SPLINTER CELL CHAOS THEORY
Expert Mode Stealth Guide                                                    
Version 1.5

Title: Splinter Cell Chaos Theory
Producer: Ubi Soft
For: X Box
MSWord: Courier New
Original Created: 5/3/07
Revised completed: 6/24/09
By: Ghidrah
EMaul: Ghidrah_@hotmail.com

_____________________________________________________________________________

If anyone wishes to use this guide on their site, I would like to know. I don't 
have a problem with its use by others on Gaming forums, FAQ sites, or being 
copied for personal use. I'd like to know if it's to be used on a site though, 
just so I could drop by to ensure it hasn't been altered. So please send me 
your sites URL.
_____________________________________________________________________________

As with all my guides, find some legit trick I missed, I'll give you credit for 
it in the guide and an insert amendment to the guide where it will be used. 
As long as the trick, shortcut, etc., etc., can be validated by me without the 
use of any kind of cheat codes if (codes) exist for the X Box version of the 
game.
_____________________________________________________________________________


I'm sorry if anyone was confused and or misled in the 2nd level of the 1.4 or 
"D" version of the guide. When I write I use the mission menu instead of 
progress, I must have pressed hard mode and not expert. Whenever I play to 
write I look for new slicks even when I decided that something won't work on 
the last rewrite I try it again and look for something different. I should have 
known it was too easy.
______________________________________________________________________________

Just so there is no misunderstanding for anyone reading and or following the 
guide, the times acquired in the guide are do to the saves and where they 
occur. The game throws too many knuckle balls for me to get very far when I'm 
trying to make time and also be invisible. I'm not good enough or have a blood 
pressure low enough not to bleed out my eyes after being repeatedly shut down 
by the AI. I recently read a short article on a subject that has earned the 
name "Grief Code"; I believe it exists in SC. It's easier to find when one is 
constantly restarting to verify a tactic/maneuver. You see the alterations in 
the movements and actions of the AI. They begin seeing through walls and 
hearing from extreme distance over loud noise.
_____________________________________________________________________________

MENU

1. REVISIONS
2. WALKTHROUGH (areas CT1 through CT10 and sub sections)
3. BRIEFING (crap)
4. CONTRACTIONS (often used words or phrases) 
5. END GAME STATS



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

7/27/08
This change was inspired by "mommas_sexy_beast@yahoo.com" while corresponding 
with Beast he related his MO through the Rooftop Helipad, which got me 
rethinking my approach. By modifying and combining both a new stealthier 
solution arose. Thanks Beast for allowing me to combine and include the change 
in the guide. The change occurs at *-* in Penthouse.

6/3/09
While playing through the game for this rewrite it was obvious I wasn't going 
to be eliminating any KOs or Kills in fact I added Shetland to the kill list, 
I'm not sure why I didn't acknowledge it before considering I had included 
Lacerda and Neddy. I now consider Shetland dead whether he's shot or uppercut; 
the results are the same, COD, broken neck and drowning. 

The 1st 3 KOs can't be avoided, attempting to avoid the 1st and 3rd will 
prevent you from continuing the game the 2nd will lower your success rating to 
85 percent. To date I can't see a way around the last 3 in the Furnace room, I 
can finagle a route to the 3rd bomb but can't get to it, too many rabid PBGs 
with headgear.

So the only thing I was able to do was complete the levels faster with route 
changes and more accurate moves. Most of which is due to watching the AI more 
carefully to learn their "tells". Tells are the moves and or actions the AI 
makes as they proceed through the areas they inhabit.

I've refined the diversion and use and now include both in end level and game 
stats list. The list is stricter regarding rounds, objects and actions. A 
diversion is a diversion regardless of what it is and how you use it. Even 
though I've eliminated many it looks worse due to inclusion of items like open 
doors and smoke grenades etc, etc. However any action taken by Sam that doesn't 
illicit a response, (audible, visual or physical) from the AI is not a 
diversion, merely cover. 

6/4/09
"Shower room in 1 smoke"! Finally, I worked out a throwing target, route and 
movement schedule.

4/7/11
I've been making mostly subtle changes to the guide, many of which have slowed 
Sam down big time, tossing the "Knowns", "Expectations" and "Assumptions" out 
and replacing them with the more realistic stealth aspect of the game. Even 
though it doesn't look like it I've removed 7 diversions and formed more 
restrictive terms for them. In the past I combined diversion actions and called 
it 1 diversion not anymore. I also made some route changes that feel safer and 
have higher success rates.

In an effort to add a more realistic feel I also have Sam checking into his 
OPSAT often; I never used the thing before this rewrite, but, because Sam goes 
into new areas cold I now have him using his OPSAT at the beginning of and 
intermittently through each mission, checking for existing and new goals, his 
current position and his intended route to the next objective.

4/15/11
1st 
I believe, Mr. Thicky, (that would be Moi) finally found the cause of the 
missile storage room 1 overhead door problem, i.e., (not being up when you exit 
Control room 1 for Missile launch control 1). The issue begins in the Command 
Center, specifically, if you exit the short dark Hlwy between the Command 
Center and the Hlwy with the metal screened duct gate before the colonel shoots 
the captain, you don't hear Grimsdottir verify the info and the overhead door 
will be down. It doesn't matter that you can hear the convo from the screened 
gate; the game doesn't want you past the corner where the 2 Hlwys meet.

2nd
Finally paying attention to OPSAT and discovering there is more than 1 
extraction point, "DUH"!!!
 
_____________________________________________________________________________

2. WALKTHROUGH

CT1. THE LIGHTHOUSE
CT1.1 Locate Morgenholt, scanning crates 1&2.
CT1.2 Masse kernels; scanning crates 2&3; destroy masse kernels
CT1.3 Discover where Gorillas got weapons and equipment then Extract

CT2. THE CARGO SHIP
CT2.1 Locate the Bill of Lading and tag crate #1
CT2.2 Locate and kill Lacerda and tag crates
CT2.3 Locate and eliminate Lacerda, locate and tag Crates #3, 4 and 5.
CT2.4 Locate and tag crate #6 then extract.

CT3. THE BANK
CT3.1 Enter the Bank
CT3.2 Locate and access 3 officer panels for vault access
CT3.3 Discover who bank bought weapons for, steal $50,000,000 in bearer bonds
CT3.4 Extraction

CT4. PENTHOUSE
CT4.1 Locate Zherkezhi's Penthouse in the adjacent building
CT4.2 Locate and access Zherky's server, discover who Dvorak is and find out 
who the Mercs work for
CT4.3 Locate Dvorak
CT4.4 Extraction

CT5. DISPLACE
CT5.1 Enter Displace, snatch algorithm from Shety's bag, access comps 1, 2 & 3
CT5.2 Locate Central Server room and access server, access comps 4 and 5
CT5.3 Extraction

CT6. HOKKAIDO
CT6.1 Removing bugs 1, 2 and 3; locate and eliminate Nedich 
CT6.2 Removing bugs 4, 5 and 6; Locate and abduct Zherkezhi
CT6.3 Extraction

CT7. BATTERY
CT7.1 Determine if Koreans intentionally launched missile, retrieve "Shipping 
Logs #1 and 2", "Repair Log #1",  
CT7.2 Retrieve "Repair Log #2", locate and tap launcher BIOS for Dvorak 
fragments, 
CT7.3 Prevent Missile Launch
CT7.4 Extraction

CT8. SEOUL
CT8.1 Locate and retrieve data drives from NTD, Locate and patch PS feeds 1, 2 
and 3, Interrogate a special forces agent.
CT8.2 Transmit the NDT data from the roof
CT8.3 Disable UAV PRS #1 through 4, tap NKA Comms
CT8.4 Locate EA-6B crash site, Move Pilots to safety, Disable UAV PRS comp #5

CT9. BATHOUSE
CT9.1 Enter Bath house, discover who Shetland's contact is in owner's 2nd fl 
office, tap phone line #1 
CT9.2 Locate Shetland and record meeting, EEV "Chaos Theory", tap lines #2 & 3
CT9.3, Locate and disable 3 bombs, Eliminate Shetland, extract

CT10. KOKUBO SOSHO
CT10.1 Locate the hostages 
CT10.2 Access the server room
CT10.3 Locate the War room and record the meeting
CT10.4 Prevent the missile launch
CT10.5 Retrieve Otomo and extract
_____________________________________________________________________________


3 BRIEFING

To state the obvious, Sam can't compete with the AI, their too fast, agile, 
have better hearing and sight and they don't miss from any distance. The game 
is clever enough to alter the AI's timing from one reset/restart to another to 
keep you on your toes. 

A new thing for my game guides, CONTROL "F", considering how long they're 
getting from all the crap I'm adding the function seems like a good thing to 
add for someone looking for specific junk. I hope it proves useful.

Clocked fast times at the end of each level are the best times acquired while 
rewriting this latest version. Bear in mind, even though I'm getting better at 
running keypad and computer scans I still blow a portion of the scans do to 
frequent wrong button presses. The fast time recorded on any level with 
multiple keypads and comp scans rely on the prior save. It happens, even on the 
slower easier scans when no viable fragments are produced, or multiple links 
are provided because the 1st fragment set never comes up on the scan. I usually 
restart if I haven't solved the code after 2 or 3 attempts.


Unlike what some authors profess, whatever is written in their guide will work 
in the "HARDER" modes, (which isn't always true) any method used in an Expert 
Mode game will work in any of the easier modes without a doubt.

ALERTS
Verbal or physical by a BG, "I think I hear or see something and or a hand 
gesture to follow the BG making the statement doesn't screw the ghost but 
removes the comment free aspect of the ghost. 

For the most part the game is a comment free game, the only time a comment is 
acceptable in the guide is when there is no other alternative to complete an 
objective but to create a diversion.

CUT SCENES AND INTERROGATIONS AND OPSAT
Unless you get all squishy listening to all the cut scenes at the beginning of 
each level again and again rapidly tap the action button when rolling through 
them to get back to playing as quickly as possible. Speeding through 
interrogations make me smile, it looks like Sam repeatedly hugs the bad guys to 
death, but the guide relies on the time spent in the convos and accessing OPSAT 
options.

DIVERSIONS AND TYPES
A purposeful or accidental action made by Sam prompting the AI to respond with 
an audible and sometimes visual recognition, which alerts local AI and prompts 
AI to physically advance on the suspect position and or to seek out the 
allusive anomaly. 
The act of purposeful diversion is to move local AI from point "A" to point "B" 
to clear a way for Sam to pass through an area and or to complete an objective 
and then exit. The severity of the reaction taken by the AI depends on how 
blatant the noise and or visual diversion is.

AUDIBLE
Comment from the AI acknowledging an anomaly and alludes to the possibility of 
an intruder.

VISUAL
AI waves and or points local AI to suspect position and may or may not assume 
an aggressive posture, (hunched over, weps drawn, gruff voice)

HACKING/EEV
The SCCT instruction booklet identifies the buttons and explains how to lock a 
number fragment in. It isn't as much of a problem in the beginning of the game, 
you have about 16 seconds of scan time in the early missions, as the game 
progresses as in KOKUBO SOSHO the scan durations are as fast as 6 to 7 seconds 
and the important keypads and comps may have only one or no lockable fragments 
and the fragments will flick on and off twice as fast. 

If possible I try to lock the 1st fragment set and memorize the positions of 
the rest while I visually scan for the most likely suspect on the list just 
before it goes red. The scanner for the glass security door at Kokubo Sosho 
whizzes by so fast that it often takes 6 to 8 tries or more to get it. I save 
before every hack.

KILLS
I'm not sure why the game doesn't acknowledge the required kills; (Lacerda, 
Nedich and Shetland) it should to be and all are now included in the end level 
and game stats.

LOAD OUTS
Load outs don't really matter; the guide rarely has use for LTLs or rounds. I 
speed click through the options, recommended is the first option, so it is 
always the one picked. Prior to this rewrite Recommended was a must have for 
Bathhouse; I was never able to get through the shower area, (before the furnace 
room) with less than 3 smokes. During the "D" file rewrite, I worked out a 
method for 2 smokes, on 6/4/09 I worked out a throwing target, route and 
movement schedule to get me free and clear into the "U" shaped Hlwy leading to 
the Furnace room with 1 smoke.

LOGGED FAST TIMES
Bear in mind, the fast time recorded at the end of any level have gotten longer 
due to my attempts to slow Sam down and make the mission more realistic.  Much 
of the current times listed reflect the lack of running, cabling all doors and 
closing them as I pass through. For the most part Sam has been slowed down to 
FC and -0- comment from the AI unless required in purposeful diversions. He now 
OCDs and closes all but 3 or 4 doors in the game.

MISSION TIME
Now all mission times are what show at the end of the level instead of rounded 
up to the next whole number and are the best times I've posted to date thanks 
to the "SAVE" option. Real time on the other hand, "God I suck!" among other 
vulgar four letter expletives is usually what gurgles out of my throat once I'm 
able to speak with any coherence.

PERSONAL/AMBIENT SOUND METER
Attached to Sam's HUD, this device measures Sam's personal and ambient 
sound/noise levels. Sam's personal noise determined as footsteps, weapons fire 
and hand-to-hand combat and ambient noise, as the sounds made by the wind, rain 
and machinery. No that as long as Sam's personal noise level is below the 
ambient he's more or less silent, however once his personal level closes in on 
the ambient the AI will register the difference and be alerted, when above 
ambient, an active search will ensue.

SAVES
I'm not ashamed to save with this game, so many things can go wrong, move too 
fast and the guy across a noisy city block hears you. A BG in total darkness, 
with his back turned to you and a wall between you sees you and shoots you 
through said wall. Did I mention I cried? With manly "VIRILE" anger of course! 

STAGES OF ALERT, ALARM AND ID
As of late, in all CT missions except Bathhouse, stages 1 through 3 do not ID 
Sam. In all cases whether deliberate or accidental if Sam maintains cover 
during and after the incident no alarms are tripped and the AI gives a verbal 
OK when satisfied, ("Must have been nothing!" shadows, imaginings or alley 
cats). However in bathhouse (as in mission #1 in SCDA) either by glitch or rule 
changes you can get 1 ID without comment, alarm, screaming or weapons fire. 

As a test when the ID occurred, always starting from the mission menu and 
following my normal route. I've saved, moved into an area and waited for any AI 
response, moved through and out of the areas saving as I went within cover and 
waited for any AI response. In all cases where deliberate diversions weren't 
created I received none. In all cases where the diversion was deliberate the AI 
always remained at stage 2 or 3 yet at the end stats I received 1 ID. CT has 
its share of bugs, the ID doesn't always show up, I don't know if it's a save 
glitch, or an aging XBOX reader, (2003). It isn't dirt or scratches, as old as 
it is the disk is in pristine shape. 

I've broken it down into 4 stages;
Stage 1, the AI's default/routine patrol route or station, weps lowered.

Stage 2, the AI thinks it hears or sees something but takes no action, e.g., 
("Did I just hear something ... nah, just my imagination!")

Stage 3, the AI definitely hears or sees something and responds with verbal and 
physical action, e.g., ("What the hell was that?" ... "I don't know and that's 
what I'm worried about!") One BG will wave the other toward the direction of 
the suspected incident and both will draw their weapons. 

Stage 4, The AI positively sees Sam and knows exactly where he is, one of them 
pulls the alarm all begin screaming, draw weps and shoot Sam down.

TIMING
This is the rhythm and duration of movement through the game. If the AI isn't 
disturbed they'll be following their routine. The positions of bad guys in the 
game may be slightly off relative to the time spent moving and waiting. If 
you're ahead of or behind my rhythm, AI may not be where they are in the guide 
forcing you to wait longer than you'd like. I advise saving more often than 
suggested incase the rhythm is off to allow one to re-sync with the guide. 
_____________________________________________________________________________

4. CONTRACTIONS

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

Bad Guy= "BG",
Binoculars= "Eyes",
Bulkhead= "Bkhd",
Clockwise= "Cw",
Computer/s= "Comp/s",
Counter Clockwise= "CCw",
Electronic Visual Options= "Head Gear" or "HG",
Electronically Enhanced Vision= "EEV",
Electromagnetic Field= "EMF"
Entry Point= "EP",
Exit Point= "XP",
Fast Creep= "FC",
Grab and Drag= "G&D",
Grab, Drag and Smack= "GD&S",
Hallway= "Hlwy",
Infrared= "IR",
Left Trigger= "LT",
Line Of Sight= "LOS",
National Guard= "NG",
Night Vision= "NV",
Normal Sight= "NS",
OCP the Camera= "OCPC",
OCP the Light= "OCPL",
Optical Cable the Door= "OCD",  
Open, Enter/Exit and Close Door= "OE&CD",
Optically Channeled Potentiator= "OCP",
OPSAT Virtual Area Map= "OSVAM",
Passageway= "Pswy",
Patrolling Bad Guy, Guard, National Guard= "PBG", "PG", "PNG",
Slow Creep= "SC",
Stationary Bad Guy, Guard, National Guard = "SBG", "SG", "SNG",
Quiet Creep= "QC",   
Quick and Quiet= "Q&Q", 
Quick and Quiet Creep= "QQC",
Walkway= "Wkwy",
Weapons Creep= "WC"
Weapons Walk= "WW",
_______________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the Eyes, stick and boo all 
openings and corners and OCD all closed doors before passing through. Always 
play with your head gear, check OSVAM regularly and keep a constant eye on the 
light and noise meters.

CT1. THE LIGHTHOUSE, 
Recommended load out

CT1.1 Locate Morgenholt, scanning crates 1&2.
CT1.2 Masse kernels; scanning crates 2&3; destroy masse kernels
CT1.3 Discover where Gorillas got weapons and equipment and Extract

(SAVE)


(NOTE)
6/15/09
I found a jump point at the top of the cavern about 3 feet past the perimeter 
ledge on the left leading to the mini cave and the bridge on the right. If you 
go into a roll before you land Sam takes some damage when landing to the left 
of the cave entrance but usually less than a quarter of his health. A glitch 
occurs in the cell area, if Sam scans the crate before crossing to the exit 
Lambert will repeat his lines about the crates.
+=+=+=+=+=+=+=+=+=+=+=+=+

CT1.1 Locate Morgenholt, scanning crates 1&2.

Starting out on the beach, run, climb, crawl and jump your way up through the 
crevasse and into the cavern. Go NS as you hoist up the 3 ledges into the 
cavern. Once you reach the top of the cavern, (same level as the bridge) stand 
and look across the cavern, locate the 2 patches of bioluminescent 
mold/fungus/whatever it is and the dark spot between them. Aim for the point 
between the left patch and dark spot; run and jump, most often Sam will roll 
off the wall into the mini cave or right into it.

QQC to the ladder, climb up to the cell area where the weapons fire is coming 
from. Lambert orders Sam to look for and scan the bar codes of crates for 
possible weapons caches. If you flip through your HG you'll discover that the 
target crates light up while using EMF. Scan the crates from here or QQC along 
the darkened strip of floor to the right side of the XP, once there, turn 
around and EEV the crates in the cell opposite the BG. 

Turn toward the shooter and watch him, if he's moving toward his target exit 
the room as he passes the stone pillar. If he's at the target exit as he turns 
back to his previous shooting position. QQC to and up the steps and into a 
tunnel full of barrels; locate and scan the crates to the left of the opening 
for #2. FC up the next set of stairs, OCD, OE&CD, head right to the leading 
edge of the ramp down and hop up onto the stone guard rail. QC down the rail 
and locate a couple of magazines on the floor below and an electrical cable to 
their left. 

Have Sam face the gap between the cable and the magazines then move to the edge 
of the rail and hold. BG #1 has killed Morgenholt; as #2 walks out of the 
torture chamber and past Sam drop off to the floor and QC through the chamber. 
Accelerate to QQC after you enter the dark twisty corridor, locate the XP; go 
NS, OCD, quickly pick the lock, OE&CD. 

CT1.2 
Recover or destroy info on Masse kernels and scanning crates 2&3

Flip through your HG; locate the BG standing in the 1st tent, the generator and 
the crate in the 2nd tent. QC along the wall to Sam's left, QC Cw around the 
1st tent to and around the end of the 2nd tent. You should see the PBG moving 
to or from between the 2 tents as you make your way toward the 2nd tent. QC CW 
around to the front of and into the 2nd tent; scan crate #3, QC left out the 
tent,  the PBG may be standing between them; locate the pallets beside the 2nd 
tent and below the climbable ledge. Climb up and bear right into the 
passageway, QC past the sitter and through the draped opening. 

Flip through your HG; locate the 2 BGs and crate #4 under the ground level 
lean-to roof. Stand and scan crate #4, QC past the 1st 2 boarded dips in the 
parapet wall then stand and stick to it. Slide along the low wall to the 4th 
boarded dip then crouch as BG #1 comes to a stop. Continue to and stop over the 
large plank just after the 5th boarded dip in the wall and before you lose 
cover. 

