SPLINTER CELL CHAOS THEORY
Expert Mode Stealth Guide
Version 1.45
Title: Splinter Cell Chaos Theory
Producer: Ubi Soft
For: X Box
MSWord: Courier New
Original Created: 5/3/07
Revised completed: 6/24/09
By: Ghidrah
EMaul: Ghidrah_@hotmail.com
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If anyone wishes to use this guide on their site, I would like to know. I don't
have a problem with its use by others on Gaming forums, FAQ sites, or being
copied for personal use. I'd like to know if it's to be used on a site though,
just so I could drop by to ensure it hasn't been altered. So please send me
your sites URL.
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As with all my guides, find some legit trick I missed, I'll give you credit for
it in the guide and an insert amendment to the guide where it will be used.
As long as the trick, shortcut, etc., etc., can be validated by me without the
use of any kind of cheat codes if (codes) exist for the X Box version of the
game.
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I'm sorry if anyone was confused and or misled in the 2md level of the 1.4
version of the guide. When I write I use the mission menu instead of progress,
I must have pressed hard mode and not expert. Whenever I play to write I look
for new slicks even when I decided that something won't work on the last
rewrite I try it again and look for something different. I should have known it
was too easy.
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Just so there is no misunderstanding for anyone reading and or following the
guide, the times acquired in the guide are do to the saves and where they
occur. The game throws too many knuckle balls for me to get very far when I'm
trying to make time and also be invisible. I'm not good enough or have a blood
pressure low enough not to bleed out my eyes after being repeatedly shut down
by the AI. I recently read a short article on a subject that has earned the
name "Grief Code"; I believe it exists in SC. It's easier to find when one is
constantly restarting to verify a tactic/maneuver. You see the alterations in
the movements and actions of the AI. They begin seeing through walls and
hearing from extreme distance over loud noise.
MENU
1. REVISIONS
2. WALKTHROUGH (areas CT1 through CT10 and sub sections)
3. BRIEFING (crap)
4. CONTRACTIONS (often used words or phrases)
5. END GAME STATS
1. REVISIONS
A summery will be given here; I hope I don't add many.
All changes to the guide will be dated and noted at the beginning of each level
where they occur in the game.
7/27/08
This change was inspired by "mommas_sexy_beast@yahoo.com" while corresponding
with Beast he related his MO through the Rooftop Helipad, which got me
rethinking my approach. By modifying and combining both a new stealthier
solution arose. Thanks Beast for allowing me to combine and include the change
in the guide. The change occurs at *-* in Penthouse.
6/3/09
While playing through the game for this rewrite it was obvious I wasn't going
to be eliminating any KOs or Kills in fact I added Shetland to the kill list,
I'm not sure why I didn't acknowledge it before considering I had included
Lacerda and Neddy. I now consider Shetland dead whether he's shot or uppercut;
the results are the same, COD, broken neck and drowning.
The 1st 3 KOs can't be avoided, attempting to avoid the 1st and 3rd will
prevent you from continuing the game the 2nd will lower your success rating to
85 percent. To date I can't see a way around the last 3 in the Furnace room, I
can finagle a route to the 3rd bomb but can't get to it, too many rabid RBGs
with headgear.
So the only thing I was able to do was complete the levels faster with route
changes and more accurate moves. Most of which is due to watching the AI more
carefully to learn their "tells". Tells are the moves and or actions the AI
makes as they proceed through the areas they inhabit.
I've refined the distraction and use and now include both in end level and game
stats list. The list is stricter regarding rounds, objects and actions. A
distraction is a distraction regardless of what it is and how you use it. Even
though I've eliminated many it looks worse due to inclusion of items like open
doors and smoke grenades etc, etc. However any action taken by Sam that doesn't
illicit a response, (audible, visual or physical) from the AI is not a
distraction, merely cover.
6/4/09
"Shower room in 1 smoke"! Finally, I worked out a throwing target, route and
movement schedule.
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2. WALKTHROUGH
CT1. THE LIGHTHOUSE
CT2. THE CARGO SHIP
CT3. THE BANK
CT4. PENTHOUSE
CT5. DISPLACE
CT6. HOKKAIDO
CT7. BATTERY
CT8. SEOUL
CT9. BATHOUSE
CT10. KOKUBO SOSHO
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3. BRIEFING
To state the obvious, Sam can't compete with the AI, their too fast, agile,
have better hearing and sight and they don't miss from any distance. The game
is clever enough to alter the AI's timing from one reset/restart to another to
keep you on your toes.
A new thing for my game guides, CONTROL "F", considering how long they're
getting from all the crap I'm adding the function seems like a good thing to
add for someone looking for specific junk. I hope it proves useful.
Clocked fast times at the end of each level are the best times acquired while
rewriting this latest version. Bear in mind, the fast time recorded on any
level with multiple keypads and comp scans rely on the prior save. I usually
restart if I haven't solved the code when half the allotted scan time has past.
Unlike what some authors profess that whatever is written in their guide will
work in the "HARDER" modes, (which isn't always true) any method used in an
Expert Mode game will work in any of the easier modes without a doubt.
SAVES
I'm not ashamed to save with this game, so many things can go wrong, move too
fast and the guy across a noisy city block hears you. A BG in total darkness,
with his back turned to you and a wall between you sees you and shoots you
through said wall. Did I mention I cried? With manly "VIRILE" anger of course!
TIMING
This is the rhythm and duration of movement through the game. If the AI isn't
disturbed they'll be following their routine. The positions of bad guys in the
game may be slightly off relative to the time spent moving and waiting. If
you're ahead of or behind my rhythm, AI may not be where they are in the guide
forcing you to wait longer than you'd like. I advise saving more often than
suggested incase the rhythm is off to allow one to re-sync with the guide.
LOAD OUTS
Load outs don't really matter; the guide rarely has use for LTLs or rounds. I
speed click through the options, recommended is the first option, so it is
always the one picked. Prior to this rewrite Recommended was a must have for
Bathhouse; I was never able to get through the shower area, (before the furnace
room) with less than 3 smokes. During this rewrite, last week I worked out a
method for 2 smokes, on 6/4/09 I worked out a throwing target, route and
movement schedule to get me free and clear into the "U" shaped HLWY leading to
the Furnace room with 1 smoke.
KILLS
I'm not sure why the game doesn't acknowledge the required kills; (Lacerda,
Nedich and Shetland) it should to be and all are now included in the end level
and game stats.
MISSION TIME
Now all mission times are what show at the end of the level instead of rounded
up to the next whole number and are the best times I've posted to date thanks
to the "SAVE" option. Real time on the other hand, "God I suck!" among other
vulgar four letter expletives is usually what gurgles out of my throat once I'm
able to speak with any coherence.
ALERTS
Verbal or physical by a BG that isn't screamed out or ended with gunfire does
not increase the alarm from 0 to 1. "I think I hear or see something and or a
hand gesture to follow the BG making the statement doesn't screw the ghosting
of the area but removes the comment free aspect of the ghost.
For the most part the game is a comment free game, the only time a comment is
acceptable in the guide is when there is no other alternative to complete an
objective.
CUT SCENES AND INTERROGATIONS
Unless you get all squishy listening to all the cut scenes at the beginning of
each level again and again or interrogations, rapidly tap the action button
when rolling through the conversations to get back to playing quickly as
possible. Speeding through interrogations make me smile, it looks like Sam
repeatedly hugs the bad guys to death.
HACKING/EEV
It isn't as much of a problem in the beginning of the game, you have about 16
seconds of scan time in the early levels of the game but, as the game
progresses as in KOKUBO SOSHO where scan durations are 6 to 7 seconds the
important keypads and comps are very difficult due to the running process of
the hack. The duration of a hack may be cut in half. It may only offer 2
fragment locks. The fragments will flick on and off twice as fast.
Mostly I try to memorize the positions of the 1st 2 or 3 sets and visually scan
for them on the list on the left. The scanner for the glass security door at
Kokubo Sosho; that puppy whizzes by so fast that it often takes 6 to 8 tries or
more to get it. I'd save before and after every difficult hack.
DISTRACTION
A purposeful or accidental action made by Sam prompting the AI to respond with
an audible and sometimes visual recognition, which alerts local AI and prompts
AI to physically advance on the suspect position and or to seek out the
allusive anomaly.
The act of purposeful distraction is to move local AI from point "A" to point
"B" to clear a way for Sam to pass through an area and or to complete an
objective and then exit. The severity of the reaction taken by the AI depends
on how blatant the noise and or visual distraction is.
Audible
Comment from the AI acknowledging an anomaly and alludes to the possibility to
an intruder.
Visual
AI waves and or points local AI to suspect position and may or may not assume
an aggressive posture, (hunched over, weps front and ready, gruff voice)
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4. CONTRACTIONS
There are a few word strings and or phrases that will appear countless times in
the guide, to minimize the tedium of repetition, I've created and logged
contractions below for the most used, incase there's a problem with deciphering
them.
Bad Guy= "BG",
Computer/s= "Comp/s",
Counter Clockwise= "CCw",
Clockwise= "Cw",
Cable the Door= "CtD",
Electronically Enhanced Vision= "EEV",
Electromagnetic Field= "EMF"
Fast Creep= "FC",
Hallway= "HLWY",
Infrared= "IR",
Left Trigger= "LT",
National Guard= "NG",
Normal Sight= "NS",
Night Vision= "NV",
Optical Cable= "Cable",
Open, Enter/Exit and Close Door= "OE&CD",
Open Enter/Exit and Close Hatch= "OE&CH",
OCP the Camera= "OCPC",
OCP the Light= "OCPL",
OCP the Big Light= "OCPBL",
Optically Channeled Potentiator= "OCP",
Roving Bad Guy= "RBG",
Roving Guard= "RG",
Roving National Guard= "RNG",
Slow Creep= "SC",
Stealth Open, Enter and Close the Door= "SEO&CD",
Stealth Open, Enter and Close the Hatch= "SEO&CH",
Stationary Bad Guy= "SBG",
Quiet Creep= "QC",
Quick and Quiet= "Q&Q",
Quick and Quiet Creep= "QQC",
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CT1. THE LIGHTHOUSE,
Recommended load out
Locate Morgenholt, scanning crates 1&2.
CT1a. Masse kernels; scanning crates 2&3; destroy masse kernels
(SAVE)
(NOTE)
6/15/09
I found a jump point at the top of the cavern between the perimeter ledge on
the left leading to the mini cave and the bridge on the right. Sam takes some
damage on the landing but to date, always less than half his health, about 3/8;
sometimes less. A few times he's landed in a standing position and lost only a
1/4. A glitch occurs in the cell area, if Sam scans the crate before crossing
to the exit Lambert will repeat his lines about the crates.
Starting out on the beach, run, climb, crawl and jump your way up through the
crevasse and into the cavern. Go NS as you hoist up the 3 ledges into the
cavern. Once you reach the top of the cavern, (same level as the bridge) stand
and look across the cavern, locate the 2 patches of bioluminescent
mold/fungus/whatever it is and the dark spot between them. Aim for the point
between the left patch and dark spot; run and jump, most often Sam will roll
off the wall into the mini cave or right into it.
QQC to the ladder, climb up to the cell area where the weapons fire is coming
from. Lambert orders Sam to look for and scan the bar codes of crates for
possible weapons caches. Scan the crates from here or QQC along the darkened
strip of floor to the right side of the exit, once there, turn around and EEV
the crates in the cell opposite the BG. Turn toward the shooter and watch him,
if he's moving toward his target exit the room as he passes the stone pillar.
If he's at the target exit as he turns back to his shooting position.
FC to the steps and then run up into a tunnel full of barrels; locate and scan
the crates to the left of the opening for #2. Run up the next set of stairs,
OE&CD, head right to the leading edge of the ramp down and hop up onto the
stone guard rail. QQC down the rail, locate a couple of magazines on the floor
below and an electrical cable to their left. Have Sam face the gap between the
cable and the magazines then move to the edge of the rail and hold. BG#1 has
killed Morgenholt; as #2 walks out of the torture chamber and past Sam drop off
to the floor and QC through the chamber. Accelerate to FC as you enter the dark
twisty corridor, stand and run as you approach the 1st right turn to the exit;
go NS, quickly pick the lock, OE&CD.
CT1a
Recover or destroy info on Masse kernels
QQC along the wall to Sam's right, stay dark till forced away from the wall
past the light, RBG#1 is standing in the 1st tent. QC into the 2nd tent; scan
crate #3, QC left out the tent, RBG#2 may be standing between them; locate the
pallets beside the 2nd tent and below the climbable ledge. Climb up and bear
right into the passageway, QQC past the sitter and through the draped opening.
Locate and scan crate #4 under the ground level lean-to roof. Stick to the
parapet wall, stand and slide along the low wall, crouch as RBG#1 stops,
continue to and stop over the large plank before losing cover. You should be
slightly closer to the exit than the BGs below Sam, swing the camera behind Sam
and down toward the BGs. Once they stop talking they'll begin to walk off, #2
will stop for a moment at position 1, (about 4 or 5 steps) and then move on to
position 2 and face the exit.
As the 2 begin to move away allow #2, (the BG facing Sam) to take 2 steps to
begin sliding along the low wall toward the exit. #2 will stop for a moment
while Sam slides toward the exit. Swing camera around toward the exit, release
from the wall as Sam touches the right side of the exit and QC into the room.
