Expert Mode Stealth Guide by Ghidrah

Version: 1.6 | Updated: 02/07/13 | Printable Version

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: 11/19/12
By: Ghidrah


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 occurs. 
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 

I'm sorry for misleading and or confusing any and all players for level 2, 
(Cargo Ship) of the 1.4 version of the guide. I have a couple three profiles 
and must have pressed a mission from a hard mode profile and not expert. Most 
times I use the mission menu instead of progress because I jump around from 
level to level. I get an idea for a new slick or even to amend on one I decided 
won't work on the last rewrite. I try it again but 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.


2. WALKTHROUGH (areas CT1 through CT10 and sub sections)
3. BRIEFING (crap)
4. CONTRACTIONS (often used words or phrases) 

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. 

This change was inspired by "" 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.

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

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

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

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

Bath House: "Shower room in 1 smoke"! Finally, I worked out a throwing target, 
route and movement schedule.

Cargo Ship: A maneuver change to pass by the sleeper and access the 1st cargo 
bay eliminating a pistol round.

Change of route, from exiting the Comm. shack to tagging crate #4.

Bank: Back to picking penthouse door lock for ghosting sake.

Displace: Maneuver change eliminate 1 distraction, OCP of "Level 2" light at 
elevator lobby railing. The only reason I can think of for not calling it a 
distraction in the 1st place is that it did not raise a response from the local 

Battery; A new route to Missile Launching area #2, to date it seems eventless.

Battery: Believe I may have found the issue with big doors not opening in 
Missile storage area #1




For the uninitiated, in general, speeding a game is completing said game as 
fast as possible with minimum use of materials, e.g., (meds, ammo, collectable 
objects and most important saves). Few games lend themselves to speeding, like 
Silent Hill, RE and Dino Crisis, however SC isn't one of them. I'm sure there 
must be many speed able games out there but I never heard of or played them. 
Many people enjoy game speeding, in my case it began with RE 1, for me, it was 
a way to extend the life of the game. Once one has ground a game up by way too 
many plays the excitement dies, speeding brings the thrill back and then some. 

For speeding sake there will be way more KOs and distractions due to running 
and FCing. Some AI will become concerned but never alerted to an intruder, so 
the ID rule remains. Clocked fast times at the end of each level are the best 
times acquired while rewriting this latest version. Bear in mind, the fast time 
recorded on any level with multiple keypads and comp scans rely on the prior 
save. I usually restart if I haven't solved the code when half the allotted 
scan time has past.

To state the obvious, Sam can't compete with the AI, their too fast, agile, 
have better hearing and sight and they rarely 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.

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

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! 

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

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

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.

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.

Verbal or physical by a BG that isn't screamed out or ended with gunfire does 
not increase the alarm from 0 to 1. "I think I hear or see something and or a 
hand gesture to follow the BG making the statement doesn't screw the ghosting 
of the area but removes the comment free aspect of the ghost. 

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

If Sam can prevent a door or hatch from closing after a BG passes through it, 
said local BG and any other that enters the area will ignore the fact.

Unless you get all squishy listening to all the cut scenes at the beginning of 
each level again and again or interrogations, rapidly tap the action button 
when rolling through the conversations to get back to playing quickly as 
possible. Speeding through interrogations make me smile, it looks like Sam 
repeatedly hugs the bad guys to death.

It isn't as much of a problem in the beginning of the game, you have about 16 
seconds of scan time in the early levels of the game but, as the game 
progresses as in KOKUBO SOSHO where scan durations are 6 to 7 seconds the 
important keypads and comps are very difficult due to the running process of 
the hack. The duration of a hack may be cut in half. It may only offer 2 
fragment locks. The fragments will flick on and off twice as fast. 
Mostly I try to memorize the positions of the 1st 2 or 3 sets and visually scan 
for them on the list on the left. The scanner for the glass security door at 
Kokubo Sosho; that puppy whizzes by so fast that it often takes 6 to 8 tries or 
more to get it. I'd save before and after every difficult hack.

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

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

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



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 

Bad Guy= "BG",
Computer/s= "Comp/s",
Counter Clockwise= "CCw",
Clockwise= "Cw",
Cable the Door= "CtD",
Cable the Hatch= "CtH",
Electronically Enhanced Vision= "EEV",
Electromagnetic Field= "EMF"
Entry Point= "EP",
Exit Point= "XP",
Fast Creep= "FC",
Hallway= "HLWY",
Infrared= "IR",
Left Trigger= "LT",
National Guard= "NG",
Normal Sight= "NS", 
Night Vision= "NV",
Optical Cable= "Cable",  
Open, Enter/Exit and Close Door= "OE&CD",
Open Enter/Exit and Close Hatch= "OE&CH",
OCP the Camera= "OCPC",
OCP the Light= "OCPL",
OCP the Big Light= "OCPBL",
Optically Channeled Potentiator= "OCP",
Roving Bad Guy= "RBG",
Roving Guard= "RG",
Roving National Guard= "RNG",
Slow Creep= "SC",
Stealth Open, Enter and Close the Door= "SOE&CD",
Stealth Open, Enter and Close the Hatch= "SOE&CH",
Stationary Bad Guy= "SBG",
Quiet Creep= "QC",   
Quick and Quiet= "Q&Q", 
Quick and Quiet Creep= "QQC",
Walkway= "WKWY",


Recommended load out
Locate Morgenholt, scanning crates 1&2.

CT1a. Masse kernels; scanning crates 2&3; destroy masse kernels


The 6/15/09 note is for speeding purposes only. 

I found a jump point at the top of the cavern between the perimeter ledge on 
the left leading to the mini cave and the bridge on the right. Sam takes some 
damage on the landing but to date, always less than half his health, about 3/8; 
sometimes less. A few times he's landed in a standing position and lost only a 

Once you reach the top of the cavern, (same level as the bridge) stand, go NS 
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 roll right into the cave.

A glitch occurs in the cell area but not always, if Sam scans the crate before 
crossing to the exit Lambert will repeat his lines about the crates.

Starting out on the beach, run, climb, crawl and jump your way up through the 
crevasse and into the cavern. Go NS as you hoist up the 3 ledges into the 
cavern. FC the perimeter Cw, drop off the ledge and continue around to the cave 
entrance. Locate and QC to the ladder, climb up to the cell area where the 
weapons fire emanates and hold. Lambert orders Sam to look for and scan the bar 
codes of crates for possible weapons caches. 

Locate and EEV the crates in the cell to Sam's right or QQC along the darkened 
strip of floor to the right side of the exit and once there 180 to EEV the 
crates. Turn toward the shooter and watch him, if he's moving toward his target 
QC out of   the room as he passes the stone pillar. If he's at the target exit 
as he turns back to his shooting position. 

FC to the steps and then run up into a tunnel full of barrels; locate and scan 
the crates to the left of the opening for #2. Run up the next set of stairs, 
OE&CD, head right to the leading edge of the ramp down and hop up onto the 
stone guard rail. QQC down the rail, locate a couple of magazines on the floor 
below and an electrical cable to their left. 

Have Sam face the gap between the cable and the magazines then move to the edge 
of the rail and hold. BG#1 has killed Morgenholt; as #2 walks out of the 
torture chamber and past Sam drop off to the floor and QC through the chamber. 
Accelerate to QQC as you enter the dark twisty corridor, stand and run as you 
approach the 1st right turn to the exit; go NS, quickly CtD, pick the lock, 

Recover or destroy info on Masse kernels

QQC along the wall to Sam's right, stay dark till forced away from the wall 
past the light, RBG#1 is standing in the 1st tent. QC into the 2nd tent; scan 
crate #3, QC left out the tent, RBG#2 may be standing between them; locate the 
pallets beside the 2nd tent and below the climbable ledge. Climb up and bear 
right into the passageway, QQC past the sitter and through the draped opening. 

From the WKWY use the EEV to locate and scan crate #4 under the ground level 
lean-to roof at Sam's 11:00. Stick to the parapet wall, stand and slide along 
the low wall, crouch as RBG#1 stops, continue to and stop over the large plank 
before losing cover. You should be slightly closer to the exit than the BGs 
below Sam, swing the camera behind Sam and down toward the BGs. Once they stop 
talking they'll begin to walk off, #2 will stop for a moment at position 1, 
(about 4 or 5 steps) and then move on to position 2 and face the exit. 

As the 2 begin to move away allow #2, (the BG facing Sam) to take 2 steps to 
begin sliding along the low wall toward the exit. #2 will stop for a moment 
while Sam slides toward the exit. Swing camera around toward the exit, release 
from the wall as Sam touches the right side of the exit and QC into the room. 

It takes #2 6 seconds to reach his 2nd stop and turn around; if Sam isn't 
inside the next room and dark he'll be seen. If Sam makes too much noise 
entering the room he'll alert BG#3 in the room. When successful the 2 ground 
BGs magically swish back to the meeting spot and begin talking again, I think 
it's about a wet T shirt contest. I suggest saving here, the BG in the room is 
totally unpredictable often shooting Sam without provocation.


Head for the light, locate the comp and the BG either standing near a window or 
facing the back of the room. Quietly access the comp and QC out of the room. 
Proceed through the curtain covered opening and outside, accelerate to QQC down 
the stairs, there are 2 BGs talking, turn right, at the bottom of the stairs 
and EEV the final crate. QQC down the steps, continue past the BG working off 
to the right, work up to a FC until you reach the 1st dog leg in the path. Drop 
down, from there stand and run along the obvious path out to the Light house. 
Cross the bridge and move CCw around the lighthouse to the door. Drop to QQC at 
3:00 on the lighthouse and locate the door. 

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

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

OE&CD; accelerate from QC to QQC up the spiral stair case, stay to the left 
side railing to the platform with the table and file cabinet, you'll bump right 
into the cabinet; search the cabinet then run to the ladder. Go NS; stop 
climbing when Sam's hand touches the floor. At the guides pace the RBG will be 
ahead left and standing. Climb up, stay tight to the light as you circle to the 
exit and out onto the lookout. Go CCw locate and Smack the RBG, reenter the 
tower, flip the light switch and exit for extraction.

Best time 5:50
KO 1

All objectives complete 100 percent.


Locate the Bill of Lading

CT2a Kill Lacerda!

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

You begin on the bow of the Maria Narcissa, ASAP back away and left, stand and 
run toward the starboard railing and aft to the starboard side ladder. Run till 
Sam cain't run no mo. As you approach the hatchway look right to the ledge 
below the gap in the cargo containers and stop. Face the ledge and press jump 
twice to hoist up between the big honkin cargo containers. Stand and run to the 
intersection then left toward the lighted area. From there, bear right, drop to 
QQC and drop down onto the deck. Turn right; locate the RBG, (who is walking 
away) and the stairs down to the 01 deck. 

Maneuver change; eliminate the pistol round into the top step.

The specific approach to the sleeper is required to prevent his abrupt 
awakening, which can ID you even if the RBG from the deck above doesn't fire 
Sam up. 

QQC to the railing, hop over and soft drop to the 01 deck. Locate and QC to the 
sleeper, approach him at an angle from between his legs and the arm of the 
chair he's sleeping in. left, stand and run to the starboard railing move to 
the stair railing and hold if not already, locate the RBG and watch for him to 
climb the ladder to portside bow. As he disappears up the ladder hop the 
railing to the base of the stair and stand. Run up the stairs, back around and 
aft along the railing, halfway along the railing drop to QQC and into the dark 
past the end of the railing. The RBG who just accessed the bow BGs will descend 
and cross over to the starboard side, as the RBG disappears to starboard 
advance on the railing; the sleeper from below will begin climbing the stairs. 
Wait for the sleeper to pass by Sam's position above to hop over the railing 
and soft drop down. 

