SPLINTER CELL PANDORA TOMORROW
Hard mode stealth game

Title: Splinter Cell Pandora Tomorrow
Producer: Ubi Soft
For: X Box
MSWord: Courier New
Created: 4/12/07
By: Ghidrah
EMaul: Ghidrah_@hotmail.com

_____________________________________________________________________________

If anyone wishes to use this guide on their site, I'd 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 viewed 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, you get the credit for 
it in the guide and an insert amendment to the guide where it will be used. 
As long as the trick, shortcut, etc., etc., can be validated by me without 
the use of any kind of cheat codes if (codes) exist for the X Box version of 
the game.
_____________________________________________________________________________

MENU

1. REVISIONS
2. WALKTHROUGH Menu (areas 1 through 9)
3. BRIEFING (crap)
4. DISCLAIMER
5. CONTRACTIONS (often used words or phrases)
6. DEFINITIONS
7. WALKTHROUGH
8. END GAME STATS

_____________________________________________________________________________

1. REVISIONS
A summery will be given here; I hope I don't add many.
All changes to the guide will be dated and noted at the beginning of each 
level where they occur in the game.

A positive aspect of cold eye playing occurs if one asks the question, "Why 
the heck am I doing junk this way?" This question allowed me to make what I 
consider improvements in the guide's interaction with AI and game path.
 
The guide is stealthier, e.g. (shooting, throwing objects and alerts). I 
tried to think as realistic as possible under the conditions set by the game. 
Never confront when you can distract, never distract when you can evade. A 
little more detail and a considerably longer guide.
 
6/19/08
It's been 16 months since writing the 1st version of the SCPT guide and the 
same since playing the game. Playing the game and guide with a cold eye 
allowed me to see that it's a decent guide but could be slicker. I hoped to 
eliminate at least 1 KO but it appears the game won't allow it.

10/16/08
Finally, I found a way to eliminate 1 of the 2 KOs in Paris. I've been trying 
for over a year with -0- success. A net friend "The BEAST" plays the Nintendo 
version of SC on his WII and who also helped me slick a spot on Penthouse in 
CT was relating his KO Kill count of his last run in SCPT. He does Paris in 1 
KO and Jakarta with -0-. So I whined about not being able to brain out a 
solution and went back to Paris.

11/10/08
Started playing again, eliminated both KOs in Paris and keep Dead Meat alive 
without killing BGs.

5/5/09
Began playing again, found a few more slicks and cut more distractions. I 
added the "FIND" designators in the WALKTHROUGH Menu below for Quick find.

5/6/09
I've added distractions to the guide and refined the use of and terms 
regarding distractions. Stuns are now included as a distraction and the 
device used. Exceptions to rounds are anything thrown, Flash/Bangs and 
bottles, or held like the Cam Jam or whistles.
I also have limited the use of the whistle and bottles to areas where 
jumping, or a short FC or run doesn't attract the AI.

Today I eliminated 1 KO in Jerusalem.

5/11/09
Eliminated 1 major distraction and found an alternate route out of the 
Marketplace.

5/13/09
Pretty much Jakarta and LA have gone insane on this rewrite. Much of what 
used to work fails; many of the AI stopped responding in the accustomed, 
reliable manner of the past. The worst was being seen through walls by the AI 
in the auditorium on the way to Ingrid, the BG in the adjoining room no 
longer stays in it. The 2 PBGs in the turret Hlwy stopped moving and Ingrid 
stopped talking when I entered the Hlwy. I basically kind of had to refigure 
a route out of the area. I like the new routes but it was a very stressful 
learning curve because the AI wasn't responding correctly.

5/15/09
End game tactics; regarding Komodo, Jakarta and LA, defined as nearing the 
end of the level/mission and no longer required to maintain stealth to 
accomplish the goal and extraction. I try to be as stealthy as possible under 
the given circumstances. Regarding Komodo there's no way out without shot 
hitting the fan. 

In LA there's no way up the long ladder without freaking the civies out and 
activating the timer. So, working off that concept I created a smidge more 
chaos and made the level a weensy bit faster. 
Frankly in Jakarta, there's no point at attempting realism once you enter the 
glassed security area in the studio building. It isn't possible for so many 
to be so monumentally moronic. 

So when forced into situations as mentioned as much as I hate to say it I 
went with the flow. 

2/13/11
Maneuver and route changes in pretty much all missions; slowed Sam down a bit 
making him more cautious. Eliminated some AR rounds, eliminated some 
distractions and added others, used many of the definitions created in recent 
SC1 guide in PT.
_____________________________________________________________________________

2. WALKTHROUGH Menu

1. DILI, TIMOR,
1.1 Infiltrate the Embassy, 
1.2 Locate Doug Shetland, 
1.3 Locate Ingrid Karlthson,
1.4 Eliminate spotlights in village,

2. PARIS, FRANCE,
2.1 Infiltrate Saulnier and access a security terminal,
2.2 Disable the bomb and access Saulnier's client database,
2.3 Locating French brains and some cold beef.

3. PARIS-NICE, FRANCE,
3.1 Locate Soth,
3.2 Mic Soth's talk with Sadono and extract,

4. JERUSALEM, ISRAEL,
4.1 Locate Saul and retrieve SC-20K,
4.2 Locate Dahlia Tal near church,
4.3 Rendezvous with Dahlia at Shoshana Storage,
4.4 Retrieve the ND 133,
4.5 Extraction,

5. KUNDANG CAMP, INDONESIA,
5.1 Infiltrate Village, plant explosives on Sadono's plane,
5.2 Record Sadono for entry code,
5.3 Rendezvous with pilot/CIA contact
5.4 ID location Sadono's insurance calls

6. KOMODO, INDONESIA,
6.1 Infiltrate caves,
6.2 Infiltrate Sub,
6.3 Locate Command center, access sissixs,
6.4 Extraction,

7. JAKARTA, INDONESIA,
7.1 Infiltrate TV station,
7.2 Locate Ingrid,
7.3 Trail Ingrid to Sadono,
7.4 Locate and capture Sadono,
7.5 Extract,

8. LOS ANGELES, USA,
8.1 Infiltrate Airport, ID and kill Soth's Vaccinated, #1 and 2
8.2 Locate and kill Vaccinated # 3, 4 and 5,
8.3 Locate and kill vaccinated #6 and 7,
8.4 Locate and kill Soth and #8 and 9,
___________________________________________________________________________ 

3. 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.

One of the main features I like about the Splinter Cell series is the new 
junk Sam gets to play with, and or do and I never use. The swat move however 
is too cool, and too bad it doesn't stay with the game engine along with the 
double jump from SC1. As anyone who's taken advantage of my SC guides knows, 
I don't have much use for the majority of Sam's moves or toys. I prefer the 
"KISS" method.

For the first time in SC, I had a use for, a Flash/Bang, albeit under duress. 
In the current issue, my desire to minimize KOs has led me to a somewhat 
different tact. I've sacrificed stealth in some areas for numbers, in each 
instance; the alert meter is off. Were it not for the killing sanction the 
alarm most assuredly would have hit level 3 within a fraction of a second.

If you play the game enough times you begin to notice slight variations in AI 
routine. The individual BG's basic route remains, but in conjunction with 
multiple BGs the individual patterns will be out of sync. These changes can 
also occur within the same game from a different point of entry.
I'm finding a number of glitches in the game, like being identified while 
motionless, in total darkness and behind barriers.

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,

All the maneuvers used in game work better than 85 percent of the time, but 
as many know the game can get a bit pissy with AI sensitivity. On the other 
hand inconsistency breeds caution.

The game has many glitches, I don't know if they're save related, errors 
created by the guide's game path or both. In the least they can be comical 
worst, game stopping.

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. Screen position is max'd out Vert. and Horiz.
_____________________________________________________________________________

4. 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 opposition. 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. 

Like SC I played PT many times and made the same mistake of developing a pace 
due to expectations; unfortunately like SC, PT doesn't care about your 
expectations. Some 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.

"RECON PAYS!" 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.
__________________________________________________________________________

5. CONTRACTIONS

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

Bad Guy= "BG",
Clockwise= "Cw",
Computer/s= "Comp/s",
Counter Clockwise= "CCw",
Electronic Visual Options= "Head Gear" or "HG",
Entry Point= "EP",
Exit Point= "XP",
Fast Creep= "FC",
Grab, Drag and Smack= "GD&S",
Half Split Jump and Jump= (Jackie Chan) = "JC",
Hallway= "Hlwy",
Infrared= "IR",
Line Of Sight= "LOS",
Night Vision= "NV", 
Normal Sight= "NS",
Optical Cable the Door= "OCD",
Passageway= "Pswy",
Patrolling Bad Guy, Guard Policeman= "PBG", "PG", "PPm",
Slow Creep= "SC",
Stationary Bad Guy, Guard, Policeman= "SBG", "SG", "SPm",
Swat Turn= "ST",
Quiet Creep= "QC",  
Quick and Quiet= "Q&Q", 
Quick and Quiet Creep= "QQC",
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.
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. 

Forced Contact;
AI contact forced/required by the game so that a player can continue in and 
or complete the level. Examples, 10 kills LA mission or BG holding vital 
information unavailable to Sam by any other means and consequently terminate 
progress. All forced contacts will be recorded as Kills or KOs for each level 
and as end game statistics.

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.

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.

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.

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.


DIVERSION; 
To divert attention, to cause one 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 the mission whereas personal preference is 
used to elude rather than incapacitate or eliminate AI. Unlike SC1, SCPT 
doesn't have any game directed diversions.
 
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, (Hlwy light in sub basement 02, Saulnier), will not be 
logged as a diversion, but ammo or objects used in the action will be. 
Jamming, 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 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.

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.

MANUEAL 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 or 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.

Soft Drop;
Soft dropping to grade can be tricky, you think you're about to pitter patter 
to the ground; instead you thump it and alert everyone. In PT the "B" button 
is used for releasing from whatever, crouching and rolling.

1. When hanging from pipe or fence, press "B" to release and then hold "B" 
for the soft drop.
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 and then release once 
Sam is falling. If you hold forward Sam will roll in the direction held.

Slow Creep;
It's a sloth like forward movement but still prone to noise climbing stairs.

Soft Drop/Jump and Roll;
In PT "Y" is used for jump and legs up; "B" is used for release, roll and 
crouch. Once you have Sam's legs off a pipe or holding from a fence, tap "B" 
1 time then press and hold for a soft drop. 

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.

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.
__________________________________________________________________________

7. Walkthrough

Recon rules;
Always recon new areas from cover, remember to use the binoculars, stick and 
boo all openings and corners and OCD all closed doors before passing into or 
through. Always play with your head gear

1. DILI, TIMOR	

1.1 Infiltrate the Embassy, 
1.2 Locate Doug Shetland, 
1.3 Locate Ingrid Karlthson,
1.4 Eliminate spotlights in village,


US Embassy

Timor is a Dili of a training level!

1.1 Infiltrate the Embassy,

The training level of the game is used to reacquaint you with the controls 
and not as easy as it looks. FC, jump, hoist, and rappel your way to and 
through the shack. Allow the game to channel Sam to a narrow Pswy between a 
fence and deck. Stop at the 1st dip in the fence and locate Manfred sitting 
on the crate. 

Whistle and slide to the end of the fence, ST to the other side, crouch and 
release. Manny will investigate the noise, once he has his back to Sam QC out 
along the building and accelerate into the cover of darkness. Continue on 
along the ally to and under the raised decking on the right for cover.

Flip to IR, look around the corner and see the pretty flashing lights on the 
ground. PRETTY LIGHTS BAD!!! Exit from under the porch, go NV, QC to the box 
and jump up to the beam then skooch over to the steps. Soft drop, check out 
the new area, boo the narrow alley on the right and enter. Look up to the 
left; see a break in the railing under the swinging light and JC up to the 
2nd floor. QC through the house, locate the pole and slide down to the 
ground.

Frogs, frogs everywhere and not a leg with meat!