(Note)
It takes #2 6 seconds to reach his 2nd stop and turn around; if Sam isn't
inside the next room and dark he'll be seen. If Sam makes too much noise
entering the room he'll alert BG#3 in the room. When successful the 2 ground
BGs magically swish back to the meeting spot and begin talking again, I think
it's about a wet T shirt contest. I suggest saving here, the BG in the room is
totally unpredictable often shooting Sam without provocation.
(SAVE)
Head for the light, locate the comp and the BG either standing near a window or
facing the back of the room. Quietly access the comp and QC out of the room.
Proceed through the curtain covered opening and outside, accelerate to QQC down
the stairs, there are 2 BGs talking, turn right, at the bottom of the stairs
and EEV the final crate. QQC down the steps, continue past the BG working off
to the right, work up to a FC until you reach the 1st dog leg in the path. Drop
down, from there stand and run along the obvious path out to the Light house.
Cross the bridge and move CCw around the lighthouse to the door. Drop to QQC at
3:00 on the lighthouse and locate the door.
(Note)
1 RBG circles the base of the lighthouse CCw and 1 BG circles the lookout at
the top Cw. If you moved like invisible wind, the ground level RBG may be near
the door at the base of the lighthouse, if he's in view (usually not) slow to
QC for the door.
The 2nd glitch occurs at the filing cabinet; almost 50 percent of the time
Grimm tells Sam not to bother with the file cabinet and to look for something
more concrete, then later as he climbs the ladder she follows through with the
data he found in the file cabinet.
OE&CD; accelerate from QC to QQC up the spiral stair case, stay to the left
side railing to the platform with the table and file cabinet, you'll bump right
into the cabinet; search the cabinet then run to the ladder. Go NS; stop
climbing when Sam's hand touches the floor. At the guides pace the RBG will be
ahead left and standing. Climb up, stay tight to the light as you circle to the
exit and out onto the lookout. Go CCw locate and Smack the RBG, reenter the
tower, flip the light switch and exit for extraction.
Best time 5:50
KO 1
Rnds -0-
Dists -0-
ID -0-
All objectives complete 100 percent.
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CT2. THE CARGO SHIP
Recommended
Locate the Bill of Lading
CT2a Kill Lacerda!
(NOTE)
6/20/09
Man I feel "STUPID" this is the part where I point out how stupid I am and was
2 times.
1. For incorrectly remembering being able to slick the sleeper in expert mode,
it's just not possible.
2. For pressing hard mode instead of expert, not catching it and uploading it
to the Web. Because of the error I asked all concerned to replace "D" with the
"C" version until I could correct any and all errors. I didn't know how many
levels or parts there of were affected because I did most from the "Mission"
option in the menu instead of "Progress".
You begin on the bow of the Maria Narcissa, turn around stand and run right
over to the starboard side ladder, run till Sam cain't run no mo. As you
approach the hatchway turn to the ledge below the gap in the cargo containers
and stop. Press jump twice to hoist up between the big honkin cargo containers.
There is one path the leads Sam aft and to the port side of the ship, where you
have no choice but to drop down onto the deck. Turn right; locate the stairs
down to the 01 deck and the RBG walking away. Go NV if not already, pull the
pistol and aim for the top step on the stairs leading to the 1st cargo bay.
Now, locate the RBG and watch for him to climb the ladder to bow. As he
disappears up the ladder shoot the step, holster and hold. The RBG and one of
the bow BGs will descend and cross over to the port side, as the 2nd BG move
right advance on the railing, the sleeper will begin climbing the stairs, hop
over and soft drop down. QQC to the exit, drop down into the cargo bay, hoist
up, run and jump over the containers; locate the break in the bulkhead, slide
through, locate and tag crate#1. Proceed to the other side of the Cargo bay and
climb up the ladder. Turn right and FC to the end; turn OE&CH to the overly
small workshop. Pull your pistol, creep forward, aim at the light, go NV and
OCPL. Jump up onto and over the table saw and into the vent. Skooch to the
other end of the duct then pop out the other side onto an elevated walkway in
the Machine Room.
Turn, QC along the railing to the bulkhead; jump over the railing onto the
large pipe against the bulkhead. Come to a stop while still in the shadow. Pull
the pistol and left hand it target the swinging light and hold. Listen to the
convo between the 2 BGs, when the walkway RBG says, "Well then don't do it
wrong", OCPL. Holster and drop to the floor QQC to the pump and activate it.
QQC around the BG to the exit, continue to press action till the hatch slides
open.
OE&CH Run along the corridor to the cargo bay hatch on the right. Enter the
cargo bay, leave the hatch open jump and climb your way up and locate the crate
with the paperwork on it then drop off to the floor.
CT2a Kill Lacerda
Run to and close the hatch to the cargo bay, turn right, run along the
corridor; turn into the niche on the right with lifted deck plate. Drop down,
FC through the crawl space, under the piping and pop out through the missing
deck plate in the 2nd niche. QQC right down the steps to the Engine Room, OE&CH
and FC over to and along the railing to Sam's right. Halfway along the railing
stick and slide to the end. Release from the rail, QC CCw around RBG#1 to and
up the climbing pipe to the 2nd level. At the top of the pipe, jump right to
the railing and pull up. RBG#2 will be on the mid walkway spanning port to
starboard and RBG#3 may be with or approaching him. Turn right, QQC up the
stairs to the 3rd level of the Engine Room. RBG#3 will likely be somewhere on
this level if not with RBG#2, but rarely in Sam's way. Locate the exit, OE&CH
into the HLWY.
Turn left, QQC into the passageway on the right; locate the RBG entering the
birthing area, move to the right side of the hatch and nose up to the left side
of the vertical pipe near the corner. Stick and stand facing the pipe, as the
RBG exits the birthing area slide toward the opening, crouch, unstick and enter
the birthing area. QQC to the sliding hatch in the 2nd area as you pass the
bulkhead separating the 1st and 2nd area stand and run to the slider open it
and tag crate #2. Turn stand and run out the opening; close the hatch, run to
the birthing area hatch OE&CH. Go NV, crouch and QQC along the head bulkhead;
QQC around the perimeter to the base of the stairs hared tight left and hold
under cover of shadow.
(SAVE)
This is going to be tough, a smidge either way from near perfect will get Sam
vented. Swing the camera around to Sam's right so you can see the RBG as he
appears beside him. As the RBG passes by Sam he looks directly at the base of
the stairs, as he begins moving past Sam start climbing the stairs. You need to
move Sam up both flights of stairs fast enough so that the stairwell covers him
but slow enough to avoid being heard. Stay tight to the left side of both
flights. Follow the corridor around to the next hatchway; locate and enter the
vent to the left near the floor. Pop out the other end turn toward the 2 BGs
and EEV the comp. Exit the room, OE&CH; accelerate from QC to FC, as you pass
the halfway mark in the passageway stand and run to the exit outside. OE&CH,
locate, run to and tag the 3rd crate.
(NOTE)
Here's admitting to more stupid again, going straight to the Comm. shack has
knocked even more time off the clock. All the new maneuvers in this level have
knocked a couple 3 minutes off the clock.
QQC up 2 1/2 flights of stairs to the Bridge deck, don't let the noise meter go
above 4 cubes or you'll be heard. Halfway up the 3rd flight turn around and
jump up to the deck. QC to the ladder ahead and climb up to the Comm. deck. QQC
left and around the structure to the Comm. Shack hatch open and enter. Pull the
pistol and OCP the screen to the left of the BG, continue into the room, back
around the corner and into the dark near the console. ASAP, OCP the screen to
the left of the 1st one, the BG will move to inspect, holster, access the
target comp and move left and around the bulkhead for cover. As the BG moves
back to his seat, exit the room and close the hatch. Turn right, slide along
the bulkhead to the corner and peek around the corner to the lower deck. Locate
the RBG moving toward the stairs, he'll move around to and climb the stairs, as
he turns away from Sam QC to the railing right of the ladder and hop over to
the lower deck. Head right and drop down onto the stairs, continue at a QQC one
more flight, locate the hatch and OE&CH.
QQC along the left side bulkhead to the end and then over to the hatch on the
right. Go IR, locate the RBG as he walks to the right and speaks to Thomas.
Watch him, as he turns to enter the storeroom go NV, OE&CH, move back to the
hatch and whistle. The 1st storage room holds a tagging crate, QC to the end of
the 2nd row of tables on Sam's right, turn right and hold against the counter.
Allow #2 to approach from between the 1st and 2nd row of tables, when he
reaches a point about 3/4 along the tables QC along the counter into the
storage room, tag the crate and exit. #2 should be approaching the hatchway
with his back to Sam. Accelerate to QQC as you exit the mess area and into the
passageway. Locate the hatchway in the niche on the left, OE&CH, stand and run
up the stairs locate and tag crate#4 at the top.
Head for the Captain's Quarters; leave the hatch open and enter the galley;
move left to the sink, face the mini fridge and hold. Put up with Lacerda's
whining and wait for him to enter the galley for a snack-N-snatch. ASAP after
passing the edge of the door grab and drag him into the passageway. Spin Hugo
around so Sam is between Hugo, the galley hatch and the hatch leading to his
body guards then kill him.
QQC out to the passageway, and left to the opening ahead on the left, QC along
the right side of the passageway to the bridge stairs, QC up and around to the
starboard side hatchway to the left of the Captain. OE&CH turn right, FC into
the dark then stand and run up the stair leading up to the aft half deck, look
right to see if an RBG is close, if not continue running around the corner to
the ladder and slide down. Move left along the railing and stop halfway along
the bump out. Turn to and hop over the railing to the main deck and behind the
large tarp covering some crates. QQC around the crates to the final tag and do
so. Quietly hop onto the crates then hop up to the railing. Locate the short
ladder to Sam's left and climb it to extraction.
Best time 13:05
Kills 1, Lacerda
KO -0-
Rnds -1-
Dists 5
IDs -0-
All objectives complete, 100 percent
_______________________________________________________________________________
CT3. THE BANK
Recommended
(SAVE)
(NOTE)
I think this is the easiest level in the game, and the 1st level introducing
the pass code reader.
The level starts near the entry gate of the bank, it's dark and there are 3 BGs
spread out over the compound, 2 of them are standing and talking near the front
of the fountain. Go NV; maintain cover and QQC across the pavement to the right
of the closest RBGs. As you approach RBG#1 FC for a few feet or stand run for a
couple feet then roll into a QQC as you pass #1. Continue past #2 bear left
toward the bank; take note of #3 who is walking away toward the bank front. QQC
after him, drift over to the fountain pool, as you reach the shadows along the
pool drift back to the perimeter wall on the right and accelerate to FC as you
approach it. As you pass the corner of the perimeter wall stand and run to the
back of the bank and to the ladder.
Run and jump up to the ladder and climb to the roof. Stay to the right side of
the roof as you run to the shed with the switch inside. Break the lock, stand
and run to and flip the switch. Run over to the skylight that popped open when
you flipped the switch and climb down the rope into the teller enclosure. When
Sam's head passes the bottom of the chandelier drop to the floor, turn around
and access a comp with the EEV to kill the security grid. Hop skip and jump to
and over the desk and wall to exit the enclosure. FC to the front of the bank,
locate the sitting BG and the comp at his feet. Access and complete the 1st
part of the objective.
FC back to the teller room, stand and run along the left side of the teller
enclosure to the lighted anteroom room with the glass door. OE&CD QC the
perimeter Cw to the door at the far left side of the room, OE&CD. Face the
glass partition, stand and EEV the comp for the objective. Crouch, exit at a
QQC, as you round the corner to the stairs go to FC, at the stair run to the
top and remain outside the room and left of the door.
(SAVE)
Locate and access the comp for the objective, crouch and locate the RBG. He
should be standing in front of Sam, there's 3 ways to pass through the room
depending on whether the RBG is in or out and whether you're antsy or not. You
can shimmy around from the left, (clinging from the molding on the wall), or
you can hop over the reception desk. I prefer to shadow the RBG as he exits for
the short HLWY. Once inside the HLWY, you want to be close enough to smell butt
crack. Stop; turn and split jump up the wall before the RBG turns around.
(SAVE)
Soft drop to the floor after the RBG passes under Sam, SC over to the right
side of the HLWY and toward the glass while remaining in the shadow. The next
RBG will approach the glass, stop, turn and begin to slowly walk away. As he
makes the turn, creep into the room and to the left rear side of the RBG, (near
the sofa). He'll probably stop for a second, may comment on hearing something
and then continue on. If you're too fast, noisy or close, too bad, if not move
to his right rear side and follow him, split off as you approach the kitchen.
QQC to the other side of the kitchen and stop where the next HLWY begins. Wait
for the RBG to do an about face then get Sam moving and accelerating to FC
along the HLWY to the corner. As you approach the corner stand and run through
the opening on the right into the room, stay in the dark lane leading to the
draped opening at the far left corner of the room. As you approach the opening
roll under the drape and into a QQC, drift to the wall on the right, slide
along the wall and stop across from the door to the security enclosure. An RBG
will enter the room, follow him in. Locate and press the vault access
authorization pad, turn, face the RBG that just sat down and save.
(SAVE)
EEV his comp, when complete access the comp at the far left end of this temp
room for the objectives. Exit the room, go left for the next Security door and
keypad, OE&CD, pick the lock on the next door, OE&CD. Locate the target comp,
access and hit the 2nd vault access authorization pad.
(NOTE)
For this rewrite the RBG patrolling the ground below is always heading for the
staircase on the opposite side of the area.