 QQC to the XP, drop down into the cargo bay, hoist up, run and jump over the 
containers; locate the break in the bulkhead, slide through, locate and tag 
crate#1. Proceed to the other side of the Cargo bay and climb up the ladder. 
Turn right and FC to the end; turn OE&CH to the overly small workshop. Pull 
your pistol, creep forward, aim at the light, go NV and OCPL. Jump up onto and 
over the table saw and into the vent. Skooch to the other end of the duct then 
pop out the other side onto an elevated WKWY in the Machine Room.
Turn, QC along the railing to the bulkhead; jump over the railing onto the 
large pipe against the bulkhead. Come to a stop while still in the shadow. Wait 
for the BG at the control panel to walk away to pull the pistol, left hand it 
and target the swinging light. OCPL, holster and drop to the floor QQC to the 
pump and activate it. QQC around the BG to the exit, continue to press action 
till the hatch slides open.
OE&CH Run along the corridor to the cargo bay hatch on the right. Enter the 
cargo bay, leave the hatch open jump and climb your way up and locate the crate 
with the paperwork on it then drop off to the floor.

CT2a Kill Lacerda

Run to and close the hatch to the cargo bay, turn right, run along the 
corridor; turn into the niche on the right with lifted deck plate.  Drop down, 
FC through the crawl space, under the piping and pop out through the missing 
deck plate in the 2nd niche. QQC right down the steps to the Engine Room, OE&CH 
and FC over to and along the railing to Sam's right. Halfway along the railing 
stick and slide to the end. 

Release from the rail, QC CCw around RBG#1 to and up the climbing pipe to the 
2nd level. At the top of the pipe, jump right to the railing and pull up. RBG#2 
will be on the mid WKWY spanning port to starboard and RBG#3 may be with or 
approaching him. Turn right, QQC up the stairs to the 3rd level of the Engine 
Room. RBG#3 will likely be somewhere on this level if not with RBG#2, but 
rarely in Sam's way. Locate the XP, OE&CH into the PSWY. 

Turn right, QQC into the passageway on the right; locate the RBG entering the 
birthing area if he's still in the PSWY, move to the right side of the hatch 
stick and nose up to the left side of the vertical pipe near the corner. Stand 
facing the pipe, once the RBG's body completely passes the berthing area's door 
slide toward the opening, crouch, unstick and enter the birthing area before 
the hatch closes.

The hatch must remain open for the RBG to remain oblivious 

QQC to the sliding hatch in the 2nd area as you pass the bulkhead separating 
the 1st and 2nd area stand and run to the slider open it and tag crate #2. Turn 
stand and run out the opening; close the hatch, run to the birthing area hatch 
OE&CH. Go NV, crouch and QQC along the headside bulkhead; QQC around the 
perimeter to the base of the stairs hard tight left and hold under cover of 


Hold at the base of the stairs till the RBG is heading into the birthing area 
PSWY or back toward the EP into the HLWY. The RBG looks directly at the base of 
the stairs, as he walks by, so wait for him to pass by the corner toward the EP 
before climbing the stairs. You need to move Sam up both flights of stairs fast 
enough so that the stairwell covers him but slow enough to avoid being heard. 

Stay tight to the left side of the lower flight and to the right on the upper 
flight. Follow the corridor around to the next hatchway at a QQC; locate and 
enter the vent to the left near the floor. Go NS and pop out the other end turn 
toward the 2 BGs and EEV the comp. Exit the room, OE&CH; accelerate from QC to 
FC and as you pass the halfway mark in the PSWY stand and run to the exit 
outside. OE&CH, locate, run to and tag the 3rd crate under the stairs. 

Here's admitting to more stupid again, going straight to the Comm. shack has 
knocked even more time off the clock. All the new maneuvers in this level have 
knocked a couple 3 minutes off the clock.

QQC up 2 1/2 flights of stairs to the Bridge deck, don't let the noise meter go 
above 4 cubes or you'll be heard. Halfway up the 3rd flight turn around and 
jump up to the deck. QC to the ladder ahead and climb up to the Comm. deck. QQC 
left and around the structure to the Comm. Shack hatch open and enter. Pull the 
pistol and OCP the 1st large screen to the left of the BG, continue into the 
room, back around the corner and into the dark beside the chair near the 

Change of route, from exiting the Comm. shack to tagging crate #4.

ASAP, OCP the 2nd large screen to the left of the 1st one, the BG will move to 
inspect. Holster the pistol ASAP, as the BG rises from his chair QC to and 
access the target comp. QC back to and around the chair for cover. As the BG 
moves back to his seat, exit the room and close the hatch. One of the BGs on 
the Comm. deck will be walking to the starboard side railing, turn right, stick 
and slide along the bulkhead to the corner. Quickly release and do a tight 
slide around the corner and into the dark. Once the RBG begins walking away 
from the starboard railing to portside hop over the railing onto the emergency 
life rafts and then to the deck.

QC forward to the hatch, CtH and locate the captain, OE&CH to the bridge. QC to 
the railing and hop over to the stairs below, QC the PSWY, locate and descend 
the stairs to the deck below. Pass through the XP and head right along the 
PSWY, slow to QC as you reach the left turn, you're apt to see the RBG entering 
the mess deck. Locate the hatch across the room, QC to it and hold. The RBG 
stop near and speaks to Thomas, watch him, he'll enter a small room at the 
other side of the mess deck and then turn left to enter an even smaller room. 
When the RBG turns left and then disappears behind the corner of the room 

QC to the end of the 2nd row of tables, turn right and hold against the 
counter. Allow BG#2 to approach from between the 1st and 2nd row of tables, 
when he reaches a point about 3/4 along the tables QC along the counter into 
the storage room. The 1st storage room holds a tagging crate, tag the crate and 
exit. #2 should be approaching the hatchway with his back to Sam. Accelerate to 
QQC as you exit the mess area and back into the previous PSWY. Backtrack to the 
deck above, OE&CH, stand and run up the stairs locate and tag crate#5 at the 

Head for the Captain's Quarters; leave the hatch open and enter the captain's 
mess; move left to the sink, face the mini fridge and hold. Put up with 
Lacerda's whining and wait for him to enter the galley for a snack-N-snatch. 
ASAP after passing the edge of the door grab and drag him into the passageway. 
Spin Hugo around so Sam is between Hugo and the hatch leading to his body 
guards then kill him.

QQC out to the passageway, and left to the opening ahead on the left, QC along 
the right side of the passageway to the bridge stairs, QC up and around to the 
starboard side hatchway to the left of the Captain. OE&CH turn right, QQC into 
the dark and up to the stairs leading up to the aft half deck. Look right as 
you QC the stairs to see if an RBG is close, if not continue to QC around the 
corner to the ladder and slide down.  

Move left along the railing and stop halfway along the bump out. Turn to and 
hop over the railing to the main deck and behind the large tarp covering some 
crates. QQC around the crates to the final tag and do so. Quietly hop onto the 
crates then hop up to the railing. Locate the short ladder to Sam's left and 
climb it to extraction.

Best time 9:56
Kills 1, Lacerda 
Dists 5,  
All objectives complete, 100 percent


I think this is the easiest level in the game, and the 1st level introducing 
the pass code reader. 

The level starts near the entry gate of the bank, it's dark and there are 3 BGs 
spread out over the compound, #1&2 are standing and talking near the front of 
the fountain. Go NV; maintain cover and QQC across the pavement to the right of 
BG#1. As you approach #1 FC for a few feet or stand run for a couple feet then 
roll into a QQC as you pass #2 now bear left toward the bank. 

Take note of #3 who is walking away toward the bank front. QQC after him, drift 
over to the fountain's reflecting pool, as you reach the shadows along the pool 
drift back to the perimeter wall on the right and accelerate to FC as you 
approach it. As you pass the corner of the perimeter wall stand and run to the 
back of the bank and to the ladder. 

Keep a sharp eye on Sam's noise meter at all times always maintain at least 2 
blocks from ambient.

Use the cover provided and QC past #3, once past BG#3 drift left toward the 
fountain to mask your noise and accelerate to QQC. Once past the fountain go to 
FC to the corner of the perimeter wall. Stay close to and FC around the corner 
toward the back of the bank. As Sam passes by the last stone arch move quickly 
left to the bank wall and to the ladder. 

There's a wall cam up high, once along the wall stand, run to 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. 

Maneuver change, to improve on the ghost I'm back to picking the lock instead 
of breaking it. I also discovered that the game won't let you turn the skylight 
security system back on when the mission is complete.

Pick 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. 

Drop to the floor when Sam is about 6 feet up, 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, drop to QC as you 
pass through the doorway. Locate BG#4 and the comp at his feet, EEV the comp 
and complete the 1st part of the objective.

Hopefully you have the SCCT manual it helps in the hacking process. If not, 
pressing "X" when a set of numbers is highlighted supposedly locks them in 
place and removes most of the chaff once you lock the 1st 3 digits from the 
left. Remember to keep an eye on any and all of the last 3 sets of highlighted 
numbers quite often one or more of the sets may have closely related ports 
requiring you to guess or opt out of the hack.   

FC back to the teller enclosure room and along the left side of the enclosure 
to the lighted anteroom room with the glass door, Ignore BG#5 sleeping in the 
chair, OE&CD and avoid the wall camera above the 1st door to your left. QC the 
perimeter of the room Cw, the XP is the 2nd door from the left. CtD, OE&CD, 
face the glass partition, stand and EEV the target comp for the objective, (Far 
left PC case head high). Ensure you are clear of BGs #6&7, when completed 
crouch and exit at a QQC, as you round the corner to the stairs go to FC and 
drift left into the dark. Once at the top remain outside the Lobby.


Quickly locate and access the comp on the far right end of the reception desk 
to Sam's right for the objective. Crouch and locate RBG #8, he should be 
approaching or standing in front of Sam and or just beginning to walk away from 
the doorway. Follow him close enough to take advantage of his electronic halo. 
If there is an active laser between you then QC to and hop over the reception 
desk, hop back up at the other end and then to the floor. 

Hop up to the molding, skooch past the last laser and soft drop to the floor. 
QC into 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 #8 finishes his 
convo with #9 and turns around.

If you are unlucky enough to make the jump in time stick to the wall on the 
left just after entering the short HLWY and move into the corner. Allow #8 to 
reenter the Lobby, move to the other end of the HLWY, split jump and hold for 
the next cycle of BGs #8&9.

Once back on the floor and near the window quickly inch toward the window and 
stop at or before the light meter reaches 1/3 of the 1st segment.


Soft drop to the floor after #8 passes under Sam, QC over to the right side of 
the HLWY and toward the glass while remaining in the shadow. The #9 will have 
approached the glass to talk to #8. As #9 begins turning away from the glass QC 
into the room and to his 7:00, (near the sofa), he may stop for a second and 
comment on hearing something and then continue on. If you're too fast, noisy or 
close, too bad, if not move to and stay to his 5:00 to 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 RBG#9 to 180 then get Sam moving and accelerating to FC into and along 
the right side of 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 to a QQC, drift right to the 
wall, slide along the wall and stop across from the door to the security 
enclosure. RBG#10 will enter the room, follow him in. Locate and press the 1st 
of 3 vault access authorization pads, turn, face #10 and save.

EEV his comp, when complete manually 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 keypad, CtD then OE&CD. Pick the lock on the next 
door, CtD then OE&CD. Locate the target comp, access and hit the 2nd vault 
access authorization pad. 

Move to the balcony, scan the area then exit the room through the window when 
clear, quickly move through a series of drops and hangs to a soft drop to the 
ground. Turn around; locate RBG#12 walking toward the raised planter bed, QQC 
to the far right side of the area into the corner of the raised planter for 
cover. As #12 looks away from the staircase; hop up to the stairs then QQC up 
the left side of the steps to the vent and enter. Hit the last authorization 
pad, rifle through the file cabinet and save.

