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Tom Clancy's Splinter Cell: Chaos Theory

Single Player FAQ for the XBox by 
manofaiki 
copyright March 2005 by 
Brian Dean Cates 

Comments, questions, and tips may be sent 
to: manofaiki2003@yahoo. com

This FAQ is authorized by the author to 
appear at only the following 
sites:

Gamefaqs.com 
Gamespot.com
Gamespy.com
wwww.supercheats.com


This is a Solo Campaign gameplay Faq.  

Unlike many Faq writers, I'm not going to spend 
my time typing up 20 pages worth of material 
that is basically a rewrite of the instruction 
manual that comes with the game.  

There's no version history either. You think 
I have the time to type all that crap up? 

The first time an action needs to be done I 
will describe the 
button/trigger/thumbstick combination 
needed to accomplish it.  

This game has been played on the 'Hard' level, 
which will differ slightly from the way it will 
be on the Normal and Expert levels. 

One of the prime examples of the differences 
between the levels is how
much damage Sam can take.  On Normal, Sam can 
get hit by enemy fire 5 or 6 times before he 
dies.  On Hard they only have to hit him twice, 
three times at the most.  Expert? Don't ask.  
You won't like the answer.  

=================================================

It's 2007, and all is NOT well.

Hugo Lacerda, a radical anarchist 
and revolutionary, has declared war on 
civilization.  Advocating the overthrow of 
social order, he has reasoned that the only real 
way that revolution can come in the modern age 
is through informational warfare.  Computers 
now control weapons systems, electrical grids, 
communications, Wall Street.... hell, the very 
heartbeat of society.  Take the computers 
down and you create what every anarchist has 
wet dreams about.........chaos.  Lacerda has 
a theory about chaos that he can cause the 
West by taking down the computers that control 
Western society.  Only as Third Echelon discovers, 
he's beginning to move beyond Chaos Theory into 
Chaos Reality.......

Tensions are at an all time peak 
between China and Japan, and a computer warfare 
attack on Japan's systems 
only excaberates the situation.  Now in the 
opening cinematic it looks 
like the North Koreans are being drawn into 
the picture as well, and we all know how much 
fun Kim Jong(LOOK OUT! HE'S MENTALLY) Il is 
to deal with.  

Third Echelon suspects someone is working behind 
the scenes to heighten tensions between these 
volatile Asian countries, and all the fingers 
point at Lacerda.  What better way to destablize 
Western civilzation than with a little ol' 
nuclear exchange between China and Japan, with 
maybe a few North Korean missles added to the mix?  

The West was not totally defenseless against this 
kind of computer warfare attack.  It has brilliant 
programmers working with Third Echelon and other 
Defense agencies to harden computer networks and 
improve security.  

Several of these programmers are working on the
 Masse Kernels, highly advanced information technology 
developed by the late Phillip Masse, who Sam 
dispatched in the Kola Cell mission of the first 
game.  Only it seems Lacerda has tipped the odds 
in his favor by grabbing the best and brightest of 
these programmers - Bruce Morgenholt. Lacerda hopes 
that by torturing Morganholt he can learn information 
that will make his computer warfare on the West more 
deadly and effective. He wants the Masse Kernels 
technology and he is determined to have it.

Who is Third Echelon going to turn to to get 
Morgenholt back and give Lacerda what he's got coming 
to him?  

None other than Sam Fisher.  

It's time to put the nightvision goggles back on 
and defend the Free World.  Get ready for the 
ride of your life. Because there are hundreds of 
deadly enemies out there, and they're smarter, 
better equipped, and more tenacious than ever 
before.  But don't worry for our hero. He's come 
to this fight prepared as well.  Sam has new 
moves, new toys and a bigger support team this 
time around.  

Freedom isn't free. And bad guys like these 
don't deserve to die of old age. So get to work! 

===================================================== 

Level I: The Lighthouse

=====================================================

Punta Blanca Lightouse, outside of Vallerta, Peru

Intelligence has reached Third Echelon that Bruce 
Morgenholt is being held at a lighthouse facility 
in South America.  

Why a derelict lightouse? Don't ask me; this isn't 
the ABC TV show Alias, where the terrorists always 
seem to be staying in snazzy resorts or cool nightclubs. 
Real terrorists, unless they are the top guys, don't 
have much money.  That's why this group of 
terrorists are aimlessly patrolling a run down 
lighthouse off the coast of Peru instead of 
chugging down champagne on the French Riviera 
while half-naked models sit in their lap. 

Sam is to get in there and ensure that Lacerda 
doesn't get his greedy little hands on any Masse 
Kernel technology.  

Sam is also to rescue Morgenholt if possible, but 
there are secondary objectives as well. It turns 
out Lacerda himself is in the area, so if Sam gets 
a shot, he's supposed to be sure to take it. Other 
secondary objectives may come up as well.

After being inserted on the shoreline by Zodiac boat, 
the level opens with Sam crouching on the beach with 
the lighthouse in the background.  

Don't bother shooting out the light on the pole near 
the beached Zodiac boat Sam is crouching behind. No 
one's watching yet. 
 Move him up to the outcrop of rocks directly behind 
the light pole and turn the NightVision goggles (NV) 
on (push left on the directional pad).  There's an 
opening up there in the rocks; you can have Sam jump 
up and push himself up or simply run up the ramp-like 
rock formation to the left.  If you want Sam to pull 
himself up, have him stand in front of the rock ledge 
and then press the yellow 'Y' button on your XBox 
controller.  If you move Sam over objects like low walls 
or boxes that are only waist or knee high, he will 
'mantle' his way over them.  

Move Sam forward into the narrow crevasse, and watch 
out for the angry bats!  Soon the crevasse will 
narrow dramatically and Sam will turn his shoulder 
forward and slidle his way through until the passage 
widens again.  Keep moving forward and soon Sam will 
arrive at a big outcropping of rock that is blocking 
his path.  Ah, but what's this? A window had popped 
up on the upper right-hand side of our 50" Sony HD 
TV. (OK, so I don't really have a 50" Sony HD TV, 
and you very likely don't either, but let's just 
pretend, all right?) This is the "Interact" window 
and often Sam will be given mutiple choices of 
actions he can do.  

This time, however, there is only one option:  
'Enter Crawl Space'.  See the stream of water coming 
out from under the huge boulder that has blocked Sam's 
path? By lying down and crawling forward he can fit 
underneath this boulder and continue with his mission 
instead of having to turn around, get that rubber 
boat back in the water and paddle out to sea.  Where's 
the fun in that?  

So hit the green 'A' button on your controller and Sam 
will drop down and prepare to crawl forward.  The 
right thumbstick controls the camera, so you can move 
it around and watch Sam crawl foward, and the left 
thumstick makes Sam move.  By moving the camera all 
the way to the left, you get a very good and detailed 
look at the side of Sam's head and the movement of 
his arms as he crawls forward.

Once Sam arrives at the other side of the crawl space, 
the Interact window pops up again, this time asking 
if Sam wants to exit the crawl space.  Well duh, of 
course he does.  He didn't crawl all that way for 
nothing!  Hit the 'A' button again and Sam will come 
out and stand up and find himself facing a rock cliff.  

Move Sam forward and then having him stand up by 
pressing the red 'B' button. Then, hit the yellow 
'Y' button and Sam will jump up and grab the lip of 
the ledge above him.  By pushing forward on the left 
thumbstick, you will make Sam pull himself up and 
crouch on the ledge.  

A smaller ledge now confronts Sam, one about waist 
high. Move Mr. Fisher forward until he's in front 
of it and press 'Y' again; he will jump up onto 
the smaller ledge.  

While Sam has been doing this climbing, Lambert 
comes on the comm and talks about firing that they 
can hear.  Sam says that is not an AK-47 being 
fired, since he's had plenty of those fired at him 
in the past. It sounds like advanced weaponry. 
Lambert then tasks Sam with one of his secondary 
objectives:  find out where the terrorists are 
getting their weaponry from.  

Now you need to make sure Sam is crouching for 
this next part.  As he reaches the smaller ledge, 
he can now see over it into the area beyond: a 
big cavern with a rope bridge suspended between 
an underground river.  

After about 15 seconds once Sam has reached the 
top, there are two guards stepping into view on 
the far side of the bridge, and one of them will 
come over the bridge and walk around on Sam's side, 
even taking a second or two to pause and peer over 
the edge of the cliff Sam just climbed.  If Sam is 
in the dark and still, this terrorist will not see 
him.  If Sam's light meter is not completely dark, 
this terrorist will raise an alarm and immediately 
draw his sidearm and fire on Sam as his comrade 
runs across the bridge to join the fight.  If you 
get discovered you'll just have to shoot  your way 
out of trouble.

If Sam is not spotted, after awhile, the guard's 
buddy will turn and go back from where they entered 
from, and the guard on Sam's side of the bridge 
will go and stand with his back to Sam facing a 
narrow rock trail that runs down to the left.  

ALTERNATIVE ROUTE FROM THE VERY BEGINNING:

Right here at this point, in the very first level 
the neatest thing about Splinter Cell: Chaos Theory 
can begin to be appreciated.  You see, you don't 
HAVE to wait for these two guards to appear at the 
rope bridge.  You have the option of bypassing them.  

As soon as Sam reaches the top, he can quickly jump 
up and then run down to the left where there is a narrow 
trail cut into the rock.  After dropping down one time, 
he will come to an opening in the cliff on the left 
that has a panel light in it pointing at a ladder 
leading upward.  

So right at the beginning you have the option of 
entering the terrorist's hideout by crossing the 
rope bridge OR by taking this path and coming up 
from below into another storage area.  

For our purposes in this Faq, we're going to follow 
the Rope Bridge route.  

How is Sam going to deal with this guard standing 
just feet away?  

**********  STEALTH OPTION:  **********


Have Sam climb up and in a crouch slowly move to 
the bridge and over it to the other side. I emphasize 
the word SLOWLY.   Go too fast and several of the 
boards on this rope bridge will creak very loudly.  
Go quietly, and this guard will never turn around 
and see Sam sneaking past him.  That is, if you 
get Sam across the bridge inside of  a minute and 
a half or so; that's when the guard will turn around 
and start back over the bridge, walking halfway 
down, then turn stand for a long time before walking 
back.  Once Sam is over the bridge undetected, 
follow the cave path on the right until you arrive 
at an opening through which you can see a bunch of 
barrels stacked against the walls. It's a storeroom, 
and the other guard is slowly patrolling the length 
of it.  

**********  KO/KILL OPTION:  **********

To KO or kill the guard standing near the bridge, 
hit the 'Y' button, make sure Sam is in a crouch and 
then SLOWLY have him advance on this terrorist from 
the rear.  If you move too fast, or make noise, this 
terrorist is very quick on the draw and will turn 
around and pull his pistol out and start firing.  When 
you are close enough, the Interact Window will pop up 
with the option saying 'Grab Character'.  Hit the 
green 'A' button and Sam will grab the terrorist from 
behind, twisting his hand into a painful jointlock 
while placing the edge of his razor- sharp military 
knife against the man's throat.  

If characters Sam has caught this way have 
information that could be useful, the 'Interrogate' 
window will pop up.  Sam has the option of interrogating 
his captive if he so desires.  Once the information has 
been gathered, Sam can either knock the terrorist out 
with a chokehold or simultaneously break their back 
and plunge a knife into their heart from behind.  For 
the chokehold, pull the left trigger.  For the 
backbreak/knife thrust pull the right trigger.  All 
through the game it will be like this: left trigger - 
nonlethal knees, palm strikes, chokeholds; right 
trigger - lethal knife strikes and lethal bonebreaking 
strikes.  

What if you mess up the grab and the guard detects you 
and turns around and begins to yell and draw a weapon? 
If that happens..........you amatuer......quickly pull 
the right trigger.  Sam will do the eqivalent of an 
Iaido stroke with his knife; that is, he will draw it 
and kill the enemy with one incredibly lethal motion.  
And then put his knife away. Whoa. 

If you opt to kill this guard, for fun, have Sam pick 
him up and approach the edge of the chasm.  Then when 
Sam is right on the edge, facing the chasm, hit the 
'A' button again and watch the body fall into the 
riverbanks far below.  

**********  THE BARRELL FILLED STOREROOM:  **********

Move across the bridge slowly and then pause at the 
entrance of the storeroom and use the camera 
thumbstick to 'peek' into the room and find the 
patrolling guard.  Wait until the guard is on the 
far side of the room with his back turned and then 
have Sam slowly walk in and crouch behind the barrels 
against the wall on the left.  

Once again, the choice is up to you. As this 
unsuspecting terrorist comes strolling back, you have 
the option of: 

1. Having Sam draw his silenced pistol and shooting him 
in the head. (Anybody else notice the vastly improved 
rag-doll physics in this game?)

2. Having Sam suddenly step out from behind the barrels 
and smash his palm into the guards forehead, knocking 
him out cold. Or giving him a wicked knee; it depends 
on the angle of the attack.

3.  Having Sam suddenly step out from behind the 
barrels and stab the guard with his knife, and 
depending on which way the guard is facing, Sam 
will use a different knife attack.  

4.  Having Sam grab the guard and interrogate him.  
Then either choke him unconscious or break his back 
and stab him.  

5.  Having Sam shoot the guard with a Ring Air Foil 
round, or a Sticky Shocker.  

6.  Take your time, watch the guards patrol 
pattern........and avoid him 
completely.  It's easy to avoid this guard because he 
spends about 12 seconds at the far end of the room 
staring at......a bare wall.  That gives Sam plenty 
of time to sneak past into one of the two routes 
available, which we will discuss shortly. 


