SPLINTER CELL 
Hard mode stealth guide
Version 1.3

Title: Splinter Cell
Producer: UBI Soft
Platform: X Box
MS Word: Courier New
Created: 11/3/03
Modified: 2/9/11, 4/25/14
Submitted:
EMaul: Ghidrah1@hotmail.com
____________________________________________________________

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

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

MENU

1. REVISIONS
2. BRIEFING (crap)
3. DISCLAIMER 
4. CONTRACTIONS (often used words or phrases)
5. WALKTHROUGH MENU (areas 1 through 12 with subsections)
6. DEFINITIONS
7. WALKTHROUGH
8. END GAME STATS
9. DOWNLOADED MISSIONS, (Kola Cell, Vselka Infiltration, Vselka Submarine)
10. TOTAL STATS ALL MISSIONS COMBINED
____________________________________________________________

1. REVISIONS

Since I never posted the original guide in 2003 all changes made between 
2003 and 2011 are irrelevant.

2/25/14, Defense Ministry,
New entry point, exterior door,

3/30/14, Oil Refinery,
New hide maneuver main deck,

3/6/14, CIA,
Maneuver change from 1st security sta. to 1st keypad.

3/6/14, CIA,
New path through theater,

3/6/14, CIA,
New end mission maneuver to Wilkes,

3/7/14, Kalinatek,
Maneuver change exiting 2nd floor garage

3/7/14, Kalinatek,
Tactical change at metal detectors

4/4/14, Kalinatek,
Tactic change, alerting BGs in room with Merc programmers,

4/6/14, Kalinatek, 
Modified tactic, and new term (Camming) the PBG in the auditorium's security 
enclosure,

3/1/14, Abattoir,
Glitch rooftop disable antenna,

3/1/14, Abattoir,
New maneuver avoid detection entering Freezer#5, due to alternate move by 
PBG,

3/1/14, Abattoir, 
New finish maneuver, protecting Sam and retrieving the cam,

3/2/14, Embassy II p1,
Added maneuver info to minimize or eliminate damage to Sam upon exiting part 
1 of Embassy II.

3/3/14, Embassy II p2,
New maneuver exiting warehouse to tunnels, jump to shelves and Wkwy,

3/3/14, Embassy II p2,
New maneuver to Feirong, over table,

4/10/14, Presidential Palace,
New wall climbing ID avoidance tactic,

3/10/14, Kola Cell,
New maneuver, grab Alekseevich in Hlwy#3 to and thru Hlwy#1,

3/12/14, Kola Cell,
New maneuver, balcony area, targeting BGs#1&2 for gas,

4/12/14, Kola Cell,
New tactic, mission exit from lower level small room,

3/20/14, Vselka Infiltration,
New tactic; turret room, ceiling light kill, 

4/16/14, 
Vselka Infiltration, new less stressful maneuver exiting freezer to 
stairwell,

3/14/14, Vselka Submarine,
New mission exit maneuver,
___________________________________________________________

2011

2. BRIEFING
Be aware, the game knowledge you possess are Sam's hyper senses and his 
ability to provide the correct response to a given situation as it occurs. 
Sam can't see the future so he must deal with an event as it develops. This 
policy is difficult to uphold and I do often stretch it big time. Sam can 
prepare for the unpredictable with the tools at hand, his physical ability 
and load out. I often have either the optic cable or manual pick as 1st and 
the pistol and one of the others as 2nd tool for quick responses.

In 2003 a killer player AKA "The Message" beat me and my guide to Gamefaqs 
by a day or two; so I read his guide before posting my own. Due to the 
overwhelming similarities I elected to withhold my guide. We had a few 
differences of opinion regarding game play; in general minus those 
differences there wasn't enough to argue over, our guides were the same. So 
after playing recently, (after 3+ yrs) I found more diversions to eliminate, 
I decided to rewrite the guide including the extra levels. There're 
refinements to maneuvers and explanations; which expanded the guide 
considerably. When I finished the guide I went to Gamefaqs to reread "The 
Message's" guide, figuring it had seen some amendments over the years.

I discovered it was no longer on the site or on the internet. If anyone 
reads my guide and knows what happened to his SC1 guide e-maul me, I'd like 
to know, he wrote a killer guide. As for my guides I strive for -0- AI 
comment, however it just doesn't happen in SC1. I'm not sure whether it's 
due to limitations in the game and or that it's just more restrictive than 
later games. SC1 requires many diversions.

Be aware, I've made adjustments in "SETTINGS" sound; music volume is -0- and 
ambient is 50. Video; Brightness and Contrast are at 60.
____________________________________________________________

3. DISCLAIMER

"NOTHING IS ONE HUNDRED PERCENT GUARANTEED"
(But often it's mighty close)

The objective is to perceive it as being as close to real as it can be under 
game limitations. Today, even low tech security organizations rely on 
electronic interconnection, 2-way comms, patrol and station verification. In 
reality when personnel fail to check in or to respond to query all hell can 
break loose. So there're compromises but they're kept as low as I can.

The game is full of glitches; I'll try to remember to point them out as 
often as they occur. The specific actions of individuals or groups can't be 
guaranteed under alarm conditions for any event outside of search and kill 
pursuits. A general AI response to a purposeful diversion can be expected 
nearly 100% of the time when directed from the same position. If you 
repeatedly fail in an action and reset many times you may notice the AI is 
even more acutely attuned to sight and sound. Sometimes they'll nab you 
while at hold and under excellent cover and or the standard AI route has 
changed its start and or stop point. So be prepared for the differences 
between your scenario and the one described in the guide.