Recon, stay right along the fence, QQC across the stream and over to the 
truck. Locate the PBG, as he turns to walk away follow him at a QC on the 
stream bank at his 7:00. Pass him as he stops and turns away, remain along 
the palms to the corner of the high perimeter wall and then cross over to and 
around the corner for an auto save. 

A sitting BG, hug the wall, QC up his 6:00; stop about 15 feet from him and 
jump or FC in a circle for noise. QC left; stop about 10 feet from the cabana 
and hold, as he rises from the crate, 180s and stops close to the noise 
location. He'll then head for the barrel fire, follow him along the cabana to 
the corner, when he begin to head back for the sitting box cross over to and 
then into the dark arrow ally just past the burning barrel. Once in the dark 
look up for a clear spot on the wall then JC up and over the wall.

(SAVE POINT) 

Daddy, I want a Shetland pony for my birthday!

1.2 Locate Doug Shetland,

Climb the staging QC around the corner, stick to the wall and slide past the 
window to the next corner. Once at the corner, ignore Lambert, SC to the 
balcony railing, stick to it and slide across the veranda back into darkness. 
FC to the end of the balcony; climb the pipe, skooch over to the ledge near 
the window, drop down and enter the Embassy through the window. SC up the 
interrogator's 6:00 for a GD&S to the bookcase at Sam's 2:00; talk to 
Shetland, OCD and exit the room. 

(SAVE POINT) 

1.3 Locate Ingrid Karlthson,

QQC past the BG on the terrace and then left along the Hlwy to locate the 
stairwell to the lower floor. Stay along the right side of the stairs as you 
QQC down to the ground floor; note the PBG to your left moves off shortly 
after reaching the base of the stairs. From the base of the stairs look right 
and locate the counter near the fire, QQC over to the right side of the smoke 
shrouded counter and between it and the wall. Avoid the fire and stay within 
the smoke for cover, locate the PBG through the smoke and follow.


(NOTE)
Move too fast and the PBG hears you, too slow or out of the smoke and one of 
the crouched BGs behind the cloth divider sees Sam. 

There're 2 paths to this point, neither are a guaranty of success. The 2nd 
route; from the base of the stairs, look just left of the standing PBG, 
locate the small desk and the turned over flaming sofa to the right of it. 
After the PBG moves away, QC over to the desk, stick then ST to the sofa, QQC 
along the sofa and then roll off it into the darkness. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Once past the smoke move between the 2 tables, locate the portable low cloth 
divider wall and then the pillar up against it. Move to the divider and 
pillar, stand and hold. From Sam's present position the PBG may stop at the 
perimeter wall then move and stop behind the pillar at the end of the 
divider, when the PBG stops behind the pillar run left a couple feet into the 
light then crouch. This alerts one of the crouching BGs to investigate along 
with the PBG behind the pillar.

QC CCw around the table to the carpet draped wall, QQC left along the draped 
wall, around the corner to the exterior wall and hold. Most likely the PBG 
and 1 of the 2 crouching BGs will investigate but not see Sam as the BGs pass 
between the pillar and the divider. As they move between the pillar and 
divider QC along the wall just past the pillar and watch the lone BG standing 
and looking around the room. When the BG looks to his right away from Sam, QC 
along the perimeter wall, accelerate to QQC as you pass the boxes and then to 
FC along the next Hlwy. Locate the XP then exit the building.

(SAVE POINT) 

Ingrid Bergman was a good actress!
 
OCD and exit to the courtyard, Ingrid will flash Sam in a good way from a 
balcony across the courtyard. A sniper is perched on the 2nd balcony with NV 
goggles and not clever enough to switch off for comparison. 
Good for Sam bad for him. 


(NOTE)
With this current tactic through the lower embassy I get to the courtyard 
when the searchlight is advancing on the steps cutting some wait time off the 
level.
+=+=+=+=+=+=+=+=+=+=+=+=+

Go left into the light and remain in it to the opposite side of the 
courtyard. Once you make it to said building, SC along the front to the 
triple climbing pipes between the 2 balconies. Climb to the eave and over to 
Ingrid's room. Soft drop down; enter and talk to Ingrid. 

(SAVE POINT) 

1.4 Eliminate spotlights in village,

Once done, exit the building through the window. Once on the lower roof, 
remain in the crouch, go NV and FC diagonally off the roof toward the low end 
and repel point. Once off the roof let go of the direction buttons. Sam will 
land with a yelp and most often looses less than a quarter on the health 
meter and sometimes none. 

Now it gets a smidge tricky the only cover is darkness, (SOMETIMES) and 
timing. QC left along the fence to the grass area and do some recon. Pull the 
binoculars and scope the area, within a few seconds you'll discover 2 PBGs, 1 
in this area and 1 in the next area. PBG #2 stops at the end of a barn, looks 
away then walks away; if undisturbed the only danger is when he's walking to 
that end of his patrol. 

QC Sam to the base and of the side of the tower ladder and hold. When PBG #1 
walks away from the side of the tower begin climbing up, hold with both hands 
on the top rung. You're above eye level and your light meter is well within 
in the 1st segment. 

When #1 returns to the side of the tower, access the platform; flip the 
switch and move back to the rear of the tower. Listen for #1 as he walks away 
from the tower again, move to the ledge and locate him then soft drop to the 
ground as he approaches the deck. Move in a CCw arc over to the leading 
corner of the ally and slide around the corner. 

One of the 2 PBGs will comment on the search light. Stick and slide along the 
railing to where the shadow narrows, hold and look into the next area for PBG 
#2. Release from the wall as #1 passes by Sam, if #2 is missing from this end 
of the barn stick and slide back into the dark a couple yards and hold. If 
he's just moving into view just after #1 passes by look to #1 then cross over 
to the deck and slide along it to the end when clear. Move into the dark 
niche to Sam's 3:00 and hold. If #2 has been there and just left, look to #1, 
when clear QC into the dark niche filled with flies and hold for #2 to 
return. 

Scope #2 and learn his patrol route, he has a number of random stops.
Maintain a discrete distance from #2 as you follow him along the barn; he may 
stop near the corner of the barn close to the tower. Once he begins to move 
off to the other end of the area move to and climb the tower ladder. Move to 
the right side railing, stick then slide as far back as you can and crouch. 
#2 will return to the base of the tower and repeat his patrol, as he moves 
off, flip the switch, slide down the ladder and exit the level. 

Door Locks in order;
(12/5)
1 KO, 3 Divs,
_____________________________________________________________________________


2. PARIS, FRANCE

2.1 Infiltrate Saulnier and access a security terminal,
2.2 Disable the bomb and access Saulnier's client database,
2.3 Locating French brains and some cold beef.

Saulnier Cryogenics 
Do they have any good ice cream?

2.1 Infiltrate Saulnier and access a security terminal,
 
Sam spends some time in sewers eh! Slide down the ladder into a connecting 
Pswy. Creep to the opening and wait for the train to pass. Ignore PBG #1, QQC 
along the left side to the raised platform turn and climb up. Quickly move to 
the wall and accelerate to FC along the wall and then into the opening of the 
1st train. Recon then FC to and over the barrels; stay to the right as you 
continue to the end of the last train car at QQC then drop off to the rails.

As you approach the end of the subway car you'll see PBG #2 and # enter from 
the left on to the raised Wkwy. QC to the Wkwy, face it and hold halfway 
between the end of the subway car and the barrels. PBG #2 and #3 will biatch 
and leave, as #2 approaches Sam stand, as he passes hoist up onto the raised 
Wkwy. QC to the wall then left to and through the opening and into sub 
basement -2.

Move through the Pswy to the big fire. Shoot one of the water valves near the 
ceiling at the stem to extinguish the fire. Locate the XP and OCD. PBG #4, 
once he begins moving off across the rows of shelves "X" out, enter the room 
and follow him to the exit door. Turn right into the aisle as you approach 
the 1st row of shelving near the XP, move left to the empty space on the 
middle shelf and quietly hop up into it. Wait for #4 to begin moving away to 
drop off the shelf and OCD the XP.

Enter the room, PBGs #5 and 6 in this room and 2 rows of cubicles. Turn hard 
right, slide along the wall and hold along the wall where the floor lights 
up. PBG #5 will stop and talk to #6, as he does continue moving along the 
walls to the exit, OCD the XP to clear the room. Wait for the 2 PBGs to move 
off to enter. Let the EP close to OCD the next XP and then pick it. 


(NOTE)
The PBG often turns and faces the windows so it pays to hold off until he 
moves away from the glass.
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE POINT)

When you OCD, you see a large dark room with an opening at the opposite end, 
"X" out, enter the room and FC to the other end. Stop about 4 feet left of 
the opening and hold. Allow PBGs #7, 8 and 9 to enter the room before you QC 
out. Quickly OCD and then enter the 1st of 3 connecting Hlwys. The 1st one 
has a huge glass walled computer room on the left, PBGs #10 and 11 are in the 
room with a target computer at the far left end and both are armed. 

Go NS and FC through the dark lane in the center of the Hlwy, follow it right 
to the wall and hug the corner as you swing hard right into the 2nd Hlwy. 
Once Sam is around the corner press jump to stand and run into the 3rd 
"short" Hlwy. Once in the short Hlwy stop and pop the ceiling light with the 
pistol then move into the far left corner. 

Go NV, QC along the wall and hold in the corner near the door till #10 and 11 
enter the area. Slide along the wall past the door as #11 enters the area. Do 
a hard left around the corner, accelerate to FC then jump to stand and run 
into the comp room. Locate the target comp in the room and start bashing 
keys. ASAP turn and run out the room. 50% of the time there isn't enough time 
to exit the room, so I run and roll into the dark corner beside the desk then 
exit once #10 and 11 become occupied with the target comp.

(SAVE POINT) 


(NOTE)
There have been some odd occurrences in this area; about 5% of the time Bomb 
PBG #12 never leaves the room. About 5% of the time the PBG #13 moves to the 
storage room door and doesn't leave. About 20% of the time I'm forced to use 
the disposable pick to get to the bomb because one or both hang in the Hlwy 
leaving me with 12 seconds or less left on the clock. 
+=+=+=+=+=+=+=+=+=+=+=+=+

2.2 Disable the bomb and access Saulnier's client database,

Cross the 1st Hlwy from the comp room and stick to the wall about 5 feet from 
the corner if you make it out of the comp room before PBGs #10 and 11 reach 
the corner of the Hlwy. If so wait for #10 and 11 to pass by Sam and enter 
the comp room to move around the corner and recon. The bomb timer starts as 
#10 nears the comp room. Most times PBG #12 approaches the bomb room door 
from the far end of the Hlwy and stops. Usually #13 exits the bomb room and 
then exits the area via the XP around the corner in the short Hlwy. 

Whatever position #12 takes in the Hlwy once he clears out run to the bomb 
door at the left end of the Hlwy and decide whether you have the time to pick 
the lock or burn it, preferably to pick it. Enter the room and disable the 
bomb. 
 
Locate the XP, OCD and pass through. Move to the right side of the stairs, QC 
up and around the corner to avoid the flash/motion detector and stop at the 
top of the stairs to sub basement -1. OCD; open it; make a hard left out the 
door and FC along the wall, past the corner and across the Hlwy. Hold to the 
left of the double doors and wait for the PBG to begin walking away, as he 
does QQC to the lock, pick it and enter the new Hlwy. 

QQC to the server room door and OCD, when the ceiling camera rotates away "X" 
out and open the door. Move hard right into the room to the Comp in the 
corner when clear from the ceiling cams. Get the data and pass code for the 
XP in the Hlwy, note the ceiling cams direction and scan the Hlwy window to 
ensure alls clear. Exit the room when safe, access the door with the pass 
code and enter. Locate the PBG in the next Hlwy, no goggles; flip the switch 
on the light illuminating the XP and QQC to the right side of it. 

2.3 Locating French brains and some cold beef.

Allow the PBG into the room, SC hard right out and along the wall past the 
flash/motion sensor, cross the Hlwy to the XP, OCD and enter. Climb half way 
up the left side of the stairs and stop when you hear the camera. Scope the 
camera determine its rotation and "X" out. Listen for the sound makes when it 
changes its direction away from Sam to FC up to the platform and stick to the 
wall under it. 