If you kill the guard make sure you hide his body.  
I always dump him down the chasm with his buddy.  No 
reason the dead should be lonely, right?  

Proceed further into the storeroom and soon you will 
see a stairway opening on the left leading down while 
there is also one on the right leading up.  Ignore 
them for now and go past these openings into the back 
of the storeroom where a large, flat rectangular crate 
sits next to a lamp.  As Sam approaches, he tells 
Lambert they were right about the advanced weaponry.  
Lambert instructs Sam to scan the crate's bar code 
with his EEV so they can begin tracking where this 
shipment of advanced weapons came from.  Move Sam up 
to the crate and the Interact Window will popup.  
Press the 'A' button to "Scan Crate".  

(NOTE: If you are doing the Stealth Option, with the 
patrolling guard still in the room, move Sam to the 
stairway leading down on the left and hide in the 
dark spot against the wall.  The patrolling guard 
won't see Sam when he passes by.  Once he has turned 
and gone the other way, click the right binoculars 
and when the Binocular View comes up, center the 
crate in the viewfinder.  The binoculars will scan 
the crate from a distance and read the barcode!  
Sam doesnt' have to stand right next to it!)

Lambert informs Fisher that the crate he has just 
scanned is one of a shipment of five.  He tells Sam 
to keep an eye out for the other 4 crates.  It's 
very important Third Echelon does all it can to 
discover where these dangerous terrorists are getting 
top-of-the-line weapons.  

Now turn and go back to the stairways.  Here we have 
the option of going up or going down.  It doesn't 
affect what  happens either way, so let's go down 
first.  All that firing is getting on my nerves and I 
like it peaceful and quiet, so somebody is gonna die.  

There is a lamp suspended from the ceiling at the bottom 
of the stairs. From the doorway beyond, we can hear 
gunfire as one of the terrorists shoots happily away 
at targets with his recently aqquired advanced assault 
rifle.  

Switch to the silenced pistol and shoot the light 
out.

The firing stops and the guard comes to investigate 
the light going out.  

STEALTH OPTION

After shooting the light, don't wait in the corridor, 
immediately move Sam into the doorway and to the 
left and crouch him down as the guard goes blissfully 
by unaware there is a highly trained, highly lethal 
Splinter Cell operative just feet away, a man who's 
killed hundreds of terrorists just like him in the 
past.......boy, he has no idea how lucky he is.  
While the guard is examining the light Sam shot out 
at the base of the stairs, quickly move Sam close 
enough to use the silenced pistol to shoot out the 
light  on the left hand side of the room, over the 
generator and............another weapons crate!  You 
also have time to scan the crate before the terrorist 
comes back and notices the light is out now.  

You can also take out the light by shutting off the 
generator, but the terrorist just goes over and turns 
it back on.  Piercing the generator with the knife 
takes a little time and it's just quicker to shoot 
the light out.  

Over half this room is now in darkness, so this 
terrorist cannot see Sam as he wanders around in the 
dark.  Avoiding him should be easy, and when he's on 
the far side of the room, just go out through the door 
again and you're home free.  

**********  KO/KILL OPTION  **********

To KO this guard without interrogating him first, 
after you shoot the light out at the base of the 
stairs, slowly move Sam up against the left-hand wall 
by clicking the left thumbstick.  Slide Sam up the wall 
until he is about 5 feet from the doorway and wait.  
The terrorist slowly appears moving into the doorway.  
He moves slowly, professionally, rifle held at a 45 
degree angle in front of him, ready to snap it up and 
fire if he finds a target.  

He can't see Sam, and when he is about 3 feet away, 
click the left thumbstick again to bring Sam off of 
the wall, move him quickly into the terrorist and 
pull the LEFT trigger hard.  Sam will step up and hit 
this guard with a powerful palm smash to the forehead 
that will knock him out cold.  There's really nobody 
to wander down here and find him, but hide the body 
because it's good practice. 

To kill this guard, follow the same procedure as 
outlined above; shoot the light out, crouch on the 
left hand side near the doorway; wait until the guard 
is close, then bring Sam off the wall and this time 
pull the RIGHT trigger hard.   Sam will draw his 
knife, bring it back and up as he pulls the guard into 
him and......

That thumping sound you hear is 5 and a half inches of 
tempered stainless steel thrusting it's way through a 
beating heart.  The terrorist will also let out a 
strangled groan as he collapses.  Note also the angle 
that Sam stabs at; he's actually angling upward 
through the abdominal wall to bypass the ribcage.  Very 
authentic.

Move Sam up to the doorway and once again click the 
left thumbstick to make him slide along the wall in Wall 
Mode. When he gets to the door jamb, push the left 
thumbstick all the way right.  Sam will peek around the 
corner.  

We see a lighted chamber with small rooms on the left 
and righthand side. The right hand side was the shooting 
range where the now dead terrorist was playing with his 
newest.......and last..........toy.  The left hand side 
has the generator running and........the weapons crate! 
There's no reason to shoot the light out now, the guard 
is either dead or snoozing.  

Just to get into the habit, before moving into this well 
lighted room and exposing yourself, scan the room with 
Normal, then NV, then Thermal Vision.  I know, there's 
nobody there, but good habits like this will save Sam's 
bacon more than once in this game.  

The next habit: kill any light sources before  you go 
and stand out in the open in front of something, like 
the weapons crate over there near the generator.  

You have the option of: shooting out the lights OR 
piercing the gas tank of the generator with the knife 
and destroying it.  Once the room is dark, go over to 
the crate and scan it.  

That's two crates down, three more to go.  

Go and take a look at the floor on the far side of the 
room from the doorway where you entered. See the ladder 
leading down? That's the same ladder I mentioned earlier 
that you would have encountered if you had avoided the 
guards at the rope bridge and run down the rock trail 
to the minicave below.  If you had done that, you would 
have encountered Mr. I've Got A New Assault Rifle And I 
Won't Stop Firing It Until I'm Dead before the other 
guards.  

**********  ALTERNATIVE STRATEGY:  **********

  Suppose you took the rock trail and avoided the guards 
at the rope bridge. You found the minicave with the 
ladder leading upward with the halogen lamp right next 
to it.  You've shot out the Halogen lamp. 
  Great. Now what do you do?  Easy. Slowly climb the 
ladder and stop at the top with only your head poking 
up and look to the left - the guard is in the little 
chamber on the left in his make-shift shooting range 
blasting away with his machine gun.  Every minute or so 
he will walk into view as he goes down to the far side 
of the chamber and sets up new targets while reloading 
his rifle. He will then turn and go back out of sight to 
the left behind a rock wall.  While he's there, he can't 
see you.  

**********  STEALTH OPTION  **********

When the guard is firing, and is intent on looking down 
the barrell of his nifty new machine gun, climb Sam up 
and move him into the dark corner to the right of the 
ladder.  While standing in the dark, Sam will be able 
to scan the weapons crate sitting near the generator on 
the right side of the room with his binoculars.  

Once the guard's ammo runs out and he strolls up the 
center of the room to reload and set up new targets, he 
will have his back to Sam and also part of the wall 
obstructing his view.  

Timing is crucial here to make this work; move Sam down 
the right hand wall towards the door staying in the 
shadows as much as possible....DO NOT PAUSE in the 
doorway or the foot of the stairs beyond the doorwary. 
Do not stop to shoot out the light over the stairs.  
Stay to the right and move up the stairs until you hit 
the dark spot near the top of the stairs and FREEZE.  

Within a few seconds the barrell storeroom patrolling 
guard will step into view and stop near the top of the 
stairs, with Sam less than 3 feet away from him.  But 
if your light meter is slid all the way to the left, 
he won't see Sam at all.  

Let him go by and then find the crate to the left of 
where Sam is and scan it through the binoculars.  

Wait until the guard has done another circuit in his 
patrol, and then just as he turns from standing near Sam 
to move off to the left SLOWLY move Sam across the room 
and up the stairs on the opposite side.  The patrolling 
guard shouldn't hear a thing.  

Keep going up the stairs, but not so fast you make noise.
  Don't waste time taking out the lefthand lightbulb; 
just keep moving and you will be out of sight in the 
dark at the top of these stairs before the patrolling 
guard comes back.  

**********  KO/KILL OPTION:  **********

While the firing guard is out of sight and firing away 
with the machine gun, bring Sam all the way up the 
ladder and in a crouch move to the wall to the left. 


The guard is on the other side.  Have Sam draw his 
pistol and get ready to move.  Soon the guard runs out 
of ammo and slowly walks down to the far end of the room,
 looking at the gun in hands as he changes magazines.......
completely unaware that Sam Fisher is slowly moving up 
behind him.  

I always have Sam stand and, from about 4 feet away, 
pump a round from the silenced pistol into the back of 
this guard's head. The rag doll physics are simply 
amazing, and it's more fun than knifing him or grabbing 
and KO'ing him.

Because you came this way instead of going over the rope 
bridge, the first crate Sam encounters is the one next 
to the genrator on the other side of the room.  So the 
discussion about scanning the crates and looking for the 
other 4 happens here at this point.  

From here, you would just do what I have describes so 
far with the other two guards in the barrell room and 
the rope bridge, only you'd do it in reverse.  If you 
don't want to bother sneaking across the bridge to deal 
with the guard on the other side, you could just shoot 
him in the head with the SC 20K.  You can see this guard 
on the other side of the bridge from the cave opening - 
not a long shot for an expert.  I've dropped him on the 
bridge and once he fell and slid off the side on the 
other side of the bridge and fell to the rocks below.  

Whichever way you went, down the rock trail or across 
the bridge, now it's time to go up the stairs from the 
barrell-filled storeroom.  At the top of the stairs, on 
the left hand side, is a metal door.  

Whether you've snuck or shot or knifed your way to this 
point, Sam is now ready to enter the room at the top of 
the stairs.  

When Sam crouches in front of this metal door, the 
Interact Window pops up and Sam is given several 
options:

Open Door Open Door Stealth Bash Door Optic Cable

Hold down the 'A' button and then use the directional 
pads up or down pad to pick which option you want.  
It's best to enter this chamber quietly.  

We can hear Bruce Morgenholt being tortured, and a 
shadow is thrown on the wall of the chamber we are 
looking into.  He's hanging by his arms as a terrorist 
taunts him.  

One of our objectives is to try to rescue Morgenholt, 
but it's not to be.  The game is set up so you can't do 
it.  

I don't believe in the impossible scenario, but there 
really is no way to save Morgenholt.  He's still alive 
when Sam comes into the room, and one of the terrorists 
is preparing to administer a final, fatal electric shock 
to him.  

About 5 seconds after Sam enters the room, the terrorist 
begins killing Morgenholt with the electric shock.  

I've experimented repeatedly with different strategies.  
Direct Assault, lobbing flash grenades,smoke grenades, 
sticky shockers, etc.  

I've taken 3 seconds to get into position at the base of 
the ramp, dropped the terrorist holding the electric 
pads with a head shot before he can touch Morgenholt 
with them, taken out the searchlight behind him, and 
then dropped the other terrorists, but Morgenholt is 
always dead when Sam reaches him.  

It's not fair, but that's the way it is.  

Since Morgenholt can't really be saved, you have to 
decide if you want to avenge him by KOing/Killing the 
terrorists in this room or using the Stealth Option and 
sneaking past them.  

**********  STEALTH OPTION  **********

Upon entering the chamber, there is a Medkit hanging on 
the wall to the right near the toilet. Use it if you 
need it.  Then use the silenced pistol to take out the 
light near the doorway.  

Turn Sam's Nightvision on and move down the ramp to 
ground level.  See the big block shaped rock in front of 
you?  Remember where it is.  

Now go and peek around the corner where the bright light 
is coming from. You will see two terrorists standing 
around Bruce Morgenholt's corpse as it hangs in a 
bathtub.  Behind them is the source of the bright light; 
a big searchlight.  

One of the terrorists will soon start to patrol, so we 
need to find a spot to hide until he goes past.  

Go back to the huge block and either hide behind it or 
jump up on top of it and crouch down.  Watch the 
patrolling terrorist pass by.  When is going up the 
ramp, you have about 20 seconds to silent jump off of 
the block, go up the hallway right into the light of the 
searchlight illuminating the room, and pass through the 
doorway on the right into the darkness.  

The patrolling terrorist on the ramp can't see Sam from 
where he is.  

The other terrorist will be seated at a table on the 
right, writing something down, so he won't see Sam pass 
by either.

That doesn't mean you still won't feel hairs rise up on 
the back of your neck as you walk through a very 
brightly illuminated room past the corpse of a man just 
killed by these dangerous terrorists who are just feet 
away from you.  

As Sam goes by Morgenholt's suspended body, Lambert 
comes on the comm and Sam informs him that Morgenholt is 
'Deader than Elvis.'  Lambert instructs Sam to leave 
the body there; the rescue is cancelled.  

Pass through the doorway and follow the wall around a 
curve until you come to a locked door.  

**********  KO/KILL OPTION  **********

NOTE: this seems to be one of the points in the game on 
the Hard level where it's almost impossible to shoot or 
knife a character without tipping off nearby terrorists.  
If you palm strike, knife, or shoot the patrolling guard 
the other one is always tipped off and an alarm sounds. 
The only thing besides grabbing him that seemed to work 
was using a Sticky Shocker.  

