SPLINTER CELL CHAOS THEORY
Expert Mode Stealth Guide                                                    

Title: Splinter Cell Chaos Theory
Producer: Ubi Soft
For: X Box
MSWord: Courier New
Original Created: 5/3/07
Revised completed: 8/2/08
By: Ghidrah
EMaul: Ghidrah_@hotmail.com

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If anyone wishes to use this guide on their site, I would like to know. I don't 
have a problem with its use by others on Gaming forums, FAQ sites, or being 
copied for personal use. I'd like to know if it's to be used on a site though, 
just so I could drop by to ensure it hasn't been altered. So please send me 
your sites URL.
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As with all my guides, find some legit trick I missed, I'll give you credit for 
it in the guide and an insert amendment to the guide where it will be used. 
As long as the trick, shortcut, etc., etc., can be validated by me without the 
use of any kind of cheat codes if (codes) exist for the X Box version of the 
game.
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1. REVISIONS
A summery will be given here; I hope I don't add many.
All changes to the guide will be dated and noted at the beginning of each level 
where they occur in the game. 

7/27/08
This change was inspired by "mommas_sexy_beast@yahoo.com" while corresponding 
with Beast he related his MO through the Rooftop Helipad, which got me 
rethinking my approach. By modifying and combining both a new stealthier 
solution arose. Thanks Beast for allowing me to combine and include the change 
in the guide. The change occurs at *-* in Penthouse.

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2. BRIEFING

A new thing for my game guides, CONTROL "F", considering how long they're 
getting from all the crap I'm adding the function seems like a good thing to 
add for someone looking for specific junk. I hope it proves useful.

Most guide writers don't write for the hardest difficulty mode and or don't 
give adequate directions to support their method; the results in general, are 
that their stuff doesn't work most of the time. While I make no claim to having 
a hook on English, I try to be as explicit as possible and suggest save points 
for problematic areas of the game for my sake let alone other players.

All difficulty modes are the same regarding objectives, item placement and 
methods for solving interactive elements, e.g., (keypads, scanners, cameras, 
etc.). However an Expert mode game is different in the tactics used in a 
maneuver. Particularly, because of the heightened abilities of the AI some 
general tactics must be modified to reflect the elevated abilities of the AI. 

That said, unlike what some authors profess that whatever is written in their 
guide will work in the "HARDER" modes, (which isn't always true) any method 
used in an Expert Mode game will work in any of the easier modes without a 
doubt.

SAVES
I'm not ashamed to save, when involved with this game, so many things can go 
wrong, move too fast and the guy across a noisy city block hears you. 
A BG in total darkness, with his back turned to you and a wall between you sees 
you and shoots you through said wall. I do spend more time with (Quick Save) 
than the hard save, but it can be a problem if you save at the wrong time or, 
by mistake, save instead of load. An occasional hard save takes the sting off a 
huge boner putzing out after completing half a level with quick or no saves. 
I'm not that good.

TIMING
This is the rhythm and duration of movement through the game. The positions of 
bad guys in the game may be slightly off relative to the time spent moving and 
waiting. If you're ahead of or behind my rhythm, AI may not be where they are 
in the guide forcing you to wait longer than you'd like. I advise saving more 
often than suggested incase the rhythm is off to allow one to re-sync with the 
guide. 

LOAD OUTS
Load outs, except for the Bath House, don't really matter to me. I rarely use 
any of the LTLs. Stealth kits have more shockers and foils making it the 
preferred load out for numerous long and or medium distance covert stuns. 
However, because this is a 6 KO, 3 kill game, there isn't much use for the 
LTLs. I speed click through the options, recommended is the first option, so it 
is always the one picked.
As for the Bath House, I go with "RECOMMENDED", the reason being (I) need 3 
smokes to clear the shower stalls in "EXPERT MODE". In hard mode I can do it 
with 2.

KILLS
I'm not sure why the game doesn't acknowledge the required kills; (Lacerda, 
Nedich and Shetland) it should to be in line with the rest of the game stats.

MISSION TIME
All mission times are rounded up to the next whole number and are game progress 
times not mission times and are the best times I've posted to date. Real time 
on the other hand, "God I suck!" is usually what gurgles out of my throat once 
I'm able to speak.

ALERTS
Verbal or physical by a BG that isn't screamed out or ended with gunfire does 
not increase the alarm from 0 to 1. "I think I hear or see something and or a 
hand gesture to follow the BG making the statement doesn't screw the ghosting 
of the area. 
It does complicate things if the target is blocked by the BG, and likely bruise 
your ego for having been heard or seen. Be aware, you'll be seen and or heard 
from 40 feet away, with blaring machinery and large thick walls blocking their 
view, and likely shot at through all of it to add insult to injury. On the 
other hand, you'll clod hop past a BG standing 2 feet away and be un-noticed, 
go figure. 

CUT SCENES AND INTERROGATIONS
Unless you get all squishy listening to all the cut scenes at the beginning of 
each level again and again or interrogations, rapidly tap the action button 
when rolling through the conversations to get back to playing quickly as 
possible. Speeding through interrogations make me smile, it looks like Sam 
repeatedly hugs the bad guys to death.

HACKING/EEV
It isn't as much of a problem in the beginning of the game, but, as the game 
progresses some of the more important keypads and comps become very difficult 
due to the running process of the hack. The duration of a hack may be cut in 
half. It may only offer 2 fragment locks. The fragments will flick on and off 
twice as fast. 
I don't have a good strategy for catching the sets of numbers, most often I 
leave the lock button on the 1st 3 numbers for a quick push. The reason being 
that the 1st set of 3 numbers highlighted is rarely highlighted first. For the 
most part, I rely on memorizing the positions of the other three sets and 
visually scan for them on the list on the left. The scanner for the glass 
security door at Kokubo Sosho; that puppy whizzes by so fast that it often 
takes 6 to 8 tries to get it. I'd save before and after every difficult hack.

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3. CONTRACTIONS

There are a few word strings and or phrases that will appear countless times in 
the guide, to minimize the tedium of repetition, I've created and logged 
contractions below for the most used, incase there's a problem with deciphering 
them.

Bad Guy= "BG",
Computer/s= "Comp/s",
Counter Clockwise= "CCw",
Clockwise= "Cw",
Cable the Door= "CtD",
Electronically Enhanced Vision= "EEV",
Electromagnetic Field= "EMF"
Fast Creep= "FC",
Hallway= "HLWY",
Infrared= "IR",
Left Trigger= "LT",
National Guard= "NG",
Normal Sight= "NS", 
Night Vision= "NV",
Optical Cable= "Cable",  
Open and Close Door= "O&CD",
Open and Close Hatch= "O&CH",
OCP the Camera= "OCPC",
OCP the Light= "OCPL",
OCP the Big Light= "OCPBL",
Optically Channeled Potentiator= "OCP",
Roving Bad Guy= "RBG",
Roving Guard= "RG",
Roving National Guard= "RNG",
Slow Creep= "SC",
Stealth Open and Close the Door= "SO&CD",
Stealth Open and Close the Hatch= "SO&CH",
Stationary Bad Guy= "SBG",   
Quick and Quiet= "Q&Q", 
Quick and Quiet Creep= "Q&QC",

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MENU

1. REVISIONS
2. BRIEFING (crap)
3. CONTRACTIONS (often used words or phrases) 
4. WALKTHROUGH (areas CT1 through CT9 and sub sections)
5. END GAME STATS

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WALKTHROUGH

CT1. THE LIGHTHOUSE, 
Recommended load out
Locate Morgenholt, scanning crates 1&2.

CT1a. Masse kernels; scanning crates 2&3; destroy masse kernels

(SAVE)

Starting out on the beach, run, climb, crawl and jump your way up into the 
caves. There're 2 ways to get across the cavern, a bridge to the right, or a 
path around the perimeter of the cavern to the left. The path on the left is 
longer, but allows Sam to move through the next couple of areas faster and 
safer. 2 RBGs will enter the cavern from the bridge end shortly after standing 
up in the cave so you must move quickly. 

Stand and run Cw around the perimeter of the cavern; as Sam drops off the ledge 
continue in a FC to minimize noise. Sam will be out of the room before they 
enter and he won't be heard. There is a hole in the cavern wall leading to a 
small cave with a ladder. The ladder leads to a cell area where the weapons 
fire is coming from. 

Lambert tells Sam to look for and to scan crates bar codes for possible weapons 
caches. Climb up, Q&QC along the darkened strip of floor toward the exit; 
notice the crates in the cell on Sam's right as you pass by the gate to the 
cell. Stop just before the exit opening, turn right and EEV the crates through 
the cell bars for crate#1. Move over to the right side of the exit, turn back 
toward the cell with the shooter and watch him, as he moves away from Sam or 
past the stone/concrete wall of the cell, exit the room.

Q&QC up the steps to a tunnel full of barrels; locate and scan the crates to 
the left of the opening for #2. FC up the next set of stairs and CtD, enter 
O&CD behind you and Q&QC down the ramp. 

Turn right, Q&QC into the dark side tunnel and wait for the RBG to walk up the 
ramp. As the RBG climbs the ramp Q&QC out of the tunnel, over to the side of 
the ramp and along the wall to the torture chamber. BG#1 has killed Morgenholt; 
he'll stop the torture and walk over to the radio, follow him and peel off into 
the exit opening. Continue around the corner before BG#1 turns around, locate 
the door, CtD, bust the lock, and exit. 

(SAVE)

CT1a 
Recover or destroy info on Masse kernels

Go IR. There's a BG in the 1st tent so be quiet. Q&QC Cw around the tents, 
locate the RBG, he'll approach the tents and stop between them. EMF the tents 
and locate crate #3 in the 2nd tent. You can't EEV through material so continue 
Cw around the 2nd tent, enter the tent and scan #3. Exit the tent; locate the 
pallets and climbable ledge. Climb up and bear right into the passageway. SC 
past the sitting BG and exit through the blanket draped opening. 

2RBGs, RBG#1 walks to the far end of the area to talk to #2. EMF the area, 
locate and scan crate #4 under a shed roof near the 2 men. Stick to the parapet 
wall, slide along it and stop before you lose cover. 
The 2 men will talk for a bit and walk away, as they begin to move off slide 
toward the exit. Watch RBG#2, he'll stop for a moment, when #2 begins moving 
again, release from the wall. Enter the structure and head for the back of the 
room. 

(Note)
It's difficult to see #2 as you move away, the talk window opens up and NV is 
blurry

Go IR and scan the room for BGs locate the BG either standing near a window or 
facing the back of the room. The comp is to the right of the opening you just 
passed through. Quietly access the comp and SC out of the room. Proceed through 
the curtain covered opening and outside, there are 2 BGs talking, SC down the 
stairs, turn right, at the bottom and EEV the final crate. SC down the stairs, 
continue past the BG working off to the right, work up to a FC until you reach 
the 1st dog leg in the path. From there stand up and run along the obvious path 
out to the Light house. Cross the bridge and move CCw around the lighthouse to 
the door. 

(Note)
One RBG circles the lighthouse CCw at its base and one BG circles CCw on the 
lookout at the top. If you moved like the wind, the ground level RBG may be 
near the door at the base of the lighthouse, if he's in view on your approach; 
(usually not), wait for him to cross back and forth over the bridge. 

O&CD, climb the spiral staircase to the platform with the table and cabinet, 
search the cabinet and proceed to the ladder. Stop climbing the ladder when 
Sam's hand touches the floor. Swing the camera around to locate the RBG, once 
he passes Sam's position climb up and stun him with a shocker. Flip the light 
switch and exit the light room for extraction.

7:00
KO 1
ID none
Shocker 1
Rounds -0-
All objectives complete 100 percent.

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CT2. THE CARGO SHIP
Recommended
Locate the Bill of Lading

CT2a Kill Lacerda!

(SAVE)

Turn left, Q&QC over to the ladder and climb down. Run till Sam cain't run no 
mo, turn and climb up between the big honkin cargo containers. There is one 
path the leads Sam aft and to the port side of the ship, where you have no 
choice but to drop down onto the deck. Turn right, locate the stairs down to 
the 01 deck and do so. Once half way down the stairs stop, arm with the pistol 
and OCPL above the sleeping guard. Quickly move back up the stairs and around 
to the far end of the railing. Wait for the sleepy RBG to begin creeping up the 
stairs to drop down behind him to the 01 deck. Continue over to the sliding 
hatch and enter the 1st of the Cargo Bays. Move over the containers and EMF the 
bay; locate the break in the bulkhead, slide through, locate and tag crate#1. 
Proceed to the other side of the Cargo bay and climb up the ladder. Turn right 
and FC to the end, turn O&CH and enter the overly small workshop. Pull your 
pistol, creep forward, aim at the light, go NV and OCPL. Jump up onto the 
table, back down to the floor and into the vent. Skooch to the other end of the 
duct, pop out the other side onto an elevated walkway in the Machine Room.