(SAVE)

CT1.3 Discover where Gorillas got weapons and equipment and Extract

You should be slightly closer to the exit than the BGs below Sam, swing the 
camera behind Sam and down toward the BGs. They will stop talking, allow #2 to 
turn and take a step away to release Sam from the wall, as #2 begins to take a 
2nd step QC through the XP and into cover. For S&Gs swing the camera back 
toward the EP and listen to the 2 talk about someone in the newspaper. Head for 
the light, locate the comp and the SBG either standing near a window or facing 
the back of the room. Quietly access the comp and QC out of the room.


(Note)
It takes #2 6 seconds to reach his 2nd stop and turn to face the XP; if Sam 
isn't through the XP and dark he'll be seen. If Sam makes too much noise 
entering the room he'll alert BG #3 in the room. I suggest saving here, the BG 
in the room is totally unpredictable often shooting Sam without provocation.
+=+=+=+=+=+=+=+=+=+=+=+=+

Proceed through the curtain covered opening and outside, accelerate to QQC down 
the stairs, there are 2 BGs talking, turn right, at the bottom of the stairs 
and EEV the final crate. QC down the steps, continue past the BG working off to 
the right in a small cave, work up to a QQC until you reach the 1st dog leg in 
the path. Drop down, from there stand and run along the obvious path out to the 
Light house. Cross the bridge and move CCw around the lighthouse to the door. 
Drop to QQC as you begin rounding on the lighthouse and locate the door. 


(Note)
1 PBG circles the base of the lighthouse CCw and 1 BG circles the lookout at 
the top Cw. If you moved like invisible wind, the ground level PBG may be near 
the door at the base of the lighthouse, if he's in view (usually not) slow to 
QC for the door. 

The 2nd glitch occurs at the filing cabinet; almost 50 percent of the time 
Grimm tells Sam not to bother with the file cabinet and to look for something 
more concrete, then later as he climbs the ladder she follows through with the 
data he found in the file cabinet.
+=+=+=+=+=+=+=+=+=+=+=+=+

OE&CD; gradually accelerate from QC to QQC up the spiral stair case, stay to 
the left side railing to the platform with the table and file cabinet, you'll 
bump right into the cabinet; search the cabinet then accelerate from QQC to FC 
up the 2nd flight of the stairs to the ladder. Go NS; stop climbing when Sam's 
hand touches the floor. At the guides pace the PBG will be ahead left and 
standing. Climb up, stay tight to the light as you circle to the exit and out 
onto the lookout. Go CCw locate the PBG for a GD&S. If you just smack him at a 
point where the railing is missing he'll likely fall to his death. Reenter the 
tower, flip the light switch and exit for extraction.

Locks; Exit Cells 11/7/5

Best time 7:01
KO 1
ID -0-

All objectives complete 100%.
_______________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the Eyes, stick and boo all 
openings and corners and OCD all closed doors before passing through. Always 
play with your head gear, check OSVAM regularly and keep a constant eye on the 
light and noise meters.

CT2. THE CARGO SHIP
Recommended

CT2.1 Locate the Bill of Lading and tag crate #1
CT2.2 Locate and kill Lacerda and tag crates
CT2.3 Locate and eliminate Lacerda, locate and tag Crates #3, 4 and 5.
CT2.4 Locate the extraction point and tag crate #6.


(NOTE)
6/20/09
Man I feel "STUPID" this is the part where I point out how stupid I am and was 
2 times. 
1. For incorrectly remembering being able to slick the sleeper in expert mode, 
it's just not possible.
2. For pressing hard mode instead of expert, not catching it and uploading it 
to the Web. Because of the error I asked all concerned to replace "D" with the 
"C" version until I could correct any and all errors. I didn't know how many 
levels or parts there of were affected because I did most from the "Mission" 
option in the menu instead of "Progress".
+=+=+=+=+=+=+=+=+=+=+=+

CT2.1 Locate the Bill of Lading,

You begin the mission between the bow anchor winches of the cargo ship Maria 
Narcissa, do a visual recon; locate the SBG and PBG on the deck and the port 
and starboard ladders leading to the main deck. Take note of the dark gap 
between the stacked containers and the position of the PBG. Check OSVAM for the 
1st 3 or 4 segments your route and 2 objectives points then Goals for the 3 
current objectives then QQC over to and down the starboard side ladder. Take 
heed, PBG #1 may be moving toward or standing near your exit.

You'll likely hear and see the portside SBG talking to PBG #2 who appears from 
the port side main deck. QQC to portside and then up into the gap between the 
containers and then explore. You'll discover the void between the containers 
opens out at 3 points on the main deck, 2 to port and one starboard, only the 
2nd port side exit provides cover for Sam. PBG #2 patrols the main deck Port 
side and across the forward section of the containers to the starboard bow 
ladder.

Quietly drop to the deck from the 2nd port side opening. Turn right; locate the 
stair railing to the 01 deck and possibly PBG #2 walking to or from Sam's 
position, if not hold for his return. Go NV if not already, pull and scope the 
Eyes to locate and follow #2, stow them when #2 turns right to walk along the 
forward section of the containers. QQC to the head of the stairs and boo the 01 
deck Pswy. There's a BG sleeping in a chair near your XP. 

Turn, stand and run to the end of the railing then roll back into the dark; 
this alerts the sleeper and the BGs near the bow, 180, face the railing, scope 
the eyes and focus on the bow stairs. One of the bow BGs steps down and heads 
across the forward containers. Stow the Eyes and go NS, the sleeper has lit a 
torch and is now climbing the stairs QC toward the railing. As soon as the BG 
passes by the railing's vertical plain hop over the railing to the stairs 
below. 

QQC to and slide open the XP then drop down into the cargo bay. Hoist up onto 
the containers, FC and jump over the containers to a gap in the Bkhd, slide 
through, locate and tag crate #1. Proceed to the other side of the Cargo bay 
and climb the ladder. Move to the XP and OCD then OE&CD, approach the leaking 
door and be told to leave it alone. QQC to the end of the Pswy; locate the next 
XP and OE&CD. The game doesn't option to OCD sliding doors. You're in an overly 
small workshop with 1 BG working on a grinder. 


(NOTE)
Something you may want to try in the workshop, it doesn't always work and I 
don't know why. When it does, it's like "WTF?"! It may work umpteen times then 
not work at all, so I save after I slide the door shut for a stab at the 
ridiculous, and if it doesn't work I'm close enough not to get overly pissed.
+=+=+=+=+=+=+=+=+=+=+=+=+

Option #1
QC forward to the table saw and to the BGs 7:00 then stand and hop up onto the 
table saw. Stick to the wall along the horizontal pipes and then slide toward 
the vent and stop at the vertical pipe. While you wait for the BG to lower his 
work piece to the grinder again wheedle your way around the vertical pipe so 
that Sam is more or less facing the Bkhd, as he begins to grind drop off the 
table saw and begin pressing "A" as Sam falls to the floor. If it works Sam 
will hoist up into the vent unnoticed by Paco.

Option #2
QC toward the BG at the grinder and look up, when the ceiling light comes into 
view pull the pistol and OCPL. Turn left, stand and hop up onto the table saw. 
Drop off the table saw and then hoist up into the vent. 


Options #1 and 2 continue from here;

Skooch to the other end of the duct then pop out the other side onto an 
elevated Wkwy in the Machine/Pump Room.


(NOTE)
To do this in 1 diversion, it doesn't matter from where you OCPL, only when. 
The BG at the pumps control panel walks away for 14 seconds then returns; in 
that 14 second window you must OCP the swaying overhead light, approach the 
control panel, rig the pump then exit via the XP. Be careful where you position 
Sam to OCPL, the swinging light can illuminate him from a -0- light meter 
position. You can't open the door till the pump stops. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Turn, QC along the railing to the Bkhd; jump over the railing onto the large 
pipe against the Bkhd or from the railing to the floor below. Come to a stop 
while still in the shadow. Pull the pistol and left hand it, target the 
swinging light, go NV and hold. Listen to the convo between the 2 BGs, when the 
BG begins to walk away from the control panel OCPL. QQC to the panel, activate 
the pump, QC around the BG to the XP and continue to press action to OE&CD. QQC 
to and boo the corner, go to OSVAM and check the next 4 or 5 segments of your 
route then QQC along the Pswy to the cargo bay door on the right. OE&CD to the 
cargo bay climb your way up and locate the crate with the paperwork on it then 
drop hang and drop to the deck.

CT2.2 Locate Lacerda's Transit ledger and tag crate #2,

FC back to the EP OE&CD to the Pswy; turn right and QQC along the Pswy, locate 
and turn into the dark niche on the right. There's a lifted deck plate, drop 
down and QQC into the crawl space. Drop to QC when you see the silhouette of 
the BG above, crawl under the low pipes crossing the void then rise up after 
the 2nd pipe. Pop out through the 2nd missing deck plate in the 2nd niche. The 
2 BGs talk, when one turns around to walk away QQC right and down the steps to 
the XP, the Engine Room. OCD and OE&CD, there's a railing to Sam's 1:00, QQC to 
and hop over it. Stick to and slide along the railing, keep an eye on Sam's 
shadow and the light meter, stop just as his shadow disappears at the big white 
tank to his 10:00 and before the light meter registers.

PBG #1 appears at Sam's 11:00, PBG #2 approaches from the upper deck at Sam's 
2:00/2:00 and finally PBG #3 appears at Sam's 7:00/10:00. If undisturbed PBG #1 
looks up and away from Sam as he approaches, wait for him to pass by before you 
slide toward the end of the railing. Hop over the railing, QQC to and up the 
climbing pipe at Sam's 9:00 to the 2nd level. At the top of the pipe, jump 
right to the railing and pull up. 

PBG #2 and 3 will likely be talking on the mid Wkwy spanning port to starboard 
and or PBG #3 may be heading for or already on the deck above your current 
position. Turn right, QQC up the stairs to the 3rd level of the Engine Room. 
Stay left along the Bkhd regardless of where PBG #3 is. If undisturbed #3 is 
rarely in Sam's way, locate the XP, enter the short Pswy, move to the sliding 
door and go IR, no BGs OE&CD into the Hlwy. 

Turn right and drift to the left side Bkhd and into the dark area of the Pswy. 
QQC behind and under the stairs ahead then locate the short Pswy to Sam's 3:00. 
Shortly, a PBG enters the area from the birthing area at the end of the short 
Pswy. Quietly move behind the PBG, wait for him to begin walking past the short 
Hlwy and toward the sliding door Sam just passed through to QC along the short 
Pswy to the berthing area. OE&CD to the berthing area; QC to the next sliding 
door OE&CD and tag crate #2. 180 and move to the sliding door then go IR; the 
PBG will be back in a moment. 

Wait for the PBG to 180 and head back to the berthing area door, when he takes 
his 4th step flip to NS then OE&CD. By the time you close the door and begin to 
QC toward the PBG he'll begin sliding open the berthing area door. QC to the 
PBG, stay close and quiet, pass through the EP before it closes, if it tries 
closing on Sam as he exits ensure you do close it before continuing to the 
sliding door to the head. Stay tight to the head's door go NV and hold in the 
dark. Wait for and then follow the PBG as he heads for the far end of the Pswy. 

QC over to and then up the stairs to the upper deck, stay tight to the left 
side of the 1st flight and right on the 2nd flight. Follow the Pswy around to 
the next open doorway; boo the next open doorway and see 2 BGs, one of which is 
approaching. Locate and enter the duct to the left near the floor. Pop out the 
other end of the duct, turn toward the 2 BGs and EEV the comp for the Transit 
Ledger. Locate and move to the XP, OE&CD; QC toward the XP, stop at the door on 
the left, as you OCD and scan the room Grimsdottir tells Sam to locate Lacerda 
in the captain's quarters and to get the location info from the bridge. Move to 
the XP, OCD then OE&CD, locate and tag crate #3. 

(NOTE)
I now do things different from here, in the past I went up one deck and then 
entered the 1st door which leads to the Mess deck. However, for some reason the 
PBG that enters the Mess deck has 2 major issues. #1, sometimes the PBG freezes 
in the doorway to the Mess deck and even though he freezes, he'll still see Sam 
if you open the door. #2 sometimes the PBG is able to see Sam behind the closed 
door whether I was just crouching, OCD or viewing the room with IR. He saw 
through the door but often enough to piss me off enough to look for another 
solution. 

So here's me admitting to more stupid again, going straight to the Comm. shack 
knocked even more time off the clock. All the new maneuvers knocked a couple 3 
minutes off the clock on this mission. Unfortunately slowing Sam down with no 
running and all the OCD and OE&CD bother ate up all the saved time. Now I know 
going straight to the Comm. shack reeks of pre-knowledge use, but then figuring 
out I could just hang by the side of the door till the PBG begins talking 
smells just as bad.
+=+=+=+=+=+=+=+=+=+=+=+=+

CT2.3 Locate and eliminate Lacerda, locate and tag Crates #3, 4 and 5.

QQC up 2 1/2 flights of stairs to the Bridge deck, don't let the noise meter go 
above 4 cubes or you'll be heard. Halfway up the 3rd flight turn around and 
jump up to the deck. QC to the ladder ahead and climb up to the Comm. deck. 


(NOTE)
I have 2 ways to get in and out of the Comm. Shack; I'm not thrilled with 
either, both require actions, unrealistic as far as I can see, although 1 gets 
me in and out with 1 diversion as opposed to 2. The alternative maneuver 
requires 2 diversions and leaving the Comm. Shack door open while I'm in the 
room. For some reason the radioman is alerted to sliding door opening a 2nd 
time, whereas in the 1st option he isn't. Go figure.
+=+=+=+=+=+=+=+=+=+=+=+

Option #1

QQC left and around the structure to the Comm. Shack door, OE&CD. QC into the 
"U" shaped room, take 2 rights and stop at the corner with Sam's right shoulder 
against the Bkhd and back to the BG. Stand, jump and run straight into the Bkhd 
in front of Sam. Crouch then QC CCw around the perimeter of the room to the 
console and empty chair. The BG will move to investigate, as he approaches the 
empty chair slink tight around it to the target console. Quickly, swing the 
camera out toward the EP for LOS and as quickly access and then exit the comp. 
QC for the EP, OE&CD.

Option #2 
QQC left and around the structure to the Comm. Shack door, open and enter the 
"U" shaped room. Pull the pistol and OCP the screen to the left of the BG. 
Continue into the room, head right and around the empty chair to the console. 
ASAP, OCP the screen to the left of the 1st one, the BG will move to inspect, 
holster, access the target comp and move left and around the bulkhead for 
cover. As the BG moves back to his seat, exit the room and close the hatch.


Options #1 and 2 continue from here.

Slide right along the Bkhd to the corner and boo around the corner to the lower 
deck. Hold, go IR if need be to locate a PBG standing by or moving toward the 
base of the stairs, he'll move around to and climb the stairs. When he reaches 
the foot of the stairs and turns away from Sam, QC to the railing to the right 
of the ladder at Sam's 11:00 and hop over to the lower deck. Head right through 
the missing railing and drop down onto the stairs; continue at a QC up the 
stairs to the Bridge door, OCD and OE&CD.


(NOTE)
The 2 men on the bridge may turn to each other and begin talking, if so, you 
may have to back away from the door and head down the stairs for cover, you'll 
hear the PBG from the Comm. Deck walking along the upper railing. He'll climb 
down the ladder before Sam can enter the bridge.
+=+=+=+=+=+=+=+=+=+=+=+=+

QC across the bridge to the railing and hop over QC along the Pswy and bear 
right to the captain's quarters. Close the door or leave it open and enter the 
galley on the right; move left to the sink, face the mini fridge and hold. Put 
up with Lacerda's whining and wait for him to enter the galley for a snack-N-
snatch. ASAP G&D him out into the passageway, pin Hugo into the corner to the 
right of the weapons crate and then kill him.


(NOTE)
I'm not sure why, but when the Captain's Quarters to Pswy door is closed the 
odds are about 50/50 the 2BGs guarding Lacerda hear Sam eliminating him.
+=+=+=+=+=+=+=+=+=+=+=+=+

QC to the crate, tag it then hop over the railing to the deck below. QC to the 
sliding door; go IR to clear the area then NV, then OE&CD. QC to the 
intersection then head left at a QC, you'll eventually creep up the 6:00 of a 
PBG entering the Mess deck. Enter the Mess deck and hold at the outer corner of 
the table and then recon the area. There appears to be an opening to a store 
room at your 9:00, the EP is to your 6 and another door to you 12:00. There's 
an SBG at your 11 and 2 wall lights between the SBG and store room. 

The PBG will stop and talk to another BG, one of them is Thomas. Go EMF and 
scan the area with the Eyes for hot spots; locate 1 just inside and to the 
right of the store room entry, crate #5. Watch the 2 the BG 180s and heads for 
the corner of the room and PBG turns left and enters and passes through a 
storeroom then walks into a 2nd room. As the PBG turns to the 1st store room go 
NV and QC about 4 feet along the front of the table toward the door at Sam's 
12:00. As the PBG disappears in the store room stand and run toward the door at 
Sam's 12:00, just before the door roll into it, 180 and QC back toward the 
corner of the table and the counter. 
 

(NOTE)
There are a number of ways to attract the attention of the SBG, for me, the 2 
lesser of 4 evils are the whistle and a short stand and run toward the EP. I 
prefer the short run; it feels a smidge more ambiguous than a whistle, it would 
be a bit more acceptable if you could guaranty a whisper over a whistle but you 
can't. However compared to the whistle the run takes more time to complete, 
better hand eye coordination and good reflexes, (more things to do in the same 
amount of time). As such if you're lacking in any of the above mentioned reqs 
you may want to wait for the PBG to exit the area and to be deep into one of 
the 2 Hlwys before attempting either maneuver.
+=+=+=+=+=+=+=+=+=+=+=+=+

As the SBG moves to investigate the noise he'll be looking over to the door, 
when he's close to halfway along the table QC along the counter and into the 
store room. Locate and tag the crate to the right of the doorway then return to 
your previous position in the Mess deck at a QC. The SBG will have his back to 
Sam so continue right through the EP and through the Pswy to the sliding door. 
Go IR and scan through the door to clear the area then OE&CD. 

CT2.4 Locate the extraction point and tag crate #6.

Climb the stairs then QC through the berthing area Pswy and up the 2nd set of 
stairs to the bridge. QC along the railing and left to the starboard side 
bridge door, OCD and when clear OE&CD. Turn right, QQC into the dark and then 
up the stairs leading up to the aft half deck at a QC. Look right as you climb 
the stairs for any PBGs if too close fallback, if not continue running around 
the corner to the ladder and slide down.  QC left along the railing and stop 
halfway along the bump out. Turn to and hop over the railing to the main deck 
and behind the large tarp covering some crates. QQC around the crates to the 
final tag and do so. Quietly hop onto the crates then hop up to the railing. 
Locate the short ladder to Sam's left and climb it to extraction.

Best time 19:26
Kills 1, Lacerda 
Divs 4/5
IDs -0-
All objectives complete, 100%

I wonder why the game ignores Lacerda as an enemy and dead.
_______________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the Eyes, stick and boo all 
openings and corners and OCD all closed doors before passing through. Always 
play with your head gear, check OSVAM regularly and keep a constant eye on the 
light and noise meters.

CT3. THE BANK
Recommended

CT3.1 Enter the Bank
CT3.2 Locate and access 3 officer panels for vault access
CT3.3 Discover who bank bought weapons for, steal $50,000,000 in bearer bonds
CT3.4 Extract

(SAVE)

(NOTE)
I think this is the easiest level in the game, and the 1st level introducing 
the pass code reader.
+=+=+=+=+=+=+=+=+=+=+=+=+ 

CT3.1 Enter the Bank

The level starts near the entry gate of the bank, its dark and there are 3 BGs 
positioned near this end of the compound. 2 of them are standing and talking at 
the end of the pool and the 3rd an SBG is positioned beside a bench at the 
perimeter wall. Quickly check OSVAM to determine your path into the bank and 
Goals for your objectives. Go NV; ready the pistol as #1 wep and move out along 
the driveway and pool at QC. Remember to keep Sam's noise level below the 
ambient and maintain cover from the 3 BGs. 2 PBGs are at the end of the pool 
and BG #3, an SBG is on station beside a sitting bench under a lamp light at 
the perimeter wall.  

Locate the 1st set of pool lights closest to Sam atop the low pool wall. QC 
over to the closest light's 8:00, stop before the ground footprint glow of 
light then OCPL, QC around the footprint over the low and straight pool wall 
where it meets up with the circular wall of the fountain, its darkest there. 
Drop off the wall into the water, QC across the pool and then hop over the low 
wall to the ground. Stay tight to the low circular wall till you're back into 
dark then break right for the perimeter wall. As you pass the corner of the 
perimeter wall stand and run to the back of the bank and to the ladder.


