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Italian Funds Terror Network
Tags:  crime, government, terrorist, video, video games, washington, white house Tags
rimrocker is offline Old 05-11-2004, 11:04 AM   #1
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From USNews and World report...

It was the lead item on the government's daily threat matrix one day last April. Don Emilio Fulci described by an FBI tipster as a reclusive but evil millionaire, had formed a terrorist group that was planning chemical attacks against London and Washington, D.C. That day even FBI director Robert Mueller was briefed on the Fulci matter. But as the day went on without incident, a White House staffer had a brainstorm: He Googled Fulci. His findings: Fulci is the crime boss in the popular video game Headhunter. "Stand down," came the order from embarrassed national security types.

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bamaslammer is offline Old 05-11-2004, 11:06 AM   #2
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That's pretty damned funny...

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Oski2005 is offline Old 05-11-2004, 11:08 AM   #3
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Wow, I don't know to be glad that they are overly cautious or sad that they could make a blunder like that.

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Cohen is offline Old 05-11-2004, 11:08 AM   #4
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Wonder if the tipster is swimming with the fishes
 
SamFisher is offline Old 05-11-2004, 11:24 AM   #5
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This is not a laughing matter. These gentlemen present a serious threat to national security as you can see.




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bamaslammer is offline Old 05-11-2004, 11:55 AM   #6
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Is that a cool game (not that I need anything else to take up anymore of my already shrinking time)?

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So I want everybody to think here for a second, how much does this game mean to you? 'Cause if it means something to you, you can't stand still. You understand? You play fast! You play strong! You go out there and dominate the man you're playing against, and you make his ass quit! That's our trademark! That's our M.O. as a team! That's what people know us as!
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SamFisher is offline Old 05-11-2004, 12:02 PM   #7
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Quote:
Originally posted by bamaslammer
Is that a cool game (not that I need anything else to take up anymore of my already shrinking time)?
average to mediocre, though they're making a sequel I believe out soon.

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subtomic is online now Old 05-11-2004, 01:30 PM   #8
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My favorite part:

Quote:
Originally posted by rimrocker
From USNews and World report...
Don Emilio Fulci described by an FBI tipster as a reclusive but evil millionaire . . .[/i]
Maybe it's me, but I think any description that includes the words "reclusve but evil (as if the two are normally incompatible) millionaire" probably should have the BS sensors firing.
 
SamFisher is offline Old 05-11-2004, 01:52 PM   #9
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Hopefully, the FBI's computer system has been revamped to allow access to www.gamefaqs.com, which will aid them immensely in the struggle against Don Fulci!
Quote:

OBJECTIVES:
1) Follow Greywolf to the abandoned Amco factory and question him about Fulci's whereabouts.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


Enter the Amco factory. To the right an enemy is guarding a door. Kill
him. A grenade is on the barrels where he was. There is a small locker
with a padlock on it, and a door which requires a magnetic keycard to
access. You can't do anything here, so go to the far left of the
factory. The door there will open after you've used your Amco keycard.

OBJECTIVES:
2) Greywolf is holding a meeting on the third floor.

You must get to the meeting room on the third floor where Greywolf is.
Start by killing everyone down here. Pick up the walkie-talkie and
padlock key on the crate near the stairs. You can't use the freight
elevator, as it's stuck on the second floor. The power isn't on, so you
can't use the other elevator either. Head back outside.

Use the padlock key on the small locker you saw before. Now the power's
on, so you can use the elevator. Go back inside.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Take the elevator to the third floor. No enemies are here ...yet... so
don't worry about being shot. The first door on your left is locked.
Keep walking, and go into the first door on your right. In one of the
stalls is a Proximity Mine. Go back in the hallway. In the darkness
next to the freight elevator, there is a Grenade. When you approach the
meeting room door, Jack will listen in on the meeting at hand. You
can't go in just yet, so enter the room across the hall. On the table
is a document labeled 'Interrogation Report'. Read it, then pick up the
truth serum. Back to the hallway you go. As soon as you do, a door down
the hall will be busted open by an enemy, so get ready to shoot. Enter
the room he came from.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

_______________________
| Wolfpack HQ F3 [2] |
|=======================|
| + = Health Pack x1 |
| * = Res. Grenade x3 |
| 8 = Prox. Mine x2 |
|- - - - - - - - - - - -|
| I1 = Locker Key |
| I2 = Broken Emblem |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
____________________________________________________

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

You can find a grenade in the room to the left of the next door you
come across. Enter the other door. There is an enemy with his back to
you on your right; break his neck. Another enemy will come from the
right side, walking down the hallway. Take him out. Head down the hall-
way and go in the door on your left. Open one more door, and you will
see a crate that is blocking a poster. Pull the crate back by standing
next to the crate and holding (A) and pushing back and inspect the
poster.

The poster says:

"Wolfpack Rules Since 1993"

Remember that..

Go back into the hallway. If you turn left, you can find some
adrenaline in a small room. Go down the right side of the hallway now,
and enter the first door on your left. Drag the crate out from between
the two shelves, and position it between the shelves next to it so you
can reach the locker key. Now go in the room farther down the hall. To
your right there is a health pack and your left, the locker you need to
unlock. Inside you'll find a broken emblem.

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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

When you exit the room, Greywolf will contact you on the walkie-talkie,
you can choose (Yes) or (No) if you want to answer the call or not.
Greywolf is suspicious, so he will send two men to check it out.
Navigate your way to the locked door you encountered when you first
arrived on the third floor. You will unlock it. Use (Y) to hide behind
the crates. Down the hall there are two Wolfpack members packing heat.
One has a shotgun, so be careful! Throw a grenade their way by holding
(A) for a long throw. They should both be taken care of after it
detonates. Walk over to the meeting room door and you'll talk to
Greywolf once again using the walkie-talkie.

Time to open the door and take care of business. The door requires a
4-digit number to open. Remember that poster? Yep, the code is 1993.
Enter it, and prepare to face your first boss, Bruce (see Chapter [6]:
Bosses).

You should take out Bruce without breaking a sweat. Inspect the locker
near the meeting table. You will find a Wolfpack emblem and another
document, labeled 'Codelock info'. Read the doc, then press the red
button on the table. It will trigger an enemy to come to your position,
so be ready. An easy way to kill him if you are low on health is to
setup a proximity mine at the entrance of the meeting room and just
wait and hide. Go back to the elevator and select the second floor.

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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

On the second floor is a punching machine and a health pack. You will
use the punching machine to create an emblem so you can open the door
to the roof. Insert the Wolfpack emblem into the machine and engrave
the following:

B E F O R E T O A F T E R
_ _ _ _ _ _ _ _
| | | | | | | | > |X| | | | | |X|
¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯
_ _ _ _ _ _ _ _
| | | | | | | | > |X| |X| |X| |X|
¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯
_ _ _ _ _ _ _ _
| | | | | | | | > | | |X| |X| | |
¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯
_ _ _ _ _ _ _ _
| | | | | | | | > |X| | | | | |X|
¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

With the new emblem in your possession, go back to the third floor.
Enter the meeting room and use the new emblem on the door on the right.
It will open it and give you access to the roof, where Greywolf has
fled. Open the door, go up the stairs, and get ready for your first
true boss fight! See Chapter [6]: Bosses, for details.


__________________
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