Exit the room through the window, quickly drop and hang to the ground turn
around, QQC to the far right side of the area to the corner of the raised
planter for cover. The RBG looks away from the staircase as he approaches it;
hop up to the stairs then QQC up the left side of the steps to the vent and
enter. Hit the last authorization pad, rifle through the file cabinet and save.
Access the comp, QC over to the exit, go IR and grab the door and hold for an
open. As Paco moves off OE&CD, go NS; move over to and in front of the last
Security room and access the comp through the window for the objective. FC past
the opening to the mail room, stand and run to the box with Sam's goodies.
Run to and down the stairs to the vault; place the picks and use them, place
the charge back off and smoke the vault's door. Enter the vault, locate the
last comp in the level and save.
(SAVE)
Access the comp, check off all the options in the menu and "X" out. Switch to
pistol, turn and run into the enclosure grab the junk from it; run over to the
exit ramp and OCP the laser at the vault's entrance then run back up to the
main level. Roll into a QQC as you approach the doors leading to the last
security room. Make 2 right turns around the security room and drift left as
you QQC to the exit on the left with the camera above it. OE&CD; run to the
exit to the great outside, OE&CD, jump over the railing, stay to the right as
you run to the front corner of the bank. Run past the corner of the bank to the
corner of the perimeter wall ahead and left. As you approach the corner roll
into a QC and go NV, quickly take stock of the 2 RBGs as you QC forward, they
can be anywhere along each side of the fountain.
1. If both are walking toward the bank front stay along the perimeter to the
extraction point.
2. If both are walking toward the gate follow them and once back in the dark
make your way to extraction.
3. If 1 is at the lighted bench and the other heading to the gate drift to the
left side of the fountain, follow the dark lane around the round section with
the statue to where it straightens out. There is a dark lane crossing the pool
to the other side of the straight section, QC across and make your way to
extraction.
Best time 11:44
KO 0
Rnds -0-
Dists 1
ID -0-
All objectives complete, 100 percent
_______________________________________________________________________________
CT4. PENTHOUSE
Recommended
I gotta beef with Zherky, getting to his places!
CT4a, The world according to Dvorak, scanning comps and tapping cameras!
CT4b Getting the heck outta here!
(SAVE)
Sam begins the level beside a dumpster; there are two ways to get into the
building, only one way to do it covertly.
GO NV and QC out into the street, pick up speed as you move past the RNG,
locate the fire escape ladder on the right and quietly climb up stop short of
the 1st platform, (if you're perfect you can make it to the platform before he
looks up) allow the RNG to walk past the ladder to climb up, (he looks up as he
walks past the ladder). QQC along the platform to the stair then run the rest
of the way to the top, jump onto the boxes and then to the floor ledge lining
the perimeter of the building. Shimmy all the way around to the drainage pipe,
change the camera angle to look down, this will let you know when to slow down
to avoid making noise when hitting the ground.
On the ground, about face, QC in a CCw loop through the shadows along the wall
to Sam's right. Locate the door ahead of Sam; if you're quick look through the
doorway and you'll see another RNG walking along the front of the next garage
bay. Cut across the doorway opening, stop for a second to give the RNG time to
move far enough past the dark dumpster for cover. Remain in the shadow lane and
enter the next garage; as you quickly climb the steps to the raised platform go
NS and enter the building.
(Note)
Sometimes the RNG standing in front of the garage bay is more alert or moves
from his standing position earlier than usual, so for slower players I suggest
sitting to the left of the doorway and wait for him to exit the area before
passing through the door.
Enter the building when clear, QQC left to the elevator HLWY, QC over to the
wall on the left, stick to it and slide up to the electrician. The electrician
will move away from the elevator giving Sam the time he needs to enter it.
I'm probably batty but I think climbing the ladder gets the elevator moving
sooner. If you stay in the elevator hold at the control panel, as soon as the
door closes push the button to get it moving. If not, once the elevator starts
moving slide down to and drop back into it. Once the doors open QQC out loop
left into shadow, move around the 1st row of shelves and locate the RNG QC past
him as he moves back to the elevator and climb the stairs. As you approach the
top stand, OE&CD and run to the big honkin pipes ahead. Hop over both sections
to the lower level and FC toward the gap between the helipad ramp and roof deck
grate on the right. As you approach the ramp roll into the structure ahead;
stick and slide right till the light meter jumps and hold.
*-* Thanks to (mommas_sexy_beast@yahoo.com) it might not sound like much to
many, only one less light distraction, but if you're ghosting it means
everything.
The Roof RNG and one of the chopper RNGs stop and talk; when done and they
begin to walk away, release, slip around the corner, stick and slide forward so
the exit ladder is at Sam's 1:00. Swing the camera over Sam's back; go NS and
locate the roof RNG. He'll walk left, stop, turn around and then turn back and
begin walking to the steps leading to the upper roof deck. As he starts walking
again release, move to and up the ladder; FC along the walkway to the cable and
zip to the next building. Slide down the conduit and drop when about 8 feet
from the ground. Turn right and run toward the exit ledge. Halfway to the ledge
stick to the wall; slide and stop before reaching the corner. Release, look
around the corner and locate #1.
(SAVE)
CT4a
The world according to Dvorak!
(Note)
There's only one way into the building, (through the doorway) but umpteen ways
to do it. The 2 fastest ways where the 1st is fastest may produce a comment
from #1 but no action taken and the 2nd, somewhat slower and no comment.
Option 1 is a bit less realistic but just as stealthy.
RBG#1 has 2 onset moves, move 1; he turns then activates his light; move 2,
activates the light and then turns. Timing the 2 onset moves from start to
where he then faces the exit with the light provides these times; (activate
light then turn 11+ seconds, turn then light 15 seconds). If you get light then
turn use option 2, if you get turn then light use option 1.
#1 turns, lights his flashlight and walks to the railing,
Option 1 is very difficult; a micro fine difference from the perfect speed
moving past and away from RBG#1 will either alarm him or be too slow to enter
the dark HLWY before RBG#3 faces the elevator area. If you drift over to the
left wall after passing #1 you'll likely still get a comment, (always as you
pass the plywood leaning against the wall) the majority of the time 90 percent
and better he's still looking over the railing and takes no action. In this
case I think the comment without reaction may be a game glitch, so I'm treating
it as a no comment. Maybe 30 percent of the time I'm passing without comment
and I don't know why. If like me and you're having probs moving past #1 without
comment if this is an issue use option 2.
Option 1
RBG#1 is close to the end of the walkway, as he turns away and then activates
the flashlight hop over the railing, QC past him; accelerate up to QQC as you
drift left to the wall and the doorway on the left. Accelerate to FC as you
enter the room, #2 an electrician works on the elevator, FC toward the left
side of the table, angle right as you pass it and roll into dark area of the
next HLWY. Drop to QC, move to the left wall, if you have time slide past the
plastic and stick behind the dark cabinet thing and RBG#3.
Option 2
#1 activates his flashlight and turns away, follow the RBG to the exit doorway
on the left, nose into the plywood and wall intersection stick and hold. Once
#1 passes Sam on his way back release and move forward, ensure the #3 is
turning away and or within the HLWY to enter at a FC. From this point follow
option 1 past the plastic sheet to the cabinet.
Allow #3 to pass by Sam to the elevator area before you move out, accelerate to
QQC as you pull away through the next room into sleeping beauty's room. Stay to
the right and hug the wall to the counter. As you close in on the opening to
the 2nd room, you'll hear snoring. Move left to the corner in this room to EEV
the comp, pick the lock and then head outside. Turn right QQC along the wall to
the cable running up to the IR security camera, tap it, GO NV and when safe
from the IR cam QQC up the stairs to the next floor.
Enter the door on the left and leave it open, one BG sitting listening to
music. Go NS, pull the pistol, OCPL in the middle of the room and then flip the
light switch to off. QQC behind the BG to the other side of the room turn left,
remain in the shadow to the end, slip around the corner and leave the door open
as you move onto the veranda. Music boy comments, but stays put and the room is
dark for the next 2 times passing through. Cross the veranda toward the next
set of double doors, ahead and to their right is a vent, use it to enter the
building.
Move over to the island counter and reconnoiter, your next move depends on the
whereabouts of the RBG in this building. In all cases you want to be in the
short dark HLWY heading to the living room.
(NOTE)
The RBG can be pretty much anywhere between the living room and the veranda
talking to the Veranda RBG.
Preferably, the RBG is in the kitchen or heading back to the Living room and
the Veranda RBG is away or moving away from this end of his route. They can be
talking outside but the odds of detection are greater. Slip into the HLWY, if
the RBG is standing near the living room tap the camera in the exit HLWY, if
not enter the living room between the wall and hanging carpet, locate and tap
the cam. QQC back behind the carpets along the wall and out to the 3rd cam tap
spiral staircase to the floor above.
As you enter the lounge, GO NV, stand and run behind the glass partition on the
left when safe. Locate the safe room and access that computer. Close all doors
on your return to the lounge. Tap the lounge cam, pass through the next room
into the Arboretum HLWY, QC to the end of the HLWY and stick to the wall to the
right of the door.
(SAVE)
One RBG will emerge from the arboretum; as he moves off snatch him, speed talk
and drop him. When done quietly enter the Arboretum for the 4th cam tag, the
door should still be open. Exit and close the door; accelerate to FC and grab
the "Choke me I'm stupid!" sign off the RBG as you pass him.
Halfway along the HLWY stand and run to the right side of the exit window in
the next room and go IR. The veranda RBG should be moving off shortly, hop out
the window to the arbor FC across and drop to the floor below. Tap the last
camera and QQC back into the Music room.
(NOTE)
If you leave Mr. Choke me on the floor in the HLWY he's never found and I
believe this got me my fastest time. It just seems wrong, exposed in a well lit
HLWY, unconscious and nobody discovers him.
Stay in the shadows, QQC through the room to the outside, once on the fire
escape pass through the door on the left, pass through and close the next door.
Go hard right around the door as it closes, slip along the wall to the corner
then cut straight across the roof at a QQC to the leading corner of the shed
roof. Jump up, diagonal left across the roof to the left side of the big honkin
window. The RBG in the room will be pacing between said room and the bathroom
at the end of the HLWY, when you have a clear shot enter the room. Move left
through the bare stud wall into the small room and for a clear line through the
bathroom to the vent on the right.
(Note)
It's tres importante; do not give any reason for comment from anyone as you
maneuver over the roof below and through this side of the building. The BG
sitting on the toilet in the bathroom will remain in the sitting position
throughout your stay in this building if you are covert. If he stands, you
won't get off the shed roof without looking like dead bloody cheese.
Careful of the mine crawl into and out of the vent. Stand and run, locate the
stairs on the right, run down to the floor below. Turn right at the base of the
stairs and run forward past the refrigerator and bump into the main server and
activate it. There are 6 machines to activate; each one has a big honkin fuse
thingy in the middle that crackles bright yellow white when it gets hot.
(Note)
I don't know if all games run the same sequence and frankly my previous
explanation seemed confusing to me after reading it so I dumped it. You'll get
the hang of your sequence if it's different than mine and be able to run it
fine.
Fix all the machines as they heat up, grab the stack and exit the room back up
the stairs and into the vent at a run. Move to the edge of the HLWY, if clear
move into the bare stud room and exit through the window, if not wait for the
RBG to return to the bathroom then slip past him for the window.
CT4b
Getting the heck outta here!
Climb out the right side of the window for safety, locate the RBG patrolling
below if he's anywhere close to the middle of the roof quietly drop off the
right edge of the shed roof if standing at either end drop off the left edge
into the shadow line. QQC over to the exit, OE&CD, pass through the small room
back outside. Turn right OE&CD all the doors on your way to extraction. Re-
enter and pass through the lousy music room onto the small veranda, locate the
vent and climb through into the kitchen.
(NOTE)
You can get through this level with 1 distraction but it costs you
approximately 11 seconds. You can enter the bathroom on the left, climb through
the vent to above the elevator and drop down for extraction.
The other way requires you to OCP the IR cam in the dark HLWY.
Whether the RBG is in the kitchen or not when you enter the kitchen the balcony
RBG may be at this end near the veranda/patio. Climb over the counter, crouch,
stick to the wall and slide to the potted fern. Swing the camera back to the
veranda if clear and the RBG in this area is at the Living room or just stopped
in the kitchen QQC around the fern, across the HLWY to the left wall and enter
the bathroom. Locate the vent near the door and climb though to the elevator
shaft. Drop down into the elevator and extract.
Best time 13:20
KO 1
Rnds -0-
Dists 1
ID -0-
All objectives complete 100 percent.
_______________________________________________________________________________
CT5. DISPLACE
Recommended
Just flexin the pecs in the gym Jim; scan Shetys bag, access comps 1, 2&3
CT5a, We gotta get outta Displace, access comps 3, 4&5 and looking for the exit
(SAVE)
(NOTE)
Bear in mind, the fast time recorded at the end of this and any level with
multiple keypads and comp scans rely on the prior save. I usually restart if I
haven't solved the code when 2/3 the allotted scan time is over. 4 or 5 seconds
added to each scan adds up at the end of the level.
Sam begins the level in an alley, Stand, run and turn right to the large
enclosed area. 2 RBGs, a chain link fence and a big honkin air vent in the
center of the open area. Once in the open run to the left leading corner of the
air vent, roll into a FC as you approach the corner. FC along the left side to
the far corner and then break off along the walkway, it's quieter than the
gravel. Break off left near the fence and climb it. Soft drop inside the cage,
stay dark and move over to the high voltage panels. As the big mouth moves off
QC along the panels on the left to the switch and flip it. Move back to your
entry point on the fence and climb back over.