For 1st time, or haven't played in a long time players, it pays to hold up 
in a secure spot to recon an area, learn patrol routes and the number of AI 
in the area.

Always keep an eye out for laser emitters, they are round black objects 
attached to walls about shin high and up, some lasers can be seen with NV, 
but they all stand out in IR.
____________________________________________________________

4. CONTRACTIONS

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

Bad Guy= "BG",
Barrier Wall= "BW",
Bulkhead= "Bkhd",
Clockwise= "Cw",
Computer/s= "Comp/s",
Counter Clockwise= "CCw",
Disposable Pick= (AKA Quick Pick) = "QP"'
Entry Point= "EP",
Exit Point= "XP",
Fast Creep= "FC",
Grab Drag and Smack= "GD&S"'
Hallway= "Hlwy",
Hatchway= "Htwy",
Infrared= "IR",
Line of Sight= "LOS",
Micro Creep= "MC",
Night Vision= "NV",
Normal Sight= "NS",
Optical Cable the Door= "OCD",
Passageway= "Pswy",
Policeman= "Pm",
Pull the Pistol= "PtP",
Patrolling Bad Guy/Policeman= "PBG, PPm,
Slow Creep= "SC",
Soft Drop= "SD",
Stationary/sitting/squatting Bad Guy/Policeman= "SBG", SPM,
Quick and Quiet= "Q&Q", 
Quick and Quiet Creep= "QQC",
Quiet Creep= "QC",
Walkway= "Wkwy",
Weapons Creep= "WC",
Weapons Walk= "WW",
___________________________________________________________

5. LEVELS & SUBSECTIONS

7/1. Police Station
   7/1.1 Blaustein's hidden drop off.
   7/1.2 Police Sta. rear entry,
   7/1.3 To the Morgue and 2nd fl. computer.

7/2. Defense Ministry
   7/2.1 Locate and interrogate Grinko's chauffeur in garage.
   7/2.2 Deactivate Laser Grid and mic Grinko and Masse in the elevator,
   7/2.3 Access Nikoladze's computer in North wing office,

7/3. Oil Refinery 
   7/3.1 Trail the Merc tech.
   7/3.2 Snatch the Merc's laptop.

7/4. CIA HQ
   7/4.1 Retrieve the SC-20k.
   7/4.2 Access the central server.
   7/4.3 Tap Dougherty's comp,
   7/7/4.4 Snatch Dougherty,
   7/4.5 Take Dougherty to the landing dock.

7/5. Kalinatek
   7/5.1 Locate and access Kalinatek's Fire Emer. Syst.
   7/5.2, Locate the Mercenary programmers on the 3rd fl,
   7/5.3 Locate and disarm the gas line bomb in the Archives room.
   7/5.4 Locate fuse box behind Auditorium, restore power to fire doors.
   7/5.5 Continue search for Kalinatek's Fire Emer. Syst,
   7/5.6 Locate Ivan.
   7/5.7 Extraction,

7/6. Chinese Embassy
   7/6.1, To the Sewers
   7/6.2 Rendezvous with agency contact.
   7/6.3, To the Embassy
   7/6.4 Mic Feirong in his office then extract from compound.

7/7. Abattoir
   7/7.1 Bjork the broadcast antenna,
   7/7.2 through the freezers, (cold rooms),
   7/7.3 through the stalls and tunnels,
   7/7.4, locate the captured soldiers,
   7/7.5, Prevent the execution of the soldiers and dignitaries.

7/8. Chinese Embassy II
   7/8.1 Access Feirong's comms archives in Embassy compound.
   7/8.2 Exit to the Embassy compound,
   7/8.3 Locate and explode the gas tanks of trucks carrying bombs.
   7/8.4, locate Feirong and his comp then Extract.

7/9. Presidential Palace
   7/9.1 Gain access to the Palace,
   7/9.2 Locate Cristavi's office and access the interrogation file.
   7/9.3, Retrieve the Ark from the Library safe.
   7/9.4 Locate and kill Nikoladze then Extract.
____________________________________________________________

Downloaded missions

DM9. Kola Cell
   DM9.1, Locate and access Masse's server,
   DM9.2, locate the colonel and use him on the scanner
   DM9.3, Locate Masse and D/L his source code,
   DM9.4, Extraction,


DM10. Vselka Infiltration.
   DM10.1 Locate captive Russian sailor.
   DM10.2 Locate control room and deactivate the compressor.
   DM10.3 Locate Vselka sub.

DM11. Vselka submarine
   DM11.1 Gain access to lower deck levels.
   DM11.2 Locate and access the central server.
   DM11.3 Initiate a torpedo launch sequence, access the tube for Extraction.
____________________________________________________________

6. DEFINITIONS

Combat;
Use hand-to-hand and sticky cam take downs, whenever possible to minimize 
trace, use LTLs when target distance requires loss of cover and or risk of 
severe damage is high.

Diversion;
Used to manipulate BGs and cause them to move from one area into a preferred 
area. The game supplies you with a couple of diversion options some more 
realistic than others, all options rely on sight or sound.

1. Sound diversions; bottles, cans, jumping or running gunfire or projectile 
impact.
2. Sight diversions; loss of sight momentary or permanent due to switching 
or breaking lights, momentary glimpses of Sam and jamming cameras, wrecking 
a wall camera with a sticky cam or removing a light to blind a camera.

Exceptions;
Except for blinding or wrecking a camera, all sight and sound actions taken 
when no AI is present, or when nearby AI doesn't react to the action is not 
considered a diversion. However the ammo or objects used are recorded in the 
stats.