Once this patrolling guard is out of the way, it's easy 
to sneak up on the other terrorist, as  he often by now 
has gone to a little desk to the right where  a candle 
burns is writing stuff down, seated in a chair.  

Kill or KO him as you desire.  Now here's something you 
don't see if you stealth your way through this part of 
the level.  

Cut Morgenholt's  body down right away and Lambert 
doesn't have a problem with it. 

Cut him down after awhile and Lambert will tell Sam he's 
wasting time. Sam will curtly tell Lambert there's no 
reason to leave Morgenholt hanging there like a piece 
of meat, and Lambert wisely backs off.  

Lambert's dialogue here will also change if you 
accidently hit Morgenholt during a firefight with the 
guards - he'll say leave the body because it'll be too 
complicated  to explain how he got shot with NATO rounds.  

Kill all the lights and then move on through the doorway 
on the right and follow the wall until you arrive at the 
locked door.

Use the optic cable on the door.  Sam will see two tents 
and a searchlight.  Switch to Infrared.  Now Sam will 
see someone in the nearest tent on the left with his 
back to him.  Also, there is a patrolling guard who 
will stroll around the searchlight for awhile and then 
dissappear from sight to the left between the tents.  

********** STEALTH OPTION:  **********

Once again, sneaking past these guards is easy.  One 
stays mostly in the tent, though if you hang around long 
enough, he will come out and a have a brief conversation 
with the other guard before going back into the tent.  

Simply pick the lock on the door, stay to the left along 
the wall and go behind the near tent which is  
completely dark.  As you pass by this tent, the Interact 
Window comes up: "Cut Material".  But since we're not 
interested in grabbing and interrogating right now, 
ignore this window and keep going in a crouch to the far 
side of the tent.

Now you can see the rest of this courtyard.  There's a 
doorway on the far side with a light over it, plus an 
alcove to the left with another light bulb on.  However 
Sam does have a very sizable dark area in around this 
tent to work with.  

Watch the patrolling guard's pattern: he leaves the 
searchlight, passes between the two tents, goes to the 
far side of this waist-high rectangular concrete casing, 
and stands there for about 20 seconds. Then he turns 
around and goes back the way he came.  

Wait until the other guard has come out of the tent and 
had his conversation and gone back inside the tent 
before moving; now we don't have to worry about the 
second guard at all; it'll be over 4 minutes or so until 
he comes back out again, and we'll be gone by then.  

Move Sam to the near side of the concrete casing and 
wait.

When the patrolling guard has been standing on the other 
side of the concrete casing in the dark for his allotted 
20 seconds, and he turns and goes back towards the 
searchlight, SLOWLY move Sam across the dark space 
between the tents so that the tent is between him and the
 patrolling guard.  

When Sam is positioned correctly against this tent's 
wall, once again the 'Cut Material' Interact Window will 
pop up.  This time press 'A' and select it and watch the 
cool animation as Sam draws his knife and slits an 
opening into the tent wall.  Move slowly into the tent 
and find the third weapons crate and scan it.  

Once you have scanned the crate, crouch near the slit in 
the tent wall, but don't exit the tent yet. Turn on 
your  Infrared and find the two guards with it.  The 
guard in the other tent should be stationary, tinkering 
with a radio.  The other guard should be standing near 
the searchlight.  Wait until the patrolling guard has 
done his route again, going between the tents, pausing 
next to the casing, then turned and gone back to the 
searchlight.  

Now you've got about a minute for this next part before 
he comes back: 

Sam moves slowly out of the tent, and uses the OCP on 
the light over the 
doorway, and once the light flickers out this time Sam 
advances to that doorway and passes through it.  There's 
another light inside the room beyond, so use the OCP on 
that as well and continue on.  The  hallway turns left, 
and through an open doorway Sam can see another 
courtyard. Sam has successfully completed his objectives 
for that part of the level: find the weapons crate, scan 
it, avoid the guards.  No alarms triggered, nothing.  

**********  KO/KILL OPTION

Just as in the stealth strategy outlined above, pick the 
lock, open the door  and move up behind the near tent.  
Only this time, we do want to cut the material and enter 
the tent when the Interact Window comes up. Sam moves 
into the tent and the terrorist has his back to him.  
He's either tinkering with the radio or he's slowly 
adjusting the strap of his rifle as he inches toward the 
tent door.  

Move Sam slowly up behind him and grab him when the 
Interact Window appears.  

Now here's how realistic this game is:  Sometimes if you 
interrogate this guard in the tent, the other guard 
outside overhears it and comes firing.  So make sure you 
don't interrogate this terrorist too close to the tent's 
door.  I always like to back the guy out of the tent 
completely, and staying in the dar, go back along the 
wall though the door Sam just came out of and around the 
corner.  Now the other guard won't hear a thing as Sam 
interrogates this terrorist.  

From this guard we learn that Lacerda is long gone, so 
once again a mission objective is cancelled. First we 
couldn't rescue Morgenholt and now  this!  Oh well, no 
time to dwell on it.

Kill the guard by pulling the right trigger or KO him  
with a choke by pulling the left trigger.  

Now we go get his buddy before he realizes his friend is
 missing.  

Make your way back through the door and pass behind the 
near tent and crouch near the rectangular concrete casing.
 This is the best place to grab this guard because it's 
dark and he can't see you.  Wait until he's been 
standing there and then when he turns around and heads 
back towards the searchlight, move Sam up behind him and 
grab him.  Then KO him.  

If you want to kill this guard, there's no reason to 
grab him first. Just move Sam up to the concrete casing, 
wait until the guard is standing still on the other 
side, stand Sam up, draw the silenced pistol, take aim 
from about 4 feet away.........

PHUT.

One less terrorist for the Free World to worry about.  

If you like the knife, use the knife.  Isn't freedom of 
choice a wonderful thing?  

Now you can go and scan the crate in the second tent 
without a care in the world. Both guards are either 
unconscious or dead.  

Whether you avoided the guards or killed/KO'd them, 
after you scan the crate and exit the tent where you 
sliced it open, crouch down for a moment.  You have two 
ways to go to the next part of the level.  Through the 
lighted doorway in front of you which leads into a 
courtyard, or up the rocks to the right where you can 
climb your way up to a lighted archway and enter a 
castle-shaped building.  

********PATH #1: THE LIGHTED DOORWAY********

You need to go through the door on the opposite side of 
the courtyard that has the lightbulb on over it.  There 
is a small room with another lightbulb high up on the 
left hand side and a doorway leading to the right.  You 
need to take this light out instead of just turning it 
off for 20 seconds with the OCP.  

Now that it's nice and dark, move Sam forward and peek 
through the open doorway that is revealed around the 
corner.  Most of the courtyard beyond is very dark.  
Move Sam into the courtyard against the lefthand wall 
about 10 feet or so and then crouch him down and wait.

He can hear two guards having a conversation behind the 
stone wall to his right.  Once the conversation is over, 
he sees then hears one of the guards walking around the 
end of the wall.  This guard will make a circular 
pattern through the courtyard, but he can't see Sam in 
the dark and as long as Sam is crouched against he wall, 
he won't detected him.  

One of the weapons crates Sam needs to scan is under an 
awning just off the center of this courtyard. The 
patrolling soldier is passing around it every time he 
makes his circuit.  Scanning the crate is easy.  Slide 
Sam along the wall and move him until he is just a few 
feet away from the crate, but out of the nearby light.  
As long as Sam is against the wall, the guard will not 
see him.  Just after the guard passes directly by Sam, 
move him as close to the crate as you can, but STAY OUT 
OF THE LIGHT.  Crouch Sam down and WAIT.  You want the 
guard to pass by the other way and go back around the 
stone wall for about 4 seconds.  When he does, move Sam 
towards the crate. His light meter will begin to slide 
to the right as he exposes himself, but the guard is now 
out of sight. As soon as the Interact Window "Scan Crate" 
pops up hit the 'A' button. It shouldn't take more than 
a second.  Then move Sam back to the wall and under 
cover of darkness.  Slide Sam back down the wall toward 
the door he entered by.  

That's four crates down. One more to find.  

Now to get past these two guards.

*******  STEALTH OPTION  ********

This patrolling guard isn't really a problem.  It's the 
other guard on the other side of the wall that's the 
problem.  There is a fortified structure he's standing 
in front of with a lightbulb burning brightly over the 
doorway.  

The patrolling guard is easily avoided because he spends 
most of his time moving around in the dark.  This other 
guy is leaning up against a big structure with a light 
on just two feet over his head.  

Here's the problem: if you shoot the light out these guys 
have flares. They will light them up and Sam will lose 
the advantage of being in the dark.  Sam will have to 
fight his way past these guards if that happens.  

You have to use the pistol's OCP on the light, but it's 
tricky because the only place you have an angle on it is 
a V shaped hole in the stone wall about halfway down, 
and Sam will have to stand up and point his pistol at it 
for about 3 seconds; during those 3 seconds you need to 
make sure the patrolling guard has his back to this 
spot, or he's going to see Sam when he stands up and 
aims.  That would be bad.  

Move to the V shaped hole in the wall, crouch down, and 
find the patrolling guard.  When he's reached the part 
of his circuit where he turns and puts his back to Sam, 
quickly turn Sam around, stand him up, aim the pistol at 
the light over the doorway, and pull the left trigger.  

When the light is off, you have about 20 seconds to put 
the pistol away, crouch Sam down, and keeping him close 
to the wall at all times, move him slowly around the 
wall and BEHIND the very large crates the loitering guard 
was leaning against.  The light will give a brief 
flicker about 5 seconds before it comes all the way back 
on, so you will get some warning.  

The guards are staring up at the light over the doorway 
trying to figure out what happened, so they shouldn't see 
Sam now crouched behind the crates, just feet away from 
the door and the generator next to it.  

I tried OCPing the light again and going through the 
door, but the loitering guard lights up a flare every 
time I do that and I get caught. So don't OCP the light 
again, unless you want to give up the Stealth option and 
get in a gunfight.

Once the guards to back to loitering and patrolling, 
turn Sam around and find the smaller crates with the 
tanned taurplin pulled over them. He can mantle his way 
up them and from there jump up and pull himself into the 
building by that window on the second floor.  You might 
have to position him a little big while he's hanging by 
his fingernails from the window ledge; it took me a few 
tries to get him to pull himself up into the window.  
Oh, and you have to time this so the patrolling guard 
doesn't see Sam's outline in the well lighted window as 
he climbs in. Got it?  

Once through the window, Sam will land on some stairs.  
At the bottom is the doorway with the generator and the 
loitering terrorist just feet away, so don't go down. 
Go up.  To the left is an archway that overlooks the 
courtyard with the tents in it that Sam already passed 
through.  

********PATH #2: UP THE ROCKS INTO THE ARCHWAY********

Move Sam up to the big overflow of rocks. You should be 
able to see the lighted archway up high.  Find the 
crates with some pallets on top of it. Have Sam climb up 
onto it and then from there jump up and grab the next 
ledge with his fingertips and then pull himself up. Now 
he's in front of the archway itself.  Through the 
archway we see the lighted stairway.  

Follow this path, and you have to do everything 
mentioned above in Path #1 reverse. To scan that fourth 
crate you still have to sneak past the two guards.  You 
can get away with OCPing a light ONCE.  And if you 
follow this path, you really have to sneak past these 
guards TWICE. Once on the way to the crate and then once 
again on the way back.  

********  KO/KILL OPTION  ********

If you opt for this, the trick is going to be absolutely 
sure you take the first patrolling guard out without the 
loitering guard hearing it. I wouldn't advise using the 
knife or a palmstrike.  Most of the time the other guard 
heard his buddy falling and came running with a lighted 
flare and a very happy trigger finger.  

Wait until the patrolling guard is isolated on the near 
side of the rock 
wall, where the other guard can't see, and take him from 
behind in the dark.  Once you've grabbed him, move him 
into the doorway where Sam entered by.  Then KO or kill 
the poor SOB.  

Now there is only one target to deal with.  You have more 
options here,  because nobody is going to come running 
and firing if you mess up, though you will lose health 
if this terrorist gets some bullets into you.  

Easiest way: Headshot from the SC 20K from the V shaped 
hole in the wall.  Expert way: OCP the light above his 
head, make your way behind the crates the guard is in 
front of, and then take him from behind with the knife.  

Whichever way you choose, we now pick up the story after 
Sam has scanned the crate, avoided/KO'd/Killed the 
guards, and is now making his way up the stairs into as 
yet unexplored territory.  

At the top of the stairs on the left side is a darkned 
archway leading into what looks like a bunk room for 
these terrorists.  Crouch Sam down at the door and 
survey the room.  There are two terrorists present; one 
is sleeping in bed and the other is sitting with his 
back to Sam.  

********  STEALTH OPTION  ********

You have to move Sam across this room in the dark to the 
lighted doorway on the left.  You will move directly 
behind the seated terrorist.  You don't really have a 
shot at OCPing the light illuminating this doorway until 
you are very, very close to the doorway.  I didn't 
bother.  I simply moved Sam slowly along the left side 
of the doorway.  The music picked up, and the terrorist 
mumbled something, catching something out of the corner 
of his eye.  But by the time he turned his head nothing 
was there.  I peeked around the corner a few seconds 
later and the terrorist was serenely sitting in his chair 
staring off into space.  

If  you are feeling really bold, instead of immediately 
sneaking across the room to the left and exiting the 
room, sneak to the right along the wall and go to the 
counter where there is ammo, a frag grenade and a 
MedKit waiting.  You shouldn't need the MedKit all all, 
though, if you've been following my excellent advice! 