Slide past the wall mine and stop in the shadow at the corner, climb the next 
set of stairs to the ground floor when the camera turns away. OCD, to avoid a 
possible messy meeting, wait for the crouching BG to begin working on the 
comp to QQC through the XP. Bear left into the room and shadow, wait for him 
to stop playing with the comp and walk away. 

After a bit, the PBG at the other side of the room will stop tea bagging a 
corpse and walk into and to the end of an adjacent Hlwy. The comp BG moves 
away when done and then it's your turn to play with the comp for the keypad 
code to a security door further down the adjacent Hlwy. You don't get a turn 
with the corpse when you're done with the comp so forget about it. QQC over 
to and along the left side of the adjacent Hlwy to the end and use the dark 
spots along the wall as cover to the tea bagger. If undisturbed, Mr. Bagger 
always has his back turned to Sam so access the pass code door and enter as 
he leaves.

EEWWW and GASP and EEWWW again!!! It's "The Night of the Crawling not really 
French but Mexican not really Jumping Brains"

Once Sam has completed his Ninja version of a combo ethnic French/Mexican hat 
dance around the brains "with opposable thumbs" I might add. Enter the 
fffreezing brain room, go IR, locate the turret gun and deactivate it. Pick 
the XP lock, OCD and exit. Use your HG and recon the area then drop and hang 
off the elevated Wkwy via the missing railing. Skooch around to the next 
break in the railing, there are several areas with dangerous coolant 
exhausting from vents to deal with; all can be passed without damage if you 
take your time and move when clear. You'll also pass by 2 BGs near the XP.


(NOTE)
You'll notice when utilizing normal skooch about 2/3 to 3/4 along the railing 
BG #1 will hear Sam. You can slick the BGs by micro skooching, (tapping the 
directional tower) to the 2nd corner. Unfortunately there's no slick getting 
around the corner. Continue to micro tap to the end and BG #2 will also walk 
off after #1 without comment and clear the way for a safe exit.
+=+=+=+=+=+=+=+=+=+=+=+=+

Once you're between coolant vents #3 and 4, (very close to each other) begin 
micro skooching to the corner. As you move around the corner BG #1 will hear 
something and investigate toward the EP, micro skooch to the missing railing 
and hoist up. 

It should not be an issue as long as you rapidly tap the tower, but if the 2 
BGs return and settle down before you're ready to hoist up BG #2 should be 
facing away from the XP. Q&Q up and SC into the Hlwy then locate the door on 
the left. OCD; enter the room QC along the glassed wall to the glassed 
cabinet. Climb up to and through the crawlspace into the locked room with Mr. 
Dead Meat. 

Talk to Mr. Meat and leave. Once back in the vent scope and locate the big 
honkin off gassing valve on the wall below. Get a scoped bead, hold it and 
pop out of scope. Do not move once scoped out, wait for the 3 PBGs to run off 
and then shoot the valve. You'll hear the sissy complain about blindness or 
something but everyone lives eh! 
Exit the level.

Door locks and keypad codes in order;
Sub basement -2; locker room, (4/2/5), bomb room door (2/7/8).
Sub basement -1; double doors, (6/7/2/12), Lab door, (2/4/5/7).
Ground floor Brain room, (7/5/6/2), Freezer, (2/12/9/2)

3 Rnds, 3 Divs,
_________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the binoculars, stick and 
boo all openings and corners and OCD all closed doors before passing into or 
through. Always play with your head gear

3. PARIS-NICE, FRANCE

3.1 Locate Soth,
3.2 Mic Soth's talk with Sadono and extract,

How the hell do you stick to the top of a moving bullet train?

3.1 Locate Soth,

OCD and drop down through the 1st trapdoor. FC through this car to the next 
one and OCDs as Sam advances. Check your HG once you're in the 2nd car, a 
cargo guard hangs behind a chain link barrier at the other end, moving left 
to right. There's a row of shelving in the center of the car. 

As you QC forward along the left side of the center row of shelving you'll 
see a nice dark niche at the end of the short row of shelving against the 
wall, move into it and hold. Recon the area forward of the center row of 
shelving with your HG and binoculars. Locate the trapdoor and guard and learn 
his patrol, wait for the guard to make his stop on the right to move to the 
trapdoor and exit.


(NOTE)
I prefer to advance along the right side of the shelving; the dark provides 
better cover there, I also wait for the guard to move to the left side of the 
car.
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE POINT)

Skooch to the next trapdoor and OCD, BG#1 should be picking his nose or 
something, let him exit into the general sitting area to climb up and don't 
shake his hand ... ever! 

Explore the room, locate the electric lock for the side doors and unlock 
them. Move to the XP and OCD, alls clear to open the door. Peek out enough to 
locate BG#1, his back should be to Sam and he may already be walking away. He 
stops further along the passenger car to talk to BG #2, keep your eye on #2 
sitting and facing Sam. When the #1 walks away from BG #2, #2 will turn to 
look out the windows, when he does QQC into the Pswy and through the glass 
door. Exit the car through the side doors and skooch to the 1st window. A 
large man is staring out the 2nd window let him sit down before moving on. 

(Note)
Every other poll light that Sam and the train pass will flash both, to avoid 
being seen move from window to window between flashes.
+=+=+=+=+=+=+=+=+=+=+=+=+

A woman sits at the 4th window; wait for her to yawn and sit back and the 
next flash to move to the next window. 2 BGs here move after the flash and 
you're safe to the next set of side doors. 

Enter the next car and continue; wait for the conductor to finish blabbing 
with the pansy and turn away to open the door. Stick to the wall to the right 
of the door, go IR and scan the pansy, (not Soth) ST past the door and slide 
into -0- light. Once the conductor leaves, cable each door with IR until you 
find the man with the cold leg. Enter Soth's room. Talk to him and then 
access the comp when he leaves. 

3.2 Mic Soth's talk with Sadono and extract,

Exit the room and follow Soth to the dining car, move into the kitchen area 
and mike the convo. 

(SAVE POINT) 

Allow all that leave to do so and begin your QC out of the car. Stay to the 
right at all times till you exit the room, SC past the SBG. Once the door 
opens the alert will sound, begin running to the escape ladder and to the top 
of the train. 

Run Sam Run!
Locate the chopper and then the spotlight from the Osprey illuminating the 
train top, once in the lighted area jump for the rope to complete the level.
_____________________________________________________________________________

4. JERUSALEM, ISRAEL

4.1 Locate Saul and retrieve SC-20K,
4.2 Locate Dahlia Tal near church,
4.3 Rendezvous with Dahlia at Shoshana Storage,
4.4 Retrieve the ND 133,
4.5 Extraction,

Looking for Saul in all the wrong places

4.1 Locate Saul and retrieve SC-20K,

Ignore Cohen, she's not available, run up the stairs, drop to a FC as you 
reach the top and circle Cw around the light. Drop to a QQC as you approach 
the left side wall on the next ally then QC as you approach the intersection. 
Follow PPm #1 as he walks away, when you reach the opposite side of the 
intersecting street break away left. Slide along the wall past the light from 
the doorway, FC to the end of the ally, locate the stack of boxes at the far 
right end just before the stairs and stop behind them. 

Move out from the boxes at a SC once PPm #2 passes Sam's position; crank it 
up to a FC as you cross over the stairs. Go hard left at the base of the 
stairs to the lighted Pswy and stop on the left side of it. PPm #3 will 
emerge from and then reenter the Pswy, follow him into a big honkin 
courtyard.
 
There're 2 men standing together and talking, (something a about porn I 
think), QQC to the wall, stick, stand and slide to the end. Turn right, drop 
to a crouch and SC along the wall while watching for the 2 men to sit down. 
Once they are down move to the end of the wall, make a tight turn around the 
corner and FC to the far end of this new ally. 

Note PPm #4 entering from the right at the far end of the ally, crossing it 
to the left and into a courtyard. When you arrive at the dark corner you'll 
hear #4 threatening a man sitting at a table. Ignore both as you SC around 
the corner. Stick to the dark side of the 1st set of crates and complete a 
series of STs to the ally and then to the opening to Saul's place. Once at 
the last crate stop and wait for #4 to say "NOW"! If you enter Saul's ally 
before that it's a 50/50 chance the civilian will still be in the courtyard 
when you exit. You don't want that! Enter the un-gated area and creep through 
the curtain.

(SAVE POINT)  

Two thugs are shaking down Saul, QQC to BG #1 and lay a rabbit punch on him. 
Quickly move to BG #2, wait for him to turn to Saul, and give him one to 
boot. 

Dahlia ain't so Tal!

4.2 Locate Dahlia Tal near church,

Grab your weps, FC up the stairs and exit Saul's place. Move toward the head 
of Saul's ally. #4 may be crossing Sam's path, slow down and pull a tight 
left around the corner. FC to the end of the crates
 
Cross the intersection and stay on the left. PPm #5 will enter from the right 
and begin talking to someone behind a grated opening on the left side of the 
street. As Sam passes the narrow ally on his left and just before the steps 
drop to QC, move out 2 to 3 feet away from the wall and proceed down the 
steps. QQC across the street, stick to the wall past the intersection stand 
and slide along the wall past the lighted area. 

Drop to a crouch and FC down the next few sets of stairs. As you approach the 
last set of stairs move into the shadow on the left and stick to the wall. 
Allow the woman to pass, once done, continue out to a new set of stairs and 
PPms #6&7 at the base. Stay in the dark and creep down the steps as close as 
possible to the PPms. Follow them as they walk away. Always stay behind them, 
to the left and in the dark. 

Keep an eye out for a large dark table on the left, slip between it and the 
wall corner, allow the PPms to figure out which direction they want to walk 
in. Eventually Sam will be at the end of the row of shops and another 
intersection. Wait for all PPms to walk away to QC into the alley and then 
over to the pipe for a climb up. Proceed along the parapet to the zip line 
and cross the street. Climb down, remain standing throughout the contact with 
Dahlia and exit the enclosure at a run. 

(NOTE)
I report the ghost that seems to work most often for me.
So far I've found 3 maneuvers that allow you to slick the PPm and 2 civies 
but only option #1 is absolute, fortunately it requires a diversion by 
shooting out the flood light near the church. The drawback in option #2 is a 
glitch; Sam gets stuck on the crate behind the standing civilian, Sam floats 
in the air and flops about while he does it.
+=+=+=+=+=+=+=+=+=+=+=+=+


4.3 Rendezvous with Dahlia at Shoshana Storage,

Pass Dahlia at run then drop to FC, locate the produce tables ahead at your 
1:00 and drop to QC as you pass the 1st table. Stop at the clear spot on the 
2nd table. The 2 civies should be approaching and close or already at the end 
of the table. Stand, face the table and quietly jump onto it, crouch and QC 
off the right rear corner near the sitter for a soft drop. QC around the 
standing civie, he's your cover for the sitter until you reach the wall and 
dark. 

Locate the crate in front of the 3rd table, move to it so that the table is 
to Sam's right and the crate is in front of him. The PPm and Dahlia should 
have crossed paths and passed by as you were approaching the crate. Stand and 
climb the crate, press "CROUCH" ASAP, move off the crate and take note of the 
iron fence grill pattern silhouette pattern on the ground ahead and to the 
right of Sam. Stay just to the left of it to remain in cover. Once at the 
wall catch up to Dahlia, she's your cover into the tunnel. 

PPm #2 is past the tunnel you're approaching and facing your position, use 
Dahlia's body to cover Sam's entry into the tunnel. Maintain a 10 to 15 foot 
distance from Dahlia's caboose, once in the tunnel break right and QC along 
the tunnel wall stopping before you break cover and hold. Let her continue on 
to #2. 

Once she has his attention, move up and pass both to and through the narrow 
ally into the large open market. FC left across the market place to a lighted 
area and a lane between the selling tables. Stay to the right and dark until 
the PPm passes. QQC through the lane and then left to where the 2 Prayers are 
kneeling. Stay dark and ST along the pillars. 