Some diversions are more acceptable than others, random noises like jumping, 
FC or a short run IMO are far more acceptable than gun fire, bottles, cans 
and bursting lights. As a last resort, jamming a camera when it's facing 
away from Sam's position is acceptable. The only time cans and bottles are 
acceptable is when the only other option is to expose Sam to the AI and 
damage.

Diversions are recorded for each level and end game stats.

Foil/gas stun;
A foil and gas stuns are not KOs, the target is not made unconscious, 
however foil and gas use is frowned on due to the fact that you cannot 
retrieve expended items. Foil and gas use is acceptable as end of mission 
escapes. The exception with foils is that they can be retrieved if they do 
not expend their energy on a target. Foils make 2 different sounds one when 
it expends its energy and a different one when it doesn't, To date, if you 
send a foil square to a wall, floor or ceiling it will bounce and you can 
pick it up. If you send it at an angle to any target flat or not it will 
expend its energy and shatter or dissolve or evaporate, I don't know, I 
haven't found one yet. 

Hand-to-hand combat;
Catch the BG from his 6:00 and pretty much all of them go down in 1 smack, 2 
from the side and 3 face-to-face. Sam always takes damage on FTF often fatal.

All keypad codes acquired by IR are logged in the order found at the end of 
each mission.

LTL projectiles;
All LTLs are recorded separately from pistol and AR ammo at the end of each 
mission and end game stats.

Movement;
Sam can creep, moving in a crouch, walk and run, jump and roll. While 
standing, Sam has 3 speeds, walking, weapons walk and running. While in the 
crouch Sam has 7 speeds; micro creep, tap, weapons creep, slow, quiet, quick 
and quiet and fast creep.

Micro & tap creep;
Is rapid tapping of the left tower, Sam vibrates over the floor producing -
0- noise. Tap creep is a slow tap of the left tower Sam kind of mini hops; 
it's a smidge faster than micro.

Slow, Quiet, Quick & Quiet and Fast creep;
SC and QC are fine for close quarters when there're no obstacles or debris. 
QQC requires a minimum distance of 20 to 25 feet from a BG. FC require at 
least 30 to 35 feet from a BG.

Weapons creep and Walk;
Used while armed with a weapon, WC is as fast as the QC but less noise, WW 
is twice as fast as WC and almost as quiet when it comes to broken glass or 
squeaky flooring, not so good on metal flooring.

Policing your brass, (removing trace evidence);
Remove all cam use,

1. Distance and bounce;
The impact quotient of a camera drops to near -0- beyond 12 feet from the 
target. The cam bounces wildly getting worse with distance from target which 
forces Sam to get closer to the target to be effective.

1a. Diversion and Sticky cameras;
They can be retrieved when used for surveillance or as LTLs and sound 
diversions, but diversion cams can't be retrieved if their gas is deployed.

Rounds fired;
All 5.72 and 5.56 ammo is recorded at end of mission and end game stats.

Sam Orientation;
I use the Azimuth/Altitude, (clock) method to orient Sam to important 
objects or destinations in the environment. Sam is the center of the clock. 
When 2 coordinates are given Azimuth is the 1st set and Altitude the 2nd, 
e.g., 8:00/11:00, 8:00 (left) and 11:00 high. 

Shocks and Foils;
Know that a shocker to anywhere on the body is a KO, also a Foil to the head. 
A Foil to anywhere else on the body is 5 seconds worth of goofy before the 
BG comes back pissed.

Soft Drop, (SD);
A soft drop to grade can be tricky, instead of a faint pitter patter to 
grade you thump it alerting everyone in the area.

1. "Y/B", the trick is to press and hold "Y" then roll your thumb onto "B" 
and hold it till Sam is on the floor or ground whether hanging from pipe, 
railing or ledge.
1a. if you're standing, run off a ledge then press and hold "B" till you 
land.
1b. if you're crouched at a ledge, just FC off, if you hold forward Sam will 
roll in the direction held and if you release forward Sam will land in the 
crouch.
____________________________________________________________

7. WALKTHROUGH

"The choice between leaving a witness or a corpse is no choice at all"

7/1. Police Station

7/1.2 Police Sta. rear entry,
7/1.3 To the Morgue and 2nd fl. comp,
7/1.4 Access Security surveillance system on the top floor,

7/1.1 Blaustein's secret drop off

Always rotate through your HG options when safe before entering a new area, 
look for laser emitters along the wall and remain in NV, click out only when 
the light hurts and then only after you ensure Sam's security.

You begin in a darkened area of a motel parking lot, (I think). There're 
possibly 3 PBGs, 2 on the ground and one on the 2nd floor Wkwy. Observe at 
least one pass of the PBGs then QQC along the wall to the stairs, climb the 
stairs, scale the ladder and locate the trapdoor on the roof. Drop through 
the trapdoor then FC into the small room, locate the climbing pipe and do so. 
On the flat roof, run to the zip line, hop up and zip to the burning 
building. From this point follow Lambert and Grimsdottir's instructions for 
moving through the building. Once you find and speak to the informant Grimm 
will get you back into fresh air. Save your ammo, go NV to locate the XP.

(SAVE)

FC along the balcony, if you hear footsteps slow to QQC and round the corner; 
locate the opening in the balcony railing. If you hear footsteps as you 
stand, look down, if and when clear run, then press "Y" then hold "B" for an 
SD onto the balcony across the alley. You'll either SD and hang, land in the 
crouch or roll without being heard by the approaching BG if you also hold 
forward on the "L" tower.