(SAVE)
 
SC along the railing to the bulkhead; jump over the railing onto the large pipe 
against the bulkhead. Come to a stop while still in the shadow. Turn left and 
locate the port side rib and the red machine beside it, there is a gap between 
them, remember this, it may become useful later in the maneuver. 
Listen to the convo between the 2 BGs. The one at the pump console will move 
away from it. When he moves away, OCPL swinging from the overhead and then drop 
down to the deck. Start the pump for Julio. 

(Note)
Sometimes, after the light is OCP'd the lower deck RBG will go straight to the 
ladder and climb up to the walkway, or stand still near the machine until Sam 
passes, when this happens, you can move over to the hatch and exit. 
Other times the lower deck RBG will turn back toward Sam cutting off his 
escape, when this occurs, retreat to the gap between the port side rib and the 
big red machine. 
OCPL from there, once the light is out Q&QC to the other side of the Machine 
Room and stick to the bulkhead in the dark corner to the left of the hatch. 
Allow Julio and Manny to inspect the area before Moving Sam out of the room. 
It's too easy to get bagged rushing out. They'll both move to the other side of 
the room giving Sam all the time he needs to exit in safety.

Once out of the room, close the hatch and FC along the corridor to the cargo 
bay hatch on the right. Enter the cargo bay and locate the crate with the 
paperwork on it.

CT2a Kill Lacerda

Exit the cargo bay at a full gallop, turn right, continue along the corridor; 
drop to a FC once you see the niche on the right with lifted decking plate.  
Stick to a wall in the niche and pop out after the 2 RBGs have passed. Ensure 
both RBGs are facing away before FC-ing over to the Engine Room. 

(Note)
The surroundings are this. 
On Sam's right, is a long shaft protected by railing and 2 large bulky objects 
at either end of the room and shaft, thrust bearings I think.
On the left, a series of gauge panels a space then a large vertical white or 
yellow tank and finally RBG#1 who is standing about 2 feet from it and facing 
the same direction Sam is.) 

(SAVE)

Go NV; O&CH, FC forward into the engine room along the railing. As you approach 
the halfway point along the railing stick to it and slide to the end.
Release from the rail, SC past RBG#1 and around to the bulkhead. SC to the 
climbing pipe to the 2nd level and climb up as RBG#1 moves away. Once at the 
top of the pipe, jump right to the railing and pull up. RBG#2 will be on the 
mid walkway spanning port to starboard and RBG#3 may be with him. Turn right, 
Q&QC up the stairs to the 3rd level of the Engine Room. RBG#3 will likely be 
somewhere on this level if not with RBG#2, but rarely in Sam's way. Q&QC to and 
through the exit hatch to avoid any detection. Enter the HLWY. 

Move straight to the dark spot to the right of the stairs. An RBG will be by 
shortly, stick to the bulkhead and wait for him. He paces the berthing area and 
the short HLWY Sam is currently in. You want to get Sam into the storage room 
at the end of the berthing area to tag crate#2. Make sure the hatches are 
closed to avoid any extra holes in Sam. Once the crate is tagged, crouch close 
to the hatch and go IR. Wait for the RBG to have turned away and be at least 
half way through the berthing area before moving out. Follow him back to the 
HLWY, stop beside the hatch to the head and then wait for him to walk to the 
other end of the HLWY. As he moves away, follow him to the foot of the stairs, 
break away and quietly climb the stairs to the top. 

Follow the corridor around to the next hatchway; locate and enter the vent to 
the left near the floor. Pop out the other end turn toward the 2 BGs and EEV 
the comp. Exit the room to the corridor leading outside, locate the 3rd crate 
under the stairs and tag it. Climb the stairs Q&QC to the end of the corridor.

(SAVE)

Turn and move tight to the hatch, go IR and watch RBG#1 enter the dining hall 
and talk to the RBG#2 in the corner. Wait for RBG#1 to enter the storage rooms, 
the first of which holds a tagging crate. O&CH, SC to the end of and around the 
tables on Sam's left and stick to the wall. Allow RBG#1 to exit the Cafeteria, 
listen for him to stop walking, then OCPL closest to the hatchway. Q&QC into 
the room tag crate#3 turn and wait near the hatchway for RBG#2 to walk past and 
down the aisle. SC out of the storage room, turn left; flip the light switch 
and return to Sam's previous position at the end of the table. Most times RBG#1 
will return to the room unalarmed, sometimes not at all. 

(Note)
Occasionally RBG#2 isn't fooled by the light near the hatchway, and it will 
require both wall lights to be disrupted to make it dark enough to complete 
crate#3.

Allow RBG#1 to pass Sam, Q&QC out of the area to the next corridor. Take the 
1st left, pass through the hatchway, climb the stairs locate and tag crate#4 at 
the top. 

After tagging the crate head back to the stairs, turn left, Q&QC through the 
corridor past the state rooms and up the stairs to the bridge. It is very 
important that you don't alert anyone in this corridor on your way back and 
forth. Once on the bridge, make a sharp left turn at the top of the stairs and 
SC over to the starboard hatchway leading outside. 
Exit the bridge, move over to the ladder leading to the upper deck and climb 
up. There are 2 RBGs on the deck talking about the shuttle. 


Turn left at the top of the ladder, move to the railing, turn right and slide 
over to the Comm. Shack, enter and leave the hatch open. Move to the dark side 
of the room and OCP 1 of the 2 white lights closest to the hatch. As soon as 
the OCP recharges hit the 2nd light. This will get the radioman up and moving 
to the hatchway. Access the comp and follow the BG out of the Comm. shack to 
the deck. Turn left Q&QC into the darkened spot between the bulkhead and the 
big honkin machine and split jump. The radioman will return to the Comm. Shack 
and one of the RBGs will move to the port side and climb down to the lower 
deck. 

(Note)
A rare occurrence for the following maneuver, counting the myriad of times I've 
played through this level using option #1, it no longer works; the remaining BG 
on the deck will see Sam sliding around the Comm. shack to the railing. For 
some reason, restarting from the beginning or changing, eliminating and or 
adding save points has no effect. If this occurs, option #2 must be used. Since 
this change, I've played through the level at least 15 times and the deck BG 
still sees Sam, so, option #2 is now the route I follow, adding about 25 
seconds to the clock. Maybe restarting the entire game over might revert it 
back to #1.
 
1. Drop to the deck slide along the bulkhead to the starboard side railing into 
the dark and drop down to the deck below. Enter the bridge, move to the 
stairwell, hop over the railing and drop down to the lower deck.

2. Drop to the deck; wait for the 2 visible RBGs on the port side, (beside and 
to the rear of the Comm. Shack) to move away. SC aft along the port side of the 
Comm. shack, hop over the railing just before the ladder and drop to the deck 
below. Turn right, move to and enter the bridge. SC past the helmsman to the 
stairwell, hop over the railing and drop down to the lower deck.


Enter the bridge, SC to the stair railing and drop down to the lower level. 
Q&QC to the Captain's Quarters listen to Lacerda's whining and wait for him to 
enter the galley for a snatch-N-snack. Drag him out into the corridor near the 
stairwell, pin him between Sam and the dark corner and Kill him. The pinning 
will muffle the noise and minimize the sprawl.

Return to the bridge, and exit through the starboard side hatch. Q&QC along the 
deck to the aft section of the ship, you'll go up one deck and down two levels 
to the stern. Locate the last crate, SC back to the ladder and climb up one 
level. Q&QC to the port side ladder and climb up for extraction.

19:00
Kills 1, Lacerda 
KO -0-
Rnds -0-
IDs none
All objectives complete, 100 percent
_______________________________________________________________________________

CT3. THE BANK
Recommended
(SAVE)

I think this is the easiest level in the game, and the 1st level introducing 
the pass code reader. 

The level starts near the entry gate of the bank, it's dark and there are 3 BGs 
spread out over the compound, 2 of them are standing and talking near the front 
of the fountain. Maintain cover and SC across the pavement passing both RBGs to 
the perimeter wall. Locate the sprinkler main, 2 choices, hose Pedro near the 
light or OCPL above him to get him moving. Once your path is clear proceed 
along the perimeter and bear right at the corner. Stop at the corner and locate 
any BGs, ensure alls clear to proceed. Follow the path around the building 
while remaining to the left to avoid detection. 

Run and jump up to the ladder and climb to the roof. Stay to the right side of 
the roof as you run to the shed with the switch inside. Break the lock, enter 
the shed and flip the switch. FC over to the skylight that popped open when you 
flipped the switch and climb down the rope into the teller enclosure. Access a 
comp with the EEV to kill the security grid. Exit the enclosure, Q&QC to the 
right out of the enclosure to the front of the bank, and EEV the comp to 
complete the objective. 

Return to the left side of the teller enclosure; approach the glass doors to 
the lighted anteroom from the right side, it has 4 doors; you want the door on 
the far wall at Sam's 11:00. An RBG will cross the room to the bathroom, once 
he enters the room, O&CD, Q&QC Cw around the perimeter to the exit door and 
O&CD into the lobby. Move close to the counter, as the RBG moves off stand and 
EEV the comp for the next objective, crouch and leave the lobby to the stairs. 
Stay to the right side of the stairs and SC up far enough to see whether the 
RBG is coming or going. Enter the room; locate the desk on the right and EEV 
the comp for the objective. 

There's two ways to pass through the room depending on whether the RBG is in or 
out and whether you're antsy or not. You can shimmy around from the left, 
(clinging from the molding on the wall), or you can shadow the RBG as he exits 
by SCing behind him. Once inside the HLWY, you want to be close enough to smell 
the sweat. Notice the small black object on the left wall in the HLWY, stop; 
turn and split jump up the wall before the RBG turns around.

(SAVE)
 
Drop down after the RBG passes under Sam, SC over to the right side of the HLWY 
and toward the glass while remaining in the shadow. The next RBG will approach 
the glass, stop, turn and begin to slowly walk away. As he makes the turn, 
creep into the room and to the left rear side of the RBG, (near the sofa). 
He'll probably stop for a second, comment on hearing something and then 
continue on. If you're too fast, noisy or close, too bad, if not move to his 
right rear side and follow him, split off as you approach the kitchen. Q&QC to 
the other side of the kitchen and stop where the next HLWY begins. Wait for the 
RBG to do an about face then get Sam SC-ing along the HLWY to the intersection. 
Creep into the opening on the right, listen for the whir of the camera. There 
is a shadow line running across the floor to the curtain on the far left side 
of this sitting room/Library, creep under the camera and wait till it points to 
the right. FC over to the curtain and push through, slide along the right side 
of the temporary HLWY and stop opposite the plastic sheet covered door to the 
security room. An RBG will approach and open the door for Sam, follow him in, 
flip the safe access switch. 

(SAVE)

EEV the comp the RBG just sat in front of and then access the comp at the far 
left end of this temp room for the objectives and the fan. Exit the room for 
the next Security door, pass through to the next room, do that comp and flip 
the 2nd safe access switch. Exit the room through the window, drop down to the 
ledge and shimmy into darkness. Drop to the ground, locate the RBG, follow at a 
discrete distance and split off at the stairs. Climb up into the shrubbery and 
wait for the RBG to walk away to climb the stairs to the vent. Enter the room, 
access the comp, flip the safe access switch, rifle through the file cabinet 
and move over to the exit door. Wait for Paco to move off to enter the HLWY. 
Move over to the last Security room and access the comp through the window for 
the objective. Locate the mail boxes in the room on the right for the goodies. 
Climb down the stairs place the picks, the charge and blow the safe. 

Enter the safe, locate and access the last comp in the level, grab the junk 
from the glass enclosure and wade over to the exit ramp. OCP the laser at the 
safe's entrance and climb back up to the main level. SC around the security 
room to the next corner, enter the door on the left, locate the next exit door 
to the great outside. Stay to the right side as you FC to the front corner of 
the bank. Peek around the corner to ensure a clear run to the perimeter wall to 
the left of the fountain. From the perimeter wall peek around the corner and 
locate the RBGs. They can be anywhere along each side of the fountain. If 
they're currently walking to the far end Q&QC along the perimeter wall past the 
lighted area and back into the dark. If not, wait for them to approach and then 
begin walking to follow them.

Once at the gate end of the compound Q&QC to the extraction point.
 
16:00
KO 0
Rnds -0-
ID none
All objectives complete, 100 percent
_______________________________________________________________________________

CT4. PENTHOUSE
Recommended
I gotta beef with Zerky, getting to his places!