********  KO/KILL OPTION  ********

You can't immediatley shoot or knife or KO the sitting 
guard; if you do the other guard on the bed wakes up and 
unleashes a hail of bullets. And an alarm will go off. 
 Alarms are bad, and we want to avoid them. You can't 
take the sleeping guard first, because you  would be 
seen by the sitting guard as you moved in.  

Move up slowly behind the sitting guard and grab him 
when the Grab Character window pops up.  Once you have 
him, slowly move him backwards toward the door Sam came 
in by.  Once you are outside this room, you can KO this 
guard or kill him in safety.  Now the sleeping guard is 
literally a sleeping duck.  You can sneak up to the side 
of his bed and put a round through his ear.  You can hit
 him with a Sticky Shocker to improve the depth of his 
slumber.  It's up to you.  

Moving forward, Sam will go through a brief lighted 
hallway and then slowly pass through a curtain, and now 
he is on a long wooden walkway leading to a doorway at 
the far end with a lightbulb over it.  

CAUTION: If you are doing the Stealth option, the 
loitering terrorist and the patrolling terrorist you 
bypassed earlier are still down there. If Sam is well 
lighted when they look up, they will see him and start 
firing.  Keep Sam as far to the right of the walkway as 
possible as you slowly move him down it.  

About three quarters of the way down the walkway, the 
light from the bulb over the doorway will impede your 
progress.  Draw the pistol and OCP the light. You have 
15 or so seconds to cover the previously lighted section 
of the walkway, get inside the doorway and crouch on the 
right hand side before the light flickers back to life.  

When the light comes back on, if your light meter starts 
to slide rightward, move forward a little bit.  If 
you're in the right spot, the light meter should stay 
flush to the left once the light is back on. Great, your 
hidden! That means the terrorist about 3 feet from you 
can't see you! 

Oh, you didn't see him yet? He's right there in front of 
you - turn your NV on.  He's standing there facing to 
the side with a drawn pistol in his hand.  You need to 
go into the lighted part of the room behind him and use 
that computer without him discovering you.  

********  STEALTH OPTION  ********

You can't OCP the light hanging from the ceiling above 
the computer because if you do the terrorist over there 
will turn around and come over.  So you have to hold your 
breath and move SLOWLY to the computer. Interact with it, 
quickly select the three files on it, and exit the 
computer screen.  

Grimsdotter will come on and talk about how Third Echelon
 will make Sam's computer intrusion look like a memory 
allocation error. 

Facing the computer, slowly move to the right where 
there is a curtain hanging over another doorway.  Beyond 
is a small storeroom lighted by a lantern with a doorway 
opening to the right.  

********  KO/KILL OPTION  ********

This terrorist always seems to sense attacks from the 
side, so it's best to take him directly from behind. 
You can grab him and interrogate him if you want, or 
simply put a bullet in the back of his head.  Now you 
don't have to worry about being discovered as you access 
the computer.

Once you have accessed the computer and either 
avoided/KO'd/killed the guard, move to the right and go 
through the curtain hanging over another doorway.  As 
you scan the storeroom beyond and it' lantern, you will 
hear a conversation begin between guards who are outside.  

If you want to see them, shoot a Sticky Camera onto the 
wall in front of the doorway pointing in the direction 
where the terrorists are standing outside.  Hold the 
white inventory button and the Inventory Window will 
come up. Switch weapons by using the Directional Pads 
left and right button.  Once you have the SC 20K 
selected, keep holding down the white button and press 
the Directional Pad's up and down pads until 'Sticky 
Camera' appears.  Let go of the button and Sam's equipped
 weapon is now the SC 20K with the Sticky Cameras loaded 
in the foregrip attachement.  

Point the SC 20K at the wall and pull the left trigger.  
Sam will quickly put the SC 20K away and pull up his 
Palm Pilot and look at it. At this point the screen will 
change to the Camera View, and we see what the camera is 
recording.  

You can move the camera view around using the right 
thumbstick.  You can zoom in and out with the left 
thumbstick.  Also, pressing left or right on the 
Directional Pad will change to the NV, Infrared and 
Normal.  

When their conversation is over, the terrorist will head 
toward the doorway but don't panic; they will hang a 
left turn and go down some stairs. They are getting out 
of the rain.  Wait until they are gone, and then slowly 
move Sam through the doorway, staying as far to the 
right as possible.  Don't OCP the light; it only drew 
the terrorists immediatley back up the stairs.  

At the edge of the balcony, where it's nice and dark, 
inch Sam forward to the left and he will be able to peek 
over the edge of the balcony and see the terrorists down 
below.  

Hmmmmm.  How is Sam going to get down that well lighted 
starway over there without these terrorist seeing him?  

********  STEALTH OPTION  ********

Simple. Sam is not going down a well lighted stairway.  
Wait for awhile and watch the patrol patterns of the 
guard that is moving around.  He goes up and down a 
second pair of stairs further down in about 3 minute 
intervals.  Once he has come up the stairs, gone over 
to the other guard, and then turned and walked away and 
now stands facing the lighthouse in the distance, you 
have about 2 minutes before he makes another circuit 
that will pass him right over the path Sam needs to take.  

When the patrolling guard is facing the lighthouse, have 
Sam pull his pistol and OCP the light over the stairs.   
As the patrolling guard is turning to go down the other 
pair of stairs, bring Sam down the now darkned stairs 
and at the bottom hug the wall on the right and turn 
the corner.  Yes, there's a terrorist right there next 
to the cannon, but he's facing off to the side, and if 
you keep Sam against the wall he'll stay invisible.  

Hey, look! It's the last weapons crate we've been 
looking for!  Move Sam forward until the Scan Crate 
window pops up and selelct it.  

Lambert will come on the comm and thank Fisher for the 
fine work; this will make it easy to trace who is 
supplying Lacerda and his goons with their weaponry.  

Now,  you should have about a minute before Mr. I Can't 
Stay Still Because I Drank Too Much Coffee comes back up 
the stairs.  Even if Sam goes into Wall Mode on this 
second lower set of stairs, this terrorist will detect 
him.  So it's a fine line between getting Sam down the 
stairs in time while the terrorist in the alcove on the 
right is busy yakking into his cell phone, and going too 
fast and having the guy hear or see Sam go by.  

Stay out of the lighted area at the bottom of these 
stairs until you can't help it and then quickly move 
past the sliver of light on the floor.  You are now on 
a very dimly lighted rock trail leading downward.  

If you do it right, the terrorist in the lighted alcove 
may make a "HUH?" sound and look around, but he won't 
come out and walk down the trail to investigate. 
Instead, he will head back up the stairs like he always 
does.  

********  KO/KILL OPTION  ********

The easiest way to take these terrorists out is with the 
Sticky Camera.  

While the two terrorists are still talking on the 
balcony, move Sam to the doorway, crouch him down, bring 
up the SC 20K and shoot a sticky camera right at their 
feet.  Then, after the Camera View comes up, press the 
yellow 'Y' button to release the gas.  It should get them 
both.  Put a round in their heads to make sure they stay 
down.  Sometimes a third terrorist appears from up the 
rock trail past the second set of stairs, sometimes not. 
Play it safe and take out the lights over the stair and 
over the weapons crate.  Scan the crate and move on.

Of course, if you are feeling VERY adventerous, you 
could shoot the sticky camera against the wall like in 
the beginning of the Stealth Option, then hit the noise 
maker button "X" and when either one or both terrorists 
come to investigate the noise, shoot or knife them from 
close up.  

Either way, once you've scanned the crate and either 
left 2-3 clueless or unconscious/dead terrorists behind 
you, make your way slowly down the very dimly lighted 
trail cut into the cliffside.  Eventually the path turns 
to the right and keeps going down.  

Now here's a tricky part. As you are going down this 
last part of the rock trail a terrorist will suddenly 
appear at the bottom and start nonchalantly strolling 
up towards you.  At first I thought this was a perfect 
spot for a split jump, but Sam can't seem to do one 
here.  I also tried retreating back up the trail to 
avoid him but he just kept coming up.  Going into wall 
mode didn't help either; the trail is too narrow.  There 
is only ONE way I have found to get past this guy, and 
you should Quick Save here because it took me several 
attempts.

Just when he appears at the bottom of the trail and 
starts up, make a noise, jump up and down, whatever it 
takes and then retreat back up the trail to just before 
the doorway where the last terrorist is in the lighted 
alcove.  

The terrorist down below will draw his pistol and go on 
patrol, and several times he came all the way up the 
trail and I had to take him out.  Several times he also 
turned around and went back down the ramp and around the 
corner.  

When he does that, slowly trail him.  After you turn the 
corner, pause and look ahead.

See the light bulb swaying in the high wind?  You can't 
shoot it out or OCP it because itmakes him run around 
until he finds you.  Wait until he is facing away from 
Sam and going down the trail.  

There is only ONE spot I have found on this entire trail 
where this guard won't detect Sam in Wall Mode as he 
passes by: just beyond the swaying lightbulb on the right 
hand side.  

As the terrorist slowly moves down the trail facing away 
from Sam, put Sam in Wall Mode and move him as fast as 
you can down the right hand wall.  You will be lighted 
up like the Fourth of July as you slide past the 
lightbulb, so pray this guy doesn't turn around.  

Watch the light meter and the INSTANT it slids all the 
way left FREEZE.  

The terrorist will look around less than three feet 
away, then turn and go back up the trail, and turn the 
corner.  

Take Sam out of Wall Mode and move on down the darkned 
trail ahead.

It goes off to the left after awhile, around a gradual 
curve. On the other side of the curve is a small bridge 
leading to the lighthouse which has a guard patrolling 
it.  If you look close enough, you can also see another 
guard patrolling the walkway on the top of the 
lighthouse.  

********  STEALTH OPTION  ********

Wait until the bridge guard is facing away from Sam 
going back down the bridge toward the lighthouse and 
move Sam to the foot of the bridge. Once the guard has
 moved to the other side of the lighthouse, OCP the 
light on the lighthouse that is bathing the far end of 
the bridge with it's brilliant light.  Then move Sam 
across the bridge and move to the left along the stone 
wall, in the same clock-wise direction that the guard is 
patrolling.  Stay behind him and off to the side.

If he noticed the light going out when Sam OCP'ed it, he 
will turn and walk back.  Go into Wall Mode against the 
low stone wall encircling the Lighthouse and he shouldn't 
see you.  

The door you need to enter by is on the opposite side of 
the lighthouse from the bridge.  It has a light over the 
door.  Wait until the guard is on the far side of the 
bridge and then OCP the light over the door and then 
Optic Cable it.

There is a radio operator sitting there with his back to 
the door.  

********  KO/KILL OPTION: ********

When the guard is on the dark end of the bridge closest 
to Sam and has just turned around to head back toward 
the lighthouse, grab him.  From there, OCP the light 
bathing the far end of the bridge, because there is 
guard patrolling the top of the lighthouse that will see 
you if you just sashay on accross in the light.  

Whether you avoid the guard or deal with him, now you 
have to deal with the radio operator. Open the door 
slowly and then close it; if you leave it open the radio 
operator will notice after awhile; and the patrolling 
guard will definatley notice it when he passes by.  
Slowly move Sam up the spiral metal staircase.  As Sam 
moves upward, Grimsdottir will intercept some of the 
radio operator's code and come up with the name of a 
Portugese cargo ship that transported the five weapons 
crates Sam scanned.  

Lambert tells Sam all his primary objectives are 
complete. He can call a 
helicopter for extraction, but the lighthouse beacon 
has to be off before that can happen.  And remember - 
there's a guard patrolling up there.  

There's a MedKit halfway up the stairs if you need it.  

Also, if you mess up earlier and have to shoot the radio 
operator before Grimsdottir can overhear the conversation 
on the radio, they will tell Sam to search a filing 
cabinet near the Medkit for documents.  

After going up the staircase for some time, Sam will 
come to a ladder. Move Sam up the ladder and pause him 
at the top.  Now is a good time for save if there ever 
was one, because this is tricky.  

At the top we see the huge revolving lighthouse beacon.  
We also see the slowly patrolling guard on the outer 
walkway.  If Sam gets up at the wrong time and moves in 
front of the light, the terrorist will notice it before 
Sam can get close.  

Timing is very important here.  The doorway out onto the 
walkway is on the opposite side of the lighthouse from 
the ladder where Sam now is. He has to get up, crouch, 
and move around counter clockwise to the door while the 
terrorist is facing away and looking out at the horizon.  
If the terrorist is walking and half-facing the light, he 
will see Sam right away and respond with a hail of 
bullets.  

There is no stealth option here. You have to either kill 
or KO this guard.  Even if you manage to get to the light 
switch to turn the beacon off, he'll come running and 
gunning for you.  

The Easy Way: Wait until he's on the far side, and has 
paused for a few seconds looking outward.  Climb Sam up, 
turn him around, equip the SC 20K and hit the guard with 
a Sticky Shocker.  Instant KO.  Then go flip the switch 
and extract.  

The Expert Way:  Grab the guard and throw him over the 
rail, just like in the cool animation we see at the 
beginning of the Lighthouse Level. How do you pull this 
off?  

Here's how: wait until the guard is facing away, move 
Sam up the ladder, over to the doorway and IMMEDIATELY 
move him to the railing and hit the 'Y' button. Sam will 
look like he's committing suicide as he launches himself 
over the railing. But then he turns in mid-air and grabs 
the edge of the catwalk with his fingers.  

If the guard didn't see, all you have to do is wait until 
he comes strolling by, and when he is in proper position, 
a 'Grab Character' Interact window will pop up.  