(SAVE POINT)

FC along the left side of the ally; drop to QQC as you near the corner and QC 
over the ledge. Make a slight arc left as you QQC to and over the steps into 
the next ally. Stay right till you pass the bright spot on the ground then 
move to the left side of the ally. Quickly locate the basket against the wall 
just before the 2nd bright spot, Position Sam against the wall and between 
the basket and bright spot and hold for the approaching PPm. 

Be mindful of the light meter. Facing the approaching PPm take note of the 
shadow caused by the crate on the left just past the bright spot, you'll be 
aiming for it as the PPm nears. As the PPM approaches and gets to the center 
of the bright spot QC toward crate and its shadow, break right along it to 
diagonal out into the center of the ally. 

Go to FC as you hit center of the ally; see the next bright spot cross back 
over to the left side and slide along the wall till past the bright spot. 
Once past the bright spot cross back to the right side of the ally around the 
corner and locate the next ally.

Stay on the right, QC down the steps, move the camera for the best over head 
shot you can get, you need to know when you're at the edge of the awning for 
a jump up. Once up QC to the end over the dark stripe and soft drop off 
behind the PPm. QC to the end of the ally; bear right around the corner into 
the glaring light. 
 
(SAVE POINT)

A PPm stands to the left of the tunnel, ignore him and QQC into the tunnel. 
Once in the tunnel stand and run out of the tunnel toward the end of the 
ally. Drift to the right side of the ally then roll into a QQC to the corner 
and hold. Allow the PPm to walk away before entering the adjacent ally to 
locate the climbing pipe. Climb up and enter the 2nd floor room, QC through 
the two rooms and exit through the window. 

FC along the catwalk to the next climbing pipe and climb it. FC over the 
rooftop, locate the rappel point and jump/slide one time. Once the PPm passes 
the ally jump slide one more time and then shimmy to the ground. Continue 
along the alley to the end, hide in the dark on the left and wait for Dahlia. 
Dahlia will occupy the next PPm so you can QC up to and over the fence. 

Drop to the ground, move into the shadow, follow the building around and 
enter the 2nd doorway on the right. Move over to the elevator and wait for 
Dahlia. Talk with her, enter the elevator and listen to Lambert biatch when 
you don't smoke her burqa cloaked Israeli buttocks.

(SAVE)

CATACOMB SCHMATACOMB!

4.4 Retrieve the ND 133, 

(NOTE)
This next bit may not be easy by any means, certainly not for me as simple as 
the maneuver is. The event is short and simple, HEAD! LIGHT! Creep forward 
and Foil! As it stands, it took many, many tries to get the rhythm and setup 
locations rote and into muscle memory so that I was reacting instead of 
thinking what to do next. 

Pressing the wrong buttons really makes it worse, so have patience; the 
maneuver will come to you; it's still not easy, but very do-able. Once warmed 
up, I average 1 in 4 tries sometimes better; it will take a bit to get a 
proper feel. My words, your eyes, hands and controller may not agree at 
first.

Frankly my eyes are so wicked bad now, I have to sit about 3 feet from the 
tube to see all well enough to complete this event. 

I wish they were still making the old X Box controllers, every time I bump 
mine just a little I get the "Please reattach your controller and press 
start", plus the controller tends to roam on its own quite often getting Sam 
into trouble.

An aid to quickly aligning Sam and the targeting icon for the head and light 
shots; once you're at the back of the elevator, shoulder and scope the AR. 
Align the scopes bottom vertical crosshair with the crease in the elevator's 
metal flooring band running from Sam's 12:00 to 6:00 then click out. Adjust 
the height of the icon above the floor grating and hold.
+=+=+=+=+=+=+=+=+=+=+=+=+ 

Shoulder the AR and load with Foils, switch to NS and back up to the rear of 
the elevator. Align the targeting reticle with the grating seam in the middle 
of the elevator floor it runs from 12:00/6:00, (the front and rear of the 
elevator). Then raise the targeting icon up from the floor for a space equal 
to its diameter. Sam will be aligned vertically with the SBGs nubbin hade and 
the ceiling light in the Pswy and allows for quicker reaction time.
 
The SBG is invisible until his head appears above the elevator floor. There 
will be no time for realignment. As soon as his head enters the sight tap the 
trigger, (he will drop silently to the floor), quickly raise the sights 
"STRAIGHT" up above the ceiling light a good foot and tap the trigger as the 
light passes through the reticle. 


(Note)
It's too bad SCPT got rid of the single round firing option, sniper mode 
doesn't count. By now you know how touchy the trigger is so only a light tap 
on the trigger is enough to send 1 round, any harder and or longer on the 
trigger is a bad thing. Any deviation from absolute vertical will throw the 
light shot off.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
Stand and advance into the left side of the elevator Pswy. Maintain target on 
the left edge of the Pswy chest high to catch PBG #1 before he becomes aware 
of the situation. Meet him with a Foil as the leading edge of his body 
appears past the corner of the Pswy preventing the alarm. 


(NOTE)
If you hear a snap or click sound before during or after stunning PBG #1 and 
or you hear PBG #2 (from the lower level) running, the tactic has failed 
restart.

For the longest time I tried like mad to replace the foil with a smack down 
in the maneuver. I succeeded 2 times in well over 100 attempts and one of 
those times I Bjorked the getaway so horribly I was gunned down by a 
recovered #1 and #2 at the stairs. I got 2 things out of the experience, high 
blood pressure and the knowledge that it can be done but isn't worth it.

Since playing the level over a number of times via different games and saves 
it seems that PBGs #1 and 2 often drop Sam in the corner near the stairs he 
used to be safe in. So I've adopted another tactic, (option #2) that seems to 
work, (so far) at least as often as the corner hide. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Option #1;
Sling the AR, stand and run along the Wkwy toward the stairs. Stop in the 
shadow of the 1st corner, turn right, count to 3 and begin running along the 
wall. Halfway to the stairs roll into a FC to the dark corner left of the 
stairs and stick. PBG #1 will follow to the 1st corner then to the point of 
the roll, maybe even to the corner of the stairs. PBG #1 usually meets up 
with #2 at the stairs often within touching distance of Sam.

If everything went well neither PBG advances with an aggressive posture, both 
#1 and 2 continue with their patrol and the demise of the SBG is not 
reported. QQC down the stairs, turn right, drop down from the elevated Wkwy 
and move over to the bump-out below the stairway. 

Option #2;
Sling the AR, stand and run along the left side of the Wkwy all the way to 
the 2nd right turn. Go into a FC roll as you as you round the corner at the 
2nd right turn to the stairs. PBG #2 is approaching the lower level 
intersection from the right as you hit the top of the stairs. Slow from FC to 
QC as you descend the stairs then make a hard left at the foot of the stairs 
to the wall. Stick to the wall and slide right a foot or 2 for cover and 
hold. PBG #2 will stop somewhere at the intersection and then eventually 
return to station. When clear, cross under the stairs and over to the ledge, 
drop down from the elevated Wkwy and over to the bump-out below the stairway.

Stay tight to the wall and bump outs as you QC the perimeter. The 2 BGs will 
enter from the corner ahead, one will patrol back and forth through the area 
and the other will take station at the dark corner. Once you're at and below 
the corner of the intersection leading to the pool area stick and slide 
between the bump outs then SC around the bump outs until Sam's right shoulder 
is tight to the last bump out then hold. 

You need to see the PBG in the pool area so reposition the camera so that you 
can see above and behind Sam. Wait for the PBG in your current area to exit 
on his patrol, ensure that the pool room PBG has just walked past or is about 
to then slide out from under the Wkwy. Stand and climb onto the Wkwy, crouch 
and QC diagonally right to the ledge and drop off the Wkwy into the pool 
along the wall leading to the exit tunnel, move over to the exit tunnel and 
stick.


(NOTE)
Whether you kill the 2 ceiling lights at the intersection or not you'll get a 
non threatening reaction from the SBG and or the pool room PBG as long as he 
is walking away from Sam's position. Once below and to the left of the exit 
tunnel ensure clear passage into the tunnel before climbing up to the Wkwy.
+=+=+=+=+=+=+=+=+=+=+=+=+

Once everyone has returned to patrol and safe, climb up and enter the tunnel. 
QQC into the cage room, turn right, slide along the wall halfway to the next 
tunnel and hold. Eventually Lab PBG #1 will exit the lab area on patrol, pace 
into and out of the cage room and return to the lab. Wait for Lab PBG #1 to 
enter the Pswy to the lab before following him. 

Enter the lab area, turn right and move into the dark spot on the Wkwy then 
stand against the wall, stick and release. Go IR and locate lab PBG #2 on the 
other side of the lab enclosure as he enters and exits the area.


(NOTE)
As long as Sam remains motionless Lab PBG #1 won't see, hear or smell him as 
he walks by in either direction. The preferred situation is to have PBG #1 
exiting into the tunnel Pswy as PBG #2 enters the Lab area from the right.
+=+=+=+=+=+=+=+=+=+=+=+=+

As Lab PBG #1 passes by Sam, slide right toward the next corner. Once Lab PBG 
#2 reenters the room from the far right side of the Lab enclosure, go NS and 
QQC into the Lab. Locate and retrieve the object in the right side of the 
enclosure and then exit. 

(SAVE POINT)

4.5 Extraction,

Backtrack out of the Lab through the Pswy if you have time, otherwise return 
to the dark spot on the Wkwy and hold. Turn right out of the Pswy into the 
tunnel and hold about halfway to the lighted corner. 

As Lab PBG #1 enters the Lab Pswy or turns the corner into the Cage room 
slide right, stop about 4 feet from the corner and jump for noise. The BG at 
the corner will investigate the noise, QC to the other side of the tunnel and 
hold. The BG will turn and move deeper into the tunnel, as he turns away 
cross back and slide around the corner. 

Stay dark and drift left across this large Pswy to the bump out, slide around 
it and jump for noise. Stick, crouch and slide along the wall to the next 
bump out and hold, the elevator PBG will move off to investigate the noise. 
Release and QC into the elevator once the PBG passes by Sam. 

At ground level remain in the elevator; shoulder the AR target, max scope the 
3rd light from the elevator and pop it. Creep to the right, stick to the wall 
and slide to the barrels. Go NV; stay tight to the barrels and SC out of the 
tunnel. Turn right and creep the creepiest creep you ever creepededed between 
the staging and the dumpster. Sometimes, Dahlia and her vampires can see, 
smell and hear an out of place dust speck so be deliberate. 

Once past the corner of the dumpster move over to the staging and slide to 
the end closest to the barrel fire. SC to the rubble wall with the niche, 
stay close to the rubble and creep over to the crate.  Position Sam between 
the crate and burning barrel and run like the dickens straight across the 
damaged market place.  Turn right at the wall and turn left at the corner to 
the extraction point. 

1 K, 2 KOs, 1 Stun, 3 Rnds, 4 Divs, 1 Foil,
_____________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the binoculars, stick and 
boo all openings and corners and OCD all closed doors before passing into or 
through. Always play with your head gear

5. KUNDANG CAMP, INDONESIA

5.1 Infiltrate Village, plant explosives on Sadono's plane,
5.2 Record Sadono for entry code,
5.3 Rendezvous with pilot/CIA contact
5.4 ID location Sadono's insurance calls

Daddy, he doesn't look like a pony!

No! No! No! No! I don't spleef it no mo!

5.1 Infiltrate Village, plant explosives on Sadono's plane,
 
Run the path to and use the zip line. QQC into the shadows created by the 
tent and around to the far front corner. As soon as both PBGs begin to walk 
away, QQC over to the driver side, rear end of the truck. QC along the fence 
till PBGs 3&4 begin talking then book across the road into the grass near the 
fallen palm. The 2 PBGs will approach and stop, stay left along the perimeter 
and QC past them. 

Keep Sam's left shoulder tight to the barrier, FC along the wall staying 
tight to the trees as you move around them. Stop and hold when you see PBG 
#5. While waiting you should be able to look down and ahead to see the stick 
and trip wire from a mine. Let #5 pass then QC across the path to the 
opposite wall and continue at a FC. Go NV as you pass the truck to the save 
point.