Access the comp, QC over to the exit, go IR and grab the door and hold for an 
open. As Paco moves off OE&CD, go NS; move over to and in front of the last 
Security room and access the comp through the window for the objective. FC past 
the opening to the mail room, stand and run to the box with Sam's goodies.
Run to and down the stairs to the vault; place the picks and use them, place 
the charge back off and smoke the vault's door. Enter the vault, locate the 
last comp in the level and save.


 Access the comp, check off all the options in the menu and "X" out. Switch to 
pistol, turn and run into the enclosure grab the junk from it; run over to the 
exit ramp and OCP the laser at the vault's entrance then run back up to the 
main level. Roll into a QQC as you approach the doors leading to the last 
security room. Make 2 right turns around the security room and drift left as 
you QQC to the XP on the left with the camera above it. 

OE&CD; go IR, QC into the room once clear run to the XP and to the great 
outside, OE&CD, jump over the railing, stay to the right as you run to the 
front corner of the bank. If the bank front is clear FC past the corner of the 
bank to the corner of the perimeter wall ahead and left. As you approach the 
corner roll into a QC and go NV, quickly take stock of the 2 RBGs as you QC 
forward, they can be anywhere along each side of the fountain. 

1. If both are walking toward the bank front stay along the perimeter to the 
extraction point.
2. If both are walking toward the gate follow them and once back in the dark 
make your way to extraction.
3. If 1 is at the lighted bench and the other heading to the gate drift to the 
left side of the fountain, follow the dark lane around the round section with 
the statue to where it straightens out. There is a dark lane crossing the pool 
to the other side of the straight section, QC across and make your way to 

Best time 11:44
Dists 1
All objectives complete, 100 percent

I gotta beef with Zherky, getting to his places!

CT4a, The world according to Dvorak, scanning comps and tapping cameras!

CT4b Getting the heck outta here!


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 RNG #1, locate the fire escape ladder on the 
right and quietly climb up stop short of the 1st platform, (if you're perfect 
you can make it to the platform before he looks up) allow #1 to walk past the 
ladder to climb up, (he looks up as he walks past the ladder). 

 QQC along the platform to the stair then run the rest of the way to the top, 
jump onto the boxes and then to the floor ledge/corbel lining the perimeter of 
the building. Skooch 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 head through the 1st garage bay for the doorway in a CCw 
loop through the shadows along the wall to Sam's right. Move as fast as you can 
while keeping below ambient. If you're quick look through the doorway and 
you'll see RNG #4 walking along the front of the next garage bay. Cross through 
the doorway opening into the next bay from right to left. Stop for a second 
until #4 is covered by the dark dumpster at Sam's 10:00. Remain in the shadow 
lane and close to the doorway as you 180 and quickly climb the steps to the 
raised platform. Go NS and enter the building.

If you're having difficulty, e.g., (being seen before or during passage through 
the doorway by RNG #3 or 4), I have an alternate route into the 2nd garage bay.

Option #2, 
On the ground, 180 and head through the 1st garage bay for the doorway in a CCw 
loop through the shadows along the wall to Sam's right. Move as fast as you can 
while keeping below ambient. Pass by the doorway, stick to the wall, slide 
toward the van and hold at the corner. Peek around the corner to see RNG #4 
standing near the dumpster, look past RNG #3 who's leaning against the van for 
RNG #1. 

If you can't see #1 release from the wall and scope the binoculars to verify 
his absence at this end of his patrol. When clear QC around the corner and 
dumpster into bay #2 and to the wall. Stick and slide to the doorway to locate 
RNG #4. Soon #4 will move back into bay #2, allow him to pass by before you QC 
up the stairs to the raised platform. Go NS and enter the building.

Enter the building when clear, QQC left to the elevator HLWY, QC over to the 
wall on the left, stick to it and slide up to the electrician. The electrician 
will move away from the elevator giving Sam the time he needs to enter it. I'm 
probably batty but I think climbing the ladder gets the elevator moving sooner. 
If you stay in the elevator hold at the control panel, as soon as the door 
closes push the button to get it moving. If not, once the elevator starts 
moving slide down to and drop back into it. Once the doors open QQC out loop 
left into shadow, move around the 1st row of shelves and locate the RNG. 

QC past him as he moves back to the elevator and climb the stairs. As you 
approach the top stand, OE&CD and run to the big honkin pipes ahead. Hop over 
both sections to the lower level and FC toward the gap between the helipad ramp 
and roof deck grate on the right. As you approach the ramp roll into the 
structure ahead; stick and slide right till the light meter jumps and hold.

*-* Thanks to ( it might not sound like much to 
many, only one less light distraction, but if you're ghosting it means 

The Roof RNG and one of the chopper RNGs stop and talk; when done and they 
begin to walk away, release, slip around the corner, stick and slide forward so 
the exit ladder is at Sam's 1:00. Swing the camera over Sam's back; go NS and 
locate the roof RNG. He'll walk left, stop, turn around and then turn back and 
begin walking to the steps leading to the upper roof deck. 

As he starts walking again release, move to and up the ladder; FC along the 
WKWY to the cable and zip to the next building. Slide down the conduit and drop 
when about 8 feet from the ground. Turn right and run toward the exit ledge. 
Halfway to the ledge stick to the wall; slide and stop before reaching the 
corner. Release, look around the corner and locate #1.


The world according to Dvorak!

There's only one way into the building, (through the doorway) but umpteen ways 
to do it. The 2 fastest ways where the 1st is fastest may produce a comment 
from #1 but no action taken and the 2nd, somewhat slower and no comment. 
Option 1 is a bit less realistic but just as stealthy.

RBG#1 has 2 onset moves, move 1; he turns then activates his light; move 2, 
activates the light and then turns. Timing the 2 onset moves from start to 
where he then faces the exit with the light provides these times; (activate 
light then turn 11+ seconds, turn then light 15 seconds). If you get light then 
turn use option 2, if you get turn then light use option 1. 

#1 turns, lights his flashlight and walks to the railing,
Option 1 is very difficult; a micro fine difference from the perfect speed 
moving past and away from RBG#1 will either alarm him or be too slow to enter 
the dark HLWY before RBG#3 faces the elevator area. If you drift over to the 
left wall after passing #1 you'll likely still get a comment, (always as you 
pass the plywood leaning against the wall) the majority of the time 90 percent 
and better he's still looking over the railing and takes no action. In this 
case I think the comment without reaction may be a game glitch, so I'm treating 
it as a no comment. Maybe 30 percent of the time I'm passing without comment 
and I don't know why. If like me and you're having probs moving past #1 without 
comment if this is an issue use option 2. 

Option 1
RBG#1 is close to the end of the WKWY, as he turns away and then activates the 
flashlight hop over the railing, QC past him; accelerate up to QQC as you drift 
left to the wall and the doorway on the left. Accelerate to FC as you enter the 
room, #2 an electrician works on the elevator, FC toward the left side of the 
table, angle right as you pass it and roll into dark area of the next HLWY. 
Drop to QC, move to the left wall, if you have time slide past the plastic and 
stick behind the dark cabinet thing and RBG#3.

Option 2
#1 activates his flashlight and turns away, follow the RBG to the exit doorway 
on the left, nose into the plywood and wall intersection stick and hold. Once 
#1 passes Sam on his way back release and move forward, ensure the #3 is 
turning away and or within the HLWY to enter at a FC. From this point follow 
option 1 past the plastic sheet to the cabinet.

Allow #3 to pass by Sam to the elevator area before you move out, accelerate to 
QQC as you pull away through the next room into sleeping beauty's room. Stay to 
the right and hug the wall to the counter. As you close in on the opening to 
the 2nd room, you'll hear snoring. Move left to the corner in this room to EEV 
the comp, pick the lock and then head outside. Turn right QQC along the wall to 
the cable running up to the IR security camera, tap it, GO NV and when safe 
from the IR cam QQC up the stairs to the next floor. 

Enter the door on the left and leave it open, one BG sitting listening to 
music. Go NS, pull the pistol, OCPL in the middle of the room and then flip the 
light switch to off. QQC behind the BG to the other side of the room turn left, 
remain in the shadow to the end, slip around the corner and leave the door open 
as you move onto the veranda. Music boy comments, but stays put and the room is 
dark for the next 2 times passing through. Cross the veranda toward the next 
set of double doors, ahead and to their right is a vent, use it to enter the 

Move over to the island counter and reconnoiter, your next move depends on the 
whereabouts of the RBG in this building. In all cases you want to be in the 
short dark HLWY heading to the living room.

The RBG can be pretty much anywhere between the living room and the veranda 
talking to the Veranda RBG.

Preferably, the RBG is in the kitchen or heading back to the Living room and 
the Veranda RBG is away or moving away from this end of his route. They can be 
talking outside but the odds of detection are greater. Slip into the HLWY, if 
the RBG is standing near the living room tap the camera in the exit HLWY, if 
not enter the living room between the wall and hanging carpet, locate and tap 
the cam. QQC back behind the carpets along the wall and into the exit HLWY, tap 
the cam and then head up the spiral staircase to the floor above at a QC. 

As you enter the lounge, GO NV, locate the IR beam, stand and run behind the 
glass partition on the left when safe. Locate the safe room and access that 
computer. Close all doors on your return to the lounge. Tap the lounge cam, 
pass through the next room into the Arboretum HLWY, QC to the end of the HLWY 
and stick to the wall to the right of the door.


One RBG will emerge from the arboretum; as he moves off snatch him, speed talk 
and drop him. When done quietly enter the Arboretum for the 4th cam tag, the 
door should still be open. Exit and close the door; accelerate to FC and grab 
the "Choke me I'm stupid!" sign off the RBG as you pass him. 
Halfway along the HLWY stand and run to the right side of the exit window in 
the next room and go IR. If in view the veranda RBG should be moving off 
shortly, hop out the window to the arbor FC across and drop to the floor below. 
Tap the last camera and QQC back into the Music room. 

If you leave Mr. Choke me on the floor in the HLWY he's never found and I 
believe this got me my fastest time. It just seems wrong, exposed in a well lit 
HLWY, unconscious and nobody discovers him.

Stay in the shadows, QQC through the room to the outside, once on the fire 
escape pass through the door on the left, pass through and close the next door. 
Go hard right around the door as it closes, slip along the wall to the corner 
then cut straight across the roof at a QQC to the leading corner of the shed 
roof. Jump up, diagonal left across the roof to the left side of the big honkin 
window. The RBG in the room will be pacing between said room and the bathroom 
at the end of the HLWY, when you have a clear shot enter the room. Move left 
through the bare stud wall into the small room and for a clear line through the 
bathroom to the vent on the right.

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

Careful of the mine crawl into and out of the vent. Stand and run, locate the 
stairs on the right, run down to the floor below. Turn right at the base of the 
stairs and run forward past the refrigerator and bump into the main server and 
activate it. There are 6 machines to activate; each one has a big honkin fuse 
thingy in the middle that crackles bright yellow white when it gets hot. Save 
before you begin the process.


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 

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

Getting the heck outta here!

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

You can get through this level with 1 distraction but it costs you 
approximately 11 seconds. You can enter the bathroom on the left, climb through 
the vent to above the elevator and drop down for extraction.
The other way requires you to OCP the IR cam in the dark HLWY.

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

Best time 13:20
KO 1
Dists 1
All objectives complete 100 percent.

Just flexin the pecs in the gym Jim; scan Shetys bag, access comps 1, 2&3

CT5a, We gotta get outta Displace, access comps 3, 4&5 and looking for the exit


Bear in mind, the fast time recorded at the end of this and any level with 
multiple keypads and comp scans rely on the prior save. I usually restart if I 
haven't solved the code when 2/3 the allotted scan time is over. 4 or 5 seconds 
added to each scan adds up at the end of the level.

