Title: Splinter Cell
Producer: UBI Soft
For: X Box
MSWord
Created: 11/3/03
Modified:
By: Ghidrah
Submitted:
EMaul: Ghidrah_@hotmail.com
Revision Date:
____________________________________________________________________________
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.
____________________________________________________________________________
As with all my guides, find some legit trick I missed that will improve on
the stealth aspects of the game and you get 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 they exist for the X Box version of the
game.
____________________________________________________________________________
MENU
1. REVISIONS
2. BRIEFING (crap)
3. DISCLAIMER
4. LEVELS AND SUBSECTIONS
5. CONTRACTIONS (too often used words or phrases)
6. DEFINITIONS
7. END GAME STATS
___________________________________________________________________________
1. REVISIONS
Since I never posted the original guide in 2003 all the changes made since
1st writing it are irrelevant.
____________________________________________________________________________
2. BRIEFING
Be aware, Sam is heading into areas cold with no idea what lingers ahead. The
"GAME KNOWLEDGE" you posses are Sam's "HYPER SENSES", his ability to have the
correct response to a given situation as it occurs. Sam "CAN NOT SEE INTO THE
FUTURE", so he must deal with an event as it develops. Sam is in search mode,
he has no idea where he's going until he arrives and no idea where he'll exit
until directed. This policy is difficult to uphold and I do occasionally
stretch it big time but stay within bounds.
Breaking this doctrine tends to "PRE-KNOWLEDGE" use, the act of preparing for
an unknown future event. I do the best I can to avoid this type of game play
in an effort to keep it as close to real as I can. Sam can prepare for the
unpredictable with the tools at hand, his physical ability and load out. I
have the Optic Cable as 1st and the manual pick or pistol as the 2nd tool for
quick response.
Back around 2003 a killer player AKA "The Message" beat me and my guide to
Gamfaqs by a day or two; so I read his before posting mine. Due to the
overwhelming similarities I elected to withhold my guide. We had a few
differences of opinion regarding game play; in general minus those
differences there wasn't enough to argue over, our guides were similar.
So after playing recently, (not having played SC1 in something like 3+ years)
and finding a couple more diversions to eliminate I decided to go through it
again including the extra levels. There are refinements to maneuvers and
explanations; it considerably expanded the guide from the original. So I
finished my guide and went to Game Faqs to reread the guide written by "The
Message". I figured it's probably seen some rewriting over the years and then
I discover the guide no longer resides at Game Faqs and nowhere else on the
internet.
If anyone reads my guide and has any idea what happened to the SC1 guide
written by "The Message" and why it's gone, e-maul me, I'd like to know, he
wrote a killer guide.
Everyone has a favorite way to maneuver through an area or level, whether
fast, ghost or train wreck; the point is having fun, for me its ghost game.
As with my other SC guides I strive for -0- comment from the AI, however it
just doesn't happen in SC1. I'm not sure whether it's due to limitations in
the game and or that it's just more restrictive than the latter games. SC1
requires many distractions.
Be aware, I have made adjustments in "SETTINGS" SOUND; Music volume is -0-,
and Ambient Volume is 50 and SFX are at 100. Video; Brightness and Contrast
are at 60.
_____________________________________________________________________________
3. DISCLAIMER
"NOTHING IS ONE HUNDRED PERCENT GUARANTEED"
(But, often mighty close)
The objective is to keep it as close to real as it can be under game
limitations. Today any organization relying on security, even low tech
measures involve electronic interconnection, (2-way and conference
communications). Patrol and station verification require regular comms
checks, in reality when personnel fail to make check-ins or fail to respond
to query all hell can break loose. Sooner or later any kill or KO would
elicit an investigative response from the BGs. So there are compromises, but,
I've kept them as low as I can figure out how to.
The game is full of little glitches; I'll try to remember to point out the
anomalies when I find them. The specific actions of an individual or group
can not be guaranteed under alarm conditions for any event outside of a
search and kill pursuit. A general AI response due to a purposeful diversion
can be expected nearly 100% of the time when directed from the same position.
I had played SC many times and developed a pace due to expectations;
unfortunately the game doesn't care about your expectations. Some of the AI
have routines, (undisturbed patrols) that can vary within limits, i.e.,
(begin from different points along their route or heading in either direction
along said route). This will disrupt ones preferred pace, (it always worked
before! It worked last time why not now?). Toss expectations and slow your
game down, lessen the need for restarts.
If you unintentionally alert local AI one must be able, if at all possible to
quickly modify their approach to the given situation. The routes and their
cycles are stable unless disturbed by Sam. What position the AI starts from
and the direction they are heading may or may not depend on the time or
action spent prior to entering an area, or the number of resets/attempts to
complete a room's objective.
If you repeatedly fail in an action and reset numerous times, you may notice
the AI is now even more acutely tuned to sight and sound. Sometimes they'll
nab you when you're at hold with excellent cover or that the prior AI route
has changed its starting position and multiple AI are out of your expected
sync. So, it may become quite apparent; the difference in AI movement in your
scenario compared to the one described in the guide will change your actions
to avoid detection. I will endeavor to alert the reader where
aberrant/varying behavior may occur.
It pays to locate and hold in a secure spot when possible to watch a patrol
circuit, learn the route, timing and number of participating AI. The guide's
route is the safest I can find with the least amount of restarts.
____________________________________________________________________________
4. LEVELS & SUBSECTIONS
1. Police Station
1.1 Blaustein's hidden drop off.
1.2 Police Sta. rear entry,
1.3 To the Morgue and 2nd fl. Comp.
2. Defense Ministry
2.1 Locate and interrogate Grinko's chauffer in Garage.
2.2 Deactivate Laser Grid and mic Grinko and Masse in the elevator,
2.3 Access Nikoladze's Comp in North Wing Office.
3. Oil refinery
3.1 Trail the Merc tech,
3.2 Snatch the Merc's Laptop
4. CIA HQ
4.1 Retrieve the SC-20K,
4.2 Access the central server,
4.3 Tap Dougherty's Comp,
4.4 Snatch Dougherty,
4.5 Take Dougherty to the Loading Dock.
5. Kalinatek
5.1 Locate and access Kalinatek's Fire Emer. Syst.,
5.2 Locate Mercenary programmers on 3rd fl.
5.3 Locate and disarm the gas line bomb in Archives room,
5.4 Locate fuse box behind Auditorium, restore power to fire doors,
5.5 Continue search for Kalinatek's Fire Emer. Syst.,
5.6 Locate Ivan,
5.7 Extraction.
6. Chinese Embassy
6.1 To the Sewers,
6.2 Rendezvous with agency contact,
6.3 To the Embassy,
6.4 Mic Feirong in his office then extract from the compound.
7. Abattoir
7.1 Bjork the broadcast antenna,
7.2 Through the freezers.
7.3 Through the stalls and tunnels.
7.4 Locate the captured soldiers and dignitaries.
7.5 Prevent the execution of the soldiers and dignitaries,
8. Chinese Embassy II
8.1 Access Feirong's comms archives in Embassy basement,
8.2 Exit to the Embassy compound,
8.3 Locate and explode gas tanks of trucks carrying bombs,
8.4 Locate Feirong and his Comp and Extraction
9. Presidential Palace
9.1 Gain access to the Palace,
9.2 Locate Cristavi's office and access the interrogation file.
9.3 Retrieve the Ark from the Library safe,
9.4 Locate and kill Nikoladze then Extract
10. Kola Cell
10.1 Locate and access Masse's server,
10.2 Locate the colonel and use him on the retinal scanner,
10.3 Locate Masse and D/L his source code,
10.4 Extraction.
11. Vselka Infiltration
11.1 Locate captive Russian sailor,
11.2 Locate Control room and deactivate the compressor,
11.3 Locate the Vselka sub,
12. Vselka Submarine
12.1 Gain access to lower deck levels,
12.2 Locate and access the central server,
12.3 Initiate a torpedo launch sequence, access to tube for extraction.
_________________________________________________________________________
5. CONTRACTIONS
Bad Guy= "BG",
Barrier Wall= "BW"
Clockwise= "Cw",
Computer/s= "Comp/s",
Counter Clockwise= "CCw",
Disposable Pick, (aka Quick Pick) = "QP",
Electronic Visual Options= "Head Gear" or "HG",
Entry Point, (where you entered an area from) = "EP",
Exit Point, (where you exit an area from) = "XP",
Grab and Drag= "G&D"
Grab Drag and Smack= GD&S",
Fast Creep= "FC",
Hallway= "Hlwy",
Infrared= "IR",
Line Of Sight= "LOS",
Micro Creep= "MC",
Normal Sight= "NS",
Night Vision= "NV",
Optical Cable the Door= "OCD",
Passageway= "Pswy",
Patrolling Bad Guy/Policeman/Guard= "PBG", "PPm", "PG",
Policeman= "Pm"
Soft Drop= "Y/B",
Slow Creep= "SC",
Smack and Lug= "S&L",
Stationary Bad Guy/Policeman/Guard= "SBG", "SPm", "SG",
Tap Creep= "TC",
Tunnel Opening= "TO",
Quick and Quiet= "Q&Q",
Quick and Quiet Creep= "QQC",
Quiet Creep= "QC",
Walkway= "Wkwy",
Weapons Creep= "WC",
Weapons Walk= "WW",
___________________________________________________________________________
6. DEFINITIONS
Combat;
Whenever possible I use hand-to-hand and cam take downs mainly to minimize
trace. I only use LTLs when target distance, loss of stealth and or the risk
of severe physical damage are high.
Diversion;
To divert the attention, to cause to turn in another direction, at times
either directed by the game, or personal preference, Sam is required to
redirect the attention of local and or distant AI. Game directed diversions
must be done to continue playing, e.g., (Def Min Office window, Abattoir
Antenna, Palace Library Safe) whereas personal preference is used to elude
rather than incapacitate or eliminate AI.
The game supplies you with a number of personal diversion options, some more
realistic IMO than others and all options rely on the use of sight and or
sound as the distraction.
1. Sound diversions; bottles, cans, jumping or running, gun fire and or
projectile impact.
2. Sight diversions; loss of sight, momentary or permanent due to switching
or breaking lights, momentary vague glimpses of Sam and jamming cameras.
Exceptions;
All sight and sound actions taken when no AI are around or when the immediate
AI doesn't react, (as in the basement of the China II level), will not be
logged as a diversion, but ammo or objects used in the action will be. Why
the BGs don't react to the 2 lights going out or the impact of the round
hitting the ceiling is beyond me.
Wrecking a camera with a sticky cam or removing a light to blind a camera is
considered a diversion. The main issues with light diversions are the number
of dead lights, impact noise and damage; all point to intruder/s.
Some diversions IMO are more acceptable than others. Unlike bursting lights,
shattering bottles, clanging cans, shooting cameras and gun fire, random
noises like jumping, a FC, or a short run IMO are far more appropriate in
most instances as abstract noise. As a next to last resort jamming a camera
if it is jammed when facing away from Sam is more appropriate. The one
exception where can, bottle or light use is acceptable albeit barely is when
the only other option is to expose Sam to the AI and damage.
Diversions are recorded for each level and as end game statistics.
Weapons and or Physical interaction with AI;
Eliminating or incapacitating AI by weapons use or hand to hand combat.
Elimination;
Head shots outside of hand-to-hand range, with either weapon are the only way
to remove AI without the possibility of sounding an alert and or receiving
damage from a fire fight by said target. However, proximity to other AI will
factor in alerts, alarms and possible damage received.
Foil/Gas Stun;
A foil stun is not considered a KO; the target is dazed not made unconscious
by the projectile. Foil use is frowned on due to Sam's inability to retrieve
the object. Gas canisters also momentarily stun AI for short periods; however
use is frowned upon because Sam is unable to retrieve the exhausted canister.
Gas just passes as acceptable when used as a level escape. In either case
trace evidence and enraged AI remain as an issue.
Forced Contact;
AI contact forced/required by the game so that a player can continue in and
or complete the level. Examples, the Defense Ministry chauffeur and colonel;
Grinko, any BG holding vital information unavailable to Sam by any other
means and consequently terminate progress, Nikoladze, etc, etc. All forced
contacts will be recorded as Kills or KOs for each level and as end game
statistics.
There is one anomaly which concerns Grinko and occurs in level 7 at the end
of Abattoir. Regardless of what take down method you use on Grinko the game
considers him dead, even though his body spasms and he has been revived by
BGs #6 and or 7.
Hand-to-hand combat;
For all BGs, catch them on their 6:00 they go down in 1 smack, 2 from the
side and up to 3 on face-to-face; if FTF Sam always absorbs damage, possibly
fatal depending on the weapon used.
Incapacitation;
Smacking, cams and the 3 conventional LTLs are 3 ways to knock out the AI.
All interaction regarding AI incapacitation is recorded as a KO for each
level and as end game statistics whether it is forced contact or personal
preference.
Jump and Roll;
To minimize button pushing and eliminate accidental hard drops to the floor
or ground, once you have Sam's legs off a pipe or holding from a fence, press
and hold both "Y" then "B" for a soft drop.
Keypad Codes;
All keypad codes acquired by IR are logged at the end of each level. They are
4 digit codes and are logged in the order they appear in the mission.
Less-Than-Lethal, (LTL) rounds;
Sticky shockers, air foils, gas grenades, sticky and diversion cameras are
recorded separately from rifle and pistol ammunition for each level and as
end game statistics.
Manual Lock Picking;
Speed picking a lock, I use a clock face to orient the pick positions. I'm
adding the coordinates for each lock within the path followed to complete
said level. Without the coordinates you will still be able to pick a lock
before an AI arrives or a countdown clock stops.
Movement;
Sam can creep, (moving while crouched) walk and run. While standing Sam has 3
speeds walk, weapons walk, and run, while in the crouch Sam's movement is
most versatile. While in the crouch, his modes range from the slowest and
quietest to fast and noisy. At hand he has the, Micro Creep, Tap Creep,
Weapons Creep, Slow Creep, Quiet Creep, Quick and Quiet Creep and Fast Creep.
Micro and Tap Creep;
Micro creep is rapid tapping of the forward button, Sam vibrates over the
floor producing -0- noise. Tap Creep is a slow tapping of the forward button,
Sam kind of mini hops and it's somewhat faster than MC.
Slow Creep;
It's a sloth like forward movement but still prone to noise climbing stairs.
Quiet, Quick and Quiet and Fast Creep;
QC is fine at close quarters when there are no obstacles or debris, (broken
glass) under foot. QQC requires a minimum of 20 to 25 feet between Sam and
the AI and FC requires at least 30 to 35 feet to maintain stealth.
Weapons Creep and Walk;
Used while armed with the pistol or AR, the WC is faster than the MC, SC and
TC and noiseless. WW is twice as fast as the WC and almost as quiet when it
comes to broken glass or squeaky flooring, however not so well on metal
flooring.
Policing your brass, (removing trace evidence);
Unfortunately the game limits Sam's trace removal to cameras which is my only
reason for using them when I can. However there're 2 major drawbacks in cam
use.
1. Distance and bounce;
Used as LTL projectiles the impact quotient of a camera drops to near -0-
beyond say 12 feet from the target, which alerts the target. The cam bounces
often wildly and gets worse with distance from the target depending on
trajectory and may not be found. This forces Sam to close in on the target.
1a. Diversion and sticky cameras;
They can be retrieved when used for surveillance, LTL projectiles and sound
diversions, (whistles) but diversion cams can't be retrieved if their gas
canisters have been deployed.
Rounds Fired;
All 5.72 and 5.56 ammunition fired, during a mission are recorded at the end
of each mission and as end game statistics.
Sam Orientation;
I use the horizontal/vertical, (Azimuth/Altitude) clock method to orient Sam
to important objects or destinations in the environment. When 2 coordinates
are given Azimuth is the 1st set Altitude the 2nd e.g., 8:00/11:00 or
3:00/5:00. Anyway, it helps me orient.
Shocks and Foils;
Know that a shocker anywhere on the body is a KO, a Foil to the head is a KO
but everywhere else on the body its 5 seconds worth of goofy before the BG
comes back pissed off.
Soft Drop;
Soft dropping to grade can be tricky, you think you're about pitter patter to
the ground; instead you thump it and alert everyone.
1. "Y/B", the trick is to press and hold "Y" then roll your thumb onto "B"
and hold it till Sam is on the floor or ground when hanging from pipe, fence
or ledge.
2. If you're standing, run off a ledge then press and hold "B" till you land.
3. If you're crouched at the ledge, just press for a FC. If you hold forward
Sam will roll in the direction held.
___________________________________________________________________________
"The choice between leaving a witness or a corpse is no choice at all"
1. Police Station,
1.2 Police Sta. rear entry,
1.3 To the Morgue and 2nd fl. Comp.
1.4 Access Security surveillance system on top floor.
1.1 Blaustein's hidden drop off
Always rotate through your HG options when safe after entering a new area,
remain in NV, click out only when the light hurts and then only after you
ensure security measures are clear.
You begin in a darkened area of a motel parking lot, (I think). There are 3
PBGs, 2 on the ground and one on the 2nd floor Wkwy of the motel. Observe at
least one pass of the 3 PBGs, and then move when they're walking away from
the stairs. Stay dark and to the right along the wall, climb the stairs and
scale the ladder to the roof. Move up roof into the dark, locate and access
the trap door then drop down. Follow the path to the small room, locate your
XP, (climbing pipe) then climb up and out onto the flat roof.
Locate the cable connecting the buildings and zip into the burning building.
From this point follow Lambert and Grimsdottir's instructions through the
burning building without delay. OCD all closed doors before opening, once you
locate and speak to your informant Grimm will get you back into fresh air. Go
NV and ignore her request to shoot out the skylight, locate the XP in the
smoke filled room and save your ammo. OCD, once outside head right at a QQC.
(SAVE POINT)
Listen for footsteps as you move along the balcony and look up alley for BGs
as you round the corner. You may hear footsteps on your way to the opening in
the railing, look down for BGs. When clear, face the opening, stand, press
run, then jump and then roll for a soft drop on the opposing balcony. Either
you'll soft drop and hang, land in a crouch or roll all without being heard
by approaching AI.
(NOTE)
The PBG that patrols through the alley below may be approaching from either
end of it. If you don't see him approaching from up alley he's coming from
the right.
+=+=+=+=+=+=+=+=+=+=+=+=+
Continue around the corner to Sam's right on the QC. As you move along the
dark and narrow Wkwy you hear an angry BG demanding to speak to Grinko. Drop
down into the bushes of the raised planter, QC through the bushes to the
stairs. Drop off the planter to the deck, QC up the stairs onto the porch and
to the right into the dark corner near the window. Hear footsteps; look
through the window for an approaching BG.
Once the BG stops at the front door open the window and climb into the house.
The angry BG never turns around, even when BG #2 approaches him. QQC to the
interior stairs, boo all rooms before passing then and before you enter the
last door on the right. Blaustein's room, locate and access the black box
behind the painting for the data you'll need to exit the house. Access
"NOTES" on your Palm for the keypad code.
Move to the XP, use the pass code, OCD and exit the building. Locate the zip
line and slide across to the roof. Press crouch as you zip across the ally
for a soft drop to the tin roof. Spend a sec to recon for approaching AI; use
the dark to approach and enter the XP on the QC when clear. OCD, jump to the
elevator cable and slide down to the elevator.
Drop down into the elevator; locate and move to the XP, pick the lock, OCD
and then exit the room. QQC toward the balcony railing then left toward the
stairs and head down the stairs. 2 PPms will approach and harass a drunk as
you head for the next set of stairs leading to a basement. Stay tight to the
left side of the stairs and railing as you step down about 8 treads; face the
wall and stand.
(NOTE)
Sam will be pretty much lined up with the 1st of the 2 Pms harassing the
drunk.
+=+=+=+=+=+=+=+=+=+=+=+=+
Jump up and grab the railing, skooch right and stop just past the corner of
the railing then hoist up onto it. Go NV; locate the balcony PBG at your
12:00/1:00. Crouch, drop into the bushes then move to the end of the fence at
the corner of the alley. A PBG may be in the alley, approaching or receding.
(NOTE)
The PBG may be coming or going anywhere along his route; you have the BG on
the balcony and as you creep up alley see one that patrols the 2nd floor of
the building at the end of the alley. There are a number of cover spots along
the alley, take advantage of them.
+=+=+=+=+=+=+=+=+=+=+=+=+
Follow the PBG up alley along the left side of it; use the shadows and then
the doorway niche for cover when he stops and 180s. 3 things you need to pay
attention to;
1. A PBG in 1 of 2 2nd floor windows ahead.
2. The footsteps of the advancing balcony PBG at your 4:00/10:00.
3. The PBG walking the area.
If #1 and or #2 occur you must hold and verify both BGs move away to follow
the PBG up alley. If #1 and or 2 occur there're 3 cover spots ahead.
1. A dark niche ahead and at the corner to the right.
2. Cover at the corner past the niche.
3. between the niche and the stacked boxes.
If and when you follow the PBG up alley to the stairs hold at 1 of the 3
cover positions, in all cases I prefer #3, the boxes; it gives Sam LOS to the
2nd floor windows and the PBG that patrols the floor. As the PBG walks away
down alley from the stairs QQC along the wall to the right side of the stairs
then swing the camera around, look up to the windows and listen for footsteps
as you inch up the steps. You need to see and hear if and when the 2nd fl. BG
is in either of the 2 windows, if and when clear make your way up the stairs
to the next area.
As you approach the opening of the next area leading to Blaustein's drop off
reconnoiter. It appears to be a small village square and street market. There
are many produce stands set up around the perimeter. There's a large gate at
the opposite side of the area and a small set of plantings, (shrubs and such)
to the right of it. A 2nd fl. PBG may be standing at 1 of 2 windows facing
Sam, if so wait for him to walk away, as he does FC over to the fountain.
Look up to the 2nd fl. window near the gate, if it's clear quickly move into
the bushes for cover. Locate the EP to the drop off in the small garden area.
1.2 Police Sta. rear entry
Accessing the comp triggers the large gate near the bushes to open and a PPm
to enter the square so exit the drop off on the Q&Q. Stay to the right, keep
an eye on your light meter and move along the wall through the bushes toward
the gate. Keep an eye on the PPm and 2nd floor window for the PBG. When clear
pass through the gate and FC down the right side of the alley. Drop to QC as
you approach the window on the right and stop just before the corner. Boo
around the corner, it's a dead end; a PBG may be walking toward Sam or
entering a niche in the building.
1. If he enters the niche FC left along the alley, cut hard right around the
dumpster and corner and then drift left across the street to the wall. Stay
tight along the wall, stop in the shadow just before the fence and hold. A
PPm, up alley, should be approaching your position, and there may be a PBG
patrolling the 2nd fl of the building at your 12:00/2:00.
A 3rd of the way down alley the PPm stops and 180s to look up alley for a few
seconds, when he does FC along the fence and gate to the corner of the
building, then cut across the darkened street to the 2nd doorway niche along
the alley. Hold till the PPm passes Sam's position. As he passes by look up
to the 2nd floor windows across the street, the PBG may be there. If so QC
across the street to the building then head right, accelerate to FC up alley
to the corner at the intersection.
2. If the PBG at the dead end is walking toward Sam hold then follow him, he
may make 0 to 3 stops along the way to the far upper end of the connecting
alley ahead, stay to his 6 and at a discrete distance. Once you're in the
next alley you'll see another PPm up alley and advancing, stay right and
tight along the wall and stop in the shadow, (defined shadow line on the
pavement and a window above).
Let the PPm pass by Sam to QQC up alley to the 2nd doorway niche and hold.
The PPm will return up alley and the PBG you followed will return to the
short dead end alley. As the PPm passes Sam down alley the 2nd time QC out
and across the alley to the building if the 2nd fl PBG is in the window then
accelerate to FC up alley to the corner at the intersection.
(NOTE)
There's no way I can find to get Sam past the gate without being detected by
the trellis BG. Option #1 is the safest and fastest route I can find less
removing the trellis BG; however Option #2 is a slicker maneuver but with a
higher failure rate. Even though the alert sound registers, for the most part
it's -0- comment. If done correctly, as Sam slides along the wall to the
fence the trellis BG is alerted to something.
He 180s looks about then 180s and faces the trellis again. You may catch him
still looking along the steps when you reach the corner. If so the 2nd floor
PBG eventually leaves the window area via a doorway close to the trellis. The
odd thing is, the trellis BG hears Sam, yet I'm pretty sure the 2nd floor PBG
comments, "It was probably nothing".
+=+=+=+=+=+=+=+=+=+=+=+=+
Option #1;
From scenario 1 and 2, at the corner of the building at the top of the alley;
a BG will appear from the left, walk into a small gated area to the right and
then into a trellised Wkwy. Stay 6 to 7 feet off the BG's 6 then bear right
past the gate toward a climbing pipe. At the pipe swing left along the Wkwy
to the support post. Stop beside and about 3 feet off from the post, when the
BG approaches the sitting bench jump for noise.
As you begin walking straight to the wall press crouch; stick to the wall
then slide to the fire hydrant and hold. The alerted BG will return to the
gated area, if he walks to the left of the post release and enter the Wkwy.
If he walks to the right of the post he'll stop for a moment, hold till he
begins walking again then enter the Wkwy. Accelerate through the Wkwy from QC
to QQC and continue along the steps to the far wall. QQC along the wall to
the gated fence, stand and double jump off the wall to the top of the fence.
Drop down beside the tree, head for the wall then along the wall and fence to
the dumpster. Hop up and then double jump over the wall to the next section
of the mission.
Option #2;
From scenario 1 and 2, at the corner of the building at the top of the alley;
a BG will appear from the left, walk into a small gated area to the right and
then into a trellised Wkwy. Stay 6 to 7 feet off the BG's 6 then bear right
past the gate toward a climbing pipe. Approach the pipe from its 7:00, (at
contact Sam will automatically prep for the climb) when the BG reaches the
bench on the Wkwy climb the pipe.
Head for the far right corner of the trellis at a QC and stop about 2 feet
from the ledge. Locate the on station BG below, look to the ground at his
7:00 between him and the corner of the steps; this is where Sam will land.
You want the 2nd floor PBG to be at the window furthest away from Sam to
avoid detection. Gently press forward to get Sam moving, just before he falls
off the trellis press full forward, Sam will soft drop at the BG's 7:00.
SC along the steps to the wall with the shadow line, stick and slide quickly
to the corner of the fence and wall then hold. If done well, the trellis BG
will 180 and look along the steps to the far wall, see nothing and then 180
back to face the Wkwy. If you didn't attract his attention stand and slide
back toward the steps enough to get the alert sound then crouch and slide
back to the fence.
Eventually the 2nd floor PBG will exit the window area via a doorway close to
the trellis, when he does QC to the gate then back between the fence and tree
to the wall. From there QQC along the wall and fence to the dumpster, hop up
and double jump over the wall.
(SAVE POINT)
1.3 To the Morgue and 2nd fl. Comp.
Use the key code downloaded from Blaustein's comp to the Palm to access the
rear door of the Police Station, follow the guard on the QQC. Stay on the
carpet and to the left side of the corridor then cross back to the right at
the foot of the steps. Hold till the PBG enters the doorway then move left as
you climb the steps to the left side of the reception window. Allow the PPm
to pass Sam and turn away from the reception window to continue along the
wall toward the morgue, if you OCD to the left of the morgue windows you'll
find a guard sitting in a closet watching a TV.
Move to the edge of the window and peek inside the Lab section of the morgue.
QQC to the sliding door as the techie comes to a stop or is moving away from
Sam. Enter the Lab and avoid the tech then locate and enter the autopsy
section of the morgue. Move a smidge left of the sliding door and
reconnoiter. Locate the camera at the far corner of the room; wait for it to
turn away from Sam and the 2 bodies to FC across the room, between the bodies
and then to the wall. When the camera turns away the 2nd time move Cw toward
the sliding glass door.
1.4 Access Security surveillance system on top floor.
Move past the door then boo the lab for the tech; wait for him to appear and
come to a stop to move Sam through the sliding door and to exit the lab. Once
in the Hlwy, QQC left to the XP, OCD then up the stairs to the next door.
OCD, enter the next room and stay tight right along the wall. Stay within the
dark past the curtain thing to the wall where someone will enter the station.
Stay along the perimeter of the room passing the level XP. Locate the sliding
door on the opposite side of the room and exit.
(NOTE)
You can explore the room and the 4 doors on the 2nd floor if you like Monty,
however, one of the doors is bad.
+=+=+=+=+=+=+=+=+=+=+=+=+
Move up to the 2nd floor, two paper pushers sit at their comps. Stay to the
wall on the right, creep to the 1st door and OCD. Doesn't look like a
Surveillance Ops to me, move to the 2nd door and OCD. Hmmm! Dark, draped and
shelves. Ooh, look! I see legs beneath the drape. Enter the room. Go NV, move
to slit in the drapes and boo the room. There's a dark and cozy niche to the
left with shelving for extra cover. I see a couple of keyboards, a bunch of
monitors, some VCRs and a big meaty BG standing guard over them. This just
might be the place.