Press it quickly and watch what happens: Sam clambers up 
the railing, grabs the surprised guard by the back of 
the neck and belt and heaves him over the railing to his 
death on the rocks far below.  Wow.  

Now all Sam has to do is go back into the beacon area 
and switch the beacon off.  Once he does that the 'Call 
Extraction' option will be added to the Interact Window.  

For fun, before calling extraction, take the SC 20K and 
use the scope: if you snuck past the bridge guard, he's 
still blissfully patrolling away down there. 

Mission Accomplished!  Sam has come through for the Free 
World again! He's not getting older.....he's getting 
better!


========================================================
Level II: Cargo Ship
========================================================

The Maria Narcissa, Pacific Ocean, 90 KM Southwest of 
the Panama Canal

Third Echelon has tracked Hugo Lacerda to a cargo ship 
called the Maria Narcissa.  Sam is to get on board in 
the bow, and then locate Lacerda and make sure he never 
has a chance to pass on what he's learned about the 
Masse Kernels.  

That's right, this is a wetwork mission. Sam is to 
assasinate Lacerda as his main mission.  Other secondary 
objectives will come up, but making sure Lacerda assumes 
room temperature is the main goal of this level. 

From Lambert's pre-mission briefing, we learn that 
Lacerda and his goons were contracted to grab Morgenholt 
by a third party.  

Then Grimsdottir comes on to tell us just how bad it 
would be for Lacerda to get away with the info he 
tortured out of Morgenholt.  

Redding comes on then to give the particular details of 
the mission, such as the fact Sam will be inserted on 
the bow.  

Finally, Captain Arthur Partridge makes an appearance 
to talk about the planned extraction once the mission 
is over.  The idea is for Sam to use the Maria Narcissa's
motor launch and meet the pickup boat  out of visual 
range of the ship.  

********  STEALTH VERSION  ********

The level opens with Sam just having come over the side 
of the Maria Narcissa's bow.  Lambert will come on the 
comm while Sam crouches in the darkness behind some 
huge winches for the ship's anchor, watching two crewman 
in front of him.  

Lambert speaks up to warn Sam about a new alarm system 
that has been installed on the ship.  Sam asks if that 
means three alarms and the missions over, and Lambert
makes a funny remark about this not being a video game!  

One of the crewman is moving around from one side of 
the deck to the other; the other crewman is standing on 
the right in front of a railing facing out to sea.  
After awhile a third creman carrying an automatic rifle 
will come up the nearby stairs and have a brief 
conversation with the stationary crewmember. The 
machine-gun toting guard will then turn around and head 
back down the stairs.  

So you've got two crewman on this deck and one guy down 
below on patrol. Let's go to work.  

There are matching stairs on the left and right side of 
the deck; the stationary crew member is standing right 
in front of the stairs on the right side; so let's go 
down the left side stairs.  

Wait until the guy restlessly walking around is on the 
right side of the deck and then move Sam down the stairs.
  Peek around the corner, and if the patrolling guard 
is visible stay put. Let him pass by.

It's dark down here and before Sam is a narrow corridor 
leading to a door at the far end.  Crouch on the stairs 
and wait until the patrolling guard has appeared, stood 
at the foot of the stairs, and then turned and gone 
back the way he came.  

You need to know where he is before you move down this 
corridor.  The first time I went through the levelI had 
KO'd the two guys on the bow and didn't see the 
patrolling guard.

While I was down at the far end discovering that the 
door there doesn't open, guess what happened? The 
patrolling guard came around the corner, saw me, and 
had pumped 3 bullets into me before I could locate him. 
 

Well wait a minute. If the door down there doesn't 
open, why are we going down there? Ah, patience, 
grasshopper.  

When you're sure the coast is clear, head down the 
corridor towards the door.  See, it doesn't open.  Now 
stop, take three steps backwards and turn Sam towards 
the wall and look up.  Just above a red colored cabinet 
on the ship's wall is an opening.  Climb Sam up on top 
of the cabinet and enter this narrow path.  You will 
soon come to an intersection.  Go left. At the end is 
an open space where you will see several huge boxcar 
containers stacked atop each other, lighted by a 
halogen lamp on the wall high to the left.  

Use the OCP on the light, and then when it's nice and 
dark, go to the right and find the area between the two 
boxcars where there is an opening that Sam can drop 
down through.  

Turn your Night Vision on first, and silent drop Sam 
down and then go right to the wall and go into Wall 
Mode and quickly scan the area. You are now in the 
other end of the patrolling guard's route, and you 
need to know where he is.  

There is a stairwell leading down to your right.  When 
you have accounted for the patrolling guard, and let 
him pass by and turn the corner around the far end, you 
have about 25 seconds until he comes back.  

Go quietly down the stairs and spot the guard snoozing 
in the chair in front of a sliding door.  Don't go 
close to him and give him a reason to wake up.  Slid 
the door open and go down the ladder into the storage 
room.  

Now that's the first path you can follow to get to 
this door. If you're feeling bold and adventurous, 
you could try the second more challenging path. In 
this one, we go right by the patrolling guard and 
right under the nose of the guard standing on the bow 
at the railing. 

**** ALTERNATIVE PATH TO THE STORAGE ROOM ****

To take the alternate path, once again move Sam down 
the lefthand stairs from the bow. Move Sam against the 
dark wall to the right that has the pipe running along 
it and slide him down the wall toward the other set of 
stairs.  Soon the patrolling guard with the automatic 
rifle will appear.  As long as Sam is in wall mode, 
this guard will not detect him in the dark.  Let him 
pass by.  

(NOTE: sometimes this works on the left hand wall too, 
but several times this guard has detected Sam and 
fired on him at point blank range - this doesn't seem 
to happen when Sam is in Wall Mode on the right hand 
wall)

When the guard has turned around and started back the 
way he came, follow him in Wall Mode, but don't go too 
fast or get too close or he'll hear.  Give him a few 
seconds once he turns the corner, then slowly follow 
him.  You want him about 10-15 feet ahead of Sam.  The 
guy standing at the top of the stairs looking out to 
sea has never seen Sam go by, at least the four times 
I've done this, but I can't say he never does.  

Follow the guard down the gangway, staying about 10-15 
feet behind him, and just over halfway down the 
gangway is a very dark spot containing some barrells 
on the left against the wall.  Move Sam over to the 
barrells and crouch down, because the guard has 
reached the end of his route and turns around and 
starts back the other way.  

Once he's gone around the corner and dissappeared 
from sight, move Sam up to the base of the stairs and 
go down them.  Pass the sleeping guard, slide the door 
open, and go down the ladder.

And there you are. Two ways to get to the same 
objective.  

As Sam is going down the ladder, Lambert comes on the 
comm to say it looks like Lacerda is spreading around 
the wealth and paying off old debts with the weapons 
he got from his recent job.  There are several more 
weapons crates lying around, and this time instead of 
scanning them, the Third Echelon team wants Sam to 
place tracking devices he's carrying on the crates.  
This way the good guys will know which bad guys are 
getting this dangerous stuff.  

The maze of boxes is pretty easy to navigate.  Sam will 
have to put his shoulder foward and slidle his way 
through several times.  The idea is to keep going 
until you hit the metal wall of the ship that has a 
narrow opening.  On the other side of the opening is 
the first crate that Sam must bug.  Move Sam over to it 
and the "Place Tracker" Interact Window will pop up.  

After bugging this crate, you move between the crates 
to the left, then slide left again then slide right. 
As Sam is moving through this last area, and can see 
light being thrown onto some boxes from above, Lambert 
comes on the comm to tell Sam they have just 
intercepted a radio call from the Maria Narcissa 
saying they have a hull leak and asking for an escort.  

Sam somewhat apprehensively asks if the ship is 
sinking.  Lambert says no, but for Sam to keep looking 
through the cargo for weapons crates, he's going to 
have to unflood several compartments, and the only way 
he can do that is to activate the bilge pumps in the 
forward machine room. So Sam now has an objective - 
get to the machine room, turn on the pumps, and 
unflood the submerged compartments.  

Coming around these last crates, Sam will see a ladder 
leading up to a well lighted doorway.  Go up the 
ladder and when you get to the top OCP the light in the
 ceiling and then quickly use the Optic Scan on the 
door to the right.  You should see no one.  Open the 
door and then close it. You should be kneeling in a 
dark spot by the time the light behind you flickers 
back to life.  

We could just shoot all these lights out in this 
corridor, but it's good practice to save bullets and 
just darken the area with the OCP so Sam can pass 
through staying in the dark.  There are two lights 
ahead in the ceiling.  OCP them one at a time, moving 
forward.  There is a door to the right with water 
running out from it's doorjamb, and if Sam approaches 
it, Lambert says that's one of the compartments Sam 
needs to unflood.  

Going forward, the corridor ends at two doors, one 
right in front, which doesn't open, and one to the 
right, which does give us a Door Options window.  

The only option we're given, however, is 'Slide Open'.  
Slide the door open, and we see a man with his back to 
us on the far side of the room working with some 
machine grinding away at a tool.  Slide the door 
closed, and crouch Sam in the dark.  

Ready for this? To the left, at ceiling height, is the 
crawl space where Sam needs to go to get to the forward 
machine room.  This terrorist is less than 5 feet away 
from the opening, and he's half facing it. 

As in the LightHouse Level, you can get away with 
OCPing a light with a guard nearby ONE time. The second 
time our tool-grinding friend will light up a flare and
wave it around.  Even if he doesn't find Sam, he will 
now stand in the middle of the room facing the door.  
So if you mess this up, you will simply have to KO or 
Kill this guy.  

Jump up onto the table to the left and crouch.  Move 
around until you have a good angle on the light over 
the tool machine and OCP it.  The first time it goes 
out, the terrorist looks up at it, shrugs and goes 
back to work.  Move Sam off this table, then move up 
and jump up on the next table, staying as far to the 
left as possible.  Edge Sam off the table, he will 
silent drop onto the floor about 3 feet from this 
terrorist to his left, and the "Enter Crawl Space" 
Interact Window will appear.  Hit the 'A' button and 
Sam will jump up and crawl into this rectangular 
opening in the wall.  

You need to get Sam into the crawlspace before the 
light comes back on.

Move him forward until the 'Exit Crawl Space' Interact 
window appears, but look out and make sure there isn't 
a patrolling terrorist in sight before you do so.  If 
you wait long enough in this opening, you can see a 
terrorist holding an automatic rifle pass below.  

Once Sam jumps down onto a catwalk in this very dimly 
lighted area, turn the NV goggles on, move him to the 
right, look up and find the pipe running along the 
ceiling and hit the 'Y' button to make Sam jump up and 
grab it. Then hit 'Y' again to make Sam bring his legs 
up.  You have between 10-30 seconds to pull this off 
before the patrolling terrorist comes back, depending 
on where he is on his route when Sam drops in.  

If you drop Sam in early enough, the terrorist 
patrolling the catwalk is 
having a conversation with another man who is down 
below in the center of the room working on the 
machinery there.  That will give Sam more time to jump 
up on the pipe and get himself hidden.  

Move down the pipe, mindful of the wildly swinging 
ceiling lamp, and there is a ladder on the far end.  
Sam has to wait until the terrorist on patrol on the 
catwalk is on the far end facing away, and then he 
has to jump down, get to the ladder, and climb to the 
bottom and move to a dark spot and hide before that 
guard turns around and sees him.  

Once you are at the base of the ladder, move forward 
to the far lefthand corner.  You now have the guy 
operating the pump machinery on the other side.  Your 
light meter should be all the way to the left. Now 
OCP the light hanging from the ceiling.  Once's it's 
off, turn the NV on, crouch Sam, and you have about 
20 seconds to get him from this corner to the opposite 
left hand corner on the far side of the room before 
the light comes back on, all while avoiding the guard 
who will leave his console to start walking around.  

When the light comes back on, Sam should be crouched 
in the dark corner facing the pump machinery console.  
OCP the light again. The catwalk guard may descend the 
ladder to wander around the ground floor too with the 
other guy, so watch out for them.  Move to the console 
and when the "Activate Pumps" window comes up, select 
it.  Then retreat back to your corner and be hidden 
when the light comes on.  

********ALTERNATIVE PATH TO GROUND FLOOR********

When Sam drops out of the crawlspace, move him left 
instead of right. There is a very dark corner here; 
this is the darkest side of the room. Take Sam over 
the railing and he will turn in mid-air and grab the 
edge of the catwalk. Then silent drop him down to the 
floor. He will be in the dark corner facing the pump 
console. From here, simply follow the same procedure: 
OCP the light, go to the console, and then retreat to 
the corner before the light comes back on.) 

Now you could try going back the way  you came, but 
these guys are wary now.  There is a door on the far 
side of the room on the right that was previously 
flooded but now is available for you to exit by because 
you've activated the pumps.  OCP the light again, make 
your way over to it, avoiding the blinded guards.  If 
you're a little late getting to the door, the light 
will come back on while you are going through it.  If 
they are following you but no alarm has sounded, that 
means they THINK they saw something but are not sure.  

Close the door behind you, turn the corner and Move 
down the long corridor you find yourself in until you 
come to a door on your right. Slide it open, go in and 
slide the door closed again.  Turning, you will find 
yourself in a recently flooded storage compartment 
that is now free of water.  