Sam begins the level in an alley, Stand, run and turn right to the large 
enclosed area. 2 RBGs, a chain link fence and a big honkin air vent in the 
center of the open area. Once in the open run to the left leading corner of the 
air vent, roll into a FC as you approach the corner. FC along the left side to 
the far corner and then break off along the WKWY, it's quieter than the gravel. 
Break off left near the fence and climb it. Soft drop inside the cage, stay 
dark and move over to the high voltage panels. As the big mouth moves off QC 
along the panels on the left to the switch and flip it. Move back to your EP on 
the fence and climb back over.

Sometimes the remaining BG stands in front of the switch for what seems forever 
before walking away. Give him the time to move and then return to the fence and 
climb over.

Once over the fence move to the left corner of the air vent, climb up and hold 
in the center of the vent. Eventually the RBG will very slowly walk up the 
steps onto the vent and back down. Wait for him to move away from the steps and 
turn back to the fence to access the trapdoor lock, pick it, open it and rappel 
to the bottom of the vent. 

QQC through the duct; drop down and QC forward to the louvered ceiling vent. 
Scope the EEV, locate the ceiling light cable and follow it down to the 


Scan the briefcase solve the code and access the file. Cable the vent and once 
the last 2 are ready to leave the room "X" out, open the trap, drop down, move 
to the door to prevent closing if possible 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 XP, (security door) and stick to the left of the Keypad. The salesman will 
clear the sidelight glass; as he moves off use the keypad and open the door. 

Maneuver change, no more OCP "Level 2" sign, a small change but it improves on 
the ghost.

Follow the 2 men toward the balcony and break off right toward the fern. Turn 
left between the table and sofa then right to the wall and slide to the light 
switch. As the 2 men begin talking, stand and face the wall slowly slide left 
till Sam has cleared the corner of the wall then gently press forward and jump.
Sam will hop over the railing skooch to the opposite end of the railing and 
climb up to the floor level. The sitter will do one of 2 things either head for 
the Head or for the locker room. 

If it's the head continue, OE&CD, if the locker room, give him the lead. Make a 
hard left as you enter the locker room continue into the exercise/computer 
room, move to the corner near the user and hop over the railing. QC past him, 
stick to the wall and slide to the corner. 


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 

CT5a We gotta get outta Displace, access comps 3, 4&5 and looking for the exit

QC to the railing where it connects to the wall and hop over it. Crouch and 
stick to the railing and slide toward the end. When your light meter drops to 
zero release and exit the room through the opening on the left side of the gym. 
Locate the floor level wall vent in the locker room, crawl through it and climb 
out into the break room. 2 BGs are talking, follow the one that leaves the 
break room. 

Be careful, the BG you're following may pull a number of Crazy Ivan's at any 
point between the doorway and the stairs to the upper floor before heading up 
the stairs to the comp stations. If he does stop to speak to the BG, Stick to 
the wall to the left of the doorway and slide Cw around the room, under the 
staging and to the foot of the stairs so that when the convo is over you'll be 
closer to the RBG to avoid detection.

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


Save because the maneuver that follows has minute variations in it that will 
hammer your success rate to a pulp. The basic maneuver below is sound but the 
actions of the BGs that enter the room change ever so slightly from the time 
the doors open till they both stop past the cable trunk and spread out into the 
room. So you never know whether to stop for an extra second at the 2nd door or 
between the 2nd and 3rd door, or to turn hard left past the 3rd door or to 
continue along the perimeter to the exit.

FC into the room, there's a vertical cable trunk in the middle of the room with 
2 rows of server banks on either side. Move to the right between the cable 
trunk and the 2 rows of servers and head straight for the right side of the XP 
and stick. 2 RBGs are entering the room by the time Sam reaches the opposite 
wall. Both BGs will turn their heads to the right and slightly back toward the 
exit door as they walk through the room. Give the 2nd RBG 2 steps into the room 
then proceed along the right side through both sliding doors; ASAP past the 2nd 
door go hard left to the next XP with the red light.  

CtD and listen for footsteps ensure the RBG is past the corner before exiting 
the room. If you can't hear or see him exit the room, move to the corner on the 
right and peek around for his location. Drift right to and along the front of 
the elevator for the elevator icon, open, activate and ride it up to the 3rd 
floor. Exit the elevator turn right, QQC through the opening and short corridor 
till you come to a small room with seats to the left of the glass walled room. 

Scope the EEV; locate the "record" spot on the glass wall then begin moving 
left toward the exit HLWY. Maintain the record icon as you bump against the 
wall leading to the next HLWY. Once the volume of the recording gets very loud, 
X out, turn left and head down the HLWY. Accelerate to FC then stand and run, 
turn right at the 2nd HLWY, run along the right side wall, locate the camera to 
the left of the door and move to and solve the Keypad door when safe. OE&CD, 
enter the HLWY, locate the door to the office on the far left end of the HLWY 
and access its keypad. Move just enough into the room to EEV the comp near the 
door for the final objective and Fire escape door's keypad code.  

Option #1
Return to the HLWY door; CtD, if the area is clear open the door and look up 
and to Sam's right to the wall camera. When clear close the door, QQC left to 
the wall and along it into the dark, stick to the wall and slide toward the 
adjacent HLWY. If you can't already tell, peek around the corner to see if 
anyone's coming, if clear make your way over to the Fire Escape door, use the 
passcode found on the comp and open the door. Move to the extraction point in 
the stairwell.

Option #2
Return to the HLWY door; CtD, if the RBG is walking toward the door move back 
and left from the door. Once opened by the RBG slowly move around the door, as 
the RBG moves away from it move forward enough to prevent it from closing, 
press close and hold. Look up and right, locate the camera and note the 
direction of swing. The RBG will walk off then crazy Ivan back toward the door, 
as he begins to walk away for the 2nd time move out and allow the door to 
close, move in opposite the direction that the camera is turning. Move on the 
QQC into shadow, stay along the wall to the right or left into the dark. Locate 
the fire door and access it then move to the extraction point.

Best time 11:16  
Dists 1
All objectives complete, 100 percent

Looking for bugs 1, 2&3 in all the wrong places, "Finding Nedichland" 

CT6a, swatting more bugs 4, 5&6, Zherky bites the big one!


Sam begins the level in the dark, move around till you locate the lights and 
RBG#1 standing on the ledge. This can be a most difficult area to move through, 
#1 has the hearing of a scared bunny and the eyesight of a hungry hawk, so for 
me, I save as soon as I'm free from the cut scene.

Move to the fallen tree and observe #1 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 #1. Wait for him to turn back to face where Sam 
originally started the level before SC-ing over to the ledge and climbing up. 
QC along the wall; turn toward the building and accelerate to FC. 

Go NV, FC through the doorway, bear right into the room and head for the 
doorway. RBG#2 is preparing to light a candle to Sam's right. Just over halfway 
through the room go into a roll out the door and 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 air vent 
near the floor and EMF the room for microphones before you crawl through the 
vent into the next area.

Exit the vent, RBG#3 is across from Sam and may be approaching or standing and 
facing away from Sam. QC left, cross over to the right side of the HLWY, move 
around the corner and enter the room. RBG#4 is across the room and looking for 
bugs, QC along the left side of the room and then over to the low divider. 
Quietly climb over the divider and EMF the room to locate Mic#1. #4 will move 
to the right side of the wardrobe and then over to the right side of the potted 
plant. The bug is to the left of the plant within the paper hanging. Move 
around the post, stick and slide stopping short of the paper hanging. 

As you're maneuvering about the room RBG#3 walks along the HLWY past the cased 
opening and then he reappears walking left back to the far end of his patrol. 
#4 will start walking away from the corner of the room, as he begins moving 
away slide to the hanging for the Mic icon, a few steps after he begins walking 
away he'll turn his head left, this is when you pull the Mic. Quickly QC left 
back into the dark, locate #4, he's now scanning the wall past the low divider 
near the EP he'll take a quick look back and then exit the room. As he heads 
for the door move to the cased opening and hop out. 

QQC left toward the vent and then QC left around the corner to the left side of 
#3 and hold. #3 will turn around to his right, QC past him to the far wall, 
then left over to the draped opening and hold. RBG#5 will enter this room 
through the drape. QQC behind the #5; pass through the curtained opening, and 
QQC through the next 3 areas ending up outside.
As you exit the last room to outside roll through the doorway and turn right, 
you'll hear BGs #6&7 talking about bugs. Locate the narrow window opening on 
the right and climb through. Locate #6&7; QQC over to the small divider near 
the bathing pool for cover and hold. EMF the room and locate Mic#2 at Sam's 
2:00. Allow #6 to leave the room; #7 will begin searching for bugs, as they 
separate, move to the Mic and remove it. Once complete exit the room, through 
the short HLWY at Sam's 9:00 that leads to a kitchen.


Take note, RBG#8 may be anywhere along the perimeter within the enclosure, in 
front of Sam, near the light or at the other side of the enclosure. Most of the 
time he is at the far right end near the bushes and walks the perimeter Cw. 
There are 2 options for this next maneuver, #1 is tres bold and requires exact 
movements and to be aware of #2s position and when he looks away. This is the 
preferred maneuver.
I don't have a problem excluding the light as a distraction because it isn't 
used as one. Yes it does cover my exit onto the deck but not at the expense of 
altering the MO of the RBG.

Option 1
All actions must be done exactly and swiftly and RBG#8 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. As you approach the XP flip the 
light switch to off then move to and slide open the XP, (leave it open, there 
is no comment). RBG#9 should be to Sam's 3:00 and heading toward or away from 
Sam. QQC to the edge of the deck, drop off to the ground and continue along the 
fence toward the XP till you get to the left side of the tree near the trash 

Facing the tree, the XP is to Sam's 10:00 and to his 2:00 Samo Hung, who should 
be turning toward RBG#9 on the deck as you reach the trash can. 
Locate #8 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 the 
deck and #9 QQC through the shadow lane on the ground to and through the XP. 

Option 2
QQC through the kitchen to the light switch and flip it off, move to the XP and 
open it, (leave the XP open, no comment). QC left to the fence side of the 
porch and allow RBG#8 to pass by. Stay along the wall to the left, QC over to 
the left of the tree and wait. RBG#9 on the deck will start a convo with #8; #8 
will walk over to the deck to continue the convo follow him, make a tight slide 
around the trash barrel back to the tree and drop to the ground. Take note of 
Mr. Kung Fu, the odds are that he will be facing Sam's direction when the 2 
RBGs finish talking, the convo will end and #8&9 will move off. At this point 
Samo Hung will turn away to continue his flapping about. You need both RBGs to 
be walking away from Sam to break for the exit. QQC through the shadowed lane 
up to the steps and exit the area. 

Sometimes" neither #8&9 does what you need to make a clear move through the 
door. If you're not a stickler for -0- comment and 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, so if you wait #8 
will return to and stay at the lantern.)

EMF the rooms as you pass through them, QQC into the large room with the statue 
in the corner and move right through the curtained opening. Go left and left 
again through the sliding door into the next room. Locate Mic#3, remove it and 
exit this room through the sliding door, slide the door closed. Enter the crawl 
space to the right of the door to the bright sitting room the BGs are in. Exit 
the other end and stick to the wall beside the fern in the 2nd dark room.


When the convo ends Nedich will pass through the room Sam is in and enter the 
3rd small lit room. Eventually all the BGs will exit the sitting room, however 
1 RBG moves to and stands in the doorway near Sam and the fern for a moment 
then moves back into the sitting room. Once the RBG exits the sitting room and 
closes the door release from the wall, QC around the bench and hold at the far 
left corner. Go IR and follow the movement of the RBG, as his image disappears 
through the doorway to the statue room tap whistle. Remain in the 2nd room and 
QQC back to the right side of the doorway, (opposite the fern), stick, stand 
and hold. Neddy will respond shortly.