(NOTE)
I felt very clever when I discovered the pool light slick. It's the only light 
I found that most often if OCP'd from the right spot didn't attract the 
attention/comment of the BGs allotting Sam cover and time through the area 
unnoticed. However, the OCP spot can change from one start to another and or 
may have something to do with the timing of the OCP during the convo between 
the 2 BG, whatever it is I haven't figured it out yet. 

Unfortunately it doesn't work on the way back. What I thought would be the 2nd 
of 3 diversion free missions crashed during extraction process. The SBG never 
moves from station and he more or less faces the front of the bank. If a 
diversion is used, #3 eventually moves beside the front right side of the bank 
entrance thus obstructing his view of the lighted climbing pipe on the other 
side of the entrance.
+=+=+=+=+=+=+=+=+=+=+=+=+

Run and jump up to the ladder and climb to the roof. Stay to the right side of 
the roof as you run to the shed with the switch inside. Break the lock, stand 
and run to and flip the switch. Run over to the skylight that popped open when 
you flipped the switch and climb down the rope into the teller enclosure. When 
Sam's head passes the bottom of the chandelier drop to the floor, turn around 
and access a comp with the EEV to kill the security grid. Hop skip and jump to 
and over the desk and wall to exit the enclosure. FC to the front of the bank, 
locate the sitting BG and the comp at his feet. Access and complete the 1st 
part of the objective.

CT3.2 Locate and access 3 officer panels for vault access

QQC back to the teller room and then along the left side of the glassed teller 
enclosure then QC to the right of the lighted anteroom room with the glass 
door. Access OSVAM for locations of vault access panels then exit. A PBG may be 
in or just entering the anteroom, wait for him to enter the Lav or back to the 
Security room before you OE&CD. There's a wall cam over the Security room door, 
QC the perimeter Cw to the door at the far left side of the room, OCD, OE&CD. 
Face the glass partition, stand and EEV the comp for the objective. Crouch, 
exit at a QC, as you round the corner to the stairs go to FC to the top and 
remain outside the room and left of the door.

(SAVE)

Locate and access the comp for the objective, crouch and locate the PBG. He 
could be anywhere along his patrol path in the room or be standing in front of 
Sam, there's 3 ways to pass through the room depending on whether the PBG is in 
or out and whether you're antsy or not. You can skooch around from the left, 
(clinging from the molding on the wall), or you can hop over the reception 
desk. I prefer to shadow the PBG as he exits for the short Hlwy. Once inside 
the Hlwy, you want to be close enough to smell butt crack. Stop; turn and split 
jump up the wall before the PBG turns around. If you're quick enough you'll see 
the laser grid along the floor of the next room, if not adjust the camera into 
the next room once you're up the wall. Check OSVAM for objectives; there're 2 
this floor then exit the device.

(SAVE)
 
Soft drop to the floor after the PBG passes under Sam, SC over to the right 
side of the Hlwy and toward the glass while remaining in the shadow. The next 
PBG will approach the glass, stop, turn and begin to slowly walk away. As he 
makes the turn, creep into the room and to the left rear side of the PBG, (near 
the sofa). He'll probably stop for a second, may comment on hearing something 
and then continue on. If you're too fast, noisy or close, too bad, if not move 
to his right rear side and follow him, split off as you approach the kitchen. 
QQC to the other side of the kitchen and stop where the next Hlwy begins. 

Wait for the PBG to 180 then move Sam through the doorway and to the right, 
accelerate to QQC along the Hlwy to the corner. As you approach the corner 
stand and run through the opening on the right into the room, stay in the dark 
lane leading to the draped opening at the far left corner of the room. As you 
approach the opening roll under the drape and into a QQC, drift to the wall on 
the right, slide along the wall and stop across from the door to the security 
enclosure. A PBG will enter the room, follow him in. Locate and press the vault 
access authorization pad, turn, face the PBG that just sat down and save.
 
(SAVE)

EEV his comp, when complete access the comp at the far left end of this temp 
room for the objectives. Exit the room, go left for the next Security door and 
keypad, hack the lock, OCD and OE&CD. Scan the room, move to the XP and pick 
the lock, OCD and OE&CD. Locate the target comp, access and hit the 2nd vault 
access authorization pad. 


(NOTE)
For this rewrite the PBG patrolling the ground below can be anywhere within the 
enclosed area, I'm pretty sure he's activated earlier than entry to this or the 
previous room.
+=+=+=+=+=+=+=+=+=+=+=+=+


Exit the room through the window; quickly drop and skooch your way to the 
ground turn around, QQC to the far right side of the area to the corner of the 
raised planter for cover. The PBG looks away from the staircase as he 
approaches it; hop up to the stairs then QQC up the left side of the steps to 
the vent and enter. Scan the room, exit the duct and tap the 3rd and last 
authorization pad. Rifle through the file cabinet and save.

(SAVE)

Access the comp, QC over to the exit, go IR and grab the door and hold for an 
open. 

CT3.3 Discover who bank bought weapons for, steal $50,000,000 in bearer bonds

As Paco moves off OE&CD, go NS; move over to and in front of the last Security 
room and access the target comp through the window for the objective. Check 
your OSVAM, FC through the opening to the mail room and to the deposit box with 
Sam's goodies. FC to and down the stairs outside the mail room to the vault; 
place the picks and use them, place the charge back off and smoke the vault's 
door. Take note of the laser modules at either side of the vault entrance as 
you enter the vault, flip through your HG and discover they're inactive. Locate 
the last comp in the level and save.

(SAVE)

Access the comp, check off all the options in the menu and "X" out. Turn and FC 
into the glassed enclosure to grab the junk from it; FC over to the exit ramp 
and flip through your HG, the sprinkler system is blocking IR, you'll have to 
stand to see that the laser is now active. Pull the pistol and OCP the laser 
then FC back up to the main level. 

CT3.4 Extraction

Drop to a QQC as you approach the doors leading to the front of the last 
security room. Make 2 right turns around the security room and drift left as 
you QQC to the XP on the left with the camera above it. OCD then OE&CD; QC to 
the next XP to the great outside, OCD then OE&CD, jump over the railing, stay 
to the right as you FC to the front corner of the bank. Stop at the corner and 
boo the fountain area for BGs. 

When clear QQC past the corner of the bank to the corner of the perimeter wall 
at Sam's 1:00. As you approach the corner drop to a QC and go NV, quickly take 
stock of the 2 PBGs as you QC forward, they may be walking anywhere along each 
side of the fountain and the SBG will not have moved to the bank entrance. 
Remain close to the perimeter wall as you QC past the tree to the buttress just 
before the light and bench.


(NOTE)
As previously mentioned in the 2nd NOTE the SBG remains on station, thereby 
requiring a diversion to extract
+=+=+=+=+=+=+=+=+=+=+=+=+

 Allow both PBGs to move to the gate end of the pool then turn and OCPL one of 
the lights at the bottom of the entrance steps to the bank. Ensure all 3 BGs 
have passed by Sam to QC the dark lane to the circular wall of the fountain. 
Once at the fountain wall pick up the pace to QQC along the fountain and pool 
walls back into darkness before any of the BGs about face and head to the 
extraction point.

2. Stop at the corner of the bank and boo the fountain area for BGs. Ensure 
both PBGs have moved away from the front of the bank then OCP the ground light 
at Sam's 3:00 and to the right of the bank steps. QQC to the electrical conduit 
against the bank wall and climb it. Zip to the end, drop off on the grass and 
run to the extraction point. 

Best time 15:05

Locks; Roof door 5/11/2/11, Office door 7/5/12, Vault 7/2/5/7

Divs 1
ID -0-
All objectives complete, 100%
_______________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the Eyes, stick and boo all 
openings and corners and OCD all closed doors before passing through. Always 
play with your head gear, check OSVAM regularly and keep a constant eye on the 
light and noise meters.

CT4. PENTHOUSE
Recommended
I gotta beef with Zherky, getting to his places!

CT4.1 Locate Zherkezhi's Penthouse in the adjacent building
CT4.2 Locate and access Zherky's server, discover who Dvorak is and find out 
who the Mercs work for
CT4.3 Locate Dvorak
CT4. Extraction

(SAVE)

CT4.1 Locate Zherkezhi's Penthouse in the adjacent building

Check OSVAM for a route and Goals for objectives before moving out.
Sam begins the level beside a dumpster; there are two ways to get into the 
building, only one way to do it covertly. GO NV and QC out into the street, 
pick up speed as you move past the PNG, locate the fire escape ladder on the 
right then quick and quiet up to the 1st platform, if you're perfect you can 
make it to the platform before he looks up, if not stop short of the platform 
and allow the PNG to walk past the ladder to climb up, (he looks up as he walks 
past the ladder). 

QC along the platform to the stair then QQC the rest of the way to the top, 
jump onto the boxes and then to the floor ledge lining the perimeter of the 
building. Shimmy all the way around to the drainage pipe, change the camera 
angle to look down, this will let you know when to slow down to avoid making 
noise when hitting the ground. 

On the ground, 180 and accelerate from QC to QQC in a CCw loop through the 
shadows and along the wall. Locate the door ahead of Sam; if you're quick as 
you approach the opening and you may see 2nd PNG walking along the front of the 
next garage bay. Cut across the doorway opening, stop for a second to give the 
PNG time to move far enough past the dark dumpster for cover. Remain in the 
shadow lane and enter the next garage. Remain in shadow and quickly climb the 
steps to the raised platform go NS and enter the building.


(Note)
Sometimes the PNG standing in front of the garage bay is more alert or moves 
from his standing position earlier than usual, so for slower players I suggest 
sitting to the left of the doorway and wait for him to exit the area before 
passing through the door.

I'm probably batty but I think climbing the ladder gets the elevator moving 
sooner and there's no guaranty that the electrician won't enter the lift for 
some reason.
+=+=+=+=+=+=+=+=+=+=+=+=+

Enter the building when clear, QQC left to the elevator Hlwy, QC over to the 
wall on the left, stick to it and slide up to the electrician. The electrician 
will move away from the elevator giving Sam the time he needs to enter it. 
Locate the access hatch, climb up and begin climbing the ladder, eventually the 
lift catches up to Sam and he'll drop back onto it. ASAP drop into the lift and 
prepare for it to stop and open its doors. If you stay in the elevator hold at 
the control panel, as soon as the door closes push the button to get it moving. 

Once the doors open QQC out and tight right along the wall into shadow, move 
around the 1st row of shelves and locate the PNG QC past him as he moves back 
to the elevator and climb the stairs. As you approach the XP, OCD, OE&CD then 
FC to the big honkin pipes ahead. Hop over both sections to the lower level and 
FC Cw around the helipad; continue at FC till you begin to approach the ramp 
side of the helipad. Stick to the perimeter wall and slide till the light meter 
registers then back off a smidge and release. 

*-* Thanks to (mommas_sexy_beast@yahoo.com) it might not sound like much to 
many, only one less light diversion, but if you're ghosting it means 
everything.

The Roof PNG and one of the chopper PNGs stop and talk; look to Sam's 1:00 for 
the odd bump out on the perimeter wall, when the PNGs are done talking they 
begin to walk away, QQC to the bump out and around the corner stick to the wall 
in the darkest part. Stick and slide till the light meter registers and hold. 
The PNGs will stop and hold for a moment about 10 paces from where they were 
talking, when the roof PNG 180s and begins walking away release, QC around the 
corner to the ladder and climb up. 

Once on the Wkwy drop off, hang and skooch to the far end of the Wkwy, go IR or 
NV to locate the 2 PNGs, when both are facing away hoist up, jump up and zip to 
the next building. Slide down the conduit and drop when about 8 feet from the 
ground. Turn right and FC toward the exit ledge. Halfway to the ledge stick to 
the wall; slide and stop before reaching the corner. Release, look around the 
corner and locate PBG #1. 

(SAVE)

CT4.2 Locate and access Zherky's server, discover who Dvorak is and find out 
who the Mercs work for

(Note)
There's only one way into the building, (through the doorway) but umpteen ways 
to do it. The 2 fastest ways where the 1st is fastest may, (not always) produce 
a comment from NG #1 but no action taken and the 2nd, somewhat slower and no 
comment. Option 1 is a bit less realistic but no less stealthy, the issue is 
with the position of NG #3 along his route, option #2 eliminates the issue.

PBG #1 has 2 onset moves, move 1; he turns then activates his light; move 2, 
activates the light and then turns. Timing the 2 onset moves from start to 
where he then faces the exit with the light provides these times; (activate 
light then turn 11+ seconds, turn then light 15 seconds. 
+=+=+=+=+=+=+=+=+=+=+=+=+ 

Option 1
PBG #1 is close to the end of the Wkwy, whether he activates the light or not, 
as he turns away hop over the railing, QC past him and keep an eye on the noise 
meter at all times, stay at least 2 cubes below the ambient marker to avoid 
detection. Accelerate to QQC as you drift left to the wall and approach the 
plywood leaning against it. Accelerate to FC as you enter the room, BG #2 an 
electrician works on the elevator, FC to and along the left side of the table, 
angle right as you pass it and move into the short dark Hlwy. Drop to QC, move 
to the left wall and if you have time slide past the plastic then stick behind 
the dark cabinet thing and PBG #3.

Option 2a
If you're having problems with BG #3 this should solve it.

PBG #1 is close to the end of the Wkwy, hold at this position and watch #1 on 
his route. Take note of where #1 shines his flashlight; notice the space behind 
the plywood leaning against the wall remains dark. Go to OSVAM for your route 
into the building the plywood is just before the XP. Once the PBG begins 
walking back to the XP follow, stop in front of the plywood and boo the room. 
#2 an electrician is working on the elevator, If BG #3 is about facing the XP 
move back to the wall, stick and slide up to the plywood and hold. Once #1 
passes by release, enter the room at QQC, move past the table and into the 
short dark Hlwy. Quickly drift left to the wall, stick and slide along the wall 
to the plastic and hold if you have the time.

Option 2b
PBG #1 is close to the end of the Wkwy, hold at this position and watch #1 on 
his route. Take note of where #1 shines his flashlight; he stays away from the 
railing near the XP. Go to OSVAM for your route into the building the plywood 
is just before the XP. When #1 begins walking back to the XP follow, just 
before you reach the plywood leaning against the wall hop over the railing and 
skooch right enough to see into the room. 

#2 an electrician is working on the elevator, BG #3 a PBG may be about facing 
the XP, if so move left enough to see him when he 180s and heads right out of 
the room. #1 most likely will have already passed by Sam, hoist up when clear, 
enter the room at QQC. Move past the table and into the short dark Hlwy. 
Quickly drift left to the wall, stick and slide along the wall to the plastic 
and hold if you have the time.


(NOTE)
Once #3 reaches the end of his route he does a quick about face and returns to 
the elevator area, however, if you're close to him in the Hlwy he may 180 in 
your face, so give him about 15 feet. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Options 1, 2 and 3 continue from here;

As #3 passes by Sam QC across the Hlwy and into the next room, stay right along 
the wall, locate the XP and accelerate to QQC as you move along the countertop, 
drop to QC again before you enter the next room. Once in the room move left 
into the far corner to EEV the comp, QC to the XP, pick the lock OCD then 
OE&CD. Go NV, turn right QQC along the wall to the cable running up to the IR 
security camera, see the scanning beam and tap the line. When the tap is 
complete and Sam is safe from the IR cam QC up the fire escape to the next 
floor. 


(NOTE)
The info you get from support says NV shows the camera's IR beam so try to stay 
in NV as often as possible.
+=+=+=+=+=+=+=+=+=+=+=+=+ 

Check OSVAM, OCD then OE&CD the door on the left, the next room has one BG 
sitting and listening to music. Go IR and pull the pistol, target the light in 
the next room then go NV, OCPL in the middle of the music room and then flip 
the light switch to off. Music boy comments, but stays put and the room is dark 
for the next 2 times passing through. QQC past the BG, stay at least 2 cubes 
below the ambient noise and head through the 2nd opening to the music room, 
stay right and QQC along the wall to the end and slip around the corner. OE&CD, 
move onto the veranda and then locate the hidden duct opening near the shrub 
and enter. 


(NOTE)
If you're off the guide, the kitchen PBG can be pretty much anywhere between 
the living room and the veranda talking to the Veranda PBG. In any case, if 
you're forced to deal with the kitchen PBG keep to his 6:00. Ensure that the 
veranda PBG is not LOS through the kitchen's glass doors when you follow the 
PBG. If you can get into the kitchen while the 2 BGs are talking they are 
blocked from view by the shrub on the veranda.
+=+=+=+=+=+=+=+=+=+=+=+=+

If you're lucky you may enter the duct before the kitchen PBG exits to the 
veranda and begins talking to the Veranda BG. Quickly scan the kitchen for IR 
beams then QQC over to the island counter and hop over it, QQC along the wall 
to the potted fern then QQC to Sam's 11:00 across the left wall of the Hlwy. 
Continue at a QC along the left wall till you're back in the dark then cross 
back to the right side. 

As you move along the Hlwy take note of the IR beam in the living room, as you 
move beside the doorway on your right discover another IR beam in the short 
Hlwy. Enter, tap the cam and exit. Turn hard right out of the Hlwy, QC along 
the wall and behind the hanging carpets or drapes ... whatever they are to the 
end then left to the camera feed for a tap. Retrace to the Hlwy then QC up the 
stairs to the next floor. QC through the short Hlwy to the opening to the next 
room, if not already go NV as you approach the lounge and discover another IR 
beam. Go to the camera feed and tap it. 

When complete check OSVAM for a route to your next objective and the next 3 or 
4 segments of your route. QC behind the glass partition to your 10:00, move to 
the XP, OCD and OE&CD; locate the safe room door and then OCD and OE&CD. Access 
that computer. 

CT4.3 Locate Dvorak

Close all doors on your return to the lounge then pass through the next room 
into the Arboretum Hlwy, QC to the end of the Hlwy and stick to the wall to the 
right of the door. Listen to the 2 BGs talking and then get a confirmation from 
support that another goal was met, (Displace and Shetland).

(SAVE) 

One PBG will emerge from the arboretum; as he moves off snatch him if you can 
without alerting him or the other BG remaining in the arboretum, interrogate 
and drop him. If it's too much of a pain let him go you can catch up with him 
later. In either event quietly enter the Arboretum for the 5th cam tag; the 
door may still be open even if you got the PBG close to the door. 

Exit when complete and close the door; if you dropped the PBG in the Hlwy 
accelerate to QQC once you grab the "Choke me I'm stupid!" sign as you pass 
him. If you didn't take him in the Hlwy you can take him in the next room near 
the open window. In either case another objective is completed when you're done 
with him. Once complete move to the right side of the open window overlooking 
the arbor below and go IR. The veranda PBG may be below but usually isn't at 
the pace of the guide, if so, he should be moving off shortly. Discover the 
last of the IR cameras as you hop out the window to the arbor FC across and 
drop to the floor below. Tap the last camera and QQC back into the Music room 
when clear of the 2 PBGs. 


(NOTE)
If you leave Mr. Choke me on the floor in the Hlwy he's never found and I 
believe this got me my fastest times. It just seems wrong, exposed in a well 
lit Hlwy, unconscious and nobody discovers him while Sam is lurking about.
+=+=+=+=+=+=+=+=+=+=+=+=+

Stay in the shadows, QQC through the room, OCD and OE&CD on your way outside. 
Once on the fire escape OCD then OE&CD, pass through the room to the next door, 
unfortunately you can't cable the door and IR is useless. At best listen for 
footsteps then open the door. Once you're outside move into the shadow of the 
crates. Recon, locate the roof PBG, when clear cut straight across the roof at 
a QQC to the leading corner of the shed roof. Jump up, diagonal left across the 
roof to the left side of the big honkin window. 

The PBG in the room will be pacing between said room and the bathroom at the 
end of the Hlwy or back and forth in front of the window opening. In front of 
the window is much more difficult, you must move to the left corner of the 
opening just as the PBG begins walking to Sam's right then hop over and quietly 
move into cover. Move left through the bare stud wall into the small room and 
for a clear line through the bathroom to the duct on the right.


(Note)
It's tres importante; do not give any reason for comment from anyone as you 
maneuver over the roof below and through this side of the building. The BG 
sitting on the toilet in the bathroom will remain in the sitting position 
throughout your stay in this building if you are covert. If he stands, you 
won't get off the shed roof without knocking him out or looking like dead and 
bloody Swiss cheese.
+=+=+=+=+=+=+=+=+=+=+=+=+ 

Be careful of the wall mine when crawling into and out of the duct. FC, locate 
the stairs on the right, QQC down to the floor below. Turn right at the base of 
the stairs and QC forward past the refrigerator and bump into the main server 
and activate it. There are 6 machines to activate; each one has a big honkin 
fuse thingy in the middle that crackles bright yellow white when it gets hot. 