Jump up onto the boxes in this room until you are near 
ceiling level - there is a large box with the Bill of 
Lading that Grimsdottir wants to look over.  When Sam 
reads it, Grimsdottir comes on the Comm to say that 
Lacerda has been using a proxy for his arms shipments.  
It turns out to be a Panamanian bank with a very long 
Panamanian name.  

Now Grimsdottir tells Sam he still needs to recover 
the ships transit ledgers from the office so Third 
Echelon can see who else Lacerda has been dealing 
with.  

Go open the door again, and OCP the light out, and 
then duck back into the storage room and close the 
door when you see the two guards come walking down the 
far end of the corridor. You will hear them pass by. 
You will let them pass by. If you want, turn on the 
Infrared and look at the door and watch them pass by.

Then you  exit the cargo room, OCP the light again, 
and then move right down the corridor OCPing the 
lights in the ceiling as you come to them until you 
reach a stairway leading down to a door with revolving 
red lights around a sign that says 'Engine Room'. 

At this point........boy is Sam's Spec Ops suit fly or 
what....Lambert comes on the comm and says they are 
detecting fumes coming from the door in front of Sam.  
Sam says he can smell a gas leak.  Grimsdottir tells 
Sam that firing a gun will trigger an explosion, so he 
has to move through the engine room without firing a 
weapon.  Also, since terrorists aren't very bright or 
they'd being doing something more contructive with 
their lives, Grimsdottir informs Sam that if the enemy 
detects him they will open fire and blow both Sam and 
themselves and their expensive ship right out of the 
water.  

Let me tell you right here: it is a BITCH getting 
through this engine room without grabbing and KOing or 
using the knife on anybody.  

It takes awhile to set it up right, but it can be 
done. 

Enter the engine room and.........what? What do we do? 
CLOSE THE DOOR. If you don't close the door, the 
mechanic walking around on the ground floor will see 
it and come over to investigate.  Let him pass by, and 
then follow him.  You will go around some huge 
machinery, and then he will keep going right under a 
light hanging from the ceiling, so stop before the 
light illuminates you. 

There are two guards patrolling on the catwalks above, 
and though they are together at the start, soon one 
will go up a flight of stairs to a higher level and 
patrol a higher catwalk.   

Take out the pistol and OCP the light blocking your 
path. Once it's out, you want to moveforward, and then 
to the right into the corner behind the another big 
piece of machinery before the light flickers back on.  

Right next to this machinery is a stairway leading up 
to the lower catwalk. 

Lean out behind the machinery and OCP the light again,
 but don't go up the stairs yet.  I spent over an hour
 trying to get past these guys OCPing the light while 
already on the catwalk and I never succeeded. You need 
to draw at least one of these guards off the catwalk 
onto the ground floor. 

Keep OCPing the light and hiding under the stairway in 
wall mode until at least one or maybe even BOTH of the 
patrolling guards have come down the stairs and are 
wandering around on floor level. Then quickly OCP the 
light to keep it off and go up the stairs, staying 
against the right hand hand wall, and go ALL THE WAY 
AROUND the room in a big rectangular pattern. DON'T 
take the inviting shortcut provided by the gangway 
leading left that takes you directly to the stairs 
leading to the next level.  The ground level guard is 
standing right where he can see you if you try that.  

After going all the way around, go up the darkened 
stairs to the next level.  Turn left and follow the 
wall until you come to a door.  Once you are through 
here you are out of the Engine Room and not in danger 
of blowing up if somebody stupidly fires a gun.  

Slide the door open, then close it and head to the 
very dark corner to your left, away from the light 
illuminating the stairs nearby.  Soon a patrolling 
guard will show up.  Put Sam directly against the wall 
and equip the SC 20K with the Sticky Shockers in the 
attachment just in case, but this guard should stop 
just short of discovering Sam and then turn around and 
stand there like a dumbass for about 20 seconds before 
moving off to resume his patrol.  

Wait until the guard has walked down to the far end of 
the hallway past the stairs and turned right, out of 
sight.  Then slowly move Sam up to the right hand wall 
and go into Wall Mode and slide down the wall to the 
corner.  If you get there in time,  you will see the 
guard going into another room and then closing the 
door behind him. There is a door on the lefthand side  
closer to Sam - it's closed.  Go over and open it and 
go inside and close the door. Switch off the light and 
turn your Infrared on. This will allow you to see the 
terrorist as he passes by the door.

(NOTE: That's right, in case you haven't done this yet: 
you can always 'see' people through doors with the 
Infrared, something that is going to be very useful 
in avoiding this guy.)

Listen carefully.  You will hear the door to the other 
room opening and closing and then hear footsteps.  Then 
you will see the bluish outline of the terrorist pass 
by the bathroom door.  Once the terrorist has passed by 
on his route, you have about 20-25 seconds until he 
passes this way again.

Open the door, pass through it and close it again.  
Then head left down the corridor to the door this guard 
just came out of.  Open and close the door. Closing 
these doors is very important, because this guard will 
become alarmed if he happens across a door that's open 
when knows it was closed a few seconds ago.  

You're in a bunk room.  Hurry down the middle of the 
room until you get to another closed door. It's a 
closet.  Open the door and then immediately close it 
behind you.  You have be out of sight by the time the 
terrorist opens the door on the far side of the room 
and comes in.

On the floor of the closet is another weapons crate. 
Place a tracking device on it.  

Turn the Infrared back on and watch the door; soon you 
will see the outline of the guard entering the room, 
walking up to the door and then stopping and turning 
his back to it. After a few seconds, he moves off. Let 
him exit the room, then retrace your steps and REMEMBER 
TO CLOSE THE DOORS.  If you don't, if this guard 
happens upon an open door, he will retreat to the area 
by the stairway  that is our only exit to the next part 
of the ship and stand there.  That will make it twice 
as hard to sneak past him.  

Once again, you want to hide in the bathroom while he 
is out of sight, and then wait  until he passes by on 
his way back to the bunk room. Then exit the bathroom 
and... what? What do we do? Oh, yeah, that's 
right........... WE CLOSE THE DOOR.  

Now we need to get up the stairs ahead before this guy
comes back.  

Head up the two flights of stairs and as you get to the 
top Grimsdottir comes on the comm to let Sam know he's 
near the ship's office where the transit ledgers will 
be found.

The first door up here doesn't open; peek around the 
corner and you will see another door under a very 
bright light. OCP the light and enter the doorway.  
A very small office is revealed with a computer on a 
table and another door leading out.  Against the left 
wall is a crawlspace that Sam can use.

He can overhear a conversation going on around the 
corner, and the doorway is very well lit - he will be 
seen if he tries to move into the next room.  

The computer here has two messages on it; one a really 
rude email from Lacerda telling the captain to 'keep 
his smelly hooligans' out of his way.  The second is a 
WMN newswire cable in which the ISDF now alleges North 
Korean involvement in the Japanese Market crash.  

If you're using the computer when the conversation 
ends, get over to the crawlspace and use it fast 
because the guard in the next room is beginning to 
patrol.  

Go down the crawlspace and exit. You're in a nice dark 
spot and the guy sitting to your right in the well 
lighted area using the computer won't see you.  

Sneak up behind him and..........search the file 
cabinet behind him.  It will turn out the transit 
ledgers are forged.  Grimsdottir now says it's time to 
go have a chat with Lacerda himself.  She suggests the 
captain will know where Lacerda is, so Sam should head 
to the bridge and ask.

Note: once you open the file cabinet, DO NOT HESITATE 
to move for the door on the far side of the room in the 
darkned area near the crawlspace. There is a patrolling 
guard coming, and Sam needs to be through that door, 
have closed that door, and in Mall Mode against the far 
wall in the dark before this guy opens the door and 
passes by. He will come VERY, VERY close to Sam, but if 
he is in Wall Mode, he won't detect him.  

The guard will go down the hallway, stop, turn around 
and then come back and go through the door again.  

Once the door swings shut behind him, Sam has about 
30 seconds to move down the corridor towards the two 
well-lighted doors at the end.  Once in the left hand 
side and the other is straight ahead.  

The lefthand side one leads to the infirmary's reception 
office, with the infirmary itself behind another door. 
There is a computer you can use, but all it has is an 
email from a guy worried about the sealant rings leaking 
gas in the engine room, which Sam already knows all 
about.

There is a terrorist in the infirmary, who you can see 
if  you optic cable the door.  There's a medkit also, 
but you don't need it since nobody has even discovered 
you yet, much less shot you.  

Go back to the door leading to the corridor and use the 
Optic cable. Watch the patrolling terrorist pass by on 
his route and then once he's gone, go through the other 
door to the outside of the ship.  

Under the stairs to your left is another weapons crate 
just waiting for Sam to put a tracking device on it.  

Go up the stairs and you will arrive at a door that 
says 'Deck 2'.  

You have the option of bypassing this deck and going on 
up the stairs to the bridge.  However, one of the 
weapons crates Sam needs to put trackers on is in this 
deck.  

Let's go get the crate tracked first.  Open the door to 
Deck 2 and close it behind you. You are in a long 
hallway with a ceiling light on at the far end.  

OCP the light and then open the door. You will hear a 
conversation between two guards.   Go into Wall mode to 
the left of the door after you close it behind you. It's 
a nice dark spot and you shouldn't be detected.  

If you wait too long outside this door one of the guards 
on roving patrol will walk over to the door and throw 
it open.   

You are now in a cafeteria.  One terrorist is moving 
around alot on a patrol route; the other is standing in 
a lighted corner on the far side of the room.

Now for the bad news - the roving terrorist will 
periodically move to the door you just came through and 
throw it open and go down the corridor outside.  

You can't stay where you are because even in Wall Mode 
he will discover you.  You need to move Sam straight 
ahead from the door he just entered by to the opposite 
end of the cafeteria tables in front of him, then go 
into wall mode against the lefthand wall right in front 
of another door. In that spot,though the roving 
terrorist will pass close by, he won't detect Sam. 

Look straight ahead. To the left of the stationary 
terrorist standing between the two wall lights there's 
yet a third lighted doorway across the room. It's the 
ship's mess, and that's where the next weapons crate 
is.  

The roving terrorist is a pain in the ass if you are 
trying to stealth your way through this.  If he comes 
upon a OCP'd or shot out light he will light up a flare. 
And his pattern is really wide ranging and unpredictable.  

Again, there is only one way using stealth that I have 
found that works, and it will take several tries to pull 
off.

You have to wait until the patrolling guard is NOT in 
the room with the weapons crate and has instead passed 
by Sam going to the left through the door Sam is next to 
and has dissappeared around a corner.  Then, equip the 
pistol and OCP the light on the wall right over the 
other guard's head.

While he has turned to look at it, you have to move Sam 
quickly down the room and through the door where the 
weapons crate sits just beyond it. YOU HAVE NO TIME TO 
WASTE. Hit the Place Tracker option as soon as it pops 
up and then immediatley turn Sam around and head towards 
a door on the other side of the kitchen on the left.

It's a freezer. You have to get Sam inside of it and 
close the door and get on the far side of the freezer 
on the left and go into Wall Mode.  

If you were spotted, an alarm will be raised. If one of 
the guards saw something but wasn't sure what, one of 
them will follow you into the freezer after a few 
moments.  If you are in Wall Mode on the lefthand side 
at the far end, he shouldn't find you.  Have the SC 20K 
equipped with a sticky shocker just in case.  Draw it 
and drop the guard if he detects you.  

If you were not spotted, no one will follow you into the 
freezer.  

After awhile, exit the freezer.  For some reason, 
whenever I successfully scan the crate and get into the 
freezer without an alarm being raised or being followed, 
when I come out of the freezer both guards in the next 
room are gone.

Go through the other door at the far end of the room 
and go into Wall Mode and peek around the corner you 
see.

There is a ceiling light close by, and at the far end a 
well lighted snack area where two terrorists are talking.
The roving patrol terrorist is now also here, standing 
with his back to Sam as he listens in.  

There is a door on the lefthand side halfway down that 
leads to Deck 3. Sneak down the hallway and take it.  

Go up the stairs (going down just leads to a dead end, 
but have a look if you want) and there will be another 
weapons crate sitting on the floor.  Once Sam places 
the tracker, Lambert will say there is one more crate 
to go.  

Right next to this crate is a dark doorway.  Move Sam 
through it and there will be another doorway on the 
right. 

This is one of the rare doors on this cheaply made ship 
that you can use the Optic Cable on. OC the door and you 
will see three doorways.  Two open doorways on the left 
and right and one closed door straight ahead.  

The door on the left that is well lighted is a bathroom 
with a Medkit. But once again,  you don't need it 
because you have been following my excellent advice.  

Go in and OC the closed door straight ahead.  Want a 
neat tip? You are now actually outside the room where 
Lacerda is going to be......but he isn't here yet. You 
haven't been to the bridge.  Apparently, he and his 
goons won't show up down here until you've been to the 
bridge and back.  

For fun sometimes I shoot all the lights out on this 
level while no one's here. Then when I come back, 
Lacerda and his bodyguards are all sitting around in 
the dark. 

Sometimes I also shoot a sticky camera onto the table
right in the middle, then another one on the wall 
opposite the table.  Did you know you can leave the 
sticky camera view by pressing down on the directional
pad, and then return to the sticky camera view by 
pressing the down pad again?  Not only that, if you have
TWO sticky cameras active, you can alternate between 
them by pressing the right trigger.  This way, when
Lacerda and his goons come into the room and finally
make their appearance, you can watch them do so, even
get closeups of their faces as they talk.  

Anyhoo, time to retrace our steps. 