(NOTE)
The alley PBG can be approaching from the left or right end of it.
+=+=+=+=+=+=+=+=+=+=+=+=+

Head right along the balcony at QC, as you QC along the dark and narrow Wkwy 
you'll hear an angry BG demanding to talk to Grinko. SD into the bushes, QC 
to the right along the raised planter then left at the railing. SD to the 
deck and climb the stairs onto the porch, QC right to the wall and stick 
between the corner and the window. Look to the XP, it'll open and a BG exits, 
release after he passes Sam then QC into the building before the door closes. 
Accelerate from QC to FC as you move up the stairs and left. Boo all the 
rooms before passing them then enter Blaustein's room, locate and access the 
comp behind the wall painting for the info Sam needs to exit the house. 

Access notes in the OpSat for the keypad code and use it, OCD then exit the 
building. Locate the zip line and slide legs up across the alley for an SD 
onto the tin roof. Spend a second to recon the area below and then use the 
dark to approach the XP OCD then enter. Jump to and slide down the elevator 
cable, enter the elevator, locate the XP, pick the lock, OCD then exit. FC 
to the balcony stairs and then QC down to the ground below, 2 PPms approach 
and harass a drunk as you QC to the next set of stairs leading to a basement. 
Stay tight to the left side of the stairs and railing as you step down about 
8 treads; face the wall and stand.

(NOTE)
Sam will be pretty much lined up with the 1st of the 2 Pms harassing the 
drunk.
+=+=+=+=+=+=+=+=+=+=+=+=+

Jump up and grab the railing, skooch right and stop just past the corner of 
the railing then hoist up onto it. Go NV; locate the balcony PBG at Sam's 
11:00/2:00 then SD into the bushes. QC to the end of the fence at the corner 
of the alley, A PBG may be in the alley approaching or receding. Follow the 
PBG up alley along the left side, use the shadows and doorway niche for 
cover when he stops and 180s. As you move back into the alley keep an eye on 
the 2nd floor windows at the far end of it and the balcony PBG at your 6. 
There are a couple 3 places to hide at the end of the alley; I prefer the 
dark spot near the doorway niche at the right end corner of the alley.

Once the alley PBG is back on the ground and walking to the beginning of the 
alley, slide right to the stairs, release then edge up the stairs and swing 
the camera back and up to the 2nd floor windows. Stop when you have eyes on 
the 2nd floor PBG. Exit the area when clear. Recon the area ahead leading to 
Blaustein's drop off, it looks like a market square. A BG on the 2nd floor 
of the building to Sam's 9:00 can be seen approaching and or walking by one 
of the windows, when he moves away FC to the fountain in the middle of the 
area. Look up to the 2nd floor window near the gate, if and when clear head 
for the bushes at FC for cover. Locate the EP to the drop off and enter.

7/1.2 Police Sta. rear entry

Accessing the comp triggers the gate near the bushes to open allowing a PPm 
to enter the square. Exit the drop off at QC, stay tight right to the wall, 
keep an eye on the light meter, the 2nd floor window and the PPm. When clear 
pass through the gate and FC down the right side of the alley. Drop to QC as 
you approach the window and stop just before the corner. Boo around the 
corner, it's a dead end; a PBG may be entering or exiting a niche in the 
building.

Option# 1, 
If he's entering the niche QQC left to the other end of the alley, once past 
the dogleg stand and run. Drop to FC as you swing around the dumpster to the 
wall, look up alley to see a PPm stopped or about to stop in the middle of 
it then 180 to face up alley. FC up the left side of the alley along the 
bushes and fence to the corner of the building then cross back to the right 
side of the alley. QQC up alley and into the 2nd niche and hold, once the 
PPm passes by Sam, QC across the alley to the building then up alley toward 
the corner. A PBG appears from Sam's left and crosses to Sam's right follow 
him.

Option#2,
If the PBG is exiting the niche wait then follow him to the far end of the 
alley, he can make up to 3 stops on the way. Once in the next alley move 
right to the wall and look up alley for a PPm, as the PPm passes by Sam QC 
up alley after the PBG, move into the 2nd niche on the right before he turns 
around. The PBG and PPm will meet near Sam then continue on their routes, 
wait for the PPm to head down alley again to exit. Look up to the building 
across the alley; ensure no one is in the windows when you exit. QQC up 
alley along the right, as you approach the light another PBG will emerge 
from the building on the left, follow him.

Both scenarios continue from here.

(NOTE)
There's no way I can find to get Sam past the garden gate before the Trellis 
BG without being detected by him, he activates long before Sam gets close to 
the top of the hill. 

I have 3 options to complete the next area one very risky with an extremely 
high failure rate, (2 successes in 100 maybe worse, likely a glitch) but it 
eliminates 1 diversion and when it works WOW! I have no more idea why it 
works when it does then when it doesn't. The 1st occurrence was by accident, 
I then spent a couple days worth of time trying to figure out what 
particular panic spasms took place to reliably reproduce it. Then it 
happened the 2nd time, I was using the maneuver in option#1. As far as I can 
tell I do the maneuver the same way every time but the success rate is so 
low I'm forced to assume it's a glitch. 

The 2nd option is safer but requires a diversion. To date, even though the 
bass alert sound is made on option#2 the 2 BGs make no overt reactions 
although 2nd fl. does walk to the right of window#1 for a few seconds and 
then lightly comments on whatever it was he thought he saw or heard. Trellis 
180s looks about for a few seconds then 180s again.