(Note)
I don't know if all games run the same sequence and frankly my previous 
explanation seemed confusing to me after reading it so I dumped it. You'll get 
the hang of your sequence if it's different than mine and be able to run it 
fine. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Fix all the machines as they heat up, grab the stack and exit the room back up 
the stairs and into the vent at a run. Move to the edge of the Hlwy, if clear 
move into the bare stud room and exit through the window, if not wait for the 
PBG to return to the bathroom then slip past him for the window.

CT4.4 Extraction

Climb out the right side of the window for safety, locate the PBG patrolling 
below if he's anywhere close to the middle of the roof quietly drop off the 
right edge of the shed roof if standing at either end drop off the left edge 
into the shadow line. QQC over to the exit, OE&CD, pass through the small room 
back outside. Turn right OE&CD all the doors on your way to extraction. Re-
enter and pass through the lousy music room onto the small veranda, locate the 
vent and climb through into the kitchen. 


(NOTE)
You can get through this level with 1 diversion but it costs you approximately 
11 seconds. You can enter the bathroom on the left, climb through the vent to 
above the elevator and drop down for extraction.
The other way requires you to OCP the IR cam in the dark Hlwy; I go for the 
bathroom duct.
+=+=+=+=+=+=+=+=+=+=+=+=+

Whether the PBG is in the kitchen or not when you enter the kitchen the balcony 
PBG may be at this end near the veranda/patio. Climb over the counter, crouch, 
stick to the wall and slide to the potted fern. Swing the camera back to the 
veranda if clear and the PBG in this area is at the Living room or just stopped 
in the kitchen QQC around the fern, across the Hlwy to the left wall and enter 
the bathroom. Locate the vent near the door and climb though to the elevator 
shaft. Drop down into the elevator and extract. 

Best time 18:19

Locks; 2nd building to roof deck and 1st cam tap 11/7/7

KO 1
Divs 1
ID -0-
All objectives complete 100%.
_______________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the Eyes, stick and boo all 
openings and corners and OCD all closed doors before passing through. Always 
play with your head gear, check OSVAM regularly and keep a constant eye on the 
light and noise meters.

CT5. DISPLACE
Recommended

CT5.1 Enter Displace, snatch algorithm from Shety's bag, access comps 1, 2 & 3
CT5.2 Locate Central Server room and access server, access comps 4 and 5
CT5.3 Extraction

(SAVE)


(NOTE)
There is a way into Displace minus a diversion, but you may not wish to take 
the time for the specifics to transpire, for as far as I can tell, (so far) the 
entire event is random and requires specific actions of both BGs. I'll describe 
it here as option #1 because it can be done, although there's no guaranty the 
scenario will play out.
+=+=+=+=+=+=+=+=+=+=+=+=+

Sam begins the mission in an alley; quickly check OSVAM for your route and then 
Goals for objectives. FC right through the snaky "S" turns to the large 
enclosed area. 2 BGs, a chain link fence and a big honkin air vent in the 
center of the open area. Move back into cover pull and scope the Eyes and 
recon. 

Option 1, (-0- diversion but not preferred do to randomness)
Flip through your HG and discover bunches of EMF hot spots in the cage and one 
on the vent. The 2 BGs appear to be arguing over Marco, then one, the PBG exits 
the cage area and most times starts his patrol by circling the vent CCw. When 
the PBG is moving away from Sam and the vent steps QQC to the steps, access the 
vent and discover there's nothing to do. Fallback to grade and follow the PBG 
Cw around the vent from the steps, when you get to the 1st corner to the cage 
take note of the stairs leading up to a door and the short dark and narrow 
niche to the left of the stairs. Continue CW and make your way over to the dark 
left side of the cage. Climb over the fence then QC to the leading edge of the 
wall boxes and panels. 

Stick and slide toward the switch box until the light meter begins to register 
and then hold. The PBG may circle the vent a number of times and even circle 
back Cw from the vent steps, but you must hold position and wait for the set-
up. The set-up is this, the cage BG must be away from or moving away from the 
target switch as the PBG walks toward and down the short dark and narrow alley 
mentioned previously. Slide to the switch and flip it then slide back into 
cover, release and QC over to the corner of the fence and wall then climb up 
and over the fence back to grade. QQC to the vent, climb up, pick the lock and 
raise the trap door then rappel down the air vent.

Option 2 
Once in the open FC toward the steps of the air vent and climb up, discover 
there's nothing to do and drop off to the right side of the stairs. QC CCw 
around the vent, stick to the cage side and slide to the next corner. Break 
away to Sam's 1:00 after the PBG passes by and continue to the far left dark 
corner of the fence and wall. Climb the fence and drop inside the cage, stay 
dark and move over to the high voltage panels. Stick to the panels, slide 
forward and stop when the light meter registers.

The PBG will exit the cage, once the BG moves away from the target switch QC 
along the panels to the switch and flip it. The PBG will complain, but the 
diversion saves bunches of time and keeps Sam safe. Move back to your entry 
point on the fence and climb back over. Once over the fence move to the closest 
dark edge of the air vent, climb up and hold near the trap door. The PBG slows 
down big time as he walks around the vent, eventually he'll walk up the steps 
onto the vent and back down. Wait for him to walk CCw around the corner of the 
vent and face the fence to access the trapdoor lock, pick it, open it and 
rappel to the bottom of the vent. 

(SAVE)

Options 1 and 2 continue from here.

QC through the duct; drop down and QC forward to the louvered ceiling vent. 
Scope the EEV, locate the ceiling light cable and follow it down to the 
briefcase. Scan the briefcase hack the pass code and access the 2 files. Cable 
the vent and once the last 2 are ready to leave the room "X" out, open the trap 
and drop down, move to the door to prevent it closing then exit said room. 
Follow the BGs and break away at the Ops server farm, enter Ops at the far 
right end of the room. Locate the 1st and 2nd comps from the right, EEV the 1st 
one and do a manual access on the 2nd to complete the objectives. QQC out of 
Ops, go left to the security door and stick to the left of the Keypad. Tap in 
the pass code and hold, the salesman will clear the sidelight glass; allow him 
to move away from the door then open it. 

Let the 2nd man begin to move away to close and pass by the door. Follow the 2 
men toward the balcony and break off right toward the fern. Turn left between 
the table and sofa then back to the wall. QC along the wall to the railing and 
hop over, skooch to the far end of the railing then hoist up. The sitter will 
do one of 2 things either head for the Head or for the locker room. If the head 
continue Cw around the desk, OE&CD, if he heads for the locker room, give him 
the lead. Make a hard left as you enter the locker room continue into the 
exercise/computer room, move left to the corner near the user and hop over the 
railing. QC past him, stay tight to the wall and slide to the corner. 

(SAVE)

If you followed the sitter into the locker room QC to the comp and hold, as the 
sitter turns around and begins to exit the room access the comp for an 
objective.

CT5.2 Locate Central Server room and access server, access comps 4 and 5,

Fallback along your previous route to the user at a QC instead of hopping over 
the railing QC down the steps and then exit the room from the opening to Sam's 
left. Locate the floor level wall duct in the locker room, crawl through it and 
climb out into the break room. 2 BGs are talking, follow the one that leaves 
the break room. 

Be careful and give the BG some room, if you follow too close he may pull a 
crazy Ivan anywhere from the doorway in the current room to the security door 
on the upper level. He may also stop at the base of the stairs to talk to the 
other BG that may be at the other side of the room before heading up the stairs 
to the comp stations. If he does stop to speak to the BG, stay at the corner of 
the room and hold till he climbs the stairs. 

Once you're at the top of the stairs hack the keypad and enter the room to 
access the comp for the objective. Enter the vent, exit, turn right and locate 
the rope. Climb halfway down, soft drop to the floor and access the comp. 
Access will fail, turn around and move to the left side of the exit door on the 
right, go NS and wait for it to open.

(SAVE)


(NOTE)
Save because the maneuver that follows has minute variations in it that will 
hammer your success rate to a pulp. The basic maneuver below is sound but the 
route the PBG follows seems to change every time the 2 men enter the room.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
As the doors slide open notice the XP at the far side of the room. QQC into the 
room and bear right, circle the server rows CCw to the XP wall then stick and 
slide toward the XP. Stop about 5 to 6 feet from the XP; you want to see the 
PBG that will patrol the room. When the 2 men finish talking the PBG has a walk 
about the room, you need to know which direction he heads to avoid him and QC 
through the XP when his back is to Sam. Proceed along the right side through 
both sliding doors; ASAP past the 2nd door go hard left to the exit door with 
the red light.  

OCD and listen for footsteps before exiting the room. Boo the area from the 
partition after exiting the room. If you can't see a flashlight or hear 
footsteps head for the right corner of the elevator slide along the front of 
the elevator for the elevator icon, open, activate and ride it up to the 3rd 
floor. Exit the elevator turn right, QQC through the opening and short corridor 
till you come to a small room with a glass wall and seats to the left. Scope 
the EEV; locate the "record" spot on the glass wall then begin moving left 
toward the exit Hlwy. 

Maintain the record icon as you bump against the wall leading to the next Hlwy. 
Wait for the convo to end to X out, turn left and head down the Hlwy at a QQC. 
Slow to QC at the 1st Hlwy on the right then drift left toward the secure fire 
escape door and hold. A PBG will walk past Sam, when he does follow him into 
the next Hlwy, stick to and slide along the dark wall on the right. The PBG 
will eventually turn left and exit the Hlwy, locate and keep an eye on the wall 
camera once it is turning away from Sam move to and hack the keypad. OCD then 
OE&CD to the Hlwy, locate the door to the office on the far left end of the 
Hlwy, hack its keypad, OCD then OE&CD. Move just enough into the room to EEV 
the comp at Sam's 3:00 for the final objective and Fire escape door's keypad 
code. 

CT5.3 Extraction

Return to the security door that has the wall camera; OCD then open the door, 
look up and right, locate the camera and note the direction of swing. As it 
begins turning away from Sam close the door as you pass by it to the wall to 
Sam's left, move on the QQC into shadow, stay along the wall to the end. Boo 
the Hlwys when clear head for the fire door and access it.
Move to the extraction point.

Best time 13:30
Best time with -0- diversion 18:51

Locks; Air vent trap door 7/5/7/11

Divs 0/1
ID -0-
All objectives complete, 100%
_______________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the Eyes, stick and boo all 
openings and corners and OCD all closed doors before passing through. Always 
play with your head gear, check OSVAM regularly and keep a constant eye on the 
light and noise meters.

CT6. HOKKAIDO
Recommended

CT6.1 Removing bugs 1, 2 and 3; locate and eliminate Nedich 
CT6.2 Removing bugs 4, 5 and 6; Locate and abduct Zherkezhi
CT6.3 Extraction


(NOTE)
Hokkaido is the 2nd -0- diversion mission.
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE)

CT6.1 Removing bugs 1, 2 and 3; locate and eliminate Nedich 

Sam begins the level in the dark, move around till you locate the lights and 
the PBG standing on the ledge. This can be a most difficult area to move 
through, the PBG has the hearing of a scared bunny and the eyesight of a hawk, 
so for me, I save as soon as I'm free from the cut scene.

Move to the fallen tree and observe the PBG standing up high. He faces Sam and 
then he moves a bit and turns away. Note the dark shadow line along the wall 
edge; this is where you want to go once he turns away. QQC along the wall, 
stick to it ASAP and stop below the PBG. Wait for him to turn back toward his 
original position before SC-ing over to the ledge and climbing up. QC along the 
wall; turn toward the building and accelerate to QQC. 

Go NV, QC through the doorway, bear right into the room and head for the 
doorway. A PBG is lighting a candle to Sam's right, just over halfway through 
the room roll out the door into the dark. Odds are you'll roll off the deck and 
onto the ground, turn right, QC to the fence and accelerate to QQC along the 
fence to the deck across from the cars; climb up onto the deck and into the 
building through the window. Locate the vent and EMF the room for microphones 
as you move to the vent near the floor and climb through. Exit the vent.

(NOTE)
If you're keeping up with the guide PBG #1 will be at his starting position, 
(P#1) about 30 feet ahead, standing with his back to Sam, if so follow option 
#1. If he's advancing on Sam's 12:00 follow option #2 and if he's advancing 
from Sam's 10:00 follow option #3.
+=+=+=+=+=+=+=+=+=+=+=+=+

Option #1
PBG#1 is standing with his back to Sam QC left passed cased opening #1 (CO#1) 
and through the doorway. Drift right to and under CO#2 in the wall. A BG is in 
the room looking for bugs; hop over the left end of CO#2 and drop down near the 
small divider. From the divider QC to Sam's 11:00 for cover, between the 2nd 
divider and the sliding door. Go EMF, scan the room for and locate a bug, 
follow the BG; hop over the 2nd divider and around the armoire when he moves 
away from it. While looking to the light meter stick to the wall and slide 
toward the potted fern, stop just before the fern and hold. PBG #1 will stop at 
P#2, past CO#2 at the doorway to the room next to Sam's current position and 
then return to P#1; when the BG walks away from the fern, move to and remove 
the bug then hold. 

The BG will continue walking out of the room and into the next room, wait for 
him to face the doorway to the room before moving to CO#2 and hopping over it. 
QC to PBG #1 at P#1m QC to his 9:00 and hold, he'll 180 in a sec and head out, 
when he does QC over to the right side of the draped doorway, go IR and boo the 
room. You should see PBG #2 advancing on the draped XP, just after PBG #2 
passes through the draped XP exit the room behind him. QC to the left side of 
the next XP; flip to IR to boo the next room then QC diagonally through the XP 
into the next room.



Option #2
PBG #1 is advancing on Sam's 12:00, allow him to pass and follow on his 6:00. 
Drift over to the left end of the cased opening in the wall; from this point 
your actions are the same as options #1 up to exiting the room by hopping over 
the cased opening. Boo left into the dark Hlwy to ensure PBG #1 isn't advancing 
along the Hlwy then hop over it. Turn left, stick to the wall and slide into 
the corner of the doorway and Hlwy wall and hold. PBG #1 should be turning the 
corner in a sec, allow him to pass then move out a smidge above QC to PBG #1s 
SP#1. Move CCw around the small room to the right side of the draped XP, you 
may see the silhouette of PBG #2 advancing on the XP. Just after PBG #2 passes 
through the draped XP exit the room behind him and head to the left side of the 
next XP. Go IR and boo the next room then QC diagonally through the XP into the 
next room.


Option #3
PBG #1 is advancing from Sam's 10:00, allow him to pass then head down the Hlwy 
through the doorway and over to the left end of the cased opening on the wall. 
From this point your actions are the same as options #1 and 2 up to advancing 
on the potted fern. PBG #1 will have passed by the cased opening to P#2 and the 
BG will begin heading for the doorway to the next room. Move to the bug, remove 
it then stick to the wall and move back far enough to -0- the light meter. PBG 
#1 will then return to P#1, allow him to pass by the cased opening before 
moving to it and hopping over. Follow PBG #1, pull to his 8:00 and hold when he 
stops at P#1. QC CCw around the small room to the right side of the draped XP 
as PBG #1 moves off for P#2.

Go IR and boo the room, if clear go NS and QC into the room and over to the 
left of the next XP and hold. Allow PBG #2 to pass by, go IR and boo the next 
room then QC diagonally through the XP into the next room.

Options #1, 2 and 3 continue from here.

QC through the next 2 rooms and back outside, turn right, you'll hear 2 BGs 
talking about bugs, locate the narrow window opening on the right and climb 
through. Locate the 2 BGs; QQC over to the small divider near the bathing pool 
for cover and hold. EMF the room and locate the Mic. Allow one of the PBGs to 
leave the room; the other will begin searching for bugs, as they separate, move 
to bug #2 and remove it. Once complete exit the room, through a short Hlwy 
ahead on the right, leading to a kitchen.

(SAVE)

(Note)
Take note, PBG #2 may be anywhere within the enclosure, in front of Sam, near 
the light or at the other side of the enclosure, sometimes even off the same 
save point. Most of the time he is at the far right end near the bushes and 
walks the perimeter Cw. There are 2 options for this next maneuver, #1 is tres 
bold and requires exact movements and to be aware of PBG #2s position and when 
he looks away. This is the preferred maneuver.

I don't have a problem excluding the kitchen light as a diversion because it 
isn't used as one. Yes it does cover my exit onto the porch deck but not at the 
expense of altering the MO of the 2 PBGs or the karate kid.
+=+=+=+=+=+=+=+=+=+=+=+=+

Option 1
All actions must be done exactly and swiftly and PBG #2 must be at the far 
right side of the courtyard standing in the bushes when you pass through the 
sliding door or just beginning to move from there. QQC to the light switch and 
flip it off, move to and open the sliding door, (leave the door open). QC 
across the deck to the ground, then QQC without stopping till you get to the 
left side of the tree near the trash barrel. The XP is at Sam's 1:00 and to his 
right is Barfo the Clown, who should be turning toward the deck as you reach 
the trash can. Locate PBG #2 he should be walking along the deck steps and 
looking toward the XP as you QC around the trashcan. As soon as he turns his 
head away toward PBG #1 and the deck QQC to and through the XP. 

Option 2
QQC to the light switch and flip it off, move to the sliding door and open it. 
QC across the left side of the porch and allow PBG #2 to pass by. Stay along 
the wall to the left, QC over to the left of the tree and wait. PBG #1 on the 
deck will start a convo with #2; #2 will walk over to the deck to continue the 
convo follow him, make a tight slide around the trash barrel back to the tree 
and drop to the ground. Take note of Mr. Moto, the odds are that he will be 
facing Sam's direction when the 2 PBGs finish talking, the convo will end and 
the 2 PBGs will move off. At this point Mr. 5 fingers of death will turn away 
to continue his flapping about. You need both PBGs to be walking away from Sam 
to break for the XP. QQC through the shadowed lane up to the steps and exit the 
area. 

(Note)
Albeit rare sometimes neither of the PBGs in the 2 options does what you need 
to make a clear move to and through the XP. So in this case if you can make it 
inside the building with nothing more than, "Did I just see/hear something?" in 
a calm manner you're good to go. In all cases, you only get one shot; if you 
wait PBG #2 returns to and stays at the lantern.
+=+=+=+=+=+=+=+=+=+=+=+=+

EMF the rooms as you pass through them, QQC into the large room with the statue 
in the corner and move right through the curtained opening. Go left and left 
again through the sliding door into the next room. EMF for bug #3, remove it 
and exit this room through the sliding door, OE&CD. Locate and enter the crawl 
space to the right of the door to the bright sitting room the BGs are in. Exit 
the other end and stick to the wall beside the fern.

(SAVE)

When the convo ends Nedich will enter the small lit room in the back and 
eventually all the BGs will exit the sitting room. 1 PBG moves to and stands in 
the opening near the fern and Sam for a moment then moves back into the sitting 
room. When #1 180s and heads back into the room release, QC out from the corner 
and across the doorway opening to the other side of the room. QC along the wall 
to the corner of the room to the left of the opened doorway to Neddy's current 
position, go IR then look through the doorway into the sitting room. When you 
see the PBG's IR signature walking around the corner outside of the sitting 
room to go NS and then QC into the bathing room.

Stick to the paper wall and slide toward Neddy, begin tapping away at the kill 
trigger to slice him before he can get a round off. Pick him up and haul his 
dead ass out of the small room then deposit him in the dark right side corner 
of the larger room.


(NOTE)
I knew I couldn't sneak up on Neddy for a grab unless it was from the opposite 
side of the paper wall and I didn't want to leave trace damage for the PBG to 
find requiring an alarm. So I always lured Ned back into the dark middle room. 
I also believed the info acquired from Ned was important but never paid 
attention to it or the convo with Lambert after the kill.  
+=+=+=+=+=+=+=+=+=+=+=+=+

CT6.2, Removing bugs 4, 5 and 6: Locate and abduct Zherky

QQC to the XP and OE&CD, QC to the right side of the draped doorway and quickly 
eyeball the area including IR. The PBG should either be to the left of the 
statue or behind the divider wall and walking to Sam's right. If he's standing 
hold until he moves off behind the divider, if and when he's walking to the 
right behind the divider QQC to the opening left of the statue. Follow at a 
discrete distance along the left wall to the vent. 

If you're at the draped opening and the PBG is at the right end of the divider 
and heading toward the draped opening, move to the dark corner at Sam's 10:00, 
stick and hold. Once the PBG passes Sam release; QC through the curtain and 
move CW through the room. QQC behind the divider then QC to the wall vent near 
the opening to the room with the BG and hoist up.


(NOTE) 
I Now I think the SBG in the room you previously removed the bug in may see Sam 
via the open doorway connecting the 2 rooms. If you decide to go CCw past the 
BG working at the comp in the small room, stay away from that doorway, QC to 
the left end of the divider wall to the vent wall then to the vent. 
+=+=+=+=+=+=+=+=+=+=+=+=+  

  
Once out of the vent, QQC around the wall on the right, locate and stop before 
the valve and climbing pipe. Go NS and boo the area inside the glassed 
enclosure, there may be a PBG in there or on the way to Sam's position. Climb 
the pipe when he turns away from Sam, QQC around the perimeter of the Wkwy; 
drop down from beside the doorway and QC through. Turn right, QC to the right 
side of the doorway ahead of Sam and boo the room. Go EMF and locate bug #4 
enter and remove the bug when clear to the left of the opening. A PBG may enter 
the room while you're removing the bug exit the room quietly.
QC to the cased opening ahead to the left and peek in, go EMF, locate and 
remove bug #5 under the painting behind the couch. Exit the room, turn left and 
continue to the end of the hall.