I seem to have problems with what comes next. I've always pointed the camera at 
the approaching Neddy to snatch him as soon as he turns away from Sam at the 
door, however sometimes when I release from the wall I don't. Instead I slide 
over to the door and try to close it while Neddy moves away then turns and 
kills Sam. If you too have this problem, (I think it's due to slow reacting, 
aging and refurbished controllers) to avoid this, point the camera down, the 
angle allows you to see Sam and Neddy. Then you can tell if you have released 
from the wall for a successful snatch.

Neddy may stop a nose hairs length away from Sam and then turn around, release 
from the wall and snatch him as he does. Drag him left to the dark corner and 
turn him into it. Interrogate and when done Kill him, no matter what you do he 
dies. Go IR and scan the HLWY outside rooms #1&2, if clear go NS run to the 
exit crouch, OE&CD. If not clear use the crawlspace under the bench to the 
HLWY. Go IR, QQC to the slit in the curtained doorway and quickly eyeball area. 

The last RBG to leave the meeting should either be to the left of the statue or 
behind the wall and statue walking to the right. If to the left of the statue 
hold until he moves off behind the wall, if moving right QQC Cw to the opening 
left of the statue. Keep the RBG at a distance, also there's a 2nd BG near the 
doorway to the right of the XP vent so keep to a QC to the base of the XP. The 
BG past the doorway hears too well and has eyes on the back of his head. Once 
the RBG is near the XP at the right end of the wall begin to QC to the XP and 
then hoist up into the vent.

While still in the dark HLWY, if the RBG is at the right end of the wall and 
heading back to Sam stick to the wall to the left of the curtain, slide back to 
the dark corner and hold. Once the RBG passes Sam release; QC through the 
curtain and move CW through the room to the statue. QQC behind the wall to the 
XP wall vent near the opening to the room with the BG and hoist up. 

CT6a, swatting more bugs 4, 5&6, Zherky bites the big one too!
Once out of the vent turn left, QQC around the wall on the right, locate and 
stop before the valve and climbing pipe. Boo the area inside the glassed 
enclosure, there may be an RBG in there or on the way to Sam's position. Climb 
the pipe when he turns away from Sam and or before he approaches his position. 
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 at Sam's 12:00 and 
peek into the room. 

Go EMF and locate Mic#4, if clear enter and remove the bug to the left of the 
doorway. An RBG may enter the room while you're removing the bug exit the room 
quietly. Turn right, QC along the HLWY and through the cased opening on 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 HLWY.


A couple of options pop up here depending on where the RBGs are when you get to 
the sliding glassed door. Regardless they pretty much allow for this maneuver, 
if you go IR and don't see the RBG within a few seconds of reaching the slider 
he's already inside the building. Odds are #2 is standing at the far opening to 
the veranda and ready to walk off so this tactic still works. 

1. Stay left moving Cw around the perimeter of the room to the left side of the 
sliding glass door and stick. Look up and left along the balcony railing and 
scan right to the top of the stairs you should see RBG#1 moving left or right 
on the veranda. When he moves to the sliding door on the right, or you can't 
find him with IR after a few seconds OE&CD. 

If he's there, once he's obscured by the shrubbery near the door exit the room 
and climb the stairs to the middle platform. From there, stick to the balcony 
wall and slide up the steps just enough to see the glass wall at the other end 
of the veranda. You should see RBG#2 at the opening to the left of the glass 
wall and shortly after that you should see RBG#1 standing in the doorway to the 
glass walled room.  

Once both RBGs have moved off from said position; QQC onto the veranda, and 
diagonally through the dark lane to the doorway #2 was standing in. QC onto the 
elevated WKWY and move to the railing and hop over to the raised planter below. 
QC under the stairs; drop off to the lower level and EMF the room for the last 

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.


As long as the conversation is going on you can't drop off the roof without 
someone screaming "INTRUDER!", but no big deal, it doesn't force an alarm. You 
can't slide the door open and more often than not, the RBG on the 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 Cw 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.

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 RBG#1 standing on the ledge. 

SC along the wall to the ledge, drop down when #1 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 
#1 turns away from Sam's position, QC off to the extraction point ending the 

Best time 13:43
Kills 1, Nedich  
Dists 1
All objectives complete, 100 percent  


"Going down, no love on an elevator" Shipping and Repair logs 1, 2&3

Ct7a, "Playing with phallic symbols", log #4, launch codes and I'm not afraid 
to use 'em.


I'm not quite sure where Sam is starting out in this level, it may be a bunker, 
but the area inside of the place he first drops down into is huge with little 
support. Move to the front end of the truck and drop down into the trough below 
it. Zigzag through the trough until you locate the ladder and the trap door. 
Climb up into the room, if no BG, move over to the right side of the XP, 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 XP, 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. 

Sometimes he just won't let you out of the room so you have to wait and follow 
him out.

Move into the next room; QC toward the XP then around and behind the BG at the 
desk in the middle of the room. Go NS; turn right and EEV the comp in the glass 
walled office for the 1st objective. 180, QC to and through the XP, pass 
through the sleeping quarters to the next XP. CtD, if the BG is standing to the 
right of the door SOE&CD. If the BG isn't to Sam's right switch to IR to locate 
the BG. Entering from the left side double door to the storage room OE&CD. 

If the BG is to Sam's right QC behind him and continue along the right to the 
door to the left of the stairwell. If not QQC along the shelving on the right 
then drift left to the door near the railing. Pick the lock; enter the room, 
move left almost to the wall corner near 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 into the large open area. Drop to QQC and stay to the 
left, locate and listen for the 2 RBGs talking on the raised platform near the 
missile truck. Slide past the steps and along the raised platform till you 
reach the end of the railing above. Turn, go NS and face the RBGs above; as the 
2nd BG turns around the rear of the truck hoist up onto the platform. Stay 
tight to the truck all the way to the front and hold. The 2nd RBG will move 
over to the driver's side and wait for a few, then turn to walk away. 

As he turns to walk away to the lower level, QQC over to the fuse thingy on the 
wall and repair it so the missile can move down the track to the red light 
area, spin the camera back toward the climbing space on the truck to orient for 
a fast and quiet approach when done with the fuse. Quickly move back to the 
driver side of the truck, hop onto the bed and climb up onto the cab. Jump to 
the rail, 180 and skooch along the rail legs down halfway to the camera then 
legs up. Continue along the rail, once you pass into the larger area drop Sam's 
legs and speed skooch into the red light area. If you get too close to the 
missile it forces Sam's legs up slowing you down.

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. Drift left as you FC to the wall and 
hold. Boo the corner; you're likely to see the RBG from Control Room #2 walk to 
the edge of the elevator area then return to the control room. QQC left around 
the corner and into the dark, QC along the raised platform to the control room 

Allow the RBG to pass if he doesn't walk up the steps then move to the elevator 
crawlspace trap door and hoist up. Locate the panel, patch it, ride the 
elevator to the top and into the vent ASAP. 

New route, faster in general than previous route and doesn't rely on luck 
regarding the 2 BGs that haunt the target comp area.

Exit the vent, hook hard left into the dark niche then drop down the ladder. 
Open exit and close the gate, QQC past the elevator and left around the corner. 
Remain in the dark, move to the right side wall, stick, stand and hold. The RBG 
from the room below the duct will appear from your 6:00, stay to his 4:00 as 
you slide along the wall. When you reach the top of the stairs near the target 
comp crouch and release from the wall. QC the RBGs 6:00 then break off when the 
target comp appears to your left.

As noticed below, to minimize KOs I've elected not to interrogate the officer 
for one of the main objectives. It still produces a 100 percent completion at 
the end of level stats.

I think I may have found the issue with the big doors in missile storage area 
#1. I believe it has to do with the captain being shot, specifically where Sam 
is when he's shot. If you enter the elevator room or the gated duct before the 
BG is shot the door remains closed. I tried it a bunch of times and the theory 
holds so far.

Complete the objective, 180 and retrace your path back to the elevator area. As 
you pass into shadow, crouch and release from the wall, QQC to the right turn 
then stand and run to the elevator room doors. Go a hard right into the room 
along the pipes, halfway into the room roll into a FC, move to the elevator and 
tap the button. FC into the elevator, locate the panel and for press down. 


I seem to have a problem with my elevator doors; if I push into them while 
they're opening they stop just short of allowing Sam to pass through.

Following the pace of this level, move to the doors but don't touch, as soon as 
the doors open enough to allow Sam out go hard right at a QC out the doors, 
stick to the wall and slide around the corner to the pipes. If the RBG is busy 
on the platform release from the wall and QQC to the steps. QQC up the steps, 
cross the room and out through the XP. 

If the RBG is walking toward Sam remain stuck, stand and hold.
If the RBG makes any move toward the steps as you approach back away to the 
elevator service area trapdoor. Let the RBG by then head up the steps and cross 
the room to and through the XP. Leave the XP open.

CT7a, "Playing with phallic symbols", log #4, getting launch codes and I'm not 
afraid to use 'em.

QQC down the steps and into the missile storage area then turn right into the 
dark. Stand and run around the corner ahead, along the WKWY then leap off and 
hit the ground with a roll. Make a tight left around the next corner QQC under 
the blast door and then turn right. Face the steps leading to launcher control 
squarely then QC to them. The approaching RBG will be oblivious to Sam's 
movement. QC down to the control room door, CtD and locate the BG at the 

There's a very dark lane straight out from the stairs to the wall where Sam is 
and the RBG can't see into or through it, go figure. 

I do suggest saving at the control room door, the BG sitting at the console is 
persistently and frustratingly unpredictable in his movements. It's possible to 
access the comp without a distraction but it could take forever and it still 
requires a distraction to get at the launcher to patch it so I combined the 


CtD and locate the comp BG; (usually sitting at the target comp), if at either 
extreme end of the room, OE&CD and go straight for the boxy thing to Sam's 
11:00, slide left to the launcher turret and stick into the niche between the 
two. Look right to the BG at the console, if he's still sitting whistle twice. 
If the BG moved over to the boxy thing then whistle once. Now circle Cw around 
the turret, the BG working on the boxy thing and the one at the console will 
rise and move to investigate the anomaly. Follow them closely, but break away 
at the console for the objective then return to the boxy thing for the repair. 
Stay tight to the boxy thing and turret and retrace your path back to the XP, 
(former EP).

Stop at the XP and wait for both BGs to settle down before you OE&CD. Climb the 
stairs to the top and avoid the RBG patrolling the launcher. The RBG makes long 
stops at the head of the 2 stairwells leading to the control room. Choose the 
best approach to hack the launcher and melt into the darkness. 

When safe, FC out of this area; once past the blast gate run to the WKWY and 
hoist up, run around the corner toward the missile storage area, (there's a 
tech messing with a missile cone), about 30 feet from the steps roll into a FC 
and enter the control room. Close the door, look for the Control Room#1 RBG; as 
long as you see him walking to the 2nd control room continue at a FC to the 
elevator HLWY. 

I have a new route to Missile Launching area #2; so far it seems eventless, 
which is good.

Move as quickly as possible while remaining under ambient, you want to catch up 
to the RBG. Move to his 4:00, as he turns left and begins moving into the #2 
control room move Sam to the wall on the right. Slide under the lighted glass 
panel, stick to the wall and slide toward the stairs before the RBG turns away. 
Once you reach the side of the steps release and QC up the left side of the 
steps. The RBG from control room #2 will be reentering from the missile storage 
area or be in the control room already. Remain in the shadows and QC the 
perimeter of the room to the XP in the short HLWY. 