Head for the corner at your 8:00 and 180, you can see through the drape,
stand and then jump for noise. QC past the leading edge of the shelving and
stop next to the cassettes, wait for the BG to pass through the curtain to
the corner and stop. QC through the curtain to the comp; access the comp for
the info then QC to the back of the room and into the dark niche. Once George
(pronounced Guyorghey, said with a limp tongue) returns to the comp feel free
to head downstairs to the level XP.
Once through the sliding stairwell door, stay close to the wall and slide to
the XP to complete the level.
Speed Pick, Exterior door to drunk and 2 cops, 11:00, 7:00, 5:00, 5:00
Level 1 complete,
2 Divs,
_____________________________________________________________________
Ghost 1st, Divert 2nd, KO 3rd and Kill only as a last resort
2. Defense Ministry,
2.2 Deactivate Laser Grid and mic Grinko and Masse in the elevator,
2.3 Access Nikoladze's Comp in North Wing Office.
2.1 Locate and interrogate Grinko's chauffer in Garage.
Always rotate through your HG options when safe after entering a new area,
remain in NV, click out only when the light hurts and then only after you
ensure security measures are clear.
(NOTE)
When rappelling hold the left tower down and continually tap "Y" until you're
swinging out and down to the target window then stop tapping "Y". You'll
swing through the window and drop to the floor.
+=+=+=+=+=+=+=+=+=+=+=+=+
On the roof, ASAP! Go NV, move to the vent pipe; rappel down to and through
the open window. Take off at a FC, swing left around the book shelves and
head for the XP ahead on the right. Drop to QQC as you approach the table on
the right, hook hard right around the table to the corner of the wall and
door. The door may already be opening when you come to a stop. Allow the BG
to enter the room and pass Sam's position; hook tight around the door and
right and tight along the wall of the Hlwy.
Locate the BGs at the far end of the Hlwy, as you QQC along the wall, one
should be advancing toward Sam then stop near a door on the left. Cross over
to the left side of the Hlwy once your light meter drops down into the 1st
segment and then approach the XP, (the stairwell door on the left).
OCD, to safely access the XP you must hold until the PBG has walked past at
least 4 or 5 squares of the parquet flooring. You'll discover 2 cameras in
the stairwell, to evade the cameras move along the outer perimeter of the
stairwell to the garage. There's enough darkness to cover Sam as long as he
remains along the perimeter. Locate and access the XP at the bottom of the
stairwell then OCD.
(SAVE POINT)
(NOTE)
There're a few ways to get through this part of the level without being
detected or forcing a distraction on the SBG that eventually takes station
near the garage XP. However they rely on continuous running, speed talking
and shooting a light and or garage camera. They all have their caveat and
rely on pre-knowledge and assumption.
+=+=+=+=+=+=+=+=+=+=+=+=+
Once in the Garage go NV, FC left and remain in the dark to avoid any
cameras, listen for the whir. Once around the corner you'll see 2 cars; as
you approach the 2nd car bear left, you'll catch a glimpse of the chauffer,
QC up his 6:00 for a grab-n-gab. Talk and then convince him he needs a time
out.
2.1 Deactivate Laser Grid and Mic Grinko and Masse in elevator,
Retrace your path back to the stairwell, as you approach the XP you'll notice
an SBG blocking access to it. Position Sam under the 1st set of columns after
the SBG and open elevator shaft then jump for noise. QC over to the elevator
shaft and allow the BG to pass. QQC into the stairwell door, OCD and remember
to evade camera detection as you climb the 6 flights of stairs back to the
XP.
OCD then open it, enter the Hlwy; locate the SBG and then advance. QC past
the chair and table to the wall, stick and slow slide along the wall to the
SBG and hold. Swing the camera about to see Sam through the SBG, micro tap
forward, the further you go the darker you get. If the SBG makes an overt
movement, (look away or shuffle his feet) slide to the stanchion and then
release. Inch along the stanchion to the outer corner then hold. Swing the
camera around so that you can see Sam through the SBG again and wait for
another overt movement.
(NOTE)
Like all on station AI in the game each one has an overt movement that
provides a window of opportunity, the SBG near Sam is no exception. Some
shuffle about, some look around, etc. It may take time to learn the correct
action and then wait for it to carry on.
+=+=+=+=+=+=+=+=+=+=+=+=+
As the SBG produces another overt movement QC around the stanchion back to
the wall, you'll be between the stanchion and flag. Quietly turn around and
face the XP, notice the darkish lane leading from the flag to the right side
of the XP. Pay attention to your light meter as you SC across the Hlwy within
the dark lane. Move to the XP, OCD, open it and enter the room.
Move tight right to the wall upon entering the room; locate the camera above
the door, as it turns away, quickly move along the wall to the right of the
XP. As the camera spins away move to the door and discover it's locked, pick
the lock and then OCD. Look back to the camera, when it's turning into the
dark corner open the door and hold. When the camera turns away again exit
straight out to the balcony railing then left to the corner.
(SAVE POINT)
Hop up onto the balcony railing a few feet to the right of the corner post,
turn left and face the gutter across the gap. Run and jump to the gutter and
then skooch over to the open window; drop to the window sill and then soft
drop to the kitchen floor. Q&Q into the aisle on your right, stop in front of
the 1st door on the refrigerator and hold. A BG will enter the kitchen and
walk over to the table near the cook.
As the PBG enters the kitchen QC to and through the open doorway and into the
cafeteria; continue to the double doors to boo the balcony which is empty of
BGs. QC left or right into the dark and to the balcony railing to recon the
huge room. You can easily locate 2 SBGs from the railing. SBG #1 is on the
balcony below and #2 on the far side of the main floor near double doors that
have vertical bars blocking access.
Hop the balcony railings for 2 soft drops to the main floor and discover SBG
#3 near the desk. So there are at least 3 BGs that can cause problems for
Sam. From your drop point beside 1 of the 2 staircases QC through the line of
pillars then circle left or right, (depending on which side of the room you
dropped from) to the bench and fern near the XP and scanner.
Turn and face SBG #3, QC toward the line of pillars and stop halfway between
the pillar line and the bench behind Sam. Sam should now be looking at the
SBG from between the 5th and 6th pillar from the left and halfway between the
pillar line and the bench, if so you should be crouching over a small dark
square. Jump for noise.
(NOTE)
You may need some patience for this event; the AI is most often predictable,
however there are too many ways this next part can go. The odds are 40/60
you'll get away with the 1 diversion instead of 2. The desk SBG has many
variations as he moves about the ground floor before and after he returns to
station.
+=+=+=+=+=+=+=+=+=+=+=+=+
QQC to the right along the pillar line then cut left through them and under
staircase #1. Ensure Sam is NS so that you can clearly see SBG #2 near the
barred double doors; use the pillar between the staircase and the desk for
cover. #2 will be turning back and forth from left to right while #3 walks
behind the pillar line and SBG #1 descends the #2 staircase. When SBG #2,
stops turning his head back and forth and finally looks away turn toward the
desk. Go NV, SBG #1 will be walking around staircase #2 and heading behind
the pillar line or already behind it. As #1 walks behind the pillar line QQC
to the desk.
Access the comp then head for staircase #2 on the QQC. Pass under the
staircase toward the wall and then left through the pillar line and then back
to the wall. Lambert will contact Sam to inform him the colonel is on his
way. Hold at this position and eyeball the 2 BGs moving about the room. #3
may be returning to the desk and #1 is likely heading back through the pillar
line to staircase #2.
(NOTE)
This is where the above maneuver deviates; both BGs always return to station,
however SBG #3 has 3 or 4 main variations with a sub variant at the end of
option #1.
1. SBG #3 has returned to the desk from the original diversion and then left
the desk for the scanner. From the scanner, most often if SBG #3 looks about
then heads back through the pillars the he'll head for staircase #2. When he
reaches the base of the stairs he may or may not climb to the balcony and
just return to station. If #3 climbs to the balcony this opens the most
comfortable set-up for Sam to take the colonel and drag him to the scanner
minus a 2nd diversion.
2. From the scanner, if SBG #3 comments before turning back to the pillars
he'll return to station. The colonel will arrive and Sam will require a 2nd
diversion to take the colonel.
3. A bit more rare and less desirable than option #1 the SBG will return to
station from the original diversion then head directly to the stairs and
climb to the lower balcony. When this scenario occurs he returns to station
much sooner than option #1. In this scenario #3 sees something and comments
as I snatch the colonel away from the desk.
If you opt for the 2 diversion maneuver, Lambert will contact Sam as you
withdraw under the #2 staircase and to the wall. To capture the colonel when
he does show up, know this; the balcony BG always descends the #1 staircase
to the noise and follows the colonel.
+=+=+=+=+=+=+=+=+=+=+=+=+
The 2 Diversions Scenario
Colonel Klink has already descended to the ground floor and is sitting at the
desk. Move CCw through the rear section of the room to and under staircase
#1. Position Sam halfway between the pillar line and half his crouch height
under the staircase, it'll be right on top of the dark square. When the
colonel is sitting at the desk and everyone has settled down jump for noise
and return to the crouch. QC through the pillar line; hook hard right around
the pillar and hold. To avoid detection by SBG #1 you must take the colonel
with quick and quiet precision once he comes to a stop under the staircase
and turns away from Sam.
As the colonel stops and turns away move in for a G&D; to elude SBG #1 who
will likely follow you out past the pillars, promptly back through the
pillars and head for the scanner end of the room. Remain in the dark and
swing the camera around as you withdraw to keep an eye on #1. Use the colonel
on the scanner then drag him into the new room. Squish him into the dark
corner on the right and smack him.
You can hear a camera in the 2nd half of the room; from the standing position
hug the wall and slide toward the corner, stay within the shadow line and
have a boo. The camera has a long and slow left to right rotation, when it
passes the halfway point heading to Sam's left beat feet to and through the
XP.
When the cut scene ends run straight out to the center of the courtyard, pull
out the mike and listen in on the conversation between the two guys in the
elevator. Once complete stow the mike, run past the double doors to your
right and leap up to the trellis before the PBGs detect Sam. Climb the
trellis to the open window and then drop down into the building. There will
be a loading screen and a short cut scene.
2.2 Access Nikoladze's Comp in North Wing Office.
(SAVE POINT)
Once Sam is free from the cut scene, run right past the clear divider to the
dark corner, stick, crouch and hold. The two guards will walk out and never
see Sam, go figure. The 2nd guard will stop closer to Sam then cross the room
to be near the other BG. As he heads for BG #1 release and follow, enter the
elevator then press up.
Exit the elevator, move right to the soda machine and recon. Hear and locate
the wall camera, as the camera swings to Sam's right run wide left over to
the dark area with the bench seat, hop onto it, hold and recon. A PBG will
approach and open the security door for you, follow him into the Hlwy, move
left, hug the wall and slide past the break room in safety.
(NOTE)
There are 2 ways past the 2 security doors the simplest is used for the
guide. The other option requires you to pick the lock on the 1st door to your
left out of the elevator, hoist up into ductwork and drop into the Hlwy near
the 2nd camera. They both take about the same amount of time to complete, I
think using the BG is simpler.
+=+=+=+=+=+=+=+=+=+=+=+=+
QC to the corner and locate the camera at the far end of the Hlwy. Do a FC
along the left wall to the other end of the corridor, stop under the camera.
Pull the pistol and kill the light at the corner near the closet door. Try
all the doors, only one opens and it turns out to be a closet with a ladder
leading to a trapdoor and the roof. Reconnoiter and locate the rappelling
stink pipe.
(SAVE POINT)
Hook up to the stink pipe for a walk down the wall. Stop before stepping onto
the window and scout the room. There's one BG facing away, pull the pistol
and shoot the window, target the window frame.
(NOTE)
If you fire anywhere within the office, (excluding the window's interior
frame) whether you shatter the window or not the BG will snap, scream and
target the window. If Sam is holding too low and seen he'll be shot. The BG
will eventually calm down and return to station.
There is a milquetoast alternative, where the BG remains much calmer.
It's great shattering the glass on the 1st shot, (it saves waiting time) but
not mission ending. Unfortunately I've never found a repeatable single shot
holding position on the wall or targeting spot on the glass, more often than
not it only succeeds in cracking the pane.
+=+=+=+=+=+=+=+=+=+=+=+=+
So, I gave up and now position Sam's left foot on the horizontal black wall
stripe closest to the glass hold the pistol anywhere along the interior frame
of the window and fire 1 round. If the glass breaks great, if not oh well. If
you crack it hold position, you get the alert sound, the BG calmly walks over
to the window then circles the room Cw, holster the pistol and watch the BG
move about the room, on his way back you hear commentary and then he returns
to station.
Once settled fire a 2nd round and then holster the pistol. He'll approach the
window and then repeat the circle around the office CCw. Watch him begin to
walk away and approach the side of the "L" shaped desk, once he's nearly
halfway along the side of the desk press for rappel down and then quickly
release the control to allow Sam to drop into the room. QQC CCw around the
desk, the BG will come to a stop at the XP and may look to the left and
right. There is a dark spot on the floor next to the (printer desk?) and the
alarm pad on the wall, stop in the dark spot.
The BG then walks over to the filing cabinet; follow when Mr. Greigor Uslurp
heads over to the window to the right of the broken one. Move Sam over to the
file cabinets and stick to the one closest to Greigor. In a moment G will
head over to the window left of the broken one, as he moves away access the
comp then drop off and hang from the ledge.
Once you've accessed the comp and you're hanging from the ledge all hell
breaks loose, up to 3 BGs rush the room. Eventually most exit; G likes to
hang back which may cause Sam and you to rash excessively about the sensitive
areas. Lambert wants more data from the comp before you can leave.
(NOTE)
Most often G's route is a left to right pace, moving left he stops at and
faces the desk then walks left over to the glass at the corner of the room.
After 8 or so seconds he returns to the desk for a few then back to the
original corner.
+=+=+=+=+=+=+=+=+=+=+=+=+
Wait for G to stop near the desk at Sam's left, as he begins moving to the
right past the desk hoist up, QC to the comp and access it a 2nd and final
time. It's time to make like a tree and leaf, QQC for the XP.
(SAVE POINT)
FC into the Hlwy; stand and run left to the open stairwell door and to the
next XP at the bottom. Head to the empty elevator shaft, line up and jump to
the pipe or whatever it is on the other side of the shaft and slide to the
bottom. Junior should have taken care of the BG by the time you get there.
Speed Pick Office exterior door to balcony, 10:00, 5:00, 11:00,
Level 2 complete,
2 KOs, 4/5 Divs, 2/3 Rnds
_____________________________________________________________________
3. Oil Refinery
3.2 Snatch the Merc's Laptop,
(NOTE)
You can't prevent Sam from being ID'd and you have moved him from the EP
through the pipe into the inspection chamber. This first section is
uneventful
(SAVE POINT)
3.1 Trail the Merc tech
Always rotate through your HG options when safe after entering a new area,
remain in NV, click out only when the light hurts and then only after you
ensure security measures are clear.
Climb out onto the Derek and endure the cut scene. If you haven't adjusted
Sam since the end of the cut scene, turn him 90 left, run, leap to and climb
the ladder to the upper level Wkwy of the platform.
(NOTE)
To avoid AI comment and make a quiet and successful landing on the upper
Wkwy, Sam's body must be above the upper Wkwy before the jump. Press and hold
the left tower to move Sam to the right then press Y/B. Sam will soft drop on
the Wkwy in the crouch.
+=+=+=+=+=+=+=+=+=+=+=+=+
Once there take two rights at a QQC to the big box or whatever it is and
climb up. Jump up to the pipe and mad skooch, go legs up only when on close
approach to the 2 I beams, drop them back down ASAP. You make better time
this way. Eyeball the Wkwy below as you approach for a center landing, the
PBG should be under or just walking away as you line up with the Wkwy. Soft
drop, accelerate from QC to FC up the 1st set of stairs and then drop back to
a QC as you approach the next platform.
Once on the platform QQC left for cover, the trailing BG will about face for
a bit then turn away and follow the group. There'll be an explosion most of
the group will exit and before long a PBG will reveal himself from the
flames. He'll exit to the left in a moment, allotting Sam the time required
to follow him at a run to the corner of the intersection.
As you approach the corner drop to FC, enter the Pswy, move right to the
wall, stick and stand halfway between the 2 corners. The PBG will FC back
through the Pswy passing Sam unnoticed, release and QQC around the corner
into the next area. Continue on to the white tank ahead and to the right.
(SAVE POINT)
Move quickly to the white tank and pull the lever, FC CCw around the tank,
stick to the reddish panel and peek around to locate the 2 PBGs near the
doorway, both will investigate the tank. Release from the panel when you lose
LOS on the 2nd PBG as he passes left in front of the tank. FC CCw around the
tank and piping, stay tight right all the way to the next corner ahead on the
right. FC through the fire and locate the large machine ahead and to the
right.
(NOTE)
Don't waste your time following the group into the building; there is nothing
of value to accomplish outside of maybe getting ventilated. The back room is
a kitchen with no XP. The game doesn't want you to follow the BGs into the
2nd half of the building. The door rises up to open and as the last man
passes the door plane it drops down faster than you can quietly move to
follow.
+=+=+=+=+=+=+=+=+=+=+=+=+
(SAVE POINT)
3.2 Snatch the Merc's Laptop
Climb onto the big machine on the right, jump up to the pipe, legs up shimmy
over to the window and hold. Eventually you'll hear footsteps, (the BGs
moving into the 2nd half of the building) and then another explosion which
will shatter the windows allowing access. Shimmy through the broken window,
receive instructions from Lambert and start pressing drop ASAP. Drop down and
book out the door before cluster bomb sees you and tries to ventilate your
Fishy avatar.
Once near the top of the ladder, you get the chopper explosion and lots of
screaming. Watch the techie running across the platform on his way back to
the launch. Ultimately you follow the briefcase back to the floating dock and
the end of the level. Run left and past the 3 vertical white tanks and then
right where the area opens up. You'll then receive another cut scene of the
tech running to and through a doorway, there's a BG firing at a fence to his
left.
Continue running right to and down the stairs, do a hard left at the foot of
the stairs and bee line it for the door. Do not slow down an iota as you
enter the room, the BG will be on your 6:00.
(SAVE POINT)
Quickly open the door and hang a hard left through the Pswy; if you've been
fast and nimble you'll see the tech turning left at the corner. Take another
hard left at the corner where it opens up and through the gate. Now you
should easily see him turning right and heading down the stairs as you round
the corner. Dog his butt down the 2 flights of stairs to the long metal Wkwy
for a G&S and then take his stuff. I usually catch him between the middle of
the Wkwy and the end, (where Sam drops down at the beginning of the level).
My quickest nab is on the mid platform between the 2 flights of stairs.
Level 3 complete,
1 KO, 1 Div
_____________________________________________________________________
4. CIA HQ
4.2 Access the central server,
4.3 Tap Dougherty's Comp,
4.4 Snatch Dougherty,
4.5 Take Dougherty to the Loading Dock,
4.1 Retrieve the SC-20K,
Always rotate through your HG options when safe after entering a new area,
remain in NV, click out only when the light hurts and then only after you
ensure security measures are clear.
(NOTE)
There are 2 EPs into the building one slightly more difficult than the other
but neither one stressful. Each requires you to move past or follow 3 men to
gain access to the elevator hall. I believe the route I use in the guide is
faster and provides ample cover. You get a map of the building, use it to
figure out where you are if you're confused.
+=+=+=+=+=+=+=+=+=+=+=+=+
Run across the driveway and back onto the grass then turn right, drop to FC
and head for the building. At the wall head right toward the main entrance to
the building. Slow to QC as you drop down to the pavement, locate the
climbing pipe and climb the pipe. Drop off to the flat roof and enter the
building via the vent opening.
Drop down into the building and then to the floor. FC left and around to the
left side of the bench seats then FC along the seats toward the reception
desk ahead. There are 2 agents in this room 1 on station in the reception
area and the other is patrolling the center and length of the room.
Bear left to the corner of the reception desk and wall, quietly hop over it
and back down to the floor; QC over to the door and OCD. Locate the PG, when
he begins walking to the right, enter the room QC to his previous position
and hold at the end of the console near the XP. The PG will patrol to the EP
at the other end of the console, stop and then retrace his route.
When he turns and heads for the EP follow him and break off to the XP, OCD
and exit. This area is full of deactivated metal detectors; turn left and
exit the room. Move to the XP at the other end of the small room to discover
2 agents, one is talking on a cell phone and one on station to the right of
the elevator door.
Once you enter the elevator hall turn left and circle the room Cw at QC.
Locate the bench seat, hop onto it and then stick to the wall in a crouch and
then release. Recon the room and locate a PG on patrol behind a glass wall
above your EP. Stick to the wall as the talker walks to the elevator, the SG
hangs by the lift and the PG remains on patrol. Once the talker enters the
elevator, release, hop off the seat and head for the elevator at a QC, stay
tight to the wall.
(NOTE)
This is where it can get a bit sticky, there's no cover between the seat and
the elevator so if the guard turns toward Sam as you advance on the XP Sam's
toast. My best suggestion is to wait for him to make an obvious adjustment to
his position, like looking toward Sam's current position before doing the QC
to the elevator.
+=+=+=+=+=+=+=+=+=+=+=+=+
When you make it to the elevator stick to the door in the standing position
and then slide toward the call button, wait for him to readjust a 2nd time
before you crouch, release and access the call button. When done stick to the
door in the standing position, go NV, then slide to cover the seam. Drop to
crouch just before the door opens, when it does open, turn slowly, enter the
elevator then push for down.
Next Floor
(SAVE POINT)
(NOTE)
Take the save there are tres difficult maneuvers ahead in the hall.
The call button side is the darkest spot on the door and your profile is
smaller when standing, no knees. Unless you have the bright set high you need
to go NV to see the seam between the elevator doors. If Sam is standing when
the elevator doors slide open he often jerks violently enough to be seen and
or heard by the SG and or the PG behind the glass wall.
+=+=+=+=+=+=+=+=+=+=+=+=+
Go NV; FC, just as you approach the 2 doors drop to QC, pass by the doors
then hook right and turn back to the door. Enter the room as the paper pusher
exits, access the comp for the server room security door pass code and exit
before the door closes. FC down the hall and bear right around the corner
then drop to QC and bear hard left around the 2nd corner. QC over to the
leading end of the lighted counter on the left, stick and hold in the dark
spot.
The talker will approach and begin babbling, once he bellies up to the
counter QC around him, creep close, but do not touch. Stay tight left and
locate the PG exiting from the vending machine niche. Continue to the next
lighted window area, stop just before the window and remain in the dark. So,
we have 1 man in the lighted room with a satchel, a PG pacing the Hlwy and
the talker at the counter.
Wait for the PG to head back to the soda machine niche on the other side of
the Hlwy, stay dark and QC across to the security door. OCD then head left
along the shadow line and then back through the door to the lighted room.
Turn right, stick to the wall under the light switch then slide tight to the
file cabinet, release and hold. Once the talker returns to the security door
keypad, look to the Server room guard. Follow him as he begins walking back
to the server room observation window, QC his 6 for a rabbit punch.
Crouch, go NV, take the satchel and pick up the guard. Do a 180, stay tight
to the right and head to the front of the room. As the Talker walks back into
a closet, (just past the room you're in) head to the file cabinet near the EP
and dump the body. The talker won't see Sam as long as you stay to his 4:00.
Access the Palm for any new info, (security door pass code); QQC out the EP
to the security door, use the pass code and enter the room.
(NOTE)
So far in repeated testing of this maneuver no one locates the KO'd MIB.
+=+=+=+=+=+=+=+=+=+=+=+=+
Once in the room move left a bit to avoid possible detection from the Hlwy
and or the men in the room. Locate the room pacer wait for him to stop at the
right side of the room to exit. Access the comp in the next room for the pass
code to the next security door and do the pass code door.
(SAVE POINT)
(NOTE)
Take the save, this next bit can be a smidge frustrating too. It must be
exact, without hesitation and accomplished fast.
+=+=+=+=+=+=+=+=+=+=+=+=+
As soon as the save point is complete FC to and down the stairs to the end of
the shelving row. QC around the end of the row and locate the tech. If he
isn't in the aisle wait for him then follow him back and to the right around
the end of the 2nd row of shelves. Stay tight to the shelves on the right and
turn hard right around the end. Keep the pole on your left and the end of the
shelving on your right. Sam must be in contact with the end of the shelving
and dark to avoid detection by the 2nd man approaching from the 2nd aisle.
As soon as the 2nd techie is parallel to Sam move out along the right side of
the shelving then cross over to the left side behind the 2nd techie.
Accelerate from QC to QQC along the 3rd row of shelves to the far end of the
aisle. Turn hard left at the end of the 3rd row to exit the area without
detection. QC halfway up the stairs to IR the room for MIBs, locate and pick
up all the goodies waiting for Sam on the shelf.
(SAVE POINT)
4.2 Access the central server,
FC out into the hall, past the mini Cafe on the left and out to the big Hlwy
with the blue light shining through the big glass doors on the left. Drop to
QC as you round on the last right turn, there're spooks about. Reconnoiter;
locate the PG pacing back and forth in the large room to the right. Locate
the shadow line running from the room the agent is in to the glass doors
leading to the server room entrance to Sam's left.
To the left side of the glass doors there is sufficient shadow to cover Sam
while you wait for the PG to move into position. As the PG begins walking to
the left, QC into the shadow to the left of the glass doors and hold, the PG
will walk back to the right, as he passes behind the partition separating the
opening of the room he's in QQC through the 1st set of sliding glass doors
and light screen.
(SAVE POINT)
(NOTE)
Take this save; sometimes the server room area can be a real PITA, all it
takes is one mistake. There're many ways in and out of the server room;
however none can be guaranteed to always work 100% of the time. I'm writing
for the most common scenario, (90% and better) regarding the actions of the 2
techies in the server room.
Know this, maybe 10% of the time #1 walks CCw around the server room instead
of under Sam's position on the balcony. The maneuver is still achievable but
will take much longer as #1 and 2 may be investigating all over the room. The
point is to prevent the techs from locating Sam. Once Sam is in position you
need to decide whether you have the time to jump the railing for the keyboard
or wait for #2 to walk the room again for timing sake.
There are 2 ways to soft drop off the railing, crouch then press FC then
release to prevent a roll or stand, press forward then tap for roll/crouch.
Hold forward only if you require a roll; to catch up to techie #2 and ensure
the roll is directed at the keyboard so as not to alert either or both
techies.
+=+=+=+=+=+=+=+=+=+=+=+=+
FC into the dark foyer through the 2nd sliding glass door, locate the keypad
on your left, if you haven't already access the Palm for the pass code and
enter it. It's time to turn and burn; FC to the XP, OCD and then enter the
room. It's time to turn and burn, head left on the balcony, FC to the corner
and hit the wall as you bear right around the corner.
Continue only far enough to get the alert noise then return to the corner.
Locate Tech #1, if he's moving toward and below Sam's position at the corner,
QC along the wall back toward your EP and stop when the corner of the railing
is to Sam's 9:00. Angle the camera to get the best look at the main floor
below the railing without moving from the wall.
(NOTE)
A number of scenarios can crop up from this position; I think all depend on
where Tech #2 is when you enter the bright side of the server room. #1 almost
always approaches Sam's position at the corner and #2 unless disturbed always
circles the room Cw. If #1 is under Sam's position when #2 enters the room #1
may also walk Cw around the room ahead of #2 to the far corner.
He may also head back toward the cart and pass #2 at a slightly different
meeting point then head to the front of the room between the cart he was
previously crouching at and the monster tower in the center of the room. #1
may then stop at the seal or may continue to the far corner of the room.
If #1 leaves Sam's position before #2 enters the room, #1 walks to the front
of the room between the cart and the XP then stops at the CIA seal, look over
one of his shoulders then walk to and stop at one of the server stacks at the
far corner of the room. Sam's response is practically the same in each
scenario.
+=+=+=+=+=+=+=+=+=+=+=+=+
1. Look to #1 as he walks away, if it's between the cart and tower, hop onto
the railing and soft drop off behind #2 as he walks away from Sam's position.
2. Look to #1 as he walks away, if it's between the cart and the XP, hold,
wait for him to stop at the front of the room near the CIA seal. He may
glance over his left shoulder toward Sam before walking away. As #1 begins to
walk away from the seal approach the railing, hop up and crouch. #2 has made
his 2nd right turn below Sam and is now walking toward #1. Press for FC and
soft drop to the floor.
From either scenario, stay on #2s 4:00, QQC to the server keyboard and access
it. Do a 180 and FC to your 10:00, (under the balcony corner you were
recently positioned at). Move tight to the server stack to Sam's left and
stick. Look toward the keyboard you just left; you'll see #2 heading for the
XP and then #1 returning to the cart. Slide to the outside corner and boo the
XP, once #1 crouches at the cart release and QC along the server stacks to
the XP and exit the room.