(SAVE)
 

(Note)
A couple of options pop up here depending on where the PBGs are when you get to 
the sliding glassed door. Regardless they pretty much allow for this maneuver, 
if you go IR and don't see PBG#1 within a few seconds of reaching the slider 
he's already inside the building. Odds are #2 is standing at the far opening to 
the veranda and ready to walk off so this tactic still works.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
1. Stay left moving Cw around the perimeter of the room to the left side of the 
sliding glass door and stick. Look up and left along the balcony railing and 
scan right to the top of the stairs you should see PBG #1 moving left or right 
on the veranda. When he moves to the sliding door on the right, or you can't 
find him with IR after a few seconds OE&CD. If he's there, once he's obscured 
by the shrubbery near the door exit the room, OE&CD and climb the stairs to the 
middle platform. From there, stick to the balcony wall and slide up the steps 
just enough to can see the glass wall at the other end of the veranda. You 
should see PBG #2 at the doorway to the left of the glass wall and shortly 
after that you should see PBG #1 standing in the doorway to the glass walled 
room if they both aren't already there and or on the move away from said 
positions. 

Once both have moved off from said positions; QQC onto the veranda, over to the 
doorway #2 passed through, onto the elevated Wkwy and over the railing to the 
raised planter below. QC under the stairs; drop off to the lower level and EMF 
the room for the last bug. QC under the stairs to the bug, remove it and return 
to the raised platform. Stand, face the elevated Wkwy, jump up and hang. As #2 
walks past Sam hoist up and boo the veranda #1 should be there and walking 
toward the glass door. Follow him into the building, give him some distance and 
peel off at the draped opening on the right. Enter the vent and exit onto the 
roof.

(SAVE)


(Note)
As long as the conversation is going on you can't drop off the roof without 
someone screaming "INTRUDER!", but no big deal, it doesn't force an alert or 
alarm. You can't slide the door open and more often than not, the PBG on the 
Wkwy moves in and may force a confrontation. 
If you stay on the roof for the Shetland convo, Shety will Ginsu Zherky with a 
Katana. If you drop off the roof before the end of the convo Shety shoots the 
big Zherker.
+=+=+=+=+=+=+=+=+=+=+=+=+

FC left along the roof and drop off. QQC over to the low Wkwy, hop up and move 
to the closest door. You'll hear "INTRUDER!" yelled by someone not close by and 
Shety will then shoot Zherkcrazy. Once Zherky's been shot push to the door and 
begin tapping "Slide Open". QQC through the next 2 rooms and out through the 
hole in the wall. Stick to the wall on the right, slide to the gate and hold.

CT6.3 Extraction


(Note)
Allow the chopper to pass; it will light up the ground BGs, including Sam, 
which will get him vented, so remain stuck and go no further than the gate.
+=+=+=+=+=+=+=+=+=+=+=+=+

Once the chopper passes move through the gate, center Sam between the 2 walls 
and QC into the compound. Stop short of the cars; turn right and QC over to the 
fence. Slide along the fence to the deck and climb up. Slide along the wall and 
creep through the doorway you left open at the beginning of the level.
 
QQC out the rear of the building and locate the PBG standing on the ledge. SC 
along the wall to the ledge, drop down when the PBG looks away from Sam's 
position and stick to the wall. Slide along the wall till forced to stop; un-
stick and SC over to the next wall and slide along till you can stick to it. As 
the PBG turns away from Sam's position, SC off to the extraction point ending 
the level.

Best time 14:00

Kills 1, Nedich
ID -0-
All objectives complete, 100%
_______________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the Eyes, stick and boo all 
openings and corners and OCD all closed doors before passing through. Always 
play with your head gear, check OSVAM regularly and keep a constant eye on the 
light and noise meters.

CT7. BATTERY
Recommended
"Playing with phallic symbols", "No love on an elevator"

CT7.1 Determine if Koreans intentionally launched missile, retrieve "Shipping 
Logs #1 and 2", "Repair Log #1",  
CT7.2 Retrieve "Repair Log #2", locate and tap launcher BIOS for Dvorak 
fragments, 
CT7.3 Prevent Missile Launch
CT7.4 Acquire missile abort codes
CT7.5 Abort the missile
CT7.6 Extraction

(SAVE)

CT7.1 Determine if Koreans intentionally launched missile, retrieve "Shipping 
Logs #1 and 2", "Repair Log #1",  

Go to OPSAT for Goals and check OSVAM for your route. This is a massive bunker 
complex deep in the ground and it branches off at the lower level. The area 
inside of the place Sam is climbing down into is huge with little support so it 
must be in bedrock. 

About halfway down the rope release and drop to the floor, FC to the front end 
of the closest truck. Once you reach the railing on Sam's left drop to QC, 
circle the nose of the truck and drop down into the trough below it. Zigzag 
through the trough until you locate the ladder and the trap door. Climb up into 
the room, if no BG, move over to the right side of the door, stick and boo the 
Hlwy. If empty exit and move into the next room. If the BG is at the comp QC 
over to the doorway, stay tight to the right side of the door and hook around 
it. Stay to the right side of the Hlwy until entering the next room. 

(Note)
Some days he just won't let you out of the room so you may have to follow him 
out.
+=+=+=+=+=+=+=+=+=+=+=+=+

Move into the next room; quietly move to the left front corner of the desk in 
the middle of the room, go NS, turn right, stand and EEV the comp in the glass 
walled room for the 1st objective. Exit the room, QC through the berthing 
quarters and cable the left side double door to the storage room, switch to IR 
if needs be to locate the BG in the room. If the BG is at the shelving to the 
right of the doors, quietly OE&CD turn right and QC to the shelving. Hoist up 
and QC along the top to the next level of shelving and hop up. QC to the end of 
the shelving and then drop to the floor. QQC left to the door near the railing. 
Pick the lock, OCD then enter the room, move left almost to the table, scope 
the EEV and scan the comp for the 2nd objective. Exit the room, close the door. 

Turn left, hop over the railing and drop to the floor below; Stand, hook right, 
around the wall and run out into the large open area. Stay to the left and drop 
to FC as you enter the huge room. Locate and listen for the 2 PBGs talking on 
the raised platform near the missile truck. Slide past the steps and along the 
raised platform till you reach the end of the railing above. Turn, go NS and 
face the PBGs above; as the 2nd BG turns around the rear of the truck hoist up 
onto the platform. Stay tight to the truck all the way to the front and hold. 
The 2nd PBG will move over to the driver's side and wait for a few, then turn 
to walk away. 


(NOTE)
If it isn't just my game, don't waste time slinking up the nose of the truck 
via the drivers side, the BGs will freeze in place till you create a diversion 
and you can't access the electrical panel without getting vented.
+=+=+=+=+=+=+=+=+=+=+=+=+

As he turns to walk away to the lower level, QQC over to the fuse box and 
repair it so the missile can move down the track to the red light area. As you 
do the repair spin the camera back toward the space behind the truck's cab to 
orient for a fast and quiet approach when done with the panel. Quickly move 
back to the driver side of the truck, hop onto the bed and climb up onto the 
cab. 180, jump to the rail and shimmy along the rail legs down, Sam's legs will 
rise when he bumps against the missile. Continue along the rail, once you pass 
the camera and into the larger area drop Sam's legs and speed skooch into the 
red light area. 

Once you pass over the ledge to the red light area drop down and quickly move 
to the trap door and drop to the floor. FC and drift left to and along the wall 
to the corner stick and hold. Boo left around the corner to find a PBG heading 
for your area, he'll stop, 180 and head back into Control room 1. This is the 
area where the complex branches off, wait and watch the PBG. 

Follow him as he returns to control room 1, move along the wall toward the 
stairs and allow the PBG to climb the stairs. Now locate the ceiling trap door 
across from the steps, the gate is in the down position, move to it and hoist 
up to the elevator maintenance shaft. Locate the electrical panel, patch it and 
ride the elevator to the top. Crawl into the duct ASAP. Exit the duct, head 
left into the dark shaft, drop from the ladder and exit the duct through the 
screened gate. 

As you close the gate you'll hear a sliding door opening ahead and to Sam's 
right, stick to the gate and hold, (you can never tell whether he'll play a 
round of "Stop-N-Go" at the sliding door). Allow the BG to exit give him about 
15 feet then follow him. Round the corner into the short dark Hlwy, drift right 
to the wall, stick, stand and slide along the wall back into darkness. Follow 
the BG to the Command Center's upper level console array; take note whether a 
2nd BG is coming, going standing or crouching. Currently an officer is chewing 
on some subordinate officer meat near the lower level console array.

Make your way when safe, (when the 1 and or 2 BGs are occupied and or looking 
away) to the target comp, access then exit the area. Retrace your route back to 
the short dark Hlwy, release and cross the Hlwy to the right side then stop and 
stand just before the corner, locate the dark stain or missing tiles on the 
floor and do not step into it, hold. Listen to the colonel when you hear him 
shoot the subordinate meat, (MMMM captain meat!), run around the corner and 
through the sliding door to the elevator room. 


(NOTE)
If you pass the plane of the corner before the shot the huge overhead door at 
missile storage area 1 will be down preventing access to the rest of the 
mission. 

As noticed above, to minimize KOs I've elected not to interrogate the colonel 
in the Command Center, (as requested by Lambert); it still produces a 100% 
completion at the end of level stats.

+=+=+=+=+=+=+=+=+=+=+=+=+

CT7.2 Retrieve "Repair Log #2", Locate and tap launcher BIOS for Dvorak 
fragments,

Stay tight right and run along the pipes to the corner then left past the 
sliding door to the elevator call button. Enter and push for the bottom floor, 
move to the rear of the elevator, pull the pistol and target the ceiling light. 
As soon as the elevator stops OCPL, ASAP after the light goes out move to the 
right front corner then left enough to prevent the door from closing. Boo right 
toward CR 1 for the silhouette of the CR 1 PBG stopping at the corner. The PBG 
will then head for CR 2; move back to the corner then out of the elevator as 
the PBG passes by.

FC around the corner to CR 1, stand and run through CR 1 to the XP, as you 
approach the glass divider drop to QQC. Take a quick look back to ensure clear 
then head to and through the XP. 
OCD then OE&CD, QQC out into Missile Storage Area #1 and then tight right along 
the wall, once you're in the dark stand and run to the corner ahead. 

Drop to QC around the corner then stand and run along the Wkwy then leap off 
the Wkwy just after passing by the bridge and hit the ground with a roll. Make 
a tight left around the next corner then FC under the blast door and stop 
against the wall directly across from the stairs leading to Launcher Control 
Room 1. The PBG should be approaching said stairs; turn toward the stairs, QC 
straight across and down to the control room door.


(NOTE)
There's a very dark lane straight out from the top of the stairs to the wall 
Sam is against that the PBG can't see into, go figure. 
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE)

Option 1
OCD and locate the comp BG; if at the far end of the room, OE&CD and go 
straight for the comp. When complete circle the Boxy machine thing that the 
electrician is working on Cw and stick between it and the launcher turret. 
Whistle; most times it takes 2 blows to get both men moving so do it anyway. 
Once you have their attention QC Cw around the turret, stop where the 
electrician was working and repair the circuit, QC to the EP, OE&CD, QC up the 
stairs and recon. 
 

(NOTE)
If left to his own design the comp BG would prefer to remain at the comp and or 
when he does move away to make a bunch of bazaar moves to and from the comp 
before he finally picks a side of the room to go to. So, since a diversion is 
required, why not use it to speed the room up. I was sticking to the boxy thing 
but was getting ID'd and killed too many times so I went back to the hiding in 
the niche.
+=+=+=+=+=+=+=+=+=+=+=+=+

Option 2
OCD and locate the comp BG; if at the comp, OE&CD, enter the launcher room move 
to Sam's 11:00 and stick into the niche between the boxy thing and launcher 
turret. Whistle; most times it takes 2 blows to get both men moving so do it 
anyway. Once you have their attention QC Cw around the turret and stop where 
the electrician was working, quickly repair the circuit then QQC over to the 
target computer, (do not go over the ambient noise). Quickly access the comp 
then fallback to the repaired circuit of the boxy machine thing then behind the 
turret for cover when safe. Let the 2 BGs settle down then QC to the EP, OE&CD 
then QC up the stairs to recon.


(NOTE)
PBG patrolling the launcher area makes long stops at the head of the 2 
stairwells leading to the LCR 1. Choose the best approach to the launcher to 
tap the launcher BIOS and then melt into the darkness. 
Most often the launcher PBG is already standing at the head of the stairs when 
Sam reaches the top, however, if you're ahead of the game as I was this writing 
he's likely approaching from the right along the blast berm. Option 1 saves 
much time, but you can't safely assume which direction he'll go when he walks 
away from the stairs. If it takes longer because of mistakes you're toast, take 
the save before option 2.
+=+=+=+=+=+=+=+=+=+=+=+=+

Option 1
The PBG is standing to the right of the head of the stairs as you reach the 
top, hold, most times he's there for about 8 to 10 seconds then begins 
patrolling again. QC to the rear of the missile and copy the BIOS, 180 and head 
out at a QC, accelerate to FC, roll under the blast door then stand and run to 
the raised Wkwy and hop up.

(SAVE)

Option 2
The PBG is walking to the head of the stairs along the blast berm from Sam's 
5:00. Remain dark, as the PBG passes by QC past him to the launcher and copy 
the BIOS. 180 and head straight to the wall stick and hold, locate the PBG if 
he's walking to the right of the launcher QQC for the blast door and accelerate 
to FC. Roll under the door, stand and run to the raised Wkwy and hop up.


CT7.3 Prevent the Missile Launch

(NOTE)
This is the area and time when things can go mental; it almost feels like a 
different scenario nearly every time I begin a new start for the Battery. All 
the BGs may be starting from or in different areas and doing something 
completely different or in never before seen search patterns.
+=+=+=+=+=+=+=+=+=+=+=+=+

Options 1 and 2 continue from here;
Run along the Wkwy to and then hook tight around the corner, as you approach 
the doorway to CR #1 take note of the tech near the forklift messing with 1 of 
a few missiles. About 20 feet from the steps drop to QQC and enter CR 1. Look 
for the PBG, if you see him walking to or from CR 2 you have a few choices to 
make. 

Option 1 
If he is missing from CR 1 and or the corridor connecting the 2 CRs, he's 
already near or in CR 2. Run to and hop the railing to the lower level, move to 
the elevator wall and boo the corridor, if clear cross to the right wall and 
continue at FC, as you pass the intersection drop to QC. As you approach the 
edge of the wall where it connects to the raised platform, (the blue lighted 
glass panel is above) look to the stairs and up to the raised platform for the 
PBG from CR 1. 

If he's near the far left corner of CR 2 stay tight to the wall to and up the 
stairs to the far left corner of CR 2. If the PBG is missing, he's behind the 
glass panel, hold till he begins walking to the stairs then QC along the raised 
platform to the corner of the stairs. The PBG from CR 2 will be back in a 
second and may be whining about something Sam has nothing to do with. Stay 
tight to and slide along the electrical panels toward the short dark Hlwy 
leading to the XP as both PBGs move away from the XP Hlwy. OCD OE&CD to MSA #2

Option 2
If the PBG from CR 1 is near the stairs continue over to the raised platform 
wall of CR 2 below the bluish colored glass panel. Slide to the stairs then QC 
up, stay left along the wall to the far left corner of the room and hold. Once 
the 2nd BG enters CR 2 from MSA 2 both seem to get all verklempt, let the 2 
figure out what they're going to do and where to do it. Odds are good the PBG 
from CR 1 will leave CR 2 or go to the glass panel or over to the gauge panel 
to the left of the XP Hlwy. Once the BGs have settled down, head for the XP, QC 
to the XP, OCD and then OE&CD to MSA 2. 


Option 3
If the PBG from CR 1 is pacing the corridor between CR 1 and 2, head into the 
Hlwy across from the elevator door and then down through the trapdoor. Turn 
left and splice the circuit to raise the missile lift up and out of the trough. 
Hop up into MSA 2 then head to Sam's 11:00 to the back wall of MSA 2. As you 
QQC along the wall look for a PBG at the far end of MSA 2 he may be using a 
flashlight, follow him toward the blast door.


(NOTE)
There have been instances when the BG from CR 1, (he patrols back and forth 
into the 2 CRs) may flake and just yoyo back and forth between the 2 CRs along 
elevator wall for "X" number of times before deciding what he wants to do. This 
forces Sam to alter his advance on Launch Control Room 2. Maybe the action is a 
glitch or code corruption I dunno. When you do use option 3 the PBG that 
patrols near blast door 2 may be anywhere along his route calm or actively 
searching with or without the flashlight.
+=+=+=+=+=+=+=+=+=+=+=+=+

Options 1 and 2 continue from here.

Locate the PBG in MSA 2, catch up to and follow him along the narrow Wkwy to 
the end of his route. Stay behind him until you approach the missile on the 
track below the Wkwy, locate the left missile wing, pass by it then turn back 
to it and approach it from its leading edge where it attaches to the fuselage 
then drop off the Wkwy onto it. Push into the fuselage and hop onto it, press 
crouch for a quiet landing, cross over the missile and drop to the floor. 

QC the perimeter wall CCw over the 1st track rail and then hold on the 2nd 
rail. As the PBG begins to move off release, QC to the electrical panel and 
patch it to raise the blast door. FC under the door once it rises high enough 
to do so, Stand and run across the launch area, to the launch area berm, hop 
onto it then hang and drop to the ground and OCD. 

CT7.4 Acquire missile abort codes


(NOTE)
It's 50/50, whether the BG will be walking to the left or not or standing at 
the panel left of the XP. If you're not lucky the comp BG may stay sitting for 
30 seconds and longer, (you might get tired of restarting) so maybe he's the 
only KO of the level, "Good luck!"
+=+=+=+=+=+=+=+=+=+=+=+=+

Open the door, QC in and right, access the target comp for the objective and 
close the door when you exit LCR #2. 

CT7.5 Abort the missile 


(NOTE)
The following options are for running to, or taking your time to CR2. If you're 
going to do any running through the next area, (for the sake of a fast time) 
one of the 1st 2 options will work depending on the position of the PBG. If you 
FC to and from Launch control 2 to CR 2 option 3 will do the trick. Call me 
crazy but I think Sam moves faster when he leaps.
+=+=+=+=+=+=+=+=+=+=+=+=+

Assuming you're going for fast a time, once Sam is out of the bunker and the 
door is closed stand and run, leap up the stairs as you go, take a couple 
straight line leaps on your way back to the raised blast door. Leap onto the 
raised Wkwy and quickly locate the PBG ahead you as you FC toward the stacked 
boxes. You must determine the PBGs direction and his position relative to the 
bridge.

Option #1
If the PBG is crouching under the bridge and or still walking away from Sam, 
stand and run toward the boxes. About 5 feet from the boxes drop to QQC to and 
around the boxes and then back to the wall. The concrete is quieter than the 
grating; stay tight to the wall and slow down to QC as you pass the bridge. QC 
to and around the corner into MSA 1, stay tight to the wall and head for CR 2, 
if done correctly the PBG will be oblivious. 

Option #2
If the PBG is on the other side of the bridge and walking toward Sam, continue 
to FC along the wall and pipes to the boxes, stick to the boxes with Sam facing 
the wall and pipes or the trough. Look over to the trough and hold. The PBG 
often looks to his left, (the Wkwy) as he passes by the boxes. Ensure that he 
has just passed Sam's position to QC around the boxes and back to the wall then 
accelerate to QQC along the wall to the corner of the MSA 2. Move around the 
corner quickly into MSA 2 then along the wall to the steps to CR 2.


(NOTE)
The problem with option 2 is you don't know which way to face until the one you 
try fails. The direction changes from one run through the mission to another.
+=+=+=+=+=+=+=+=+=+=+=+=+ 

Option #3
If the PBG is bending over to walk under the bridge or is already under the 
bridge, drop to crouch and hold in the dark. Face the PBG; wait for him to turn 
right and walk to the base of the steps to QC off near the left rear tail 
section. Stay to his 7:00 the best you can and give him about 5 to 6 feet of 
space. Pass by when he comes to a stop after he enters MSA 1 and hold about 15 
feet off his 9:00 till he turns back to the Wkwy. Head right to the wall then 
left to CR 2. 

Options #1, 2 and 3 continue from here;

Take the corner, accelerate to QQC and enter CR #2; once inside face the CR and 
stick to the wall on the left. 