Go IR then back to NS, OE&CD FC down the steps and head left. Keep an eye on 
Sam's 12:00, if an RBG appears ahead stick and continue along the wall into the 
dark, if not continue along the wall and into the dark at a FC. Peek around the 
corner to locate the RBG, odds are he's walking toward the blast door QC after 
him. Follow him along the narrow to the end of his route. Stay behind him until 
you approach the missile, locate the left missile wing, approach it from its 
8:00 and drop onto it. 

QC across the wing to where the leading edge joins with the fuselage, here you 
can QC over to the right wing and drop off to the floor. QC CCw past the 1st 
track to hold on the 2nd track. As the RBG begins to move off release, QC to 
and patch the panel to raise the blast door. FC to and under the door once it 
rises high enough to do so, Stand and run across the missile area, hop over the 
bunker curb, drop, hang and soft drop to the ground.  

CtD with IR, if safe and lucky, (like I am on about 40% of my runs) a BG will 
be walking to the left or standing at the panel left of the EP. Open the door, 
QC to the right into the bunker, access the target comp and exit. If not lucky 
and the comp BG won't move from his seat, (you might get tired of restarting) 
so maybe he's the only KO of the level, "Good luck"! When complete, QC out the 
bunker and close the door on your way out. Begin running once you're on the 
stairs and return to the missile trough. 


Where the blast door RBG is along his route depends on how fast you moved 
between the blast doors, launch control bunker #2 and back. The RBG can be 
pretty much anywhere along his route but has never been at the blast door end. 
The options for action once Sam is on the missile are many but rely on where 
the RBG is and what direction he's moving. 

For the most part I'm going to report the speed maneuver I developed rather 
than a slow albeit safe stealth method. At the pace the guide is moving speed 
gets the job done. Generally the RBG is in the trough and at the far end of his 
patrol when you mount the missile. So, unless you clod hop onto and over the 
missile you'll be unheard. Lastly, avoid turning left too sharply as you move 
over the fuselage to the rear fin, the last thing you want is to be stuck on 
the floor between the fins.

Locate the missile you hopped over earlier and drift left to the wall. Jump up 
onto the missile and circle left over the fuselage to the rear fin and drop off 
to the floor. The RBG should be on his return leg, so crouch and QQC left to 
the wall and up the left side of the steps. Stay left and tight to the wall, 
slide over to the left corner of the platform where it meets the elevated WKWY 
and stick to the wall. You need to be facing toward control room #2 and looking 
left and down for the RBG. The RBG will slow down as he approaches the WKWY 
then bend over to creep under it, just as he bends over release and QC across 
the WKWY. Keep an eye on the noise meter, don't even out with the ambient.

Be at -0- noise to the corner leading to the missile storage area. Accelerate 
to QQC as you round the corner, when you're 1/3 of the way to the stairs to 
control room #2 up it to FC otherwise the RBG may hear Sam and go deep into the 
storage area. 

The game isn't thrilled about you beating the RBG to the corner of the storage 
area either; so if you goof it up by making too much and beating him to the 
corner it would be wise to look into the missile storage area through the 
control room window while accessing the target comp. 

If you see him walking by, as you "X" out from the target comp you might be in 
trouble. If lucky you may exit to the storage area and make it into the dark 
without incident. 

Once over the WKWY return to the storage area at a QC. Once you're around the 
corner pick it up to QQC, about a 1/3 of the way to the steps go to FC. CtD and 
look left for the RBG from the #1 Control room. OE&CD, drift right at a QC,   
stick and slide to the corner. Look right to the panel for the RBG and hold, if 
he's missing he'll arrive shortly, if he's there he'll eventually head for the 
lighted glass panel to the right of the sitting BG. When he does move to the 
lighted glass panel QC to the target comp for access then return to the short 
dark HLWY.

Route change, this comes from looking at Sam's Map after I don't know how many 
years and realizing that there's 2 Extraction Points instead of one.

Once you complete the target comp in the #2 Control room QC back into the short 
dark HLWY then exit the HLWY and return to the missile storage area you just 
passed through at a QQC. If you did not make any noise or beat the RBG to the 
storage room corner you'll be clear to the corner, once there boo the corner, 
locate the RBG and determine your best course to the blast doors, e.g., trough 
or WKWY. Once Sam is back out onto the missile firing area head left to the 
corner of the concrete parapet, locate the red light and hop up for the 
extraction window.

Best time 13:37 new 13:06
Dists 1
Minus 1 main objective complete 100 percent.


CT8a, driving hard drives to the roof and cutting power to PA feed 1, 2&3


FC to the XP, CtD, exit and locate the edge of the burned out building. Drop, 
hang and soft drop to the ground, you'll take minimum damage. 180, locate the 
exit to Sam's 11:00, disable the wall mine and jump over the barrier. QQC out 
to the street, go EMF, locate the power feed to the PA system at Sam's 10:00 
and cut it. QQC back to the left side of camouflage net and hold. 1 of the BGs 
will emerge from the camou, snatch and drag him about 10 feet into the dark 
ally, get the info and choke him when done. Exit the ally, turn left and 
accelerate to FC, once past the cut PA feed stand and run, locate the climbing 
pipe at the far right end of the ally and climb up. 

Skooch to the fire escape and FC to the ladder, (RBG#1 is on a flat roof at 
Sam's 11:00), slide down and drop to the ground. FC to the stacked boxes; 
stand, go IR and locate RBG#2 across the square on the raised platform. He'll 
speak out to #3 and walk off to Sam's left, as he begins moving QQC around the 
boxes, past the umbrella into the darkness. Locate PA feed #2 and disable it. 
BGs 2&3 will be talking about a test, move over to the passenger side rear 
corner of the truck near the steps and hold. RBG#2 is behind the truck, #3 

Sit tight, #2 will walk off on patrol, if you're very lucky #3 will exit the 
truck a few seconds after #2 walks off, otherwise he'll be out in a minute or 2 
to do something at the side of the van. Once #3 exits and turns toward the side 
of the truck, enter, access the comp and exit to the right. QQC between #3 and 
the row of stacked boxes; locate #2; decide whether you have time to make the 
dark corner across from the exit ladder and move to it. If lucky, you have time 
to run and jump to the ladder and climb to the roof. If not lucky hold in the 
dark corner and wait for #2 to walk away. 

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

Slide to the intersection and into the next HLWY. Move to the left side of the 
HLWY, QQC past the niche on the left, stick to the wall and slide to the end. 
The RBG beside Sam will turn and patrol to the stairwell, round the corner and 
locate the bathroom, enter, move into the dark and stick to the wall on the 
left. 2BGs will exit the elevator; allow the one to pass before moving out of 
the bathroom. QC along the wall and slip behind the SBG into the elevator, ride 
up to the roof. 


CT8b, Disable UAV comps #1, 2&3 and acquire UAV data from comp

Drop off the WKWY creep under it, locate and EEV UAV 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 to and around the 
corner of the building then drop to QC and locate the mine, QC past it. At the 
foot of the stairs stand and run, turn left at the next corner, run to the 
ledge and jump up to the pipe at the edge of the building. Skooch to the 
opposite end of the pipe, soft drop to the shed, turn right and drop to the 
main deck. 

QQC the few steps to the building and hoist up. Stand, EEV UAV comp #2 on the 
far balcony then quickly slide between the wall and AC unit, crouch and drop 
off the side of the building before the UAV arrives. An RBG 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 the RBG heads for the door move to the right side of the dark lane and 
follow him into the next room. 

Once in the building turn right and work up to a QQC to the XP 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 comp 
#3. Go NS and stand, take note of the red beam from the UAV as it moves off to 
the right, run and jump to the next building, hop over the knee wall, QQC to 
the XP and stick to the wall to the right of it, (smidge closer to the window 
than door). 

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


CT8c, Disable UAV comps #4&5,
I highly suggest the save; this area and the crash site are the 2 most 
frustrating areas of the level. For the majority of the time the BG that 
crouches near the truck eventually, (sometimes sooner, sometimes much later, 
sometimes not at all) stands and runs out into the fray. On the last play 
through the game snapped, I stubbornly spent over 2 hours trying to get to the 
1st ladder; I altered everything I could short of stunning the SKA crouching 
near the truck. This time not, (if he does move) he takes about 8 steps out 
then returns to the truck. On the one odd time I was able to get to the ladder 
the SKA targeted the ledge and would not let me near the corner. I have no 
solution to this but to try restarting from the previous save and or restarting 
the level.

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

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

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


Switch to pistol as primary wep, stand, go IR and hold. When you clearly hear 
the UAV approaching hop over the window, move left to the corner of the railing 
but don't contact it and then look down. RBG#1 is at the base of the building, 
wait for him to move off to the right to hop over the railing and hang. If he 
quickly turns back hold until he moves off to drop to the lower level. Walk off 
the roof and soft drop to the ground, go NV and OCP the large blue and white 
neon sign. QQC toward the flat bed truck, then move straight to the right rear 
corner of the car in the middle of the area. Whistle, RBG#2 will comment and 
circle the car Cw, move Cw around the car, go NS as you approach the rear of 
the electronics truck, (you need to tell if the UAV beam is pointing at the 
ramp, if so hold till it moves off. Enter the truck access the comp and exit 
when done. Turn left off the ramp; go NV, QC between the van and the sitting 

Gradually accelerate to QQC as you move along the side of the truck, bear right 
away from the truck look to your left as you approach the next ally, you'll see 
an umbrella and a narrow table; right after the table is the niche you want to 
hide in. As you pass the table on your right accelerate to FC all the way to 
the niche. Stand, as the UAV exits the ally move out of the niche and break 
into a run for the end of the ally. Turn left into the narrow ally, go NV and 
QQC to the head of the ally. A tank and bunches of BGs wearing, "I just want to 
kill Sam Fisher" jackets are strewn about. 


I suggest saving here, 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 

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

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


Return to the head of the alley, wait for the light to go out, FC across the 
gap, after you pass the tail section stand and run to the 2nd airman. Grab him, 
stand and hold, look hard toward the tail section and see an RBG walk past it 
to Sam's left. Wait for the RBG to disappear before moving out. 

Route change, this maneuver eliminates 1 distraction, no need to attract the 
attention of the crouching BG near the ally. The two issues with this change 
are the light and the tank's turret. 

Firstly the duration of the light's off position, there is one span where it 
remains off for about 12 seconds, this is the one in which Sam must move and 
for the most part is random. 

Secondly the turret, you can hear it but can't see it from Sam's position 
beside the fuselage which is the closest point to the ally with any cover.

The only aspect you can rely on is the duration of lights out and roughly when 
it'll come. Regarding the turret there's no guaranty which direction it'll be 
moving toward and whether or not it'll swing back and spank you. One thing I 
can offer is the odds being about 60/40 in favor of success.

Walk to the end of the end of the turbine near the end of the fuselage and 
locate the BG crouching in the niche just past the light pole. Hold at this 
position, you'll have cover from the BG when the light is on. 


You need the light to be off for a long count and hopefully the turret to be 
swinging right. Begin walking toward the left corner of the tail section, about 
3 feet from the tail turn left and take a path that passes about 5 feet to the 
right of the BG. Once past the BG drift right toward the ally's right side wall 
to cut down on the turrets LOS. Walk through the narrow ally and dump the 

The old exit route up the ladder near the tank seemed to grab the attention of 
the BG crouching near the tank far too often, so I rerouted the exit and found 
a successful path without grabbing the interest of any BGs.

QQC to the head of the ally, stick to the right side and slide to the corner 
and hold. The BG is still crouching in the niche to Sam's right.


Wait for the light to go out then QQC past the BG and tail section, ensure you 
stay below the ambient, once past the tail go to FC, once beside the fuselage 
stand and run back into the dark corner to the climbing pipe. Climb up and drop 
off to the lower roof using the smoke as cover. Turn right; stay tight to the 
wall and QQC to the cable connecting the two buildings. Just before reaching 
the cable go IR and look down for the 2 crouching BGs and RBG.

