keep going along the roof until you reach the window
    from which you were ambushed last time and grab the MP5 (Kane, since Lynch
    canít use it while carrying Yoko).  Do the whole thing again, sans crowd.
    Back on the roof, thereís a tricky section worthy of note in which you must
    cross a huge skylight.  This is complicated by the fact that youíve probably
    shot out many of the panes.  Wiggle the camera around to look for a reflection
    that indicates intact glass.  Also, watch out for a thug on the balcony to your
    left as you progress forward.
    8.  The Exchange
    Proceed to the pagoda and pick up the phone.  Cutscene.
    Okay, Lynch screwed up again.  Heís also going to save your life.  Your
    priority targets should be snipers on the second level of the surrounding
    overpasses.  Kane canít hit them, so order Lynch to snipe them by pressing Y
    (or just yell at your buddy if youíre playing co-op).  After that there are
    some relatively straightforward firefights that take you to the staircase
    (visible from a distance because itís lit up like a Christmas tree).  You have
    an assault rifle, so you can take on enemies from a reasonable distance. 
    Target them by the flashlights they stupidly leave turned on and donít forget
    you have AI backup.
    Climb the staircase and engage some cops.  The van is across the street and
    amidst all the cop cars, so you pretty much have to clear them out to finish
    the mission.  The median is perfect cover and should allow you to stay pretty
    safe throughout.
    9.  Reunion (DUMP TRUCK)
    Climb out of the ditch and melee the gunman.  Clear the immediate area and
    watch your radar carefully.  Enemies will approach in waves from areas
    indicated on radar.  Usually the easiest way to get them before they reach
    Jenny is to intercept them close to their vehicles.  A few might get past you,
    but Lynch should be able to take them out.  The last wave is tricky because
    they approach from two corridors.  The ideal situation is for Lynch to take one
    and Kane to handle the other, but you may decide to fudge that scheme depending
    on personal preference & AI competence.  Grab an MP5 if you can.
    The next section is famously difficult to figure out.  Youíll be facing a giant
    dumptruck which, if it passes over Jennyís hiding spot enough times, will
    collapse it.  Your goal is to shoot out any of the glass panels surrounding the
    driversí compartment while taking out thugs in your spare time.  The obvious
    choice is the windshield, and itís probably also the best.  While you do have
    shots at the windows when the truck turns around, going for them means that
    when the truck is closest to you (and hence your shots deviate least) youíre
    shooting at a transverse target.  Particularly on consoles, thatís rough. 
    Killing the driver causes Jenny to escape (it takes a little while) and then a
    10.  Breakout
    Shoot out the cracked glass window and make your way through the area.  Youíll
    reach a long corridor exposed to the outside (and sniper fire).  My
    recommendation is to charge straight down it and take out the guards who pop
    out while on the move.  If youíre less rambo, you could try hanging back more.
     Go onward and press the button (watch out for guards above you, they can fire
    through the grating.  Sometimes itís easiest to avoid them).  Entering the next
    area, youíre faced with more guards at a distance.  The columns are probably
    your best cover, although youíll have to abandon them to reach the control
    room.  Push the button and find Rificís cell by the green light.  
    Engage in some more gunplay and then keep moving.  Youíll end up watching a
    pseudo cutscene of an inmate opening the gate for you, so be patient.  Continue
    on to the cafeteria.
    The cafeteria has terrible cover, and so youíre probably best hanging back at
    the entrance until youíve taken out most of the guards.  You have good cover,
    they have bad cover, which is what we want.
    Next comes the laundry and Tharpa.  Head down the stairs and kill some guards.
     The quarters are fairly close, so you may want to pick your weapon
    accordingly.  Fight your way back out and back up.
    The range changes substantially from here until the end of the level, so I
    recommend the rifle carried by prison guards.  When you head outside next
    youíll face a sniper in the tower to the left and on a rooftop to your right. 