(Note)
Sometimes the remaining BG stands in front of the switch for what seems forever
before walking away. Give him the time to move and then return to the fence and
climb over.
Once over the fence move to the left corner of the air vent, climb up and hold
in the center of the vent. Eventually the RBG will very slowly walk up the
steps onto the vent and back down. Wait for him to move away from the steps and
turn back to the fence to access the trapdoor lock, pick it, open it and rappel
to the bottom of the vent.
QQC through the duct; drop down and QC forward to the louvered ceiling vent.
Scope the EEV, locate the ceiling light cable and follow it down to the
briefcase.
(SAVE)
Scan the briefcase solve the code and access the file. Cable the vent and once
the last 2 are ready to leave the room "X" out, open the trap, drop down, move
to the door to prevent closing then exit said room. Follow the BGs and break
away at the Ops server farm, enter Ops at the far right end of the room. Locate
the 1st and 2nd comps from the right, EEV the 1st one and do a manual access on
the 2nd to complete the objectives. QQC out of Ops, go left to the security
door and stick to the left of the Keypad. The salesman will clear the sidelight
glass; as he moves off use the keypad and open the door.
Follow the 2 men toward the balcony and break off right toward the fern. Turn
left between the table and sofa then right to the wall and slide to the light
switch. Pull the pistol left hand it and move only enough to target the white
neon "Level 2" sign behind the railing. Once the 2 men begin talking OCP the
light, no one pays attention to the change. Holster the pistol, QC forward and
left and remain halfway between the elevators and the talkers. As you pass
Julian drift left to the wall and hold to the left of the desk. The sitter will
do one of 2 things either head for the Head or for the locker room.
If the head continue, OE&CD, if the locker room, give him the lead. Make a hard
left as you enter the locker room continue into the exercise/computer room,
move to the corner near the user and hop over the railing. QC past him, stick
to the wall and slide to the corner.
(SAVE)
If you followed the sitter into the locker room QC to the comp and hold, as the
sitter turns around and begins to exit the room access the comp for an
objective.
CT5a We gotta get outta Displace, access comps 3, 4&5 and looking for the exit
QC to the railing where it connects to the wall and hop over it. Crouch and
stick to the railing and slide toward the end. When your light meter drops to
zero release and exit the room through the opening on the left side of the gym.
Locate the floor level wall vent in the locker room, crawl through it and climb
out into the break room. 2 BGs are talking, follow the one that leaves the
break room. Be careful, the BG you're following may pull a crazy Ivan at the
corner, at the foot of the stairs stopping beside them, moving over to the desk
and or talking to the BG that may be at the other end of the room, (about 4th
of July vacation in Maine) before heading up the stairs to the comp stations.
If he does stop to speak to the BG, Stick to the wall to the left of the
doorway and slide Cw around the room, under the staging and to the foot of the
stairs so that when the convo is over you'll be closer to the RBG to avoid
detection.
Once you're at the top of the stairs hack the keypad and enter the room to
access the comp for the objective. Enter the vent, exit, turn right and locate
the rope. Climb halfway down, soft drop to the floor and access the comp.
Access will fail, turn around and move to the left side of the exit door on the
right, go NS and wait for it to open.
(SAVE)
(NOTE)
Save because the maneuver that follows has minute variations in it that will
hammer your success rate to a pulp. The basic maneuver below is sound but the
actions of the BGs that enter the room change ever so slightly from the time
the doors open till they both stop past the cable trunk and spread out into the
room. So you never know whether to stop for an extra second at the 2nd door or
between the 2nd and 3rd door, or to turn hard left past the 3rd door or to
continue along the perimeter to the exit.
FC into the room, there's a vertical cable trunk in the middle of the room with
2 rows of server banks on either side. Move to the right between the cable
trunk and the 2 rows of servers and head straight for the right side of the
exit door and stick. 2 RBGs are entering the room by the time Sam reaches the
opposite wall. Both BGs will turn their heads to the right and slightly back
toward the exit door as they walk through the room. Give the 2nd RBG 2 steps
into the room then proceed along the right side through both sliding doors;
ASAP past the 2nd door go hard left to the exit door with the red light.
CtD and listen for footsteps ensure the RBG is past the corner before exiting
the room. If you can't hear or see him exit the room, move to the corner on the
right and peek around for his location. Drift right to and along the front of
the elevator for the elevator icon, open, activate and ride it up to the 3rd
floor. Exit the elevator turn right, QQC through the opening and short corridor
till you come to a small room with seats to the left of the glass walled room.
Scope the EEV; locate the "record" spot on the glass wall then begin moving
left toward the exit HLWY. Maintain the record icon as you bump against the
wall leading to the next HLWY. Once the volume of the recording gets very loud,
X out, turn left and head down the HLWY. Accelerate to FC then stand and run,
turn right at the 2nd HLWY, run along the right side wall, locate the camera to
the left of the door and move to and solve the Keypad door when safe. Enter the
HLWY, locate the door to the office on the far left end of the HLWY and access
its keypad.
Move just enough into the room to EEV the comp near the door for the final
objective and Fire escape door's keypad code. Return to the HLWY door; move
left of the door and hold. Once opened by the RBG slowly move around the door,
as the RBG moves away from it move forward enough to prevent it from closing,
press close and hold. Look up and right, locate the camera and note the
direction of swing. The RBG will walk off then crazy Ivan back toward the door,
as he begins to walk away for the 2nd time move out and allow the door to
close, move out in whatever opposite the direction the camera is turning. Move
on the QQC into shadow, stay along the wall to the right or left into the dark.
Release and locate the fire door and access it.
Move to the extraction point.
Best time 11:16
KO -0-
Rnds -0-
Dists 1
ID -0-
All objectives complete, 100 percent
_______________________________________________________________________________
CT6. HOKKAIDO
Recommended
Looking for bugs 1, 2&3 in all the wrong places, "Finding Nedichland"
CT6a, swatting more bugs 4, 5&6, Zherky bites the big one!
(SAVE)
Sam begins the level in the dark, move around till you locate the lights and
the RBG standing on the ledge. This can be a most difficult area to move
through, the RBG has the hearing of a scared bunny and the eyesight of a hawk,
so for me, I save as soon as I'm free from the cut scene.
Move to the fallen tree and observe the RBG standing up high. He faces Sam and
then he moves a bit and turns away. Note the dark shadow line along the wall
edge; this is where you want to go once he turns away. QQC along the wall and
stick to it ASAP, and stop below the RBG. Wait for him to turn back toward your
original position before SC-ing over to the ledge and climbing up. QC along the
wall; turn toward the building and accelerate to FC. Go NV, FC through the
doorway, bear right into the room and head for the doorway. An RBG is lighting
a candle to Sam's right, just over halfway through the room roll out the door
into the dark. Odds are you'll roll off the deck and onto the ground, turn
right, QC to the fence and accelerate to QQC along the fence to the deck across
from the cars; climb up onto the deck and into the building through the window.
Locate the vent and EMF the room for microphones as you move to the vent near
the floor and climb through.
Exit the vent, RBG#1 is across from Sam and may be approaching or standing
quickly head left, cross over to the right side of the HLWY, move around the
corner and enter the room. RBG#2 is across the room and looking for bugs, QC
along the left side of the room and then over to the low divider. Climb over
the divider before the RBG moves away from the wardrobe against the wall. EMF
the room and locate the Mic. The RBG will move to the right side of the
wardrobe and then over to the right side of the plant. The bug is to the left
of the plant within the paper hanging. Move around the post, stick and slide
stopping short of the paper hanging. RBG#1 will reappear moving left past the
window opening and then #2 will start walking out of the room. As he begins
moving away slide to the hanging for the Mic icon, a few steps after he begins
walking away he'll turn his head left, this is when you pull the Mic. Quickly
turn around, locate #2 and follow him to the right end of the low divider,
he'll take a quick look back and then exit the room. As he heads for the door
move to the window and hop out.
Head back toward the vent and then QC left around the corner to the left side
of the RBG and hold. He'll spin right to turn around move past him to the far
wall, turn left slide over to the draped opening and hold. An RBG will enter
this room through the drape. QQC behind the RBG; pass through the curtained
opening, through the next 3 rooms and back outside. Once past the RBG QQC to
the next opening once at the opening stand and run through the next 2 rooms. As
you exit the last room to outside roll through the doorway; turn right, you'll
hear 2 BGs talking about bugs, locate the narrow window opening on the right
and climb through. Locate the 2 BGs; QQC over to the small divider near the
bathing pool for cover and hold. EMF the room and locate the Mic. Allow one of
the RBGs to leave the room; the other will begin searching for bugs, as they
separate, move to bug#2 and remove it.
Once complete exit the room, through a short HLWY ahead on the right, leading
to a kitchen.
(SAVE)
(Note)
Take note, RBG#2 may be anywhere within the enclosure, in front of Sam, near
the light or at the other side of the enclosure, sometimes even off the same
save point. Most of the time he is at the far right end near the bushes and
walks the perimeter Cw. There are 2 options for this next maneuver, #1 is tres
bold and requires exact movements and to be aware of #2s position and when he
looks away. This is the preferred maneuver.
I don't have a problem excluding the light as a distraction because it isn't
used as one. Yes it does cover my exit onto the deck but not at the expense of
altering the MO of the RBG.
Option 1
All actions must be done exactly and swiftly and RBG#2 must be at the far right
side of the courtyard standing in the bushes when you pass through the sliding
door or just beginning to move from there.
QQC to the light switch and flip it off, move to and open the sliding door,
(leave the door open). QQC across the deck to the ground without stopping till
you get to the left side of the tree near the trash barrel.
In front of Sam is the exit door and to his right is Samo Hung, who should be
turning toward the deck as you reach the trash can.
Locate #2 he should be walking along the deck steps and looking toward the exit
door as you QC around the trashcan. As soon as he turns his head away toward
the deck QQC to and through the exit door.
Option 2
QQC to the light switch and flip it off, move to the sliding door and open it.
Sc across the left side of the porch and allow RBG#2 to pass by. Stay along the
wall to the left, SC over to the left of the tree and wait. RBG#1 on the deck
will start a convo with #2; #2 will walk over to the deck to continue the convo
follow him, make a tight slide around the trash barrel back to the tree and
drop to the ground. Take note of Mr. Kung Fu, the odds are that he will be
facing Sam's direction when the 2 RBGs finish talking, the convo will end and
the 2 RBGs will move off. At this point Samo Hung will turn away to continue
his flapping about. You need both RBGs to be walking away from Sam to break for
the exit. QQC through the shadowed lane up to the steps and exit the area.
(Note)
Sometimes" neither of the RBGs does what you need to make a clear move through
the door. If you can make it inside the building with nothing more than, "Did I
just see/hear something?" in a clam manner you're good to go. In all cases, you
only get one shot if you wait RBG#2 returns to and stays at the lantern.)
EMF the rooms as you pass through them, QQC into the large room with the statue
in the corner and move right through the curtained opening. Go left and left
again through the sliding door into the next room. Locate bug #3, remove it and
exit this room through the sliding door, slide the door closed. Enter the crawl
space to the right of the door to the bright sitting room the BGs are in. Exit
the other end and stick to the wall beside the fern.
(SAVE)
When the convo ends Nedich will enter the small lit room in the back and
eventually all the BGs will exit the sitting room. 1 RBG moves to and stands in
the opening near the fern and Sam for a moment then moves back into the sitting
room. When he turns back into the room release, slide to and hop up onto the
bench then stick and slide off the other end. Once on the ground stick to the
wall and swing the camera back to the RBG. As he turns to exit the sitting room
release and move to the side of the bench. As he walks past the doorway move to
the corner of the bench and tap whistle.
Neddy will respond, so move directly to the right side of the doorway, leading
to the sitting room, (opposite the fern), stick, stand and hold.
(NOTE)
I seem to have problems with what comes next. I've always pointed the camera at
the approaching Neddy so snatch him as soon as he turns away from Sam at the
door, however sometimes when I release from the wall I don't. Instead I slide
over to the door and try to close it while Neddy moves away and kills Sam. If
you too have this problem, (I think it's due to slow reacting, aging and
refurbished controllers) to avoid this, point the camera down, the angle allows
you to see Sam and Neddy. Then you can tell if you have released from the wall
for a successful snatch.
Neddy may stop a nose hairs length away from Sam and then turn around, release
from the wall and snatch him as he does. Drag him into the dark corner,
(opposite the fern) and turn him into the corner, speed interrogate and when
done Kill him, no matter what you do he dies. If done quickly you got big time,
run to the exit crouch, OE&CD, go IR, QQC to the slit in the curtained doorway
and quickly eyeball area.
The RBG should either be to the left of the statue or behind the wall and
statue walking to the right. If to the left hold until he moves off, if moving
right QQC Cw to the opening left of the statue. There's a 2nd BG near the
doorway to the room on the right who hears too well and has eyes on the back of
his head. If the RBG is near the right end of the wall then move left to the
wall beside the curtain, stick, slide back to the dark corner and hold. Once
the RBG passes Sam release; QC through the curtain and move CW through the
room. QQC behind the wall to the wall vent near the opening to the room with
the BG and hoist up.
CT6a, swatting more bugs 4, 5&6, Zherky bites the big one too!