CT2a, The world according to Dvorak, scanning comps and tapping cameras!

CT2b Getting the heck outta here!

(SAVE)

Sam begins the level beside a dumpster; there are two ways to get into the 
building, only one way to do it covertly.
GO NV and SC out into the street, pick up speed as you move past the RNG, 
locate the fire escape ladder on the right and quietly climb up stop short of 
the 1st platform, allow the RNG to walk past the ladder to climb up, (he looks 
up as he walks past the ladder). Q&QC along the platform to the stair then run 
the rest of the way to the top, jump onto the boxes and then to the floor ledge 
lining the perimeter of the building. Shimmy all the way around to the drainage 
pipe, change the camera angle to look down, this will let you know when to slow 
down to avoid making noise when hitting the ground. 

If completed quickly, you'll be able to Q&QC past the 2 talking RNGs. Complete 
a CCw loop through the shadows along the wall to Sam's right side. Locate the 
door way ahead of Sam, Q&QC to and through to the next Garage bay. Quickly 
climb the steps to the raised platform, go NS and enter the building.

(Note)
Sometimes the RNG standing in front of the garage bay is more alert or moves 
earlier than usual, so for safety sake I suggest sitting to the left of the 
doorway and wait for him to exit the area before passing through the door.

Enter the building when clear and Q&QC left to the elevator HLWY. SC over to 
the wall on the left, stick to it and slide up to the electrician. The 
electrician will move away from the elevator giving Sam the time he needs to 
enter it. Move in, 

(Note)
I prefer to climb the ladder, I don't like sitting in the elevator for some 
reason. Once the elevator catches up to Sam I drop down and move over to the 
control panel.

Move over to the operating panel and access it when the elevator stops. Select 
"Door Open" and turn the camera for the best look out the doors. If the door 
closes before the RNG appear press open and continue to if it tries to close 
until he arrives. If he's walking away when the elevator stops follow him 
around the room. Stop following him while still in the dark and between the 
shelves, allow him to begin his return to the elevator to approach the stairs 
and climb up to the exit door. 

(Note)
You should go NS for most of the helipad so that you can use visual clues to 
remain under cover of darkness instead of constantly watching the light meter. 
Maintain a FC until you stop at the far side of the helipad and stick to the 
wall.

*-* Thanks to (mommas_sexy_beast@yahoo.com) it might not sound like much to 
many, only one less light distraction, but if you're ghosting it means 
everything.

Once outside go NS, FC to and over the big horizontal pipes to the lower deck. 
Turn left, FC over to and along the helipad, stay tight to it for 2 sides and 
then move out to the exterior wall. Stick to the wall, slide forward and stop 
before the light meter registers. Copter NG#1 will move over to an exterior 
wall near the helipad and work on something. #2 will pace back and forth along 
the ramp side of the helipad and the RNG will patrol a route that takes him 
from the lower deck to the upper deck where he pauses for a moment and back to 
the lower deck. 

(Note)
It may behoove you to sit, watch and let one cycle of #2 and the RNG complete 
before executing the following. You want to be on the zip before the RNG turns 
from his pause, (the pause lasts only 10 seconds) and heads back. #2 can be a 
bit unpredictable, he may stay out front facing away till the RNG stops for his 
pause, or he may turn at the same time the RNG turns for the stairs.  

1. #2 and the RNG will fumble about on the roof for a bit, when the RNG turns 
away toward the stairs, SC over to the front of the structure and stick to it 
halfway between the 2 sides. #2 will eventually turn to and approach the 
structure, stop and then turn around and stand. 
As #2 stops un-stick from the structure Sam, look to the RNG if he's still on 
his way to his pause point SC around the structure, SC to the ladder and climb 
it. SC along the walkway to the cable, jump to it and zip away. Slide down the 
pipe Q&QC right to the edge of the building. Stick, slide and peek around the 
corner

If the RNG has paused before #2 turns away from the structure, hold for the 
next cycle. 

2. #2 is standing in front of the large boxlike structure between Sam and the 
exit ladder and the RNG is "PREFERABLY" walking to the steps to the upper deck 
and or just turning to walk to his pause point on the upper deck. Q&QC over to 
the structure, SC behind #2 and over to the exit ladder. Climb up; SC to the 
cable connecting the 2 buildings and zip over to the electrical conduit.
Slide down the pipe Q&QC right to the edge of the building. Stick, slide and 
peek around the corner.

CT2a
The world according to Dvorak!

An RBG is close to the end of the walkway, wait for him to turn away before 
climbing over to that side and discretely follow him to the doorway on the 
left. 

(Note)
Hop over the railing before you reach the door, sometimes the RBG is already in 
the room and will see you if you stop in front of it.

Just before you reach the door, (beside the plywood on the wall) turn right, 
hop off the edge of the railing and skooch right to line up with the doorway. 
You now have a clear view into the building and under complete cover. A BG 
electrician is working on the elevator; eventually an RBG enters the room from 
a HLWY on the right and faces the doorway from beside a table. The RBG 
patrolling the balcony will move off to the left, skooch left and climb up. The 
RBG inside the building will reenter the HLWY. Q&QC after the RBG, stick to the 
wall on the left side of the HLWY and slide over to the hanging plastic sheet. 

Allow the RBG to pass by Sam to the elevator area before creeping through the 
next 2 rooms. Stay to the right and hug the wall to the counter. As you close 
in on the room through the next opening, you'll hear sleeping beauty. Move to a 
secure spot in the last room to EEV the comp, pick the lock and then head 
outside. Turn right slide along the wall to the wire running up to the IR 
security camera, tap it, GO NV and when safe Q&QC up the stairs to the next 
floor. 

(Note)
You must pass through the room where the BG is sitting and listening to the 
lousy repetitive music 3 times. If you use the same method each time you pass 
through this room he becomes more agitated with each incursion. If you rotate 
the diversion he remains much calmer. 

Enter the door on the left, one BG sitting listening to music. Q&QC behind the 
BG to the other side of the room turn left, stick to the wall and slide to the 
end. Release, slip around the corner and O&CD as you move onto the veranda, 
(he'll quietly comment and investigate and be unable to verify). Cross the 
veranda to the right of the glass doors ahead of Sam, locate and pass through 
the vent. As the 2 RBGs begin talking, creep to and over the counter in the 
kitchen. Slide along the wall to the potted fern and slip around it. Loop over 
to the left side of the HLWY and then back to the right side as you move down 
the HLWY. Q&QC between the tapestry and wall locate the camera feed and tap it. 
When done remain in the shadow to the right of the tapestry, Q&QC to the spiral 
staircase and then to the 2nd floor.

Stop at the corner to the lounge, GO NV, locate the IR beam from the camera on 
the wall. Move to it when safe and tap the camera. Turn left into the kitchen 
behind the divider, locate the safe room and access that comp. Return to the 
camera, pass through the next room to the HLWY, creep to the end of the HLWY 
and stick to the wall to the right of the door. 

One RBG will emerge from the arboretum; allow the door to close before moving 
Sam into the arboretum. Open the door, move to the camera feed and tap the 
line, while the remaining BG faces the window. Quietly leave the room and close 
the door. Q&QC out of the HLWY into the room overlooking the arbor, if the RBG 
is standing in the cased opening grab him and interrogate, otherwise he'll 
return to the room and gaze out the window. Is that a "Choke me I'm stupid!" 
sign on his back; (he doesn't have many friends at Displace). Soooo, hep im 
lurn sumpin! Creep up grab him, question him and choke him out. 

GO IR face the open window and scan the balcony below the arbor for the RBG, 
wait for him to walk away to jump through the window opening. Q&QC over to the 
far right side of the arbor; drop off to the ground, creep to the last camera 
and tap it. Stick to the wall and wait for the RBG patrolling the balcony to 
walk away, slide to the glass doors and peek inside the kitchen. If clear of 
the RBG scoot around the perimeter through the glass doors, OCP the radio this 
time and exit the lousy music room when clear. 

(SAVE)

Once on the fire escape, enter the door on the left, pass through the next door 
and close it. Stop beside the boxes, look over to the lighted area and locate 
the head of the RBG between and behind the 2 structures. The structures are 
between Sam and the RBG. As the RBG begins moving FC over to the shed and climb 
up onto the roof. Stick to the wall and SC past the wall mine to the window 
opening. 

(Note)
 It's tres importante; do not give any reason for comment from anyone as you 
maneuver through the next series of rooms. The BG sitting on the toilet in the 
bathroom will remain in the sitting position throughout your stay in this 
building if you are covert. If he stands, you'll have problems exiting from the 
roof below.

Stay to the right against the wall to avoid detection. Un-stick from the wall, 
remain in the crouch and creep along the window as the RBG walks to Sam's left. 
Move a tad past the window opening and turn around, as the RBG moves right 
follow a bit and hop through the window opening into the room. Quietly move 
into the little unfinished room to the left. 

The RBG will now have a new route; he'll start pacing from the computer to the 
bathroom at the end of the hall. Beat him to the bathroom or follow him to it, 
pass to his right and to the right side of the washer or dryer, (careful of the 
mine) crawl into and out of the vent. Locate the stairs on the left, climb 
down. Turn right at the base of the stairs and walk forward past the 
refrigerator and bump into the main server. There are 6 machines to activate; 
each one has a big honkin fuse thingy in the middle that crackles when it gets 
hot. 

(Note)
This is how you tell which one to flip when running the process for the punch 
cards. I'm not sure if all games run the same sequence, but I'll give my games 
sequence just in case. 
When facing the main server start button, there are 3 machines to Sam's left, 2 
machines to his right and one machine behind him to his right. I suggest 
remaining in Normal vision; it will be easier to tell which machine is active. 
I kind of have it set like a clock dial, 12 is the start button and this is the 
order in my game.
9:00 a, 1:00, 9:00 b, 3:00, 10:00, 5:00. 9:00 A & B face each other to Sam's 
left and machine 9:00 a, is the closest of the two.

Start the main server, fix all the machines as they heat up, grab the stack and 
exit the room back up the stairs and into the vent. Wait for the RBG to return 
to the bathroom and follow him out to the big window and the shed roof. The BG 
should be sitting on the toilet.

(SAVE)

CT2b
Getting the heck outta here!

Climb out the right side of the window for safety, then SC diagonally over to 
the eave and drop off when safe. Q&QC over to the exit door enter and pass 
through the small room back outside. Turn right re-enter the lousy music room, 
OCP the floor lamp and exit through the glass doors to the small veranda. 
Locate the vent and climb through into the kitchen. 

Whether the RBG is in the kitchen or not when you enter; the balcony RBG may be 
at this end near the veranda/patio. Climb over the counter and hold. As the RBG 
turns to walk toward the living room slide to the end of the counter and look 
for the balcony RBG. If he's there, hold, if he remains more than 2 seconds 
after the RBG stops at the other end of the HLWY, move back to the corner and 
hold. Once the RBG stops in the kitchen move out at a SC and build to a Q&QC to 
the end of the HLWY. Enter the opening on the right, tap the camera, OCP it and 
exit the level through the elevator.

20:00
KO 1
ID none
All objectives complete 100 percent.
_______________________________________________________________________________

CT5. DISPLACE
Recommended
Just flexin the pecs in the gym Jim; scan Shetys bag, access comps 1, 2&3

CT5a, I gotta get outta displace, access comps 3, 4&5 and looking for the exit

(SAVE)

Sam begins the level in an alley, move forward and turn right to the large 
enclosed area. 2 RBGs, a chain link fence and a big honkin air vent in the 
center of the enclosed area. FC to the air vent, slide along the left side to 
the corner and then move over to the far left end of the chain link fence. 
Climb over the fence and drop down to the ground. When safe Q&QC along the high 
voltage frames on the left to the switch and flip it.

(Note)
Sometimes the remaining BG stands in front of the switch for what seems forever 
before walking away. Give him the time to move and then pass through the gate. 
Sometimes it's safer to climb back over the fence to get out.

Once out of the gate move to the left corner of the air vent, climb up and 
hold. The RBG/s will very slowly walk around to the steps, climb up onto the 
vent and back down. Wait for him/them to be walking back along the side of the 
vent toward the fence to approach the trapdoor and pick the lock. Locate the 
RBG/s and back away from the trapdoor to avoid detection. When clear open the 
trap and rappel down into the vent. 

(SAVE)

(Note)
I often need to go EMF to locate the target for the scan.