The 3rd option puts Trellis on search into the courtyard area.

Option#1, while practicing, (KO'd Trellis) I've made it to and over the 
fence many times, with no alert sound from 2nd fl. and he never leaves the 
area.  

Option#2, is similar to #1 but gets the alert sound from 2nd fl. Once Sam is 
around the fence and against the wall 2nd fl. says, "It was probably 
nothing".
+=+=+=+=+=+=+=+=+=+=+=+=+

Option#1
Follow Trellis into the small garden; as he enters the trellis, QC to the 
climbing pipe to the right of the steps then climb up onto the trellis 
before he exits the other end and 180s. Turn and QC to the far right corner 
of the trellis, stop about 1 foot from the ledge and hold. Trellis has taken 
station in front of the trellis and is facing the opposite end. There is 
another PBG, (2nd fl.) on the 2nd floor of the building at Sam's right; he 
patrols between window#1, (closest to the trellis) and #2, (past the steps). 
Trellis makes a couple 3 overt movements, scuffs the ground and or looks 
over one or both his shoulders. You want one of those overt movements while 
2nd fl. is standing at window#2. 

When both actions have occurred, QC toward the ledge, just before Sam would 
fall off press and hold for FC, as Sam falls to the ground release the tower. 
Sam SDs (soft drops) to the ground to the left of Trellis, immediately QC 
across the front of the steps to the far wall, stick, crouch and slide 
toward the fence till you see the tippity top of 2nd fls' head then hold. 
Stand and slide to the fence when you hear 2nd fl. start walking toward 
window#1. When you reach the corner of the fence and wall release and face 
the fence, slide right to the wall then turn a smidge to the right and hold. 
Sam's kind of facing the concrete corner post.

(NOTE)
This is the only way; (albeit extremely rare) I have been able to exit this 
area without alerting the 2 BGs.
+=+=+=+=+=+=+=+=+=+=+=+=+ 

1. You must not attempt the double jump unless 2nd fl. is walking from one 
window to the other, preferably #2 to #1.
2. As soon as you hear his footsteps, complete the maneuver in this order 
quickly press, "Y", then press and hold forward, then "Y", then release (or 
not) the "L" tower as you press and hold "B".

SD to the ground, QC back to the wall then FC to the end of the courtyard; 
climb the dumpster and double jump over the wall.

(NOTE)
If you only press (Y, Y), or (Y, Y, B) Sam lands on the gate, both BGs 
always hear and or see Sam. Pressing (Y, "L" Tower & hold, Y, release "L" 
tower, B) lands Sam on the fence instead of the gate which seems to be 
quieter, (but rarely).
+=+=+=+=+=+=+=+=+=+=+=+=+

Option#2
Follow Trellis into the small garden; as he enters the trellis, QC to the 
climbing pipe to the right of the steps then climb up onto the trellis 
before the he exits the other end and 180s. Turn and QC to the far right 
corner of the trellis, stop about 1 foot from the ledge and hold. Trellis 
has taken station in front of the trellis and is facing the opposite end. 
There is another PBG, (2nd fl.) on the 2nd floor of the building at Sam's 
right; he patrols between window#1, (closest to the trellis) and #2, (past 
the steps). Trellis makes a couple 3 overt movements, scuffs the ground and 
or looks over one or both his shoulders. You want one of those overt 
movements while 2nd fl. is standing at window#2. 

When both actions have occurred, QC toward the ledge, just before Sam would 
fall off press and hold for FC, as Sam falls to the ground release the tower. 
Sam will SD, (soft drop) to the ground to the left of Trellis, immediately 
QC across the front of the steps to the far wall, stick, stand and slide 
toward the fence then hold. You'll get the Bass alert sound from 2nd fl. 
Trellis will 180 look about then face the trellis again. In a moment 2nd fl. 
will exit the room above, when he does QC around the gate, back to the wall 
then to the dumpster at the end of the courtyard. Climb the dumpster then 
double jump over the wall.

(NOTE)
In hard mode the above maneuver from the fence has a 70/30 success rate, if 
Trellis continues to catch Sam QCing around the gate try 2a.

2a,
At the fence, follow the same procedure as option #1.

Option#3
Follow Trellis into the small garden and then into the trellis, normally he 
walks through the trellis to the opposite end then 180s and faces this 
direction. As Trellis turns and heads for the far end of the trellis QC left 
along the trellis to the fire hydrant. Stand and jump for noise as Trellis 
is passing by the bench. QC back to the wall and stick, Trellis will 
investigate and eventually walk over to the gate. As he does QC onto and 
through the trellis then QC along the front of the steps to the wall, stick 
and hold. Look up to the 2nd floor windows when the PBG begins walking from 
one window to the other slide along the wall to the fence. The PBG will walk 
from one window to the other a second time, when he does double jump over 
the fence.
 
(SAVE)

7/1.3 to the Morgue and 2nd fl. Comp,

Use the key code taken from Blaustein's comp for access to the police sta. 
Stay on the carpet and follow the PPm at a QQC. Drift right to the right 
side of the steps, if you're quick and quiet enough you can make it up the 
steps and around the 2 corners without alerting the PPm. Otherwise stay out 
of his LOS until he comes to a stop in the little room. QQC to the morgue's 
lab entrance, QC through the middle of the lab then enter the morgue. You'll 
hear the whir of a wall camera, locate it before entering, QC left along the 
wall and behind the curtain. 