Locate the entrance to the barn. QQC into the barn; use the shadow to creep 
directly over to and onto the metal cabinet. Drop off the other end, FC 
around the perimeter to the large dark spot leading to the plane and plant 
the demo. Turn around, QQC into the niche near the exit; once the BG enters 
the barn QC through the exit.

I have an allergy to Machetes too!

5.2 Record Sadono for entry code,

QQC through the gate, stay to the right along the crates and stop once in the 
bushes. Crouching and uncomfortably close to the shack, as the BGs separate 
move over to the steps then about face to see the PBG walk away. Shortly 
thereafter you'll hear the grumpy shack PBG walk to the rear of the shack and 
look out the window, as he does, enter the shack on the QC flip the light 
switch then QC out. Make 2 hard rights out the door and around the shack 
before the PBG locates Sam.

(SAVE POINT)

Beat feet down the dirt road to and between the wall on the left and the 
corrugated sheet metal leaning against the telephone pole. Stay under it near 
the pole and hold. The approaching PBG and rotty are oblivious to Sam, the 
poor dog musta wrecked his nose sniffing all the chemicals used to make de 
cocaine. As soon as the dog passes the pole, SC out along the wall and 
accelerate to FC as you pull away. Angle off the fence and pass to the right 
of the big tree with the lantern hanging from it and continue to the fence. 
QQC along the fence past the banana plant, this activates PBGs #1 and 2, and 
then stop at the rock. 

While waiting and listening to the stooges, remain against the fence and 
recon the area. Pull the binoculars and scope PBG #1, he walks off toward the 
fire and eventually walks into his tent for a nap. Scope the tower and the BG 
in it. Notice the zip line running from the top of the tower to some other 
part of the camp; spend a moment watching the BGs movement in the tower. 
Fallback along the fence to the big tree, stop and hold when you are parallel 
to it. When PBG #2 returns and stops at the side of the tent, whistle for 
noise, then QC straight for the tent opening. PBG #2 will move to the noise 
to investigate and then walk off further along the dirt road.


(NOTE)
I can't find a satisfactory way to divert PBG #2, out of the area; the grassy 
ground absorbs the sound of footsteps forcing you to get very close to #2. 
This causes #2 to give up the search too quickly and he returns to his 
patrol. Breaking glass where there should be no flying bottles is also an 
insult. Foiling or smacking PBG #2 to goofy him up doesn't sit right either. 
So the whistle feels like the lesser of 4 or 5 evils. I wish the coders gave 
Sam the ability to rap on an object for noise; that is an option in XIII.
+=+=+=+=+=+=+=+=+=+=+=+=+ 

QQC through the tent to the ladder at the base of the tower, go NS, climb and 
stop a rung or 2 from the top. If the BG is to the left side of the tower, 
wait for him to move over to the right to climb in. Once on the platform 
crouch, move to the right corner and hold. The BG then moves to the left side 
of the tower; follow him, move to the front of the tower and approach close 
enough to get the "GRAB" window then hold. Pay close attention to the BG, you 
must smack him as he begins turning right. Stand and then run and jump to the 
zip line.


(NOTE)
PBG #2s investigation of the noise gives Sam the time needed to access the 
tower, deal with the guard and zip out clean. 

Its tres importante to smack the tower BG as soon as he begins turning right 
or he'll see Sam and call for an alarm. If he adjusts his stance, (take a 
step to the right), there won't be enough room to zip out. Foiling a BG makes 
him goofy for about 6 seconds. Smacking him from the diagonal is only worth 5 
seconds of goofy so you can't afford to get hung up getting to the zip line. 
If so, you get an alarm while zipping into the 2nd half of the camp. Although 
as long as you are on the zip line it doesn't register, but who's willing to 
settle for that eh! 
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE POINT)

Camp part 2

I wonder if Smoky the Bear has seen this place.

QQC out to the huts, move about 5 feet beyond the front corner of the hut on 
the right and watch all the BGs collect and then move off. Go NV, PBG #2 will 
remain on the porch, #1 will pace back and forth along the Huts. #2 stops at 
the corner obscured by barrel fire smoke, once #1 passes Sam QQC out behind 
him, aim for the barrel use the smoke to cover Sam's approach and pass it on 
the right. Move under the porch the other BGs left the area from. 

Once under the porch proceed along the crawlspace at a QC to the end. PBG #2 
patrols the porch above the crawlspace front to back so don't alert him. QC 
past the steps and then go left between the steps and the fence. QQC out, 
drift over to and along the shacks on the left, locate Sadono and his buddy 
and follow them through the next hut. Once at the XP follow the BG out then 
break off hard right to the stacked boxes. 180 and face the narrow lit ally 
to the right of and past the whitish barrels. Count to 4 stand and run at the 
ally, about 2 feet from the ally jump into it. 

Look up and locate the 2nd floor window, stand under it and JC up to it. QQC 
to the stairs, QC down to the 1st floor, turn right and stop before the 
doorway to ensure that both BGs have passed through the opened door. Exit the 
room through the door. Remain in the shadows on the left and follow the 2 men 
to the far end of the enclosed area. 

If you follow at a discrete distance, you'll enter the building just as the 
door closes, otherwise stick to the building's wall and slide through the 
ally. If inside move over to the cot and ensure that no PBGs are close or 
looking at the entry then exit the building after the 2 BGs. Remain in the 
shadows on the right, QQC along the right stopping within the shadows and the 
bush thing and wait for Sadono and his 2 men to leave. Locate PBG #1 
patrolling this area and keep an eye on him.

One of the BGs with Sadono will hang in the area with #1, as the group turns 
to leave. Ensure #1 is moving away, when safe, FC over to the corner behind 
the crates/bales and climb the pole to the 2nd floor porch.
 
Once on the deck crouch and remain concealed as you QQC to the end of the 
deck. Stop in the dark spot just before the lantern, locate #1 and ensure 
that he is facing away from the deck to proceed. QQC right to the edge of the 
deck leading to the next area and drop off to the ground. Turn right and FC 
the perimeter of the compound, when you approach the trucks on the far side 
drop to QC and continue to the end of the 2nd truck. Shoulder the AR load a 
sticky cam and send the cam to the right side of the opening to the building. 
Orient the cam toward Sadono and record the convo. 

5.3 Rendezvous with pilot/CIA contact

Allow Sadono to enter the building then retrieve the cam; follow both men 
into the barn and hold by the debris. As the 2nd BG approaches the ladder 
move over to the shelving, allow him to exit then move to the ladder and do 
the same.
 
(SAVE POINT)


(NOTE)
You can stay secure along the balcony railing but it seems wrong to be lit up 
so well and still obscure.
+=+=+=+=+=+=+=+=+=+=+=+=+

A PBG will appear from Sam's left, as he walks away QC to the break in the 
railing and soft drop to the floor below. Locate the SBG near the lit table, 
move to the brick pillar, stick and then ST along them to the 4th pillar. QQC 
to the XP and OCD then exit the room. Enter the coca lab; QC up the stairs 
and flip the light switch off as you pass by it. Go NV, QC along the wall 
toward the BG near the XP. Stick to the wall and slide toward the XP as the 
BG starts advancing on Sam. Once the BG passes by Sam release from the wall 
then continue to the XP, OCD and exit the lab. 

Once in the Gen room, turn left, QQC Cw around the generators to the door 
opening at the far right end of the room. Stick to the wall just before the 
opening and boo the next room. When the PBG to Sam's left 180s and begins his 
patrol release and cross through the opening to the dark corner and shoulder 
the AR. Scope and magnify the light above the XP. When you have the light 
correctly targeted lock out and sling the AR without moving Sam. Pull the 
pistol and pop the light above the exit door.


(NOTE)
I hate using a projectile but I can't find any other believable option minus 
eliminating the BGs that gets Sam safely to and from to the pilot and then 
out of the room. If done in 1 shot the response from the SBG is milquetoast. 
Once I'm into the corner near the EP I use the AR and maxmag the scope to 
target the light. On my game I'm forced to hold the reticle in the middle of 
the lower left half of the target so that the pistol will hit it on the 1st 
round. 
+=+=+=+=+=+=+=+=+=+=+=+=+

If you pop the light in 1 round the SBG comments and stays put. QC around the 
SBG to the pilot and talk to him, when complete move to the keypad. Check 
Sam's Sony for the keypad combo then swing the camera around to the stop 
position of the PBG near the EP and open the XP as he walks away. Cross 
through the XP into the right side of the small room and slide to the ladder. 

(SAVE POINT)

5.4 ID location Sadono's insurance calls

Climb up and exit the bunker and take the save on the way out. Follow Sadono 
outside, stop at the corner of the building and wait for the sissy musician 
and Mr. Homicide to leave. Locate the climbing pole on the building on the 
left and climb up. FC along the roof to the trapdoor, OCD it then open and 
drop down onto the pipe in the firing range. Turn around and begin skooching, 
go legs up when the BG leaves the firing station and continue skooching into 
the gym. Soft drop to the floor, once down, quietly exit this room Cw and 
then SC through the short Hlwy into the next room.

(SAVE POINT)

Stick to the exterior wall and slide to the XP, boo the outside, locate a PBG 
and an SBG to the right of the XP and smoking something. Wait for the shadows 
to cover the doorway, SC out into the night and head for the tree at the far 
left end of this area. Face the turret; notice the building to Sam's left 
with light shining through the window note the room is empty. 

Wait for the PBG to head back toward the EP if he isn't already heading there 
to approach the building. If you're in progress you run out of time you can 
stick to the corner of the building for cover then access the XP when clear. 
Move to the next XP, cable it, wait for PBG #1 to walk away and then exit to 
the outdoor storage area. 


(NOTE)
There are 2 basic searchlight patterns used in this area, the PBG has one 
pattern and they often sync up differently complicating your approach to the 
side of the steps. Know this, the 2 corners at the EP end of the area supply 
Sam with the cover of darkness, however, there's a light problem between the 
2 corners. PBG #1 hears and sees all too well so be quiet and deliberate. 
Recon your move, for me, the best has PBG #1 and the search light at the left 
side of the compound together, decide which and when and move accordingly.
+=+=+=+=+=+=+=+=+=+=+=+=+

Once at the right side of the platform attached to the porch, learn the 
patterns of the search light and PBG #2 on the porch as they travel over 
their areas. When PBG #2 heads to the far end of the porch and #1 isn't near 
the steps climb onto the platform. QC over to the keypad and tap in the key 
code taken from Sadono then move left into the dark and hold. When #2 turns 
and begins walking toward the porch steps and #1 is away from the steps 
access the door.

(SAVE POINT)

Enter the inner corridor, QQC along the exterior wall to the last doorway on 
the left. QC through the doorway and then right between the door and sofa 
then hold. Go IR and look out the louvered windows for PBG #2. Sadono will 
continue moving toward Sam as he places his calls, when done he'll move to 
the comp, leave his phone on the desk and then exit the room. 

PBG #2 will pass, the camera will turn away and you'll QQC over to the wall 
and hold in the dark corner beside the boxes. Sadono will return and leave 
for good, #2 will pass and the camera will turn away. Sam will access the 
phone and move back to the boxes, as #2 walks past the windows and the camera 
begins its swing away backtrack out the door past the sofa. Turn left, move 
around the corner, locate and pull the switch. 

Continue along the corridor, locate the XP and freeze when you open it. Once 
the shooting begins move away from the opening, stay in the room and wait for 
the BGs move out into the night. Allow some to die before FCing out to the 
extraction point. Avoid the flashlights and FC out to the osprey and end the 
level.

Keypad codes;
Villa (1492),
Refinery (0623),

1 Rnd, 5 Divs, 1 Sticky Cam, 1 Stun,
_____________________________________________________________________________

6. KOMODO, INDONESIA

6.1 Infiltrate caves,
6.2 Infiltrate Sub,
6.3 Locate Command center, access sissixs,
6.4 Extraction,

Welcome to camp "Dark, Dismal & Unhappy".

6.1 Infiltrate caves,

Reconnoiter the field; locate the PBG, truck and the laser at the top of the 
tower. FC the perimeter CCw past the truck, ignore the birds and the PBG. 
Enter the fenced area and disable the mine. Continue out to the open area, 
locate the PBG and follow him back to the other side of the enclosed area. As 
you reach the other side, locate the narrow, dark alley near the gate and 
enter. 