Q&QC through the duct; drop down and SC forward to the louvered ceiling vent. 
Go EMF, EEV and scope it. Locate the briefcase through the vent's slats; it's a 
bright white square in EMF. The briefcase is in line with the support and power 
cable for the hanging florescent ceiling light, it appears as a dark vertical 
line in the center of the vent. 
Once everyone has left the room, climb down, exit said room and pass through 
the opening at the far end of the next room. Move to the right side of the 
entrance; locate the 1st and 2nd comps from the right, EEV/scan/access both to 
complete the objectives. Q&QC left to the stairs and down to the railing on the 
left side of the aisle. A BG will likely be putzing around with a comp on the 
right. Climb over and soft drop from the railing to the floor below. Q&QC back, 
locate the door, enter and turn left to locate the pass code door. Use the pass 
code you bagged for the door and stick to the narrow wall in front of Sam at 
the base of the stairs. 2 people will walk down the stairs and talk around the 
corner, as they pass by, Q&QC up the stairs. Once at the top of the stairs, 
locate the sitting area ahead and plant on the far right, move to the wall on 
its right and slide to the plant. SC past the plant and sofa to the balcony 
railing, stop under the light switch and locate the camera above the elevators. 
When the camera turns away slip over the railing and shimmy to the other end.

(Note)
Some weirdness occurs through here from time to time, sometimes the RBG isn't 
at his desk as Sam climbs up the railing, nor is he in the locker room, can't 
figure out where he is.

As Sam climbs back up to the floor, the RBG to the right will exit the room 
through a door to the left of his desk; follow him to the locker room. There 
may be a BG sitting on a bench, enter the opening on the left side of the room. 
The exercise/computer room, move to the corner near the user and hop over the 
railing. SC past him, stick to the wall and slide to the corner. SC to the comp 
and access it for an objective. 

(SAVE)

CT5a I gotta get outta displace, access comps 3, 4&5 and looking for the exit

SC to the railing where it connects to the wall and hop over it. Stick to the 
railing and slide to the end. Look toward the exit on the left side of the gym 
and locate the floor level wall vent in the locker room. Enter the vent, pass 
through it and climb out into the break room. 2 BGs are talking, follow the one 
that leaves the break room. Be careful, the BG you're following may pull a 
crazy Ivan at the foot of the stairs, stopping beside them or moving over to 
the desk before heading up the stairs to the comp stations. 

Hack the keypad at the head of the stairs, enter the room and then access the 
comp for the objective. Enter the vent, exit, turn right and locate the rope. 
Climb halfway down and soft drop the rest of the way to the floor and access 
the comp. Access will fail, turn around and move to the front of the exit door 
on the right, go NS and wait for it to open. 
Enter the room, there's a vertical cable trunk in the middle of the room with 2 
rows of server banks on either side. Move to the right into the room between 
the cable trunk and the 2 rows of servers. At a Q&QC head straight for the 
right side of the exit door. 

2 RBGs will have entered the room by the time Sam reaches the opposite wall. 
Both BGs will turn their heads to the right and slightly back toward the exit 
door as they walk through the room. You must continue through the room and stay 
tight to the right side of the exit through both sliding doors to the door with 
the red light.  

(SAVE)

CtD, you may see Shetland and the Mayor walking away, ensure that the RBG isn't 
visible and listen for his foot steps before exiting the room. Make a bee line 
to the 1st elevator, enter and press for up. Exit the elevator turn right and 
FC through the opening and short corridor till you come to a small room with 
seats to the left of the glass wall. Creep over to the far end of the sitting 
room across from the door to the glass walled room EEV and record the convo in 
said room. Wait for one to mention being paid as if a package were there, OK, 
sounds good to me (or something to that effect) and exit out of the recording.  
When complete SC past the door along the HLWY and left at the intersection. 
Stick to the wall beside the box; an RBG will patrol through the area passing 
to Sam's left. Follow him as you round the corner note the camera in the upper 
left corner of the room and the electronic keypad on the door. Move over right 
to the wall and stick. Slide along the wall beside the RBG, he'll U turn left 
and walk away. Continue along the wall to the far right corner and release. 

Move over to the door and hack it. Enter the HLWY leading to the small offices. 
Hack the keypad door to the room on the far left end of the HLWY and access the 
comp near the door for the final objective. Return to the HLWY door; cable it 
to ensure alls clear and exit. If the camera is turning away, move over to the 
left wall and FC to the far corner. Peek around the corner, ensure all clear 
and move to the Fire door. If the RBG is on his way back, (when peeking around 
the corner) stick to the corner and slide back a foot or two. As the RBG walks 
past Sam release from the wall, move to the Fire door and access it.
Move to the extraction point.


16:00
KO 0
ID none
All objectives complete, 100 percent
_______________________________________________________________________________

CT6. HOKKAIDO
Recommended
Looking for bugs 1, 2&3 in all the wrong places, "Finding Nedichland" 

CT6a, swatting more bugs 4, 5&6, Zerky bites the big one!

(SAVE)

Sam begins the level in the dark, move around till you locate the lights and 
the RBG standing on the ledge. This can be a most difficult area to move 
through, the RBG has the hearing of a scared bunny and the eyesight of a hawk, 
so for me, I save as soon as I'm free from the cut scene.

Move to the fallen tree and observe the RBG standing up high. He faces Sam and 
then he moves a bit and faces the opposite direction. Note the dark shadow line 
along the wall edge; this is where you want to go once he turns away. Q&QC 
along the wall and stick to it ASAP, and stop below the RBG. Wait for him to 
turn back toward your original position before SC-ing over to the ledge and 
climbing up. SC along the wall, up to the building and enter. SC over to the 
doorway, enter and stay in the dark. An RBG lights a candle, walks over to the 
exit door, faces Sam for a moment and then turns to the door. As he turns to 
the door follow him out of the building. Once on the deck turn right, SC to the 
fence and drop off the deck. SC along the fence to the deck across from the 
cars; climb up onto the deck and into the building through the window. EMF the 
room for a microphone, locate the vent near the floor and climb through.

EMF the area, an RBG is across from Sam and may be approaching or standing. If 
he's approaching follow him, if not the route is the same only the timing is 
different. Q&QC left out of the vent along the HLWY and turn right at the end 
to enter the room where the BG looking for bugs is. SC along the left side of 
the room and then over to the low divider. Climb over the divider before the 
RBG moves away from the wardrobe against the wall. EMF the room and locate the 
Mic. The RBG will move to the right side of the wardrobe and then over to the 
right side of the plant. The bug is on the left side within the paper hanging. 
Stick to the wall, between the wardrobe and plant, ensure that the RBG walking 
along the HLWY has passed by and then slide half way to the plant. Once the bug 
BG moves away from the plant, he'll exit the room but not before taking a quick 
look back into the room as he exits. Slide over to the plant, remove bug#1 and 
quickly climb out of the room through the cased opening near the desk phone. 
Q&QC back to the vent. 

The HLWY RBG should be facing away from Sam, approach him on his left rear side 
and hold. He'll spin right to turn around move past him to the far wall, turn 
left slide over to the draped opening and hold. An RBG will enter this room 
through the drape. Q&QC behind the RBG; pass through the curtained opening, 
through the next 3 rooms and back outside.

You'll hear 2 BGs talking about bugs, locate the narrow window opening on the 
right and climb through. Q&QC over to the small divider near the bathing pool, 
there is adequate shadow to conceal Sam's movements. EMF the room and locate 
the Mic. Allow one of the RBGs to leave the room; the other will begin 
searching for bugs, as they separate, move to the bug and remove #2.
Once complete exit the room, through a short HLWY ahead on the right, leading 
to a kitchen.

(SAVE)

(Note)
Take note, the ground RBG#2 may be anywhere within the enclosure, in front of 
Sam, near the light or at the other side of the enclosure, sometimes even off 
the same save point. Most of the time he is at the far right end near the 
bushes and walks the perimeter Cw. There are 2 options for this next maneuver, 
#1 is tres bold and requires exact movements and to be aware of #2s position 
and when he looks away.

Option 1
All actions must be done exactly and swiftly and RBG#2 must be at the far right 
side of the courtyard standing in the bushes when you pass through the sliding 
door.
Q&QC to the light switch and flip it off, move to and open the sliding door, 
(leave the door open). Q&QC across the deck to the ground without stopping till 
you get to the left side of the tree near the trash barrel. 
In front of Sam is the exit door and to his right is Samo Hung, who should be 
turning toward the deck as you reach the trash can. 
Locate #2 he should be walking along the deck steps and looking toward the exit 
door. As soon as he turns his head away Q&QC to and through the exit door. 

Option 2
Q&QC to the light switch and flip it off, move to the sliding door and opening 
it. Sc across the left side of the porch and allow RBG#2 to pass by. Stay along 
the wall to the left, SC over to the left of the tree and wait. RBG#1 on the 
deck will start a convo with #2; #2 will walk over to the deck to continue the 
convo follow him, make a tight slide around the trash barrel back to the tree 
and drop to the ground. Take note of Mr. Kung Fu, the odds are that he will be 
facing Sam's direction when the 2 RBGs finish talking, the convo will end and 
the 2 RBGs will move off. At this point Samo Hung will turn away to continue 
his flapping about. You need both RBGs to be walking away from Sam to break for 
the exit. Q&QC through the shadowed lane up to the steps and exit the area. 

(Note)
Sometimes" neither of the RBGs does what you need to make a clear move through 
the door. If you can make it inside the building with nothing more than a, "Did 
I just see/hear something?" you're good to go. In all cases, you only get one 
shot if you wait RBG#2 returns to and stays at the lantern.)

EMF the rooms as you pass through them, Q&QC into the large room with the 
statue in the corner and move right through the curtained opening. Go left and 
left again through the sliding door into the next room. Locate bug #3, remove 
it and exit this room through the sliding door, slide the door closed. Enter 
the crawl space to the right of the door to the room the BGs are in. Exit the 
other end and stick to the wall.

(SAVE)

When the convo ends Nedich will enter the small room in the back and all the 
BGs will eventually leave the sitting room. Once the last RBG exits and closes 
the sliding door go IR and move over to the right side of the door across from 
the fern and watch his heat signature leave the area. Position Sam beside the 
bench at the far end closest Ned, "WHISTLE" and move back to the right side of 
the door and stick. The Neddy will investigate; he may stop nose hair away from 
Sam and then turn around, release from the wall and snatch him. Drag him into 
the dark corner to the right side of the door and turn him into the corner, 
interrogate and when done Kill him, no matter what you do he dies. Ensure that 
he is snug in the dark corner before entering the vent and stopping at the end.

CT6a, swatting more bugs 4, 5&6, Zerky bites the big one too!

As you approach the end of the vent hold at the opening listen and look for the 
RBG. Hold until the RBG passes through the slider to exit the vent. Bear left 
through the short HLWY and pass through the draped opening. Q&QC across the 
room to the large statue in the far left corner, FC around and behind it into 
the short corridor with the large light at one end and potted plants at the 
other. Locate the wall vent close by the potted plants about head high and 
climb through.
  
Once out of the vent, Q&QC around the wall on the right, locate the valve and 
climbing pipe. EMF, and IR the area, there may be an RBG in the glassed 
enclosure, he also patrols through this area. Climb the pipe, Q&QC around the 
perimeter of the walkway; drop down from above the doorway and SC through. Turn 
right, SC to the right side of the doorway in front of Sam and peek into the 
room. Go EMF and locate bug#4, if clear enter and remove the bug to the left of 
the opening. An RBG will likely enter the room while you're removing the bug 
exit the room quietly.
SC to the cased opening on the left and peek in, go EMF, locate and remove 
bug#5 under the painting behind the couch. Exit the room, turn left and 
continue to the end of the hall. 

(Note)
A couple of options pop up here depending on where the RBGs are when you get to 
the sliding glassed door.
 
1. Stay left moving Cw around the perimeter of the room to the left side of the 
sliding glass door and stick. Look up and left along the balcony railing and 
scan right to the top of the stairs you may see RBG#1 moving toward the sliding 
glass door to the right on the balcony. If so, once he's obscured by the 
shrubbery near the door exit the room and climb the stairs to the middle 
platform. From there, stick to the balcony wall and slide up the steps just 
enough to can see the glass wall at the other end of the veranda. You should 
see RBG#2 at the opening to the left of the glass wall and shortly after that 
you should see RBG#1 standing in the doorway to the glass walled room. 

Once #1 exits, Q&QC onto the veranda, over to the opening #2 passed through, 
onto the elevated walkway and over the railing to the raised platform below. SC 
under the stairs; drop off to the lower level and EMF the room for the last 
bug. SC under the stairs to the bug, remove it and return to the raised 
platform. Stand, face the elevated walkway, jump up and hang. As #2 walks past 
Sam hoist up and SC onto the veranda #1 should be there and walking toward the 
glass door. Follow him into the building, give him some room and peel off at 
the draped opening on the right. Enter the vent and exit onto the roof.