Enter the dark half of the server area and bear right. You may see #2 walking
ahead of you, follow him around the corner and locate the stairs to the upper
level of this room. Once #2 turns left at the next corner, take the stairs to
the upper level. Locate the security door; use the same pass code as on the
1st server room door and exit back into the dark foyer. Move to the center of
the opening and close enough to the 2nd sliding glass door to have it open.
(NOTE)
This is where it can get sticky, The large room's PG patrol route is as
follows; to the right he stops at the end and faces the room for a number of
seconds then turns to face the Hlwy. To the left he stops at the end then
immediately turns to face the Hlwy. The possible problem comes with the PG
that patrols the next section of the Hlwy; he may be standing to the left of
the 1st sliding glass door. The maneuver below is the safest approach to
sliding glass door #1 I've found.
+=+=+=+=+=+=+=+=+=+=+=+=+
4.3 Tap Dougherty's Comp,
Locate the PG pacing the front of the large room across the Hlwy, wait for
the PG to begin walking to the right to QC along the right side of the
lighted Pswy. Stop just before the white light barrier and stick. Look to the
Hlwy floor to the left of the 1st glass door. If you see 2 little dots or
bumps deforming the shadow line running across the Hlwy floor they are the
shoes of the Hlwy PG.
Wait for the PG in the large room to begin walking to the right a 2nd time to
continue through the barrier and through the 1st set of sliding glass doors.
Continue to QC through the dark lane leading from the sliding door to narrow
partition between the 2 openings and hold. Look left, down the Hlwy and then
through the left side opening of the large room and through the glassed wall
cubical into the adjacent Hlwy for any sign of the Hlwy PG.
Either way; if the Hlwy to the left is clear once the room PG again begins
heading to the right, QC into the large room from the left side of the
opening. QC left toward the XP; stop at the door at the corner of the glassed
cubical to your 11:00 for momentary cover.
(NOTE)
Sam has sufficient cover at the door from the room and or the Hlwy PG.
Be on alert as you bear right around the corner to the vending machines, (I'd
boo 1st,) the PG patrolling this leg of the Hlwy may be anywhere along the
Hlwy.
+=+=+=+=+=+=+=+=+=+=+=+=+
If the Hlwy past the XP is clear when you approach the corner of the cubical
slide off the cubicle and QC across to the right side of the XP and stick.
The XP connects to an adjacent Hlwy. If you're quick, quiet and lucky you may
catch a look at the PG passing by the XP. If not keep an eye out for the PG
as you QC tight right around the XP opening to the wall then stick and hold
for recon.
If the Hlwy is clear of PGs, QC along the vending machines then move out into
the Hlwy when cover allows, (light meter). QQC along the left side of the
Hlwy; keep an eye out for PGs and drop to QC when you locate the reception
window. Once you have Sam at the far end of the new Hlwy and moving toward
the reception window and or PG, you get a save point.
(SAVE POINT)
Next up is the window guard. Once the PG has cleared out of the area,
approach the window; stay to the side and in the dark then jump for noise.
This alerts the guard and he leaves the room to investigate the noise. Jump
into the room through the window and follow the guard out into the very big
dark room.
Break left into the dark, move quickly to the side of the stairs and
reconnoiter, notice that the cameras turn CCw, wait for both to be pointing
toward the center of the room to cross the staircase. FC past the stairs and
into the Hlwy at the other side of the room, if you are fast enough, you'll
be moving along the left Hlwy wall heading toward the corner before the PG
comes down the stairs and starts prowling.
Drop to QC as you approach the corner then boo it, there's a room with an
agent in it. Watch for the guys shadow to shrink as he walks to the back of
the room. QC past the room, to the stairwell; creep down the steps enough to
target the ceiling light. Pull the AR, load a sticky cam and pop the ceiling
light and as always police your brass. Move over to the keypad, check the
Palm for info, locate and use the pass code. OCD then look up to the camera
to ensure its swinging away from the XP then open the door.
(NOTE)
Too bad Sam can't do 2 things at once. You can't access the door and exit
fast enough to beat the camera with or without the cam jam so the light must
be removed.
+=+=+=+=+=+=+=+=+=+=+=+=+
(SAVE POINT)
QC left into the room and around the door till it closes then QC to the wall
between the door and glass and stick. Hear the mad talker in the small office
to the left, when he's done yelling at the phone he exits the room for the
vending machine at the other end of the lobby. Remain on this side of the
room, QQC to the end and hold near the XP. When the agent returns to his
office pass through the XP into the next room.
Move through the testing room to the XP, pick the lock, enter the room and
use the elevator.
(SAVE POINT)
Go NV, QC CCw along the perimeter wall through the Media room. Locate the XP
and move on the Q&Q into the next room. Once in the large open cubical room
stand and scan the room in IR then FC toward the windows and left to the
offices at the far end of the room. If you're Q&Q you'll be behind
Dougherty's door. (rm. 508) before he leaves, use the open door to sneak in
before it closes behind him and access his comp. Once done with the comp,
return to the Hlwy and follow him.
(SAVE POINT)
4.4 Snatch Dougherty,
When Sam reaches the theater room door, peel off into it to avoid the Hlwy
MIB. You'll pick Dougherty up in the next Hlwy when he's done blabbering to
the MIB in the sitting room. Move to the middle of the theater, hold at the
aisle intersection and reconnoiter the room. 1 MIB is near your XP and 3 are
near or on the stage talking about and viewing a presentation. Seconds before
the stage MIB ends his presentation the XP MIB moves away from the XP to the
projector room; QQC to the railing, hop over it to the XP, pick the lock,
ensure all clear and exit the room.
Dougherty may still be talking to a MIB in the lounge/sitting room, along
with 2 other MIBs who are watching the tube, if so stick to the wall below
the glass and slide to the opening of the room. Your light meter reads good,
release and QC past the opening, locate the dark niche on your right and
stick. Doughboy and his friend will exit the room; Pillsbury Fresh will
meander to the pass code door, release and follow when clear. Be close enough
to his 6 to slip past the security door before it closes.
Once on the other side follow him at a distance to the Smoking room door and
hold just close enough to keep the door open. Reconnoiter; flip through your
HG to scan the area and locate a PG outside and in the rain. Follow his
patrol to learn his route, as the PG heads left and passes the XP do an S&L
on Dougherty, pick him up and head into the rain.
Eyeball the PG; head for the far right corner of the courtyard where the
courtyard "Ls" off and hold. As the PG returns and once he's passed by Sam,
head out for the narrow Wkwys and stairs at a QC. As you distance yourself
from the PG stand and walk, locate the XP and exit the area.
4.5 Take Dougherty to the Loading Dock,
(SAVE POINT)
Pick up doughboy and creep down the stairs, stand and walk over to the
opening to the next room. There may be a janitor to your right, if not hold
till he appears and crouches. Head left past the end of the 2 rows of
machines, (electric generators?) and hold there's probably a PG ahead. Boo
around the machine to locate the PG. He'll walk along the last row of
machines toward Sam and then stop at the space between the two machines in
the 2nd row.
He'll then walk toward the XP and then back to the desk where the janitor
stops. When he turns to look between the machines move out along the wall
toward the PG then follow him back to the XP. When you reach the gap between
the machines drop to QC and stop when the PG stops at the XP. Wait for him to
walk away from the XP to move Sam to it, boo through the XP to the side and
bottom of the fire escape. Ensure no one is there before you exit.
Continue down the stairs at a QC and tight to the left side of the stairs to
avoid detection from the deck PG below. Turn right at the bottom and continue
on down the ramp till you get between the first and second fire escape
support posts. At this point, have Sam drop down into the niche and over to
the dark corner below the fire escape.
Wait for the PG to return and move completely up the ramp before moving Sam
out to and around the corner on the FC. Keep Sam close to the wall, stand and
begin walking as you round the corner. Continue to the second dark spot along
the wall with a cubby hole. Crouch and wait for the stair PG to approach the
top of the stairs to this level and retreat.
Watch the stair PG from the dark spot as he moves away, he inspects the niche
to the right of the lower platform a second time then he walks down to the
ground level. As the PG walks down the stairs and Sam begins to lose sight of
him, begin moving forward in the creep. After a step or two, stand and walk
to the head of the stairs. From this point creep all the way to ground level,
turn right at the base of the stairs to the wall and slide right a couple
feet.
Turn left and face the approaching PG, TC forward when he comes to a stop at
the base of the stairs, Sam will mini hop along the wall quietly, continue
tapping till the PG takes four steps up the stairs. Accelerate from TC to FC,
when you reach the fence stand and walk. Keep moving to the end of the fence
and then dump doughboy in the corner.
Wilkes and his friend are talking to Mr. Numb nut, look up and to the left at
the top of the ladder for the deck PG; QC to the edge of the shadow line and
hold. Wait for the deck PG to turn left and head for the ramp to advance on
the agent. QC up his 6 for a GD&S, drag him straight across to the loading
dock then right to the post where the loading fender is missing. Swing the
agent into the post and smack him.
(NOTE)
To date I've found no way to distract the agent away from Wilkes to avoid the
KO.
+=+=+=+=+=+=+=+=+=+=+=+=+
Move right then hop onto the loading dock, return to Mitch and pick him up.
Go NS then get as close to the loading dock as possible without blowing cover
and still see the deck PG when he stops at the ladder. When the deck PG moves
to the ladder from the ramp, stand, when he heads for the stairs leading to
ground level, walk toward the driver's side rear corner of the truck. Once
you cover 75% of the distance to Wilkes drop to QQC for the rest of the way
to Wilkes. This will avoid detection by the deck PG on his return.
Speed Picks;
Weapons testing range, 7:00, 12:00, 5:00,
CIA Theater trailing Dougherty, 7:00, 11:00, 5:00, 2:00,
Level 4 complete,
3 KOs, 3 Divs, 1 Sticky Cam,
_____________________________________________________________________
5. Kalinatek
5.2 Locate Mercenary programmers on 3rd fl.
5.3 Locate and disarm the gas line bomb in Archives room,
5.4 Locate fuse box behind Auditorium, restore power to fire doors,
5.5 Continue search for Kalinatek's Fire Emer. Syst.,
5.6 Locate Ivan,
5.7 Extraction.
5.1 Locate and access Kalinatek's Fire Emer. Syst.,
Always rotate through your HG options when safe after entering a new area,
remain in NV, click out only when the light hurts and then only after you
ensure security measures are clear.
(NOTE)
The up coming maneuver is simple but can be a PITA. Failure is usually due to
excessive noise, arriving at the wall late or being too close to the corner
and doorway when the BG walks past.
+=+=+=+=+=+=+=+=+=+=+=+=+
Hold the run button so that Sam is running when freed from the level load and
save window. Stay close and to the right of the van and yellow car. As Sam
passes the yellow car, bear left and aim between the middle and right side
wall phones. The right phone has a can on it. Take note of the shaded floor
area between the vehicles and phones, drop to FC just before you exit the
shaded area and continue to the phones. Stop halfway between the 2 phones and
hold. Wait for PBG #1 to walk past the support column before you QQC to and
around the open door and into the stairwell. Move too fast, you'll alert one
or both PBGs, too slow and you'll miss the door and get bagged by PBG #2.
Stay in the crouch and climb the stairs to level six. Creep up to the front
passenger side of the car and grab the can then QC over to and behind the
van. Stick to the back of the van and boo the passenger side, there are 2
more SBGs to the right front passenger side of the van. Slide back, release
and move back to the wall, stand and press ready to throw.
Raise the throw icon so that the last circle touches the top of the van then
throw the can over the center of the van. Crouch and move back to the van,
stick to and boo around the van to the SBGs. One may approach the van, stop
and then retreat, in any event ensure that both have turned and or walked
away. Creep to the crates and the open window near the van, climb up and take
the save if you aren't being fired upon.
(NOTE)
If you're taking fire I'd consider restarting from the beginning of the
level.
+=+=+=+=+=+=+=+=+=+=+=+=+
(SAVE POINT)
As soon as Sam is free crouch and FC out into the dark, grab onto the palette
of materials hanging from the crane and hoist up. Turn, stand and run off the
pallet. Press and hold roll just before dropping off the pallet, Sam will
soft drop in a crouch or roll to a stop without any damage 90% of the time
and better. QQC left over the glass roofed bridge connecting the 2 buildings.
QQC to the building and then right under the windows of the room the 2 BGs
are in to the end of the sitting area. Jump up and press roll for a soft drop
through the glass roof onto the sofa in the sitting area.
180, stay close to the wall and QQC toward the sliding glass doors. A PBG
will enter the sitting area from the right, turn right and walk to the far
end. QC off the bench, into the room and bear right past the locked door to
the window and boo the next room through the glass; nobodies home. FC back
past the glass doors and boo the sitting area, locate the PBG and watch a lap
of his patrol route.
Take note of the big honkin side-by-side metal detector divides the room,
there's a Hallway on the right past the detectors and a doorway, (XP) ahead,
left side of the room. The bridge PBG should be on patrol and walking by the
glass doors in a second or 2. After he passes by the doors he'll stop, QC
across the room along the glass doors into the corner for cover. Wait for the
PBG to head back to the far end of the sitting area.
FC along the wall to the locked door and stand, pull the pistol, target the
light over the right side metal detector and pop it. You'll hear comment and
may or may not hear the alert sound from a BG in the Hlwy past the metal
detector. No one will show up if you stay away from the metal detector for a
moment. Turn and cross the room back to the sliding glass doors and hold. The
PBG will pass by the door again. Move to the corner for cover, as the PBG
passes by the doors on his return to the far end of the bridge for the 3rd
time, QQC toward the right side metal detector along the glassed wall and go
NV.
5.1 Locate and access Kalinatek's Fire Emer. Syst.
(NOTE)
The next bit can be a little tense and sometimes infuriating, but doable if
you have the patience and a few simple moves. There may be up to 4 agitated
BGs rushing the room, 2 from the XP and 2 from the Hlwy past the detector.
The 1st BG enters the room via the XP, soon followed by at least 2 of the
other 3 at almost the same time.
#4 rarely shows unless there's shooting. There is much confusion but there is
be a path to the XP. As each BG enters the room he heads for the position Sam
is currently at. As each BG locates Sam at a stationary position and begins
to advance on him it pays to reposition Sam.
+=+=+=+=+=+=+=+=+=+=+=+=+
Step through the right side metal detector, (#1) and move slightly to the
right against the glassed wall; face the XP and hold. The 1st BG through the
XP will locate Sam at said position; give him 2 steps toward Sam then
reposition, QC across the opening of detector #1 to the narrow partition
separating the 2 detectors. Stay closer to detector #1 and continue looking
at the XP. Now BG #2 enters from the XP and possibly #3 from the Hlwy.
If you're not looking at the XP and #2 you'll certainly hear him running to
the doorway. BGs #2 and 3 will target Sam at this position. Allow BG #2 1
step toward Sam then move at a QC across detector #2 to the wall then toward
the XP. QQC along the wall and at the last second drift right to the right
side of the XP, then cross over the threshold for a save point.
(SAVE POINT)
(NOTE)
Take the save if you aren't being shot at. If you are you bjorked it, restart
from a previous save. Once you're past the XP there're no consistent
reactions from the 3 BGs in the metal detector room; one or more may enter
and reenter the fish tank room looking for Sam. To date I've found many spots
to hide in the room but only 2 that work 90% and better, the 2 best are in
order.
1. Hop up into the HVAC duct and move deep enough to -0- out the light meter.
2. Between the coffee table and the 2 side-by-side sofas, don't move past the
halfway mark of the right side sofa.
If you chose the table/sofa option, you don't want to trigger the murderous
cut scene in the next Hlwy until all BGs have left the room. All kinds of
crazy BG variants have occurred around this room.
+=+=+=+=+=+=+=+=+=+=+=+=+
Once the door stays closed for at least 15 seconds you're probably good to
go, best to hold and recon until you hear something like "He's not here".
Move toward the light switch and activate a murderous cut scene. When free,
hold at the switch and look through the window, a BG may enter from the metal
detector room and remain, pray not.
Turn the lights off when the murderous BG is about 10 feet from the door then
position Sam at the end of the aquarium facing the XP. When the PBG enters
the room and passes Sam's position QC out of the room. Go to FC as you move
along the left wall, pass by the closet door and swing around the buttress,
it has a light switch on it.
From this position quickly locate the wall mine on the wall across the Hlwy,
circle wide Cw past the wall mine crossing the Hlwy just past the opening to
the sitting area. QC along the wall toward the end, stick and boo the corner,
there's 2 BGs guarding an elevator further along the Hlwy. Slide away from
the corner and cross the Hlwy for cover from the BG in the aquarium room.
Return to the light switch on the buttress and turn the lights off.
QQC a Cw path past the wall and nestle into the shallow corner just past the
opening to the narrow sitting area and hold. Hold for the PBG from the
elevator area, when he passes Sam on his way to the light switch. QQC to the
section of Hlwy the PBG came from and around the corner. Stop past the corner
and hold, (might not have to, BG at elevator may see something as you round
the corner).
When the PBG turns the light back on the BG standing at the elevator may see
something and advance on your position, if not attract his attention, then
QQC over to the big potted plant near the elevators. Move behind and hold,
the BG will stop at Sam's previous position and then continue out to the main
section of the Hlwy. FC to the elevator and enter to end this section of the
level.
(SAVE POINT)
(NOTE)
Take the save, there are -0- options relating to the beginning of this part
of Kalinatek. If you dally about you could get hosed.
+=+=+=+=+=+=+=+=+=+=+=+=+
5.2 Locate the Mercenary programmers on 3rd fl.
ASAP from the save, go NV and roll out of the elevator, FC through the room
and out into the Hlwy. Go NS; you'll hear gunfire from the glass walled room
to your left as you pass by the vending machines. Boo the noisy room from the
doorway to see 1 or 2 BGs in the room shooting junk up. As you decide to pass
up on this room, FC along the Hlwy and bear left into the room at the
intersection. FC straight into the glass walled room. The room is afire;
locate the techs cowering in the far left corner, advance, locate the mines
and disable both.
(NOTE)
I prefer to disable the mine on the right 1st so I can see the 2 BGs enter
the room, but it really doesn't matter which you do 1st. To disable a mine,
approach it on the QC and or walk without spazzing, (you won't blow up) and
the disable mine window will appear on screen. Disabling is a timing issue;
you must press "A" when the mine is lit green. If you mistakenly press when
red don't release "A", press the "D" pad up for (Go Back to Game) then retry.
When both are disarmed you'll get a save point take it.
The success rate for the maneuver I use is about 66%, the reason being the
random actions of the 2 BGs. Sometimes one or both refuse to exit the room or
they get stuck at the doorway. Often one or both exit the room and return
within seconds and sometimes they'll just 180 and fire on Sam.
I have a solution with a 95% success rate but it requires the use of pre-
knowledge. Running and snatching a can at the vending machine, distracting 2
BGs in a narrow Hlwy with it, disarm the mines, speed talking a tech then
FCing out of the room into the dark between the pillar and the room the techs
are in before the BGs get close enough to see Sam.
+=+=+=+=+=+=+=+=+=+=+=+=+
(SAVE POINT)
5.3 Locate and disarm gas line bomb in Archives room,
When you're done listening to the tech, alert the 2 BGs; I prefer to QC
toward them and to the left along the side of the bookcase. Once they comment
I fallback to the wall beside the tech and still see the doorway.
The 2 BGs will investigate then slowly walk out of the room. Follow the 2nd
BG, move to the wall near the cadaver and slide along without exposing Sam.
Sometimes Blondie stops in the Hlwy near the door then moves out into the
foyer, (I guess). Boo around the corner to ensure a BG isn't holding out of
sight around the corner. Exit the room with a hard right QC along the glass
wall to the corner then left into the dark corner then stick and hold.
Somewhere between 1:40 and 1:50 they'll straggle back into the room, release
and QC past the room and into the foyer.
QC to the next Hlwy stay left till you're past the fallen door then stand and
run the rest of the Hlwy to the keypad and XP. Use the pass code on the door
then enter a place just this side of hell, flaming and mined rooms and Hlwys.
Go NS and start running.
(NOTE)
You must run the entire way to the last and unfortunately locked door,
because there's so little time remaining on the clock.
+=+=+=+=+=+=+=+=+=+=+=+=+
The last door is locked, pull out the pick and start picking. The bomb room
is engulfed by flame, but, (for the rolling impaired) there's a narrow path
over a file cabinet to the gas bomb, otherwise roll through the flames
approach and deactivate. If you have been carefully following the file Sam
should be full on the health meter. My best and worst times have 61 and 11
seconds left on the clock.
5.4 Locate the fuse box behind Auditorium; restore power to fire doors,
Return to the Hlwy, turn left and FC to the auditorium, locate the 2 SBGs
ahead, drop to QC and turn left after passing through the opening to the
auditorium. QC Cw around the glassed security enclosure; down the stairs and
out into the lower level of the auditorium. Stay in creep mode, move through
the center of the auditorium and then to the left up and over the stage. Bear
right around the corner to the basement stairs and climb down. Once you're at
the base of the stairs you activate a cut scene,
(NOTE)
The cut scene has Sam seen in the auditorium you can't avoid it, its part of
the game and then it shows 3 BGs hanging around waiting for something to do.
+=+=+=+=+=+=+=+=+=+=+=+=+
To your left against the wall is a machine, (?) large enough to cover Sam
from the approaching BGs, stick to its side and against the wall, they'll
pass right by in their haste. Take note of the number of BGs that pass by
Sam, do the math. Once they vanish around the corner and up the stairs,
maneuver Sam through the basement on the QC. Move Cw around the machinery and
into the dark niche about 10 feet from the SBG. He's right near the switch
Sam must pull to continue on in the game?
Remain under cover but move out of the corner just enough to see the BG, jump
for noise and move back into the corner. The BG will investigate the general
area, find nothing and continue looking elsewhere. Move over to the Fuse box
and throw the switch.
(SAVE POINT)
Get Sam back into the dark spot; be careful that #3 doesn't see Sam through
the gaps between the machines and then wait for the three BGs to return to
station. Now to get Sam's butt back up to the auditorium. On the QQC make
your way back along the machinery and up to the auditorium.
5.5 Continue the search for Kalinatek's Fire Emer. Syst
Once at the head of the basement stairs, use your previous route to the
basement and retrace your track to the glassed security enclosure. Slow to
QQC as you approach the SBG on the left side mid platform and to QC as you
round the steps to the lower right corner of the enclosure. Stop between the
5th and 7th steps.
It's still dark enough for cover; load a sticky cam in the tube. Shoulder the
AR creep backwards to the railing all the while keeping an eye on the light
meter. Once you're against the railing stand, target the head of the PBG when
he comes to a stop and thump him. Once he's down stow the wep crouch and QC
up the right side of the enclosure, stay clear of the enclosure as you creep
around to the opening in the rear.
(NOTE)
It's rare but has happened often enough recently to point out and I'm not
sure why. The sticky cam can fail to KO the PBG; my only suggestion so far is
to adjust your position on the steps and ensure that the targeting reticle is
centered on his head.
The enclosure SBG has 3 moves; the correct move is a bit subtle; he looks to
the left then the right, be patient.
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Look to the SBG in the enclosure, wait for his move then QC in along the
perimeter wall, nab the satchel, cam and leave the KO. QC out of the
enclosure to the XP, access the Palm for the pass code then enter it into the
keypad.
OCD then enter the room and climb the stairs to the next level, stay to the
right on the 1st flight and left on the 2nd as you climb. FC ahead and to
your right toward the darkened corner with the little water cooler; FC past
the corner with the water cooler to the next darkened corner and hold for a
sec. Turn to face the 2 BGs in the glass walled room, stay tight to the wall
on Sam's left then FC along the wall to the shallow corner. When you reach
the wall's electrical outlet hit roll. Sam may roll into or stand and run
into the corner.
(NOTE)
It's a 50/50 alert-no-alert crap shoot on the above maneuver.
1. If no alert, SC to the corner of the glass room the 2 BGs are in and face
the end of the Hlwy.
2. If an alert FC to the corner to ensure both BGs have been aroused.
+=+=+=+=+=+=+=+=+=+=+=+=+
From either option above, FC along the glass wall, as you reach the doorway
niche roll through it and then enter the Infirmary around the corner at the
end of the Hlwy. You can't stick to the wall under the med kits but you can
hide in the corner under the wall cabinets.
When you hear the PBG from the server room area walking toward the Infirmary
move out from the corner, stand and face the Med Kits. The PBG will stop near
the doorway, jump for noise; crouch, move into the corner and stick. He may
comment but he'll eventually walk back to the server room area. One of the
BGs from the glass walled room may also stop at the corner of the Hlwy,
(sometimes while the server room BG is still there) and then return to
station in the glass walled room.
When the server room BG returns for the 2nd time repeat your previous lure.
Jump for noise; crouch, move back into the corner and hold. This time he'll
walk over to the corner of the Hlwy where he stopped before then head down
that Hlwy toward the balcony area. When he does, exit the infirmary QQC right
to and through the server room Hlwy and then enter the server room on the QC.
QC into the closest aisle and left to the server row, stop about halfway to
the end, stand, locate the user BG and jump for noise. As the user BG moves
off to investigate crouch, QC CCw around the end of the row to the dark spot,
stick and ensure the BG has rounded the leading end of the row before you
move to the keyboard and access it.
When complete QC back to the dark spot at the end of the server row, stick,
stand and hold. Boo over the row and Sam's head to locate and follow the
actions of both BGs in the Hlwy. Once the user BG reenters the room and stops
at the keyboard QC out of the room, through the Fire Door and up the stairs
to the next level.
(SAVE POINT)
5.6 Locate Ivan,
Climb the stairs to the next floor and drop into the crouch. OCD then enter
the room and creep over to the high counter; stay within the shadow line on
the floor and you'll be OK. Let the 2 PBGs finish their conversation and for
Mr. wobbly bladder to head off to the lavatory. As soon as the 2 separate
follow wobbly into the lavatory, wait for him to begin relieving himself to
QC behind him and into the 1st stall. Stick to the wall with your back to the
Tinkler and hold.
(NOTE)
I know it's a drag; it takes 2 minutes for the guy to finish business, maybe
he has a narrow urethra or an enlarged prostate gland and should see his
gynecologist [sic]? Anyway it's a hell of a lot more believable than hoisting
up into the ductwork a foot away from Mr. Nobodies Home.
+=+=+=+=+=+=+=+=+=+=+=+=+
When the BG relieves himself of the lavatory, excrete yourself, (sorry I
meant extract, butt it just came out that way) over to the duct and hoist up.
Shoulder the AR and WC to the next duct opening then send a sticky cam to the
BG's head. Drop to the floor and retrieve the sticky then talk to Ivan. Give
him the bad news and threaten his life, take the access code then leave him
high and dry without any tissue. Exit the Lav, locate the elevator and ride
it up to the top floor.
(NOTE)
What transpires next is for those who find the low KO or Kill count more
important than something closer to realism.
If I foil Igor I'm able to exit the room without taking a round or 4 or 5 in
the back maybe 50% of the time. With speed talk alone I have succeeded albeit
barely, (sliver of white at the bottom of the health meter) maybe 10% of the
time.
+=+=+=+=+=+=+=+=+=+=+=+=+
Once safe in the dark ensure Foils are loaded and then creep to the other
vent opening quickly enough to alert the BG but stay dark. Igor will move to
the vent, when he turns and begins to walk away soft drop into the bathroom.
Shoulder the AR, target Igor anywhere but the head and follow him. You should
be close to Ivan when Igor comes to a stop near the last stall, pop Igor with
the foil before he turns around, (you need the extra second required for him
to turn).
Sling the AR and speed talk Ivan while Igor is wobbling about. Keep an eye on
Igor and continuous left pressure on the left tower. You'll move a smidge
toward the XP when your convo with Ivan ends, if this occurs before Igor
comes to his senses release pressure on the left tower. Once Igor begins to
straighten up beat feet to the XP, if done well he'll pursue to the door only
and possibly with gun fire and threats.
(NOTE)
Regarding Igor and the KO work around; I include the "FOIL" event because it
does provide 1 less KO in the game. While looking great on the stats the
speed conversation required to exit the Lav intact is completely unrealistic.
A main issue with the work around for the mercenary programmers and Ivan is
both require speed talking as a key element to the success of each maneuver.
The Ivan convo lasts 1 minute, whereas speed talking compresses 60 seconds
down to less than 6 requiring 16 thumb blurring presses. However, be off one
button press either side of correct and the odds of getting vented by Igor
triple. Speed talking the AI should be used to get back to the interesting
stuff, not define the success of a maneuver.
Lastly, (on my game) if I speed talk Ivan and exit the room clean before Igor
comes to his senses he runs straight to Ivan, kills him and the game ends.
However, to date, if Igor catches a glimpse of Sam during his exit he'll
chase Sam to the doorway then forget all about killing Ivan. Go figure! So I
take Igor down with a sticky cam to the head and then retrieve it, (no
trace). If any of you wish to deduct this KO on your KO list, be my guest, I
count it.