(SAVE)

If you can't see both BGs slide to the corner, stop as the light meter 
registers and quickly locate the BGs. If you're very lucky there's only the BG, 
at the console, so look hard over to the stairs to ensure the PBG from CR #1 
isn't just slow to arrive. If in the area he can be pretty much anywhere in CR 
#2. QC over to the target computer and access it. If #2 is late to the party, 
he'll stop to Sam's right at the electric panel. QC over to the console, access 
the comp and then QQC back into the short dark Hlwy and the EP.


(NOTE)
If you're having probs making it past the PBG move back into the Hlwy and wait 
he'll eventually move over to the glass panel near the other BG. 

Man do I feel stupid! Here's Mr. Thicky admitting to his thickness yet again, 
all the years I had CT, all the times I played this mission and all the other 
missions and never once till this rewrite did I ever bother to look at/pay 
attention to goals. It never occurred to me till I actually looked at and saw 
and then had it sink in, "Any available extraction point". 
+=+=+=+=+=+=+=+=+=+=+=+=+ 

CT7.6 Extraction

Once you complete the abort objective retrace your path back to the launch area 
above LCR #2. If you're lucky the PBG will be approaching MSA 2 as you approach 
the trough. Sneak behind him if you can or drop into the trough and climb back 
up past the bridge. Run out into the launch area and then left along the 
perimeter wall. Eventually you'll see a set of ladder rails rising above the 
rock face, hop up for extraction.

Best time 13:17

Locks; to room with Repair Logs 5/2/7/11

Divs 1
ID -0-
Minus 1 main objective complete 100%.
_______________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the Eyes, stick and boo all 
openings and corners and OCD all closed doors before passing through. Always 
play with your head gear, check OSVAM regularly and keep a constant eye on the 
light and noise meters.

CT8. SEOUL 
Recommended

CT8.1 Locate and retrieve data drives from NTD, Locate and patch PS feeds 1, 2 
and 3, Interrogate a special forces agent.
CT8.2 Transmit the NDT data from the roof
CT8.3 Disable UAV PRS #1 through 4, tap NKA Comms
CT8.4 Locate EA-6B crash site, Move Pilots to safety, Disable UAV PRS comp #5
 
 
(SAVE)

Go to OSVAM for the beginning of your route and to locate your main objective.
FC out of the room and locate the edge of the burned out building, flip through 
your HG then drop, hang and drop to the ground, you'll take minimum damage. 
Locate the XP, disable the wall mine and jump over the barrier. QQC out to the 
street, go EMF, locate the power feed to PA system speaker #1 at Sam's 10:00 
move to it and bypass it. 

Scan with IR while there to detect any BGs then QQC back to the left side of 
camouflage net and hold. 1 of the BGs will emerge from the camou net, snatch 
and drag him about 10 feet into the short ally, talk him and choke him when 
done. Exit the alley, turn left and accelerate to QQC then stand and run as you 
pass the PA patch. Locate the climbing pipe at the end of the ally. Run and 
jump to the pipe climb up and skooch to the fire escape. 

QQC to the ladder, PBG #1 is on a flat roof ahead and to Sam's 1:00, slide and 
drop to the ground, FC to the stacked boxes; stand up, go IR and locate PBG #2 
across the square on the raised platform. He'll speak out to someone and walk 
off to Sam's left, as he begins moving QQC around the boxes, past the umbrella 
into dark. Go EMF, discover and disable PA feed #2. PBG #2 and BG #1 will be 
talking about a test, move over to the passenger side rear corner of the truck 
near the steps and hold. PBG#2 is behind the truck, the BG inside. 

Sit tight, #2 will walk off on patrol, if you're very lucky as I occasionally 
am the BG will exit the truck a few seconds after #2 walks off. Otherwise he'll 
be out a minute or 50 to do something at the side of the van. Keep an eye to 
the right of the van, to see if and when PBG #2 walks into the alley you just 
came out of. Once the BG exits and turns toward the side of the truck, enter, 
access the comp and exit to the right. 

If PBG #2 had entered the alley 10 or more seconds before the BG exited the van 
move to the left side of the crates if the BG came out sooner then move to the 
right side of the crates.

Decide what your path will be related to the amount of time the BG spent in the 
van, so QQC between the BG and the row of stacked crates; or between the crates 
and the raised platform. Locate #2; decide whether you have time to make the 
dark corner across from the exit ladder, move to it when safe. If lucky, you'll 
have time to run and jump to the ladder and climb to the roof. If not lucky 
hold in the dark corner and wait for #2 to walk away. 

Once at the top, locate and disable PA feed #3. Enter and exit the duct. Climb 
down both ladders, locate and take the HDs and return to the ladder. Stand and 
stick to the wall between the ladder and the server rack thingy. The doors to 
the room will be blown off in a moment, once the doors are gone squeeze between 
the wall and server and slip over to the wall near the opening. Wait for the 2 
BGs to enter the room, QQC out of the room, do a hard left over to and up the 
stairs. 

CT8.2 Transmit the NDT data from the roof

Slide to the intersection and into the next Hlwy. Locate the BG ahead, move to 
the left side of the Hlwy, QQC into the niche on the left and hold. The PBG 
will turn and patrol to the stairwell, exit and head around the corner to the 
next Hlwy, locate the bathroom, enter, stick to the wall on the left and hold. 
2 BGs will exit the elevator; allow the one to pass before moving out of the 
bathroom. SC behind the SBG into the elevator and ride it up to the roof. 

(SAVE)

CT8.3 Disable UAV PRS #1 through 4, tap NKA Comms

Drop off the Wkwy creep under it, locate and EEV the UAV PRS comp #1. QQC to 
and drop off the ledge. Jump up to the cable and zip to the other building. 
Skooch right, climb over the fence and drop to the ground. Run around the 
corner of the building, locate the mine and QC past it. Stand and run from the 
end of the stairs, turn left at the corner, Run to the ledge and jump up to the 
pipe at the edge of the building. Shimmy to the other side and drop down to the 
main deck beside the shack. 

Turn right, QQC to the taller structure and hoist up. Stand and EEV UAV PRS 
comp #2 on the far balcony then slide between the wall and AC to the other 
side. QC to and drop off the side of the shack. A PBG will walk to the XP; 
sometimes he'll kind of stop and spaz about 5 feet from the door then he'll 
move to and open it. Take note of the dark lane running from Sam to the far 
wall, as he heads for the door move to the right side of the dark lane and 
follow him into the next room. 

Once in the building turn right and QC to the door around the corner. Enter the 
blown out bathrooms, FC left along the damaged floor to the wall and drop down 
2 floors. FC to the rear wall, turn around and EEV UAV PRS comp #3. Go NS and 
stand, take note of the red beam from the UAV moving off to the right, run and 
jump to the next building, hop over the knee wall, QQC to the exit door and 
stick to the wall to the right of it, (smidge closer to the window than door). 

A PBG will exit the building, as he moves away from the door QC through the 
opening, turn right and QQC into the room with the planks spanning the missing 
floor. Move to the far right side of the planks and drop down left to the floor 
below. Go NV and QQC through the burned out Hlwy then drop down to the floor 
below. QC over to the planks and wait for the 2 BGs to move away from the bomb 
then drop down to the ground floor of the restaurant. Move over to the food 
server opening in the wall and EEV the comp for UAV data. Enter the duct and 
exit outside. ASAP turn right, look up and to the right, there's a dark 
rectangle, move under it then jump up to the pipe including legs. Mad skooch to 
the end, drop to the ground, FC over to the chain link fence, climb over and 
drop to the ground.

(SAVE)


(NOTE)
I highly suggest the save; this area and the crash site are the 2 most 
frustrating areas of the mission. For the majority of the time the BG that 
crouches near the truck eventually, (sometimes sooner, sometimes much later, 
sometimes not at all) stands and runs out into the fray. On the last play 
through the game snapped, I stubbornly spent over 2 hours trying to get to the 
1st ladder; I altered everything I could short of stunning the SKA crouching 
near the truck. This time not, (if he does move) he takes about 8 steps out 
then returns to the truck. On the one odd time I was able to get to the ladder 
the SKA targeted the ledge and would not let me near the corner. I have no 
solution to this problem but to try restarting from the previous save and or 
restarting the mission.
+=+=+=+=+=+=+=+=+=+=+=+=+

When the AI does respond correctly this is what you want to do.
QQC to the adjoining ally, hold to the left side of the dumpster, let SKA #1 
drop and #2 to run into the ally on the right. Stay right, avoid the wall mine, 
stop, stick and stand at the dark corner. #2 will be around the corner, wait 
for him to move out into the conflict before making your move; (it could take 
some time). Run around the corner, turn left at the end of the row of boxes, 
aim for the right side of the ally ahead. Once in the ally roll and FC to the 
end; FC the perimeter to the ladder and climb up. At the top look down and to 
the side of the truck, if #2 is there note whether he's occupied when clear and 
or if missing QC to the corner while keeping and eye out for #2.

Stay tight to the wall on Sam's right and QC to the end of the low dark 
rectangular sign on Sam's left. Creep out left to the ledge halfway between the 
sign and the cable connecting the buildings on both sides of the ally. Drop 
off, hang, soft drop to the ground and move tight to the wall. There's a very 
dark lane running across the ally from your position. This is where it gets 
hairy and scary, go NS locate the center of the dark lane and then go NV 
there's a magazine just to the left of center, that's your target. Look right 
locate the turret on the tank, when it turns left and there's a lull in the 
shooting FC across the ally to the wall. Quickly turn right, stay tight to the 
wall, QQC to its end, and bear left into the dark and behind the overturned 
car.

QQC around to the back side of the tank, peek around to the front, if clear FC 
to and climb the ladder. Occasionally a BG will position at the front corner of 
the tank, if so wait for him to return to the conflict. FC to the ladder; climb 
to the top, disable UAV PRS comp #4 and proceed through the building to the 
window leading to the porch. 

(SAVE)

Stand and listen, when you begin to hear the whir of the UAV approaching and 
the PA broadcast hop through the open window, move left to the corner of the 
railing but don't contact it, go IR and then look down. PBG #1 is somewhere 
around at the base of the building, under a canopy and apparently he's looking 
up through said canopy waiting for Sam to show his head. Wait for him to move 
off to the right before you hop over the railing, hang and drop to the roof 
below. 

Recon the surrounding area from cover behind the wooden sign attached to the 
eave of the roof. There are at least 2 PBGs, #1 below Sam and #2 pacing back 
and forth in front of an SUV or something like it. If you move to the right 
you'll find a dark niche and from that general area of the roof, scope the Eyes 
and in NV you can make out the outline of a table and from IR the faint 
signature of the clown doing the broadcasting.


Eventually PBG #1 walks over to the SUV in the middle of the street and begins 
talking to PBG #2. When the convo is done PBG #1 gets stuck beside the car and 
vibrates, so there ain't much room for slicken. The UAV continues to patrol 
back and forth through the area. So here goes, the key to the success of this 
maneuver is that PBG #1 must be over near the SUV. WHY, I DON'T KNOW! 

Move back to the left and drop down to grade, pull the pistol and target the 
large blue and white neon sign, to the left of the car in the street, go NV and 
OCP the sign. Holster the pistol and QC past the dumpsters at Sam's 12:00 then 
back to the wall when the sign goes dark. QQC along the wall to the corner of 
the building and go NS, locate the open door at the back of the box truck and 
the BG sitting at the table propaganda broadcasting. The UAV may be overhead 
and scanning the immediate area, including the back of the truck, so it's vital 
you flip to NS to know when the "RED" search light has moved away from the 
truck.
 
If it didn't already happen there may be a big explosion as you QC into the 
truck, access the comp and set the tap. PBG #2 will have moved over to the 
front of the SUV by the time you exit the truck. QC out and hook hard left 
behind the broadcaster and along the passenger side of the truck. Once Sam 
passes the truck's passenger side door speed up to QQC and when he passes the 
nose of the truck go to FC. Bear right at and along the awning into the left 
side of the narrow alley. As you approach the ally, you'll see an umbrella and 
a narrow table; right after the table is a dark niche you want to hide in. You 
may want to hang here for a bit to ensure you made a clean exit. 
   
CT8.4 Locate EA-6B crash site, Move Pilots to safety, Disable UAV PRS comp #5

Stand, if the UAV is above once it exits the ally move out of the niche and 
break into an FC for the busted up end of the ally. Turn left into an even 
narrower and darker ally, go NV and QC to the head of the ally. A tank and 
bunches of BGs wearing, "I just want to kill Sam Fisher" jackets are strewn 
about. 

(SAVE)


(Note)
I suggest saving hear, the light and BGs are tres unpredictable and worse is 
the turret gun on the tank. Like the previous tank encounter, regardless of 
whatever clever thing I believe I'm about to do through the pilot recoveries, 
it more often than not vents Sam to the ground and then adding insult to injury 
it continues pushing him to the wall with extra rounds. I haven't found a 
reliable way past either tank. On the other hand, I have been moving through 
the gap, have the light flicker back on and not been fired on. Saving behooves 
us all.
+=+=+=+=+=+=+=+=+=+=+=+=+

At the head of the alley; wait for the PBG approaching from the right to pass 
toward the tank, when the flickering light goes out FC through the gap, as you 
pass the tail section stand and run between the wall and fuselage toward the 
airmen. If you hear the turret begin to whir while moving through the gap, 
(turret's tracking sound) try rolling past the tail section, although it may 
still get a BG investigation.

As you pass the end of the wall on your left locate the dark corner to the left 
of the dumpster "OOH" a climbing pipe, climb up locate and access the last UAV 
PRS comp #5 to complete the objective. Slide back to the ground, pick up a 
flyer, stand and walk back to the tail section, drop into a crouch as you 
approach the end of the fuselage, move right to the wall and slide just past 
the beginning of the tail section. Scan for PBGs with IR, regularly there's a 
BG in the ally you just exited. When clear move to the other side of the tail 
section and wait for the light to go out. ASAP, FC into the ally and dump 
flyboy at the end of it. 

(SAVE)

Return to the head of the alley, wait for the light to go out, FC across the 
gap, stand and run to the 2nd airman. Grab him, stand and walk back to the end 
of the fuselage. Stop before losing cover and hold. Most likely a PBG will be 
moving into the darkened niche to the right of the pole light and left of the 
alley. Wait for the light to flicker off then move along the wall into the dark 
between the wall and tail section. When the light returns stand and move out 
toward the end of the tail section and hold. The next time the light goes out 
walk around the tail and head straight for the alley. Drop the pilot near his 
buddy then return to the head of the alley and hold on the left.

(SAVE)

You want to get an eyeball around the corner to keep track of the PBG. Wait for 
the PBG to be walking back along the staging then move around the corner to the 
ladder when the lights go out. Climb up to the 1st platform, move tight to the 
wall then slide to the next ladder and hold. Go IR and recon the area below 
with the camera. There're 4 BGs below, 2 crouching, 1 in the tank and the PBG.
The PBG will move over to Sam's 2:00 and hang there for a while pacing back and 
forth weps drawn eventually he'll return to the staging and walk along it, when 
he does climb up to the next platform and QC to the next ladder.

When clear hoist up to the platform. Stay tight to the wall and in the dark 
then QC to the next ladder. This time wait for the PBG to be walking back along 
the staging to climb up and hold at the top. When the BG at the far side of the 
tank has either stopped at the tank or is walking away from it QQC to the last 
ladder, climb up, move back to the bright sign and call for the fireworks.
 

Best time 19:10
KO 1
Divs 1
ID -0-
All objectives complete, 100%
_______________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the Eyes, stick and boo all 
openings and corners and OCD all closed doors before passing through. Always 
play with your head gear, check OSVAM regularly and keep a constant eye on the 
light and noise meters.

CT9. BATHOUSE
Recommended

CT9.1 Enter Bath house, discover who Shetland's contact is in owner's 2nd fl 
office, tap phone line #1 
CT9.2 Locate Shetland and record meeting, EEV "Chaos Theory", tap lines #2 & 3
CT9.3, Locate and disable 3 bombs, Eliminate Shetland, extract

(SAVE)

(Note)
Certainly as of this rewrite there is nothing fast about this mission. However 
when the AI line up fortuitously for me I've done bathhouse between 30 and 31 
minutes 30 minutes and some odd seconds. AI timing is as and even more 
important than computer and keypad scans EEV'd or manual. I've run this mission 
way more times than I can remember and think I still haven't seen close to all 
the possible AI movement permutations. 

If you're still getting ID'd in the bath house, written below are 5 
possible/major areas where they likely occur in order. The 1st ID may be by the 
electrician at the beginning of the level as you drop into the sewer. Quite 
often as of late I've been bagged on the way down, and as I hit bottom the 
sound cuts out. The most you might hear is a kind of chirp. Can't say whether 
it's just my game or it also happens to others. The rest are the obvious ones. 
The reason being, these are the only areas where you have little or no control 
over stealth and or cover, (crossing the firefight), or stunning a PBG at the 
same time he IDs you, (thereby voiding the verbal alert). 

1. The electrician beginning of game.
2. Exiting the vent from the pond room. 
3. Crossing the Hlwy at the far end of the firefight.
4. Shower room.
5. Boiler/Furnace room.

Once I reworked the maneuver for the last 2 rooms, I'd still get ID'd 1 to 3 
times. I spent tons of time ensuring a "ZERO COMMENT" game for all areas where 
interaction isn't required, (diversions) from all BGs in the game let alone 
this particular mission, I kind of snapped.
Convinced they were in the furnace room. I restarted from the showers shocking 
the 3BGs and completed the rest as usual. If there were 1 to 3 ID's, on the 
previous run and I lost 1 or 2 after multiple attempts, some were coming from 
the furnace room, but at least one was from some other place. 

I think if one is ID'd and an alert notification should coincide regardless of 
whether a verbal is made. I'm thinking the electrician at the beginning of the 
level might be an ID and never recognize and or be aware of a comment.
+=+=+=+=+=+=+=+=+=+=+=+=+

CT9.1 Enter Bath house, Discover who Shetland's contact is, Tap phone line #1

Sam begins in an alley, what a surprise!
Go to OSVAM and Goals for your route and objectives. QQC forward, turn right at 
the lighted corner, stay in the shadows on the right and ignore BG #1 for the 
moment, (electrician or phone tech) he may be sitting ahead, or working on 1 of 
2 lines. QQC along the darkened wall and stop in the shadow close to the steps, 
look to the far end of the adjacent ally, 2BGs will meet and begin talking. 

Look back to the tech, he may approach the line to be tapped, if so hold in the 
dark; odds are you'll need to hang for a while till all 3 BGs are looking and 
or walking away from Sam to tap the box and move down the steps. QC down the 
stairs, jump up to and hoist up the ledge to the alley. Take your time and 
weave through the crates and boxes to the awning at the end of the ally. Slide 
around the corner, stick to the wall, inch your way forward till the light 
meter begins to register and hold. 

This will take a bit of time, again, you need all 3 BGs to be looking and or 
walking away from Sam's position to access the manhole opening and to drop 
down. So swing the camera around, locate everyone and keep an eye out for a 3 
BGs. When the tech is at or walking toward or at the phone panel near the 
stairwell and the other 2 are walking away approach the manhole and drop down. 
QC to the corner then to FC to the exit ladder, open the trap door and climb 
out. Go NV if not already, QQC across the left side of the next room; drop to a 
QC and out the door behind the BG. 

QQC to the next room, as you QC into the room note the 1 BG sitting to the left 
of the dumpsters ahead. About 3 feet from the 1st dumpster accelerate to FC, 
slow back down to QC as you approach the 2nd dumpster and hold at the end of 
it. Locate the BG who is now walking toward the 1st dumpster, as he passes the 
hanging electrical cord move over to the perimeter wall behind the hanging and 
billowing sheets and to the darkened exit. Bump up to QQC in the short "U" 
shaped corridor to the next door; OCD, if and when clear enter. Move into the 
room a foot or 2 and press close door. 

(SAVE)


(NOTE)
PBG #1, (desk BG) can be anywhere along his route, I wish I knew where Sam is 
when he activates, it would help to know where #1 is when you open the door. IR 
and OCD don't help unless #2 is in front of the door.
+=+=+=+=+=+=+=+=+=+=+=+=+

Odds are PBG #1 can be anywhere, so OCD or IR the door before opening it. Keep 
an eye open for a flashlight beam from the right and close the door. Recon, 
locate any close BGs and any that enter the area through a door at Sam's 12:00 
from the other end of the large room. In a moment, following the pace of this 
guide the Redman may enter or exit through said door including #1. PBG #2 
flashlight in hand is prowling to the right.

From your position at the EP you can recon all access points and the comings 
and goings of all BGs. Let #1 begin a patrol route from the sitting position at 
the desk. He'll exit to Sam's 10:00 then move to a door and enter a room, go IR 
and locate Red and #2, if Red is on the staging wait till he begins grinding to 
break cover for the Hlwy #1 entered. When clear QC Cw behind the desk and into 
the Hlwy. 