You need to have IR LOS on the RBG walking away to the right or left from the 
front of the tank to move to and hop up to the cable. Once you drop off keep 
moving, climb the ladder, FC to the next one and climb the last one to the 
target designation point. Move tight into the corner of the wall and sign and 
call for a strike. "X" out of the level ASAP.

Best time 17:04
KO 1
Dists 2
All objectives complete, 100 percent

Locate files in the Bath house owner's 2nd fl office, tap phone line #1 

CT9a, confirming dirt on Shetland, snatching "Chaos Theory" data, tap lines 

CT9b, to the furnace room 

CT9c, taking out the garbage, oh and disarming 3 ugly bombs



To reiterate a previous point fast times can be made or broken when EEV or 
manual scans of comps and keypads are required, AI timing is as and even more 
important. Without it there are no surprises or big breaks when they afford you 
a freebie which is what I got at the beginning of Bathhouse. I didn't include 
the event, because I don't expect it to be part of the general AI routine, I 
never lucked into it before this run and I've run this level close to 30 times 
for the guide. I had some fantastic luck on the very last run and made a few 
more changes.

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

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

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

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

Sam begins in an alley, what a surprise! QQC forward, turn right at the lighted 
corner, stay in the shadows on the right, ignore RBG#1, (the electrician) for 
the moment QQC along the darkened wall and stop in the shadow. Look to the far 
end of the adjacent ally, ensure that RBG#2 is walking away, and #3 is walking 
out to meet him, use the boxes at the end of the stairwell to cover Sam from 
#3. Move to the panel to patch the phone line, go NV, QC down the stairs, jump 
up to and hoist up the ledge to the alley. Weave through the crates and boxes 
to the awning at the end of the ally. Slide around the corner, stick to the 
wall, inch your way forward till the light meter begins to register and hold. 

Swing the camera around and locate the electrician, he needs to be walking 
toward or at the phone panel near the stairwell as you approach the manhole, if 
not you're stuck for a while as RBGs 2&3 walk off. If stuck, eventually #3 
walks toward Sam's entry point, the electrician moves back to the stairs and #2 
returns and passes the manhole allotting time to drop down. Accelerate from QC 
to QQC to the corner then to FC to the exit ladder, open the trap door and 
climb out. Go NV if not already in it, QQC across the left side of the next 
room; drop to a QC and out the door behind RBG#4. 

QQC to the next room, as you QC into the room note BG#5 sitting to the left and 
a couple dumpsters ahead. About 3' from the 1st dumpster accelerate to FC, slow 
back down to QC as you approach the 2nd dumpster and hold at the end of it. 
Locate #5 who is now walking toward the 1st dumpster, as he passes the hanging 
electrical cord move over to the perimeter wall behind the hanging sheets and 
to the darkened exit. Bump up to FC in the short "U" shaped corridor to the 
next door; open the door, move into the room a foot or 2 and press close door. 

99 percent of the time RBG#6 is entering the large room or already in it and 
heading toward Sam and the desk to his left. On a rare occasion #1 has just 
entered the storeroom and the way is clear for Sam to move into the short HLWY 
leading to the lobby. This occurred on my fastest run through the level.

Odds are RBG#1 will either enter the area through a door at Sam's 12:00 or 
already be advancing on Sam's position. In a moment, following the pace of this 
guide the Redman will enter or exit through the same door #1 did and RBG#2 is 
prowling the sitting area to the right. RBG#1 stops in front of the desk, press 
close door if you haven't yet, as #1 begins to walk around the desk follow him, 
(#2 should be moving away toward the staging in the large room). As he moves 
behind the desk continue into the HLWY. Stick to the wall on the left just past 
the paper hangings, slide and stop just before the corner. 

Peek past the corner and take note of RBGs #3&4 moving in the lobby, they must 
be standing when you slide into the corner. Before sliding along the wall to 
the light in the corner look back to ensure #2 isn't standing in the aisle then 
slide to the light release, move around the cased opening, stick to the wall 
ASAP and slide to the drape at the next cased opening. RBGs#3&4 will talk for a 
minute then return to their patrol routes. Watch #3 as he exits the Lobby for 
outside, he stops, turns left and starts walking past the glass doors. #4 
patrols from the Lobby to the 2nd floor, wait for #3 to disappear left of the 
glass doors and #4 to be right of them to enter the Lobby. 

Stay tight along the left past the vending machine, OE&CD turn left onto the 
street, QC along the dark lane in the street to the opposite side, stop and 
stick. Ensure that you are -0- on the meter, as #3 turns and starts walking 
back QC around the phone booth to the climbing pole and climb to the top. 
Locate and hop up to the electrical cable running over to the 2nd fl. window 
and zip over. Once hanging from the ledge skooch left to the middle of the 
window opening and hold. Another Redman will enter, stop at the window and then 
go to bed. As he turns from the window and begins walking to his bed hoist up 
into the room and follow. QC past him to the door, CtD; look right and then 
left to locate the 2nd floor RBG, he should be passing or has just passed by 
the door to Sam's right. Ensure #4 isn't standing at the head of the stairs, 
hold left until you see the shadow of 2nd fl entering the cable screen, if 
clear X out cable and go NS.

#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. 


Go NS as you X out of cable, OE&CD, QQC to the door at the far left end of the 
HLWY and then hack the keypad. Leave the door open, run across the room to the 
wall vent and hoist up, EEV the comp and exit. Run to the file cabinet rifle it 
for the file and move to the left side of the open door and hold. "DO NOT MAKE 

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

CT9a, recording dirty boy and snatching "Chaos Theory"

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

As the RBG walks away follow and return to the Redman's room. OE&CD, QC to the 
window stand and locate RBG#3. He should be standing to Sam's left or walking 
to Sam's right. Climb out if he's standing or when he passes the ridge of the 
entrance roof below and soft drop down and then to the ground. Move to the soda 
can in the street, then to the glass door on Sam's left as #3 walks away.

#3 can be anywhere in the lobby or back on the 2nd fl and you may or may not 
hear him talking. The majority of the time he's sitting at the desk or moving 
up and or down the stairs and talking on his comm. A few times he's been 
standing and talking in the middle of the lobby. Maintain cover to the left of 
the glass door and look hard through the glass to see if #3 is behind the desk. 
If so hold until he moves toward the stairs. If he's in the middle of the lobby 
hold till he turns to the desk then enter.

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

So far in the majority of the tests through this area option 1 occurs more 
often than 2. As Sam passes #1 and approaches the intersection in the next room 
he has the wide aisle in front, desk to his right and wall corner to the left. 
The Redman, (just entering or already in the storeroom) flips a switch that 
changes the light pattern on the floor and the low dividers set up around the 
room. It will either lighten up the floor in front of Sam and make it dark 
around the staging near the exit or make the floor dark in front of Sam but 
light up around the staging. In either case as you approach the intersection 
you head right, id the floor is dark follow option 1, if lighted follow 2.
On rare occasions Redman is out of place, ahead and to the left of Sam is a low 
divider that runs over to the 2nd storeroom door, Red man is standing at Sam's 
end of the divider and alerts everyone to Sam. Not sure why he's there outside 
of a game glitch, where he sees Sam move into the HLWY on his way to the 2nd 
fl. but makes no audible to it.

Option 1

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

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


Locker rm has a route that takes about 78 seconds to complete, you have about 
35 seconds from the time he exits the lavatory till he can see the lav's exit 
door again.

Locker rm will begin his patrol in a minute.

As he passes Sam follow him, making all the stops with him as you go. To avoid 
detection with any intermediate stops ensure Sam is behind a locker for cover 
from the mirror. Stick to the wall on Sam's left, stand and slide after locker 
rm to the edge of the doorway to the lavatory. Hold, look out through the 
doorway into the HLWY, you want to see DBRBG#1 from the "Dry Bath" room enter 
the HLWY from the left. If so, once locker rm reenters the lav and begins 
walking to the right along the wall toward the stalls, QC over to the doorway. 
Keep your eye on DB#1, as he turns left move into the HLWY, remain to the 
right, QC along the wall then drift over to the left, stick to the wall and 
slide to the corner.

If DBRBG#1 doesn't appear in the HLWY while you're stuck, you'll have to follow 
locker rm around the lav till he exits. Then move to the HLWY doorway, boo and 
enter if clear, QQC to the left side of the HLWY stick to the corner and boo 
the Dry Bath area. If both DBRBGs are moving away from the opening on the left 
side of the room enter and follow them. If one is facing the opening, advances 
and reaches for his flashlight beat feet back to the lav and hang near the 
opening till he exits, this rarely ever occurs.

 Locate DBRBGs#1&2 they should be about 15 feet inside the room from Sam's 
position. #2 will move off to the left and #1 will take off for the exit, hold 
fast till #1 completes his crazy Ivan in the middle of the room and turns to 
the exit for the 2nd time.

Enter the bath area, QC over to and behind #2, follow him not too close but 
keep pace, I think his feet are swollen; he needs to sit real bad to move so 

Break off at the exit, move into the short HLWY and stick to the wall to the 
left and hold. #2 stands and walks away in a few seconds; as he passes by Sam 
exit the HLWY; climb the steps into the empty pool and use the trap door. 
Quickly exit through the trap door at the other end of the crawlspace. Sam is 
now in an empty pool in the Cold Bath area, look left to locate CBRBG#1, QQC 
out of the pool over to and turn the steam valve.

I believe the coders made an error when creating the access to the pool 
trapdoors. For Sam to be able to open a trap, he should be able to close a 
trap. Not being able to close the trap prompts comment from the AI when they 
return to the area. This makes no sense so is considered as a coding error and 
not a distraction. The steam valves are a natural part of the pool areas, which 
afford cover for Sam; there is never comment or investigation made by AI and so 
not a distraction.

Turn around, QQC to the leading edge of the pool and move toward the tall 
divider separating the 2 rear pools from the 2 front ones. Turn the camera 
toward the front to locate RBG#2 before Sam exposes himself and hold. Once the 
fog obscures the RBGs from Sam move to and beside the tall divider and hold, to 
Sam's left is a low floor divider. The Redman will make a mild comment in a 
moment, once made move to and over the low divider, then to the perimeter wall. 
Stick to the right of the embedded post and face the exit ahead. Hold till Red 
is beside and or passing Sam then QC to the exit, QQC along the right side of 
the HLWY to the swimming pool area then tap the phone. Run back to the Cold 
Bath doorway; slow to QQC as you pass the radiator on the left and then to QC 
as you pass through the opening. Head right at QQC to the tall divider; hop up, 
QQC across to the other side and drop to the floor. QQC around the low divider 
and along the wall to the exit, pass into the HLWY and QQC to the Steam Bath. 

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

Continue along the short "L" shaped HLWY, a small room with a reception desk 
appears ahead. Stop short of the opening to the room and peek around the 
corner. Odds are at this pace an RBG with headgear will be in the HLWY to the 
right. If so and when clear quickly enter the room, locate the last phone line 
and tap it. 


Quickly move around the desk into the new HLWY with the high divider. The RBG 
should be around the corner, QQC along the wall, stopping to boo the corner, if 
the RBG is there stick and wait for him to enter the next little room with 
another tall divider and then follow him. Stay to his left, stick to the wall 
and slide in beside him. As he turns to move off QQC to the exit end of the 
divider, slide behind it and wait for the next RBG. The RBG will enter the 
small room and exit back into the HLWY, as he turns to exit the small room move 
out from the divider crouch and QC out into the HLWY and behind him. As he 
moves off enter the vent.