+=+=+=+=+=+=+=+=+=+=+=+=+
5.7 Extraction,
Locate the elevators and ride the working one to the top of the building.
(NOTE)
The next series of probably failed maneuvers may cause you to slap yourself
about the head while yelling vulgarities. I suggest a securely placed ball
gag; it may keep the neighbors from calling the police. From the elevator
there are 2 possible exits, both seem to have inconsistent alert issues
somewhere along their paths to the forklift.
+=+=+=+=+=+=+=+=+=+=+=+=+
1. If you're ID'd it'll be from the table to the corner. Crouch, exit the
elevator left to the work table. Keep tight to the table and the wall to and
around the corner, QQC straight to the drywall stacked against the wall then
out to the corner of the stack. The forklift will be at Sam's 3:00 about 5
feet away. Inch forwards a smidge and hold, do not contact the leading edge
of the 1st leaning sheet of drywall against the stack.
2. Exit the elevator, go right to the corner of the stack and wall then
double jump up. Run and leap off the stack to the steel beam then walk the
beam to the post, press forward and right at the post and Sam will step
across or fall and grab, if so hoist back up. From there look left past the
post to the next beam and where it connects into the completed section of the
wall, (the work table is below). Press forward/leap to the next beam, crouch
and inch around onto the narrow edge of the beam.
Continue along the beam for a few feet, (this is where the issue for option
#2 occurs, you can never tell exactly where to drop off the beam without
alerting the 3 SBGs). Soft drop to the floor, QQC over to the stack of
drywall and out to the corner between the stack and the forklift. Inch
forwards a smidge and hold, do not contact the leading edge of the 1st
leaning sheet of drywall against the stack.
From the 2 scenarios;
As you move to and settle at the stack BG #3 will emerge from another room,
all 3 will begin talking. The closest, BG #1 will have his back to Sam, he is
facing BG #2 and #2 is the one you need to watch, he's more or less facing
Sam's position. Eventually he will produce 1 of 2 overt moves from his most
common standing position.
1. He will rotate his torso right and look deep over his right shoulder.
2. He will look down and shuffle his feet.
When he does either, QC along the stack past his LOS, QC to the next drywall
stack, stand and hop up; crouch, move to the wall, stand and hop up. Turn
left, QQC to the exterior wall, stand and hop up to the beam. QQC the beam to
the next corner then stand and run along the intersecting beam toward the
next corner. About 5 feet from the next corner jump to the right and press
"B" to soft drop or roll onto the ceiling of the small room. I'm not sure if
it's a room, I can't find a doorway. QQC over the ceiling to its edge,
there's a large unfinished room with pipe staging, soft drop to the floor.
Exit the staging room at a QQC and drift left to the exterior wall, stay
tight along the wall into the next large room, locate and head for the XP.
When you're about 30 feet from the XP 2 PBGs will be walking to and through
it from the next room. Drop to QC, stick to the wall and slide toward the XP.
Stop about 4 feet from the XP and hold, allow the BGs to pass through the XP;
after BG #2 enters the large room he'll turn left and continue for a couple
yards then stop. Once #2 turns left from the XP release from the wall, allow
him to take a couple steps then QC through the XP into the next room and take
the save.
(SAVE POINT)
Bear right through the opening for cover from BG #1, QC over to the stack of
sheetrock, hop over it and back to the floor. Shoulder your AR, scope the
light in the next room through the XP and pop it.
(NOTE)
"DO NOT" move past the end of the stack of sheetrock toward the XP until
you're ready to run, doing so triggers the 3 BGs to enter the next room from
the Hlwy entrance at the far right corner of the room. You can get through
the next room without killing the ceiling light but it doesn't seem right,
you can see the PBG plain as day yet he can't quite see Sam, you'll get the
alert tone and he'll enter the room but not alarmed or in force.
Any deviation from the set course will result in calling all 3 BGs into the
room. The route through the room is simple yet crucial, though difficult to
reproduce if you're spazzing, in a panic state or pissed off, which is where
I usually am during the event. The Porta-potty, as you move toward and into
the space between it and the pallet; sometimes the FC works and sometimes the
roll works, you won't know which till you're deep in it.
+=+=+=+=+=+=+=+=+=+=+=+=+
Stand, go NV and begin running through the XP and into the next room. You'll
make a slender backwards "S TURN" just pass the doorway, stay tight on all
corners but "DO NOT" bump into or slide along anything on your way through
the "S" turn. Once the "S TURN" is complete head for the left front corner of
the portable blue toilet. To the left of the toilet, there is a space between
it and a pallet of cinder block, (I think). About 3 feet from the left corner
of the Porta-potty drop to FC or go into a roll; move into the space and go
tight to the wall and cinder blocks.
Most times the BG steps through the doorway into the room without alert,
stops then returns to the Hlwy. 30% of the time you get the alert sound but
he walks calmly about the room then exits. If no alert sound, jump onto the
back of the pallet and then hoist up to the top of the partition once the BG
exits. If you get the alert sound hop onto the pallet and hoist up onto the
wall ASAP! Crouch and drop off the partition into the next room, soft drop to
the floor, locate the exit and boo the Hlwy.
See the XP to your right; for S&Gs, head left, stick and slide to the corner
and see the 3 eager BGs. Head back to the XP and enter, the room is small and
narrow with stairs. Climb to the top step and recon the next room, do not
pass over the threshold, (it rings the dinner bell). It's big and there's
junk stacked all over the place.
Directly out of the door is a stack of drywall; straight across the room from
the XP is 1 of 2 cased openings high on the wall. Below the right side
opening there is stack of drywall on edge and to the right another higher
stack on the flat. The right side of the left stack and the rear right corner
of the right stack will furnish Sam with a second or 2 of cover and
jump/hoist points to the cased opening. To the far left there's a bright
light high on the wall and possibly another opening to its right. This place
looks like ambush central, so I head back to the previous room to pick up the
2 med kits on the wall and return to the top step.
(NOTE)
The stairs lead up to one of the most frustrating rooms of the level and
there is no satisfactory way through it, so stealth takes a holiday for this
event. To date, the account that follows is the only way I found to move
forward in the level, (50% of the time losing between 25 and 50% of Sam's
health, 35% of the time 50 to 75% and the rest I can run it with less than a
5% loss of health) and don't know why.
Basically it's an unrealistic mad dash crap shoot past 3 BGs and through 3
rooms. It's a waste of time and ammo popping lights, lacking HG the BGs still
know exactly where Sam is at all times and the grenadier has an unlimited
supply of frags to toss if Sam hangs in room #1. I suspect the game intends
for Sam to kill the 3 BGs. Normally BGs #1 and 2 take position in room #1 and
BG #3, (the grenadier) takes position in room #3. So here comes my path.
+=+=+=+=+=+=+=+=+=+=+=+=+
Run straight through the doorway into room #1; jump onto and over the 1st
stack of materials. Head right for the higher stack of drywall ahead. Double
jump up and off the wall onto the drywall stack then FC to and hop through
the cased opening into room #2. Run to the leading face of the pillar in the
room but stay to the right side of it, hold and Go NV. A BG will rush the
room and run Cw around the pillar, as he begins to disappear behind the other
side of the pillar move out Cw past the pillar and out of the room. Room #3
may have a BG in it and firing on Sam as you enter. The only thing you can do
is exit room #3 for room #4 ASAP.
(NOTE)
Too bad Sam can't run & gun; he could foil the BG if he's in the room. I'm
pretty sure BG #2 takes position in room #3 if Sam makes it through room #1
too fast; BG #2 never makes it into room #1.
+=+=+=+=+=+=+=+=+=+=+=+=+
The short Hlwy/anteroom ahead is lit and if you didn't take a couple 3 or 6
rounds in room #3 you may do so now. Locate and run for the XP ahead and
enter room #4.
(SAVE POINT)
Once in room #4 FC around the materials in the center of the room and through
the XP into the next Hlwy, the BGs from the previous area may follow Sam so
don't linger about. With the EP at your 6:00 you're at the end of a long Hlwy
and there're 3 BGs at the other end of it. FC through the XP to Sam's right,
FC through room #5 and through the adjoining door into room #6, you'll hear
at least 2 of the 3 BGs whining cigarettes. Don't they know those things will
kill them? Anyway, you have a decision to make.
(NOTE)
There's one major anomaly with the following maneuver and it occurs more
often than any other scenario. It always starts normal, BG #1 heads for the
end of the Hlwy Sam was in then it goes bad. Most often BGs #2 and 3 who
remain at the far end of the Hlwy turn and head for the nearby doorway and
get stuck in it. Eventually BG #2 gives up, 180s and walks to his eventual
station at Sam's future XP.
I believe the correct action is for both BGs to pass through the doorway into
the room with Sam; but this only occurs during a blue moon on a Tuesday in
October. Failing that, the 2nd best non diversion action, which is only
slightly less rare and I believe an offshoot of the anomaly, is for #2 to
eventually overcome #3 blocking the doorway and enter the room. #3 instead
walks a short distance down the Hlwy in the same direction as BG #1.
Outside of expecting #2 and 3 to get stuck in the doorway, there's no way to
know what scenario will play out, and little opportunity to turn it around
once they get stuck even with a diversion. However there is one tactic with a
couple variations that pretty much work all the time, but it requires a
diversion with the pre-knowledge expectation that #2 and 3 will get stuck. I
can't help myself, I always try the -0- diversion tactic 3 or 4 times hoping
it'll work, if it doesn't, I go with option #1.
+=+=+=+=+=+=+=+=+=+=+=+=+
As soon as you see all 3 BGs at the end of the Hlwy enter the XP on the right
and run through room #5 to the connecting door to room #6. Enter the next
room hard right into the corner and hold.
1. Stand and listen to the 2 bickering BGs in the Hlwy, when you here "Forget
about it!" for the 2nd time, run past the EP and the 4X8 thing leaning
against the wall, when you reach the post roll into the wall. Once you hit
the wall turn right and QC to the 2/5 gallon buckets and hold. Most often all
3 BGs enter the room and walk toward the EP giving Sam the space and time to
exit the room. This is good for 80% of the time and doesn't require killing a
light. Even though you hear no alert sound this is a diversion.
2. Shoulder the AR; target the light in the room closest to Sam scope it,
lock on it and "Y" out if you have the time. If so, don't reposition Sam and
continue listening to the bickering BGs. When you here "forget about it!" for
the 2nd time pop the light. Stow the AR, QQC past the EP and the 4X8 sheet
leaning against the wall. Drop to QC as you pass by the post to your right on
your way to the wall ahead. QC right to the 2/5 gallon buckets near the XP
and hold. Most times all 3 BGs enter and pass through the room to the
connecting doorway. Ensure all are walking away before moving from cover.
This is good for 85%+ of the time but requires 1 rnd for the light. This is a
diversion.
Exit the room at a QC, QQC past the adjacent Hlwy then run to and through the
XP into the next room. Stick to the wall in the dark spot to the right of the
support posts and recon the room whether you're being followed or not. Locate
the XP and the wall mine, a PBG will enter from the XP, he'll 180 and exit
from the same. Mind the wall mine on your way out. Follow the PBG as he exits
the room if you can. The next room has a dark and narrow unfinished Hlwy so
stay tight to the exterior wall to the XP.
(SAVE POINT)
As the PBG passes by Sam, move from the wall and QC into the rain. Locate the
opening ahead to the right accelerate to FC and enter. QC up the red stairs
and to the edge of the door, SBG #1 is on this level to the far left of the
doorway. Below the Wkwy a PBG patrols to and from SBG #2 who is standing
below the Wkwy near some barrels and pallets in a well lit area.
Wait for the PBG to be near SBG #2 or just walking away from his position to
QC the end of the metal Wkwy. Hop up and over the railing, grab the rail then
do a short drop to the Wkwy. When the PBG is about 15 feet away from #2, soft
drop onto the barrel and then to the floor. Creep over the pallet; QC Cw
around the barrels and over to the far wall, turn left, stick and slide along
the wall to the end.
Release from the wall and FC around the post. A fire fight between Wilkes and
BG #1 is raging; BG #2 is now rushing the staging for a better shot. Wilkes
is on the extraction platform and now firing at BG #1 on the mid level of the
pipe staging. Wilkes then repositions for better cover after getting winged,
he then takes a 2nd fatal round for the Gipper. BG #2 will begin firing on
the Osprey once he reaches the upper level of the staging.
When playing hard mode ensure Sam is at least 33% health before continuing
otherwise odds are he won't survive the damage he takes when he jumps to the
platform the Osprey is hovering over.
(NOTE)
The only reason I can figure BG #1 continues to fire after Wilkes is down is
he can see and target the Osprey. I made it to the level he fires from and
Sam must disappear from #1's sights as he goes into the roll on the platform
so BG #2 should be the only one firing at Sam.
There're a couple three non lethal ways to end the level, 2 slightly more
realistic than #3 and taking BG #2 down with a cam is out of the question
there's no time to retrieve the cam even if you could find it and make the
platform.
1. Climb to the upper staging; KO #2 with a smack then run, jump and roll to
the platform.
2. Climb to the upper staging, foil #2 then run, jump and roll to the
platform.
3. Climb to the upper staging, wait for #2 to begin reloading then run, jump
and roll to the platform.
The time it takes for the game to register and offer the save point once Sam
is on the platform takes its toll in damage when he lands in the roll and
worse in the standing position. I believe rolling onto the platform actually
lessen damage to Sam even on option #3, a smaller target I guess. 60% of the
time I can finish with a 1/4 health.
+=+=+=+=+=+=+=+=+=+=+=+=+
As soon as Sam is free from the cut scene med him if he's less than 30%
health, drop off the ledge and roll into a run out of the debris. Run
straight to the staging, you'll see BG #2 heading for the ladder.
Dog BG #2 to the top of the staging and decide what you're going to do to
finish the level. Choose 1 of the 3 listed above or some other clever
solution.
Speed Pick; En route to bomb defusing, 11:00, 5:00, 7:00, 7:00, 12:00, 11:00,
Level 5 complete,
2 KOs, 10/13 Divs, 2 Rnds, 2 Sticky Cams, 0/1 Foil, 1 Can,
(Disclaimer)
Regarding the stun of Igor in the lavatory, as previously mentioned when
playing for fun Igor gets slammed and I count it as a KO. If you don't agree
with my account feel free to foil him and speed talk Ivan and remove it from
the games stats.
_____________________________________________________________________
6. Chinese Embassy
6.2 To the Embassy,
6.3 Mic Feirong in his embassy office then extract,
6.1 Rendezvous the agency contact,
Always rotate through your HG options when safe after entering a new area,
remain in NV, click out only when the light hurts and then only after you
ensure security measures are clear.
Kiss the babe, turn around and gallop off into the darkness. Climb the
dumpster, wall, and drop down into the next alley. FC to the beginning of the
alley then drop to QQC about 20 feet from the dumpster ahead and to the left.
Bear left at the dumpster; stay in shadow and cross the street. Halfway
across the street step it up to FC; head left at the wall all the way into
the room with the trashcan fire and ladder. Climb the ladder.
"And what does our contestant get Rod Roddy?" "Why he gets a free SAVE POINT
Monty!"
(SAVE POINT)
QQC around the busted up wall on Sam's right toward the blown out edge of the
building. Stay to the right of the dark rectangular panel looking thing on
the floor as you approach the ledge. See the striped awning below the ledge,
look left and to the ground and see 2 PBGs standing in a well lit area.
There's a dark lane crossing the street to their right and close to the lit
area.
Line up with the dark lane and QQC off the awning for a soft drop to the
ground. QC back under the awning and then head right along the wall, hook
left at the end of the wall then right under the staging. QC PBG #1's 7:00
and follow him out into the open area. Move to his 8:00 when he stops and
hold near the pole, take note, PBG #3 is approaching from ahead and stops in
the light about 20 feet from #1.
Wait for #1 to 180 and begin the 2nd half of his patrol to move Sam to #1's
previous position. Ensure that #3 is walking back to the far end of the
street before moving to and hopping onto the dumpster. Leap to the pipe and
climb onto the awning roof; FC along the roof and soft drop to the lower
roof. Move to the wall, QC along the lower roof to the eave then drop off to
the ground.
Stay within the dark lane crossing the thoroughfare to the high fence on the
other side. Turn right at the fence, QQC through the opening and into the
enclosure. Remain dark, bear left and stop as close to the manhole opening
(XP) as possible and maintain cover. Allow the 2 PBGs to pass by to access
the manhole and drop down into the sewer for a save point.
(SAVE POINT)
6.1 Rendezvous the agency contact,
(NOTE)
This next section is pretty easy, however, one of the PBGs does a couple
abrupt walk backs and on the 2nd one uses his flashlight, so you need to
follow the 3 PBGs at a discrete distance. Once the 3 continue their patrol
from the American Terrorist Cell conjecture, 2 of the 3 will pass under the
target manhole ladder and the 3rd PBG should duck down into a side tunnel to
the right. This gives Sam the time he needs to approach the ladder, hop up
and then climb out.
+=+=+=+=+=+=+=+=+=+=+=+=+
Go NV and follow the 3 PBGs to the target manhole ladder, (XP), just before
you locate the XP ladder one of the PBGs turns right and walks deep into a
side tunnel as the other 2 continue along the main tunnel. Once Sam is near
the top of the manhole take the save point and climb to the street.
(SAVE POINT)
As soon as Sam is free from the check point, move him up to ground level and
following the PBG, then break off left to the staging ladder. Climb to the
top, QC to the pipe and hop up to it. Skooch the pipe and look down, stop
just as Sam is hanging over the next set of planks then Y/B to the plank.
You're at the very tip of the plank below and hidden from the patrolling PBG;
QC to the window opening. Climb up and through and then climb the pipe to the
next floor. Speak to the informant, when complete locate the stink pipe and
repel to ground level.
6.2 To the Embassy,
(SAVE POINT)
Go NV; QQC around or through the building and stay to the right; drop to QC
as you approach PBG #1, from his 5:00 and hold. As he turns left to walk away
PBG #2 approaches this end of the street from your right. Move out along the
right side of the street and follow #2 back to the other end. Begin crossing
to the left side of the street once you go dark, stay about 6 to 7 feet off
the left side wall as you head for the pole at your 12:00.
The PBG will stop at the edge of the opened up area and hold for a few
seconds then move to his 4:00 back to the wall. Look past the pole as you
approach and see another PBG patrolling the open area. QC to and scrape Sam's
left shoulder against the right side of the pole as you pass it. Once past
the pole accelerate to FC through the opening area and back into the ally.
Locate the 1st ally on the left, if there are no PBGs in the street ahead,
enter it.
FC through the "S turn" past the 2 ladders then drop to QQC, continue along
the alley and then locate and follow the PBG out to the edge of the
thoroughfare at a QC. Pull up tight between the barrel and corner and hold
till the PBG heads back into the alley. There's a sort of dark lane crossing
the street, when clear, circle the barrels and head out along the dark lane
at a run.
(SAVE POINT)
6.3 Mic Feirong in his embassy office then extract,
(NOTE)
If you aren't able to follow the PBG to the barrel and corner you can hold
back in the alley around the corner just before the 2nd fire escape ladder.
As the PBG approaches he pretty much shines his flashlight right at Sam, so
use the corner for cover. The PBG then swings the light away from Sam for a
very short period allowing you to round the corner and slide along the wall
then out of the alley undetected.
+=+=+=+=+=+=+=+=+=+=+=+=+
From the save point FC across the street in the shadow line and then right
along the sidewalk to the corner. Locate the PBG walking in the street and
drop to QQC as you close in on him. Drop to QC at the corner and hook left
around it. There's another PBG patrolling the street to Sam's right as you
approach the gate to the compound, cross to the right side of the entrance.
Be mindful of the camera on the right side of the gate while outside the
compound. Use the truck and shadow for cover; head for the traffic cone ahead
and to the right against the building then head straight for the rear axel of
trailer #1. PBG #1 is somewhere on the other side of the trailer, attempt to
locate him as you proceed along the trailer to the front and then under the
5th wheel pivot.
If #1 comes to a stop while Sam takes cover under the trailer, continue
around him over to and under trailer #2 at a QC; if he's been standing for a
while wait till he repositions at some other point along his patrol to
approach trailer #2.
Once Sam is under trailer #2 locate PBG #2 and his dog, allow them to walk to
the far right end of their patrol, (along the perimeter wall and toward the
pond) before you move over to the corner of the perimeter wall. The PBG and
dog patrol the rectangular area in a CCw route. Once both are at the far
right end of the street and crossing back to the boardwalk, move out from the
corner of the perimeter wall at a QQC.
When Sam is about 10 feet past the corner stand and run toward the pond,
cross through the shallow water to the right of the bridge. There is a dark
lane that travels from the water past the statues and gazebo and then back
into the water use it for cover. Run the "L" shaped stream back to the
perimeter wall then out of the water toward the guard shack until you get the
save point.
(SAVE POINT)
(NOTE)
At some point you'll hear the alert sound, not to worry; it's the dog
tracking your scent, to date they haven't tracked me through the pond.
+=+=+=+=+=+=+=+=+=+=+=+=+
Continue toward the shack till you get the cut scene with the General. Move
left to the hedges, Arm with the mike and target the office window for the
General's conversation. When done, move left to the building along the
darkened path crossing the street. Head right along the wall to the red lit
corner of the building next to the BG on station left of the building
entrance.
The general will exit and once the car moves over to the guard shack
reposition Sam so that he can mike the conversation a 2nd time. Once complete
stick to the wall at the corner. The BG near Sam will walk across the
driveway to the main gate and hold, as he does a distant PBG approaches the
other pillar at the entrance from the driveway and holds. The PBG then moves
away from the pillar and then circles back to the front of it and holds.
As the PBG leaves the side of the pillar have Sam QQC along the front of the
building past the entrance. Slow to QC as you approach the pillar and then SC
to and around the corner of the building. Locate the darkish lane running
along the perimeter wall toward the XP and follow with in it then break off
to the XP. Climb the pole up and over the wall to end the level.
Level 6 complete,
_____________________________________________________________________
7. Abattoir
7.2 Through the freezers.
7.3 Through the stalls and tunnels.
7.4 Locate the captured soldiers and dignitaries.
7.5 Prevent the execution of the soldiers and dignitaries,
7.1 Bjork the broadcast antenna,
Always rotate through your HG options when safe after entering a new area,
remain in NV, click out only when the light hurts and then only after you
ensure security measures are clear.
Climb the fence, crouch beside the concrete block and wait for the PBGs to
turn and move away. QC left through the opening in the fence then behind the
barrels to the shed. Stand and hop up onto the roof of the shed and SC to the
other side. Soft drop to the ground, remain under cover and QQC past the
small building and barrels to the dumpster. Use the dumpster to climb onto
the wall and then soft drop to the ground.
(SAVE POINT)
Go NV and SC straight to the corner of the fence and building. Badri the PBG
is currently relaying important info over his radio, listen and heed his
instructions.
Flip through your HG and scan the compound, see the pretty flashing lights on
the ground? Pretty lights bad! Go NV, climb the fence at the corner and then
soft drop to the ground. If a searchlight is approaching from the left or
right let it pass by Sam heading to the right before you QC past the 1st of
the 2 containers on the left. Accelerate to FC as you make a tight left,
right "S" turn between the 1st long container and the 2nd smaller one. As you
complete your move around the 2nd container you'll be heading into the open
area of the compound.
Flip to IR and then back to NV as you FC into the area ahead. At about 11:00
there's a dumpster with a pallet leaning against it near the perimeter fence.
You'll be dealing with 2 search lights as you FC to the leading edge of the
dumpster and pallet, the searchlight to your 6 will be receding and the light
ahead will be moving to the right. FC past the pallet and look ahead to a
large rectangular crate, flip through IR and back as you approach the crate
and hold. Wait for the light to swing to the right again to climb up and over
the crate.
There's a small crate and a concrete anchor block at your 1:00 move to it and
hold. The light will swing back left and then right again, as it swings right
hop onto and over the crate for a soft drop to the ground. QQC to the wall
and then over to the XP, (the lighted opening) some distance to the right.
QQC into the room and climb onto the dumpster, stand at the left rear corner
of the dumpster, in relation to the opening high up on the wall. Run toward
the right corner of the dumpster for a running jump at the wall and then
double jump off the wall to a hand hold on the ledge. Hoist up and move
forward to the save point.
(SAVE POINT)
1. The following route is safe albeit slow, FC along the crawlspace to and
through the window opening at the end, once outside turn and QC left toward
the concrete anchor blocks. Turn right just before the blocks, line up with
the raised "L" shaped Wkwy then QC over the gap. Even if the lights are on QC
toward the corner of the "L", stop and hold just before the corner, wait for
the light to go out.
QQC the rest of the way to the sign, jump up to the sign and skooch left till
Sam can drop down to the next raised Wkwy. Wait for the light to go out
before sending Sam out over the rickety boards at a QC to avoid detection.
Stop at and jump up to the cable then skooch to the wall at the other end of
the cable. Drop down, FC to the fenced enclosure; climb over, drop down and
then FC to the antenna. Flip the switch and watch the cut scene.
2. For the more agile, FC along the crawlspace to and through the window
opening at the end, once outside turn and QC left toward the concrete anchor
blocks. Turn right just before the blocks, line up with the raised "L" shaped
Wkwy then QC over the gap. Even if the lights are on QC toward the corner of
the "L", stop and hold just before the corner, wait for the light to go out.
When the lights goes out again QC straight across the "A" framed skylight and
soft hop onto the raised Wkwy. QC over the rickety planked Wkwy to the cable,
hop up and skooch to the wall at the other end of the cable. Drop down, FC to
the fenced enclosure; climb over, drop down and then FC to the antenna. Flip
the switch and watch the cut scene.
7.2 To and through the freezers
Once free, FC up the stairs and along the Wkwy, you'll hear running footsteps
of a BG as you approach the door on the right. Hook back to the wall just
past the door and hold. Once the BG exits and begins running toward the
antenna, creep around the open door and into the Hlwy. QC over to the door on
the right and OCD, open the door and move in and left just enough to keep the
door open.
Locate the BG in the lower level of the room, wait for him to turn and begin
moving toward the stairs to QC left into the dark niche by the debris. The BG
won't need to stop to open the door and most times he just passes through the
opening to the Hlwy unaware of Sam. QQC down the stairs to the XP, OCD and
enter the next area.
(NOTE)
Some weirdness takes place through this area from time to time; I do the
following maneuver exactly the same and get a slightly different response
from the AI nearly every time. The BG that runs up the stairs stops and kills
Sam whether stuck to the wall or facing it. The 2 Lavatory BGs will position
themselves in the front room in up to 3 different spots and then not leave
the room just return to station. The maneuver used is the one that works most
often, at least 70%.
+=+=+=+=+=+=+=+=+=+=+=+=+
Step onto the balcony, climb over the barrels and soft drop to the deck. Move
a couple steps away from the barrels to where the 2 railing posts are very
close together and jump for noise. Cross back over the barrels, soft drop to
the deck and QC over to the corner. Hop the railing hang and soft drop to the
bench below. Grab the med kit and hold, the 2 BGs may mull for a moment but
#1 will move over to the bench and look at the dark corner then both head for
the urinal area at the back of the Lav for some personal time. As they begin
to walk away QC out of the Lav and left to the XP (double doors).
After passing through the double doors locate the floor grating and drop into
the ducting. As you move swiftly through the ducting and get close to the
corner you'll hear BGs walking above Sam. As you approach the corner in the
ducting, you'll get one of the many inappropriately placed save points in the
game.
(SAVE POINT)
Promptly turn to the next section of duct and FC to the Climbing pipe; the 3
BGs walking over the floor grating above are oblivious to Sam. Climb the
pipe, access the ceiling void and hold for recon. You're in an opened up
ceiling crawlspace with -0- support, (must be game magic), the ceiling is a
grid of slatted squares. There are 2 horizontal end-to-end pipes this section
of the ceiling serving no discernible purpose, if you use the AR's scope you
can see another section of pipe protruding from the far corner of the
ceiling.
Stay to the right of the 2 pipes as you QC along them to the ceiling
intersection ahead. As you pass between the 2 end-to-end sections of pipe the
3 BGs below have a short conversation, take note of the double grid spacers
every 6 ceiling squares. When you get to the middle of the 2nd pipe locate
the opening in the ceiling ahead and to the left past the corner.
Take note of the double grid spacer below the middle of the pipe, move
halfway between the double grid spacer and the end of the pipe closest to the
corner then shoulder the AR. Turn back toward the double spacer and go IR,
locate the hot pipe below the ceiling and target the intersection of the hot
pipe below and the cool pipe you're crouching beside. Fire 1 rnd into the
cool pipe then sling the AR. Turn right and QC along the perimeter wall to
the ceiling opening.
Keep track of the 3 BGs below; if you did the deed accordingly all 3 will
head back toward the floor grate far enough to cover Sam at the Hlwy corner
below. Soft drop to the floor, QC along the right side of the Hlwy to your XP
and enter. Take the save.