Move left to the wall till you pass the door then cross the Hlwy to the wall on 
the right, stick and slide toward the corner till the light meter registers and 
hold. Look around the corner, see 2 BGs meet in a lobby and talk, when done #3 
will go outside and #4 will eventually walk up the stairs. As #4 turns away 
from Sam look back into the previous room, ensure no one is facing or walking 
toward Sam then release and follow #4. Stop at the cased opening to the Lobby 
and eyeball the glass doors for #3, if clear go left to the leading edge of the 
glass doors and exit.

If #3 is missing exit, if not wait for him to leave to the left or right. OE&CD 
turn left onto the street, QC along the dark lane in the street to the opposite 
side, stop and stick. Ensure that you are -0- on the meter, as #3 turns and 
starts walking away from Sam QC around the phone booth to the climbing pole and 
climb to the top. Locate and hop up to the electrical cable running over to the 
2nd fl. window and zip over. Once hanging from the ledge skooch left to the 
middle of the window opening and hold. 

(SAVE)

Redman #2 will enter, stop at the window and then go to bed. As he turns from 
the window and begins walking to his bed hoist up into the room and follow. QC 
past him to the door, OCD and look right, see a keypad door, then look left to 
locate "2nd floor", PBG #5 if he hasn't already passed Sam. He should be 
passing or have just passed by the door walking to Sam's right. Look left to 
ensure #4 isn't standing at the head of the stairs, if so hold left until he 
leaves, (most often he'll leave when #5 approaches him). If the stairs is clear 
of #4 "X" out when you see the shadow of 2nd fl. entering the OC screen. Open 
the door, #5 should be about 4 feet left of Sam, QC to the keypad door and hack 
it.


(NOTE)
#4's patrol route is a bit erratic, depending on what he does in the lobby. He 
has a couple 3 different patterns he can follow. The worst for Sam is to 
descend the stairs and go straight to the desk, sit for a few seconds and then 
head right back to the 2nd fl. If he flops around in the lobby before and or 
after sitting down he won't be on the 2nd fl for Sam's entry or exit.
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE)

Leave the door open, stand and run to the wall vent at Sam's 10:00, hoist up, 
EEV the comp and back out. Run to the file cabinet rifle it for the file and 
move to the left side of the open door and hold. "DO NOT MAKE CONTACT WITH THE 
DOOR"!


(Note)
2nd fl's reaction to the hacked keypad and closed door ranges from conniption 
fit to "Hmm curious?" and gently opening of the door. With the conniption 
entry, from that point on he remains guarded, aggressive and slow moving with 
wep drawn. So far, in countless repetitions 2nd fl has reacted poorly to the 
open door thrice, the rest of the time I get a kitty cat entrance with this 
solution go figure. An open door that isn't supposed to be would freak me out 
big time. If you want kitty cat, hack the keypad and leave the door open. 
You can get the pass code from the sleeping man, but that requires an extra KO.
+=+=+=+=+=+=+=+=+=+=+=+=+

CT9.2 Locate Shetland and record meeting, EEV "Chaos Theory", tap lines #2 & 3

Once 2nd fl. returns and then begins to exit the office follow him around the 
door and stick to the right side of the opening. As 2nd fl heads for the stairs 
move out of the office enough to boo the stair end of the Hlwy without exposing 
Sam. Ensure #4 isn't at the head of the stairs, before following 2nd fl.

As #5 walks away follow and return to the Redman's room. OE&CD, QC to the 
window stand and locate PBG #3 below. He should be standing to Sam's left or 
walking to Sam's right. Climb out and drop down if he's standing or once he has 
walked to the right of the ridge of the entrance roof below. Soft drop down to 
the ground and follow #3, move around the partition to the glass doors, if you 
hear #4 talking and it sounds loud, cross the street into cover. Locate #4 in 
the lobby with IR or NV and scoped Eyes; enter when clear from both BGs. If you 
hear no talking when you approach the glass doors enter the lobby and head for 
the Hlwy.


(NOTE)
#4 can be anywhere in the lobby, the stairs or back on the 2nd fl and you may 
or may not hear him talking. If you hear him talking he can be ascending or 
descending the stairs, so it's a crap shoot. The sensible thing to do is to 
cross the street to cover, scope the lobby and locate #4 then enter when clear.
+=+=+=+=+=+=+=+=+=+=+=+=+

OE&CD go right; head back into the Hlwy, move to the left side, slide to the 
corner and boo it. Most times PBG #1's appearance is imminent if not already in 
the short Hlwy and #2 is LOS in the aisle past the desk. Wait for #1 to turn 
back to the door to move around the corner and to the right side of the Hlwy 
then slide past the paper hangings into the next room. 


(NOTE)
Frankly after playing the mission so many times from a fresh start the line up 
mentioned in previous writings may not work. Redman #1 may not move back and 
forth to the storage room to play with the lighting as frequently and or maybe 
slowing the game down has put the NPCs out of sync. So far as I can tell in the 
majority of the tests through this area the 3 BGs that roam this area can be 
anywhere along their perspective routines. Which has prompted a 3rd option to 
be created, #1 and 2 often fail due Red being out of felicitous sync with PBG 
#1 and 2

In either case before you exit the Hlwy look past the reception desk to the 
aisle intersection, your initial decision is made on whether the floor at the 
intersection is lit up or not.

On very rare occasions Redman is way out of place; ahead and to the left of Sam 
is a low divider that runs over to the 2nd storeroom door, Red man is standing 
at Sam's end of the divider and alerts everyone to Sam. Not sure why he's there 
outside of a game glitch.
+=+=+=+=+=+=+=+=+=+=+=+=+

Option 1
As you approach the intersection the floor ahead is dark, proceed to the right 
CCw around the desk then bear left past the door into the dark aisle between 
the low divider on the left and wall to the right. QQC along the wall to the 
end of the divider then hard left across the floor, QC between the low divider 
on your left and the staging on the right toward the XP. Slow to QC, the Redman 
and #2 should be approaching from about 20 feet to your left. You have more 
than enough time to exit the room into the short "U" shaped Hlwy. Take your 1st 
right, stick to the wall and slide to the corner to locate the Locker rm. PBG.

Option 2
As you approach the intersection the floor is lit up in front of Sam, proceed 
to the right CCw around the desk then bear left past the door into the dark 
aisle between the low divider on the left and wall to the right. QQC along the 
wall to the end of the divider then hard left across the floor. There's a low 
divider in front of and slightly to the left of Sam, stop at the end of it and 
hold. Locate #2 and the Redman, they should be ahead and to Sam's left, QC left 
around the divider move to the edge of the lit slit on the floor ahead and 
hold. Allow both to pass by Sam before proceeding to and through the XP into 
the short "U" shaped Hlwy. Take your 1st right, stick to the wall and slide to 
the corner to locate the Locker rm. PBG.

Option 3
Initially the intersection is dark, go IR and look through the storage room 
door and see Redman #1 entering and then flipping the switch to lighten the 
floor at the intersection. PBG #1 enters the intersection as Red enters the 
storage room; this prevents Sam from moving around the desk. Stick to the wall 
under the painting and hold. Wait for PBG #1 to reenter the storage room to 
move to the side of the door, if it closes go IR. As PBG #1 exits the room 
enter and QC to the right of the door, hold till it closes. Go IR and look out 
the door. Red and #2 should be flopping about at Sam's 12:00, when both begin 
walking to the right OE&CD. Move to the left end of the low divider; face the 
aisle leading to the XP and hold. The XP is to the left of the staging, let Red 
climb the staging and begin working before you QC to and through the XP.

(SAVE)


(Note)
Locker rm. has a route that takes about 78 seconds to complete, you have about 
35 seconds from the time he exits the lavatory till he can see the lav's exit 
door again. Sam's actions depend on whether a PBG appears at the end of the 
adjacent Hlwy Locker rm. steps into, so you must pay attention. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Locker rm. will begin his patrol in a minute.

As he passes Sam follow him, making all the stops with him as you go. To avoid 
detection with any intermediate stops ensure Sam is behind a locker for cover 
from the mirror. Stick to the wall on Sam's left, stand and follow locker rm. 
to the doorway to the lavatory and hold. 

Option 1
Look out through the doorway into the adjacent Hlwy, you want to see DBPBG #1 
from the "Dry Bath" room enter the Hlwy from the left. If so, once locker rm. 
reenters the Lav and begins walking away and to the right toward the stalls, QC 
to the doorway to the adjacent Hlwy. Keep your eye on DB#1, as he turns left 
move into the Hlwy, remain to the right, QC along the wall then drift over to 
the left, stick to the wall and slide to the corner. If a PBG is facing the 
opening, advances and reaches for his flashlight beat feet back to the Lav and 
hang near the opening till he exits, this rarely ever occurs.

Option 2
If DBPBG#1 doesn't appear in the Hlwy, you'll have to QC locker room's 6:00 at 
close quarters around the Lav till he exits. Then move to the Hlwy doorway, boo 
and enter if clear, QQC to the left side of the Hlwy stick to the corner and 
boo the Dry Bath area. If both DBPBGs are moving away from the opening on the 
left side of the room enter and follow them. If one is facing the opening, 
advances and reaches for his flashlight beat feet back to the Lav and hang near 
the opening till he exits, this rarely ever occurs.

Option 3
From the Lav door, as soon as Locker rm. exits the Lav into the adjacent Hlwy, 
QC into the Lav, to the right to one of the stall doors. OE&CD and go IR; look 
through the door and hold. Allow Locker rm. to exit the Lav before leaving the 
stall and moving to the Hlwy door. If clear enter the Hlwy, drift left to the 
wall and QC to the corner. Stick and boo the Dry Bath room. If one is facing 
the opening, advances and reaches for his flashlight beat feet back to the Lav 
and hang near the opening till he exits, this rarely ever occurs. 

Locate DBPBGs #1 and 2; they should be about 15 feet inside the Dry Bath room 
from Sam's position. #2 will move off to the left and #1 will take off for one 
of the 2 possible XPs. Hold fast till #1 completes his crazy Ivan in the middle 
of the room and turns to the exit for the 2nd time. Enter the bath area, QC 
left along the wall then break right over the steps and into the 1st and 
closest pool. Quietly wade toward the panel acting as a divider between the 2 
pools and hop up onto the ledge. Locate #2, likely sitting on or still moving 
to a bench to the left of the XP. Remain in the crouch and take note of the 
trap door in the empty pool past the divider.


(NOTE)
Sam can't close the trap doors in the empty pools so I don't use them. If you 
hang around or come back to an opened trap you'll hear comment from the AI. 
It's pretty lame that Sam can open and or OC the trapdoor but not close it. 
What were they thinking?
+=+=+=+=+=+=+=+=+=+=+=+=+

#2 will rise in a sec and begin to patrol, once he turns away from Sam hop over 
the divider, QC the perimeter of the pool Cw to the radiator in the corner and 
hold. Eventually PBGs #1 and 2 will meet near the XP and begin another patrol 
circuit, as they walk off QC to and through the XP. Drift left to the wall, 
stick and slide to the corner. Boo the next room, Redman #3 is inspecting 3 of 
the massage stalls, if missing go IR to locate; when he enters the stall 
closest to Sam release and QC toward the XP at the other end of the room. As 
you pass the last stall hook left into the narrow void between it and the wall 
then stick and hold. Red will return to the small stool and sit, PBG #1 will 
enter then leave, when both are moving away, exit to the Hlwy.

Head left n the short Hlwy top the XP and boo the "Cold Bath Rm.", try and 
locate CBPBG#1, if clear QQC to the left into the room over to the steam valve, 
spin the wheel to increase the steam in the room.


(NOTE)
The steam valves are a natural part of the pool areas, which afford cover for 
Sam; there is never comment or investigation made by AI thus not a diversion.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
Turn around, QQC to the leading edge of the pool, ensure that the room has 
thoroughly fogged up then move toward the divider that separates the 2 rear 
pools from the 2 front ones. Go IR, when you reach the divider turn to and hop 
up onto the ledge to the front side pools QC to the middle ledge that separates 
the 2 front pools and hold. There are 2 PBGs in the Cold Bath rm., in a second 
or 2 Redman #4 will appear in the doorway to Sam's 10:00 and then move off back 
along the Hlwy, he appears to be scrubbing the floor. PBG #1 circles the CB 
room CCw, #2 exits the room through a door at Sam's 2:00. When both PBGs have 
moved off on patrol QC over to the doorway and boo the Hlwy if Red is advancing 
with his back to Sam enter the Hlwy, move about a foot or 2 past the sign on 
the wall to your right then split jump up the wall and hold.

If Red is facing Sam and backing away, return to the closest pool and hold, 
wait for the PBGs to return and begin another patrol to return to the Hlwy. By 
this time Red is now advancing with his back to Sam, enter the Hlwy move past 
the wall sign about 2 feet then split jump up and hold.

Once Red has passed under Sam he'll 180 and head back, drop to the floor ASAP 
then QC to the far end of the Hlwy, boo the large pool room, when both PBGs are 
moving away enter and recon. Locate phone line #2 and tap it, return to the 
Hlwy, look down and see the shadow line on the floor, stop halfway between the 
end of the shadow and the white panel at Sam's 3:00 then split jump up. Once 
Red passes under Sam and 180s drop to the floor and QC back to the leading edge 
of the door to the "Cold Bath rm.", go IR and boo the room, locate 1 or both 
PBGs, if only one, determine which PBG it is and hold. Both PBGs will walk to 
Sam's position, #1 will continue around the pools and #2 may repeat his route 
or stop to the right of the door he exits through. 

Option 1
If it's #1 follow him to the divider, hop up then QC across both pools and back 
to the floor, QC between the low divider to Sam's 10:00 and the wall toward the 
XP. #2 will exit from the XP, move in behind him. QC to and under the "Steam 
Bath" sign on the wall, stick and slide to the corner, boo the next room and 
hold.

Option 2
#2 is returning to the Cold Bath room just as #1 walks around the corner of the 
closest pool, allow #2 to approach then begin to walk away to follow him. Stay 
to his 7:00 and then break off through the XP. QC through the Hlwy to the 
"Steam Bath" sign, stick and boo the next room and hold.

Option 3
When clear from both PBGs move back into the closest pool for cover, assess 
your situation and when you're sure of their actions proceed. Follow #2 out of 
the CB room and into a short dark Hlwy. #2 continues around the corner into a 
lighted section of Hlwy and then disappears around another corner. Remain in 
the dark Hlwy, split jump up the wall at the corner and hold. #2 will return, 
pass under Sam and return to the CB room. Drop to the floor, QQC to the far 
lighted end under the "Steam Bath" sign and boo the corner into the Steam Bath

Options 1, 2 and 3 continue from here.

Locate the lone PBG, if he's anywhere but walking at Sam QQC into the room make 
a tight left, locate the steam valve and turn it. Crouch, turn around and let 
the room fill up with steam. Mr. Steamy can be anywhere in the room, mostly 
he's walking toward, at the exit or walking away from it. As the room fogs up 
move to the leading edge of the pool, in most cases move along the front of the 
2 pools, behind the turret and hold till Steamy moves away from the exit. If 
Steamy was walking CCw away from the exit when you move out from the edge of 
the pool do the same, CCw the perimeter to the exit.

Continue along the short "L" shaped Hlwy, a small room with a reception desk 
appears ahead. Stop short of the opening to the room and peek around the 
corner. There may be a PBG with HG coming or going in the Hlwy to the right. If 
he's coming stick and hold, when clear quickly enter the room, locate the last 
phone line and tap it. If he's going QC into the room, tap the line, QQC around 
the desk and then QC along the left side of the Hlwy to the corner.

(SAVE)

If the PBG is there stick and wait for him to enter the next little room with 
another tall divider and then follow him. Stay to his right and slide behind 
the divider, go IR and wait for him to exit. As he turns to move off slide to 
end of the divider, if clear exit and boo the XP. A PBG may be approaching from 
the right, if so return to the divider wait for the PBG to exit. The PBG will 
enter the small room and exit back into the Hlwy, as he turns to exit the small 
room move out from the divider crouch and QC out into the Hlwy and behind him. 
Boo the Hlwy again to ensure it's clear then QC to and enter the vent.

Once Sam is in the water QC to the water pipe and hold, the PBG will exit the 
room and the tech walks over the planks if not already doing so. As he does he 
turns his head to the glass enclosure, when he does, move to the planks and 
stand beside them. As the Tech moves into the glassed enclosure hop up and 
follow him. Move along the glass to the end, as the tech turns away hoist up 
into the vent. Crawl to the corner and only deep enough to EEV the briefcase. 
Do so and back off until the game stops you, listen the convo and mayhem that 
ensues and then back out of the vent. Load a sticky cam in the tube and save. 

CT9.3, Locate and disable 3 bombs, Eliminate Shetland, extract

(SAVE)


(Note)
If you're lucky, this end will be void of BGs and you can exit pronto, however 
more often than not it can take forever, so maybe you should make a sandwich 
and get something to drink. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Run to and jump into the pond, angle Sam right so that he rolls up to the vent, 
stand, go NV, shoulder your wep and fire a sticky cam through the vent, across 
the Hlwy and into the right side post of the door to the room that's on fire. 
Locate one or both of the BGs if any and start mouing on that sammich. Be ready 
to kill the Cam and pass through the vent as soon as both are out of the Hlwy. 

Grab the Cam off the post, (trace) then QQC through the next 3 something rooms 
to the far side of the fire fight. Stop about 8 feet from the doorway, crouch 
and wait for the floor to get dark, just as it does, FC to the doorway and roll 
as you approach the opening, continue into the anteroom.
Drop to a QC and enter the small room on the right with the benches drop to SC 
as you round the corner, there's a wall mine, disable it and arm with smokes. 
Go to OSVAM and check your route.

(SAVE)


(NOTE)
6/4/09

There are 3 points to this note

#1
Unfortunately there are times when the game refuses to let Sam in the shower 
room with 1 smoke. There are 3 BGs in the room, BG #1 is behind the far right 
post by the XP, #2 is halfway between the XP and the far left corner of the 
room and BG #3 is behind a shower partition at the far left corner of the room. 
BG #3 is the problem, sometimes he denies Sam access into the room and you'll 
know it when he charges, screaming at and guns Sam down before you can pass 
behind the low divider. When this occurs your only access will be with 2 
smokes.  

#2
This had a mean tedious learning curve no question about it, locating the 
perfect position for the 1 smoke was frustrating at best. If you saved as 
suggested and have a little patience you can get the hang of it in 8 tries more 
or less. Once I get the position and movement down I average 1 in 3 when the 
game allows it. The updated instructions for the "E" file are more precise, 
however, if you can't get the hang of it and or the games denies you use 2 
smokes. Throw one at the wall panel to the right of BG #3 and one at the 
yellow/orange looking floor grate to the right of the near right post.

#3
The following bit is most perplexing; I can't brain it out. If the 3 BGs in the 
shower room are using IR, (red beams from HG) F/Bs and smoke should be useless. 
For testing sake, go IR and throw an F/B and then a smoke, for the F/B you hear 
the bang but no blinding flash. As for the smoke the BGs heat silhouettes are 
plain as day, vision is maintained in both attempts. 

If the AI were using NV then both the F/B and smoke should blind and obscure. 
Go NV, repeat the test and note total blindness from the F/B and complete 
obscurity from the smoke.

So if they're using NV why does the smoke cover Sam from the BGs but not the 
F/B? If they're using IR why does the smoke cover Sam at all?
+=+=+=+=+=+=+=+=+=+=+=+=+

Shower room in 1 smoke! 

Stay close to the wall to the left of the door, crouch, look out the door and 
creep right. As you move toward the door the 1st near right post comes into 
view, then the far right post, (it's closest to the XP and you can see BG #1 
standing near it). As the right edge of the near left post comes into view stop 
moving. Look out between the far right and near left posts and locate the XP. 
See the tall light brown vertical panels on the rear wall; you can count the 
panels using the dark brown vertical lines. 


(NOTE)
Sorry for any confusion and inconvenience I created in the previous files 
regarding this maneuver and the positioning of the targeting icon on the 3rd 
panel. On this the "E" rewrite, my own wording from the "D" rewrite had me on 
the 4th (FULL) uncut panel from the XP, excluding the panel cut into the left 
side of the XP. That was wrong; the panel cut around the left side of the XP is 
the 1st of the 3 panels.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
Creep right till you have the full width of panels in view, (the panel cut into 
the left side of the XP is the 1st of the 3). Place the throwing icon squarely 
in the 3rd panel; the left side of the reticle should be just touching the 
right edge of the near left post. Note the dark brown horizontal trim, (cap 
rail) on the panels; raise the targeting icon until the top of it is twice the 
height of the cap rail thickness above the top of the cap rail. Ensure that you 
are centered left to right in the 3rd panel then throw the smoke. 