    Climb dumpsters to access the roof and the next area to the right.
    Enter the cell block and talk to Shelly.  Scale the stairs to reach the control
    room at the top floor of the block.  Cover is quite sparse, so keep moving and
    take out the guards as fast as you can.  Be careful as you enter the control
    room as there are guards to the left.  Push the button.
    Continue on above ground level and take out the guards on the elevated path. 
    If you can make a break for the first corner youíll find good cover to use in
    the form of an alcove.  Otherwise, just shoot first.  Climb the stairs to the
    control room and clear it out (your AI should pretty much be able to handle
    it).  Push a button.
    Now, you can either take down the helicopter or simply rappel off the side of
    the tower.  Either one works on the hardest difficulty.  Once you reach the
    ground, follow the prison inmates and watch for snipers in the towers.  The
    convicts will break down the fence and provide a nice distraction while you
    make your way to the armored prison transport.  Cutscene.
    11.  Retomoto Tower
    Hang around below the helipad and pick off the thugs.  Theyíre poorly armed and
    shouldnít be much of a threat.  Head to the edge of the roof and start
    rappelling down.  As soon as your reach the correct floor, Kane will
    automatically set the bomb.  Get out of the way!  Head as far to the right or
    left as you can.  Once the bomb goes off, your squad will storm in.  You can
    follow them if you wish, or hang back.  At any rate, the room has plenty of
    cover and you should be able to handle it by this point.  Approach Retomoto and
    take the briefcase.
    Find something to hide behind and cover the door.  Thugs will bust in, one of
    whom is quite hard to kill.  Once youíve cleared them out, make sure your squad
    is following you and take the door they entered from.  The next part is a
    circular area with stairs on each side and a hole in the middle.  This is a
    segment in which corner cover is seldom all that useful, so slice the pie and
    use your height advantage for cover.
    As you progress down, you may wish to send your squad down the stairs first. 
    This frees you up to take out the enemies waiting for them while they absorb
    bullets for you (note that AI allies can survive more shots than
    player-controlled allies).
    When you reach the bottom, a group of enemies will take cover behind some desks
    and make your lives difficult.  Grenades work well here, though you could
    probably just pick them off with some patience.  Get in the elevator.
    12.  Tokyo Streets
    Regardless of your actions, you wonít make it out of the building without the
    cops spotting your weapons.  For the first segment of the level, youíre pretty
    much trapped in the building, so take cover and use your tactics of choice to
    pick off the cops outside.  If you want to move more quickly, you can exit the
    building and use the pillars outdoors for cover, although this places you at
    greater risk.
    Once youíve cleared the way, hang a right and move down the street.  In
    general, try to stay low and stick to areas in which there are plenty of cars
    sitting around.  As always, open areas are bad.  The general path I favor
    starts on the right side of the street, then moves left as thereís a gap in car
    Of interest are two snipers and some SWAT members with riot shields.  The
    former can be handled by flanking (take the stairs up to his position) and
    countersniping (exactly what it sounds like).  The SWAT team with riot shields
    is a pain, as theyíre basically walking cover.  Sometimes they will expose body
    parts, though the easiest way to drop them is to put part of your squad
    somewhere and use them as a distraction to flank.
    Take a left and arrive at the bus station.  This is basically hell because cops
    approach from multiple angles, have automatic weapons, and buses tend to
    explode when shot.  You may be tempted to go for the high ground, but I
    recommend against it.  Youíll be exposed, which generally = shot.  Your goal is
    to the left and forward.  Head in that general direction, keeping distance from
    the buses when possible (use them as cover, but keep your distance), and
    control the lanes of fire so that you donít have to take down more than 1-2
    SWAT members at a time.  There are some riot shield SWAT members preventing you
    from reaching the van, which you can flank by circling around the nearby bus. 
     Overall: keep moving, stay alert, and good luck!