(SAVE POINT)
(NOTE)
This is the fastest and most consistently successful way I've found to get
through the Hlwy without all hell breaking loose. For the most part I make it
into Freezer #1 without alert or alarm; sometimes I may get a little reaction
from the PBGs but no alarms. To date, if done correctly, there's no running
or screaming by the AI.
Although there are times when the game punishes you and the AI does not
respond the way they do the majority of the time. Lastly the fog, what looks
like excellent cover to you may be useless; this is cool and a pain at the
same time there's no guarantee that any one spot will cover Sam from the AI
at any given time.
I've had all 3 BGs walk past Sam and the divider, at least 1, sometimes 2
walk through the plastic curtain and into the next room, then out of nowhere
1 or more have run back to the end of the divider leaned around the end and
shot Sam. Quite often the BGs are able to see right through the fog without
IR even though Sam can't see them with NS. Most often the 3 PBGs follow Sam
into Freezer #1; sometimes albeit rare, they may not enter at all while
you're in it.
Listen to their conversation and whether they walk or run the "L" shaped
Hlwy. If they haven't entered the cold room within 20 seconds of Sam passing
over the threshold, creep to the end of the divider and wait for the PBG from
the next room.
+=+=+=+=+=+=+=+=+=+=+=+=+
Once Sam is in the cold room go NS; quickly scan the room left of the
divider, there is almost always at least 1 of 3 places with enough fog to
prevent detection by the AI. My favorite spot is to stick to the divider
against the band saw.
If the Hlwy BGs investigate through this room, keep track of them and wait
until the last one leaves and their conversations stop before moving over to
the end of the divider. Freezer #2 has 2 PBGs patrolling it. PBG #1 walks
through the doorway of the Sam is currently in and then leaves like clockwork
if not distracted. PBG #2 paces back and forth along the aisle Sam needs to
cross to exit the room.
From the end of the divider, as the PBG exits; follow him through the opening
on the QC, if undisturbed he'll head left, you go right. Stop along the wall
just before the end of machine #1, eventually PBG #2 will head back to the
far end of the room. When he begins to move off follow along the wall till
you bump into machine #2. Stick to the wall, stand and slide between #2 and
the wall to the end of #2 then release and crouch.
Go IR if not already in it and locate the turret gun across the room; it's
just past the XP. As PBG #2 walks off move forward till you can see the
turret barrel clear enough to know when it's turning away from Sam's
position. As it does FC to and through the XP into the small and cold
anteroom.
To avoid detection from the PBGs in freezer #3 drop to QC as you pass by the
turret gun and through the plastic strips covering the XP. QC right to the
next XP, hold short of the opening and then boo around the opening. There are
4 large machines in this room #1 & 2 are in line end to end on the right and
#3 & 4 in line end to end on the left. PBG #1 is to the left of the opening
with a short 2 step back and forth route.
Once he turns to the left from the right end of his route, (closest to the
XP), pass through the opening into freezer #3 and bear left for a step or 2
along the wall. Go NS, locate the coat rack to Sam's left, you should be
beside the only coat or smock on the rack. When #1 moves left for the 2nd
time move between him and the wall. As PBG #1 turns right to step away, QC Cw
around machine #3 and to the wall for cover. QC along the wall past machine
#3 and creep around the crates between machines 3 and 4. Look right and
through the gap between machines #3 and 4 for PBG #2 between machines 1 and
2; he also has a short route.
Continue on along the wall past machine #4 and stop against the hoof and leg
barrel. Watch at least one circuit of PBG #3 and his patrol route. He walks
back and forth this end of the room from machine #2 to #4, stopping close to
the XP. #3 also makes a short stop on the way back to machine #2. Load a
sticky cam in the tube and hold, as #3 turns and heads back to machine #2
from the XP take a step out toward the XP and shoulder the AR. Aim shoulder
height to PBG #3 and halfway between PBG #3 and machine #2.
As #3 starts moving again to the end of machine #2 send the cam, it'll land
on the far wall about waist high to BG #3. ASAP upon cam activation shut it
down and stow the AR. As #3 moves to investigate slide Sam left, between the
barrel at the corner and the XP. #3 will take one or more steps toward Sam
then will head back to the sticky cam. As #3 heads back to the wall where the
sticky cam is, move Sam in front of the XP then look left from end of machine
#2 and see the pale vertical rectangle.
"Why it's another 55 gallon hoof and leg drum Monty"! PBG #3 will then walk
behind machine #2; just before #3 walks between the drum and machine #2, jump
for noise. The PBG in freezer #4 will comment and come to investigate. FC
left to the wall just past the XP, scrape along it to the steel wall post
then break off at a QC to the end of machine #2. Retrieve the camera and
return to the XP at a QC. Drop to SC and hook back toward the leading edge of
the XP.
(NOTE)
So far I'm pretty sure the FC and scraping along the wall to the steel post
confuses the PBG in freezer #4 enough to prevent him from stopping and
standing in front of the XP. The negative action occurs far less when the FC
tactic is applied than when not.
To date, if the PBG is standing at the XP, he'll walk all the way around the
machine near the XP and toward the turret gun. This action blocks access to
freezer #4 requiring Sam to withdraw around machine #4 for cover. Withdraw on
the QC after the PBG moves away from the XP, if done well PBG #3 won't
explore in your direction. Wait for everyone to settle for another go. Be
aware on the 2nd attempt the 2 PBGs will abbreviate their reactions to the
disruptions so you must be even quicker and more accurate.
More often than I care to recall I've been shot at by the turret gun if I
slid along the wall from the sticky cam to the leading edge of the XP. To
ensure a no shoot QC through the middle of the aisle, swing the camera toward
the XP wall and slow to SC as you hook back to the leading edge of the XP.
+=+=+=+=+=+=+=+=+=+=+=+=+
If the PBG is to the side of the XP and or moving away as you approach, move
tight to the right side doorjamb so that Sam's right shoulder is against the
plastic strips and middle of the doorjamb. His left shoulder should be
pointing at the other jamb or diagonally off no more than 2o to 25 degrees
into freezer #3. Quickly double jump to the pipe; 180, get Sam's legs up and
moving head 1st through the plastic strips.
(NOTE)
While I can count on an 80% plus success rate on the 1st double jump, it took
some practice to get it right. To eliminate stress I suggest removing the 4
BGs in freezers #3 and 4 and deactivate the turret. When you can ensure a
60%+ success rate reactivate the turret to test it.
While facing the XP with Sam's back to machine #4, imagine the left side door
jamb as 9:00 and the right side as 3:00. Strike an intersecting horizontal
line through its center for 12:00 and 6:00. To double jump up to the pipe
position Sam so that his right shoulder is contacting near the middle of the
3:00 doorjamb and his right shoulder is angled into freezer #3 at 8:00 to
9:00. Ensure you don't step too deep into the doorway to avoid fire from the
turret.
If you have trouble with the above jump, you can reverse Sam's shoulders on
the 3:00 doorjamb and face back into freezer #3 so that when you jump up you
don't have to 180 before putting your legs up. Going legs up before rotating
away from the opening sets the turret gun off and alerts both BGs.
Both solutions have their caveats; improper angles = double jump into turret
fire or miss the pipe on the 1st 2 tries. Take too long setting up and you
take rifle fire from one or more PBGs.
+=+=+=+=+=+=+=+=+=+=+=+=+
Plow through the plastic strip barrier and look into the room past the end of
the machine you're skooching over. Locate the PBG; if all goes accordingly
and you're quick he's likely stopped at the far right corner or already
heading to the far left corner of the machine. This allots Sam time to move
further along the machine. Continue moving along the pipe after the PBG comes
to a stop at the far left corner of the machine.
Once you see the very tippity top of his head appear over the machine stop
and hold. Keep your eye on the BG; as he begins walking back to station move
forward. Swing the camera to follow his progress for he may stop suddenly
between the middle and the right end of the machine and look back over his
right shoulder toward Sam. This will require you to stop and back up along
the pipe.
Ensure Sam is completely past the machine before leg drop then Y/B to the
floor. Approach the turret at a QC and shut it down. The machine is sort of
"T" shaped, go NS and look left from the turret case. QC along the machine to
the inside corner then slide left a step, stand and hop up. If you're at the
correct spot Sam will hoist up silently.
Go IR and locate the PBG. Learn his patrol where he stops and faces and the
duration. QC toward the EP and turret gun as the PBG moves left along his
patrol then soft drop to the floor. Go NS and move tight to the middle end of
the machine. Be aware PBG #3 from the previous room has returned to his
patrol; locate your XP and ready yourself for the move. Go IR and track the
PBG in freezer #4.
(NOTE)
It's crucial you know the duration the PBG holds at mid stop when moving
right to left. I don't know if it's inconsistent time keeping on my part or
his duration changes from one game save to another or a combination of both.
I've counted from 4 to 6 seconds from different saves. As he takes position
at mid stop I count down one second less than his hold time then move out to
the right of the XP. Once the PBG begins moving from mid stop, it takes him 6
seconds to move to left stop, hold position and then begin to turn back to
mid stop. Those 6 seconds are your window of opportunity.
+=+=+=+=+=+=+=+=+=+=+=+=+
When the PBG takes position at mid stop, (I usually remain in IR but, if
you're hanging up on the pipes go NS), count 1 second less than his stop
time, then QC to and along the wall past the EP. Continue past the single and
double vertical pipes to the space between the double pipes and the cardboard
boxes. Hold against the wall in that spot, go IR and look back toward the
PBG. The PBG returned to right the stop and then moved back to mid stop. As
the PBG moves from mid to left stop, stay tight to the boxes and exit through
the XP. QQC the "L" shaped Hlwy to the door at the end on the right.
(SAVE POINT)
(NOTE)
The timing and speed you move at is difficult to get right and will take some
practice to master. Leave early or late, too fast or slow and you're vented.
If you have difficulty with the maneuver above you can jump for noise close
to the spot used to hoist up onto the machine. Follow the same procedure over
the machine to the floor and EP except do it faster to avoid detection. From
there QQC to and through the XP; this is very safe but requires the extra
diversion.
+=+=+=+=+=+=+=+=+=+=+=+=+
Pull up to the right side of the XP and boo freezer #5 with IR. There are 3
BGs in this freezer. The important one is the PBG to the right of your XP.
Wait till he begins to walk toward the center of the room to pass through the
doorway. Hook right around the XP between the SBG and XP at a SC; gradually
accelerate to QQC as you continue along the wall to the corner. Head left to
the far corner of the freezer, QC to the machine; climb up, SC across and
then left. Locate the dislodged floor grating below, (pale rectangle) then
step off the machine and drop into the duct opening.
(SAVE POINT)
7.3 To and through the stalls and tunnels,
Move through the duct and climb out into the room at the other end. Stick to
the wall to the right of the window, peer through and locate the PBG below.
Wait for the PBG to begin his return to the other end of his route to FC down
stairs and then stick to the wall on the right. Boo the corner, wait for the
PBG to appear and begin walking to the far right end of his beat again to QQC
out of the stairwell. QQC along the wall that parallels his Wkwy till Sam
reaches the wall switch. Pull it, soft drop down into the pit and enter the
tunnel.
(SAVE POINT)
FC through the tunnel to the end and hold shy of the opening, don't obstruct
the shadow line on the floor. Once the approaching PBG's shadow passes to the
right of the opening QC into the stall area and left into another tunnel.
Head right for the opening to the 2nd stall area; QQC along the left side of
the aisle between the stalls, halfway to the XP stand and run through the 1st
gate to the last stall on the right.
There's a turret gun in the stall, you may take a hit or not, I take fewer to
no hits running past the gun than rolling past it. Move quickly to the left
side of the turret and onto the dead steer for cover, stick and release from
the wall. Wait for the PBG to enter, inspect the turret and exit to the left.
Disarm the turret and exit the stall at a QQC from the right side gate and
into the next tunnel. Turn left and FC to the end of the tunnel, head right
through the XP into another stall area then enter the 1st stall. Move to the
rear of the stall and hop up into the crawlspace then move right along the
narrow crawlway into the dark.
The PBG that entered the 1st stall with a turret gun will follow Sam, (its
part of his patrol) but shouldn't be actively searching for him if you didn't
flop around. Drop down into the next stall, stand and pull the pistol. Face
the Hlwy you just came from and go IR, wait for the PBG to appear then walk
away, count to 10 then face crawlspace square.
Shoot the long dark pipe at about 11:00, holster the pistol turn right to
face the turret, crouch and hold. 9 out of 10 times PBG #1 will approach the
stall and enter through the left or right side gate and stop. PBG #2 will
pass in front of the stall and then both will move along the aisle toward the
EP and then into the stall Sam accessed the crawlspace from.
As the 2 PBGs begin to move away disarm the turret and head for the left
stall gate. Exit the stall at a QC as the 2 walk away and then accelerate to
FC as you pass through the opening into stall area #4. As you approach the
1st stall gate in area #4 stand and run, stay along the stall front all the
way through the curtained opening at the end of the aisle. Head through the
canvas covered doorway and bear right into the tunnel for a save.
(SAVE POINT)
(NOTE)
I'm not sure why but sometimes 1 of the 2 PBGs won't enter the 2nd stall room
but will walk in the opposite direction past the next set of turret guns.
Sometimes he'll follow PBG #1 then stop and 180 in front of the stall then do
the above. In both cases he passes through the draped opening at the end of
the 3rd stall room and most often turns left and heads toward the dead end
section of the Hlwy. I have had some success but not great rolling through
the canvas and then do a QC to the save and then through the 2nd canvassed
opening to the long tunnel.
+=+=+=+=+=+=+=+=+=+=+=+=+
Don't stop for more than it takes to save, FC to the right and through the
2nd canvas covered opening. This is a long tunnel; maintain FC, as you
approach the 2nd cubby hole on the left drop to a crouch and duck into it for
cover. 2 PBGs are on patrol, they'll pass by Sam and stop, hold until they
begin walking toward the draped opening then exit and follow the tunnel at a
FC to the 5th and final stall area.
7.4 Locate captured soldiers and dignitaries,
(NOTE)
Orientation designations;
The tunnel openings are numbered as TO #1, 2, and 3, #1 being the 1st
encountered upon entering the final tunnel. I orient the 2 long partitions in
the stall area by viewing them with Sam's back against TO #1, so the closest
wall to the tunnel openings is barrier wall, (BW), #1 and the furthest BW #2.
Each BW has 2 openings, the openings in the BWs are oriented from right to
left; BW #1 and 2 openings nearest TO #1 are known as (O #1) and the 2
nearest TO #2 are (O #2).
+=+=+=+=+=+=+=+=+=+=+=+=+
As you past through the draped opening and enter the last tunnel you see the
1st of 3 openings leading to a cluster of stalls to Sam's right; further
along the tunnel at TO #3 there's a small side room with packing boxes and
shelves. You'll find a box of ammo you won't need on the shelves. Enter the
stall area and explore. There are 3 stalls past the BWs, a large stall near
the middle of the room and two small stalls to the right.
(NOTE)
You can visit the GIs but they're -0- help and don't activate the final
conflict.
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Knowing ahead of time that the BGs can rush by the turrets unscathed even
though I've disabled the IFF on both makes them useless, yet I'm compelled to
rig them anyway. Locate the turret guns, pick up the med near the left turret
then clear the IFF on both just in case then shut the right turret down so
Sam can enter the Chinese side of the stalls unharmed. There will be a cut
scene and a save point.
(SAVE POINT)
(NOTE)
If you don't have any tried and true maneuvers for the assault you may want
to read everything below 1st, although quite wordy, it's the most
conservative approach I've been able to come up with that minimizes movement
and projectile use.
The BGs are brutal; they advance hard and fast on the hostages and if the
entire scenario plays out 7 BGs enter the stall area from the tunnel
openings. The BGs and Grinko arrive in 3 waves; if you're lucky you may avoid
BGs #6 and 7 as part of Grinko's 3rd wave. The pair inserts randomly and I
can't figure out their cue.
Sometimes albeit rarely they drop in after you take Grinko out, unfortunately
once Grinko is down Sam is immobilized and unable to defend himself from
both. It pays to eliminate Grinko ASAP! So my projectile choices and order
are based on dealing with 7 BGs instead of 5.
Regardless of Sam's health meter reading, if BGs #6 and 7 arrive I take one
or both meds, if the 1st med doesn't bring the health meter up to 7/8 or
better. Damage from 1 or 2 hits by BGs #6, 7 or Grinko can be fatal. They
have strafed Sam as they go down from a stun a few times.
1st wave;
BGs #2 and 3 enter through opening #1 of BW #1 and BG #1 through opening #2
of BW #1. Not often but it has occurred 3 or 4 times to date, BG #5 enters
the tunnel with the 1st wave but holds back till you're dealing with #2 and
3, he then makes a run for the GI stall and shoots them all.
2nd wave;
BGs #4 and 5 may enter through opening #1 of BW #1 or BG #4 through opening
#1 of BW #1 and BG #5 through opening #2 of BW #1. In either case BG #4,
(officer) stops to throw a grenade from BW #2 while #5 crouches somewhere
between BWs #1 and 2 to cover #4 for a moment then if given time #5 heads for
the GI stalls to throw his own grenade.
3rd wave;
Grinko with or without BGs #6 and 7, the BGs may insert at any time until the
end of the level prevents it.
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7.5 Prevent the execution of the soldiers and dignitaries,
OK here we go, from the Chinese delegates, return to the outer stalls and the
turret guns. Rearm the right turret, load Sticky Cams in the tube and head
for the left side of opening #2 on BW #2. Shoulder the AR and slide right to
opening #2 for an open view of BW #1 and opening #2.
Locate the sink and mirror mounted on the wall to the right of opening #2 of
BW #1. Set the AR's targeting icon inside the mirror, centered and with the
bottom of the icon in contact with the bottom of the mirror. BG #1 will round
through opening #2 of BW #1, when he heads directly for opening #2 of BW #2
send the sticky cam. Ensure you fix the location of the cam before shutting
it down and slinging the AR.
(NOTE)
This tactic will take some practice to master, the target is good but timing
is everything. Using the Sticky Cam as a projectile on the head of a moving
target presents additional problems that can suck up time best used on the
other BGs. Taking BG #1 on the run gives Sam time to fix the location of the
grounded cam and deal with BGs #2 and 3 before they can rush the delegates.
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As BG #1 passes through opening #2 of BW #1, BGs #2 and 3 will rush BW #2 via
opening #1 of BW #1 and just left of opening #1 of BW #2. 180 and head for
opening #1 of BW #2. As you FC to the opening take note of the 2 BGs at BW
#2. BG #2 has approached the wall and is firing his AR at I don't know what,
while #3 approaches BW #2, stows his pistol and readies a grenade. Lucky for
the captives, #3 throws like a sissy. FC Cw and wide around #2 to his 6 and
smack him once. Move to the 6 of #3 if possible as he pulls his pistol and
smack him once, otherwise your about to take a round maybe 2.
(NOTE)
The maneuver for BGs #4 and 5 gets a bit tricky. BG #5 has 3 primary advance
tactics with a couple sub variants tacked on to 1 of them. This can make his
take down problematic. I suggest reading and familiarizing yourself with all
so you can react promptly and accordingly to whatever the game throws at you.
As previously mentioned, on extremely rare occurrence BG #5 enters the tunnel
at the same time BGs 1 through 3 enter the stall area. Occasionally someone
was getting into the stalls and gunning the GIs down. Apparently #5 also has
the ability to pass by the turret guns with or without the IFF disabled.
It's unfortunate that there are so many bugs in the game.
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Fallback behind BW #2 via opening #1, load shocks in the tube and ready for
the 2nd wave.
1. Scenario #1, much rarer than 2 or 3;
BGs #4 and 5 approach and pass through opening #1 of BW #1; BG #4, (the
colonel) passes through 1st and is closely followed by BG #5. As BG #4 begins
moving through opening #1 of BW #1 move Sam through opening #1 of BW #2 at a
FC, swing Cw around #4 to his 6 and smack him down as he comes to a stop. BG
#5 follows BG #4 through opening #1 and hangs close to cover him; turn to BG
#5 and drop him ASAP, preferably from his 6:00 to avoid taking a round while
you manhandle him.
2. Scenario #2;
BGs #4 and 5 approach and pass through opening #1 of BW #1, BG #4, (the
colonel) passes through 1st and is closely followed by BG #5, however BG #5
hangs only for a few seconds near #4 then repositions to downed BG #1 to
cover BG #4. As BG #4 begins moving through opening #1 of BW #1 move Sam
through opening #1 of BW #2 at a FC, swing Cw around #4 to his 6 and smack
him down. ASAP follow BG #5 as he heads to downed BG #1 and smack him down.
Sam will surely take damage.
If it takes you too long to remove BG #4, and head for BG #5, he may stand
and run for the GI stalls before you can block access to opening #2 of BW #2.
If so, follow BG #5 for a take down.
3. Scenario #3;
BG #5 will break away from BG #4 before or just after BG #4 passes through TO
#1. BG #4, (the colonel) approaches opening #1 of BW #1 alone while BG #5
heads for opening #2 of BW #1. As BG #4 begins moving through opening #1 of
BW #1 move Sam through opening #1 of BW #2 at a FC, swing Cw around #4 to his
6:00 and smack him down. While Sam is advancing on BG #4, BG #5 passes
through opening #2 of BW #1, stops and crouches at downed BG #1 and covers BG
#4.
Once you have dropped BG #4, fallback through opening #1 of BW #1 for a
quickie In-&-Out cover maneuver, Sam will take a round or 3 or 4 in the
process but be OK. As Sam returns through opening #1 of BW #1, BG #5 will do
1 of 2 things.
3a. He will turn around and move back to and or past BG #1, if so follow him
at a run and smack him down; Sam is going to take more damage and may require
meds.
3b. BG #5 will begin running toward the GI stalls as Sam passes back through
opening #1 of BW #1, stand and run after BG #5 to smack him down ASAP. Try to
catch him before he rounds the corner of the large stall and has LOS on the
GI stall. Failing that ensure you take him down before he can toss the
grenade into the stall.
(NOTE)
It's time to deal with Grinko. When whatever part of the convoluted mess
above is complete and #5 is down, return to the rear of BW #2 and determine
if BGs #6 and 7 have inserted with Grinko. If they haven't, recover the
Sticky Cam. Stay in the crouch, if you're lucky Grinko will be the only one
firing into the stalls, if not you also have BG #6 and 7 to deal with. In the
following section we'll deal with Grinko alone, he's pretty predictable and
most often you'll catch him from tunnel opening #2. We'll deal with BGs #6
and 7 further along in the guide.
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1. Once you have the Sticky Cam you should be fully aware of Grinko firing
away, ensure shocks are in the tube and determine which TO he's firing from.
If Grinko is firing from TO #1 FC to and through opening #2 of BW #1, head
for the left side jamb of TO #2. Stop about 4 feet from TO #2; shoulder the
AR, target level just inside the left side jamb of TO #2 and hold. Grinko
will be along in a moment to stick his ugly mug into the opening, send the
shock when he does to end the level.
2. If Grinko is firing from TO #2, move to the edge of opening #2 of BW #1
and hold. Recon Grinko, if he eventually heads back to "TO" #1, pass through
opening #2 of BW #1, FC to the left side jamb of TO #2. Stop about 4 feet
from TO #2; shoulder the AR, target level just inside the left side jamb of
TO #2 and hold. Grinko will be along in a moment to stick his ugly mug into
the opening, send the shock when he does to end the level.
3. Grinko is firing from TO #2, move to the edge of opening #2 of BW #1 and
hold. Recon Grinko, if he heads past TO #2 toward TO #3 target the long
narrow room with the floor grate, shelving and boxes from behind BW #1 and
hold. As Grinko pops into view send the shocker to end the level.
(NOTE)
If BG #6 and 7 don't arrive with Grinko it's very important to take him down
ASAP in an effort to avoid the 2 BGs. IMO they're the most dangerous and
random in their attack. They work in pairs or split up and advance through TO
#1 and 2 and both openings of BW #1. Most often when I require meds it's
because they're trying to turn me into Swiss cheese.
Whether BGs #6 and 7 insert with Grinko and or shortly after, I suggest
loading Shockers. Regardless of where you eliminate BG #5 from action, crouch
and head for the stall side of opening #1 of BW #2. Move toward the corner of
the stall and the hay bales then 180 to face through opening #1 of BW #2.
Shoulder the AR then orient Sam so that the post of opening #1 of BW #1
covers Sam from gunfire from TO #2. Swing the barrel left so as to target the
center of opening #1 of BW #1 at waist high then sling the AR and hold.
(NOTE)
Do not move Sam once you sling the AR, from this position you can see tunnel
openings #1 and 2 over the 2 barrier walls. Eventually BGs #6 and 7 come to
play.
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It may take a while, #6 and 7 may dally in the tunnel before 1 or both rush
opening #1 of BW #1 either to attack Sam or to revive the downed BGs. The one
caveat to this tactic, (doesn't happen often) is that one of the 2 BGs may
locate and elect to revive BG #1 at opening #2 of BW #2 before the other 3 at
opening #1 of BW #1 or just rush the opening to kill Sam. So keep a lazy eye
on opening #2 of BW #2
If you hear a BG say they've found a downed man and neither rush in to revive
BGs #2, 3 and 4. Look to opening #2 of BW #2, you must advance fast through
opening #1 of BW #2 shoulder the AR and shock BG #6 before he rouses BG #1.
Alternately, quickly move right from your position at opening #1 of BW #2 for
a clear shot at #6 trying to revive BG #1 through opening #2 of BW #2. If #6
isn't there trying to revive BG #1, he's there to kill Sam and your only
warning will be gun fire.
Once you've removed #6 from action, fall back to your previous position ASAP.
Reorient, medicate if needed and hold for #7. Once you've downed BG #7, move
between the barrier walls to retrieve the Sticky Cam. Load Foils in the tube
then locate Grinko. If at TO #1 or 2 move to the edge of opening #2 of BW #1
and hold.
1. If Grinko returns to "TO" #1 FC to the left side jamb of TO #2. Stop about
4 feet from TO #2; shoulder the AR, target level just inside the left side
jamb of TO #2 and hold. Grinko will be along in a moment to stick his ugly
mug into the opening, send the shock when he does to end the level.
2. If Grinko passes TO #2 for TO #3, shoulder the AR and target a foot past
the corner of the long narrow room with crates and shelving. You'll hear
Grinko running over the floor grating, when he appears foil him, sling the AR
and run to him. Smack him to end the level.
(NOTE)
It's a rare occurrence but has happened often enough; Grinko doesn't play
nice and die quickly. The game freezes Sam from action when Grinko goes down
but BGs 6 and 7 may be on their way to the stalls. If so you might hear them
rushing the tunnel over Lambert's rambling pie hole. Odds are if you took
Grinko at TO #2 Sam is exposed and will be killed once they approach Grinko.
Whether the game registers the level as complete or not depends on when
you're killed. They have even revived Grinko before the level ended.
Contrary to what many figured was an error, because no one in the game dies
from a smack, foil or shock, Grinko is dead as far as the game is concerned
and recorded as such in radio talk and on Sam's Palm. However 2 things
contradict this;
1. If you watch Grinko while Lambert jabbers he exhibits the same muscle
spasms of a stunned BG.
2. In the myriad number of times I've played through Abattoir, Grinko has
been revived by BG #6 or 7 3 times before the save option appears on screen.
Sam is unable to defend himself, if in the open, he'll be killed. Go Figure.
+=+=+=+=+=+=+=+=+=+=+=+=+
Level 7 complete
1 K, 5/7 KOs, 5 Divs, 2 Rnds, 1/2 Shocks, 0/1Foils, 2 Sticky Cam
_____________________________________________________________________
8. Chinese Embassy II, part I and II.
8.2 Exit to the Embassy compound,
8.3 Locate and explode gas tanks of trucks carrying bombs,
8.4 Locate Feirong and his Comp and Extraction
8.1 Access Feirong's comms archives in Embassy basement,
Always rotate through your HG options when safe after entering a new area,
remain in NV, click out only when the light hurts and then only after you
ensure security measures are clear.
Your EP is at the front of the restaurant, once you're in the restaurant stay
tight to the right and circle the sitting area CCw past the room divider to
the kitchen door. Hang at the door and look through the window, locate the
chef and hold till the chef turns away from Sam. Stay tight left and QC to
the ladder, climb it into the attic storage area and then again up to the
flat roof. FC across the planks bridging the 2 buildings and crouch on the
couch till the PBG moves past Sam's position.
(NOTE)
Use the front door to the restaurant to avoid a light distraction at the rear
entry.
If you alert the guard on the 2nd floor after crossing the planks but can
make it to the balcony climb the pole then hold till he leaves the balcony.
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QQC through the Hlwy to the XP and climb the pole then zip to the building
within the embassy compound. Skooch left along the ledge and around the
corner to the window then soft drop to the roof below. QQC across the roof
then climb back up to the ledge. FC along the ledge to the climbing pipe and
climb it, pass through the window to the ceiling vent and drop down to the
floor.