Go back through the door you entered by and turn and 
find the doorway leading to a hallway you haven't been 
down yet.  There is a light at the end of it.  Go 
through the doorway on the left hand side at the end of 
this hall, and you are now in the crews quarters.  
There's always one crewman in the closed door that's the 
third one down on the left, and you can his radio going 
as you pass by, so don't open that door.  

See the stairs at the far end? They lead to the bridge.   

When you reach the top of the stairs, keep moving and 
turn and head to the dark part of the bridge behind you.
The top of the stairs is lighted well enough so that the 
captain will see you if you stay there.  

There are two people up here, a crewman and the captain, 
who is the white haired, shorter guy.  You need to grab 
him and interrogate him and then take him somewhere nice 
and quiet and KO  him.  Don't worry, his KO doesn't 
show up in your final stats since he's someone Sam is 
supposed to KO.  Just like Lacerda, when we finally 
kill him, won't count in our final rating either.  

The captain is often standing forward facing the window 
and looking outward to sea. The crewman is facing the 
other way at the back of the bridge tinkering with a 
console.  

If you are spotted and then manage to avoid detection, 
here's bad news. The captain will go stand right next 
to the crewman as he works on the console. Now there's 
no way to grab him without the crewman seeing.  

So I'd quick save before going up the stairs to the 
bridge.  

If you get up there undetected, the captain will stand 
in his spot staring out the window, which makes grabbing 
him easy.  I always grab him and take him down the 
stairs before interrogating him.  The crewman is busy 
bent over his console and shouldn't see a thing.  

The captain will tell Sam Lacerda is in his own cabin, 
and that he's brought some bodyguards with him.  

Choke the captain unconscious and hide his body in one 
of the empty rooms.

Lambert will come on the comm with directions to the 
captain's quarters, 
but we already know where that is, don't we?  

Retrace your steps back to the door with the three rooms 
beyond it, and go quiet this time because now Lacerda 
and his goons are in residence.  

As soon as you go through the door you will hear a 
conversation begin. This time, leave the door open. 
I know, I know, I've been saying close the door this 
whole level, but trust me, there's a reason for leaving 
this one open.  

(If you put sticky cameras in the room before hand, you
can now press down on the directional pad and watch
Lacerda and his goons talk)

Shoot out the light in the bathroom with the silenced 
pistol to make it dark there, and then wait. Lacerda is 
going to come into the room opposite the bathroom after 
a few moments to mix himself a drink.  

(You can Optic Cable the closed door if you want and 
watch Lacerda talking with his bodyguards. Just be 
ready to move once Lacerda starts to leave the room.)

Hugo Lacerda will exit the room the bodyguards are in, 
walk to a bar in the next room, bend down and open a 
small refrigerator and begin tinkering with bottles 
and stuff.  Sam should have no problem moving up behind 
him.  

Grab him, move him out into the hallway through the 
door you left open to where the bodyguards can't hear, 
interrogate him, and then kiss his terrorist ass goodbye 
as Sam kills him.  No matter what trigger you pull, Sam 
will do the Backbreak/Knife Stab combo on him.

I like to duckwalk Lacerda to where the stairs are 
leading down and then send him plunging headfirst all 
the way to the bottom.  That's for Morgenholt, you 
creep!  

(NOTE: Make sure you interrogate Lacerda TWICE - he 
comes up with more information the second time)

If you decide to kill Lacerda without going out through 
the door first, be careful how he's positioned; don't 
face a wall or when he gets propelled into it as Sam 
breaks his back and stabs him the bodyguards will hear 
and come to investigate.  I got Sam in deep kimchi one 
time doing it that way.  It seems to be a 50/50 
propositon; about half the time bodyguards open the 
door and come to investigate, and half the time they 
don't.  

(PS: I always like to do a Quick Save after I kill 
Lacerda and the go get in a quick gunfight with his two 
bodyguards. They are both very good.  It's a very 
intense firefight in close quarters. Often while you 
are engaging one the other will run through the other 
door and try to flank you.  They both get their guns up 
and shoot very fast and very accurately. After all this 
sneaking and peeking it's just the thing. Then I load 
my Quick Save and go on)

Once Lacerda is dead, Lambert speaks up and tells Sam 
he can extract now. 

Remember, the plan is to have Sam extract by using the 
motor launch at the rear of the ship.  But there are 
still plenty of terrorists between Sam and that boat,
plus we still have one more weapons crate to find.

Go back to the bridge and you will find the crewman 
still absorbed by his trusty console.  There are two 
doors on the bridge on opposite sides; the crewman is 
partially in front of one of them, so go to the other 
one and use the Optic Cable.

Hmmmmm. The area outside is very well lighted.  Plus, 
there always seems to be more guards around if you go 
out this way.  Let's go out the other door, the one 
closest to the crewman. Circle the bridge and stay 
against the wall and he shouldn't see you as you go out 
the door.  

You will see a small landing with an open doorway to 
the left. Go crouch in the dark area to the right of 
the door and peek through.  After awhile, you will see 
a guard some walking out through an opening to the left 
and go up the stairs.  

Wait for a few seconds until he is out of sight, and 
then move Sam into the area the guard appeared from.  

The rear area of the ship is just crawling with guards. 
I lost count - was it 8 or 9?  They will also light up a 
flare at the slightest provocation.  If you want to find 
out how bad it can get, Quick Save and then start a gun 
fight and see how many guards come running. It makes for 
a very intense firefight and darkness won't help because 
these guys have flares and flashlights.  

Here's how you stealth your way through:  once you can 
see the corridor where the guard who went up the stairs 
came from, follow it all the way to the end. There will 
be some stairs to the right.  

(Note: there are 4 terrorists in this area, three are 
above you now and if one senses you he will light a 
flare.  If that happens, instead of going right and up 
the dark stairs, go left and hide behind the big tanks 
against the wall.  The guy standing on the landing above 
won't see you.  Once things calm down, then go up the 
stairs.  

Once you are up the stairs, GO STRAIGHT. Don't go 
right, you will just meet patrolling terrorists.  

The path will turn right and you will come to a ladder. 
Go down it. When you reach the bottom you can now see 
the fantail of the boat. There are three guards below.  
You can hear them talking. 

Move all the way right once you get to the bottom of 
the ladder and you will come to a second ladder.  This 
leads up to the motor launch, your extraction.  

But hold on a second. Don't we have one more weapons 
crate to scan for a 100% mission rating? Why, yes we do. 
Where is it?  It's down there in front of these three 
guards.  We need to go put a tracker on it.  From the 
bottom of the motor launch ladder if you have Sam look 
out over the fantail region and then look down and a 
little to the left you will see the crate sitting in 
front of a huge container.  

Wait by the motor launch ladder and soon one of the 
three guards below will climb a ladder to get to the 
level you are on. He will patrol, but will stop short 
of where you are and then turn and go back down the 
ladder.  

Follow him.  When you get to the bottom, go into Wall 
Mode against the ship's rail where it's dark and wait.  

Two of the terrorists are stationary. One stands behind 
the huge container on the opposite side from the weapons 
crate, and the other stands at the fantail looking at 
the ship's wake. 

The patrolling guy that is always moving around is the 
one we have to really avoid.  

Look at the floor of the ship from the railing where 
Sam is crouching. There is a dark shaddow pattern on it 
leading right to the crate.  Wait until the patrolling 
guard is either on the opposite side of the ship or has 
climbed the ladder again and then move Sam over there 
and place the tracker. Then move Sam back to the ships 
rail near the bottom of the ladder.

Now all you have to do is get Sam back up the ladder 
and to the motor launch without being detected. Make 
sure the patrolling guard isn't heading for the ladder 
and go up it.  Head to the motor launch, climb the 
ladder, and the Extraction window will pop up.

Well, another fine mission under Sam's belt!  Weapons 
crates tracked, more info leading to some shady 
Panamanian bankers, and there's one less dangerous 
terrorist walking around.

It's Miller Time!  

Bask in the glow of your 100% Mission Success rating. 
You deserve it!  

(NOTE: Just as a way to appreciate how great this game 
is, and how well UBiSoft put it together, save the game 
at the bottom of the ladder and then work your way back 
through the ship killing all the terrorists as you go 
until you arrive back the bow where you started out.  
Most games with levels this size will 'wall off' the 
gamer after awhile and not let him or her return to an 
earlier part of the level.  Not in this game. You can 
go all the way back to the bow of this huge level and 
there are no loading times or lag whatsoever. Once 
you've gotten back to the bow and killed all the 
terrorists, just load your saved game and take Sam 
up the ladder to the motor launch and extract. You 
still have the 100% Mission rating and it's like the 
slaughter through the ship never happened.)


-----------------------------------------------------
Now for the KO/KILL OPTIONS on the Cargo Ship Level.
-----------------------------------------------------

There are still many cool moves Sam can do that you will 
never get to use if you sneak him through the level all 
the time.  At least once, try to go through killing all
 the terrorists and experimenting with different lethal
 moves.  

This will be briefer because I'm not going to go into 
detail and include 
the weapons crates and all that stuff.  Just where the 
terrorists are how to deal with them.

Use the Quick Save feature alot when you encounter 
different terrorists and try alternative methods of 
taking them out.  

If you want a real challenge, try to kill all the 
terrorists WITHOUT shooting them. Make it through the 
entire level with all the terrorists dead, and all of 
Sam's bullets still in his firearms.    

We'll start at the insertion point on the bow, with the 
two terrorists nearby.  

The roving guard is easy.  He will head for the ship's 
rail on the lefthand side and and stand in front of it 
for about 12 seconds.  Move Sam up behind him, grab him 
and interrogate him.  Then, once he's done spilling his 
guts, move him up to the rail and make him face it. Then 
squeeze the right trigger.  

 Sam will grab the startled terrorist by the neck and 
seat of the pants and heave him  over the rail into the 
blue, blue ocean below.  But don't worry, the poor guy 
won't drown.  The ships wake will pull him under and 
into the screws, so in just a few seconds he'll look 
like about a hundred pounds of chopped hamburger. 

Hey, don't give me that look. Sharks gotta eat too! 

 Now you could try to do the same thing to the guy 
standing at the railing on the  other side, but don't 
forget there's a patrolling terrorist lower down. If 
you go to grab the guy on the bow when the patrolling 
terrorist is passing by below, he will come up the 
stairs after you.  

 It's better therefore to take the patrolling guard 
first.  So go down the left hand  stairs and go into 
Wall Mode on the right hand side and wait for him to 
come strolling by.  The idea is to drop him without 
any alarm being raised.  You can:

 1. Grab him, choke him unconscious and then use the 
silent pistol to put a bullet  between his eyes.  
That's the most surefire way and the quietest way.  

 2.  Do a direct knife attack on him from the front or 
from behind. This will make  a little noise, but if 
you take the guy near the left hand stairs the guy on 
the other side standing by the railing is too far away 
to hear anything.

 3.  Crouch on the lefthand stairs near the bottom, 
draw the silenced pistol, wait  until he arrives and 
stops about 3 feet away and stands stockstill, 
and........ PHUT!  Hide the body. 

 3.  Grab him, and then send him where the first guy 
went: over the side.  Take him  up the lefthand stairs, 
to the rail, and bon voyage, mon ami!

 Now that we don't have this patrolling guard to worry 
about, sneak up on the guard  on the other side and 
throw his doomed ass over the side as well. Throwing 
these guys over the side is one surefire way of making 
sure no bodies are ever found.  

 Now that the bow and the corridors along the side are 
free of terrorists, we can  head for the stairs going 
down to Deck 1.  

 Remember the sleeping terrorist in the chair at the 
bottom of these stairs? He really  can't be grabbed 
without setting off an alarm, so it's best to kill 
him while he's sitting and sleeping.  Sometimes if 
you use the knife, it gives you the slashing attack 
that kills him right away. Other times Sam pulls the 
guard out of the chair and jams the knife up into his 
heart, and the guard may set off an alarm this way.  

 The most surefire way is the silenced pistol.  Hide 
the body under the stairwell.

 You won't encounter another terrorist until you get 
to the guy in the workshop grinding  away on a tool.  
A knife attack from behind will save ammo and there's 
nobody to hear him give that loud grunt as he feels 
5 1/2 inches of razor sharp steel puncture his heart.  

 Shoot the light out over the tool he was using and 
enter the crawl space.  

 At the other end, jump down and go right and jump up 
onto the pipe and bring Sam's legs  up.  Wait until 
the patrolling guard passes underneath and the 'Grab 
Character' window will pop up.  Hit the 'A' button 
and Sam will reach down and grab the guard by the 
head and lift him off the floor.  Squeeze the left 
trigger, and Sam chokes him unconscious and then 
drops him. Squeeze the right trigger and Sam breaks 
the guard's neck and drops him.  

 (Note: it appears to be a game glitch, since we 
clearly hear the guard's neck snap, but  if you use 
the thermal vision on him he's still got body heat, 
even if you come back and look at him again later)

 Hide the body in the dark corner nearby and then go 
to the railing where you are directly  behind the guy 
working on the pump console. Drop over the rail, 
sneak up behind this terrorist, and knife him. Shoot 
out the light hanging from the ceiling; this is for 
later when other terrorists have come in here.  

 By now I hope you're beginning to get the idea; 
shooting is an option, but each of these  guards 
we've encountered so far can all be killed without 
bullets. 

 Hide the body and use the pump console to drain the 
storage compartments.  Now two more  terrorists are 
on their way from the engine room to find out why the 
pumps were just activated.  You need to get into the 
next storage compartment before they pass it.  Go 
through the door behind the pump machinery and turn 
the corner and make your way down until you find the 
door on the right side with the Medkit next to it and 
ceiling light near it.  If you time it right, the 
terrorists are just becoming visible further down the 
corridor, coming from the engine room.  