Once out of the vent, QQC around the wall on the right, locate and stop before
the valve and climbing pipe. Boo the area inside the glassed enclosure, there
may be an RBG in there or on the way to Sam's position. Climb the pipe when he
turns away from Sam, QQC around the perimeter of the walkway; drop down from
beside the doorway and QC through. Turn right, QC to the right side of the
doorway ahead of Sam and peek into the room. Go EMF and locate bug#4, if clear
enter and remove the bug to the left of the opening. An RBG may enter the room
while you're removing the bug exit the room quietly.
QC to the cased opening ahead to the left and peek in, go EMF, locate and
remove bug#5 under the painting behind the couch. Exit the room, turn left and
continue to the end of the hall.
(SAVE)
(Note)
A couple of options pop up here depending on where the RBGs are when you get to
the sliding glassed door. Regardless they pretty much allow for this maneuver,
if you go IR and don't see RBG#1 within a few seconds of reaching the slider
he's already inside the building. Odds are #2 is standing at the far opening to
the veranda and ready to walk off so this tactic still works.
1. Stay left moving Cw around the perimeter of the room to the left side of the
sliding glass door and stick. Look up and left along the balcony railing and
scan right to the top of the stairs you should see RBG#1 moving left or right
on the veranda. When he moves to the sliding door on the right, or you can't
find him with IR after a few seconds OE&CD. If he's there, once he's obscured
by the shrubbery near the door exit the room and climb the stairs to the middle
platform. From there, stick to the balcony wall and slide up the steps just
enough to can see the glass wall at the other end of the veranda. You should
see RBG#2 at the opening to the left of the glass wall and shortly after that
you should see RBG#1 standing in the doorway to the glass walled room if they
both aren't already there and or on the move away from said positions.
Once both have moved off said position; QQC onto the veranda, over to the
opening #2 passed through, onto the elevated walkway and over the railing to
the raised planter below. QC under the stairs; drop off to the lower level and
EMF the room for the last bug. QC under the stairs to the bug, remove it and
return to the raised platform. Stand, face the elevated walkway, jump up and
hang. As #2 walks past Sam hoist up and Boo the veranda #1 should be there and
walking toward the glass door. Follow him into the building, give him some
distance and peel off at the draped opening on the right. Enter the vent and
exit onto the roof.
(SAVE)
(Note)
As long as the conversation is going on you can't drop off the roof without
someone screaming "INTRUDER!", but no big deal, it doesn't force an alarm. You
can't slide the door open and more often than not, the RBG on the walkway moves
in and may force a confrontation.
If you stay on the roof for the Shetland convo, Shety will Ginsu Zherky with a
Katana. If you drop off the roof before the end of the convo Shety shoots the
big Zherker.
FC left along the roof and drop off. QQC over to the low walkway; hop up and
move to the closest door. You'll hear "INTRUDER!" yelled by someone not close
by and Shety will then shoot Zherkcrazy. Once Zherky's been shot push to the
door and begin tapping "Slide Open". QQC through the next 2 rooms and out
through the hole in the wall. Stick to the wall on the right, slide to the gate
and hold.
(Note)
Allow the chopper to pass; it will light up the ground BGs, including Sam,
which will get him vented, so remain stuck and go no further than the gate.
Once the chopper passes move through the gate, center Sam between the 2 walls
and SC into the compound. Stop short of the cars; turn right and SC over to the
fence. Slide along the fence to the deck and climb up. Slide along the wall and
creep through the doorway you left open at the beginning of the level.
QQC out the rear of the building and locate the RBG standing on the ledge. SC
along the wall to the ledge, drop down when the RBG looks away from Sam's
position and stick to the wall. Slide along the wall till forced to stop; un-
stick and SC over to the next wall and slide along till you can stick to it. As
the RBG turns away from Sam's position, SC off to the extraction point ending
the level.
Best time 13:43
Kills 1, Nedich
KO -0-
Rnds -0-
Dists 1
ID -0-
All objectives complete, 100 percent
_______________________________________________________________________________
CT7. BATTERY
Recommended
"Going down, no love on an elevator" Shipping and Repair logs 1, 2&3
Ct7a, "Playing with phallic symbols", log #4, launch codes and I'm not afraid
to use 'em.
(SAVE)
I'm not quite sure where Sam is starting out in this level, it may be a bunker,
but the area inside of the place he first drops down into is huge with little
support. Move to the front end of the truck and drop down into the trough below
it. Zigzag through the trough until you locate the ladder and the trap door.
Climb up into the room, if no BG, move over to the right side of the door,
stick and boo the HLWY. If empty exit and move into the next room.
If the BG is at the comp QC over to the doorway, stay tight to the right side
of the door and hook around it. Stay to the right side of the HLWY until
entering the next room.
(Note)
Sometimes he just won't let you out of the room so you have to wait and follow
him out.
Move into the next room; quietly move to the left front corner of the desk in
the middle of the room, go NS, turn right, stand and EEV the comp in the glass
walled room for the 1st objective. Exit the room, pass through the sleeping
quarters and cable the left side double door to the storage room, switch to IR
to locate the BG in the room. If the BG is to the right of the doors, quietly
OE&CD, locate the camera, (on the wall, left and high) when safe move around
the BG if still there, QQC along the shelving on the right then drift left to
the door near the railing. Pick the lock; enter the room, move left almost to
the table, scope the EEV and scan the comp for the 2nd objective. Exit the
room, close the door.
Turn left, hop over the railing and drop to the floor below; Stand, hook right,
around the wall and run out into the large open area. Stay to the left, locate
and listen for the 2 RBGs talking on the raised platform near the missile
truck. Slide past the steps and along the raised platform till you reach the
end of the railing above. Turn, go NS and face the RBGs above; as the 2nd BG
turns around the rear of the truck hoist up onto the platform. Stay tight to
the truck to the front and hold. The 2nd RBG will move over to the driver's
side and wait for a few, then turn to walk away. As he turns to walk away to
the lower level, QQC over to the fuse thingy and repair it so the missile can
move down the track to the red light area, spin the camera back toward the
climbing space on the truck to orient for a fast and quiet approach when done
with the fuse. Quickly move back to the driver side of the truck, hop onto the
bed and climb up onto the cab. Jump to the rail and shimmy along the rail legs
down halfway to the camera then legs up. Continue along the rail, once you pass
into the larger area drop Sam's legs and speed shimmy into the red light area.
Once you pass over the ledge to the red light area drop down and quickly move
to the trap door and drop to the floor. Stand, run and drift left to the wall,
drop to a QQC around the corner into the dark move along the wall to the
stairs, allow the RBG to pass then move to the elevator trap door and hoist up.
Locate the panel, patch it, ride the elevator to the top and into the vent
ASAP. Exit the vent, cross the plenum, and down the ladder. QQC behind the
screen to the vent door open it and drop to the floor.
(NOTE)
As noticed below, to minimize KOs I've elected not to interrogate the officer
for one of the main objectives. It still produces a 100 percent completion at
the end of level stats.
QQC up the stairs, stick to the wall near the doorway to reconnoiter. The small
area can be empty or have 1 or 2 BGs working the consoles. At this writing 1 BG
is already there and or both show up in a few seconds. Once one or both BGs are
occupied at the console and panel QC to the target comp, complete the
objective, turn around and QQC right to the dark corner on the raised walkway.
It's very possible to complete the objective and get to the wall before the man
is shot. Stick, stand and slide along the wall into the next corridor. As you
pass into shadow stand and run, locate and enter the door on the left. Halfway
into the room drop; roll into a FC, move to the elevator and tap the button.
Move into the elevator, locate the panel and press down.
(SAVE)
(NOTE)
If you've been very fast, quiet and accurate you may be able to exit the
elevator move out tight right around the corner and roll into the dark toward
the control room unheard or seen. Move to the low wall with railing, slide
toward the stairs and reconnoiter. If not, follow what is written below.
Stick to the wall and push into the pallets. As you ride the elevator down,
activate the panel and highlight "doors". The elevator will stop and the doors
will open, if the control room RBG doesn't pass by the elevator press the door
button again to keep them open. If the RBG hasn't walk by doors before they
close again restart and follow (NOTE) above.
CT7a, "Playing with phallic symbols", log #4, getting launch codes and I'm not
afraid to use 'em.
(Note)
I have no explanation why the huge security door may not be open when you exit
the control room. Fact is while rewriting the "B" and "C" versions of the guide
I had to restart 2 or more time for each version. It may be a save issue, I'm
not sure, I did the last 2 runs without saving till the 1st launcher platform
and both were good.
Hop over the railing if the RBG has his back to Sam or if he ain't there, QC
across the control room to the exit if he is there FC if he isn't. Locate the
exit; leave it open FC out and right into the dark. Stand and run around the
corner ahead, along the walkway then leap off and hit the ground with a roll.
Make a tight left around the next corner QQC under the blast door and stop
against the wall directly across from the stairs leading to launcher control.
The RBG should be approaching said stairs; turn toward the stairs, QC straight
across and down to the control room door.
(NOTE)
There's a very dark lane straight out of the stairs to the wall the RBG can't
see into, go figure. I do suggest saving here, the sitting BG is persistently
and frustratingly unpredictable in his movements. You can bag a perfect
approach to the comp as soon as you enter or be forced to sit up to 5 minutes
waiting for a desirable setup.
(SAVE)
CtD and locate the comp BG; (usually sitting at the target comp), if at either
extreme end of the room, OE&CD and go straight for the comp, then circle the
launcher turret Cw and stick in the niche between the turret and the boxy thing
in front of it.
(NOTE)
The comp BG may make a few bazaar moves back and forth to the comp before he
finally moves to opposite sides of the room. If you haven't had access to the
comp within 40 seconds of entering the room I'd restart for a more favorable
setup. If you're very, very lucky like I was on the last run through the level
you'll CTD and see the BG moving to the far side of the room.
Once the BG is near the croucher or settles back at the comp, move to the side
of the boxy thing and "WHISTLE" to get the attention of the 2 BGs. Move Cw
around the turret and mess with the box thingy as they move away. Once
complete, exit the bunker from whichever door is safest and climb the stairs to
the top. Avoid the RBG patrolling the launcher; he makes long stops at the head
of the 2 stairwells leading to the control room. Choose the best approach to
hack the launcher and melt into the darkness.
When safe, FC out of this area; once past the blast gate run up the steps of
the raised walkway, run around the corner toward the missile holding area,
(there's a tech messing with a missile cone), about 20 feet from the steps roll
into a FC and enter the control room. Look for the RBG, if you see him walking
to the 2nd control room you have a few choices to make. If he is missing, he's
likely already in the 2nd control room so run till you pass the elevator then
drop to FC cross over to the raised platform of the 2nd control room and stick
to the low wall below the glass panel above. Slide to the stairs and hold once
the 2nd control room BG enters let the 2 figure out what they're going to do
and where to do it. Odds are 1st control room BG may leave the area, go to the
glass panel or over to the gauge panel to the left of the exit. Once the
situation has stabilized climb over the railing and QC to the exit.
(NOTE)
At a slightly slower pace than the current guide the 1st control room RBG, (who
paces between the 2 control rooms) may flake and yoyo back and forth between
the 2 rooms along the elevator area causing Sam to alter his approach. Maybe
the action is a glitch or code corruption I dunno. At any rate use the HLWY
across from the elevator if he pulls a Crazy Ivan on you.
Exit the control room and leave the door open. Turn left off the steps, locate
the RBG, catch up and follow him along the narrow to the end of his route. Stay
behind him until you approach the missile, locate the left missile wing,
approach it from its 8:00 and drop onto it. QC across the wing to where the
leading edge joins with the fuselage, here you can QC over to the right wing
and drop off to the floor. QC CCw past the 1st track to hold on the 2nd track.
As the RBG begins to move off release, move to and patch the panel to raise the
blast door. FC to and under the door once it rises high enough to do so, Stand
and run across the missile area, hop over the bunker curb, drop, hang and soft
drop to the ground.
(SAVE)
CtD with IR, if safe and lucky, (like I was on the last run) a BG will be
walking to the left or standing at the panel left of the entry point. Open the
door, QC right into the bunker, access the target comp and exit. If not lucky
and the comp BG won't move from his seat, (you might get tired of restarting)
so maybe he's the only KO of the level, "Good luck!"
When complete, QC out the bunker and at a run as you reach the stairs, return
to the missile trough, locate the missile you hopped over earlier and drift
over to the wall on the left. Run and jump up onto the missile and over to the
raised walkway. Drop to a crouch, turn left FC and drift right to the concrete
part of the walkway, (it's quieter). The RBG will be in the trough and walking
away from Sam, QQC around the boxes and back to the concrete; slow down as you
approach the RBG; he may or may not comment.
Take the corner and accelerate to FC into the control room; face the control
room and stick to the wall on the left if you can't see both RBGs. Slide to the
control room and stop as the light meter registers. Locate the BGs, if very
lucky only 1 BG, at the console, so look hard over to the exit steps to ensure
#2 isn't slow to arrive. If in the area the BG from the other control room can
be at the panel to Sam's right or standing near the other at the lighted glass
panel. QC over to the target computer and access it.
If #2 is late to the party, he'll stop to Sam's right at the panel; about 4
feet from his stop QC over to the console, do the comp and QQC toward the exit
stairs.
(NOTE)
If you're having probs making it past #2 move back into the HLWY and wait he'll
eventually move over to the glass panel and then return to his control room.