Stop between the 2 stretchers, do not make contact with the plastic curtain 
relocate the cam, and ensure it is near the end of its turn to Sam's left 
then FC through the curtain and between the stretchers to the far wall. 
Stand against the tall cabinet and look over Sam's shoulder to the cam. Hold 
till it begins swinging away from Sam to FC the perimeter Cw to the EP.

(NOTE)
If you have a problem locating the camera and its swing from behind the 
curtain you can always circle the room to the tall cabinet then when the 
camera is just about to begin heading back toward Sam you can crouch and FC 
between the gurneys then under and behind the curtain.
+=+=+=+=+=+=+=+=+=+=+=+=+ 

7/1.4 Access the Security Surveillance System on the top floor.

When clear exit the lab to the Hlwy, FC to the XP, climb the stairs and pass 
through the next door. Enter the room, ignore the talkers and stay tight 
right to the perimeter through the room to the sliding door. Exit the room, 
climb the stairs then QC tight right along the wall to the last door on the 
right. 2 paper pushers at their desks hard at work and oblivious. Enter the 
room, QC to the far left corner of the short dark Hlwy, stick to the corner 
then release. See the BG past the drape thing dividing the room, jump for 
noise then QC past the leading edge of the shelf. 

180 wait for the BG to come to a stop then QC through the divider to the 
comp. Access it for the info then QC to Sam's 8:00 between the shelf and 
wall and hold. Once the BG is back in the room and facing the comp QC out 
then backtrack to the floor below to exit the mission.   

Speed pick, Exterior door to drunk and 2 Pms, 11:00, 7:00, 5:00, 5:00

1-2 Divs
____________________________________________________________

Ghost 1st, Divert 2nd, KO 3rd and Kill only when forced

7/2. Defense Ministry,

2/25/14, new entry point

7/2.2 Deactivate laser grid and mic Grinko and Masse in the elevator,
7/2.3 Access Nikoladze's computer in the north wing office,

7/2.1 Locate and interrogate Grinko's chauffeur in the garage,

Always rotate through your HG options when safe before entering a new area, 
look for laser emitters along the wall and remain in NV, click out only when 
the light hurts and then only after you ensure Sam's security.

Run directly to the false section of gable and drop to the balcony below. 
Hop onto the railing to the left of the door then jump to the pipe. Slide 
down then leap to the balcony below, OCD then open it, as you do the XP 
begins to open. FC to the right and hold in the corner of the shelf and wall 
till the PBG passes by. QC the perimeter wall Cw to the XP, open it and boo 
the Hlwy, there're 2 BGs at the far end of the Hlwy wait for them both to be 
facing away to QQC to the XP on the left halfway to the other end. Enter the 
stairwell; avoid the wall cams and FC to the garage.

(SAVE)

Enter the garage and run the perimeter wall Cw, drop to QQC as you approach 
the idling vehicle and locate the chauffeur. Grab him talk to him then smack 
him, FC the perimeter walls CCw back to the EP. A BG will be guarding the EP, 
QC to within 15 feet to the BG then jump for noise. QC into the elevator 
shaft and QC out as the BG passes by head for the EP.  

7/2.2 Deactivate Laser Grid and mic Grinko and Masse in elevator,

Exit the garage, backtrack to the stairwell EP at a FC, and remember to 
avoid the wall cams. Open the door, recon the Hlwy then head for the SBG. 
Stick to the wall at his 8:00 then slide to the buttress, swing the camera 
around so that it views Sam from the back of the SBG's head.

SC to the corner of the buttress and hold, wait for the SBG to make an overt 
look over his right shoulder. When he does QC around the buttress and back 
to the wall, there is a dark lane along the floor just to the right of the 
XP, QC across the Hlwy through the dark lane and then QC to the XP. Enter 
the room, stay tight to the right and look up to the camera above the EP. 
When it turns away FC along the wall to the right of the XP, when it turns 
away again move to the XP, pick it and open the door. 

(SAVE)

When the camera turns away again exit to the balcony, climb the railing and 
leap to the gutter then skooch to the open window. SD to the sill and QC 
into the room, stop beside the fridge and wait for the XP to open. QC out 
and through the cafeteria, QQC right to the railing then to the far corner, 
hop the railing and SD to the lower balcony. Do the same to the ground floor 
then QC under staircase#1 to the big column. SC toward the SBG until he sees 
Sam QC back through the line of balcony columns at Sam's 7:00 then QQC to 
the right along the columns to and under staircase#2. QC to the desk as the 
BG walks past the narrow columns, access the comp then QC back to 
staircase#2. 

Backtrack to staircase#1. The officer will enter the area and sit at the 
comp, once the BG has settled near the desk QC Cw around the row of narrow 
columns, QC to the 2nd column then jump for noise. Both will investigate; 
QQC back to and under staircase#1 and hold, the officer will pass under 
staircase#1 and then walk through the row of columns, ensure you take him by 
his 6:00, 5 or 7:00 will only get Sam vented. Snatch him ASAP and drag him 
to the scanner and then into the room. 

(SAVE)

Smack him, move to the corner and boo the area beyond. When the camera 
swings away run to the XP, open and the door, run to the right side of the 
fountain and mic the 2 in the elevator. When free continue across the 
courtyard to the right of the double doors and climb the trellis to the open 
window. Drop to the floor and take the save.

7/2.3 Access Nikoladze's computer in the North wing office,

(SAVE)

FC to the right side of the elevator doors, stick and stand slide to Sam's 
left for the lowest meter reading, it should be about 5 feet from the 
elevator doors. 2 BGs will exit; one will walk past Sam then follow the 
other to the far end of the room. As he passes by Sam the 2nd time release, 
QC into the elevator and ride to the next floor.