2. Stay left moving Cw around the perimeter of the room to the left side of the 
sliding glass door and stick. Look up and to the top of the stairs you may see 
RBG#1 moving toward the sliding glass door to the right on the 2nd fl. If not 
and still clear after 10 seconds pass through the Slider and over to the 
sliding glass door to Sam's left. Remain in the shadow to the right of the 
slider and peek through the glass. If you don't see anyone in the lower level 
look up through the glass floor, you may see RBG#2 standing above it, in either 
case move past the climbing pipe beside the glass door and stick. 

RBG#2 will return, look out the slider and leave. As #2 moves toward the stairs 
listen for foot steps and a slider opening from above. If so, hold position. 
The 2 RBGs will meet on the 2nd fl and then separate. #2 will return to the 
slider on the lower level and again turn toward the stairs. Enter the room and 
close the door. EMF the room, locate the last bug and Q&QC to the right of the 
stairs. Remove the final bug from the painting. Creep under the stairs; climb 
up onto the raised platform and SC over to the wall. Stand, face the elevated 
walkway and jump up and hang. 

As #2 passes Sam on his way to the lower level quickly climb up, enter the 
veranda, and move left over to the darkened corner.
RBG#1 will step onto the veranda and may walk right at Sam, hold fast, and he 
will pass unknowing. #2 will meet up with him at the glassed floor area and 
then they will separate. Follow #1; stay behind him and to the middle of the 
veranda. He will turn about and then move to the doorway to the building. Stay 
near the chairs till he begins to enter the house and then follow him inside 
when clear. Once inside move over to the stairs, stick to the wall beside them 
and hold. Wait for #1 to exit the building to continue up to the small room 
with the curtain covering the doorway. Crawl through the vent to the roof 
outside.

(SAVE)

(Note)
As long as the conversation is going on you can't drop off the roof without 
someone screaming, but no big deal, it doesn't force an alarm, although, you 
can't slide the door open and more often than not, the RBG on the walkway moves 
in and may force a confrontation. Stay on the roof for the Shetland convo and 
Shetland will Ginsu Zerky with a Katana. If you drop off the roof before the 
end of the convo Shetland shoots the Zerk.

Once on the roof turn right move to the eave and drop off. The RBG on the far 
deck is most often moving to the right, go left and circle the area Cw to the 
deck. Hop onto the deck and position Sam at the sliding door. Once Zerky's been 
shot push to the door and begin tapping "Slide Open". 
Q&QC through the next 2 rooms and out through the hole in the wall. Stick to 
the wall on the right, slide to the gate and hold.

(Note)
Allow the chopper to pass; it will light up the ground BGs, including Sam, 
which will get him vented, so remain stuck and go no further than the gate.

Once the chopper passes move through the gate, center Sam between the 2 walls 
and SC into the compound. Stop short of the cars; turn right and SC over to the 
fence. Slide along the fence to the deck and climb up. Slide along the wall and 
creep through the doorway you left open at the beginning of the level.
 
Q&QC out the rear of the building and locate the RBG standing on the ledge. SC 
along the wall to the ledge, drop down when the RBG looks away from Sam's 
position and stick to the wall. Slide along the wall till forced to stop; un-
stick and SC over to the next wall and slide along till you can stick to it. As 
the RBG turns away from Sam's position, SC off to the extraction point ending 
the level.

16:00
Kills 1, Nedich
KO 0
Rnds. 1
ID none
All objectives complete, 100 percent  

_______________________________________________________________________________

CT7. BATTERY
Recommended
"Going down, no love on an elevator" Shipping and Repair logs 1, 2&3

Ct7a, "Playing with phallic symbols", log #4, launch codes and I'm not afraid 
to use 'em.

(SAVE)

I'm not quite sure where Sam is starting out in this level, it may be a bunker, 
but the area inside of the place he first drops down into is huge with little 
support. Move to the front end of the truck and drop down into the trough below 
it. Zigzag through the trough until you locate the ladder and the trap door. 
Climb up into the room and wait for the BG to enter and sit at the comp to exit 
the room, or follow him out to the next room. 

(Note)
Sometimes he just won't let you out of the room so you have to wait and follow 
him out.

Move into the next room, quietly circle around the desk in the middle of the 
room, move over to the door to the glass walled room and EEV the comp for the 
1st objective. Exit the room, pass through the sleeping quarters and cable the 
left side double door to the storage room switch to IR to locate the BG in the 
room, O&CD when safe to enter. Turn right and move over to the door on the left 
at the beginning of the long HLWY with the ramp at the end. Pick the lock; 
enter the room and EEV the comp for the 2nd objective, (you may need to scope 
the EEV to locate the item to be scanned). Exit the room, close the door. SC 
around the corner, creep through the shelving to the trap door and drop down. 

Creep through the crawl spaces till you hear the 2 RBGs talking, from there, 
Q&QC CCw around the crawl space locate the ladder and stand in the opening. 
When the 1st RBG disappears behind the truck, climb up and move to the front of 
the truck. The 2nd RBG will move over to the driver's side and wait for a few, 
then turn to walk away. As he turns to walk away to the lower level, Q&QC over 
to the fuse thingy and repair it so the missile can move down the track to the 
red light area. Quickly move back to the side of the truck and climb up onto 
the cab. Jump to the rail and shimmy along the rail legs down halfway to the 
camera then legs up. Continue along the rail, once you pass into the larger 
area drop Sam's legs and speed shimmy into the in the red light area. Once you 
pass into the red light area drop to the grate and then to the floor below.

(SAVE)

Locate the trap door in the floor and drop down into it lift trough. Patch both 
lifts so that they rise, climb up through the trap door. FC to the left side of 
the tunnel; slide to the intersection, stick to the wall and wait for the RBG 
to pass on his patrol. When he passes Sam's position, proceed left to the 
Control room. Locate the ceiling trap door on the right side of the control 
room near the stairs and climb up into it. Locate the panel on top of the 
elevator and repair it. Ride the elevator to the top and climb through the 
vent. Exit the vent, cross the plenum, and down the ladder. Q&QC behind the 
screen to the vent door open it and drop to the floor. 

(SAVE)

Q&QC up the stairs, stick to the wall near the doorway and wait for the 
advancing RBG to sit down. When safe, SC behind the screen to the other end and 
stick to the wall and hold. Likely 2 RBGs are on the upper level, one or both 
will exit, one may stay, if so wait for the BG to be facing the transparent 
screen to access the comp in front of Sam to complete the objective. Turn 
around Q&QC right to the dark corner on the raised walkway. Stick, stand and 
slide along the wall into the next corridor. Locate the vent gate at the far 
left end of the corridor, O&CG climb back to the plenum and through the vent to 
the elevator. Patch the panel and ride it down. 

CT7a, "Playing with phallic symbols", log #4, getting launch codes and I'm not 
afraid to use 'em.

(Note)
I have no explanation why the huge security door may not be open when you exit 
the control room. Fact is while rewriting this guide I did a restart from 3 
different saves and then went to mission instead of progress starting from it 
there which was successful. It may be a save issue, I'm not sure.

Climb back down into the control room. Cross the control room if safe and open 
the door. OCP the security globe and exit to the right. Drop down into the 
missile trough and continue to the end. Stop just before the opening on the 
left and locate the RBG. If clear, move to the right side of the opening and 
slow creep out to the stairs on the right.

(SAVE)

CtD, O&CD, hide in the niche near the door or over on the left beside the big 
box thing near the Launcher turret and stick. The comp BG may make a few bazaar 
moves back and forth to the comp before he finally moves to the opposite side 
of the room. When he does move to and access the comp and move to the side of 
the box thingy next to the launcher turret. "WHISTLE" to get the attention of 
the 2 BGs. Move Cw around the turret and mess with the box thingy as they move 
away. Once complete, exit the bunker from whichever door is safe and climb the 
stairs to the top. Avoid the RBG patrolling the launcher, he makes long stops 
at 2 diagonal corners, pick either one to hack the launcher and melt into the 
darkness. When safe, FC out of this area and back to the missile holding area. 

(Note)
Sometimes the game won't let you follow the explanation below. The man 
inspecting the missiles won't let you pass in an intuitive manner, like staying 
away from him on either side of the room. If you enter the control room you are 
at the mercy of the nut bag in there. 
When this occurs wait for the inspector to stop back at whatever missile part 
he's playing with and SC by close enough to see his pores.

Instead of entering the control room, creep along the right side of holding 
area and locate the hole in the floor. Drop down and rise up from the other 
hole in the 2nd missile holding area. SC along the rear wall of this room and 
locate the Missile trough.

(Note)
You're coming up to one of the most frustrating parts of this level, getting 
into and out of the next bunker. It's like a box of chocolates, you never know 
what you're going to get. I suggest saving many times and at different save 
slots incase you need to try from a different spot. While writing the original 
guide, I got stuck in this part and couldn't get out. I eventually restarted 
the level; the BG either stayed at his comp for the duration or was at the far 
end same side of the bunker and killed me every time I made it into the bunker 
and or as I tried to exit regardless of how stealthy I was.

(SAVE)

An RBG will be patrolling the area stay behind him all the way to the end of 
his route. Once he stops, stick to the pipes on the left and slide by him, 
allow him to move off before dropping down and patching the panel. Once the 
doors open up, cross the missile area to the stairs and drop to a Q&QC to the 
door. OCP the light above the door, CtD, if safe creep into the bunker.
The BG that uses the comp you need could be at the comp, walking away from it 
toward Sam, or walking away from it and away from Sam. It's pretty random where 
he'll be and whether he'll move away from the comp in the time you'll need to 
stop the rocket from exploding. This is the only guy you may have to subdue in 
the level. If you "WHISTLE" you'll call more than one BG to you. Good luck! 
When complete, exit the bunker, return to the missile trough locate the RBG and 
make your way back to the holding area. He usually walks away at about 2:00, 
OCP the security dome over the control room door. 

SO&CD to the Control room; face the control room and stick to the wall on the 
right. Slide to the control room and peek around the corner, if there is no BG 
to the right SC to the comp and access.
If the BG is there, he'll eventually move over to the right side of the control 
room console which is a good thing for Sam. Move back into the shadow and 
follow said RBG back to the other control room. 

If the BG isn't in the control room, he'll eventually show up, so climb down 
the ladder, stick to the wall and hold.
Once the BG appears SC past him, continue through the left side control room to 
the door to the holding area. OCP the security globe, Q&QC to the missile 
trough, drop down into it and over to the large door. Locate the RBG and then 
SC over to the stairs on the right. When safe move to the extraction area.

20:00
KO 0
ID none
All objectives complete 100 percent.
_______________________________________________________________________________

CT8. SEOUL 
Recommended
"Driving hard drives to the roof", cutting power to PA feed 1, 2&3

CT8a "Locate downed pilot", disable 5 UAV comps

(SAVE)

(Note)
It's best to save now; you may need to restart from scratch. It doesn't happen 
often, but when it does, the AI kind of locks up. Not freeze, the AI refuses to 
move accordingly. The 2 BGs at the 1st Comm. truck, the RBG is supposed to 
patrol and the BG is supposed to begin a test requiring him to exit the truck. 
Occasionally they both just stand at the rear of the truck and don't move 
unless you create a distraction, eliminating game freeze. Sometimes the RBG 
will patrol but the BG remains at the back of the truck or up front with the 
comm. gear. If one or either of them doesn't move after a couple, three or more 
minutes I restart from the beginning. A few times I've restart from mission 
instead of progress.  


Run creep crawl and rappel out of the building to ground level and locate the 
wall mine. Disable the wall mine, jump over the barrier, SC out to the street, 
go EMF, locate the power feed to the PA system and cut it. Turn and move back 
toward the ally, a BG will emerge from the camouflage curtain, snatch the BG 
and drag him into the dark. Interrogate the BG on your way, choke him out in 
the dark corner exit, locate the climbing pipe and climb up to the fire escape. 
Go IR; locate RBG#1 high and to the right, if at this end of the balcony wait 
until he moves off. Climb down the ladder and drop to the ground. Turn around, 
move over the boxes, stand, go IR and locate RBG#2 across the square on the 
raised platform, he'll speak out and walk off to Sam's left Q&QC around the 
boxes, past the umbrella into the darkness. Go EMF and locate the 2nd PA feed 
and disable it. 2 BGs will be talking about a test, move over to the passenger 
side rear of the box van near the steps and hold. RBG#2 is behind the truck and 
the other inside. 

