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.
_____________________________________________________________________________


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.
______________________________________________________________________________

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.


_____________________________________________________________________________

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)

_____________________________________________________________________________

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.

_______________________________________________________________________________

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