(SAVE POINT)
Locate and enter the cleaning materials closet, locate and enter the wet wall
on the right, go NV, stick Sam to the wall and slide to the end. Jump to the
pipe slide down and get Sam over to the opening near the office where the
comps are being destroyed. Pull the AR, scope the light above the XP, pop it
and stow the AR.
QC left past the BG blocking the opening in the wall; accelerate from QC to
QQC along the left to the XP and enter the small office. Access the comp and
promptly move to the XP. Face the XP, OCD then open it, pull the AR, load a
sticky cam and pop the fluorescent ceiling light past the XP. Exit the room,
bear right and stick to the wall, let the door close then retrieve the cam.
(NOTE)
I don't like it much and I don't think the game cares for it either but this
is the fastest/quietest way to get through the lower area of the embassy. The
alert tone stops sounding when the AI is distracted until the next loading
screen. Here's a really weird one, if I use the pistol to pop the ceiling
light past the XP the officer at the retinal scanner gets stuck on it
repeating the scan forever and 3 or more of the BGs have been known to crowd
into a bunch near the XP and vibrate all over each other.
Outside of the quirks, 3 conventional things bother me;
1. The 1 BG with LOS into the small office's XP doesn't react to the door
opening to the bright Hlwy.
2. No reaction when the XP opens and Sam lights up a smidge past the 1st
light meter marker.
3. No reaction to the ceiling light popping out.
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8.2 Exit to the Embassy compound,
Make your way to the next door and OCD. QC up the stairs, stop at the light
switch near the doorway and reconnoiter. There are 2 BGs in the large room,
#1 at the door and #2 on patrol. You're safe to enter the room at SC any time
#2 isn't walking toward the wall camera end of his patrol and #1 isn't
looking to his left. QC left into the room between #1 and the doorjamb and
over to the dark corner.
(NOTE)
I can't find a way through the room without an alert sound. Waiting for an
overt move from #1 that might occur when PBG #2 is at the far end of his
patrol doesn't happen.
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Move left along the wall to line up with #2 and his patrol route; #2 heads
back to this end of the room, when he is halfway back jump for noise. #1
being closer will investigate the area the sound emanated from; QC right and
then left along the wall toward the EP. #2 has stopped patrolling and is
watching #1; continue past the EP at a QC then accelerate to QQC along the
wall and out of the room into the next Hlwy.
You'll see your XP, a security door and keypad about 2/3 along the Hlwy on
the left. Locate the 3rd door at the end of the Hlwy, enter the office, move
over to the desk and slide left just enough to see the keypad and keep the
office door open. 2 BGs will approach the XP; wait for the second man to
enter the room before moving into the Hlwy. QQC to the closed left side
double door before the right side closes. If not, you'll need to use IR to
read the buttons on the keypad.
Once you're to the left of the XP locate the officer walking up the
staircase; once he passes Mao you're clear to enter the room. Once through
the opening move to the opened door, have Sam face just left of middle of the
door then stand and look left to the turret. Wait for the turret to swing
away before you jump to the ledge and hoist up. Keep an eye on the SBG near
the turret, he may turn or look left toward Sam as he hoists up to the ledge.
(NOTE)
Frankly everything you do from this point to dropping out the window and
completing the 1st half of the Embassy level is easy, the 2 problems are
getting it right and getting past the frustration when you get it wrong and
or the game punishes you. There are few breaks to collect yourself; every
part of the maneuver must be done quickly and fluidly for the AI to be where
you need them to be to succeed.
You'll initiate a number of alerts to get the AI moving, however, you won't
hear them, only the verbal and physical reactions of the AI. So if I haven't
made it clear, for me at least, this area blows.
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Once safely standing on the Urn ledge, stick to the wall and slide toward the
last urn. Release, crouch between the 2 urns and reconnoiter the room. From
your position, utilizing the ledge, an urn and the AR's scope you can locate
3 turret guns in the large room, 1 on each balcony and 1 below Sam's current
position. There's a grand staircase leading to the 2 balconies and to your
right, 2 large flags hanging from the ceiling. Behind the flags there's a
long pipe that spans the length of the room providing access between the
balconies. Lastly at the far right end of the 2nd balcony the XP, a security
door utilizing a retinal scanner.
Move to the last urn, stand and soft hop up onto it; turn Sam around to face
the ledge and hop up onto the balcony. Crouch, move left to the wall and face
the XP, leap up to the pipe and begin mad skooching toward the XP.
(NOTE)
It can take some practice getting onto the urn without attracting the
attention of the GFBG; this is what works for me most of the time. Move to
the urn, square up to it and stand, begin by lightly pressing forward, then
press jump and most times Sam will land silently on the urn. Release forward
as you land on the urn.
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Have Sam crazy skooch along the pipe, skooch skoochier than his last mad
skooch to the far end of the 2nd flag hanging from the high ceiling. I mean
that in a manly way. While you're crazy mad skooching along the pipe up to 4
new PBGs enter the balcony level, the 2 important PBGs appear on the XP side
you've been skooching toward.
(NOTE)
Sometimes once you're behind the 2nd flag 1 or more of the BGs from the Left
Side balcony snap and get everyone excited. If no one fires away at Sam hold
until the LS balcony BGs and the GFBG begin moving about. Even if the 2
important BGs are still on the balcony move to it along the pipe and hold.
Eventually they'll square away and line up accordingly.
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Go IR and stop at the circle of stars just before the end of the 2nd flag and
pull the pistol. Target the chandelier over the XP and pop it before the 2
important BGs get to the XP. Holster the pistol, 180 on the pipe and pull it
out again. Pop the big chandelier in the center of the room, aim for the
bright center and shoot it through the flag. Holster the pistol, turn around
and go legs up. Observe the two PBGs on the XP balcony. If you made it to the
flag and fired without errors, PBGs #1 and 2 are at most 2/3 to 3/4 along the
target balcony from their EP when you take the light over the XP. The PBG
closest to Sam may stop for a moment and appear to be looking directly at
him. The other may already be moving toward and or down the staircase.
You want everyone to be moving, preferably down to the main floor and or with
their backs to Sam. As soon both important PBGs are at least walking on the
intermediate platform and everyone is in search mode go NV and get skooching
to the balcony. You'll likely hear comment from one or more BGs; once over
the balcony hold and locate any BGs climbing the staircase, the PBGs will
investigate, watch there every move.
(NOTE)
Maybe 40 to 50% of the time the 2 BGs that enter on Balcony #1 don't show up.
When skooching to Balcony #2; if the AI makes comment about seeing something
and 3 BGs climb to Balcony #2, it is counted as another diversion. However,
if comment is made and only the 2 BGs that belong on this side climb up to
Balcony #2 it is not counted. Very rare, one BG may still be on the balcony
near the turret gun, when the 2 important BGs are at the XP, if so and the
officer moves to the scanner, Y/B to the floor, adjust the AR and move around
the BG to the bench.
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As the officer moves to the scanner lower Sam's legs and Y/B to the floor.
Load foils in the tube then QC Cw around the BG to the leading corner and end
of the bench, near not against the XP. Ensure the light meter is at or below
the 1st segment line and hold. The officer will turn away from the scanner
and the BG will begin moving toward the XP; shoulder the AR.
Once the BG passes Sam begin sidling left toward the XP while targeting the
officer at chest height. Stop near the XP and foil the colonel as he turns to
face the XP, stow the AR and QC into the room before the door closes. QC left
to the window, (XP) and stay to the middle of path leading to it to avoid
alerting the BG in the room. Stand and then hop onto the table, you should
hear boots scrambling on the floor outside the room, move to the window slide
the window open and then FC out into the night.
(NOTE)
I tried everything I could think of to get through the security door without
touching either BG. Sam got vented every time by either or both. The only way
I've been able to survive the event is to foil the colonel. You must be
careful moving through the room and hopping onto the desk to prevent the comp
BG from getting a round or 40 off which will spoil Sam's day.
In the untold number of times I ran this maneuver and things went well, it
was because I stayed in the middle and was quiet. There're also occasions Sam
takes lead because the colonel fires through the closed door or the door
doesn't close at all. If and when this occurs to you stop and 180 to the
door, see if it's open or closed take note if the comp BG is firing on Sam or
occupied with the comp.
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Chinese Embassy II part II
8.3 Locate trucks carrying bombs and explode gas tanks,
Once on the ground, move Sam over to the right side of the light post on the
right side of the ornate arched opening. Remain on this side of the archway;
there's a water and bridge garden on the other side of the archway. There are
4 bridges in 2 sections 2 per section and section 1 is closest to Sam's
position with bridges #1 and 2. You need to watch out for a dog and 2 of the
3 PBGs in the garden.
PBG#1 Samo Hung Guy, (that's his name ... really) patrols section #1 back and
forth over bridge #1 the closest to Sam's position. PBG #2 with the dog
patrols section #2, back and forth over bridge #3. So, Samo has stopped at
the beginning of bridge #1; note the approach to the bridge is lined with
stone in an "L" shape, as Samo begins his 180 to walk away, QQC through the
archway and bear right toward the water and wall.
Cross over the short leg of the stone liner and drop down into the water.
Proceed to the right side of bridge #1 then hold beside #1's stone buttress.
PBG #2 and the dog have been walking left toward the arch wall, you need #2
to pass behind the palm tree closest to the wall to safely move Sam tight
left around the buttress and under the bridge. Stay within and follow the
dark lane across the stream, QC up the opposing stream bank beside the bridge
and QC toward the gazebo.
(NOTE)
Regardless of how well you perform the maneuver you're going to get the alert
sound from the dog catching your scent somewhere between the gazebo and
bridge #2. The important thing to remember is to stay dark, quiet and ahead
of the dog.
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Once you're up the other side near the gazebo remain dark, Samo should still
be ahead to your left and with his back to Sam. QC across the Wkwy and down
the bank toward the stream, before you enter the water turn left along the
edge of the stream and head for the XP at a QC. If you reach Samo prior to
his 180 to walk away hold till he does. Move into the stream; gradually
accelerate from QC to FC as you distance yourself from Samo. Locate the XP at
the end of the canal; it's the metal gate at the far right end of the garden.
Once through both gates remain dark and reconnoiter. Locate the BG on the
platform; the wall cam, lights and all possible cover in the area then step
up far enough on the steps to attract the PBG on the platform. As the PBG
begins walking toward the platform's steps, QQC straight up the recess's
steps, stay right and along the wall to the debris then QC around it to where
the bottles are and hold. Allow the PBG to pass by Sam, look to the wall cam
and hold, wait for the camera to swing left, (Sam's right); before it reaches
its stop QC up the left side of the steps to the XP and enter the building.
(SAVE POINT)
Once you're in the room switch from your jack boots to your PF Flyers and
exit the room. FC down the steps and into the warehouse, FC through the 1st
section of shelving to the 2nd set then standup and hold. The PBG near the XP
will walk away, stop and 180 facing Sam's position. After a moment he'll
approach the keypad. When the PBG begins walking toward the keypad, hop over
the shelf and back to the floor then FC past the forklift and up the stairs
to the XP.
If you're fast and quiet the XP will still be open, if not use the IR keypad
trick and enter the next room. SBG #1 is on station at your XP and has his
back to you; there are 2 tables in the room table #1 is near the light switch
and table #2 to Sam's right from his position at the door. Approach the
switch only enough for it to show up on the screen.
(NOTE)
When facing the light switch look to Sam's 8:00 there's a dark inside corner
and shelves. You'll use this space in a moment. When you hit the switch most
of the room will be pitch black and the SBG will investigate.
+=+=+=+=+=+=+=+=+=+=+=+=+
Peek out the door into the warehouse; go NV and locate the PBG standing about
25 feet from the XP. When he turns and begins to walk away note the beat of
his step, once the PBG has returned prepare to act. As the PBG turns and
takes his 1st step rotate 180 and count the beat to 6 then flip the switch.
FC tight around table #1 2 or 3 steps to alert SBG #1 then drop to QQC. Head
back toward the center of the room and then along the wall to the dark corner
mentioned in the previous note. Slide a bit along the shelving toward the XP,
the SBG will comment on the noise then enter the room. As the BG passes
through the doorway and bears left toward the offending noise slip by him
into the warehouse.
(NOTE)
If you're quiet enough exiting the room and moving to the large box, SBG #1
walks to table #2, looks about for 6 or 7 seconds then exits the room. He has
no idea where to look; SBG #1 relies on 2 default search patterns, #1 brings
him deeper into the room and #2 has him walk into the aisle Sam is in. SBG #1
turns and looks away as he stops, he never looks at Sam, then he leaves for
the center of the room. Both give you all the time you need to reach the top
tier of shelving. If you make a smidge too much noise exiting the room to the
central aisle he'll track you to wherever you hold up and look right at Sam
however as long as you have adequate cover you're safe.
The maneuver uses a double jump with proper landing mark and hoist position.
Hit all 3 with precision to avoid detection from the PBG on his return to
this half or the room and SBG #1 as he completes his investigation of the
initial diversion. The correct hoist position will look like Sam's right
shoulder is about 10 to 12 inches off the corner, too close and Sam won't
grab the top shelf. Too far from the corner and Sam will drop to a crouch and
enter the middle shelf. If so, Sam is unable to return to the hoist position
and must double jump off the large box.
+=+=+=+=+=+=+=+=+=+=+=+=+
QC through the XP toward the row of shelving at your 12:00; when you're
beside the pallet ahead and on your left, turn and head right past the pallet
now ahead and on your right. Cross the main aisle and past the pallets and
plywood leaning against the row of shelving now on your left. Once Sam is
past the plywood and pallets locate and move beside the large box sitting on
the bottom tier of shelving on your left.
There is a pallet leaning against the row of shelving at your 2:00; above and
at 1:00 2 more pallets lying at mid tier. The leading edge of pallet #1,
closest pallet at mid shelf is your target. Move to the corner of the large
box near the shelving post and double jump over the leaning pallet to the 1st
pallet mid shelf.
Ensure you press and hold the left tower at 1:00 while Sam is airborne to
land on pallet #1. Release forward as you land for a soft drop, if you
release early and land on the leaning pallet quickly hop onto the closest
pallet, then QC to the corner where the 2 rows of shelving intersect and
hold. The noise made hopping up is as bad as running along the shelf to the
corner and will attract SBG #1 even though he may still be in the room
(NOTE)
I think the issue with what comes next is with bad coding, quite often the
game flakes and won't let Sam grab the top tier of shelving from his
jump/hoist point. I have best success with the 10 to 12 inch spacing between
right shoulder and corner and sometimes spinning the camera back and down
onto Sam then press jump. Sometimes it takes a few tries before he grabs and
hoists up. The failed jumps will attract SBG #1, if you're forced to crouch
middle shelf at the corner, don't push Sam into the shelf, you can't get back
out and stand. I almost always get the grab by the 3rd or 4th try.
If you have a problem with the jump/hoist maneuver, a nice trick is to hold
at the corner until SBG #1 walks past the aisle and deeper into the large
room then position
+=+=+=+=+=+=+=+=+=+=+=+=+
Step left away from the corner about 10 to 12 inches, spin the camera back
and down onto Sam then jump up to the top tier. If Sam doesn't grab the 1st
try, you get to see the SBG exiting the small room and heading for Sam's
position. If so crouch and hold until he moves away and deeper into the
warehouse.
Once he has moved on continue jumping till Sam grabs and hoists up to the top
tier. Once on the top tier turn left and QQC over the shelving, drop down to
the lower dark top tier where you line up with the elevated Wkwy. Stand; face
the Wkwy and the top tier of shelving abutting the Wkwy. Run/jump to the left
side of the 2 boxes stacked off angle at Sam's 1:00. As you arc over to the
next shelf release forward then press and hold roll for a soft drop.
To increase the odds of a -0- comment move to the XP;
1. SC along the dark left linear line of the Wkwy.
2. The PBG is walking to the right and just passing under the Wkwy.
3. SBG #1 must no be on station, he must be walking, standing and or facing
anywhere but the Wkwy.
(NOTE)
It's just that simple! However leave too early or late, too fast or way too
slow, too close to the right side of the Wkwy, and at best AI comment, worse
the alert sound and worst an alarm, venting and a restart.
With this maneuver, if done correctly I'm able to pass through the XP 40% of
the time without comment, 40% with comment but no alert and 20% with comment
and alert.
Watch the important cut scene, it and previous convos with Lambert clue Sam
into what's required to fulfill his objective.
+=+=+=+=+=+=+=+=+=+=+=+=+
When freed from the cut scene run along the Wkwy to the stairs leading down
to the main floor, locate and shoot the gas pump. Big explosion! Cut scene,
showing Wan Hot Leung falling to his knees and Lambert ragging on about the
general, yadda ... yadda. Run down the stairs to the XP, locate a trap door
and climb down for a save point.
(SAVE POINT)
8.4 Locate Feirong and his Comp and Extraction
Follow the PBG and move into the 2nd niche on the right. Stick and wait for
him to pass by Sam before following Goa, (the 2nd PBG that appears from the
far end of the tunnel). Goa gets the message that the General is whooping it
up and needs some bodies to redecorate his office. Discreetly follow him to
and through the first keypad door. Move around the corner and creep up to a
safe distance and wait for him to enter the elevator room before moving to
the next keypad. If you aren't fast enough to block the security door from
closing behind Goa go IR and use the keypad to open the door.
Access the elevator and ride it up to the next floor. FC straight out of the
elevator to the next door; go IR and abuse the keypad, FC through the door.
Okay, last door this mission coming up, promise. Go IR and examine the
keypad, punch in the pass code and run to see the general mess Feirong has
made of his office. Grab his little yellow Feirong neck and stuff his face
into the comp for some needed data. Let him drop to the floor like the
drunken fainting sissy that he is, the limp little ... foul breathed ...
general thing! EEW have a Tic Tac eh!
(NOTE)
Don't be too fast on your approach to Kong Feirong Chicken, if you wedge him
in so that he can't walk away from the desk he may pull his pistol and fire a
round or 2 into Sam.
+=+=+=+=+=+=+=+=+=+=+=+=+
Exit the room, through the hall, if this place wasn't so dark and on fire you
might recognize it as the balcony on the other side of the lobby. Enter the
door to the room with the cool window, wait for the door to blow open and run
down the fire escape to the window and out onto the ground. Run up the short
stairs to the Osprey and out of the level.
Keypad codes; 1436, 9753, 1456, 1834, 7921,
Level 8 complete
6 Divs, 4 Rnds, 1 Foil, 1 Sticky Cam,
_____________________________________________________________________
9. Presidential Palace
9.2 Locate Cristavi's office and access the interrogation file.
9.3 Retrieve the Ark from the Library safe,
9.4 Locate and kill Nikoladze then Extract
9.1 Gain access to the Palace,
(NOTE)
For the sake of making an infinitely long file imperceptibly shorter, I'm
omitting all the platform jumping and take up a reconnoiter position near the
top of the climbing pipe and just below the ledge. There's no way to know
where the ledge PBG and dog are along their patrol, you can slow your ascent
to the top but there's still no guaranty you won't be heard or smelled as you
approach the top. The more time you spend on the ledge the greater the chance
of being tracked by the dogs.
+=+=+=+=+=+=+=+=+=+=+=+=+
Always rotate through your HG options when safe after entering a new area,
remain in NV, click out only when the light hurts and then only after you
ensure security measures are clear.
You're standing in front and at the bottom of the climbing pipe, grab and
begin climbing to the ledge at the top and hold. When PBG #1 and his dog move
sufficiently to the left or right side of the quad hoist up to the top of the
ledge, creep right a few steps then drop back down and hang from the ledge.
Take note of the searchlight as it moves over the ledge, skooch right and
stop past the lights farthest point and hold.
You're facing a large quadrangular garden girded by high fences to the left
and right and a High hedgerow at the far end. The area is patrolled by 2
PBGs, 2 Dogs and a sniper in the lighted tower. The quad is dimly yet
adequately lit by 4 lamp posts spaced along the 2 high fences to the left and
right sides of the open quad. For maneuvering orientation I number the lamps
in a Cw rotation, the lamp closest to the lighted tower is #1. There is a
monument centered at this end and if you go NS you'll see a long narrow dark
lane leading from the monument to the hedgerow at the far end of the quad.
The 2 PBGs and dogs walk the quad. PBG #1 and his dog patrol back and forth
along the ledge, PBG #2 and his dog have a larger CCw route covering the
hedgerow, monument and fences of the quad. Above and to the left is a tower
with sniper and searchlight. There is -0- guarantee that PBG #1s dog won't
get Sam's scent whether you creep, run or skooch left or right along the
ledge, maybe there's an unseen wind blowing up the wall, I don't know.
(NOTE)
Its patience time, it may take a bit for the set up. Unfortunately and far
too often the ledge PBG and his dog catch Sam's scent or hear movement even
when they're on the other side of the quad and or he's hanging motionless
from the ledge. The sniper is irrelevant unless Sam is seen, heard or smelled
by the PBGs or dogs. I've made it through the quad with him at either side of
the tower. He moves back and forth left to right along the tower Wkwy, he
spends about 17 seconds moving to and staying left and 22 seconds moving to
and staying on the right.
+=+=+=+=+=+=+=+=+=+=+=+=+
You're window of opportunity arrives when PBG #1 and his dog are moving left
toward the tower and have already passed the monument. PBG #2 and his dog are
at the far end of the quad along the hedgerow, on their return to the
monument and are passing or have passed the dark lane. Hoist up and move to
the monuments 3:00 it'll cover Sam from the searchlight.
Move out after the light passes the monument along the dark lane and toward
the hedgerow at a QQC. Accelerate to FC as you pass halfway across the quad.
Try and keep an eye on the dog and searchlight you may need to stand and run
a bit to stay ahead of the light as you head for the opening in the hedgerow
at Sam's 1:00. When you reach the far side and pass through the opening of
the hedgerow bear left, go IR, stop and scan the area for BGs and dogs.
Discover the hedgerow is a hedge maze, notice as you move left and go IR that
you can still more or less see the layout of the maze. Also as you move left
the pale blue silhouette of an SBG comes into view. Go NV, there's an opening
ahead and diagonally to your left. FC toward the hedge opening then drop to
QQC as you pass through it then bear right for an "S" turn. Slow to QC as you
swing left around the next hedge wall, you'll see a lighted opening ahead and
to your right, stay dark till you can see the SBG with his back to Sam and
whether anyone is on the other side of the gate looking in.
(NOTE)
You'll hear the down beat alert as one or both dogs catch and track your
scent through the quad, don't fear.
+=+=+=+=+=+=+=+=+=+=+=+=+
If and when the gate area is clear move up to the BG for a GD&S, drag him
left into the dark and over to the bench, spin and corner him between the
bench and hedge then smack him. Take the satchel, stay dark and swing back
toward the EP then hook back to the fountain, stand and hop in. QC across the
fountain, to the gate side then 180 and go IR. If you can see any of the BGs
or their dogs approaching hold till they leave. When clear from all points
hop out, creep to the keypad and use the pass code taken from the SBGs
satchel.
Exit left out of the fountain area at a QQC before the PBGs enter the
fountain area. Stay close to the hedge wall on the left, stop before the
small hedge gate, go IR and boo the area past the gate, if and when clear
move into the lower level near the sliding vent cover, open it and climb in.
(NOTE)
To date, the PBGs have discovered the KO 1 time, go figure. Stay in the
fountain, the dogs can and often will track Sam around the fountain to the
keypad.
+=+=+=+=+=+=+=+=+=+=+=+=+
(SAVE POINT)
9.2 Locate Cristavi's office and access the interrogation file.
Explore the basement and room the above it if you like, there are 2 meds and
a QP to be had; the QP may come in handy if you blow at lock picking. Move to
the XP and reconnoiter, use the AR and scope for a better view, you'll see a
door to your right halfway along the room. If you flip through your HG you'll
discover a number of laser grids at either side of the room. As you approach
the laser grids take note of the laser's dark circular emitters, always keep
an eye out for them if you click into NS.
As you move through the large room you'll discover a 2nd door at the far end.
If you're curious make your way to the door and discover it's locked, load
the manual pick and unlock the door. You'll find another QP inside the room.
As you exit the room you'll also discover 4 PBGs entering the main room via
the door you passed earlier on your right.
(NOTE)
For those not interested in exploring the door at the far end of the room. To
lower the laser grid and activate the PBGs move past the 2nd glassed showcase
on your way to the door at the far end of the room then return to the columns
closest to the double doors. The grid facing the center of the room will drop
in a moment; move to and stick to the wall left of the XP and hold. 4 PBGs
will enter the room; before they do one will order a look for hostiles or
some such thing.
+=+=+=+=+=+=+=+=+=+=+=+=+
If you went for the QP, exit the room, bear left toward the nearest column
with the single low laser at FC. Crouch close to the laser and corner of the
column and hold. A PBG will pass close by Sam, once past QC out and along the
column line to the XP; if all are undisturbed the PBGs will be facing away
and or out of the large room.
Once you have Sam through the XP and into the Hlwy, FC to the foot of the
stairs. See the emitters at the foot of the stairs and flip through your HG
to confirm the laser traps. Climb up onto the radiator, jump/double jump over
to the newel post and drop off past the lower step lasers. Climb the stairs
to the balcony railing then hoist up and over onto the balcony. QC to the
door and OCD to verify clear, open it and move to the right, hold and
reconnoiter the room.
There're 4 BGs, the two important ones are on the other side of the room, PBG
#1 patrolling the lower balcony and PBG #2 on the upper. Watch at least one
complete circuit of their patrol. Get a close up on the 2 PBGs; scope them
when they're at the far end of the room, PBG #2 faces the center of the room.
There is a set of double doors ahead and to the left, they line up with the
head of the stairs leading to the ground floor. As both PBGs complete and
then begin another lap; move Sam left to the double door wall.
After PBG #2 begins to walk away, move out along the wall at a FC, just
before Sam reaches the double doors go into a roll. Continue at a QQC to the
other side of the balcony; once Sam is under the upper balcony continue along
the wall to the dark corner under the upper balcony stairs and hold. Wait for
PBG #1 to be walking away and under the upper balcony before heading for the
stairs. QQC up the stairs and along the wall toward PBG #2, see him come to a
stop near the XP. Halfway to #2 drop to QC and approach on his 6:00 for a
smack then grab the satchel.
(NOTE)
When left on the upper balcony the PBG has been found once in I don't know
how many times I've played the mission. When the alert to a found body was
sounded it was just after entering Cristavi's office. I returned to and IR'd
the PBG through the balcony door, his body was still in repose and no one
made an effort to revive him.
As odd as the alert is, I believe it may occur due to his feet touching the
balcony banister. I have little evidence to work on, (he has tiny feet) but
to date it has never occurred when he is lying parallel to the banister; so
if you smack him as soon as you see the "Grab" option you'll hit him from the
side causing him to fall parallel to the banister.
For those having problems approaching PBG #2, (if you go for a grab you must
be closer to #2 than the door otherwise a quick push to "A" for a grab gets
the keypad instead, whereas a smack prevents that from happening. However if
you're having difficulty stalking #2 you can hit him with a cam at 15 feet or
a shocker from the head of the stairs.
+=+=+=+=+=+=+=+=+=+=+=+=+
Use the code then IR the door and wait for the area past the door to clear
out before sending Sam in there. There are 2 long pacer PBGs returning from
the other end of the long room and 2 PBGs that pace back and forth in
corridors to the left and right at this end. Once the 2 long pacers walk away
look to the PBGs that appear from the left and right. As soon as they turn
around to walk away enter the room QQC past the 2 side PBGs to the middle of
the long hall.
Follow the 2 long pacers till you locate the short Hlwy on the left. If
they're on their way back you can stick to the dark side of the 1st or 2nd
display cases, slide to the corner furthest away from the PBG walking by at
the moment then back to the other corner of the display. Once the area is
clear send Sam into the short Hlwy on the left.
Once in the Hlwy locate and watch the revolving ceiling camera, wait for an
opportune moment to stay (ahead of or behind) its rotation and move Sam to
the XP on the left end of the Hlwy. Do a quick OCD and then manual pick the
door to Cristavi's office and enter.
(SAVE POINT)
Once you're in the narrow Pswy move to the 1st set of lasers, FC to the end
when the low lasers vanish. Quickly stand and face the laser wall, hop over
the low laser toward the aquarium when the middle lasers vanish. Locate the
office desk in the dark room, FC CCw to and then around the desk to the desk
chair. A Pm enters thinking Cristavi is in the room and stops at the corner
of the office desk. Once the Pm has asked Cristavi to respond a 2nd time,
"Sir, President Cristavi"? QC to the comp, access it then retreat the way you
came.
(NOTE)
If you have difficulty making it to the aquarium lasers because of noise, you
can slow down and get to the lee side of the book shelf closest to the
aquarium. Stick to the shelf and slide toward the desk, the Pm flips the
light and faces his EP. QC to the laser, stand, leap and soft drop to the
floor once the mid lasers go out.