JC up and enter the hut. SC out to the sleeping area, note the BGs sitting at 
the table, there's also one sleeping in the hut and another watching the tube 
in yet another hut. Stay in the dark along the right side of the enclosed 
area, creep CCw around the hut to a big puddle. There's another shallow 
narrow alley and JC up to the high window. Enter the hut and soft drop to the 
floor behind the bales. 

(SAVE POINT)

Creep outside and ST off the crate into the Generator hut, creep around the 
rear side of it to the exit door and wait for the shooter. Once the BG sits 
down, SC behind him to the turret gun and into the shack. Switch to IR, slick 
the security lasers and then climb down the ladder to the elevator room.


(NOTE)
I prefer to turn the camera to face Sam's 3:00 or 9:00 to view the lasers 
from the side, I never get caught.
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE POINT)

Push the button, enter the elevator, push for sub floor 2 and ride it down. 
Switch to NV, exit the elevator and proceed along the right side of the Hlwy. 
Turn the corner at the intersection and hold at the corner. There are 2 PBGs 
#1 sits at the desk and #2 will exit from the Control Room and move to the 
far end of the Hlwy. #1 will follow #2, as #1 passes Sam move into the 
Control Room. 

Locate the techie and snatch his couch potato buttocks. Use and abuse him. QC 
to the Control room door, #2 will be exiting the Control room. Move close to 
the right side door, allow it to close and watch #2 turn the corner at the 
intersection to the far end of the Hlwy. Quickly move across the right side 
door and make contact with it to open it. Drop to QC past the left side door 
without activating it and hold against the wall past the door. 

#1 will investigate the noise allow him to enter the left side door and turn 
left into the room to exit. Move to the wall with the sub schematic, slide 
past it, cross over to the left wall and stick at the corner. Odds are good 
#1 will walk out to the intersection, so be alert. #2 will move back to the 
Control Room, when clear locate the XP and do so.
 
(SAVE POINT)

"Submarine, Submarine who's got the submarine!"

6.2 Infiltrate Sub,

FC up to the exit door at the top of the stairs, wait for the PBG to move 
away from the door to exit the room. Quietly follow the PBG along the 
elevated Wkwy, stay to his 7:00 when he stops stop beside him. Once the PBG 
turns and walks away, take off at a SC, gradually accelerating to a run as 
you pull away for the gondola at the other end of the Wkwy. 

Hit the switch to activate the gondola, as it moves away, drop down 2 times 
and ride the cable to the next connector. Wait for #2 to pull his light away 
from the cable to drop down to the lower cable and ride it to the end. Once 
on the platform QQC across to the Wkwy leading to the sub and drop off. Wait 
for the PBG to pass by to climb up and then QQC into the sub. Continue to the 
ladder and climb down. After listening to Bruce and Todd lovingly banter back 
and forth over beddie-by-time, I may have to kill me to stop the nightmares.

SWEET DREAMS! I got your sweet dreams right here pal!

6.3 Locate Command center, access sissixs,

As soon as you hit the floor QQC along the corridor to the dark niche on the 
right and enter. Hmmm ... I'd a thunk Bruce would have been the butchier of 
the two. Anyway, wait for Bruce to pass Sam's position to QQC out along the 
corridor to the Berthing Area and enter. Awww isn't Todd such a cunnin thing 
all snugly and dreaming sweet ... GGYKKAHH!!! Stop...Stop, Slap, Slap, Slap. 
OK! I'm OK! I'm good. 

SC through the berthing area to the exit ladder and climb down. Stick to the 
wall to the left of the doorway and ST to the other side. A lone BG is 
sitting in the mess deck, release and move along the Bulkhead to the other 
side. The BG will see something, as he rises and 180s creep into the room, 
under the counter and exit the room on the other side. Pass through the 
sliding door, peek down the corridor till the BG appears and wait for him in 
the corner. 

The BG, (officer) will be along any segundo. Grab him once he stops at the 
gauges, drag him to the retinal scanner and when done into the Bridge. Stop 
in the dark corner on the right, wait for the BG that leaves for coffee to 
exit the Bridge then KO the officer. QQC to the comp use it then exit the 
Bridge.

(SAVE POINT)

6.4 Extraction,

(Note)
This next series of maneuvers will be as difficult and frustrating as the 
catacomb/elevator maneuver. It will take many practice runs to get the timing 
and throw coordinates right. Expect Sam to take many hits. 
There are 2 effective approaches to the tower, running and or FC over the 
ramp or FC halfway across the ramp and drop to QQC for the rest into the 
tower. The difference being the method of approach the PBG uses to the top of 
the tower. 

1. Run or FC all the way into the tower, (comment from #1). #1 will approach 
the platform relaxed. Move Sam through the opening so that you have the same 
distance from the door as from the ledge and the wall to Sam's right. Turn, 
face the ledge and look down, you want to see #1 as he rounds the stairs on 
the lower platform. Move left over to the corner of the platform at the 
doorway and hold. As you see #1's head pass under Sam soft drop down and 
quietly proceed to the base of the tower.

2. FC halfway along the ramp, QQC into the tower; hop onto the box, face the 
corner and crouch. #1 will run up to the platform sling his wep and calmly 
walk halfway out along the ramp before calmly returning and never seeing Sam 
all hunched up on the box. Go figure!
+=+=+=+=+=+=+=+=+=+=+=+=+

Turn right out the bridge and climb the ladders to topside. Ensure smokes are 
in the tube. FC into the tower; move through the opening so that you have the 
same distance from the door as from the ledge and the wall to Sam's right 
turn left and look down, once you see #1 as he rounds the stairs on the lower 
platform. Move left over to the corner of the platform at the doorway and 
hold. 

As you see #1's head pass under Sam soft drop down and quietly proceed to the 
base of the tower. Roll as you pass through the opening at the base of the 
tower, you'll likely take damage passing through the opening, move up tight 
to the staging. Crouch, locate the closest pair of BGs, sidestep right 1 or 2 
steps, scope and magnify the targets, hold just above the head of the right 
side BG if he's crouching, chest if standing. Click out of scope and send a 
smoke. 

Quickly enter inventory, grab the flash bang and run forward along the dark 
strip on the left to and beside the niche between the two sections of 
staging. Tap the BLUE "X" on your controller, pull and hold the left trigger, 
quickly count up 5 circles from the smallest circle, once located turn left 
or right so that the #5 circle is now sitting on top of the upper right hand 
corner of the left concrete support column and throw the flash bang. 

Start moving forward toward the concrete support column and the 1st pair of 
BGs. As soon as the flash/bang ignites begin running to the end of the pier.
The 1st pair of BGs will still be coughing up a storm as Sam runs by them, 
but not for much longer, the right side BG drops from the gas. Most times the 
left side BG remains awake.  

As Sam approaches the 2nd pair of BGs, the left side BG will begin to come to 
his senses. Continue running, pass between both BGs and drift over to the 
railing. When Sam approaches the stairs drop to a crouch and FC to the bottom 
of the stairs and the extraction ladder. The remaining BG from the 1st pair 
may follow Sam down the pier to the 2nd pair of BGs while shooting at him. 
Expect to take max damage on your way to the extraction point.


(Note)
It's very important to move quickly from one action to the next to be 
successful with this maneuver in particular gassing the 1st pair of BGs and 
throwing the F/B.

3 KOs, 4 Divs, 1 F/B, 1 Smoke,     
_____________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the binoculars, stick and 
boo all openings and corners and OCD all closed doors before passing into or 
through. Always play with your head gear

7. JAKARTA INDONESIA

7.1 Infiltrate TV station,
7.2 Locate Ingrid,
7.3 Trail Ingrid to Sadono,
7.4 Locate and capture Sadono,
7.5 Extract,

Jungle Rot anyone and Cohen's gay?

7.1 Infiltrate TV station,

(NOTE)
Jakarta is the buggiest mission in PT, too bad; some of the glitches can 
prevent you from continuing with the game. Some of the glitches give the BGs 
X-ray eyes, magnified hearing and motion sensing abilities.
+=+=+=+=+=+=+=+=+=+=+=+=+

Go NV; drop off the ledge of the 1st flat roof, FC to the 2nd ledge drop, 
hang and soft drop to the lower roof. Roll off the 3rd flat roof to the 
ground then QQC to the open end of the brick wall. Boo around the wall to 
locate PBG #1. Wait to lose LOS on #1 to QQC across the street through the 
ferns to the climbing pipe. Climb the pipe and FC to the other end of the 
roof. 

(NOTE)
It may take a bit of practice, frankly it's a pain in the ass, but, if the 
following maneuver is completed correctly PBG #2 and the civie won't hear the 
move.
+=+=+=+=+=+=+=+=+=+=+=+=+

Once at the gable and above the ally, locate the roof pitch change; where the 
upper and lower roof angles meet. On my game it also lines up with the top of 
the 3 mini dormers where they meet the main roof, the bottom of the 6th 
course of roof shingles and 3 full courses below the "Climb Out Point". 
There's wide gable flashing, the dark strip running the length of the gable. 
Set Sam up so he's standing on the roof pitch change and abutting the inner 
edge of the flashing.

Pull the binoculars out and scope the corbelling and broken drain pipe on the 
building across the ally, center the cross hairs between the left end of the 
corbelling and the drain pipe where it crosses the corbelling. Now orient the 
camera down to the bottom of the ally and locate PBG #2, follow his route for 
1 pass, he has 3 stops, he must be at stop #3, the furthest to the right for 
the jump to succeed.

 When #2 is at stop #3 stow the binoculars and run/jump. Once in the air I 
release forward, I have more success when I do. Sam "SHOULD" silently leap to 
and grab the corbel to the left of the drain pipe on the other building. Go 
IR locate #2 and wait for him to move back into the ally then do a slow 
shimmy around the corner and soft drop to the lower roof. QC along the roof 
to the safety fencing; quietly climb over it and into the building. Locate 
the climbing pipe and slide down to the ground floor.

 
(SAVE POINT)

Waste no time exiting from the building, move out and around the trash 
barrels to the dark corner of the wall and face the corner to avoid the 
lightning flash. Once the lightning flashes QQC in a straight line toward the 
intersection. PBG#1 will walk toward the remaining van, drop to QC as you 
approach #1, he'll stop and turn around. Locate PBG #2, maintain LOS and pick 
up the pace to QQC, drift right toward the guard shack door then back toward 
the small dark and empty shack ahead and to the right.

Drop to QC as you approach #2 and the shack; enter the shack and hold. Once 
#2 has passed by the shack QC out into the rain, head left and accelerate to 
FC. Continue along the wall past the phone booth and turn right at the end to 
the metal gate. Climb over the left side of the gate it to the next area. 

It kind of looks like a large Arboretum with raised planters. QQC right along 
the planters to the 2nd aisle opening, turn left, stick to the planter wall 
to Sam's right, slide and stop before the middle post so Sam's right shoulder 
touches it.
 


(NOTE)
PBG #3 has a hell of a time getting with the program, the odds are up in the 
air and 10 to 15 % of the time he's MIA. If you look for him you can find him 
dead in a myriad of poses, some of which may defy the laws of physics as we 
know it. In either case, both scenarios rely on the same path to the manhole.
+=+=+=+=+=+=+=+=+=+=+=+=+

Option #1;
Go IR and look deep over Sam's right shoulder for the silhouette of PBG #3 to 
discover whether he's come out to play. If so look left deep into the lighted 
area where the van is and watch PBG #1 and 2 enter the area. #1 patrols the 
manhole/XP area and #2 takes station at the van. If all 3 are present, keep 
an eye on #1 as he turns back to the perimeter fence. Once there he'll then 
move over to the manhole and you'll lose LOS. Just before he disappears slide 
past the post to activate #3. 