    13.  Freedom Fighters
    Youíll begin overlooking the battlefield.  You can take out some troops from
    here if you like, but overall the distance is a bit long for Kaneís AR.  Drop
    to the ground floor and group up.  Itís worth noting that one of your squad
    members will have a grenade launcher and only use his pistol (this goes for
    sniper rifles as well, unless you order them to attack something).  My
    preferred path for the opening area involves sprinting to the covered area to
    the left and following it as far as possible, then continuing along that side
    picking off enemies as they show up.  Youíre probably familiar with the basic
    tactics outlined at the beginning of this walkthrough by now, but if not the
    rest of the game is going to hurt.
    The next section requires that you take out a BTR using the single-shot rocket
    launchers scattered around.  My advice is to keep your squad close enough to
    revive you but out of the line of fire.  You can use corner cover, although I
    prefer slicing the pie in this instance.  Three rockets should do the trick
    (black smoke should billow).
    This next section may be the hardest portion of the game.  Note that your
    reinforcements are pure fodder and will almost inevitably go down during the
    first minute of the fight.  Although each team member has a squad of troops
    following him, they are by no means self-sufficient entities.  If you decide to
    send a buddy to clear an area, send two.  There are a number of possible
    routes, but my preferred one involves taking the center island and then dealing
    with the jeeps and troops from there (advancing as necessary to trigger the
    next wave).  Every once in awhile a helicopter will buzz you and possibly take
    somebody down.  I find this is most likely to occur while Iím stationary, and
    running around frantically will usually prevent taking any hits from the
    chopper.  Theoretically you can take it down, but this is in my experience more
    trouble than itís worth.  Once you cross the plaza, hang a left for what will
    seem like a cooldown after the previous fights.  Stick to the columns and take
    them out.  Cutscene.
    14.  El Capitol
    The mission starts with just Kane and Lynch.  Move up to an overlook area
    vaguely reminiscent of the Retomoto tower.  Similar strategy here, but in
    reverse.  Finding good cover can be tricky, so if youíre getting hit . . .
    move.  Make your way to the roof by circling around left, then right.
    Clearing out the roof is a relatively straightforward process.  Use corners
    and/or melee to make short work of it.  After that you need to take on two BTRs
    on the ground below (to the right).  Slice the pie and be careful not to shoot
    the ground next to you.
    The next section is just plain difficult.  Youíll have to take on a helicopter
    to proceed, and it can make short work of both of you.  Its two basic routines
    are flyby rocket barrage and hovering attack with its cannons (which is the
    easiest time to hit it with rockets).  Both will hurt you good, so use what
    cover you can before it blows up.  Also, a soldier shoots at you from the roof
    above, which can be either a minor annoyance or retry time depending on how
    soon you notice him.  Once youíve pumped enough rockets into the chopper, grab
    a weapon and repel down.
    This next section relies on the same approach strategy Iíve been preaching for
    the rest of the game: donít assault in the open.  You can approach the entrance
    from the left or the right, but the center is questionable.  There are a fair
    number of enemies, but as long as you keep good cover and watch your angles you
    should be able to handle it.  Once you get inside the route is pretty
    straightforward as is which cover you should use.  Climb the stairs and go down
    the hall to another boss of sorts.
    While the game suggests you throw grenades in each of the MG nests, Iíve had
    more success simply plugging them with the firearm of my choice.  If youíre
    getting torn to shreds on the approach, pop a smoke.  Once you clear them out,
    the cover in the middle will explode to reveal a passage.
    Continue onward using the room-clearing tactics of choice.  Youíll encounter a
    dead end, some troops, and Carlos.
    15.  Birdís Eye View
    Head forward to the overlook and a cutscene.  Continue along the path until you
    encounter the first group of enemies.  Their flare will hit the canyon wall, so
    you donít need to worry about being detected.  Terrain features worth noting
    are a path to the left for flanking and logs.  These logs will *not* provide
    sufficient cover on their own, and so I suggest players either hang further
    back (Carlos has a silenced sniper rifle perfect for this) or move 
    further forward.