+=+=+=+=+=+=+=+=+=+=+=+=+
The Pm will begin to walk back to the light switch near his EP as Sam is
finishing up at the comp. Fallback to the aquarium; the Pm will flip the
light switch as Sam preps for his hop over the aquarium laser. If you move
away from the desk too fast the Pm will hear and follow. Once the low lasers
temporarily shut down, QQC to the XP, OCD and exit.
9.3 Retrieve the Ark from the Library safe,
A PBG may be at the head of the Hlwy intersection as you enter, avoid the
camera and move to the head of the intersection when clear. Ensure the coast
is clear and head left to the next XP; a new PBG will or may already have
entered the long hall from the next XP. Keep Sam to the left of the XP, the
PBG will enter and most often walk along the right side of the long hall. Get
Sam through the XP when safe, if the door closes before Sam can pass through
it OCD.
FC along the left wall, avoid the ceiling camera in the middle of the room
then OCD. Enter, FC through the room to the keypad and use the pass code from
Cristavi's comp. Open the left side double door to the next room; move in
just enough to reconnoiter the layout ahead and to the left. Locate the 2
PBGs circling the elevator in the next room over, there's a partition or
something blocking a complete view of the room.
When both PBGs have their backs to Sam QQC to the dark object ahead, relocate
the 2 PBGs and discreetly follow the trailing one around the elevator cage
they're circling. Stay dark along the perimeter of the room, and discover a
3rd BG in the room facing away from the elevator cage door. Let the PBGs
circle the cage to get the feel of the room and their tempo. Move to the
elevator door when both are at the opposite side of the cage. Once Sam is
safely in the elevator, press the down button on the keypad.
(NOTE)
The above may end up being another patience game due to a possible long wait;
often the 2 are at opposite sides of the cage. Each PBG makes random stops at
the sides of the cage, you need both to close ranks and walking toward or at
the opposite side of the cage door to approach, open and enter the elevator.
+=+=+=+=+=+=+=+=+=+=+=+=+
(SAVE POINT)
Once at the ground floor, quickly move out and to the right around the
elevator, then bear left toward the bookcase to the left side and close to
the grand staircase. Drop to FC as you approach the left end of the bookcase
stop at the narrow end and stick. There may be anywhere from 1 to 3 PBGs
standing and or running about the upper and lower level of the Library just
waiting to ventilate Sam.
While you're stuck to the end of the bookcase peek right around the end of
the bookcase and eyeball the BG that's likely crouched and waiting for Sam to
move. Eventually the BG moves away from the bookcase, FC to and through the
XP into the basement and Nicky. So far, Sam should still be in good shape and
at full health. Move through the basement searching for Nicky, get close
enough grab him and waste no time dragging him to the scanner.
(NOTE)
The route to the XP is pretty much straight and simple, however the odds are
high Sam is going to take some damage maybe heavy damage heading up the ramp.
The last BG crouching behind the boxes at the ramp is the cause of the
damage. Sometimes I receive the least amount of damage staying to the right
as I run up the ramp, others to the left.
+=+=+=+=+=+=+=+=+=+=+=+=+
9.4 Locate and kill Nikoladze then Extract,
There's going to be a count down, ensure Sam is in NV before the count down
hits two. Keep the talking BG on Sam's left, run straight by him and stay to
the middle right side of the room. Angle left toward the XP as you pass by
and to the right of the BG standing at the middle of the room. Run straight
toward the boxes to the left of the XP; slide off them and up the ramp.
Stay to the right or left side as you move up the ramp, you're going to take
fire from the BG crouched behind the boxes. Continue up the ramp to the next
level and then turn right to the short ramp to the library at FC. Quickly
scan the Library in IR then exit the library to the roofed Wkwy to avoid more
damage from the BGs that may be following Sam from the basement.
(SAVE POINT)
Reconnoiter the courtyard ahead; there's a hedgerow surrounding a central
fountain and pool area, the courtyard is enclosed by buildings with Wkwys and
balconies. To the left and right 4 PBGs are patrolling the length of the
Wkwys and balconies. To Sam's left is a climbing pipe, scope the AR and
locate a 2nd climbing pipe at the far end of the courtyard.
Move out from under the roofed entryway into the courtyard and enter the
fountain area. I prefer to exit the roofed area when the 4 PBGs are
approaching the far end of the courtyard and about to head back. I like to
remain on the left side within the fountain area and tight to the hedges as I
QQC to the opposite end of the courtyard. Hold at the corner of the hedgerow
if you make it before the PBG begins his return.
Ensure all 4 PBGs are on the return half of their patrol then QC to and climb
the steps. Exit the fountain area and QQC right to the climbing pipe; climb
up and into the arched opening of the balcony. As you drop down into the
balcony you'll get a save point, take it.
(SAVE POINT)
Sam will receive instructions from Lambert to eliminate Nicky while he's in
Cristavi's office, move into firing position and vent Nicky. Hear running
foot steps and move to the hinge side of the XP, wait for the PBG to run out
onto the balcony. Once the PBG is in position, exit the balcony before the
door closes. FC down the stairs and through the opening on Sam's right into
the huge dining room.
Move straight to the near end of the table and snuggle in between the chair
and rolling service tray for cover. The PBG from the balcony will pass by the
opening to the dining room and exit into a back room. 2 PBGs from the room
ahead will walk through the dining room, once they are past Sam move out left
around the table and along the wall to the storage cabinet against the wall
and to the left the double doors.
Just before Sam contacts the cabinet, have him jump to and grab the top of it
to hoist up. Jump over to the mini balcony. Once on the balcony, exit the
dining hall through the connector to the final room. You've been here before
eh, stay close to the wall on the left as you proceed along the lower balcony
to the stairs leading to the upper balcony. Once at the base of the stairs,
move over to the railing above the XP. Stand and jump up onto the railing,
slide off and down to the floor ledge of the lower balcony. Do a soft drop to
the floor and exit the room for an end of game.
Speed Picks;
Room off Gallery with QP, 5:00, 7:00, 11:00, 8:00, 2:00, 11:00,
Cristavi's Office, 5:00, 10:00, 7:00, 12:00, 2:00, 11:00,
Level 9 complete,
1 K, 2 KOs, 1 Rnd,
___________________________________________________________________________
10. Kola Cell
10.2 Locate the colonel and use him on the retinal scanner,
10.3 Locate Masse and D/L his source code,
10.4 Extraction.
Abandoned Factory
Kola Peninsula, Russia
Jan 19 2005
17:11
10.1 Locate and access Masse's server,
(NOTE)
It appears the AI has many variations of action in this mission, and they can
alternate regularly to the point that there isn't much you can count on to
happen more than 1 or 2 consecutive times. Small example, the 1st PBG in
game; PBG #1 has 12 patrol variations; 9 of the 12 branch off the 1st 3
possible actions he may take from the lower level. I pretty much account for
all contingencies
+=+=+=+=+=+=+=+=+=+=+=+=+
10.1 Locate and access Masse's server,
Always rotate through your HG options when safe after entering a new area,
try to remain in NV, click out only when the light hurts and then only after
you ensure security measures are clear.
You begin the mission within a small fenced in enclosure and listening to
Lambert. Locate the crawlspace and creep to the other end. There is a PBG in
the room, he may stay and begin a phone call or exit to the head of the
stairs to have it.
1. If the convo begins at the top of the stairs, QC to the dark spot beside
the platform and face the PBG to watch him. When his convo is over, if the
PBG 180s and heads for the lower level, just before the PBG lands on the
platform begin to gently press and hold forward. The PBG is now on the
platform, has turned right and starting to walk down the last flight of
steps. Soft jump onto the platform, crouch, QC to the top of the stairs and
then accelerate to FC across the large room into the draped tunnel. You have
all the time you need to double jump the security laser.
(NOTE)
You will have little opportunity to exercise the tactic below if you wait for
the PBG to take station at the top of the stairs. There are at least 12
variations of the patrol route available to the PBG, 2 of them have him
taking station at the top of the stairs. 1 in 6 is poor odds for each start
of the mission, not to mention the broken glass on the floor. Your best bet
for practice is to interrupt his conversation at the top of the stairs.
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2. Regardless of where the convo takes place, the PBG has climbed to the top
of the stairs and taken station. You have followed the PBG onto the stairs;
or you are currently to the side of the platform and facing the back of the
PBG. Move back toward the center of the room and orient Sam so the tipped
over barrel is at his 3:00, the EP will be at Sam's 1:00. Jump for noise, FC
into the crawlspace, stick to the right side wall and slide back to the
opening.
Ensure you're in NV, stop and hold when Sam's left elbow touches the wood
post at the crawlspace opening. The PBG will return to the lower level to
investigate, he will stop at the spot where the noise was made and turn his
back to Sam. Release, QC out of the crawlspace and left toward the PBG, (to
avoid the glass shards) and pass him to his right. QC to the manifold running
along the wall leading to the stair platform before the PBG turns toward the
crawlspace then head left along the shadow of the manifold to the platform.
If undisturbed the PBG will turn left and head for the crawlspace opening as
Sam QCs left to the platform. The PBG will face the platform look into the
crawlspace then look right then left and then back at the crawl space before
he turns back to the platform. This is all the time Sam needs to soft jump to
the platform, crouch and QC up the stairs to the large room. From the top of
the stairs Sam can FC across the large room and into the draped tunnel. Once
in the tunnel, double jump the laser and soft drop to the floor.
When the PBG exits to the upper level for the 2nd time he may only pace the
1st 1/4 of the room then return to station at the head of the stairs. He may
pace the 1st half of the room then return to the basement and then repeat the
route, or the 2nd half of the room and into the tunnel.
(NOTE)
If the convo takes place in the lower level then follow the PBG onto the
stairs. If the convo takes place at the top of the stairs you are currently
to the side of the platform and facing the back of the PBG. The PBG is at the
top of the stairs and beginning to walk into the large room.
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1. Follow the PBG into the large room; stay to his 4:00 along the big pipes.
If the PBG stops at the 1st 1/4 of the room, continue past to the pile of
whatever and hold. Your XP is the draped tunnel at the far end of the large
room. As he 180s and heads back to the stairs, QC around the pile and
accelerate to QQC as you head for the tunnel. You must enter the tunnel
before the PBG stops at the stairs and 180s to face the room.
Ensure Sam is in NV as you enter the tunnel, walk or creep along either wall
toward the security laser. Continue to press forward through the maneuver,
about 2 1/2 to 3 feet from the laser double jump off the wall then press roll
for a soft drop. Stick to the right side wall, slide to the end and boo the
Hlwy. Once in the Hlwy locate the Laser grid room and enter.
2. Follow the PBG into the large room; stay to his 4:00 and along the big
pipes to the pile and hold. Your XP is the draped tunnel at the far end of
the large room. If he stops halfway into the room he'll then 180 and return
to the lower level. QQC through the large room and into the tunnel, ensure
Sam is in NV as you enter the tunnel, walk or creep along either wall toward
the security laser.
Continue to press forward through the maneuver, about 2 1/2 to 3 feet from
the laser double jump off the wall then press roll for a soft drop. Stick to
the right side wall, slide to the end and boo the Hlwy. Once in the Hlwy
locate the Laser grid room and enter.
(NOTE)
What follows for option #3 must be done precisely to ensure stealth. I still
Bjork the maneuver and require a couple practice passes to get it right.
Regardless the PBG returns to the tunnel by default, the event must be
considered as a diversion/distraction if there is PBG comment, (with or
without the alert sound).
Ensure you are in NV and can see the security laser. The PBG and Sam must
exit and enter the tunnel nearly simultaneously; Sam must be slightly behind
to avoid detection. Sam must move a smidge above QC along the middle to right
side tunnel wall toward the laser to achieve a 2 1/2 foot distance to it
before the PBG 180s and faces the tunnel.
I look straight down at the ground as I QC along the wall; the ground has a
rut down the middle and there's tall wispy grass growing in long thin strips
along the walls. Look down at the right side of the path; it has 5 dark lines
that cross the tunnel path right to left but disappear in the rut, 4 of them
are very distinct.
For the maneuver to succeed Sam must be moving forward at a QC and 2 1/2
feet, (2 dark lines) from the laser when he hops over it. The landing must be
a soft drop to maintain stealth. From the soft drop move the tunnel wall and
stick.
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"READ THE NOTE ABOVE"
3. Follow the PBG into the large room; stay to his 4:00, QC along the big
pipes to the pile and hold. Your XP is the draped tunnel at the far end of
the large room. The PBG will stop 3/4s of the way through the room for a
moment then he'll enter the tunnel. When he then turns and heads for the
tunnel follow him at a QC, break right past the pile to the pipes and then to
the right of the tunnel opening.
Eventually the PBG will exit the tunnel and walk back to the 3/4 mark; enter
the tunnel just as the PBG exits. He'll hold for a few seconds then return to
the tunnel. QC along the tunnel toward the laser as the PBG retreats to the
3/4 mark, when 2 dark lines, (2 1/2 feet) from the laser, hop over it and
soft drop to the ground. From this position move to the tunnel wall and
stick, allow the PBG to enter and exit a 2nd time. As he turns and begins to
exit the tunnel slide Sam toward the Hlwy and boo it for BGs. Once in the
Hlwy locate the Laser grid room and enter. Continue at @#$
(NOTE)
If you trip the tunnel laser there is a way through the laser grid room,
albeit more time consuming. If you're into perfection you may wish to
restart, however if you're willing to allow some whoops without ID as long as
it allows the mission to continue here's the route through the laser grid
room.
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Tripped tunnel laser alternative maneuver;
The glass security door has closed off barring access to the laser grid room.
Move to the short Hlwy with the retinal scanner, locate the sliding duct
grill and then enter the duct. Pass through the duct and exit into the laser
grid room, leap to the elevated Wkwy and enter the tunnel to where the ramp
begins. 180 and face laser grid #1, note where the tunnel floor interfaces
with the Wkwy.
The distance from the Wkwy interface to the top laser in grid #1 is perfect
for the arc created in Sam's running leap; I sail over the blinking laser 95%
of the time. Run at laser grid #1 and jump as you pass over the interface,
you'll land between laser grids #1 and 2. Drop off the Wkwy and head under
grid #2 then back onto the Wkwy. Face grid #3 and the comp at the end of the
Wkwy; note the 3 blinking lasers of grid #3 above the Wkwy.
The top laser is irrelevant with Sam in the crouch. The blinking pattern of
the middle and bottom lasers are; middle & bottom, middle, bottom, clear.
Move as the bottom laser clears, access the comp and ready for your exit. The
glass security door is still closed so you must retrace your steps back to
the tunnel ramp. Ready Sam at grid #3 or you can climb the pipe near the
comp, skooch over grid #3 and drop down to the Wkwy.
Once you're between grids #3 and 2 drop off the Wkwy, move under grid #2 and
then back onto the Wkwy. Face the tunnel ramp then look left or right to
assess your situation. As in the distance to height ratio between the Wkwy
interface and the top laser in grid #1, you must now discover the perfect
distance to height ratio for your exit from the Wkwy.
The hard part here is in judging the correct leaping distance to the top
laser, so the approach requires a diagonal crossing of the Wkwy. I move back
away from the tunnel to either corner/edge of the Wkwy near laser grid #2. I
like to focus on something distant on the walls of the room. My favorite is
to focus on the last pane of glass high on the wall to the left of the duct's
sliding grill.
I orient Sam as best I can then tap the right tower on the controller. It
rights Sam and then I look to the HG strap on the top of his head to line up
with the window. I continue to manipulate until I get the strap pointing at
or as close as I can. I run, jump and land in front of the duct. Sam hits the
bottom of the truss above as he peaks on the arc which causes him to slide
diagonally along the truss for a bit and then to the ground.
Continued from @#$
Un-tripped tunnel laser;
Once in the laser grid room locate the elevated Wkwy and hoist up. Use the
comp to open the glass security door at the far end of the room then soft
drop to the floor and QQC out of the room the way you entered it. Take your
1st left past the retinal scanner to the sliding duct cover, slide it up and
drop down into the duct.
QQC to the end, reenter the laser grid room, locate the XP and a set of
creaky old wooden stairs. The quietest way up the stairs is with a micro WC
while using the pistol. Climb up along the side of the stairs, boo the room
and head left to the XP. OCD, pick the lock, OCD and then enter Hlwy #1.
(NOTE)
The 2 PBGs 3 Hlwys ahead activate when Sam moves into the intersection of
Hlwy #1 and 2.
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QC right along Hlwy #1, boo the corner and right again into Hlwy #2; QQC into
the open and dark doorway ahead and to the left. You should hear 2 PBGs from
Hlwy #3 talking as you enter the closet. Locate and take the med kit, stand,
stick to the shelving the med kit was on and slide to the doorway. 2 PBGs
from the left end of Hlwy #3 approach the intersection talking to each other,
one of 3 possible scenarios is about to unfold.
(NOTE)
1. If #1 enters the closet #2 if undisturbed, will remain in and patrol the
right half of Hlwy #3. If so, once #1 takes position in the closet, crouch,
release and inch to the opening to locate #2. Watch #2 for at least 1
complete patrol circuit. As he heads left past the Hlwy intersection, QC out
the closet and left pass by the chair. Hook left past the chair to the wall,
stick and slide to about 4 feet from the corner.
Allow #2 to pass by Sam before you release from the wall. Once #2 has passed
by the intersection head left to the stairs at a QQC, stick to the left
stairwell wall and take a breather. It's the easiest of the scenarios to deal
with.
2. If PBG #1 patrols Hlwy #1 and PBG #2 patrols Hlwy #2, (closet Hlwy) watch
both BGs for at least 1 complete circuit of their patrol through the closet
doorway. At the beginning of the 2nd patrol lap, (as #1 turns toward the
previously locked and picked door) exit left out of the closet. Accelerate
from QC to QQC past the chair then bear left at the intersection. Head for
the stairs, stick to the left stairwell wall and hold. This scenario is
moderately difficult to deal with; if you're slow out the door and along the
Hlwy #2 may 180 before Sam is around the corner.
3. If PBG #1 patrols Hlwy #1 and PBG #2 remains in and patrols Hlwy #3. Watch
#1 through the closet doorway for a few patrol circuits. Each time you lose
LOS boo Hlwy #3, take note of the movement and timing between the 2 PBGs.
You'll see they sync up every 3, 4 or 5 circuit completions. PBGs #1 and 2
head in the same direction, (away from Hlwy #2 and away from the stairwell)
at nearly the same time, plus #2 faces away from the stairway long enough to
allow Sam clear access to the stairs. This scenario is time consuming and
moderately difficult if you move too fast or slow.
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Look left down the stairwell for the shadow of the PBG, slide down the stairs
a step at a time till the BG's shadow begins moving toward the stairs then
hold. The BG at the lower level will begin climbing the stairs, he gets close
enough to smell the potato juice on his breath, do not move till he passes
by. Once past, crouch and slide down the steps to the lower level. The BG
takes station in the closet in Hlwy #2.
Release, QQC around the corner and climb over the boxes with bottles on them,
the XP is at the far right corner. Move to the door, go IR and listen for
footsteps, as the IR image of the PBG moves away to the left or right, go NV
and pass through. Move right to and along the wall and into the corner.
(NOTE)
Treat the hop onto the small boxes like the urn in China II, stand, gently
press and hold forward then press "Y" for jump. Once on the box and or urn
release forward.
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Move to the stacked boxes against the wall and hop up quietly, QC along the
wall to the 2 small boxes then stand, lightly press and hold forward then
jump. Face the highest stack, hop up and hang from the top line of the boxes.
Skooch left around the boxes to the XP, if the PBG is returning from either
direction stop before the light meter registers. Let him move away from the
XP and out of sight then Y/B to the floor.
If the PBG is at the opposite end of the room Y/B to the floor halfway
between the 2 corners, QC to the XP, OCD and then use the XP. This Hlwy has
an armored wall camera, stand and line up to the right of the stacked boxes
on the left side of the Hlwy. Pull the cam jamb, point click and hold once
the camera is pointed away from the left side of the Hlwy and before it
begins to rotate back to the stairs.
Walk to the base of the camera, go NV if not already to locate the security
laser on the steps, hop over the laser and enter the lower level. There is a
glassed enclosure, water is pouring into the enclosure from the fire
suppression system, (sprinklers).
Explore the room and the enclosure, There's a floor level HVAC duct in the
large room. In the enclosure there are 17 rectangular objects clustered in 4
groups, (server stacks). Once you pass through the opening locate the open
HVAC duct in the ceiling above server stack group #1 to your left. Explore
the duct, discover it empties out onto the floor outside the enclosure; good
to know. Locate the keyboards at the rear side of server stack group #3;
access the server, watch the enclosure door close and freak out. Beat feet to
the ceiling vent above stack #1 when the alarms go off. As you climb the
stack and position Sam to hop up into the duct the lights go out in the room,
so go NV.
(NOTE)
If you're having difficulty getting into the duct pronto, try looking
straight down once you're standing on the server then walk forward. When Sam
is at primo positioning the duct opening pops into view. Stop and hop!
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10.2 Locate the colonel and use him on the retinal scanner,
Once you're in the duct beat feet to the floor and the ducts sliding grill,
which you may have already opened, if not do so. Go NV turn right and stick
to the duct then slide left to the rivet band.
(Note)
The butt edge of Sam's AR must be touching the edge of the rivet band, any
closer to the opening and you may be seen by PBG #1; he often looks left to
the duct before he turns the corner in the enclosure.
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You'll hear the 3 PBGs moving into the area; know that all have HG. You'll
hear the enclosure door sliding open again and hear them sloshing about in
the enclosure. Pay attention, you'll see PBG #1 walking the left inside
perimeter of the enclosure Cw and around server stack group #1. As he turns
the corner behind server stack #1 exit the duct at a QC, go NV if not already
and QQC right along the wall to the stairs.
(NOTE)
The 3 PBGs have HG and are hyper alert; if undisturbed PBG #1 enters the
enclosure 1st and patrols the left inside perimeter Cw. A few seconds after
#1 passes through the opening PBG #2 enters and patrols the right inside
perimeter CCw. #3 follows the 2 by walking straight up the middle of the
enclosure. You should see #3 passing through the opening to the glassed
enclosure as you exit the duct and turn right.
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QQC up the stairs, drift left to the wall and under the wall cam. Stand, pull
the cam jam and go NS. Target the cam, allow it to turn away from the stairs,
just before it stops and begins to return jamb the camera and back away from
it to the XP. Keep a straight line along the stacked boxes and you'll make it
to the end of the Hlwy in one shot. Quickly stow the jammer and OCD, QQC to
the next door and OCD. Sam is near the base of the stairs and can see and
hear a PBG getting reamed by the colonel.
Once the PBG has been thoroughly chewed and spit out by the Colonel Oyabitch
he'll begin patrolling between the head of the stairs and the lower level
where Sam is. As the PBG climbs the stairs, climb over the boxes and access
the HVAC duct. Hop, skip and jump onto the ceiling of the floor above, QC to
the opening and then soft drop to the floor.
(NOTE)
Anomaly; "KOLA CELL CHEATS"! For the longest time I used to snatch the
colonel at the stairs and thought the PBG patrolling the stairs ID'd Sam
toward the end of the Hlwy. An undisturbed and timed lap of his route is
about 36 seconds. Sam was ID'd 22 seconds after capturing the colonel and
detected at 25. So I snatched the colonel, moved around the corner to the
closet Hlwy and watched the PBG continue patrolling the stairs. He has no
interest in the colonel.
I OCD'd the 2 lock jammed doors in Hlwy #3 nobodies home. So, the game
randomly picks a side of the Hlwy to poop out a BG that advances on the
intersection as Sam drags the colonel past the closet door. The side farthest
away from the colonel provides the BG that IDs Sam. The side the colonel
stands at provides the BG that usually sees something. As far as I can tell
there's no way to influence which side the BG comes from. In over 50 attempts
Sam is ID'd 64% of the time.
If you look back to Hlwy #3 as you retreat you'll see the shadow of the BG
pop into existence. If it's the right side BG the colonel will begin shouting
for him to shoot Sam as he rounds the corner. Even though I was able to
complete the colonel's part of the level if I made it into the dark
stairwell, the problem is being ID'd, I don't mind being heard or detected I
just can't tolerate ID'd.
Outside of a pre-knowledge action Sam is at the mercy of a dice roll that's
in favor of the bad result. On an odd note, you get the same reaction from
the BGs whether you place a can, bottle or wall mine in the Hlwy. So my
solution is to divert the attention of the colonel away from the stairs, it
requires 1 diversion. If you wish to continue restarting from the server
enclosure until you get a favorable outcome do so.
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Once Sam is on the floor and at the colonels 6:00 QQC to the box, grab the
bottle and then QQC around the corner of the intersection. Hold at the corner
to verify the return and exit of the PBG, QQC to the closet door and face the
radiator. Throw the bottle at the radiator; enter the closet enough to -0-
the light meter then 180 to face the radiator again. The colonel will come
into view; exit the closet as he stops at or passes by the radiator for a
G&D.
Once you're in the dark room head for the stairs and to the large laser grid
room. Once you're on the stairs swing the camera past the glass security door
at the foot of the stairs then MC down. Look for flashlight beams, if you see
one appear as you approach the bottom of the stairs stop till it goes away.
At the base of the stairs, locate the near PBG, as he walks away move into
the large room and over to the ramp, look for a 2nd beam of light through the
opening above the ramp or the other Pswy and hold.
When the 2nd PBG walks away follow him, locate the niche on the left and move
into it for cover. The lasers are off in the room now so when the PBG returns
and passes by exit the niche and continue to the XP at the far left end of
the room. Use the colonel on the scanner, enter the small room, smack him and
stuff him in the dark corner.
10.3 Locate Masse and D/L his source code,
Climb the ladder and explore the room with the large table. OCD and discover
3 PBGs in the end room, notice all 3 have HG. FC over to the double doors,
OCD and then open the left side door. Watch a cut scene of Phil and Nick, 2
love birds bickering over ... I don't know, who loves who more? Nicky walks
off in a huff and considers cutting up all the vacation pics he and Phil took
on their Caribbean getaway.
When freed from the cut scene move to the open door panel and stick. Slide
Sam so that his right shoulder is touching the brown trim of the door panel
and hold. If you're any closer to the knob side Nicky will see Sam. Swing the
camera around so you can follow Nick's progress along the balcony, when he
rounds the corner to the steps leading to Sam, release. As Nick passes by the
open door FC to his 3:00 and smack him. You'll travel one step to contact and
it'll be silent.
Pick him up and haul him back into the previous room with the big table, drop
him off into the dark corner to the right of the eventual XP the same room
the 3 BGs are in. When the BGs from the room rush out the door they won't see
Nick.
(NOTE)
I haven't found a way to take Nick using a Div cam, without using the gas
option. If you use the gas option the game blocks retrieval. You can't stalk
Nicky he moves too fast and hears Sam on the creep, so though hand-to-hand
takes much longer it minimizes projectile use and trace.
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Return to the balcony and go left, beat feet around to the left side of the
corner post, remember there are 3 BGs with HG 2 rooms over to deal with, load
gas grenades into the tube then head for Masse ASAP. Eyeball Masse from the
banister, he moves back and forth from the table to the comp array, when he
stops at the table hop onto the railing. Hop over the railing and push full
forward to bypass a "hang and drop" from the railing then press for soft
drop. He'll be occupied at the comp if you took Nick quiet like; if he
rabbits drag his butt back to the target computer and get him working.
(NOTE)
Regarding the P. Masse event, my game sometimes ignores some basic physics.
You can get the grenadier to kill Masse however it doesn't always seem to
work for me including both wall mines, (which often kills Sam or injures him
enough to be killed with one shot) yet Masse still lives. I've resorted to
checking "GOALS" once I exit the balcony room. Too many times I made it to
the lower level and there're no BGs.
Room layout;
From the balcony at the double doors, the large room has a huge horseshoe
shaped wraparound balcony and each end of the balcony has a grand staircase,
although the one to your right has been destroyed. The left side staircase is
your only means of retreat from the room. The balcony has 3 half round
protrusions, one each at your 11:00, 12:00 and 1:00 positions. Beyond Masses
work tables is a line of 5 computer banks.
No joke, the upcoming event, for me is the most frustrating, wrenching
stressful moment of all 4 splinter Cell games combined. I've lost my voice
more times than I care to admit. What follows in itself is easy; all the
individual actions are simple button pushes; the difficulty is hitting the
targets quickly and accurately. Timing Sam's moves, ensuring the correct load
outs are set for the task at hand and pushing the proper buttons at the
correct time.
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You've taken Masse and have him at the target comp, time to reorient the
balcony half rounds. The 12:00 stays the same but flip the 9:00 and 3:00.
While Masse is typing away swing the camera up to the 9:00 balcony half round
at your 11:00/11:00 and locate the support cable and ceiling base for the
chandelier, (all you can see of the chandelier from this position). Begin
tapping away at the right controller trigger, when Masse is done Sam will
smack him silly and let him drop to the floor.