As #3 enters the intersection #1 will return to the leading edge of the 
raised planter. #3 will move off to the lighted area and the far side of the 
van. Allot at least 2 arbor posts between Sam and #3. Stay to #3's 6 and 
follow him into the light. As #3 reaches the light #1 will turn back to the 
perimeter fence, you should be lit up big time and approaching the pole light 
by the time he reaches the fence. Once he stops you have 8 seconds to access 
the manhole and exit the area.

Option #2
Go IR and look deep over Sam's right shoulder for PBG #3 and discover he's 
likely stuck in some uncompromising position. If #3 is MIA, release and cross 
the aisle to that raised planter then toward the lighted area at a QC. Stop 
when the light meter drops into the 1st segment then tap forward enough times 
to bring the light meter to just below the 1st segment line. As #1 180s and 
heads back to the fence, move out into the light and over to the manhole at a 
QQC then climb down before #1 180s.

Sewers, I hope there aren't any leaches in the water!

Slide down the ladder and drop off into the water. Quickly locate the 
connecting Pswy joining the parallel cisterns and run through it. Drop into a 
QQC before exiting the tunnel, turn hard left and slide along the wall to the 
big honkin pipe and hold. Wait for PBG#1 to pass Sam on the return leg of his 
route. 

Follow at a discreet distance, locate the next connector Pswy, drift back to 
the wall and stop before the opening. Stick to the wall, peek around the 
corner and note the camera. Slide away from the opening, pull the Cam Jam, 
face the wall, stand and activate the jammer before you expose Sam to the 
camera. Quickly walk straight at the opposite opening of the Pswy. 

Once under the camera pocket the jammer, remain in the short Pswy and stick 
to the right side of it. PBG#2 will stop short of the opening and then return 
to the far end of the sewer. As he walks away, remain on the right side and 
follow him. Once you pass the big honkin pipe drift to the wall and allow #2 
to pass by. Move on to the ladder and climb out.

(SAVE POINT)

Snipers and mines and satellite dishes oh my!


(NOTE)
Be mindful of the Searchlight, it drops close to the corner of the perimeter 
wall and fence before it moves off, don't allow any part of Sam to be touched 
by the light.
+=+=+=+=+=+=+=+=+=+=+=+=+

Exit the manhole; drop to a crouch and recon the area. 2 search lights, Sat 
dishes and tower guards. Remember the pretty lights in Dili? There are mines 
scattered throughout the area, get ready for some FCing and goggle flipping. 
Wait for the search light to pull away to go IR and move out. FC Cw along the 
perimeter wall to where the ground has been paved then go NV to locate the 
corner of the perimeter wall and the chain link fence. FC to the corner and 
hold till the search light moves off then climb the fence, soft drop and then 
FC to the XP. 

OCD, locate the BG and pick the lock. QC through the guard shack, exit turn 
hard left out the door and QQC along the wall to the corner when clear. Jump 
up onto the wall with the blue light. Hide along the wall near the fence and 
wait for a clear run to the narrow building niche. 

Once within the niche, move to the end and eyeball the parking lot, wait for 
a clear spot to JC up to the roof. Locate the rappelling point and shoot out 
the glass. Rappel into the building and QC Cw around the back of the curved 
desk where the BG is standing. He'll move off, stay behind him and to his 
right, as he stops QC around him as he turns left and returns to the desk. 
Locate the elevators and ride the one that opens to the next floor.

(SAVE POINT)

7.2 Locate Ingrid,

(NOTE)
Sometimes #1 becomes unreasonable; no matter how slow you move or how much 
time you give him he'll hear Sam and actively search him out. When this 
occurs I use option #2 to approach to the auditorium.

Where the hell is Ingrid? 

Exit the elevator, turn left and FC to the corner for a look, note PBG #1 
behind the doors and to the left the shadow of PBG #2 in the adjacent 
intersecting Hlwy. Wait for #1 to turn and walk off to QC to the 
intersection, as you approach the corner #2 will 180 and shove off. Cross the 
Hlwy, go through the doors and catch up to #1, FC until you reach the meters 
and switches on the left wall then slow to QC and move between the 2 very 
tall crates at the far end of the Hlwy. 

JC up to the duct and enter, book to the next vent opening and exit. PBG #1 
is below and to Sam's right near the light switch. FC to the edge of the 
ledge and under the skooch pipe, (do not FC and hop off the ledge, PBG #1 
Will see Sam) hop up and mad skooch to the 1st set of stage lights, 180 and 
go legs up. Skooch to the 2nd set of stage lights and hold, PBG #1 should be 
close and or below Sam, his hearing is more acute at this position. 

When PBG #1 begins moving do the same, keep track of him even if it means 
going IR while skooching, (you can lose LOS due to the stage curtains). Once 
Sam lines his head up with the front of the stages faux ceiling stop, PBG #1 
should be near the light switch again or has just walked off from it and 
headed behind the seats, drop legs and soft drop to the cross bar below. SC 
right along the bar, QC under the stage light track bar and then over to the 
opening. Soft drop to the floor below and head for the dark corner at rear 
stage right overlooking the XP.


(NOTE)
A major glitch pops up here quite often. It occurs after Sam is in the Hlwy 
and halfway between the EP and the next XP, (room Ingrid is in). Apparently 
PBG #1, #3 and or #4 sees Sam through the stage backdrop and the Hlwy wall 
then walks all the way into the Hlwy and searches. Also, when this occurs, 
the BG sitting in the room beside Ingrid's may exit his room, perpetually 
patrolling the Hlwy.
+=+=+=+=+=+=+=+=+=+=+=+=+

QQC to the XP and OCD, look right and hold, see PBG #5 exit a room. Exit the 
auditorium at a QC as he turns right for the conference room door. Turn left 
and QC along the left side of the Hlwy to the double doors, turn right and 
cross the double doors. Turn back along the wall, toward the conference room, 
SC by the conference room door and stick in the dark corner. Once Manny is 
done with the loud funny words he exits the room, turns and proceeds to the 
double doors. Slide right to the edge of the XP and hold. 

Once the double doors close move over to the left side of the doorway and 
pull the pistol, move right only enough to see and pop the small light on the 
left side of the room beside the glass wall. Take a step back from the XP 
after the shot just enough to keep it open. Boo the glass to see if BG #6 in 
the next room is sitting or exiting the room.

If all is good move right enough for the 2nd shot to the rectangular ceiling 
light in the center of the room and again step back and left. Holster the 
pistol and locate #6 with the binoculars if needed, he may be sitting, moving 
about the room or making ready to exit the room. Determine his intent; if 
he's exiting the room your safest move would be to enter the room to Sam's 
4:00 and hold till he returns to his room. 

If he remains sitting or he stops at the far corner of the room, enter 
Ingrid's room. QQC Cw along the perimeter of the room past the glass wall to 
Ingrid and talk to her. When you leave the conference room QC the perimeter 
of the room CCw to the XP.

 
(NOTE)
As of this writing, and not before, Geraldo, (PBG #6) from the adjoining room 
has a difficult time staying put. As always he comments on each shot and has 
his walkabout the room, lately however he seems to be able to see Sam beside 
Ingrid maybe 50% of the time. He exits at the drop of the hat straight for 
Sam and will follow him all over the place. Even when all portions of the 
guide are followed he may head for the room. 

You can't move till you're done talking with Ingrid, so keep your eye on #6. 
If #6 moves toward the door after you begin talking to her, speed talk her, 
FC to the cooler and hold. Depending on how fast you speed talk Ingrid there 
may be a jam up at the door, your best bet is to position Sam behind the door 
and let the 2 figure it out who's on 1st. Let #6 in the room and move off 
then sneak around the door and exit the room.
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE POINT) 

7.3 Trail Ingrid to Sadono,

Annie Oakley was a guy?


(NOTE)
Yet another wacko thing, the game may not allow you near the double doors 
leading to the turret guns without an alert from anyone of 8 PBGs in 3 
different areas. PBGs #7 and 2 and Ingrid may stop talking and freeze in the 
Hlwy if you move through the double doors too soon, so I worked out a 
different route back through the auditorium. Unfortunately the freezing thing 
has occurred affecting Ingrid where she yoyos back and forth between Dan and 
the turret Hlwy never getting to the scanner. My DVD is clean, no scratches I 
can see, the DVD player is clean I can't figure it out. 

When any of these glitches occur the only thing that has worked consistently 
is to wait for Ingrid to finish her convo with Dan. Why you may be forced to 
wait, I don't know, still the auditorium is a safer bet and eliminates the 
need for a turret shut down.

Jakarta level is the worst of all levels regarding glitches.
+=+=+=+=+=+=+=+=+=+=+=+=+

As you exit the conference room move to the auditorium door and OCD, hold at 
this position till Ingrid is done with Dan and begins to walk away. Go NV and 
enter when PBG #4 leaves whatever side he was standing at. #4 is usually at 
or approaching either end of the backstage. QC the perimeter Cw; go IR and 
move over to the curtains at stage left. 

Most often #3 and 4 begin their return to center stage and #1 is moving 
toward or already at the light switch; if as #3 passes and #1 is walking away 
from the switch I QC left through the curtain and tight along the wall to the 
corner with the light switch and along the wall to the exit. Otherwise I wait 
for #1 to be missing and #3 to head for the other side of the auditorium. 

I believe the billowing stage curtain covers Sam from #3 and or 4 long enough 
to get to cover of darkness. Once you're in the Hlwy FC to the double doors, 
recon the Hlwy intersection and pass through one of the doors when clear. 
Take note of PBG #2 patrolling the turret Hlwy and SBG #5 at the corner of 
the Elevator Lobby. 

When #2 is at the turret end of the Hlwy, stand and run along the double 
doors for noise then hold. #5 will investigate and move off along the Hlwy 
toward the turret gun. Continue to the Elevator Lobby and through the glass 
security doors. Brush by Ingrid or move to the edge of the Wkwy to close the 
security door and activate the next scene. 

Move right and tight to the glass wall when you see the 2 BGs approaching 
from the far end of the Wkwy. Ingrid will walk off to meet the 1st BG near 
the middle of the Wkwy. Load shockers in the tube, shoulder your wep, target 
#1 and advance 3 or 4 steps along the wall onto the Wkwy Bridge. As BG #1 
stops send him a sticky. 

Once sent, advance along the glass wall and swing your sights about 10 feet 
in front Ingrid, she tends to go stupid and may stay put or run toward downed 
#1 as #2 advances toward her at a run. Your advance along the wall is to keep 
Ingrid out of the firing line. When #2 stops running he'll begin firing on 
Sam, so send him a shock when he enters the reticle.


(NOTE)
I should slap myself around instead; however, no way would any real event 
following the actions below succeed. At best the 5 BGs in the bridge area 
would have to be morons for a successful shock and stun maneuver. Odds are a 
building wide APB would sound thereby whisking Sadono out of the area. I 
agreed to the Gas and F/B used in Komodo only because it was end game for the 
mission. However, a SEAL or Ranger would slip into the water on the leeside 
of the sub and quietly dog paddle to their ride.

That being said, I went out of my way to figure a way past the glassed 
security area with -0- to 1 KOs, as far as I can tell "MY" game won't allow 
it. So far, all but 2 LTL combinations, point of attacks and timing set ups 
fail. The 2 that work are (Shock, Shock, F/B or Shock, Shock, Smoke) the 
shocks being the KOs. In all other attempts BGs #1 and 2 go down, or #2 kills 
Sam before he can pass over the bridge or the 2nd Security door doesn't open 
or the BGs in the next building don't or won't enter the security area.
+=+=+=+=+=+=+=+=+=+=+=+=+

ASAP hit inventory switch to Flash/Bang then quicker still, tap "X", squeeze 
and hold the left trigger and send the Flash/Bang into the next Security 
area. Stay right to avoid the 3 PBGs in the next area; stand and run until 
you're in the 2nd elevator lobby.