Sit tight, the RBG will walk off on patrol and the operator will exit in a 
minute to do something at the side of the van. As the operator turns toward the 
side of the van enter the van, access the comp and exit to your previous 
position. The operator will reenter the van in a moment, as he climbs the steps 
SC past the steps and position Sam at the near end of the row of boxes and 
crates. Locate the RBG; decide which side of the line of crates to move along 
to avoid detection. He'll eventually return to the rear of the van, while 
waiting, locate the ally ahead, on the right is a dark corner it's below the 
patrol area of RBG#1. As RBG#2 returns to the van make your way to the dark 
corner.
  
Look across the ally and locate the ladder, check the position of the BGs near 
the van, Q&QC over to the ladder and climb up when safe.
Once at the top, locate and disable the last PA feed. Enter and exit the vent. 
Climb down both ladders, locate and take the HDs and return to the ladder. 
Stand and stick to the wall between the ladder and the server rack. The doors 
to the room will be blown off in a moment, once the doors are gone squeeze 
between the wall and server and slip over to the wall near the opening. Wait 
for the 2 RBGs to enter the room, Q&QC out of the room, do a hard left over to 
and up the stairs. Slide to the intersection and into the next HLWY. Move to 
the left side of the HLWY, Q&QC past the niche on the left, stick to the wall 
and slide to the end. The RBG beside Sam will turn and patrol to the stairwell, 
round the corner and locate the bathroom, enter, stick to the wall on the left 
and hold. 2BGs will exit the elevator; allow the one to pass before moving out 
of the bathroom. SC behind the standing BG into the elevator and ride it up to 
the roof. 

(SAVE)

CT8a, "Locate downed pilot", disable 5 UAV comps

Drop off the walkway creep under it, locate and EEV the UAV comp. FC to and 
stop under the steps ahead, a structure beside the steps will cover Sam. Peek 
out and locate the RBG, he'll eventually move over to the comp and then 
retreat. Locate the UAV ensure that it is moving away from Sam, move to and 
drop off the ledge. Jump up to the cable and zip to the other building. Skooch 
right, climb over the fence and drop to the ground. Round the corner of the 
building, locate the mine and SC past it. Turn left at the next corner, FC to 
the ledge and jump up to the pipe at the edge of the building. 

This side should be clear of BGs, if clear jump to the pipe, shimmy to the 
other side and drop down onto the shack. Turn right, stand and EEV the comp on 
the far balcony. Drop off the corner of the shack and hoist up the structure in 
front of Sam.
Slide between the wall and large air conditioner to the edge of the flat roof. 
Drop off the structure, there will likely be an RBG standing between Sam and 
the dark corner beside the exit door. He could be walking to the exit door, in 
either case Q&QC after the BG and or to the corner near the door. If you're 
following him enter the building behind him, if not then wait for him to open 
the locked door for Sam. 

Once in the building turn right and work up to a Q&QC the door around the 
corner. Enter the blown out bathrooms, locate the UAV and radar comp near the 
other building. EEV the comp, FC left along the damaged floor to the wall and 
drop down 2 floors. FC behind a stall wall until the UAV moves off. You're now 
on the same level with the UAV comp, run and jump to the next building. Hop 
over the knee wall, Q&QC to the exit door and stick to the wall to the right of 
it. 

An RBG will exit the building, as he moves away from the door SC through the 
opening, turn right and SC into the room with the planks spanning the missing 
floor. Move to the far end of the planks and drop down a floor. Q&QC left 
through the burned out HLWY and drop down a floor. Q&QC right to the planks and 
wait for the 2 BGs to leave the area and drop down to the ground floor of the 
restaurant. Move over to the food server opening in the wall and EEV the comp. 
Enter the vent and exit outside. ASAP jump up to the pipe legs up too and 
skooch to the end. Drop to the ground, FC over to the chain link fence, climb 
over and drop to the ground.

(SAVE)

Q&QC around the dumpsters, stay to the right side of the alley to avoid the 
wall mine and stop at the corner its dark. An RBG will be around the corner, 
wait for him to move out into the conflict before making your move. Start at a 
FC around the corner, turn left at the end of the line of boxes and to the end 
of the dark alley with the ladder. Climb the ladder creep to the corner and 
kill the sign with the vertical red and white stripes. FC over to the cable, 
jump up and zip to the other side and below the sign. Drop to a crouch, stick 
to the wall, slide to the gable and past under the sign. Release from the wall 
when you stop at the edge of the roof. Drop to the ground and hide behind the 
car. Crouch beside the car, slide to the end and FC past the tank to its rear. 
Peek around the tank, occasionally a BG will position at the front corner of 
the tank wait for him to turn to the conflict. Slink along the wall to the 
ladder and climb up to the top. Disable the UAV comp and proceed through the 
building to the porch outside. 

Pull the pistol, shoot the big neon sign facing the window, climb out onto the 
deck and shoot the 2nd blue neon sign near the broadcast van. Go NV; drop 2 
floors to the ground and SC along the wall and debris past RBG#1. Locate the 
car close to the middle of the street and move to the right rear corner. RBG#1 
should be on the other side of the truck and RBG#2 should be at the front 
passenger side of said car. "WHISTLE", move Cw around the car, past the corner 
of the building and into the rear of the broadcast van. Disable the UAV comp 
and exit the van. Turn left out the rear of the van; SC between the van and the 
sitting BG.

Work your way up to a FC along the side of the van to the ally, turn right into 
the ally and break into a run. Look to your left, you'll pass an umbrella and a 
narrow table; right after the table is the niche you want to hide in. There are 
3 plastic bags in the corner, stick to the wall and push up to the bags for 
safety. After the UAV passes continue to the end of the ally, kill the light 
and hide around the corner in the dark.

(SAVE)

(Note)
I suggest saving often through the pilot recoveries, I haven't found any 
accurate reliable way to ensure making it past the tank. It appears that in 
Expert mode the turret can be moving in any direction and still fire on Sam. On 
the other hand, I have been moving through the gap, have the light flicker back 
on and not been fired on. So saving often behooves you.

Move to the head of the alley; wait for the RBG to pass toward the tank, when 
the flickering light goes out FC through the gap, between the tail section and 
the fuselage over to the airmen. Pick up a flyer, stand and walk back to the 
tail section, drop into a crouch as you pass the end of the fuselage, move over 
to the gap between the tail section and the wall. Scan for RBGs with IR, quite 
often there's a BG in the ally near the light you just shot out. When clear 
move to the other side of the tail section and wait for the light to go out. 
ASAP, FC into the ally and dump flyboy at the end of it. 

(SAVE)

Return to the head of the alley, wait for the light to go out, FC across the 
gap, and return to the 2nd airman. Grab him, stand and walk to the end of the 
fuselage. Drop into the crouch and slide along the wall to the gap between the 
tail section and the wall. There will likely be an RBG crouching in the 
darkened corner near the alley. If so, move to the tip of the tail section, 
wait for the light to flicker on to grab the attention of the RBG and move back 
into the dark. As he walks away, follow him around to the other side of the 
tail section. 

(SAVE)

Wait for the light to go out and FC through the gap to the far end of the 
alley, dump the pilot and return to the front of the alley. Wait for lights 
out, cross the gap and FC to the dark section before the dumpsters where the 
airmen were. Locate the climbing pipe climb to the roof and access the comp for 
the final objective. Move into the smoke, drop down to the lower roof, slide 
along the wall and stop before the end. Pull the pistol, switch to left hand, 
peek around the corner and OCP the big blue neon sign to the right. Jump to the 
cable and zip to the staging across the street. Climb up one section and OCP 
the neon sign above the next level of staging. FC to the next level of staging 
and climb up then paint the jet. You may need to OCP one or both of the signs.

20:00
KO 1
ID none
All objectives complete, 100 percent
_______________________________________________________________________________

CT9. BATHOUSE
Recommended
Locate files in the Bath house owner's 2nd fl office, tap phone line #1 

CT9a, confirming dirt on Shetland, snatching "Chaos Theory" data, tap lines 
#2&3

CT9b, taking out the garbage, oh and disarming 3 ugly bombs

(SAVE)

(Note)
If you're still getting bagged in the bath house, it most likely occurs between 
exiting the vent from the pond, (capture of Chaos Theory file) room and killing 
Shetland. The reason being, these are the only areas where you have little or 
no control over stealth and or cover, (crossing the firefight), or stunning an 
RBG at the same time he IDs you, (thereby voiding the verbal alert). Here are 
the areas of concern.

1. Entering the area of conflict by exiting the vent from the pond room. 
2. Crossing the HLWY at the far end of the firefight.
3. RBG#1, the 1st RBG to be stunned in the machine room.
4. RBG#3, the last RBG to be stunned in the machine room.

Once I reworked the maneuver for the last 2 rooms, I'd still get ID'd 1 to 3 
times. I spent tons of time cascading saves throughout the game to ensure a 
"ZERO" peep game from any BG in the level and I see 1 to 3 ID's, I kind of 
snapped.

Convinced they were in the machine room. I restarted from the showers, shocking 
the 3 and completed the rest as usual. If there were 1 to 3 ID's, on the 
previous run and I lost 1 or 2 after multiple attempts, some were coming from 
the machine room, but at least one was from some other place. 
Not from the showers, the smokes cover that area, if there are no comments 
there are no IDs. The only other places for possible ID are crossing the 
firefight.
               
Sam begins in an alley, what a surprise!
Q&QC forward, turn right at the corner, stay in the shadows on the right Q&QC 
to the end and patch the phone line. SC down the stairs, jump up to the ledge 
and hoist up to the alley. Q&QC along the right side of the alley to the awning 
on the wall near the light pole and the 2 talking RBGs. Slow slide around the 
corner, stick to the wall, inch your way forward till the light meter begins to 
register and stop. 

Allow the 2 RBGs to walk away, one may face Sam as he walks by and the other 
may activate his flashlight. Sc to the manhole and drop down, FC to the exit 
ladder, open the trap door and climb out. 
Q&QC across the left side of the next room, drop to a SC and out the door 
behind the RBG. 

Q&QC to the next room, 1 BG sitting to the left, pull the pistol and OCP the 
fan blowing on the sheets. Stay to the right, SC CCw around the perimeter to 
the dark corner to the right of the exit and hold. Watch for the BG to see if 
he rises to inspect the fan, more times than not he remains seated. If he does 
get up go NV, SC along the wall and cross the steps in front of the opening to 
the left side of the steps and then make a tight right turn up the steps into 
the corridor. If he doesn't rise wait for the fan to run properly and OCP it 
again, this will get him up and clear the opening for exit.

(Note)
This is a personal preference, I'd rather mess the fan twice than the light 
once. They're both cheap ruses, but the light ploy seems worse to me go figure. 
Unless you get the BG up and moving there's no guarantee of a zero comment as 
you exit from the room. The light meter registers as you exit, so it's 50/50 
you'll be seen at the steps. If you're going for a truer ghost, then you'll end 
up restarting and that sucks. 
The next room has many options and obstacles, the important thing to remember 
is that the 2 BGs and the worker must be facing and or moving away from Sam's 
position for him to move.

Q&QC to the next door, grab for a stealth open, if RBG#1 is walking left past 
the desk, hold against the left wall beside the door until he sits down. Enter 
the room, close the door and step back into the darkness near the door.

(Note)
This is where all the options begin; all options depend on where RBG#1 is and 
where he's going when you enter the large room.

1. If he's at or walking around his desk to the chair hold, you'll follow him 
when he rises to begin his patrol.
2. If he's walking toward Sam's position at the door from the store room, 
follow him as he rounds the desk and peel off as you near the HLWY.
3. If RBG#1 is nowhere to be found upon entering the room, he's in the store 
room and hopefully so is the worker. Locate RBG#2 and the worker, if you can 
ensure that both are facing away from the desk area, slide behind the desk and 
enter the HLWY on your left.

(Note)
Whether RBG#1 is sitting at the desk or not he'll be back soon, so if you wish 
to wait it's OK. If he's at the desk, follow him when he stands and enters the 
HLWY. In all cases, whether you're following him or solo enter the HLWY, remain 
on the left side and stick to the wall where the paper hangings are and 
opposite the door to the store room.

Enter the darkened HLWY stick to the left wall and slide till parallel with the 
door on the right and or RBG#1. Let him approach the door if he's there, in 
either case, ensure that RBG#2 is not walking toward the HLWY before sliding 
along the wall to the edge of the corner overlooking the Lobby. Eyeball the 
Lobby ahead, RBG#3 may be walking toward your entrance to the Lobby. If so, 
he'll turn away and move over to the glass doors and speak with RBG#4. As he 
turns away from your entry point to the Lobby, move into the corner with the 
light and SC the perimeter, stick to the wall ASAP and slide to the drape at 
the cased opening. RBGs#3&4 will talk for a minute then return to their patrol 
routes. Watch #3 as he exits the Lobby, he turns left out of the glass doors, 
#4 patrols from the Lobby to the 2nd floor. Wait for #4 to pass by the glass 
doors on his way to the stairs to enter the Lobby and exit through the left 
side glass door.