    The next encounter has the possibility of turning ugly, but you can still shoot
    your way through.  Rappel down the waterfall and bring your crew.  Take out the
    nearby guard with either melee or a silenced weapon.  Move down the riverbed
    until you are parallel to the facing of the shack.  Open up and use the
    riverbed for cover.  This is a difficult fight and you may have to revive or be
    revived during it.
    Continue to the other side for another straight up shootout.  Both the house
    and the path to the left offer decent cover, so you and your squad should be in
    good shape.  Continue to the next encounter.
    If you havenít already, I recommend grabbing Carlosí rifle at this point and
    taking up a position on the path to the right.  Hit the explosive barrel and
    pick off troops, keeping one squadmate nearby to revive you and the rest
    covering the lower approach.  Once itís clear, move on.
    The next situation is somewhat similar to the post-riverbed battle, except that
    youíll be facing jeeps.  Take cover in the shack, or hang back and pick off the
    jeep gunners with the rifle.  Head to the bridge and rappel down.
    Youíll see a guard patrolling on a bridge above.  Hit him with the sniper rifle
    and continue on.
    If you have the sniper rifle ammo, I recommend picking off some enemies from
    your elevated position.  After that, youíll have to go down and slog through
    the village.  There isnít a whole lot of latitude in which route you can take,
    so use your squad as meatshields and watch the static weapon emplacements
    carefully.  You may wish to use smoke, frags, or gas.  Continue to the bridge.
    16.  Within the Walls
    Use the sniper rifle to clear the path for Carlos, then order him to move to
    the gate (watch for the guards inside the hacienda).  After something happens,
    keep moving along the upper path and follow it to the right.  Pick off some
    sentries and rappel down.  
    The best cover in the section can be found on the far wall opposite the
    ascending ramp.  The best cover for the next section, however, involves going
    through the building interior, so you may wish to compromise and use the
    scattered crates to more easily access it.
    Either way, you reach a switchback covered by a sniper.  This guy is barely
    visible, so youíll have to use the sniper rifle and/or move up closer.  Also
    worth noting is a guard in the watchtower thatís easy to miss.  
    Approaching the sniperís location, you encounter a gate followed by another one
    of the plaza areas youíve come to expect.  Thin the herd from the gate if
    possible, then take an immediate right when entering the area.  Follow the
    path, using columns for cover as necessary, to the doorway opposite.
    Youíll encounter another rough area in which you take fire from both sides as
    you emerge.  I recommend rushing the position to your left.  This will give you
    some protection from the rain of bullets hitting you from the right.  Once
    youíve done what you can from that position, move up using the gazebo for
    cover.  You will have to do a little sprinting through the open, but not as bad
    as if youíd taken the direct route there. Mop up, making sure to get guards in
    the windows.  Take the door.
    Youíll find yourself in . . . . you guessed it . . .  another plaza area. 
    Approach Jenny in the center and watch the cutscene.  Next youíll have control
    as the brothers talk trash to Kane.  While itís tempting to simply shoot them
    in the head, donít.  Look to the right, and there will be a mine next to
    Carlosí body.  Shoot the mine, I repeat, shoot the mine.  After that youíll
    face another firefight against enemies on the upper level.  Retreat to the
    columns for cover and work your way around to clear the area.  
    Head for the gate.
    17.  Choice
    This section starts you out in another rail shooting sequence.  Lynch has a
    very limited field of fire, so most of the responsibility falls on Kane during
    this sequence.  During the first segment, make other vehicles priority targets.
     Once you reach the airfield, your primary threat will become the guard towers
    (inhabited by guards with rocket launchers).  These should be your first target
    at all times, with enemy troops and vehicles as secondary considerations.
    Eventually, youíre tasked with stopping a plane.  Shoot out as many engines as
    you can on the initial approach, then finish them off as you chase the plane. 