Move back into the shadow and follow #2 back to the other control room.
If BG#2 isn't in the control room by the time you complete the objective, he
may be very late, climb down the ladder, move right to the wall, stop, stick
and boo the corner. If approaching let him pass, if not continue to the next
control room. You'll eventually meet up with him, slick him and exit back out
to the missile holding area. Stand and run ASAP, go right around the corner,
jump into the trough and roll out into a FC, take the corner on the left tight
and fast. Locate the RBG and then QC over to the stairs on the right. When safe
move to the extraction area.
Best time 13:37
KO 0
Rnds -0-
Dists 1
ID -0-
Minus 1 main objective complete 100 percent.
_______________________________________________________________________________
CT8. SEOUL
Recommended
"Driving hard drives to the roof", cutting power to PA feed 1, 2&3
CT8a "Locate downed pilot", disable 5 UAV comps
(SAVE)
Run out of the room and locate the edge of the burned out building, drop, hang
and soft drop to the ground, you'll take minimum damage. Locate the exit,
disable the wall mine, jump over the barrier, QQC out to the street, go EMF,
locate the power feed to the PA system and cut it. QQC back to the left side of
camouflage net and hold. 1 of the BGs will emerge from the camou, snatch and
drag him about 10 feet into the ally, speed talk and choke him when done. Exit,
turn left accelerate to FC then stand and run, pass the UXB; locate the
climbing pipe at the end of the ally. Run and jump to the pipe climb up and
skooch to the fire escape. Run to the ladder, (RBG#1 is on a flat roof ahead
and to Sam's right), slide, drop to the ground, FC to the stacked boxes; stand
up, go IR and locate RBG#2 across the square on the raised platform. He'll
speak out to #3 and walk off to Sam's left, as he begins moving QQC around the
boxes, past the umbrella into the darkness. Locate PA feed #2 and disable it.
BGs 2&3 will be talking about a test, move over to the passenger side rear
corner of the truck near the steps and hold. RBG#2 is behind the truck, #3
inside.
Sit tight, #2 will walk off on patrol, if you're very lucky as I was on the
very last run #3 will exit the truck a few seconds after #2 walks off,
otherwise he'll be out a minute or 2 to do something at the side of the van.
Once #3 exits and turns toward the side of the truck, enter, access the comp
and exit to the left. QQC between #3 and the row of stacked boxes; locate #2;
decide whether you have time to make the dark corner across from the exit
ladder and move to it. If lucky, you have time to run and jump to the ladder
and climb to the roof. If not lucky hold in the dark corner and wait for #2 to
walk away.
Once at the top, locate and disable the last PA feed in the area. Enter and
exit the vent. Climb down both ladders, locate and take the HDs and return to
the ladder. Stand and stick to the wall between the ladder and the server rack.
The doors to the room will be blown off in a moment, once the doors are gone
squeeze between the wall and server and slip over to the wall near the opening.
Wait for the 2 RBGs to enter the room, QQC out of the room, do a hard left over
to and up the stairs. Slide to the intersection and into the next HLWY. Move to
the left side of the HLWY, QQC past the niche on the left, stick to the wall
and slide to the end. The RBG beside Sam will turn and patrol to the stairwell,
round the corner and locate the bathroom, enter, stick to the wall on the left
and hold. 2BGs will exit the elevator; allow the one to pass before moving out
of the bathroom. SC behind the standing BG into the elevator and ride it up to
the roof.
(SAVE)
CT8a, "Locate downed pilot", disable 5 UAV comps
Drop off the walkway creep under it, locate and EEV the UAV comp. QQC to and
drop off the ledge. Jump up to the cable and zip to the other building. Skooch
right, climb over the fence and drop to the ground. Run around the corner of
the building, locate the mine and QC past it. Stand and run from the end of the
stairs, turn left at the next corner, Run to the ledge and jump up to the pipe
at the edge of the building. Shimmy to the other side and drop down to the main
deck beside the shack. Turn right, QQC to the taller structure and hoist up.
Stand, EEV the comp on the far balcony slide between the wall and AC, crouch
and drop off the side of the shack. An RBG will walk to the exit; sometimes
he'll kind of stop and spaz about 5 feet from the door then he'll move to and
open it. Take note of the dark lane running from Sam to the far wall, as he
heads for the door move to the right side of the dark lane and follow him into
the next room.
Once in the building turn right and work up to a QQC the door around the
corner. Enter the blown out bathrooms, FC left along the damaged floor to the
wall and drop down 2 floors. FC to the rear wall, turn around and EEV the UAV
comp. Go NS and stand, take note of the red beam from the UAV move off to the
right, run and jump to the next building, hop over the knee wall, QQC to the
exit door and stick to the wall to the right of it, (smidge closer to the
window than door).
An RBG will exit the building, as he moves away from the door QC through the
opening, turn right and QQC into the room with the planks spanning the missing
floor. Move to the far right side of the planks and drop down a floor. QQC left
through the burned out HLWY and drop down a floor. QC to the planks and wait
for the 2 BGs to move away from the bomb, drop down to the ground floor of the
restaurant. Move over to the food server opening in the wall and EEV the comp.
Enter the vent and exit outside. ASAP turn right, look up and to the right,
there's a dark rectangle, move under it then jump up to the pipe including
legs. Mad skooch to the end, drop to the ground, FC over to the chain link
fence, climb over and drop to the ground.
(SAVE)
(NOTE)
I highly suggest the save; this area and the crash site are the 2 most
frustrating areas of the level. For the majority of the time the BG that
crouches near the truck eventually, (sometimes sooner, sometimes much later,
sometimes not at all) stands and runs out into the fray. On the last play
through the game snapped, I stubbornly spent over 2 hours trying to get to the
1st ladder; I altered everything I could short of stunning the SKA crouching
near the truck. This time not, (if he does move) he takes about 8 steps out
then returns to the truck. On the one odd time I was able to get to the ladder
the SKA targeted the ledge and would not let me near the corner. I have no
solution to this but to try restarting from the previous save and or restarting
the level.
When the AI does respond correctly this is what you want to do.
QQC to the adjoining ally, hold to the left side of the dumpster, let SKA#1
drop and #2 to run into the ally on the right. Stay right, avoid the wall mine,
stop, stick and stand at the dark corner. #2 will be around the corner, wait
for him to move out into the conflict before making your move; (it could take
some time). Run around the corner, turn left at the end of the row of boxes,
aim for the right side of the ally ahead. Once in the ally roll and FC to the
end; FC the perimeter to the ladder and climb up. At the top look down and to
the side of the truck, if #2 is there note whether he's occupied when clear and
or if missing QC to the corner while keeping and eye out for #2.
Stay tight to the wall on Sam's right and QC to the end of the low dark
rectangular sign on Sam's left. Creep out left to the ledge halfway between the
sign and the cable connecting the buildings on both sides of the ally. Drop
off, hang, soft drop to the ground and move tight to the wall. There's a very
dark lane running across the ally from your position. This is where it gets
hairy and scary, go NS locate the center of the dark lane and then go NV
there's a magazine just to the left of center, that's your target. Look right
locate the turret on the tank, when it turns left and there's a lull in the
shooting FC across the ally to the wall. Quickly turn right, stay tight to the
wall, QQC to its end, and bear left into the dark and behind the overturned
car.
QQC around to the back side of the tank, peek around to the front, if clear FC
to and climb the ladder. Occasionally a BG will position at the front corner of
the tank, if so wait for him to turn to the conflict. FC to the ladder; climb
to the top, disable the UAV comp and proceed through the building to the porch
outside.
(SAVE)
Switch to pistol as primary wep, stand, go IR and hold. When you clearly hear
the UAV approaching hop over the window, move left to the corner of the railing
but don't contact it and then look down. RBG#1 is at the base of the building,
wait for him to move off to the right to hop over the railing and hang. If he
quickly turns back hold until he moves off to drop to the lower level. Walk off
the roof and soft drop to the ground, go NV and OCP the large blue and white
neon sign. QQC toward the flat bed truck, then move straight to the right rear
corner of the car in the middle of the area. Whistle, RBG#2 will comment and
circle the car Cw, move Cw around the car, go NS as you approach the rear of
the electronics truck, (you need to tell if the UAV beam is pointing at the
ramp, if so hold till it moves off. Enter the truck access the comp and exit
when done. Turn left off the ramp; go NV, QC between the van and the sitting
BG.
Gradually accelerate to QQC as you move along the side of the truck, bear right
away from the truck look to your left as you approach the next ally, you'll see
an umbrella and a narrow table; right after the table is the niche you want to
hide in. As you pass the table on your right accelerate to FC all the way to
the niche. Stand, as the UAV exits the ally move out of the niche and break
into a run for the end of the ally. Turn left into the narrow ally, go NV and
QQC to the head of the ally. A tank and bunches of BGs wearing, "I just want to
kill Sam Fisher" jackets are strewn about.
(SAVE)
(Note)
I suggest saving hear, the light and BGs are tres unpredictable and worse is
the turret gun on the tank. Like the previous tank encounter, regardless of
whatever clever thing I believe I'm about to do through the pilot recoveries,
it more often than not vents Sam to the ground and then adding insult to injury
it continues pushing him to the wall with extra rounds. I haven't found a
reliable way past either tank. On the other hand, I have been moving through
the gap, have the light flicker back on and not been fired on. Saving behooves
me.
At the head of the alley; wait for the RBG approaching from the right to pass
toward the tank, when the flickering light goes out FC through the gap, as you
pass the tail section stand and run between the wall and fuselage toward the
airmen. If you hear the turret begin to whir while moving through the gap,
(turret's tracking sound) try rolling past the tail section, although it may
still get a BG investigation.
As you pass the end of the wall on your left locate the dark corner to the left
of the dumpster "OOH" a climbing pipe, climb up locate and access the last comp
to complete the objective. Slide back to the ground, pick up a flyer, stand and
walk back to the tail section, drop into a crouch as you approach the end of
the fuselage, move right to the wall and slide just past the beginning of the
tail section. Scan for RBGs with IR, regularly there's a BG in the ally you
just exited. When clear move to the other side of the tail section and wait for
the light to go out. ASAP, FC into the ally and dump flyboy at the end of it.
(SAVE)
Return to the head of the alley, wait for the light to go out, FC across the
gap, stand and run to the 2nd airman. Grab him, stand and walk to the end of
the fuselage. Drop into the crouch, move and stop at the end of the tail
section. Most likely an RBG will be approaching and or already crouching in the
darkened corner near the alley. Wait for the light to flicker on to grab his
attention then move back into the dark between the wall and tail. As he walks
away, follow him around to the other side of the tail section closest to the
ally.
(SAVE)
If the light went out as you rounded the tail section, continue on then break
away, stand and walk into the narrow ally. Otherwise hold at the corner of the
tail section when the light goes out FC through the gap to the far end of the
alley and dump the pilot. QQC to the left front side of the alley, stick and
hold at the corner, you want to see around the corner. If and when the lights
go out QQC around the corner to the foot of the ladder, climb up to the
platform. Stay tight to the wall, QC to the next ladder, climb up and hold at
the top. When the BG at the far side of the tank has either stopped at the tank
or is walking away from it QQC to the last ladder, climb up, move back to the
bright sign and call for the fireworks.
Best time 17:04
KO 1
Rnds -0-
Dists 3
ID -0-
All objectives complete, 100 percent
_______________________________________________________________________________
CT9. BATHOUSE
Recommended
Locate files in the Bath house owner's 2nd fl office, tap phone line #1
CT9a, confirming dirt on Shetland, snatching "Chaos Theory" data, tap lines
#2&3
CT9b, to the furnace room
CT9c, taking out the garbage, oh and disarming 3 ugly bombs
(SAVE)
(Note)
To reiterate a previous point fast times can be made or broken when EEV or
manual scans of comps and keypads are required, AI timing is as and even more
important. Without it there are no surprises or big breaks when they afford you
a freebie which is what I got at the beginning of Bathhouse. I didn't include
the event, because I don't expect it to be part of the general AI routine, I
never lucked into it before this run and I've run this level close to 30 times
for the guide. I had some fantastic luck on the very last run and made a few
more changes.
If you're still getting ID'd in the bath house, written below are 5
possible/major areas where they likely occur in order. The 1st ID may be by the
electrician at the beginning of the level as you drop into the sewer. Quite
often as of late I've been bagged on the way down, and as I hit bottom the
sound cuts out. The most you might hear is a kind of chirp. Can't say whether
it's just my game or it also happens to others. The rest are the obvious ones.
The reason being, these are the only areas where you have little or no control
over stealth and or cover, (crossing the firefight), or stunning an RBG at the
same time he IDs you, (thereby voiding the verbal alert).
1. The electrician beginning of game.
2. Exiting the vent from the pond room.
3. Crossing the HLWY at the far end of the firefight.
4. Shower room.
5. Boiler/Furnace room.
Once I reworked the maneuver for the last 2 rooms, I'd still get ID'd 1 to 3
times. I spent tons of time ensuring a "ZERO COMMENT" game for all areas where
interaction isn't required, (distractions) from all BGs in the game let alone
level, I kind of snapped.
Convinced they were in the furnace room. I restarted from the showers shocking
the 3BGs and completed the rest as usual. If there were 1 to 3 ID's, on the
previous run and I lost 1 or 2 after multiple attempts, some were coming from
the furnace room, but at least one was from some other place.