OC&D, turn left out the door, SC along the dark lane in the street to the 
opposite side and stop. Ensure that you are -0- on the meter, as #3 turns and 
starts walking back SC around the phone booth to the climbing pole and climb to 
the top. Locate the cable running over to the 2nd fl. window and zip over. Once 
there hang for a bit, the person using the room will enter, stop at the window 
and then go to bed. When safe from him and #3 climb into the room. SC to the 
door and CtD, spin left and right to locate the 2nd floor RBG. #4 may show up 
in a bit and stand at the head of the stairs.
In either case, I suggest letting 2nd fl make at least 2 complete circuits of 
his route to determine the pattern of #4. Once you have a clear pattern, O&CD 
as 2nd fl returns to the stairs. Q&QC to the door at the far left end of the 
HLWY access and hack the keypad.

(Note)
2nd fl's reaction to the hacked keypad and closed door ranges from a kicking 
the door in conniption to "Hmm curious?" and gently opening of the door. With 
the conniption entry, from that point on he remains guarded wep drawn while he 
patrols. 
So far, in 10 repeated tries I get a kitty cat entrance with this solution go 
figure, (an open door that isn't supposed to be would freak me out much more). 
If you want kitty cat, hack the keypad and leave the door open. 
You can get the pass code from the sleeping man, but that requires an extra KO.

Enter the room, access the cabinet on the right, Q&QC to the vent, climb in and 
EEV the comp past the bunk beds. Back out of the vent, Q&QC over to the left 
side of the exit door and hold. The RBG will return and know something is 
amiss, enter the room, look about and exit. He may leave the door open or close 
it depending on his demeanor at the time.

CT9a, recording dirty boy and snatching "Chaos Theory"

Whether the door is open or not peek around the corner to ensure that #4 isn't 
standing at the head of the stairs before following the RBG.

As the RBG walks away follow him and peel off at the 1st door on the left and 
reenter the sleeper's room. SC to the window, stand and go IR to locate RBG#3. 
When #3 begins walking to Sam's left climb out of the room. Shimmy right soft 
drop to the roof and then to the ground. Stop near the rear wheel on the bike 
and hold.

Follow the RBG, as he heads back to the box truck and peel off to the glass 
doors. Open the left glass door, leave the steps with a wide CCw circle across 
the street and back to the right side of the steps. Stick to the whitish trash 
container near the stairs. You may hear RBG#4 talking on his phone as you move 
away from the doors. #4 will likely walk over to the draped opening near the 
soda machine and then may or may not return to his seat and or may climb the 
stairs to the 2nd floor. 

From your current position you can see whether #4 is at the desk and still have 
cover from #3. Eventually #4 will climb the stairs, enter the Lobby ASAP and 
turn right into the HLWY. Move over to the left side of the hall, stick to the 
wall and slide to the corner. Peek around to ensure that the area is clear.

(Note)
If #4 is walking toward the draped opening and #3 is walking toward the box 
truck at the same time, you'll get vented. #3 often flicks on his flashlight 
while walking if he does on his way to the van in this instance he looks over 
to #4 as they parallel each other. As he looks back to the street, the light 
hits Sam.

(SAVE)

Q&QC around the corner, move to the right side, stick to the wall and slide 
toward the opening till Sam's head is under the middle wall hanging across from 
the store room door. 

(Note)
From this position you have 2 options both get you where you want to go, #1 may 
be faster, but I don't think the game wants you to do it. The game balks at the 
procedure for no reason. RBG#2 will make a totally unnecessary discovery 
comment shortly after you enter the room. You'll be stuck to a wall in total 
darkness, not moving an inch. He'll be on the other side of the room facing 
away from Sam and make comment. I believe this is a glitch and in no way an 
actual discovery. It matters not where you hide, once you exit through the 
store room door you'll hear it within 10 seconds and most often it's, 
"Curious!" or "Hmm what is that?"

1. If RBG#1 is stopping in front of the desk on his return to it, release, move 
over to the store room door and grab it for a SO&CD. Push the door open enough 
to see the other store room door; shortly the worker will be entering the room. 
As he turns to the switch enter the room and close the door. Follow him to the 
other door and hold behind him. Follow as he exits the room to allow the door 
to close automatically, if not press close as you pass through. 

Move over to the wall on the left, there's a protruding post; move far enough 
past the post to stick to the wall. #2 will be at or near the end of this 
aisle. He'll about face and advance on Sam. As he approaches the protruding 
post next to the exit opening on the same wall Sam is stuck to, his flashlight 
beam will move off center in the aisle. Just as he nears the post begin sliding 
to him and stop at the next post. You'll be close enough to pull nose hairs but 
hold fast, he'll turn away giving you the room and time to exit the room into 
the Horse shoe shaped HLWY. As you pass through the exit hard turn left around 
the glass divider and stick in the standing position. #2 returns to the exit, 
muckles around a bit and then walks away. As he moves away slide along the wall 
to the corner, release and move over to the middle of the horse shoe and stick 
to the wall on Sam's right.

2. Wait for RBG#1 to enter the HLWY, release from the wall as he opens the 
door. As #1 enters the store room SC into the large room past the desk staying 
tight to the left and squeezing around the corner. The worker could be 
anywhere, if he's on the staging and facing the desk, you'll know it when you 
round the corner. Stick to the wall on the left and slide halfway to the other 
store room door. 
If RBG#2 is not at and or is moving away from the exit door release from the 
wall; Q&QC Cw around the room to the exit.
If #2 is near the exit opening remain against the wall, allow #1 to exit the 
store room and pass by Sam. Eventually #2 will move off clearing the way for 
Sam to exit the room. 

A short "horse shoe" shaped corridor leading to a locker room, SC around and 
stick to the wall on the right. Slide to the corner, peek around, locate the 
RBG in the locker room and wait for him to patrol.

(Note)
Locker rm has a route that takes about 78 seconds to complete, you have about 
35 seconds from the time he exits the lavatory till he can see the lav's exit 
door again.

(SAVE) 

As he passes Sam, move out and follow him, making all the stops with him as you 
go to avoid detection. Stop in the shadow of the lockers, as he enters the lav 
move over to the right of the opening to the lav and hold. Face the lav's exit 
to the HLWY, you might get lucky and see RBG#1 from the pool room exit said 
HLWY. As locker rm reenters the lav Q&QC into it. If you saw the poolroom RBG, 
(in the HLWY) exit into the HLWY, if not, follow locker rm around the perimeter 
of the room at a discrete distance and stop at the leading corner of the 
stalls. 

(Note)
You may need to stick between the 2nd and 3rd urinals to avoid detection, and 
this might not help. The RBG is quite unpredictable in this part, sometimes he 
doesn't stop at the leading edge of the stalls and when he does, there's no way 
to know if he'll spin to and kill Sam. You can also take a chance in the HLWY 
with RBG#1 to avoid locker rm, it's a toss up. If in the HLWY to avoid locker 
rm, you may luck out and be able to get back in the lav for safety. If you see 
a flash of light from the corner near the pool room before locker rm exits, 
you're toast.

If Sam's with locker rm. soon as he exits the lav move over to the exit door, 
position Sam for a look down the corridor. If clear Q&QC to the corner and peek 
around. If both RBGs are moving away from the opening enter the pool room. If 
one is facing the opening advances and reaches for his flashlight beat feet 
back to the lav. When he moves off return to the corner, 2 RBGs, #2 will move 
left and #1 will amble to the far side of the sitting pool room and exit. Wait 
for #1 to turn left at the far end to enter the sauna. Q&QC left as you enter 
the room turn right and limb into the pool once you reach the wall. Stay along 
the left to the barrier. Position Sam for a hop over the divider, #2 may be 
sitting near the exit opening and will rise in a moment. He'll walk the 
perimeter of the room; wait for him to be blocked by the barrier Sam is near to 
hop over. Drop down into the empty pool, cross over and exit to the wall. RBG#2 
returns and sits down again near the exit. When #1 enters the room and both 
move off follow #2 to the opening and peal off out of this room and to the far 
end of the short corridor. 

Q&QC to the corner to the massage parlor, you need the man in red to be 
entering stalls #1 or #3 to enter the area, he spends more time in them. 
The attendant will make an inspection of each dressing room starting from the 
one closest to his sitting spot designated as #1 and #3 being the stall where 
Sam enters the area. The odds are he'll be walking from #2 toward stall #3 when 
you reach the corner to the parlor. Once he's in #3 Q&QC to the end of the 
massage parlor and turn into the narrow space between stall #1 and the wall. 
Stick to the wall, slide to the end and hold. Red man will sit down and RBG#1 
will pace through the parlor and leave. As Red man exits stall #1 slide to the 
mouth of the narrow space and peek around the corner. If clear SC into the 
HLWY, stick to the wall on the left, slide to the opening and hold. If RBG#1 is 
at the other doorway hold for a second until he starts to walk away. 

(Note)
A horror story!
This game can be mean on occasion, in this particular area from the locker room 
to the 2nd pool room area. The RBG can get stuck or something and see you 
through walls and hear you from 60 feet away. RBG#1 from the 2nd pool room area 
may be permanently suck in front of the doorway preventing you from entering 
the HLWY and the Red man will see you from 50 feet through the drapes and stall 
posts. The only lame explanation I can come up with is it happens when you 
enter the store room on your way to the locker room and receive the comment 
from #2 in the large room. I said it was lame, but the only times it happens is 
when the timing allows that option. 

Ensure that no RBGs are close by before entering the next sitting pool room.
 It has 4 sitting/bathing pools and 2 RBGs. #1 stays in the room and circles 
the pools. #2 paces the far end from left to right and exits at the far right 
end for a handful of seconds. When clear to enter the room turn left, Q&QC to 
the steam line and open the valve. Steam fills the room giving Sam needed 
cover. Turn right move over to the low wall of the 1st pool and follow it to a 
thin 4 foot high fence dividing the 2 front pools from the 2 rear pools. Climb 
onto the low pool wall just past the divider, slide along the divider about 8 
feet and stop. 

(Note)
The janitor mopping the HLWY floor Sam needs to access won't leave without a 
little push. Dropping into the pool will alarm all 3, putting the same in alert 
mode one, (weapons ready and moving in a guarded manner). We want the janitor 
out without putting anyone on alert mode.

Go IR, with Sam's back to the divider take note of the 2 wall lights, one on 
either side of Sam. OCP both lights, the RBGs are pissed but weps are low and 
the janitor has an unguarded gait as he walks into the Sauna. SC left and drop 
off when safe, Q&QC into the HLWY and stop just before the opening at the other 
end. Peek around the corner, 2 RBGs, each walks a side of the big honkin 
swimming pool. You want both together at the far end, when set FC right as you 
enter the room locate the phone line, tap it and return to the opening to the 
Cold Bath room.

Stick to the left of the opening and peek into the room and locate the 2 RBGs. 
Look for the following options. Most times from this position the steam is gone

1. RBG#1 is walking to or at Sam's right, past the pool divider and facing the 
pools, if so Q&QC straight to the exit door, as you pass through, turn right 
and stick to the wall. RBG#2 will pass in a moment returning to the pool room. 
Proceed to the next pool room opening.

2. RBG#2 is or just exited from the far door, hold until he turns around then 
follow him to the exit opening. As he turns right at the opening, continue 
through the short "U" shaped HLWY to the next pool room opening.

3. If both RBGs are missing, SC over to the pool divider, climb up onto the low 
pool wall, move to the middle of the divider and hold. Go IR and locate RBG#1, 
#2 should be exiting the HLWY shortly and the room should fill up with steam 
again. When safe to continue to the exit side of the pool and drop off do so. 
Slide over to the exit, creep around the opening and stick to the wall. When 
safe move to the pool room opening and assess the situation. 

At the opening to the next sitting pool room, when clear make an immediate left 
into the room. Locate the steam valve and turn it, crouch and let the room fill 
up. Drop into the pool and wade over to the divider. Climb up to and over it 
into the empty pool and exit near the wall. Turn right, Q&QC past the turret 
gun and over to the draped exit opening. Locate the RBG as you approach the 
exit to ensure safety. Continue along the short "L" shaped HLWY, a small room 
appears ahead. Stop at the opening to the room and peek around the corner, if 
clear enter the room, note a reception desk and phone line, tap the last line.