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

CT9b, "To the Furnace room"


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

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


Shower room in 1 smoke! 
1st, this is not easy and has a mean learning curve; no question about it, 
positioning the 1 smoke for a perfect throw is frustrating at best. If you 
saved as suggested and have patience you can get the hang of it in maybe 8 
tries, once I get the position and movement timing down I average 1 in 3. If 
you can't get the hang of it, use 2 smokes, one at the wall panel to the right 
of the far left BG and one at the yellow/orange looking floor grate on the far 
right side of the room.

2nd, and this is most confusing, I can't figure it out at all; If the 3 BGs in 
the shower are using IR, (hence the red emanating beams from headgear) F/Bs and 
smoke are useless, go IR and throw a F/B and then a smoke, you get the bang but 
no blinding flash nor is the AI obscured by the smoke. Vision is maintained in 
both attempts. 
If they're using NV then both the F/B and smoke will blind and obscure Go NV, 
repeat the test and note total blindness from the F/B and complete obscurity 
from the smoke.
So if they're using NV why does the smoke cover Sam from the BGs but not the 
F/B? If they're using IR why does the smoke cover Sam at all?

Go IR after throwing the smoke and their heat signature is quite visible. If 
they're using NV then why aren't they blinded by F/Bs. Throw all your F/Bs and 
they'll gun you down in expert mode.

Stay close to the wall to the left of the door, crouch, look out the door and 
creep right. As you move toward the doorway the 1st (near right) ceiling beam 
support post comes into view, then the far right post. As the right edge of the 
near left post comes into view stop moving. Look out between the far right and 
near left posts and locate the upper left side of the XP, (black against the 
light brown wall paneling). 

See the tall light brown vertical wall panels on the rear wall; you can count 
the panels using the dark brown vertical lines. Load smokes, (should have 3), 
press "X" for the throwing icon and raise it up so that the top of the icon is 
level with the top of the light brown panels. Move right till you have 3 full 
panels in view. Place the throwing reticle squarely in the 2nd panel with the 
top of the icon level with the top of the panel and then throw the smoke. 

Listen and look for the smoke to pop, and the cloud to expand by the shower 
room XP to leave the small sitting room. QC out right; move behind the low 
divider to the right. If you placed the smoke correctly you have the time to 
maintain quiet, to keep the noise meter at -0- or even with ambient. Turn left 
at the stalls look ahead for the ceiling light in the exit HLWY aim just to the 
right of it as you approach. Once you're halfway along the 1st side of the exit 
HLWY drop to SC, as you move around the corner locate the wall mine, stop, load 
shocks in the tube, sling your wep. SC past the mine and once you're around the 
next corner stand and run.
CT9c, Taking out the garbage

Run into the caged area, bust the lock and close the door as you enter the 
large furnace room, (I think it slows RBG#1 down) allowing me to catch him 
climbing/running at the base of the stairs. Run between the furnace thingies 
near the foot of the stairs and follow it to the end to defuse bomb#1. Just 
after Shetland runs off at the mouth save.


FC out toward the wider opening between the machines, shoulder you wep and 
switch to the left shoulder. Move to the edge of the machine thingy, wait for 
#1 to come into the view and stun him. Regardless of where you catch him bring 
him back here to dump him. Then climb the stairs and climb over the big black 
thing at the top of the stairs and drop down to the 2nd bomb.

Once disabled, shoulder your wep look up and right through the thick horizontal 
bars below preventing Sam from walking out of the spot, you can see the WKWY 
above and further down where it turns left toward the 3rd bomb. Aim between the 
WKWY and the railing and stun RBG#2 in the legs as he passes. Stand, turn left 
and locate the WKWY between the 2 large machines, where it turns toward Sam. 
Target the space between the WKWY and bottom railing. In a moment the NV/IR 
beam of #3 appears and then the dark blob of his body. Wait for his blob to 
enter your sights to send one to him. Shoulder your wep, go NV, step back to 
the wall and run jump up to the WKWY. Hoist up stand and run to #2; pick him up 
stand and walk toward the 3rd bomb, locate the missing railing above the 
stairs, place Sam's left side to it and dump #2. Turn around, run around the 
bags, jump to the 3rd bomb and begin to disarm it. Save as Shetland starts 

On the rare occasion the 2 RBGs don't follow what's written above. Sometimes 
you'll hear them griping as they enter the area, if so, this is the solution.

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


This is going to be way hard and frustrating, it took many tries to get right, 
and in general the odds of success are about 50/50. On this last rewrite nearly 
half the time the exit door remained open.

As soon as you're done with #3, stand and jump to the WKWY. Run to the right 
side of the 2 vertical tanks and drop off to the stairs then FC up to the top 
and stop a step or 2 from the top. You need to see the exit door open and 
RBG#4. He will take a step or 2 into the furnace room and stop for a second or 
2 then head right along the WKWY. As he begins turning right FC to the door, 
stay along the right side of the WKWY; you'll hear #4 make comment, when about 
half to 2/3 along the WKWY, he'll comment again on hearing something, slow down 
to a QQC, to the exit door, if you're lucky the door will still be open. Exit 
the room; go after Shepard to end the level.

With the level reworked for this rewrite I knocked another minute off the "C" 
version clock but the pace is brutal.

Best time 22:21
K 1
KO 3
Rnds 4
Dists 5
All objectives complete 100 percent.


Locate the hostages, access the server room

CT10a, Eaves drop on the war room, Stop the launch, retrieve Otomo


Excluding the 2 meanest keypads in the game this level is kind of like a 
vacation compared to Bath house. If you could exclude the rantings of Adm. 
Otomo which total about 5 minutes you could do CT10 well under 11 minutes.

I made a minor route change to the big duct on the right; it gets you inside a 
couple seconds sooner. Every move up to the Jazzman must be perfect.

Looks like another alley for Sam! Run toward the large overhead door, stop at 
and flip the door switch on the left, Run to the right side of the rising door, 
pull the pistol and OCP the red light on the wall to Sam's left. Crouch, go NV 
and enter the tunnel, QC directly across to the other wall turn right then 
hold. The 2 RBGs will comment on the door and light as they approach the door. 
Look to the floor to the left of the RBGs for the IR beam emanating from the 
wall camera in the niche ahead and to Sam's right.

QC toward the left side of the approaching RBGs, ensure the IR beam is swinging 
away to Sam's left and avoid it as you QC toward the niche. Ensure you remain 
below ambient till you're completely past the niche. Remain on the floor 
throughout the following maneuver. Dip into the niche and circle CCw to the 
pillar, stay tight to the pillar as you QC around it. The IR beam will be 
pointing directly across the tunnel as you continue past the pillar toward the 
duct. Once past the railing to Sam's right stand and run the remainder to the 

Quickly pass through the duct, locate and FC to the front of the pipe then jump 
up and climb the pipe to the janitor's office. Once at the top, QQC to the 
door, jump up and over the wall and drop to the floor in the HLWY. QC to the 
janitor's 4:00, (under the skooch pipe) and jump up including legs then mad 
skooch past the yellow wet floor sign further along the HLWY. 

Once past the warning sign drop to the floor; FC into the HLWY, turn right, 
then locate the wall vent around the corner and hop in. Drop down into the 
room; QQC the perimeter CCw to the planting bed then follow the dark lane to 
the left side of the pillar. As Mr. Grumpy Gills turns away QC CCw into and 
then out of the ferns to the hostages 6:00. Speed talk them then exit the room 
from the way you entered. Once you're back along the shelving stand and run to 
the vent then exit the room. 

Once Sam is out of the vent run around the glass enclosure, drop to QQC then to 
QC as you round the last corner to the balcony. Locate and QC to the baluster 
on the railing between the wall on the right and the stair platform on the 
left. Hop over the railing and make successive drops to the floor; QQC toward 
the talking BG and turn right between the security stiles. QQC left into the 
disabled security area, circle the perimeter and stop short of the opening to 
the escalator. Once the security door closes FC pass into the next area. 

For speeding sake, this next maneuver requires a light distraction from the top 
of the escalator. The IR security beam at the base of the elevator must sync up 
with your descent to the base and the RBGs walking away to their patrol routes. 
However if the IR beam is turning Cw and just entering the area at the base of 
the escalator as Sam arrives and the RBGs begin walking away you're screwed. 
You'll be forced back up the escalator a few feet till the beam passes killing 
any value to the distraction. If everything works it can eliminate about 25 
seconds off the clock

For stealth's sake the maneuver is slower and done minus the distraction.

On the right, (down side) of the escalator there are 3 dark spots along the 
wall, you want to be in the 2nd dark spot. QQC down the right side of the 
escalator, about a 1/3 of the way down stop against the wall and turn around. 
Once the escalator has moved Sam down into the 2nd dark area begin walking back 
up the escalator. You must find the balance point where Sam's up speed is equal 
to the down speed of the escalator and he stays in place in the dark area and 
is silent to boot.

Once the RBGs begin walking away one will walk up the escalator and one will 
walk to Sam's left. Wait for the approaching RBG to be beside Sam to stop Sam 
from walking. As the escalator drags Sam down move to the rail separating the 2 
sides and look for the RBG that went left at the base of the escalator to 
reappear. Once the RBG has passed by the escalator's middle railing begin 
walking to the bottom of the escalator. If the IR beam is blocking Sam's path 
remain about 3 feet from the base to avoid the beam.   

Bear right around the corner and head for the stairs ahead, drift left down the 
stairs to the security keypad and stick under it.


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

Keep trying in that fashion until you solve the pass code. Once solved, swing 
the camera back toward the stairs to ensure neither of the RBGs is facing Sam 
then FC through the security door into the next area. 


Locate the keypad on the server room door and Hack it. If you solve before half 
the timer is past go NV, if the security beam can be seen through the wall let 
it pass by. If and when clear open the door and locate the beam. The 2 domes 
spin Cw and or CCw and counter spin from each other; follow the spin to the 
target server when clear. Exit the room at a run and close the door on your way 

CT10a, Eaves drop on the war room, Stop the launch, retrieve Otomo

Drop to FC as you exit the room into the HLWY; return to the glass security 
door stay tight to the wall on the right. If no RBGs are approaching pass 
through the door and move up the right side of the stairs and hold at the 
bottom 3rd. RBG#2 should pass by on his way to the escalator as he passes Sam 
move up and left into the shadow against the elevator, slide and stop just 
before Sam's head reaches the corner. #3 will be rounding the elevators in a 
second or 2, as he passes Sam release and QQC through the large doors on the 

Once inside run to the left side of the large red room, turn right and run 
along the exterior wall; drop to FC, once under the dome OCP it. QQC over to 
the huge structure in the middle of the red room slide left and stop just 
before the corner. Stand and hoist up to the WKWY. Locate the vent and climb in 
for the recording of Otomo. Once you have accessed the laptop near the general 
back out of the vent as far as the game will let you go and then back out to 
the WKWY when freed. 

Move back to the opening you used to hoist up to the WKWY, turn around and 
Jump. Locate the opening in the middle of the suspended thing Sam is standing 
on, hear the 2 below comment, Go IR #1 should be standing below and a bit 
forward of Sam's location, #2 is usually around the corner where you entered or 
just below the gap in the middle of the WKWY. Move to the gap and when clear 
drop off to the floor.

One or both RBGs will converge below the spot where Sam jumped. Remain under 
cover, QQC away from the RBGs to the far side of the structure, locate and OCP 
the security dome. FC along the exterior wall till past the corner then run 
along the wall till the next corner nears. Roll into an FC and then QQC to the 
left side of the large doors. Stick and move close to the doors eventually 
you'll hear footsteps and or the doors may open. If the door opens note which 
direction #3 is walking, when safe peek around the door to see if #2 is 
approaching the corner walking away or meeting up with #3. In any case when 
clear QQC to the elevator and ride it down.

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


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


Best time 15:47
Dists 3
All objectives complete 100 percent



Time		2:17:47
Kills,		3
KOs,			6
Rounds		3
Distractions	17