    The aircraft wonít stop until the end of the runway for dramatic purposes.
    The next section has Kane clearing out the cargo plane while Lynch handles the
    approaching jeeps.  In theory, that is.  What I recommend is to have both Kane
    & Lynch handle the enemies in the jeeps outside, then handle the plane.  Watch
    your fire, particularly in the cockpit since hitting Jenny results in mission
    over.  Once you clear the plane a cutscene will trigger and you will be faced
    with ďthe choice.Ē
    If you want to cut and run, take Jenny and GET TO DA CHOPPA.  Youíve finished
    the game.
    If you want to save your pals, take a right after the initial decision point
    cutscene (itís another walkway).  Onward to . . . .
    18.  Consequence
    Your goal is to reach the church on a nearby hill.  This is both harder and
    easier than it sounds.  Unfortunately, there are a number of enemies in your
    way and Jenny wonít listen to any commands.  On the plus side, there are a
    number of explosive barrels next to the jeeps and clustered enemies.  As usual,
    I recommend avoiding the middle pathway and instead keeping to either side to
    avoid getting stuck in a crossfire.
    Whichever route, youíll eventually reach a staircase leading up to the
    cemetery.  This is rough, because thereís no real cover along the way and Jenny
    will automatically follow Kane.  The ideal situation is for Lynch to slice the
    pie going up the stairs and clear out the enemies at the top.  The AI,
    naturally, wonít be too cooperative in that regard, so youíll have to help
    Lynch out when he gets into trouble.  Most of the gravestones make pretty poor
    cover, which you should use to your advantage by taking out exposed enemies
    quickly.  Ascend to the church and watch another cheery cutscene.
    Your initial goal is to hold the church.  Pie the edges of the drop (the edges
    are too low to provide good wall-lean cover), taking out enemies one by one. 
    You may want to use the sniper rifle and go after enemies that have appeared in
    the village below.  Otherwise, youíll fight your way to the docks in much the
    same way as you fought to reach the church.
    Oh, and if, at any point, Jenny goes down a second time, Kane will have to
    carry her.  This means youíre stuck going through the rest of the level firing
    a pistol from the hip.  Not good, not good.
    Once you reach the docks, no matter how meticulously you clear them beforehand,
    enemies will pop out of nowhere and hit Jenny (if sheís still up) with surgical
    accuracy.  Take comfort in knowing you doomed her the minute you decided to
    save Shelly.
    From the docks itís simply a matter of taking out a few more soldiers and
    getting to the boat at the end.  Youíve now had the full Kane & Lynch
    experience.  If you did the whole thing on Morphine difficulty, pat yourself on
    the back.
    19.  Multiplayer
    K&Lís multiplayer is in many ways an extension of the singleplayer.  Youíll end
    up encountering areas from the campaign and using similar tactics.  The main
    factor at work is (obviously) other players.  Players tend to be more mobile
    and unpredictable than AIs, particularly considering that one second theyíre on
    youíre side and the next theyíve gone traitor.  As a result, multiplayer tends
    to be less about holding positions than the singleplayer due to everyone moving
    around.  While the obvious choice for when to turn traitor yourself is when
    youíve collected most of the money and are close to the end of the game, you
    should keep an eye open for opportunities earlier in the game as well (such as
    during a quiet moment with the guy who has all the cash).  Experiment with
    different strategies, familiarize yourself with how other people play, and
    continue to adapt your approach accordingly.
    That concludes my walkthrough of Kane & Lynch: Dead Men.   If you have any
    questions, fire off an e-mail to ia_mc@myrealbox.com or send a PM to ia_mc on
    the gamespot boards.  Iím more likely to receive the PM, since this e-mail
    address has an aggressive spam filter.
    This guide is the legal property of Mischa Carlson (2008) and I maintain sole
    rights to its contents and distribution.

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