Listen and look, the canister will bounce to the right off the 3rd panel toward 
the XP and then the BG closest to the XP will reposition. Listen for the smoke 
to pop, as the cloud expands and rises to cover the XP exit the small sitting 
room. QC out and to the right behind the low divider and continue at QQC to the 
shower stalls. Turn left at the stalls and look for the ceiling light from the 
short Hlwy past the XP shining through the smoke. 

Aim just to the right of the light as you approach the XP. Drop to QC about 5 
to 6 feet from the far right post and the BG, slow down a smidge below QC as 
you pass the BG and enter the Hlwy. Once you're in the short Hlwy drift left to 
the wall and slide to the corner, boo the corner and locate a wall. SC past the 
wall mine to the next corner and boo it, QC around the corner then stand and 
run into the cage.
 
Run into the cage area; either climb over the cage or pick the lock and OE&CD 
to the large furnace room. From the base of the stairs turn to Sam's 3:00 or 
9:00, there is a gap between big hunk-a-metal thing #1 on the left and BHMT #2 
on the right; run into the gap between the 2 BHMTs and follow it left to the 
end to defuse bomb #1. BG #1 will have entered the furnace room and climbed the 
stairs to the elevated Wkwy while you finish defusing bomb #1. Just after 
Shetland finishes running off at the mouth save. 

(SAVE)

FC back to the gap between BHMTs #1 and 2, left shoulder the AR as soon as you 
get to the left edge of BHMT #1 load shocks in the tune then stand and WW 
around the end of BHMT #1. BG #1 has already passed above and by Sam, target #1 
for an ambush shot and hold; stun him when he enters the icon. Retrieve #1 and 
dump him in the dark niche between BHMTs #1 and 2; where Sam must turn sideways 
to get at bomb #1. Exit and climb the stairs to BHMT #2 hoist up onto and over 
it then drop down to bomb #2. Just after Shetland shuts his yap save.

(SAVE)

Once disabled, shoulder the AR look up and right through the thick horizontal 
bars to Sam's 1:00/1:00, the bars prevent him from walking out of the area 
instead of climbing out. You can see the Wkwy above and further down where it 
turns left toward the 3rd bomb. Aim to the left of the corner and between the 
Wkwy and the lowest railing for a 2nd ambush shot and hold; send the shocker 
and stun PBG #2 in the legs when he enters the icon. 

From this position move forward till you're forced to stop at the bars, stand 
and turn to Sam's 10:00 and look up. Locate the Wkwy, follow it right to where 
it disappears into BHMT #3, (BHMT #3 reads hot in IR) set your sights so that 
the bottom of the icon is resting on the Wkwy and the right side of the icon is 
touching BHMT #3. In a moment the IR beam from BG #3s HG appears, when the dark 
blob of his body steps into the icon send one to him.


(NOTE)
If you're having problems seeing and or taking BG #3 and or are saddled with an 
ID you can't figure. Try going IR once you set up the ambush, you can't see #3s 
IR beam but he lights up big time and you might catch him a second earlier than 
the norm. As a last resort, it saddles you with a (found body) stat but you can 
hang and take BG #3 from the same position as BG #2. Know this, if done; you 
have 2 bodies to dump to the lower level so you can't have any mistakes exiting 
from bomb #2 and the countdown clock will begin beeping a warning once it 
reaches 10 seconds.
+=+=+=+=+=+=+=+=+=+=+=+=+

Sling the AR, go NV, step back to the wall and run jump up to the Wkwy. 
Hoist up stand and run to BG #2; pick him up stand and walk toward the 3rd 
bomb, locate the missing railing above the stairs, place Sam's left side to it 
and dump #2, he'll slide and fall to the lower level. 180; run around the bags 
on the Wkwy and jump to the 3rd bomb. Begin to disarm it and save as Shetland 
stops blabbing.

(SAVE)


(Note)
I stopped busting the cage lock before rewriting the current "E" file to 
eliminate a diversion, if you're still busting the cage lock, on the rare 
occasion the 2 PBGs don't follow what's written above. If you hear them griping 
as they enter the area, this is the solution.
+=+=+=+=+=+=+=+=+=+=+=+=+

As you complete bomb #2 turn around, Sc to the climbing pipe, climb up and hang 
to the right of the pipe. It's important that you are not heard; if you are the 
2 PBGs will slow down and spread out. Skooch right till you can barely see the 
Wkwy on the other side of the machine. As soon as you see PBG #2 skooch back to 
the pipe and climb onto the machine thingy. Shoulder your wep left; target and 
stun #3 and then #2. Drop down, run to bomb #3 and begin to disarm it. Save as 
Shetland starts blabbing,

(SAVE)


(NOTE)
This is going to be way hard and frustrating, it took many tries to get right, 
and in general the odds of success are about 50/50. On this last rewrite nearly 
half the time the exit door remained open, more often than not it's closed.
+=+=+=+=+=+=+=+=+=+=+=+=+

As soon as you're done with bomb #3, stand and jump to the Wkwy. Run to the 
right side of the 2 vertical tanks and drop off to the stairs to the lower 
level. FC up to the top and stop a step or 2 from the top. You need a visual on 
the XP and BG #4 when he enters the room. He will take a step or 2 into the 
furnace room, stop for a second or 2 then head to his right along the Wkwy. As 
he begins turning right QQC up and toward the XP and stay to the wall. #4 will 
comment on hearing something when you're about halfway to the XP so drop to QC. 
He may comment a 2nd time, continue to the XP; #4 will stop near the crates and 
begin turning left if you're lucky you'll be at the XP. OE&CD and go after 
Shepard to end the level.

With the level reworked for this rewrite I added another 00:10:19 to the "D" 
version clock Yeesh!

Locks; to furnace room, 7/11/2/11
Best time 32:40
K 1
KO 3
Divs 3
Smoke 1
Shocks 3
ID -0-
All objectives complete 100%.

_______________________________________________________________________________

Recon rules;
Always recon new areas from cover, remember to use the Eyes, stick and boo all 
openings and corners and OCD all closed doors before passing through. Always 
play with your head gear, check OSVAM regularly and keep a constant eye on the 
light and noise meters.

CT10. KOKUBO SOSHO
Recommended

CT10.1 Locate the hostages 
CT10.2 Access the server room
CT10.3 Locate the War room and record the meeting
CT10.4 Prevent the missile launch

(SAVE)


(NOTE)
Excluding the 4 meanest keypads in the game this mission is kind of like a 
vacation compared to Bath house. If you could exclude the ranting of Adm. Otomo 
which total just over 5 minutes you could do CT10 under 14 minutes. Know this, 
of the 4 security locks, the server room door has 2 lockable fragments and the 
main level comp and the comp in Otomo's bunker only have 1. The glass door 
retinal scanner has none, so it pays to memorize the positions of unlocked yet 
highlighted segments.

As of this update, the 5th for CT, pretty much all mission routes have some 
changes. As of the update I've been using OSVAM much more and in some cases 
discovered alternate routes I never considered before, in particular the 
beginning of Kokubo. I believe option 1 is the route the game wants you to 
take, (even though it's much slower) because OSVAM doesn't show the duct or the 
climbing pipe to the 2nd floor.
+=+=+=+=+=+=+=+=+=+=+=+=+

CT10.1 Locate the hostages

Option 1
When free to go OSVAM for a beginning route and then check Goals. QQC along the 
wall toward the complex, flip through your HG and likely see 2 PBGs standing 
and or moving to or from the overhead door. Locate the door opener and do so 
after the PBGs move away from the door. QC into the complex and follow the 
PBGs, flip through your HG again and take note of the IR beam at Sam's 1:00. 
Sneak behind it and hop over the rail, go NV if not already to check out the 
empty room then move to the locked door to Sam's left. 

Unlock, OCD then OE&CD. Locate the ladder, FC to and climb up, locate and FC to 
the duct and crawl to the other end. As you approach the opening, locate the 
legs in the bathroom stall, exit and QC to Sam's 1:00, stick to the wall and 
slide toward the corner. Once the PBG exit the stall and stops at the sink QC 
around the corner, through the Hlwy and then out into the big open floor. Stick 
to the end of the wall near the seats and recon the area, flip through HG and 
locate the hot spots with EMF. Take note of the dark lane running from Sam's 
position over to the corner of the wall to the right of the desk. 


FC to the dark corner and then along the wall to the main entrance to the 
complex, EMF the hot spots and EEV the comp. Nothing worth taking, QC back to 
the corner and EEV the comp on the BG's desk, discover it has a pass code lock, 
"X" out and save.

(SAVE)

Access the security system and hack it, look through the options, the Press Rm. 
shows the hostages and one file has a server room key code, "X" out when done. 
At some point a PBG approaches the desk talks about Harry somebody then returns 
to his patrol. As he walks away QC past the front of the desk to the large, 
tall and red ornamental artwork, move to the back side beside the desk and jump 
for a grab and hang. Eyeball the 1st floor PBG and then take note of the 2nd 
floor PBG emerging from the 2nd floor balcony and down to the 1st floor. It's 
going to take a bit of time but you can eventually climb up to the ceiling 
ducts when both have their backs to Sam, take your time stick and hang when you 
must to maintain cover.

Once you're on the ducting FC to the 3rd floor stairway platform. Line up with 
the corner railing, when you drop from the duct to the railing you won't 
automatically drop off the railing and hang. Drop to the railing and then to 
the platform when clear QC into cover and locate your position and the 
objective on OSVAM. Explore the 3rd floor, locate the wall duct and climb 
through. Drop down into the room; QC the perimeter CCw to the raised planter 
and then behind the ferns, stick and slide along the wall and hold behind the 
pillar for cover from Mr. Crabby face the BG. As he moves off continue to the 
along the wall to the end and then to the sissies, talk to them then retrace 
your path to the exit the duct and exit the room. 

CT10.2 Locate the Server room 
 
Once Sam is out of the vent FC around the glass enclosure, drop to QQC out to 
the balcony area, then QC to the railing about 3 feet from the wall and hop 
over the railing. Take note the level below is clear then make successive drops 
to the floor. You'll be crouching in front of the sliding door and between the 
2 security stiles. If no BGs are present nearby, QQC past the security doors 
and into the small room, hook right and tight around the end of the partition 
into the escalator area.

(SAVE)

Option 2
When free to go OSVAM for a beginning route and then check Goals. FC along the 
wall toward the complex, flip through your HG and likely see 2 PBGs standing 
and or moving to or from the overhead door. Locate the door opener and do so 
after the PBGs move away from the door. QC into the complex and follow the 
PBGs, flip through your HG again and take note of the IR beam at Sam's 1:00 via 
NV. Sneak behind it and hop over the rail, check out the empty room then move 
past the locked door to Sam's left, hop over the rails and follow the PBGs. 
Locate and enter the duct. Follow it to the end and climb the pipe.

QC to the blocked door and hoist up, drop down to the floor, advance of the 
jazzy janitor and then hop up to the pipe, legs up. Mad skooch to the end; 
swing the camera around to know when Cool Kat 180s then drop to the floor. QQC 
into the next Hlwy, see an SBG to Sam's 9:00, head right then left, go OSVAM 
locate the objective then hop into the duct. Drop down into the room; QC the 
perimeter CCw to the raised planter and then behind the ferns, stick and slide 
along the wall and hold behind the pillar for cover from Mr. Crabby face the 
BG. As he moves off continue to the along the wall to the end and then to the 
sissies, talk to them then retrace your path to the exit the duct and exit the 
room.

CT10.2 Locate the Server room 
 
Once Sam is out of the duct FC around the glass enclosure, drop to QQC out to 
the balcony area, then QC to the railing about 3 feet from the wall and hop 
over the railing. Take note the level below is clear then make successive drops 
to the floor, if a PBG is standing, skooch right then drop twice then skooch 
left then drop to the floor. You'll be crouching in front of the sliding door 
and between the 2 security stiles. Odds are a PBG will be to Sam's 8:00, QQC 
past the security doors and into the small room, QC to the far left corner till 
the security door closes or the PBG walks away. Hook right and tight around the 
end of the partition into the escalator area.

(SAVE)

Options 1 and 2 continue from here;


(NOTE)
You need to maintain position on the escalator and -0- out Sam's noise and 
light meter to maintain cover. 
+=+=+=+=+=+=+=+=+=+=+=+=+

QC to and down the right side of the escalator, then quickly turn around. As 
the escalator carries Sam down, take note of his light meter, as it goes to -0- 
for the 2nd time begin walking up the ramp as it tries to carry Sam down. There 
are 3 PBGs at the bottom of the escalator, when they disband #1 will take the 
up side of the escalator to the top and remain, #2 will take a long walk to the 
right and #3 will walk off to the left and then head right. As #1 passes by Sam 
and #3 moves off to the right allow the escalator to carry Sam to the bottom, 
go NV as you descend and locate the position of the IR security device's beam. 

Option #1
If you're lucky you may be able to follow #3 when he walks to the right after 
making his stop to the left, however you'll likely have to move about at the 
base of the escalator to avoid the IR beam. If the beam is rotating Cw wait 
till it passes then follow PBG #3, stay tight right to the railing, hop over 
and hold. PBG #2 and 3 will be moving back and forth through the area in a 
moment, when they move off QC over to the security door and keypad then stick 
under the keypad.

(SAVE)

Option #2
If the IR beam is rotating CCw head left as it passes, QQC left into the short 
Pswy, move to the wall on the right, stick and slide and then hold. PBG #2 will 
be exiting in a sec, follow at a discreet distance around the elevators. PBG 
#2 will head left down some steps and hold for a moment then return. Move right 
to the wall stick and slide forward toward the corner and hold about 3 to 4 
feet from the corner. PBGs #2 and 3 will pass by Sam unaware, when they do 
release, QC to and down the stairs then left over to the security door and 
keypad and then stick under the keypad.

(SAVE) 


(NOTE)
I suggest saving here and before every keypad for one reason, the keypad for 
this security door is nasty fast and you can't lock number sets down, at least 
I can't. If you EEV you have a total of 6 seconds to solve the code before the 
timer runs out, 2 of those seconds are in the counters red zone. If you access 
it directly at best you have 7 seconds. In either case if you haven't found and 
aren't clicking to the correct number combination before the counter is in the 
red zone "X" out to avoid alerting the PBGs. 
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Options #1 and 2 continue from here;

When the area clears out of BGs begin hacking the keypad. Keep trying in the 
fashion mentioned in the note above until you solve the pass code. Once solved, 
stick to the wall and swing the camera back toward the stairs to ensure neither 
of the PBGs is facing or approaching Sam. If and when clear FC through the 
security door into the next area. 

(SAVE)

Locate and look into the 1st door, EEV and hack the comp through the glass in 
the door, discover and access the server room camera. Take note that there're 2 
cameras and you can flip from one to the other with the "A" button and that you 
learn their rotation directions. Take particular note of the 1st camera, it 
shows the target server and its physical position from the EP. The 2nd camera 
will show you a flashing red something or other at what appears to be at the 
left rear area of the room. 180 and QC to the keypad beside the server room 
door and go to notes for the key code. 

When complete go NV, the security beam can be seen through the wall let it pass 
by. If and when clear open the door and locate the beam. The 2 domes can spin 
Cw, CCw and can counter spin from each other; follow the spin to the target 
server when clear. This means you may be forced to take the long way through 
the room, thus discovering the red flashing light is a comp, with nothing 
important. You may also discover a retinal scanner which you can hack, but I 
haven't been able to figure out what good it could do Sam, for it doesn't 
prevent a server shutdown if you're nabbed in the room. Exit the room at FC and 
close the door on your way out. 


(NOTE)
You can stick and hide at the outer ends of the 1st and 3rd server rows and the 
narrow sides of all but you must be dead center and standing to avoid the 
beams.
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CT10.3 Locate the War room and record the meeting 

Drop to QC as you exit the room into the Hlwy; head for the glass security door 
boo the corner leading to the door when you get to it and hold. Wait for the 
PBGs to show up, preferably have #3 heading for the escalator and #2 heading 
for and past the elevator. QQC to and through the sliding glass security door; 
climb up the steps and follow #2 to the elevator. Break off at the large doors 
on the right and enter the red area. Once inside head right attain cover and 
hang. Go to OSVAM check the structure and locate a duct up high at the far left 
end of the War Rm. Who came up with the plans for this place? 


(NOTE)
OK, here's the thing regarding the advance on the War Rm., the info can/could 
be argued as the use of (pre-knowledge) if one ever paid attention to the SBG 
before and after Sam exits the duct. You have 2 avenues of approach to the duct 
side of the war Rm., regardless of which side/Hlwy you approach the duct end 
from the SBG stands with his back to the structure facing the perimeter wall. 
However if you approach and enter the duct from the left side, when you exit 
the war room the SBG will have turned 90 degrees to his 3:00 and face the right 
side Hlwy. It doesn't matter which avenue you use to get up into the chase. If 
it's from the right side/Hlwy regardless of the avenue used to enter the duct 
the SBG will still be standing with his back to the structure. 

The benefit of this info is that it allows you to eliminate 1 diversion.
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Load a sticky cam in the AR and scope it, locate the top large horizontal pipe 
at the far end of the room, lock on it then "X" out the scope and send the 
camera. Scan the room and locate a 2nd man, an SBG near the far left corner of 
the war rm. and an opening in the chase that runs the length of the structure 
at that end then "X" out and go NS. Follow the PBG that eventually shows up in 
the Hlwy, stop Sam below the IR dome, once the PBG has rounded the corner OCP 
the dome. QQC the perimeter wall of the Hlwy into the dark and over to the 
pipes before the IR dome orients and retrieve the camera. Allow the PBG to 
round the next corner of the structure and then QC about 5 feet to the right of 
the closest corner of the war room to Sam. 

QC along the wall to the sealed doors to the war rm. and look up to see the 
opening in the chase, move to position, face the side of the SBG, stand and 
then hoist up into the chase. Locate the duct WC to it and enter. Skooch to the 
grill overlooking the war room and use the EEV, hang tight its going to take a 
while EEV the laptop when told then back out of the duct to the chase when the 
game allows. Move out of the way, go IR and look down, the SBG is still has his 
back to the wall, hold and scan the area for the PBG. When safe retreat via 
your previous route to the chase and into the duct. 

CT10.4 Prevent the missile launch

OCP the IR dome from the pipes when clear, then continue your retreat to the 
left side of the large doors. Stick and move close to the doors eventually 
you'll hear footsteps and or the doors may open. If the door opens note which 
direction #3 is walking, when safe peek around the door to see if #2 is 
approaching the corner walking away or meeting up with #3. In any case when 
clear QQC to the elevator and ride it down.

Crouch over the trapdoor and drop through when it falls away. Fast tap "B" to 
make successive quick drops to the bottom. Climb out Creep left around the 
square. Locate the 3 PBGs planting mines, drift to the perimeter wall and 
continue to the security door. Enter, jump the rail, flip the switch and hop 
back over. You'll hear comment from one of the PBGs ignore them, they ignore 
you. Stand and run through the exit turn right and hop over the railing. QQC to 
the other side of the raised floor, hop onto and over the table into the 
trough. Climb out of the trough, QC over to the railing beside the target comp 
and hop over.

(SAVE)

Access the server for the ISDF data. Plant the bomb, hop over the railing and 
QC to the trough, drop down into it and detonate. QQC to the end of the trough 
and hop out, QC up the steps and around the corner then stand and run to Otomo. 
When Otomo is done with his soliloquy and obligatory seppuku run to the glass 
door and into the room when it opens, locate the opening in the floor and drop 
sown into the crawlspace, FC to the end and climb out. Run to and save Otomo, 
pick him up and carry him into the office plant the charge on the window and 
stand clear. Once it blows move in front and begin tapping "A" to get to the 
stat screen.


(NOTE)
I have 2 best times, one for the delivery area, (ground level where mission 
begins) ladder and one for the pipe. Unfortunately OSVAM doesn't show the 
access duct to the pipe, locating it forces Sam to explore beyond what he would 
likely do under the circumstances, kinda cheating but faster than the other.
Fini!

Best time 21:26, delivery area ladder
Best time 18:53, delivery area pipe
Divs 2
ID -0-
All objectives complete 100%
 
(NOTE)
I can't figure out how I came up with 3 diversions in the "D" update it should 
have been 4. I eliminated the (escalator light switch) and the (noise 
diversion) in the chase/Wkwy for the War Rm.
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_______________________________________________________________________________

6. END GAME STATS

10 missions all objectives complete 100%

Time		2:51:21
Kills,		3
KOs,			6		
Diversions	     13/15
Smoke			1
Shockers		3


(NOTE)
Apparently I can't count; the "D" version of SCCT by mission count should have 
read 21 diversions and with the current more restricted requirements actually 
read 22. I've pared off 7 diversions in the "E" update for a new total of 15. 
The 14/15 is for those that wish to wait it out on the Displace mission for -0- 
diversions. I gave up this time and restarted after sitting for an hour on the 
stop watch.
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