(SAVE)

 Exit the elevator, turn right and FC to the perimeter wall to the bench and 
hold. Follow the PBG through the keypad door, break off and continue the 
perimeter wall to and under the wall camera. PtP, pop the light and enter 
the closet. Climb up to the roof and locate the rappel point. 

(SAVE)

Skooch down and stop just above the glass PtP and target the upper right 
corner of the glass. I target the thickest darkest vertical line on the 
widow frame and have the top site point touching the top of the window frame. 
Shoot, holster and take a step up on the wall to avoid detection from the 
PBG in the room. 

(NOTE)
It can take some practice to locate the correct spot on the frame, pretty 
much everywhere else only cracks the glass and it can take forever for the 
PBG to settle down.
+=+=+=+=+=+=+=+=+=+=+=+=+

The PBG will inspect the glass then walk around the desk CCw, rappel into 
the room when he gets to the side of the desk then QC back to the window to 
drop and hang. The PBG will then walk to and stare out the window to Sam's 
left, when he stops at the window climb into the room and QC into the space 
between the PBG and the file cabinet. The PBG will then walk to the window 
at the far end of the room and look out it. As he walks past the desk QC to 
it and access the comp. QC back to the widow to drop and hang. 

The room will fill with BGs then they'll leave, when the PBG is looking out 
the window to Sam's left again hoist up and return to the space between the 
PBG and file cabinet. As the PBG again walks past the desk QC to the comp 
access it again then QC out of the room. 

(SAVE)

Stand and run left along the Hlwy to the open door, run the stairwell to the 
XP and then to the open door to the empty elevator shaft. Leap to the pipe, 
slide to the bottom then release to the floor. Run the perimeter of the 
garage Cw to Wilkes to end the mission.

Speed Pick Office ext. door to balcony 10:00, 5:00, 11:00,

2 KOs, 5 Divs, 2 Rnds
____________________________________________________________

7/3. Oil Refinery

3/30/14, New hide maneuver main deck,
  
7/3.2 Snatch the Merc's laptop

(NOTE)
The alert sounded while moving along the pipeline is not an ID on Sam but 
the 3 incoming jets. The 1st section is uneventful so I take up the mission 
at the inspection chamber.
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE)

7/3.1 Trail the Merc tech

Always rotate through your HG options when safe before entering a new area, 
look for laser emitters along the wall and remain in NV, click out only when 
the light hurts and then only after you ensure Sam's security.

Climb out of the chamber and onto the deck, when free from the cut scene 
head left and back to the ladder on the column, leap to and climb the ladder 
past the upper level Wkwy. Leap to the right and SD to the Wkwy, on the Wkwy 
take two rights at a FC to the large box, climb the box and jump to the pipe. 
Mad skooch to the end of the pipe, lift Sam's legs and drop them before and 
after each cross beam. Eyeball the Wkwy below for the PBG and to center up 
on the Wkwy. SD to the Wkwy as the PBG walks away, accelerate to the stairs 
from QC to QQC, then QC up the 1st flight to midway on the 2nd. A PBG will 
180 and follow the rest of the group, as he does QC up and left for cover. 

There will be an explosion, all but one of the BGs will leave; the remaining 
PBG, (the Fast creeper) will reveal himself and exit to the left in a moment. 
As he does run along the outer Wkwy, to the 2nd dark rectangle on the deck, 
drop to FC to the left turn into the short dark Pswy. Drop to QQC as you 
make the left turn, drift to the right corner ahead and drop to QC. You'll 
see the 6:00 of the fast creeper as you round the corner, QC to his 7:00 and 
hold against the Bkhd. 

The PBG will 180 and return to the outer Wkwy, QC away and forward to the 
left corner as he moves away. Boo the left corner ahead, ensure the BGs 
ahead are walking away from Sam's position then continue to the white 
horizontal tank and the lever at its leading end.

(SAVE)

Pull the lever FC CCw around the tank and along the fence to the reddish 
panel, stick and slide to the end of the panel. Boo the 2 approaching BGs, 
both will investigate the tank, release and QC along the fence to and around 
the corner ahead when you lose LOS on them. FC through the fire, locate the 
large machine ahead and to the right. 

(NOTE) the game doesn't want you to follow the BGs into the building.
+=+=+=+=+=+=+=+=+=+=+=+

(SAVE)

7/3.2 Snatch the Merc's laptop

Climb onto the big machine and then to the pipe, go legs up and shimmy to 
the glass. Eventually you'll hear footsteps and then another explosion which 
shatters the glass. Shimmy into the room and SD to the floor, Beat feet out 
the XP before the BG sees Sam. At the top of the ladder the chopper explodes, 
watch the techie running across the platform on his way back to the boat 
launch. Ultimately follow the briefcase back to the dock and the end of the 
level. Run left past the 3 white vertical tanks then to the right when the 
area opens up. 

Another cut scene of the tech running into a small building, a BG is firing 
away to the left of the XP. At the bottom of the stairs run wide right to 
and through the XP, don't slow down through the room to the exit, the BG 
will be on your 6:00.

(SAVE)

ASAP open the door and head left through the Pswy; if you're fast and nimble 
you'll see the tech heading left at the intersection. Follow him left and 
through the gate, you should see him running to and down the stairs. Dog his 
butt down the stairs and along the Wkwy till you can put hands on him. Smack 
him, take his stuff and end the mission.

(NOTE)
My best run caught the tech at the mid platform (between the 1st 2 sets of 
stairs) descending from the main platform, worst run, beside the small boat.