ASAP pull the AR and target the ceiling above the now 9:00 half round. Place
the targeting icon halfway between the ceiling beam, (wooden load bearing
structure supported by balcony posts) and the chandelier cable, (where it
enters the ceiling). Adjust the icon left of the cable to the frame of the
ceiling panel then send a canister.
Stow the AR and swing the camera to the right past the 12:00 balcony to the
corner post, (you can swing the camera faster than you can the AR). Shoulder
the AR and place the targeting icon on the left side of the post and on a
horizontal line even with the top rail of the 12:00 balcony's banister.
Without moving, quickly locate the 12:00 balcony's PBG and send a smoke as
soon as you see his head bob into view to toss the frag.
(NOTE)
I suggest practicing the maneuver many times, stun Nicky with a shocker then
chase Masse into a corner. Move to the target comp and then practice locating
and hitting the targets quickly and reliably.
The 1st smoke will bounce straight down to the middle of the 9:00 balcony
half round and disable PBG #2 just as he steps into it. The 2nd smoke will
bounce left off of the post to the 12:00 half round and disable PBG #1. The
foil is for PBG #3 at the 3:00 half round, if you don't flounder about he's
the only one left that can damage Sam.
Don't run under the balcony to avoid the explosion it'll waste too much time.
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10.4 Extraction
If you move quickly and have a bit of luck, the frag and wall mines will go
off as you approach the staircase handrail and minimize the damage Sam takes.
The closer you are to the servers the greater the damage and or death. As you
round onto the stairs drift over to the right side to lessen gunfire from PBG
#3, (I believe I take more rounds from #3 when I drop to FC at the lower end
of the stairs because I'm moving slower).
(NOTE)
Ensure you take PBG #3 with the 1st foil; it takes too much time and Sam
takes too much damage trying to rearm for a 2nd shot.
Once you're out of the balcony room check "GOALS" to ensure Masse is dead, if
not restart.
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Halfway up the stairs drop to FC, drift back to the left side and remain
against the banister as you FC to the support post to the left of the 3:00
half round. Shoulder the AR just before exposing Sam to PBG #3, ASAP go to
inventory, load foils into the tube and target waist high, quickly step out
into the open and send 1 foil to #3.
You may take a round or 2. Stow the AR, stand and run to the XP, PBG #2 is
coming around fast followed by #1. If you flop about you're toast. If your
health meter is 75% or lower take the med before you run up the steps to the
12:00 balcony, PBG #2 will likely send many rounds Sam's way. Exit and go
left to the previously lock jammed door, it isn't jammed anymore.
Ensure Sam is in NV, enter the room the 3 PBGs came from and locate the
sliding vent cover. By now all 3 PBGs are coherent, pissed and looking for
Sam. Sam may take rounds while crawling through the duct. Quickly enter the
duct and drop to the lower level, exit the duct, access the comp then drop a
bottle on the floor or flip the light switch. Open the door QC into the Hlwy
stick to the wall in front of Sam and slide right to the corner.
Locate BG #1 in the connecting Hlwy past the net covering, crouched and
facing away from Sam's position. Slide back toward the door, release and open
the door; stand in front of the doorway, face the direction the PBG will
approach from and jump for noise. Hold at the doorway till the BG enters the
short Hlwy then QC to the wall at the hinge side of the door, stick and slide
Sam right to the corner. The BG will approach see the open door and then
enter the room.
Release as he turns to the doorway, QC along the Hlwy and around the corner.
Cross to the left side of the next Hlwy, stick and slide to the corner of the
tunnel, boo the corner to locate PBG #2 who should be in the tunnel and
facing Sam's position. Hold until #2 180s to exit, release and QC into the
tunnel. ASAP stick to the left side and slide left about 4 feet from the end,
(light meter 0) then hold.
(NOTE)
Hold fast, don't panic, PBG #1 will return to the Hlwy, he may cross back and
forth at the tunnel/Hlwy intersection and then returns to his original
crouched position.
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Take a moment and look left through the curtain into the large room, PBG #3
is at the far end, walks to the center of the room, stops, returns to the far
end and then exits the room through your distant XP. PBG #2 and #3 are out of
sync and repeat their patrols if undisturbed. There is about an 8 second
window of opportunity when #3 is still in the lower level and #2 enters the
tunnel.
You need to follow PBG #2 out of the tunnel when PBG #3 is heading for the
XP. QC left to the 2 large horizontal pipes then stick to the wall against
the lower pipe and hold. As soon as PBG #2 enters the tunnel release, QQC
along the pipe, around the dirt mound and back to the pipe.
Hold where the pipe and mound meet and wait for #3 to return. The 2 PBGs meet
in the center of the room, #2 180s 1st then #3. Follow #3 back to the XP then
break right for the corner of the room and the 4 pipes running along the
wall. Once at the corner and against the pipes stick to the wall and then
slide away from the corner to see the center of the room and not lose cover.
Release and hold; you need to see both PBGs when you make your move for the
XP.
Last but not least, PBG #2 is at the center of the room, 180s then heads for
the tunnel as #3 exits the lower level and begins walking toward the center
of the room. QQC to the XP and down the stairs locate and enter the
crawlspace, exit to the small enclosure where you started the mission. Locate
the sliding vent panel in the enclosure, slide it up and exit the game.
Speed Pick; only locked door, 2:00, 11:00, 7:00, 5:00, 7:00, 2:00
Kola Cell complete
3 KOs, 7/8 Divs, 1 Foil, 2 Gas canisters,
(NOTE)
About 80% of the time I have 7 diversions, the 8th is always due to the 1st
PBG in Kola Cell when he decides to take station at the top of the stairs.
+=+=+=+=+=+=+=+=+=+=+=+=+
____________________________________________________________________________
11. Vselka Infiltration
11.2 Locate Control room and deactivate the compressor,
11.3 Locate the Vselka sub,
Naval Shipyard
Kola Peninsula Russia
1/26/05, 20:14:00
11.1 Locate captive Russian sailor,
Always rotate through your HG options when safe after entering a new area,
remain in NV, click out only when the light hurts and then only after you
ensure security measures are clear.
Begin outside in the shipyard, run right around the shipping container and
then pass to the right of the 2nd container. Locate PBG #1 behind and to the
left of the 3rd container and the light pole against the building ahead and
to your right, drift toward the building and drop to FC about 20 feet from
the pole.
Swing tight around the pole and nestle into the corner between it and the
building. Swing the camera about and locate PBG #2 and his dog as they
approach the open area of the compound, if you don't SPAZ the dog is your
only problem. Allow PBG #1 to pass by Sam then begin following him at a QC,
(crunchy snow); once he begins walking to your left behind container #3
accelerate to QQC
Continue past the building and railcar tanker to the next container. Hop onto
it, FC across and then leap to the higher longer railcar behind it. Crouch
and turn left, accelerate from FC to a run to the end of the 1st car then
leap to and roll onto the 2nd car. While running over the 1st of 3 cars
locate PBG 3# and his dog at the far end of car #3. If you're fast you can
leap and roll onto the 3rd car without detection.
QC along car #3 toward the building, once #3 has passed and there's
sufficient distance between everyone stand and run the last couple steps to
the end of the car, leap to the building ahead and hoist up. Reconnoiter the
area ahead, a couple tanker cars, a low container against the building you're
on and a lighted window on the building across the tracks. Drop off the
building and head for the window, stop when a PBG appears in window #1
position #1.
Locate window #2 and position #2, to the far right of window #1 and head to
the tree for cover. As the PBG walks away from window and position #2 to
position #3, QQC to the right of window #2 and hold. The PBG patrolling
inside the building can hear you so be quiet and move when he's away from the
windows. When the PBG heads for position #1 from #2 move to and open window
#2, drop into the building and head for the corner at your 1:00.
Boo the corner, just past the corner you'll see the XP and hear a wall cam
whirring. Locate and see that the camera isn't armored. Look to Sam's 3:00
for the very dark corner, move to it and hold. While you're in the corner
load sticky cams in the tube; the PBG will be approaching position #3, near
the XP. As the PBG moves back to #2, return to the corner near the XP. As the
PBG returns to position #1, look back to the wall camera; as it turns away
from the XP FC along the wall and position Sam under the camera. Shoulder the
AR, send 2 sticky cams into the belly of the camera and then retrieve the
cams. QQC to the door and enter the next room.
(NOTE)
For some odd reason, which I can't fathom, if you sticky the wall cam from
anywhere but below it the PBG will be alerted to a problem, he may or may not
be able to quantify. However, you can shoot it from anywhere in the area and
the sound and physical damage is ignored, go figure.
+=+=+=+=+=+=+=+=+=+=+=+=+
(SAVE POINT)
You hear a turret gun but can't see it, move straight to the leading dark
side of the closest pillar to your right. Pull the pistol and target the
ceiling light just past and to the left of the wall camera. Listen for the
PBGs foot steps; he stops at position #2 then a short walk to position #3
near the EP.
The span between stops is considerably shorter between positions #2 and 3;
this is what you pay attention to. Kill the light when the PBG stops near the
EP. Holster the pistol and 180; listen to the PBG move from position #3 to
#2. Give him 4 steps from position #2 to #1 then double jump to the pipe
above. Go legs up and mad skooch across the room, soft drop to the floor and
test the door. Pull the pick and unlock the door, as you do so you can hear
the foot steps of another PBG in the next Hlwy.
(NOTE)
I've found no satisfactory way to pass through this room without alerting the
PBG patrolling the Hlwy or leaving trace. The turret swings too fast, uses IR
and shoots through the edges of the pillar.
If you're quick enough at the XP you might see the PBG enter a room,
(lavatory) at the far left end of the Hlwy.
If you have problems being ID'd by the 2 BGs descending the stairwell, you
can hide under the stairs at the base of the stairs until they exit.
+=+=+=+=+=+=+=+=+=+=+=+=+
Enter the Hlwy and QQC to the XP at the far right end of the Hlwy. Enter the
stairwell and FC up the stairs to the XP, (1st door) and pass through it to
avoid the 2 PBGs descending the stairwell 1 floor above Sam. Once you're in
the new Hlwy hear and locate the ceiling cam, take the 1st Hlwy on the right
and hold just before the cafeteria doorway. 3 BGs are sitting and talking at
a table; they'll get up and 2 PBGs will begin their patrol in a moment.
When all are moving away from the XP enter the cafeteria, head to the right
to the wall and slide toward the security door and hold about 8 feet from it.
One of the BGs will enter the freezer in a moment and then exit shortly
after. Slip into the freezer behind the BG immediately after he exits and
before the door closes. Speak to the captive Russian and then head for the
door.
(NOTE)
If you elect to snatch the keypad code using IR and let the sliding door
close after the BG exits, you see him face the cafeteria with his back to the
sliding door, however once you enter the freezer he 180s and faces the
freezer.
+=+=+=+=+=+=+=+=+=+=+=+=+
11.2 Locate Control room and deactivate the compressor,
You have 3 options for an exit; all require alerting the BG on station in the
cafeteria.
1. Stand and jump for noise near the captive then QC over to the wall past
the sliding door and stick. The BG will step into the doorway and stop then
step deep enough into the room to allow Sam to exit.
2. Brush against the sliding door as you QC past it. The BG, (now facing the
door) will complain, look to his left then approach the door as you continue
past it to the wall and stick. The PBG will enter the room, and pass by Sam,
release and head to Sam's right out of the room.
3. Move in front of the sliding door, go IR or NV then press against the door
to open it; the BG will complain and look to his left and then approach the
opening. As the BG turns his head and looks to his left, QC through the
opening to the right and tight along the wall. The BG will begin moving
toward the opening as you move away from the doorway.
Option #2 is safer and successful 90% + of the time. But I like option #3 and
use it most often, it's bold and cool but its success rate is only 65%. What
it does provide is a quicker exit out of the Caf which may or may not be
useful.
Once you're out of and away from the freezer locate the PBG in the Hlwy to
Sam's right through the horizontal slit in the wall. QQC along the wall with
the slit in and hold at the corner near the vending machines. Soon, if you
chose options #1 or 2 the BG will exit the freezer; ensure he, and the PBG on
your right are facing and or walking away from your XP to QC to the double
doors. Peek out to ensure the PBG on the exit route is walking away or has
already done so.
Exit left from the cafeteria toward the ceiling camera; stay tight to the
wall on the right and look up for the camera as you approach the corner. If
and when clear slide around the corner and along the tables and then into the
dark.
Exit the Hlwy for the stairwell and then up 4 flights of stairs to the next
XP. Use the pass code to enter a foyer with vending machines and head for the
other end. Stay right, the door ahead on the right will open; a BG will
emerge and head for the door at the end of the foyer. As he turns away creep
around the door and into the room he exited. It's a big dark room with a wall
camera near the EP, and if you didn't flop around entering the room you'll
see 2 BGs walking away at the end of the room.
Follow the patrolling PBG around the corner to the far end of the room. You
can move left along the wall and hold between it and the near bunk or head
for the right side of the room and climb the boxes between the 2 closest
bunks. Lastly if you're so bold you can QC up his 6 and hold at his 3:00, (he
turns to his left if undisturbed).
While you're waiting for the PBG to exit the area locate the sliding cover
for the duct, when clear pass through the duct to the Hlwy leading to a
control room. Move along the wall on your right toward the Control room and
locate the wall cam. Lambert will impart sage advice as you move Sam CCw
through the room, flip through your HG as you FC through to locate the
security lasers for future reference.
Reconnoiter, hear the camera, locate and move under it and load sticky cams
in the tube. Target the belly of the cam and fire a sticky at it, without
changing position "X" out of cam view, when it rotates away from the target
comp send a 2nd cam at it to kill it. Both cams will fall to the floor,
collect them and move to the target comp on the console to your 6:00.
11.3 Locate the Vselka sub,
When complete exit the way you entered. The room with the duct is now empty,
but the XP is now locked, pick it and exit. Return to the stairwell and hear
footsteps from below. Move to the corner of the platform with the missing
railing and hold. As the 2nd PBG passes below Sam soft drop to the steps
below, Accelerate from QC to FC and exit the stairwell at the bottom. The
door to the right is now open, but there are PBGs approaching from the far
end, circle Cw around the opening and behind the curtain for cover and hold.
Exit ASAP once the 2nd PBG passes through the EP stay along the left for
cover, once you're past the plastic strips covering the opening you can stand
and run. Approach the 2nd body and get a short message from Lambert and end
the level.
Speed Pick; during extraction, door near wall cam, 2, 5, 2,
Keypad Code; Freezer, 310
Vselka Infiltration
1 Div, 1 Rnd, 2 sticky cams
____________________________________________________________________________
12, Aboard the Vselka Submarine
12.2 Locate and access the central server,
12.3 Initiate a torpedo launch sequence, gain access to tube for extraction.
Naval Shipyard
Kola Peninsula Russia
1/26/05, 23:29:00
12.1 Gain access to lower deck levels,
Always rotate through your HG options when safe after entering a new area,
remain in NV, click out only when the light hurts and then only after you
ensure security measures are clear.
You begin the level in a small room, crouch and exit to your right, QC to the
next doorway, enter the bridge and locate the SBG, bear right to the steering
controls and access the comp. Exit the Bridge and continue along the Pswy at
a QC; as you pass the room you started in you'll hear the footsteps of
someone approaching from an adjoining area. As you near the corner of the
Pswy and head left the sounds will stop.
Open door #1 is ahead and to the right and a short narrow Pswy to Sam's
immediate right. At the end of the short and narrow Pswy is open door #2, SC
to the edge of door #1 and boo the next room. A PBG is standing at the door
with his back to Sam, SC past the door to the bulkhead, stick and recon the
area, watch the PBG through his patrol. Another PBG approaches from the
bridge area, Sam is dark and secure, the PBG enters the Infirmary 180s and
exits. Once the PBG rounds the corner leading to the Bridge release and enter
the Infirmary.
Locate and move to the Med Kit. The footsteps of the approaching Wkwy PBG
return and stop. From the Med Kit, FC along the countertop and cot to the
bulkhead then QC out of the Infirmary and around the corner to the open
doorway then hold. You'll hear the PBG walking away as you exit the
Infirmary; the PBG is walking away from Sam's position along the right side
of the rectangular Wkwy. He will stop, 180 stare for a bit then 180 and
continue to the next corner of the Wkwy.
As he moves away follow, locate the closest of 2 long, narrow and horizontal
cable trunks on the bulkhead to your right, (there is exposed cable between
them) stop at the end of the 1st trunk and hold. The PBG stops at the corner
and for a moment may turn and face Sam. From there, most times he continues
to and past your XP. Follow the PBG at a QC when he moves away from the
corner and continues his patrol.
When the PBG reaches the XP corner you want to be about 5 feet from the
corner the PBG just departed from, any closer and he may turn and fire on
Sam. Done well, you'll be about 2 feet from the corner and the PBG will be
about 2 feet past the XP corner at the same time. QC through the XP into the
small dark Pswy; move to the opposing bulkhead and stick.
(NOTE)
This tactic became quite successful at about 85%+ once I got the timing and
creep speed down, failure mostly occurs due to me being a spaz. It also
allowed me to eliminate 1 pistol rnd from the stats.
+=+=+=+=+=+=+=+=+=+=+=+=+
It's a small dark Pswy, there's a blocked stairway to the left and an assumed
dead man in a closet or head, (bathroom) at its base. To your right is your
XP, slide to the XP to boo the next area, there's a PBG at the far end of a
berthing area or past it in a 2nd room. He may be walking toward Sam or away,
cut him some slack and see what he's up to. He'll stop at the next doorway
and light up the 2 rooms.
Eventually he'll come to a stop near Sam's position then walk away back to
the other room. Count his steps between the 2 doorways while you follow him
at a discrete distance, then break off to the right at the doorway between
the bunks and bulkhead; QC to the fire extinguisher, 180 and hold. Start
counting footsteps when the PBG steps through the doorway as he returns to
this side of the berthing area.
QC to the doorway after he passes by and hold at the light switch, when you
count 7 footsteps flip the switch and move out at a QC. If you hear puzzled
comment from the PBG, no worries, continue through the berthing area and XP.
Hold at the top of the stairs. If you hear comment from the BG in the 2nd
berthing area, (standing between the bunks) you have problems, he will follow
Sam into the stairwell. Once you pass through the XP, try sticking to the
right side wall if you lack time, the lower level PBG may be at the foot of
the stairs as you pass through the XP.
2nd option, pick up your pace to QQC to and through the XP and down the
stairs to the darkened steps. Stop on the 9th step down, it's also the 3rd
dark step, any higher up or lower and the PBG that enters the bottom of the
stairwell from the lower level will see and kill you. If you were followed
into the stairwell by the berthing area BG wait for him to exit and the lower
level PBG to return. Arm yourself for a WW then follow the lower level PBG
out of the stairwell, through the storage area and then break off at the
galley doorway for the dark niche past it.
(NOTE)
It is imperative you not move too fast or too slow while following the lower
level PBG, "'e 'as acute 'earing", if like me; you have a consistently
difficult time maintaining stealth try the WW.
As simple as the maneuver is, the issue with the following is it must be done
precisely; even then Sam could be vented. There is a 2nd option requiring 1
diversion but it works maybe 20% and less of the time. Lastly with all you
read below, the PBG above Wkwy #2 may be walking in the wrong direction at
the wrong time and see something, ruining the ghost. However, at Sam's
current pace it is quite rare.
+=+=+=+=+=+=+=+=+=+=+=+=+
(SAVE POINT)
Option #1
This maneuver requires 1 diversion; unfortunately it is unreliable, there is
no consistent move that alerts both BGs to the Galley/Pswy door and also
ensure Sam doesn't get killed. Use the same move 10 times and it might work 2
or 3 times. Make some noise from the save position then run or FC into the
Galley to the mixer etc, then QC out and back to the dark corner to stick
then stand and slide to the corner behind the flashlight.
When it does work both come to a stop at the doorway then leave
simultaneously or the Pswy PBG leaves a few seconds after the mess deck BG.
If it works follow the BG ASAP; if the mess deck BG is too close to XP to
catch up to him quietly you should head right in the mess deck along the
bulkhead and stick to the bulkhead under Ms. Muffin for cover. Once the BG
reenters the mess deck release and QQC through the short dark Pswy then enter
Wkwy #2.
Option #2
This maneuver requires 2 diversions and works 90% and better. Once the PBG
exits the galley QC into the doorway just enough to get the save point, hold
and look left toward your EP, as the PBG steps into the stairwell jump for
noise. Walk back to the dark niche don't run or creep. Stick and slide left
to the corner behind the flashlight and hold.
Swing the camera around to catch the Pswy and edge of the galley doorway;
you'll see the PBG return look about then return to his patrol. Release as he
begins to walk away, move into the galley to the mixer, 180 and jump for
noise. Return to the dark niche stick, crouch, release and hold. The mess
deck BG will look about then return to the mess deck; follow him.
The drape should be fluttering from the BGs passage as you enter the galley.
Look through the left side of the drape to ensure the BG is indeed walking
across the mess deck to the next XP before you move into the mess deck. You
can follow him through the center or from the right side, in either case,
once you're in the small Pswy, ensure that you are up the stairs before he
reaches the XP to Wkwy #2. Recon from the stairs, the small room below is the
same one seen earlier with the dead guy and it is a head, (bathroom).
(NOTE)
Most often, the BG stops at the doorway to Wkwy #2, then enters the head.
From there he does 1 of 2 things, either he'll return to the mess deck or
enter and explore Wkwy #2 for a moment then return to the mess deck.
+=+=+=+=+=+=+=+=+=+=+=+=+
As the BG returns to the Mess deck QC down the stairs and through the XP to
Wkwy #2 which is unmanned, turn left, move into the darkness and recon.
You're just below Wkwy #1 you passed through it earlier and above Wkwy #3
which if you take note is also unmanned. QC along the bulkhead till your
light meter begins to register then hold. Locate the PBG on the Wkwy #1 above
if he is returning to this end of his Wkwy hold, to date you're safe at this
position. When the PBG is heading back from this end of the Wkwy toward the
EP end proceed to and through the XP.
Another small dark Pswy, this one has a BG in an adjoining room to Sam's
left. WW to the XP and stop just before the doorway; boo the Pswy, a PBG is
patrolling the length of it. Wait for him to be at Sam's end to follow him
back to the far end of the Pswy. Stay right as he drifts left toward the
stairs. Pull up to his 6, snuggle into the corner and sling the AR or pistol.
When he walks away QC down the stairs to the level below then enter a long
and narrow segmented Pswy with 2 intermediate doors.
(NOTE)
Listen for the odd noise when you pull up to the PBGs 6:00, I believe the
sound is from a PBG passing through the Armory's sliding security door and
we'll see him on Wkwy #3.
+=+=+=+=+=+=+=+=+=+=+=+=+
Proceed past intermediate door #1, halfway between it and door #2 is the
sliding security door, (an armory, you don't have the code and there's
nothing you need from it) so continue along to door #2. After passing through
door #2 you should hear the footsteps of the PBG in Wkwy #3. Move to the med
kit, pick it up then stick to the bulkhead and slide to the door. Wkwy #3,
has 1 PBG pacing the left side from end to end, this will be almost like Wkwy
#1.
Slide back to door #2, shoulder the AR, load Sticky Cams then swing left and
target the mid section of the floor light. Once the targeting icon settles
send the sticky to burst the light then retrieve it. The PBG will comment but
not move to the Wkwy door. Now locate the darkest position in the 3rd segment
away from the Wkwy, (on my game it's at door #2 on the same side as the
busted light).
Wait for the PBG to return from the far end of the Wkwy, when he's about 2/3
back from the far corner, FC in a circle at the Wkwy door without exposing
Sam. Move Sam to the dark spot you found, stick, stand and hold. The PBG will
enter the XP end of the Pswy, hold for a moment then exit and continue
walking along the right side of the rectangular Wkwy. Follow him out of the
dark Pswy, and break off left, move to the darkened corner and hold.
The PBG will stop 180 and return to the darkened Pswy. When he is about 10
feet away from the door he'll turn his head left to the bulkhead, when he
does move out at a QC. Accelerate to QQC and maintain that speed; when you're
about 3 feet from the XP drop to QC and pass through the next XP.
Another smaller Pswy to a storage room, you can hear 2 BGs talking away some
where within the room.
Enter the room along the left wall and cross to the other side. Move over to
the crates, stand and hop up onto them, SC along the wall over the crates
then soft drop to the floor. The XP is a hatchway on the other side of the
room, the PBG will walk to this end of the room then walk to the other end
and then toward the EP.
When the PBG has stopped at the XP end of the room, stick and slide along the
wall over to him but not too close and hold. As he walks away slide to the
hatchway, release and access the hatch. Climb down to yet another small Pswy,
this one has a BG working at a comp; to the left is a set of stairs and a
dark niche.
"SAVE POINT"
12.2 Locate and access the central server,
Move to the niche and hold. A PBG will approach, avoid his light and follow
him in WW when he leaves the area. When he stops and faces the brightly lit
room pass by for the dark niche and hold. When he walks away move to the XP
and boo the brightly lit room from the right side of the doorway. Look up to
see a Wkwy along the right side of the room, there is a PBG patrolling the
Wkwy and he may be heading back this way.
If the PBG is out of sight or heading back to the far right side corner of
the Wkwy, QQC the perimeter CCw to the XP. Once past the brightly lit room
and in another small and dark one go NV and look up for an opening in the
ceiling stand and hop up. There are 3 BGs in the room to your left but
they're oblivious to Sam creeping across the glass ceiling.
Soft drop down into the dark then 180, stick to the wall and slide toward the
lighted corner. There's 1 PBG pacing a short route back and forth in the next
room. You need to know when he returns to the bunk bed so that you can follow
him as he walks back to the other end of his route. As he begins to move away
QC around the corner and along the bunk into the dark niche and hold. Look
across the room there's a long thick roundish thing built into the deck and
bulkhead it has 2 open inspection covers, in between the 2 covers is a
flange, the flange is your target.
Load a sticky cam in the tube; target the left side of the flange about 3
feet off the deck and hold. Wait for the PBG to stop and 180 at this end of
the room, as soon as he's clear of the targeting icon send the sticky. The
PBG will inspect for a bit, move further along the room then exit the room in
the direction you entered it from. As the PBG walks past the bunk move out
and retrieve the cam then beat feet through the XP at a QQC. The next room
must be important; the EP is the XP. Locate the server comp access it and
beat feet back to the EP.
12.3 Initiate a torpedo launch sequence, gain access to tube for extraction,
Stick to the right side of the EP, stand and hold. 2 PBGs will enter; let
them pass before moving Sam out of the room. Return to the open ceiling you
dropped down from and then enter the room the 3 PBGs were in. There's a comp
in there you need to access to open up the torpedo tube. Once complete return
to the ceiling opening and hoist up.
All hells about to break loose, they're going to gas the room below and the
small dark Pswy leading to the big bright room; some of the gas is going to
make it up into the ceiling. SC across the ceiling to give the gas time to
dissipate; move to the next opening in the ceiling and peek down and around
the corner to catch the 3rd and last BG to enter the room. Soft drop to the
deck exit the small dark room into the brightly lit one. Locate the open
hatchway to the left and run through it.
Enter the last berthing area stick to the right side bulkhead near the
leading bunks and then slide behind the bunks. Stop halfway along the wall to
give the 2 BGs a chance to pass by then slide to the other end of the bunks.
Release from the wall and locate the torpedo bay entrance, look past the
doorway and locate the narrow passage between pipes and the bulkhead.
That's where you want to go, run past the entrance to the narrow passage,
stick to the bulkhead when you can't go any further and slide into the void
beyond it. You're going to take some damage how much depends on how accurate
you are getting to and through the Pswy.
From there you must release from the bulkhead ASAP, crouch and tight right
around the corner. Now you're facing a long narrow maintenance void, beat
feet to the other end, stand, stick to the bulkhead and slide into the
torpedo bay. Release from the bulkhead, hop into the tube and run till the
level ends.
Vselka Submarine Stats
5/6 Divs, 2 Sticky Cams,
____________________________________________________________________________
7 End Game Stats
SC1 Stats
2 Ks, 15/17 KOs, 31/34 Divs, 11/12 Rnds, 6 Cams, 1/3 Foils, 1/2 Shocks, 1 Can
With the Kalinatek KO issue
2 Ks, 14/16 KOs, 33/35 Divs, 11/12 Rnds, 5 Cams, 1/3 Foils, 1/2 Shocks, 1 Can
Kola Cell Stats
3 KOs, 7/8 Divs, 1 Foil, 2 Gas,
Vselka Infiltration Stats
1 Div, 1 Rnd, 2 Sticky Cams
Vselka Submarine Stats
5/6 Divs, 2 Sticky Cams,
Total Stats
2 Ks, 18/20 KOs, 44/50 Divs, 12/13 Rnds, 10 Sticky Cams, 2/4 Foils, 1/2
Shocks, 2 Gas, 1 Can,