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The Third Courier Tips & Tricks

Tags: The Third Courier Game Guides, The Third Courier Hints, The Third Courier Walkthrough

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

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