I think if that an ID and an alert notification should coincide regardless of
whether a verbal is made. I'm thinking the electrician at the beginning of the
level might be an ID and never recognize and or be aware of a comment.
Sam begins in an alley, what a surprise!
QQC forward, turn right at the lighted corner, stay in the shadows on the
right, ignore RBG#1, (the electrician) for the moment QQC along the darkened
wall and stop in the shadow. Look to the far end of the adjacent ally, ensure
that RBG#2 is walking away, and #3 is walking out to meet him, use the boxes at
the end of the stairwell to cover Sam from #3. Move to the panel to patch the
phone line, go NV, QC down the stairs, jump up to and hoist up the ledge to the
alley. Weave through the crates and boxes to the awning at the end of the ally.
Slide around the corner, stick to the wall, inch your way forward till the
light meter begins to register and hold.
Swing the camera around and locate the electrician, he needs to be walking
toward or at the phone panel near the stairwell as you approach the manhole, if
not you're stuck for a while as RBGs 2&3 walk off. If stuck, eventually #3
walks toward Sam's entry point, the electrician moves back to the stairs and #2
returns and passes the manhole allotting time to drop down. Accelerate from QC
to QQC to the corner then to FC to the exit ladder, open the trap door and
climb out. Go NV if not already in it, QQC across the left side of the next
room; drop to a QC and out the door behind the RBG.
QQC to the next room, as you QC into the room note the 1 BG sitting to the left
and the dumpsters ahead. About 3' from the 1st dumpster accelerate to FC, slow
back down to QC as you approach the 2nd dumpster and hold at the end of it.
Locate the BG who is now walking toward the 1st dumpster, as he passes the
hanging electrical cord move over to the perimeter wall behind the hanging
sheets and to the darkened exit. Bump up to FC in the short "U" shaped corridor
to the next door; open the door, move into the room a foot or 2 and press close
door.
(NOTE)
99 percent of the time RBG#1 is entering the large room or already in it and
heading toward Sam and the desk to his left. On a rare occasion #1 has just
entered the storeroom and the way is clear for Sam to move into the short HLWY
leading to the lobby. This occurred on my fastest run through the level.
Odds are RBG#1 will either enter the area through a door on the left from the
other end of the large room or already be advancing on Sam's position. In a
moment, following the pace of this guide the Redman will enter or exit through
the same door #1 did and RBG#2 is prowling to the right.
RBG#1 stops in front of the desk, press close door if you haven't yet, as #1
begins to walk around the desk follow him, (#2 should be moving away toward the
staging in the large room). As he moves behind the desk continue into the HLWY.
Stick to the wall on the left just past the paper hangings, slide and stop just
before the corner. Peek past the corner and take note of RBGs 3&4 moving in the
lobby, they must be standing when you slide into the corner. Before sliding
along the wall to the light in the corner look back to ensure #2 isn't standing
in the aisle then slide to the light release, move around the cased opening,
stick to the wall ASAP and slide to the drape at the next cased opening.
RBGs#3&4 will talk for a minute then return to their patrol routes. Watch #3 as
he exits the Lobby for outside, he stops, turns left and starts walking past
the glass doors. #4 patrols from the Lobby to the 2nd floor, wait for #3 to
disappear left of the glass doors and #4 to be right of them to enter the
Lobby.
Stay tight along the left past the vending machine, OE&CD turn left onto the
street, QC along the dark lane in the street to the opposite side, stop and
stick. Ensure that you are -0- on the meter, as #3 turns and starts walking
back QC around the phone booth to the climbing pole and climb to the top.
Locate and hop up to the electrical cable running over to the 2nd fl. window
and zip over. Once hanging from the ledge skooch left to the middle of the
window opening and hold. Another Redman will enter, stop at the window and then
go to bed. As he turns from the window and begins walking to his bed hoist up
into the room and follow. QC past him to the door, CtD; look right and then
left to locate the 2nd floor RBG, he should be passing or has just passed by
the door to Sam's right. Ensure #4 isn't standing at the head of the stairs,
hold left until you see the shadow of 2nd fl entering the cable screen, if
clear X out cable and go NS.
(NOTE)
#4's patrol route is a bit erratic, depending on what he does in the lobby. He
has a couple 3 different patterns he can follow. The worst for Sam is to
descend the stairs and go straight to the desk, sit for a few seconds and then
head right back to the 2nd fl. If he flops around in the lobby before and or
after sitting down he won't be on the 2nd fl for Sam's entry or exit.
(SAVE)
Go NS as you X out of cable, OE&CD, QQC to the door at the far left end of the
HLWY and then hack the keypad. Leave the door open, run across the room to the
wall vent and hoist up, EEV the comp and exit. Run to the file cabinet rifle it
for the file and move to the left side of the open door and hold. "DO NOT MAKE
CONTACT WITH THE DOOR"!
(Note)
2nd fl's reaction to the hacked keypad and closed door ranges from conniption
fit to "Hmm curious?" and gently opening of the door. With the conniption
entry, from that point on he remains guarded, aggressive and slow moving with
wep drawn.
So far, in countless repetitions 2nd fl has reacted poorly to the open door
thrice, the rest of the time I get a kitty cat entrance with this solution go
figure. An open door that isn't supposed to be would freak me out big time.
If you want kitty cat, hack the keypad and leave the door open.
You can get the pass code from the sleeping man, but that requires an extra KO.
CT9a, recording dirty boy and snatching "Chaos Theory"
Once 2nd fl returns and then begins to exit the office follow him around the
door and stick to the right side of the opening. As 2nd fl heads for the stairs
move out of the office enough to boo the stair end of the HLWY without exposing
Sam. Ensure #4 isn't at the head of the stairs, before following 2nd fl.
As the RBG walks away follow and return to the Redman's room. OE&CD, QC to the
window stand and locate RBG#3. He should be standing to Sam's left or walking
to Sam's right. Climb out if he's standing or when he passes the ridge of the
entrance roof below and soft drop down and then to the ground. Move to the soda
can in the street, then to the glass door on Sam's left as #3 walks away.
(NOTE)
#3 can be anywhere in the lobby or back on the 2nd fl and you may or may not
hear him talking. The majority of the time he's sitting at the desk or moving
up and or down the stairs and talking on his comm. A few times he's been
standing and talking in the middle of the lobby. Maintain cover to the left of
the glass door and look hard through the glass to see if #3 is behind the desk.
If so hold until he moves toward the stairs. If he's in the middle of the lobby
hold till he turns to the desk then enter.
OE&CD go right; head back into the HLWY, move to the left side, slide to the
corner and boo it. Most times RBG#1's appearance is imminent if not already in
the short HLWY and #2 is LOS in the aisle past the desk. Wait for #1 to turn
back to the door to move around the corner and to the right side of the HLWY
then slide past the paper hangings into the next room.
(NOTE)
So far in the majority of the tests through this area option 1 occurs more
often than 2. As Sam passes #1 and approaches the intersection in the next room
he has the wide aisle in front, desk to his right and wall corner to the left.
The Redman, (just entering or already in the storeroom) flips a switch that
changes the light pattern on the floor and the low dividers set up around the
room. It will either lighten up the floor in front of Sam and make it dark
around the staging near the exit or make the floor dark in front of Sam but
light up around the staging. In either case as you approach the intersection
you head right, id the floor is dark follow option 1, if lighted follow 2.
On rare occasions Redman is out of place, ahead and to the left of Sam is a low
divider that runs over to the 2nd storeroom door, Red man is standing at Sam's
end of the divider and alerts everyone to Sam. Not sure why he's there outside
of a game glitch, where he sees Sam move into the HLWY on his way to the 2nd
fl. but makes no audible to it.
Option 1
As you approach the intersection the floor ahead is dark, proceed to the right
around the desk then hook left into the dark aisle between the low divider on
the left and wall to the right. QQC along the wall to the end of the divider
then hard left across the floor move between the low divider on your left and
the staging on the right toward the exit. Slow to QC, the Redman and #2 should
be approaching from about 20 feet to your left. You have more than enough time
to exit the room into the short "U" shaped HLWY. Take your 1st right, stick to
the wall and slide to the corner to locate the Locker rm RBG.
Option 2
As you approach the intersection the floor is lit up in front of Sam, proceed
to the right around the desk then hook left into the dark aisle between the low
divider on the left and wall to the right. QQC along the wall to the end of the
divider then hard left across the floor. There's a low divider in front of and
slightly to the left of Sam, stop at the end of it and hold. Locate #2 and the
Redman, they should be ahead and to Sam's left, QC left around the divider move
to the edge of the lit slit on the floor ahead and hold. Allow both to pass by
Sam to proceed to and through the exit into the short "U" shaped HLWY. Take
your 1st right, stick to the wall and slide to the corner to locate the Locker
rm RBG.
(SAVE)
(Note)
Locker rm has a route that takes about 78 seconds to complete, you have about
35 seconds from the time he exits the lavatory till he can see the lav's exit
door again.
Locker rm will begin his patrol in a minute.
As he passes Sam follow him, making all the stops with him as you go. To avoid
detection with any intermediate stops ensure Sam is behind a locker for cover
from the mirror. Stick to the wall on Sam's left, stand and slide after locker
rm to the edge of the doorway to the lavatory. Hold, look out through the
doorway into the HLWY, you want to see DBRBG#1 from the "Dry Bath" room enter
the HLWY from the left. If so, once locker rm reenters the lav and begins
walking to the right along the wall toward the stalls, QC over to the doorway.
Keep your eye on DB#1, as he turns left move into the HLWY, remain to the
right, QC along the wall then drift over to the left, stick to the wall and
slide to the corner.
(NOTE)
If DBRBG#1 doesn't appear in the HLWY while you're stuck, you'll have to follow
locker rm around the lav till he exits. Then move to the HLWY doorway, boo and
enter if clear, QQC to the left side of the HLWY stick to the corner and boo
the Dry Bath area. If both DBRBGs are moving away from the opening on the left
side of the room enter and follow them. If one is facing the opening, advances
and reaches for his flashlight beat feet back to the lav and hang near the
opening till he exits, this rarely ever occurs.
Locate DBRBGs#1&2 they should be about 15 feet inside the room from Sam's
position. #2 will move off to the left and #1 will take off for the exit, hold
fast till #1 completes his crazy Ivan in the middle of the room and turns to
the exit for the 2nd time.
Enter the bath area, QC over to and behind #2, follow him not too close but
keep pace, I think his feet are swollen; he needs to sit real bad to move so
fast.
Break off at the exit, move into the short HLWY and stick to the wall to the
left and hold. #2 stands and walks away in a few seconds; as he passes by Sam
exit the HLWY; climb the steps into the empty pool and use the trap door.
Quickly exit through the trap door at the other end of the crawlspace. Sam is
now in an empty pool in the Cold Bath area, look left to locate CBRBG#1, QQC
out of the pool over to and turn the steam valve.
(NOTE)
I believe the coders made an error when creating the access to the pool
trapdoors. For Sam to be able to open a trap, he should be able to close a
trap. Not being able to close the trap prompts comment from the AI when they
return to the area. This makes no sense so is considered as a coding error and
not a distraction. The steam valves are a natural part of the pool areas, which
afford cover for Sam; there is never comment or investigation made by AI and so
not a distraction.
Turn around, QQC to the leading edge of the pool and move toward the tall
divider separating the 2 rear pools from the 2 front ones. Turn the camera
toward the front to locate RBG#2 before Sam exposes himself and hold. Once the
fog obscures the RBGs from Sam move to and beside the tall divider and hold, to
Sam's left is a low floor divider. The Redman will make a mild comment in a
moment, once made move to and over the low divider, then to the perimeter wall.
Stick to the right of the embedded post and face the exit ahead. Hold till Red
is beside and or passing Sam then QC to the exit, QQC along the right side of
the HLWY to the swimming pool area then tap the phone. Run back to the Cold
Bath doorway; slow to QQC as you pass the radiator on the left and then to QC
as you pass through the opening. Head right at QQC to the tall divider; hop up,
QQC across to the other side and drop to the floor. QQC around the low divider
and along the wall to the exit, pass into the HLWY and QQC to the Steam Bath.
If the RBG is anywhere but walking at Sam QQC into the room make a tight left,
locate the steam valve and turn it. Crouch, turn around and let the room fill
up with steam. Steamy can be anywhere in the room, mostly he's walking toward,
at the exit or walking away from it. As the room fogs up move to the leading
edge of the pool, in most cases move along the front of the 2 pools, behind the
turret and hold till SB moves away from the exit. If SB was walking CCw away
from the exit when you move out from the edge of the pool do the same, CCw the
perimeter to the exit.
Continue along the short "L" shaped HLWY, a small room with a reception desk
appears ahead. Stop short of the opening to the room and peek around the
corner. Odds are at this pace an RBG with headgear will be in the HLWY to the
right. If so and when clear quickly enter the room, locate the last phone line
and tap it.
(SAVE)
Quickly move around the desk into the new HLWY with the high divider. The RBG
should be around the corner, QQC along the wall, stopping to boo the corner, if
the RBG is there stick and wait for him to enter the next little room with
another tall divider and then follow him. Stay to his left, stick to the wall
and slide in beside him. As he turns to move off QQC to the exit end of the
divider, slide behind it and wait for the next RBG. The RBG will enter the
small room and exit back into the HLWY, as he turns to exit the small room move
out from the divider crouch and QC out into the HLWY and behind him. As he
moves off enter the vent.