(SAVE) 

Exit from behind the desk and look left around the corner, if clear enter the 
HLWY and slide behind the movable folding partition to the end of it, another 
RBG with head gear will show up, wait for him to walk toward the reception desk 
to move out from the partition. Creep into the next doorway and peek around the 
corner, another RBG may be in the room, exiting and or entering it. ASAP slide 
behind and to the end of the partition. The RBG from the previous room may 
enter at any time. Once clear, move over to the exit and peek around the 
corner, 2 RBGs, they may be passing each other in the HLWY. Eventually one will 
turn into the doorway leading to a water garden. Once the remaining RBG turns 
away from Sam's position, cross the HLWY to the vent, enter and exit on the 
other side. 

(Note)
Sometimes the 1st RBG that appears at the doorway hangs for a long time may 
enter the room and then leave. When this happens, you may overhear the convo 
between the 2 RBGs regarding the vent leading to the meeting room. If so, then 
as soon as the RBG leaves the doorway, Q&QC over to the vent and enter, you'll 
likely see the RBG crossing over the planks as you drop down into the water.)

Sit near the vent; allow the convo to finish and the RBG to inspect the vent 
Sam needs to get to. After the RBG has entered the garden where the vent is, 
move under the plank bridge and wait for him to pass back over again before 
climbing up onto them. Enter the garden and climb into the vent.
Crawl to the corner and only deep enough to EEV the briefcase. Do so and back 
off enough to avoid possible detection and hold. EEV the convo and mayhem that 
ensues and then back out of the vent and return to the vent by the water.

CT9b, taking out the garbage

(SAVE)

(Note)
There's one guaranteed method for a safe exit from the vent during the 
firefight. Shoot a Cam into the far right corner of the vent or into the right 
side post of the opening to the room that's on fire across the HLWY. This is so 
you can see the 2 BGs at this end of the fire fight. It would be so much better 
if you could use the Cam from the vent, but no such luck. 
It can take some time, so maybe you should make a sandwich and get a drink. 
Eventually both BGs will leave the HLWY for a short period during the conflict 
this is when you kill the Cam and exit through the vent, grab the Cam, 
(evidence) and scoot into the room that's on fire. So far after 10 test runs, 
the shortest time for both to be out of the room was 51 seconds, the longest 
time was 7 minutes. Smoke and F/Bs are useless through the vent.

Go NV, load a Cam into the tube and fire it through the vent, across the HLWY 
and into the right side post of the door to the room that's on fire. Locate one 
or both of the BGs and start mouing on that sammich. Be ready to kill the Cam 
and pass through the vent as soon as both are out of the HLWY. Grab the Cam off 
the post, (evidence) and run through the next 3 something rooms to the far side 
of the fire fight. Roll as you pass through the opening into the anteroom.
Drop to a SC and enter the small room on the right with the benches. There's a 
wall mine around the corner, disable it and arm with smokes.

(SAVE)

(Note)
This next bit must be done fast and accurately to succeed. If you're not used 
to aiming, throwing and grabbing one can after another I'd save before I 
proceed.

Stay close to the wall to the left of the door, creep right to the door opening 
enough to see the paneling to the left of the exit at the far end of the shower 
room. For the 1st can center between the 2 massive pillars in the room and put 
the target icon right at the top of the paneling and throw it. 
("R" trigger) 
The 2nd can, aim at the off colored floor grate on the floor to the right of 
the right side massive pillar and throw it. Swing left locate the IR beams from 
the 3rd BG, aim just to the right and at the wall/floor intersection and throw 
it. As soon as you hear the 3rd can pop,
Q&QC out and to the right behind the low wall divider and then over to the 
shower stalls on the right side of the room. Turn left and locate the glow from 
the light at the end of the exit corridor and Q&QC straight out of the shower 
room to the corner. Drop to a SC to round the corner and stick to the wall with 
the mine on it. Load Shocks into the tube and save. 

(SAVE)
 
To the Furnace Room

Slide to the other end of the wall, release and SC along the rest of the HLWY. 
Work up to a FC into the caged area, bust the door lock and close the door as 
you enter the large furnace room, (I think it slows RBG#1 down allowing me to 
catch him climbing/running up the stairs). Run between the furnace thingies 
near the foot of the stairs and follow it to the end to defuse bomb#1.

FC out toward the wider opening between the machines, shoulder you wep and 
switch to the left shoulder. Move to the edge of the machine thingy, wait for 
#1 to come into the view and stun him. Regardless of where you catch him bring 
him back here to dump him. Then climb the stairs and climb over the big black 
thing at the top of the stairs and drop down to the 2nd bomb.

(Note)
Sometimes RBG#1 may be further on the 1st part of the elevated walkway, try to 
get him before he gets to the corner.

Once at the 2nd bomb save.

(SAVE)

Once disabled, shoulder your wep look up and right through the thick horizontal 
bars below preventing Sam from walking out of the spot, you can see the walkway 
further down where it turns left toward the 3rd bomb. Aim between the walkway 
and the railing and stun the RBG as he passes. Stand, turn left and locate the 
walkway between the 2 large machines, where it turns toward Sam. Target the 
space between the walkway and bottom railing. In a moment #3s NV/IR beam 
appears and then the dark blob of his body wait for his blob to line up with 
your sights to stun him. Shoulder your wep, turn right and locate the thick 
vertical line running up the machine. Walk to the line on the machine turn left 
and jump up to the walkway. Pick up #2 and dump him down the stairs beside the 
2 tall standing tanks. Move over to the 3rd bomb and begin to disarm it.

(Note)
Sometimes the 2 RBGs don't follow what's written above. Sometimes you'll hear 
them griping as they enter the area, if so, this is the solution.

As you complete bomb#2 turn around, Sc to the climbing pipe, climb up and hang 
to the right of the pipe. It's important that you are not heard; if you are the 
2 RBGs will slow down and spread out. Skooch right till you can barely see the 
walkway on the other side of the machine. As soon as you see RBG#2 skooch back 
to the pipe and climb onto the machine thingy. Shoulder your wep left; target 
and stun #3 and then #2. Drop down and run to bomb#3.

(SAVE)

As soon as you're done with #3, stand and jump to the walkway. Run to the right 
side of the 2 vertical tanks and stop a step or 2 from the top of the stairs. 
You need to see the exit door open and RBG#4. Allow him to enter the furnace 
room. As soon as he turns right begin your FC to the door. Stay along the right 
side of the walkway, about half to 2/3 along the walkway, you'll hear #4 
comment on hearing something, slow down to a Q&QC to the exit door. Exit the 
room; go after Shepard to end the level.

With the level reworked, it takes me an extra 16 minutes to complete.

36:00
KO 3
ID none
All objectives complete 100 percent.

_______________________________________________________________________________

CT10. KOKUBO SOSHO
Recommended
Locate the hostages, access the server room

CT10a, Eaves drop on the war room, Stop the launch, retrieve Otomo

(SAVE)

Excluding the meanest keypads in the game this level is kind of like a vacation 
compared to Bath house.

Looks like another alley for Sam! FC toward the large overhead door, stop at 
the switch on the left, GO IR and wait. The heat signatures of 2RBGs will 
appear from the right through the door. Once their images disappear to the 
right, raise the door. Go NV, Q&QC into the tunnel, stay to the right side, 
locate the camera's IR beam; note its funnel shape and the clear space to the 
right under the camera. 

Once under the camera turn right to a railing; slide left along the railing 
past the pillar and then back over the railing. Follow the RBGs and locate the 
vent on the right, enter and climb the pipe to the next floor. Once at the top, 
Q&QC to the door, jump up and wait for the jazzman to be at the other end of 
the HLWY. As the jazzman returns with his back to Sam, drop down move forward 
and jump up to the pipe, legs up and shimmy to the end. Drop down exit into the 
HLWY turn right and locate the wall vent. Drop down into the room and wait for 
the BG to leave. Q&QC over to the plants on the right side of the room, SC up 
to the hostages and talk to the fool. He thinks he's going to be on "Americas 
most un-funny, stupid and dead hostages show." I'd kill him if the game let me. 
Leave when able, return through the vent and continue out to the balcony.

Move to the railing, hop over and drop to the railing below. A BG will be 
standing extremely close to Sam platform on the left and drop down to the main 
floor. Q&QC toward the talking BG and turn right, Q&QC through the disabled 
security area and door. Enter the new area and locate the switch shutting down 
the lights to the escalator.

(SAVE)

(Note)
Save here, sometimes I somehow get stuck at the base of the stairs and nothing 
can be done to get away outside of restarting or being killed.

Q&QC down the right side of the escalator and stop at the bottom in the dark.
The 3 RBGs will break up, RBG#1 will walk up the escalator, RBG#2 to the left 
and then back to the right and RBG#3 will take a long walk to the right and 
then down a flight of stairs. GO NV, locate the camera's IR beam, move over to 
the left and wait for RBG#2 to walk past Sam on his way to the elevators. Q&QC 
out onto the floor to avoid the IR beam; follow RBG#2 and break away at the 
stairs, hop over the railing into the dark.

(SAVE) 

(Note)
I suggest saving here for one reason, the keypad for the security door is nasty 
fast and you can't lock number sets down. You only have about 9 to 10 seconds 
from start to finish solving the code. If you haven't solved the pass code 
before the meter reaches the red zone, exit to avoid the alarm and retry. The 
Keypad for the server room door is fast but not half as bad.
 
 Once solved, wait for a safe moment to FC into the next area. Locate the 
keypad on the server room door and hack it. GO NV, allow the security beam to 
pass by the door and then open it. Move back beside the keypad and watch the 
security domes 2 beams. Beam#1 scans between the 1st and 2nd row of servers and 
around the 1st row. Beam#2 scans between the 2nd and 3rd row and around the 
1st. Once #2 passes by the doorway FC into the room and over to the right side 
of the 1st row of servers. Swing around the end of the 1st row and to the 1st 
bank on the right of the 2nd row and access it. Turn left and move to the 
opposite end of the server row then turn and burn for the server room door. 
Close it or not as you pass through. When clear return to the left side of the 
stairs. 

CT10a, Eaves drop on the war room, Stop the launch, retrieve Otomo

(Note)
I've come across 2 different scenarios; one has the 2 RBGs separated enough in 
their respective routes to allow option #1 a second scenario has their routes 
nearly synced, so that the opportunity for a move is cut down, requiring option 
#2.

1. Once back at the left side of the stairs remain in the crouch, when RBG#2 
heads back down to the far end of the wide HLWY, climb up, go right and quietly 
pass through the two large sliding doors across from the elevators. 

2. Once back at the left side of the stairs, allow RBG#2 to pass toward the 
elevators, jump up to and hang from the floor above. RBGs #2&3 will exit the 
elevator area almost simultaneously, once RBG#3 begins his climb down the 
stairs, climb up to the floor and Q&QC to the large sliding double doors across 
from the elevators. 

Move over to the left side of the large red room and stick to the exterior 
wall. Slide along the wall toward the security dome in the middle of the long 
HLWY. When under the dome pull the pistol and OCP the security dome. Q&QC over 
to the huge structure in the middle of the red room slide left and stop just 
before the corner. Stand and hoist up to the walkway. Locate the vent and climb 
in for the recording of Otomo and then back out of the vent. 

Turn left notice the gap in the middle of the walkway, SC over to it and stop 
about 4 feet from the gap. From this position FC up to the edge and jump to the 
other side, SC past the ledge a few feet and hold. Wait for the BG who was 
standing below to move back near his original position to drop down to the 
floor and out into the darkness. Slide right to the corner and hold. 

Preferably have the approaching RBG walking toward the standing BG to OCP the 
IR dome on this side of the room, then Q&QC to the opposite end of the room and 
stick to the wall with the big sliding doors. Slide over to the edge of huge 
sliding doors and wait for them to open.

(Note)
If you had option #1 above, you can move to the elevator as RBG#3 walks to the 
right or left.
If option #2, wait for him to walk past the doors to the left before moving to 
the elevator. The reason being, that in option #2, RBG#2 is standing at the 
left corner of the elevator hall when RBG#3 is walking to the right.

Move to the elevator and ride it down. Drop through the trapdoor and make the 
successive drops to the bottom. Climb out Creep left around the square. Locate 
the 3 RBGs planting mines and follow them. Enter the door on the right, jump 
over the railing flip the switch jump back and run the length of the central 
walkway to and through the door. Turn right; climb over the railing and Q&QC to 
the other end. Climb over the table and drop down into the trough. Climb out of 
the trough and up onto the platform on the right. Locate the comp and Access it 
for ISDF data. Plant the bomb, drop back down into the trough and detonate. 
Creep to the end of the trough, climb out and locate Otomo. Save Otomo and 
plant the charge on the window. 
Fini!

24:00
KO 0
ID none
All objectives complete 100 percent
 

_______________________________________________________________________________

6. END GAME STATS
_______________________________________________________________________________

Kills,	2
KOs,		6
Rounds