(NOTE)
For those having difficulties using the Flash/Bang if you picked up the Smoke 
found in the guard shack close to the beginning of the mission it may help. 
ASAP after shocking PBG #2 enter inventory, load the Smoke and fire it into 
the security area at the far end of the bridge. From this point follow the 
same instructions for the Flash/Bang. To the current update I've done the 
above bit umpteen times and only once did one of the 3 pass out.
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE POINT)

7.4 Locate and capture Sadono,

Take the save and continue running past the elevators to the next Hlwy to 
avoid the hornet's nest you just smacked with a stick. Once past the corner 
arm with the Cam jam, aim it at the camera, pull the trigger and begin 
walking along the left side of the Hlwy to elude the 3 Flashed or gassed and 
the PBG standing at the entrance of the dining area. About 15 feet from the 
camera stow the jammer and run/roll into the corner. 

Quickly move right to the entrance to the dining area and follow Pataki, (BG 
#6) around the serving area to the lounge looking area. Ignore the SBG, stay 
to #6's 5:00 and inch to and along the chairs to minimize noise. If you can't 
keep or catch up to #6 dip into the galley for cover till #6 returns to the 
Hlwy. Allow #6 to turn and head back to the dining area entrance then QC to 
the pipe and climb, skooch around into the dark corner to the vent wall and 
hold. Look back for #6 and or the SBG and or any and all of the flashed or 
gassed, the BGs may follow Sam; when whoever pops in moves off, enter the 
vent. 

(SAVE POINT) 

Move through the duct and exit the vent. Drop and stop, note the direction of 
the search light, if near wait for the light to be moving away to FC down the 
steps, around the boxes and into the short Hlwy Sadono uses to exit the game. 
I like to crouch and stick to the wall opposite the scanner between the 
corner and the "No Smoking" sign. Once Sadono completes his speech, he'll 
ready everyone to leave the studio. Release from the wall stand and go NV. As 
he passes Sam move out for a grab. 

7.5 Extract,

His men will go batty and may even begin to fire helter-skelter, but usually 
not at Sam. Drag his butt to both scanners onto the roof and over to the 
chopper. In I don't know how many times playing the level; I've been shot and 
killed one time dragging Sadono to the chopper. 

How the hell did Ingrid get out on the roof?

Door lock;
(11/5/3),

2 KOs, 6 Divs, 3 Rnds, 1 F/B or Smoke, 2 Shocks, 3 Stuns,
___________________________________________________________________________


8. LAX California

8.1 Infiltrate Airport, ID and kill Soth's Vaccinated, #1 and 2
8.2 Locate and kill Vaccinated # 3, 4 and 5,
8.3 Locate and kill vaccinated #6 and 7,
8.4 Locate and kill Soth and #8 and 9,

Everybody must get Stone!

8.1 Infiltrate Airport, ID and kill Soth's Vaccinated, #1 and 2

Listen to the info as you move Sam over the fence and along the wall to the 
delivery entrance to LAX. Wait for the truck to stop before moving toward it, 
(you might get squished). Climb into the trailer and wait for it to come to a 
stop inside the garage. Peek out the canvas to locate the PPM and dog, go IR 
and note the shack guard is hot then back to NS. I wait for the RMP and dog 
to be walking off to Sam's right to drop off the trailer. 

Stay in the shadows as you move directly toward the guard shack. Slide along 
the dark wall to the front of the shack. When vaccinated #1 walks away from 
the window, creep to the right of the window and climb up onto the shack. I 
move to the entry door side of the trap door to pop him with the pistol when 
he stops under it. Go IR to verify and back to NV. QQC off the shack, locate 
the exit and do so. Once in the room dump the BG, move to the exit door and 
cable it. 

Note the giant picture of LAX; Maria the maid is cleaning at Sam's end; wait 
for her to move closer to the bathroom to open the door. When Maria is done 
cleaning she'll move to the bathroom door and enter the bathroom. As she 
reaches for the bathroom door SC along the wall to the bathroom and follow 
her in. Wait next to the med dispenser and then exit through the vent over 
the basin when she leaves. 

Take the 1st vent opening on the left, locate the 2 men and go IR to discover 
#2. Ready the pistol and hold at the vent opening, #2 will come to a stop 
below the duct, drop him with a round to the head. Drop to the floor and move 
Cw along the wall till your light meter registers and hold. Gabby will be 
along in a moment and stop at the closest conveyor with his back to Sam, QQC 
through the XP ahead at Sam's 9:00.

8.2 Locate and kill Vaccinated # 3, 4 and 5,

Bear left through the XP into the next room; QQC the perimeter until you can 
see another LAX, go IR and scan the room. There are 3 vaccinated BGs; #3 sits 
close by. QQC his 6, stop in the dark beside the boxes and snatch him as the 
2 men begin talking. Drag #3 to your 4:00 and around the corner. 1 pistol 
round to the head and verify the kill with IR. Stand, shoulder the AR and max 
the scope. Go IR and target #4 when he stops at the far side of the room and 
drop him, his fall is verification. 

Sling the wep, QQC the perimeter wall Cw to the conveyor belt, push forward 
when clear and Sam will climb up and crouch. QC off and move left to the 
wall, eyeball LAX pacing back and forth, ensure that he has just stopped 
behind Sam to climb over the 2nd conveyor. Follow the dark path to and past 
#4 to the climbing crate to his left.

Climb the crate jump to the shelving and hold. Wait for the PPm to move away 
while #5 is out of the office to follow along the right side of the Wkwy to 
the intersection on the right. QC to the end and drop off the ledge, before 
moving off turn to locate LAX wait for him to be walking away to skooch left. 
Go IR and turn left to eyeball the office, if and when #5 enters the room go 
to shimmy skooch to the corner of the office.

Do not move along the office with #5 in it. When clear to move continue left 
to the opening on the Wkwy and climb up. Move right along the office wall; 
stick about 4 feet from the opening and hold.
 
To enter the office the PPm must be walking or facing away or at the far end 
of his route and #5 is walking toward the office. As #5 passes Sam release 
from the wall, begin a QC around the opening, #5 should have come to a full 
stop as you turn left toward the exit. Halfway to the door 180 shoulder the 
AR, scope and put 1 round in his head. Ensure the PPm isn't an issue to exit 
the area.

My luggage went where?

8.3 Locate and kill vaccinated #6 and 7,

Conveyor #1 on the left has big honkin piles of luggage to hide behind, #2 
has a light covering a climbing pipe. Hide behind a big pile and ride #1 to 
the other end. Hop off; climb over #2 and onto conveyor #3. Move over to the 
window side of #3, stay tight to the wall and slide to the edge of the 
window. Learn LAX #3's pattern, release from the wall and keep pace with the 
conveyor at the edge of the window. As #3 turns away from the window FC to 
the other end before LAX can turn back to the window. Once you get to the 
other side climb the stairs.

(SAVE)

SC through the door, allow infected #6 to pass by Sam before moving to the 
darkened pedestrian conveyor. Stick to the rail and swat turn to the break in 
the railing. #6 will move on from the display and eventually enter the kiosk 
at the other end of the room. Move over to the 2nd conveyor, QQC to the exit 
door and stop just before it. Another LAX will enter the area from the exit 
door once he's passed by Sam enter the Hlwy move to the corner. 

There's a camera at the other end of the Hlwy, arm with the Cam Jam and jam 
as you walk to the opposite end of the Hlwy. As you approach the 1st light 
begin jamming the camera. Infected #6 will show up for an evil convo with 
someone who's also evil. Arm with the pistol and as he finishes with Mr. Evil 
put a round in his head. Drag him into the dark corner and enter the office.


(NOTE)
For the longest time I let #6 enter the kiosk at the far end of the terminal 
to drop him then passed through the security door when opened by an LAX 
employee so I never knew he carried a satchel with a key code. Then I began 
taking #6 in the Hlwy on the way to #7, being me, "Mr. Dumb-as-a-stick, I 
thought there was some secret access to the catwalks and spent well over an 
hour trying to find it before I realized there was a keypad on the door LAX 
opened for me.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
(SAVE)

Enter the room, go IR and locate infected PBG #7. As he approaches the glass 
balcony door follow for the KO. Pick him up and take him out onto the balcony 
to execute. Return to the room, ensure the phone idiot has finished then 
navigate the dark areas of the room to the XP and exit. As you enter the next 
room, you hear someone suggest taking a break; head right to the video screen 
and slide behind it. 

8.4 Locate and kill Soth and #8 and 9,

Crouch and locate the 2 men leaving the room, eyeball the 2nd man to get up 
and head for the XP, once he's passed by the retracted room divider QC behind 
the lecturer and then left along the wall to and through the XP. Once you're 
on the balcony stay tight to the right and FC down the balcony stairs into 
the dark. Move over to the balcony railing, go IR and use the binoculars to 
locate Soth.

Soth and his friends look like pretty hot guys to me!

Once done, turn to the elevator lobby. Jam the camera at the right side 
corner of the lobby, walk to and access the elevator. Shoot the access hatch 
out ride the elevator till it stops and climb up to the next elevator.


(NOTE)
The quickest way I found up to the top of the 2nd elevator is to run and jump 
from the trapdoor to the climbing cable on the right. Even though Sam climbs 
over to the top of the counterweight then back to the pole, most times he 
does it faster than climbing from the base of the cable.
 
There "AIN'T MUCH" stealth at the end of this level. I had a couple 3 
scenarios that for the most part bring on the chaos at different points 
during each scenario but don't use any of them anymore. I use a simpler 
variation of the Diversion cam maneuver. However, I don't seem to be able to 
get the times I used to get with the other methods, even when I tried them 
again. My best time with the newer maneuver is 28 seconds for a normal run 
and 33 when Soth charges at Sam. It's just possible I just suck now ... I 
don't know.
+=+=+=+=+=+=+=+=+=+=+=+=+


Once you're on top of the elevator with the quivering sissy inside, QC off to 
the vent opening and drop off. Soth will begin talking to a spotter as you 
drop out the vent, locate the pacing white shirt, if he's distant move out if 
not wait for him to walk away. When clear QQC right along the wall for cover 
to the short ladder and climb it. QQC to the end of the Wkwy, turn left and 
take a step toward the ladder. Go IR and locate any infected BGs, shoulder 
the AR and load shocks then target infected PBG #8 patrolling the Wkwy above. 

When #8 comes to a full stop to the left of the big vertical pipe send him a 
sticky note then sling the AR. Locate White shirt, most times he's walking 
left to the pipe fitter or left toward the lighted stairs. Preferably he has 
stopped at the stairs and then continues walking to the perimeter wall. Jump 
for noise and shoulder the AR. PBG #9 will come to investigate, target 
between the railing and at the left edge of the big vertical pipe PBG #8 is 
laying near. Just as #9 steps into the icon send the shock then sling the AR, 
#9 will drop very close to #8.


(NOTE)
Sometimes #9 doesn't walk all the way to #8's position so be ready to take 
him at the Wkwy intersection to the right of #8. This will force you to 
somewhat revise your approach to the 2 downed BGs and Soth.
+=+=+=+=+=+=+=+=+=+=+=+=+ 

QC to the skooch pipe at Sam's 6:00; hop up and skooch to the next platform, 
go legs up about 6 feet from the platform then continue to the end of the 
pipe. Soft drop to the floor below, QC left along the wall to the big pillar 
and climb up into and through the gap. From there do a right, left, right and 
then left QQC to the last 2 ladders leading to the upper Wkwy. As you 
approach the 1st ladder the pipe fitter sees Sam and comments, climb up to 
the platform. 2/3 to the top of the 2nd ladder the clock timer begins, once 
you're on the upper Wkwy run to the end and soft drop to the deck below. 

QQC into the connecting Wkwy to PBG #8, shoulder the AR and put a round in 
his head. #9's head should be close and a clear shot from your current 
position so give him one too. If you had to KO #9 at the intersection, stand 
and WW close enough to #9 for a headshot and send a round. Turn to Soth, 
scope the AR and begin to WW toward him, it'll alert him; he'll rise and face 
Sam. The icon should be head level with Soth, steady the scope and send a 
round to his head, then FC to the device to activate the cut scene.
 

THE END

10 Kills, 11 Rnds, 3 Divs, 2 shocks,
_____________________________________________________________________________

8. END GAME STATS
Totals
11 Ks, 8 KOs, 21 Rnds, 28 Divs, 5 Stuns, 1 Foil, 2 F/B, 4 Shocks, 1 Camera, 
1 Smoke,