Once Sam is in the water QC to the water pipe and hold, the RBG will exit the
room and the tech walks over the planks if not already doing so. As he does he
turns his head to the glass enclosure, when he does, move to the planks and
stand beside them. As the Tech moves into the glassed enclosure hop up and
follow him. Move along the glass to the end, as the tech turns away hoist up
into the vent. Crawl to the corner and only deep enough to EEV the briefcase.
Do so and back off until the game stops you, listen the convo and mayhem that
ensues and then back out of the vent. Load a sticky cam in the tube and save.
CT9b, "To the Furnace room"
(SAVE)
(Note)
If you're lucky, this end will be void of BGs and you can exit pronto, however
more often than not it can take forever, so maybe you should make a sandwich
and get something to drink.
Run to and jump into the pond, angle Sam right so that he rolls up to the vent,
stand, go NV, shoulder your wep and fire the sticky through the vent, across
the HLWY and into the right side post of the door to the room that's on fire.
Locate one or both of the BGs if any and start mouing on that sammich. Be ready
to kill the Cam and pass through the vent as soon as both are out of the HLWY.
Grab the Cam off the post, (evidence) and run through the next 3 something
rooms to the far side of the fire fight. Stop about 8 feet from the doorway,
crouch and wait for the floor to get dark, just as it does, FC to the doorway
and roll as you approach the opening, continue into the anteroom.
Drop to a QC and enter the small room on the right with the benches drop to SC
as you round the corner, there's a wall mine, disable it and arm with smokes.
(SAVE)
(NOTE)
6/4/09
Shower room in 1 smoke!
1st, this is not easy and has a mean learning curve; no question about it,
positioning the 1 smoke for a perfect throw is frustrating at best. If you
saved as suggested and have patience you can get the hang of it in maybe 8
tries, once I get the position and movement timing down I average 1 in 3. If
you can't get the hang of it, use 2 smokes, one at the wall panel to the right
of the far left BG and one at the yellow/orange looking floor grate on the far
right side of the room.
2nd, and this is most confusing, I can't figure it out at all; If the 3 BGs in
the shower are using IR, (hence the red emanating beams from headgear) F/Bs and
smoke are useless, go IR and throw a F/B and then a smoke, you get the bang but
no blinding flash nor is the AI obscured by the smoke. Vision is maintained in
both attempts.
If they're using NV then both the F/B and smoke will blind and obscure Go NV,
repeat the test and note total blindness from the F/B and complete obscurity
from the smoke.
So if they're using NV why does the smoke cover Sam from the BGs but not the
F/B? If they're using IR why does the smoke cover Sam at all?
Go IR after throwing the smoke and their heat signature is quite visible. If
they're using NV then why aren't they blinded by F/Bs. Throw all your F/Bs and
they'll gun you down in expert mode.
Stay close to the wall to the left of the door, crouch, look out the door and
creep right. As you move toward the door the 1st (near right) post comes into
view, then the far right post. As the right edge of the near left post comes
into view stop moving. Look out between the far right and near left posts and
locate the exit door. See the tall light brown vertical panels on the rear
wall; you can count the panels using the dark brown vertical lines. Move right
till you have 3 full panels in view. Place the throwing reticle squarely in the
3rd panel; the left side of the reticle should be just touching the right edge
of the near left post. Note the dark brown horizontal trim on the panels; raise
the reticle until the top of it is double the thickness of the trim. Ensure
that you are centered and then throw the smoke.
Listen and look for the smoke to pop, and the cloud to expand by the shower
room exit to leave the small sitting room. QC out right; move behind the low
divider to the right, accelerate to FC; turn left at the stalls look ahead for
the ceiling light in the exit HLWY aim just to the right of it as you approach.
Just over halfway to the far right post slow to QQC and as you approach the
post and the RBG slow down a smidge below QQC. Once you're halfway along the
1st side of the exit HLWY drop to QC around the corner and then slow a smidge
until you're past the wall mine and around the corner. Load shocks in the tube,
sling your wep, stand and run.
CT9c, Taking out the garbage
Run into the caged area, bust the lock and close the door as you enter the
large furnace room, (I think it slows RBG#1 down) allowing me to catch him
climbing/running at the base of the stairs. Run between the furnace thingies
near the foot of the stairs and follow it to the end to defuse bomb#1. Just
after Shetland runs off at the mouth save.
(SAVE)
FC out toward the wider opening between the machines, shoulder you wep and
switch to the left shoulder. Move to the edge of the machine thingy, wait for
#1 to come into the view and stun him. Regardless of where you catch him bring
him back here to dump him. Then climb the stairs and climb over the big black
thing at the top of the stairs and drop down to the 2nd bomb.
Once disabled, shoulder your wep look up and right through the thick horizontal
bars below preventing Sam from walking out of the spot, you can see the walkway
above and further down where it turns left toward the 3rd bomb. Aim between the
walkway and the railing and stun RBG#2 in the legs as he passes. Stand, turn
left and locate the walkway between the 2 large machines, where it turns toward
Sam. Target the space between the walkway and bottom railing. In a moment the
NV/IR beam of #3 appears and then the dark blob of his body. Wait for his blob
to enter your sights to send one to him. Shoulder your wep, go NV, step back to
the wall and run jump up to the walkway. Hoist up stand and run to #2; pick him
up stand and walk toward the 3rd bomb, locate the missing railing above the
stairs, place Sam's left side to it and dump #2. Turn around, run around the
bags, jump to the 3rd bomb and begin to disarm it. Save as Shetland starts
blabbing.
(Note)
On the rare occasion the 2 RBGs don't follow what's written above. Sometimes
you'll hear them griping as they enter the area, if so, this is the solution.
As you complete bomb#2 turn around, Sc to the climbing pipe, climb up and hang
to the right of the pipe. It's important that you are not heard; if you are the
2 RBGs will slow down and spread out. Skooch right till you can barely see the
walkway on the other side of the machine. As soon as you see RBG#2 skooch back
to the pipe and climb onto the machine thingy. Shoulder your wep left; target
and stun #3 and then #2. Drop down, run to bomb#3 and begin to disarm it. Save
as Shetland starts blabbing,
(SAVE)
(NOTE)
This is going to be way hard and frustrating, it took many tries to get right,
and in general the odds of success are about 50/50. On this last rewrite nearly
half the time the exit door remained open.
As soon as you're done with #3, stand and jump to the walkway. Run to the right
side of the 2 vertical tanks and drop off to the stairs then FC up to the top
and stop a step or 2 from the top. You need to see the exit door open and
RBG#4. He will take a step or 2 into the furnace room and stop for a second or
2 then head right along the walkway. As he begins turning right FC to the door,
stay along the right side of the walkway; you'll hear #4 make comment, when
about half to 2/3 along the walkway, he'll comment again on hearing something,
slow down to a QQC, to the exit door, if you're lucky the door will still be
open. Exit the room; go after Shepard to end the level.
With the level reworked for this rewrite I knocked another minute off the "C"
version clock but the pace is brutal.
Best time 22:21
K 1
KO 3
Rnds 4
Dists 5
ID -0-
All objectives complete 100 percent.
_______________________________________________________________________________
CT10. KOKUBO SOSHO
Recommended
Locate the hostages, access the server room
CT10a, Eaves drop on the war room, Stop the launch, retrieve Otomo
(SAVE)
Excluding the 2 meanest keypads in the game this level is kind of like a
vacation compared to Bath house. If you could exclude the rantings of Adm.
Otomo which total just over 5 minutes you could do CT10 well under 14 minutes.
Every move up to the Jazzman must be perfect.
Looks like another alley for Sam! Run toward the large overhead door, stop at
and flip the door switch on the left, Run to the right of the rising door stick
to the wall and slide with Sam's nose in the corner. GO NV, the 2RBGs will
appear from the right; as the 2nd RBG passes by Sam enter the tunnel. QQC
around the corner stand and run, duck under and around the cams IR beam and
continue running to the vent.
Quickly pass through the duct, locate and climb the pipe to the janitor's
office. Once at the top, QQC to the door, jump up and over the wall and drop to
the floor in the HLWY. Move forward under the skooch pipe and right behind the
jazzman; jump up including legs then mad skooch past the yellow wet floor sign
further along the HLWY. Once past the warning sign drop to the floor; FC into
the HLWY, turn right and locate the wall vent. Drop down into the room; QQC the
perimeter CCw to and behind the ferns, slide along the wall and hold behind the
pillar for cover from the BG Mr. Crabby face. As he moves off continue to the
sissies speed talk them then exit the room from the way you entered. Stand and
run to the vent as you exit from the ferns.
Once Sam is out of the vent run around the glass enclosure, drop to FC out to
the balcony area, then QC to the railing just right of the post beside the
stair platform. Hop over the railing and make successive drops to the floor;
QQC toward the talking BG and turn right between the security stiles. QQC left
into the disabled security area, wait the door to close to pass into the next
area. Locate the switch shutting down the escalator and its lights, QQC down
the right side of the escalator. Stop at the bottom but don't get off the
escalator to avoid the security dome, odds are the beam is ready to pass by
Sam.
The 3 RBGs will break up, RBG#1 will walk up the escalator, RBG#2 to the left
and then back to the right and RBG#3 will take a long walk to the right then
head for the elevators. As of this writing they finish before the beam passes
Sam. Not to worry, as the beam passes by swing around the wall and head for the
stairs ahead. The #3 will be moving toward the elevators, drift left down the
stairs to the security keypad and stick under it.
(SAVE)
(Note)
I suggest saving here and before every keypad for one reason, the keypad for
this security door is nasty fast and you can't lock number sets down. If you
EEV you have a total of 6 seconds to solve the code before the timer runs out,
2 of those seconds are in the counters red zone. If you access it directly at
best you have 7 seconds. In either case if you haven't found and aren't
clicking to the correct number combination before the counter is in the red
zone "X" out to avoid alerting the RBGs.
Keep trying in that fashion until you solve the pass code. Once solved, swing
the camera back toward the stairs to ensure neither of the RBGs is facing Sam
then FC through the security door into the next area.
(SAVE)
Locate the keypad on the server room door and Hack it. If you solve before half
the timer is past go NV, if the security beam can be seen through the wall let
it pass by. If and when clear open the door and locate the beam. The 2 domes
spin Cw and or CCw and counter spin from each other; follow the spin to the
target server when clear. Exit the room at a run and close the door on your way
out.
CT10a, Eaves drop on the war room, Stop the launch, retrieve Otomo
Drop to FC as you exit the room into the HLWY; return to the glass security
door stay tight to the wall on the right. If no RBGs are approaching pass
through the door and move up the right side of the stairs and hold at the
bottom 3rd. RBG#2 should pass by on his way to the escalator as he passes Sam
move up and left into the shadow against the elevator, slide and stop just
before Sam's head reaches the corner. #3 will be rounding the elevators in a
second or 2, as he passes Sam release and QQC through the large doors on the
right.
Once inside run to the left side of the large red room, turn right and run
along the exterior wall; drop to FC, once under the dome OCP it. QQC over to
the huge structure in the middle of the red room slide left and stop just
before the corner. Stand and hoist up to the walkway. Locate the vent and climb
in for the recording of Otomo. Once you have accessed the laptop near the
general back out of the vent as far as the game will let you go and then back
out to the walkway when freed.
Move back to the opening you used to hoist up to the walkway, turn around and
Jump. Locate the opening in the middle of the suspended thing Sam is standing
on, hear the 2 below comment, Go IR #1 should be standing below and a bit
forward of Sam's location, #2 is usually around the corner where you entered or
just below the gap in the middle of the walkway. Move to the gap and when clear
drop off to the floor.
One or both RBGs will converge below the spot where Sam jumped. Remain under
cover, QQC away from the RBGs to the far side of the structure, locate and OCP
the security dome. FC along the exterior wall till past the corner then run
along the wall till the next corner nears. Roll into an FC and then QQC to the
left side of the large doors. Stick and move close to the doors eventually
you'll hear footsteps and or the doors may open. If the door opens note which
direction #3 is walking, when safe peek around the door to see if #2 is
approaching the corner walking away or meeting up with #3. In any case when
clear QQC to the elevator and ride it down.
Crouch over the trapdoor and drop through when it falls away. Fast tap "B" to
make successive quick drops to the bottom. Climb out Creep left around the
square. Locate the 3 RBGs planting mines, drift to the perimeter wall and
continue to the security door. Enter, jump the rail, flip the switch and hop
back over. You'll hear comment from one of the RBGs ignore them, they ignore
you. Stand and run through the exit turn right and hop over the railing. QQC to
the other side of the raised floor, hop onto and over the table into the
trough. Climb out of the trough, QC over to the railing beside the target comp
and hop over.
(SAVE)
Access it for ISDF data. Plant the bomb, hop over the railing QC to the trough
drop down into it and detonate. FC to the end of the trough and hop out, QC up
the steps and around the corner, stand and run to Otomo. When Otomo is done
with his soliloquy and obligatory seppuku run to the glass door and into the
room when it opens, locate the crawlspace, FC to the end and climb out. Run to
and save Otomo, plant the charge on the window and stand clear. Once it blows
move in front and begin tapping "A" to get to the stat screen.
Fini!
Best time 15:47
KO -0-
Rnds -0-
Dists 3
ID -0-
All objectives complete 100 percent
_______________________________________________________________________________
6. END GAME STATS
_______________________________________________________________________________
Time 2:17:47
Kills, 3
KOs, 6
Rounds 3
Distractions 18