 Slide the door open, then close it.  Switch on the 
infrared and watch these guys pass by.  When they've 
gone, open the door, and follow them. They go into 
the machine room. One stays near the door, the other 
patrols around the room.  

OCP the light near the door, then open the door if it's 
closed already. The near terrorist may have his back to 
you; he may be moving toward the door.  It varies a lot.  
If he's facing away from you, sneak up on him and knife 
him.  It's dark in here because you shot the only light 
out earlier.  The other guard, even if he hears something 
and comes to investigate, can't see you.  Move from the 
body and crouch and wait. Find the other guard as he moves 
around and knife him too.  

The next terrorists you encounter are in the engine 
room.  Remember, you can't fire a weapon in here; even 
a projectile from the SC 20K like a Sticky Shocker will 
cause an explosion.  

Leave the engine room door open when you enter; when 
the roving mechanic comes to investigate the open door, 
grab him, take him outside and up the stairs. 

Interrogate him if you wish, then break his back and 
stab him.  

Go back into the engine room, and from here it's just 
like the stealth version, except when you OCP the light, 
hide under the stairway, and draw one of the guards off 
the catwalk on to the floor, you knife him when his back 
is to you.  

Then go up the stairs, around the long way to the next 
set of stairs, up them and take the second guard from 
behind with the knife as well.  

Now after leaving the engine room we encounter the 
terrorist patrolling the landing of the next stairway 
as well as the ship's bunk room.  Now that we're out 
of the engine room, we can shoot him if we want to.  

For fun, wait until he goes into the bunk room and 
closes the door behind him.  Then stand on the other 
side of the door, shoot out the light on the ceiling, 
turn the Infrared on and watch until he comes back 
and is just about to open the door again. Switch to 
night vision, draw the silenced pistol(or the SC 20K 
if you want) and point it right where his head is 
going to be.    

Catch the look of surprise on his face as he slides the 
door open, seeing the light shot out. He starts forward, 
then senses Sam and starts to bring his rifle up.  PHUT! 
Down he goes.   

If you don't shoot the light out, he sees you when the 
door slides open and he reacts much quicker. He will 
bring that rifle up very fast, so if you leave the 
light on you'd better shoot quick.  

Also, if the light has been shot out,when he comes 
forward in the dark you can knife him from the front, 
though sometimes he will get one shot off. 

The next terrorist we encounter is up the stairway and 
in the ship's office.  Use the crawlspace, come up in 
the dark half of the room. There are two terrorists 
here, one on patrol and one you can see right now at 
the computer.  

You can simply shoot the terrorist at the computer in 
the head and hide the body, but where's the challenge 
in that?  How about we grab him, then use him as a 
shield as we get in a gunfight with the other 
terrorist?  Doesn't that sound more fun? 

When you've grabbed the guy at the computer, move back 
into the dark part of the room and wait for the 
patrolling guy to appear.  You can drop him as he comes 
forward looking for his buddy.  

Or you can be bold and move forward through the open 
doorway near the computer and go looking for him, 
letting him pump bullets into the guy in front of you 
while you try to shoot him back.  

One time through this, I did simply shoot the guy at 
the computer in the head and then picked up the body 
and tried to go through the door on the other side of 
the room.  I just made it, and had dropped the body 
and started to close the door when the patrolling 
terrorist appeared in the doorway on the other side of 
the room.  I drew the SC 20K and waited.  

The terrorist starts to open the door, but it turns 
out I've dropped the body of the guy I shot halfway 
across the door's opening arc. So what happens? The 
door swings back and hits this guy in the face and 
closes again! 

I hear a startled grunt, then an angry yell as the 
terrorist KICKS THE DOOR OPEN, sending the body half 
lying against it flying.  He starts through the door 
way, gun up, searching for me.......and I shot him in 
face from about 2 feet away.  Boy, do these guys get 
pissed when a door hits them in the face!   

Now take the terrorist in the infirmary.  It's the door 
on the left in the corridor past the ship's office. 
He's right next to the door, so if you time it right, 
you can send him flying with the 'Bash Door' option. 
Shoot him, knife him, whatever.  

Go through the other door and up the stairs to Deck 
2.  Now you will kill the terrorists in the cafeteria.  
Shoot out the light next to the cafetaria door and go 
in. The two terrorists will be having a conversation 
in the middle of the room. Take the roving guard out 
first. Follow  him when he goes out the door on the 
other side of the room and turns the corner.  Knife 
him from behind, or if you want, go first around the 
corner while he's still talking to his buddy and 
shoot out the light in the hallway beyond and hide 
in the area with the door further down on the left.  

The roving guy will light a flare, drop it, and go 
back the way he came. Wait for the flare to go out.  
Put Sam in wall mode onthe the righthand side where 
the corner is where it's nice and dark. When the 
terrorist comes strolling back, knife him from the 
front.  Most of the time the other guard in the 
cafeteria didn't hear anything.  

This guy standing in the well lighted area in the 
cafeteria is best taken out with a head shot from the 
SC 20K.  Isn't it neat the way he falls half upright 
agains the wall, his mouth hanging open in shock?  

Hide the body.  Now we go for the two guys in the 
snack room at the end of the hallway playing cards.  
Here's one of the best places in the game to use a 
Sticky Camera.  Shoot it on the wall opposite the two 
guards, just under the cabinet. You will get a good 
look at the two of them. Hit 'X', the blue button, 
to make the noisemaker on the Camera draw one, maybe 
both guards to it. When one or both are close, hit 
the 'Y' button and the gas will be released.  

Move in and shoot any guard still standing after the 
gas dissapates. Any guard still up will be focused on 
the Stick Camera as it self destructs. They will not 
see Sam coming up from behind. 

(NOTE: If you shoot the Sticky Camera onto the cabinet 
itself instead of underneath it, when you set off the 
noise maker the terrorists see it right away and shoot 
it, releasing the gas when they still are not close 
enough to it to be affected)

From here take the doorway near the snack area that has 
stairs leading upward.  Ignore the closed door for now; 
nobody is back there.  Find the open door with the 
officer's quarters.  There is a terrorist in the third 
room down on the left, the one with the closed door.  

Stand outside the door, draw your silenced pistol, turn 
your Infrared on, and you will see him inside the room 
sitting in a chair listening to his radio.  Hit the 
whistle button (the black button on the controller) and 
he will get up and come over and slide the door open.  
You can then shoot him in the face from about 2 feet 
away.  Or knife him.  Put his body back in his room, 
shut the light off, and close the door.  Now on to the 
bridge.  

Grab the captain, take him back down the stairs, 
interrorgate him, kill him, and then head back up the 
stairs and take out the crewman on the bridge.  If you 
don't he could cause a problem later.  

Now you're ready to go and take out Lacerda and his two 
bodyguards. Head back to the door that you bypassed 
earlier.  Lacerda and Co. will now be there.  Lacerda 
you handle just like in stealth mode; grab him, 
interrogate him, then kill him.  

The best way to take out the bodyguards isn't by bashing 
the door into the one on the other side.  He never gets 
knocked down and both these guys return fire quickly.  
One will engage you while the other runs through the 
other door and tries to flank you.  

The best way is to go into the little kitchen and then 
lob a flash grenade through the door that Lacerda left 
that room by.  Then equip the SC 20K and go in fast and 
shoot them until they are both down.  That's right, 
you're starring in your own action movie!  

On Hard level the bodyguards always seem to hear it 
when you kill Lacerda if you kill him just outside the 
room they are in.  They will open the door and start 
investigating. So be ready to take them down if that 
happens.  

Now all we need to do is go back up to the bridge, 
go out through one of the doors on it's side, and kill 
the 10 or so terrorists that are still between us and 
the motor launch.  

It's best to go outside the door near where the crewman 
was standing; it's darker.  

If you've got all your sticky shockers left, this is 
going to be a good place to use them if you need to 
drop somebody instantly.  

Go to the open doorway and crouch down and watch. 
Sometimes a terrorist comes strolling out onto the deck 
from the left; sometimes one comes climbing down a 
ladder to your left.  If he comes near and you grab 
him, four other terrorists always seem to know and they 
come and congregate near this door.  I've dropped five 
terrorists at this doorway in less than 15 seconds, 
so it can get intense. 

(ALTERNATIVE PLAY NOTE: As a matter of fact, if you 
want an intense a firefight as possible, do THIS: 
Stealth your way to this point afterkilling Lacerda, 
triggering no alarms and KO'ing no one (except forthe 
Captain, of course).  NOW KILL SOMEBODY IN A VERY 
LOUD AND BOISTEROUS FASHION. I think even the 3 guys 
from the engine room show up.  They come fast, they 
come professionally, and they come hard.  You will 
only survive by shooting and moving.  If you stand 
still they will kill you in a heartbeat from multiple 
directions. It's like a scene out of a Michael Bay 
action movie, and if you can survive the onslaught 
you are one hell of a shot.) 

All these terrorists on this part of the ship are on 
high alert even if you've made it to this part of the 
game without setting off any alarms. It's hard to take 
them from behind or knife them without setting off 
alarms. It's best to avoid them.   

When one of the terrorists has appeared from the left 
and gone up the stairs and is now out of sight, move 
Sam through the doorway into the area the terrorist 
first appeared from.  Follow this dark corridor all 
the way down until it ends. On your left is a lighted 
doorway and a landing where a terrorist stands in the 
dark. He can't see you.  On your right is a stairway 
leading up.  

If you were spotted and someone up above lit up a 
flare and is investigating, go left and hide behind the 
oxygen tanks.  Once things have calmed down, if you 
want to, shoot the terrorist on the landing above you 
in the head with the SC 20K.  He will fall down the 
ladder opening next to him, so go get his body and 
quickly hide it in the bridge.  

Now go into the dark corridor again and spot where the 
terrorists are. One is usually on patrol and will be 
moving over a narrow walkway that lets him go from side 
to side.  Shoot him in the head with the SC 20K when 
he's standing still.    

You need to sneak up on these 5 or so guards and shoot 
them in the head.  

Once they are all dead, go down the ladder to the motor 
launch and find the last three living terrorists on 
this boat.  Taking them out is a piece of cake.  

Kill the roving guy with the knife once he comes up the 
ladder, and take the last two guys from behind.  

The only bummer is I was hoping to throw the last guy, 
the one looking at the ships wake over the rail like 
I did those guys on the bow, but apparently the rail is 
too high; Sam just stabbed him.  

Well, now you've killed all the terrorists on the ship.  
You are the only living person. And once you extract 
at the motor launch, why, this big cargo ship will just 
keep sailing serenely on, everyone aboard it dead. 
Feels kinda creepy, don't it?  

Well look on the bright side:  there's about 30 fewer 
armed and dangerous terrorists in the world now.  


=======================================================
Level III: Bank 
======================================================= 

Mcas Banco De Panama

The info from the Lighthouse Level led Third Echelon to the 
Maria Narcissa.  Once Sam was on the Maria Narcissa, he found 
the bill of lading that showed Lacerda was buying his arms 
shipments through a proxy - the Panamanian bank Sam is shown 
in front of when this level begins.  

There are four Panamanian soldiers roaming the bank grounds.  
To play this realistically, make this a total stealth mission, 
and remember that the US is not at war with Panama.  This is 
not a ship at sea full of terrorists; it's a bank full of 
soldiers in a country that is not at war with the USA.  

 Avoid. Then KO if you have to.  Killing is as a last resort 
as self- defense.  

If you want to KO the roaming guards, the easiest way is to 
head down to the left hand side of the bank's exterior and 
find the switch against the wall at the rear.  Flip it and the 
exterior lights will turn off. Crouch in wall mode against the
wall.  Only one guard at a time comes to turn the lights back 
on. How convenient.  Grab him, interrogate if you wish, and then 
KO them one at a time.

If you want to stealth your way through, the quickest way into 
the bankis to switch the lights off and then move around the 
front of the bank tothe right hand side and hide in a dark spot 
before one of the guards goesover there and switches the lights 
back on.  

You can also cross the courtyard from where Sam starts the 
level, crouching
near the wall, by moving crosswise to the far wall in the dark 
and then OCPing the light next to the palm tree where one of 
the guards is standing.  Move by him in the dark and go further 
down the wall and hide before the light comes back on.  From 
there OCP the lightat the bottom of the pole next to the 
building and then head downthe righthand side before it comes 
on.  

There are two ways into the bank itself; through the front door 
or by the ceiling through a skylight.

The skylight route is a lot more fun, so let's do that one.  

If  you're at the light switch on the side of the bank, the 
ladder  you need to climb is on the other side of the building. 
Make your way around, OCPing the panel lights and the camera 
that sits halfway down the wall on that side.  

The ladder is at the far end on the left and Sam will have to 
jump up to grab it.  Climb up onto the roof, and Grimsdottir 
will tell you the skylights are magnetically locked, but there 
should be a control around here somewhere that will turn the 
magnetic field off.  

This control is on the far side of the roof to the left from 
where the ladder is, in a little shack like building.  Enter 
the shack, flip the switch, and when you go back outside one 
of the big bubble-shaped skylights has swung up and open.  

Find the position around the edge of the skylight where the 
'Use Rope' window pops up and use it.  Take Sam down the rope 
slowly; there's a guard down here in a corner sitting on a 
bench.  As Sam goes down the ladder, we discover he's going to 
land