1 KO, 1 Div
____________________________________________________________

7/4. CIA HQ

3/6/14, maneuver change from 1st security sta. to 1st keypad.

3/6/14, New path through theater

3/6/14, new end mission maneuver to Wilkes,

7/4.2 Access the central server,
7/4.3 Tap Dougherty's comp,
7/4.4 Snatch Dougherty,
7/4.5 Take Dougherty to the loading dock,

7/4.1 Retrieve the SC-20K,

Always rotate through your HG options when safe before entering a new area, 
look for laser emitters along the wall and remain in NV, click out only when 
the light hurts and then only after you ensure Sam's security.

(NOTE)
There're 2 EPs into the building and I use the one providing the fastest 
route and best cover. Use the map included on OpSat update if you get 
confused.
+=+=+=+=+=+=+=+=+=+=+=+=+

Cross the driveway at a run, continue over the grass for about 15 feet then 
turn right, parallel the driveway to the front of the building. Just before 
slamming into the building drop to FC and head toward the main entrance, 
locate and climb the pipe. A couple feet from the top of the pipe leap right 
to the flat roof then run to the open duct, enter the duct and drop through 
the trapdoor into the building. FC along the shelf, press and hold "B" just 
before dropping off to the floor, Sam will SD and roll along the floor 
without missing a step. FC the perimeter wall Cw to the reception desk, bear 
left to the wall then stand and hop up between the reception counter and the 
bench. 

Crouch ASAP, there're 2 agents in this room, 1 behind the desk and 1 on 
patrol along the center of the room. SD to the floor and QC to and OCD the 
door to the SGs 8:00. A PG is facing away from Sam at the far end of the 
room; enter the room when the agent begins moving toward your XP. QC left 
into the aisle then along the row of work stations to and around the end 
then hold. Wait for the PG to begin walking toward the EP, QC to and through 
the XP. This end of the big room is full of metal detectors; turn left, FC 
through the detector and out of the room. 

QC to the next XP and discover 2 more men in the next big honkin room, an SG 
at the elevator and someone talking on his cell. Enter the room and QC the 
perimeter Cw; accelerate from QC to FC as you distance Sam from the talker. 
Locate the bench, hop onto it, stick and crouch and then release. Recon the 
room, there's another PG on patrol; on the floor above this one, he passes 
by a large window overlooking the big honkin room above the EP.

(NOTE)
It can get a bit sticky moving to the elevator unseen, there's no cover from 
the bench to the elevator doors, if the SG turns toward Sam or the PG sees 
him on his approach Sam's toast. My best suggestion is to wait for the SG to 
make an overt movement then for the PG to be on the move to QC to the 
elevator door.
+=+=+=+=+=+=+=+=+=+=+=+=+

So, the talker has exited the room, the SG has spazzed, (overt move) and the 
PG is on the move. QC off the bench and along the wall to the elevator doors; 
stick, stand and slide toward the SG. Wait for the SG to make another overt 
move to release, look above the EP to the glassed area for the PG. Hold till 
you see the PG reenter the glassed area from either end of his patrol. Reach 
over, press the call button, stick to the door again and hold. Swing Sam's 
camera around so you're looking at him, about 5 seconds after you hear the 
elevator approaching this floor crouch and as the doors open step back into 
the elevator. 

ASAP back into the elevator and bear left or turn left then bear right into 
the elevator to the floor menu. Press for close; Sam is safe once the door 
is closed, access the menu again and press down.

Next floor

(SAVE)

(NOTE)
Stuck and standing against the button end of the elevator provides the 
smallest profile to the SG beside Sam.

Take the save, there're many difficult maneuvers ahead. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Go NV and FC the Hlwy, as you approach the doors slow to QC then stop just 
before the one on the right. Enter the room after the paper pusher exits for 
the room across the Hlwy, access the comp then run out of the room and right 
to the intersection. Bear right at the intersection then drop to QQC as you 
bear left around the next corner. Stop at the leading edge of the security 
sta., stick and hold in the crouch. Access OpSat for the info then watch the 
techie approach and begin talking to the man inside the room. Once he 
bellies up to the sta. QC around him and back to the wall. 

QC along the wall to where the floor brightens up, hold and wait for PG#1 to 
180 and head back down the Hlwy. You can QC along the bright glass as the PG 
in the room 180s but if you're getting ID'd more than 10% of the time, QC 
across the Hlwy then along the dark wall till Sam is even with the door to 
the bright room. PG#2 in the bright room will 180 and head to the server 
room observation window, as he does QC into the room then stick to the wall 
between the EP and file cabinet. 

The talker will return to the keypad across the Hlwy and PG#2 will commence 
his patrol again, as he turns to head back to the observation window follow 
for a smack down. Grab the satchel, pick him up then carry him into the dark 
niche to Sam's 10:00. Once in the niche turn 90 degrees left to face the end 
of the console then lay him down.

(NOTE)
The previous maneuver prevents any part of PG#2 from being seen from the 
Hlwy.
+=+=+=+=+=+=+=+=+=+=+=+=+

Exit the niche, go NV and watch the talker head for the closet as you exit 
the bright room. QQC to the keypad across the Hlwy then access OpSat for the 
passcode, quickly press the numbers and enter the next room, QC left into 
the room to avoid detection. Once the PG in the room has walked to the right 
side, exit the room on the QC. Enter the next room and access the computer 
for the passcode then use it on the keypad.

(SAVE)

(NOTE)
Take the save, the next bit has a variation but the maneuver is pretty much 
the same it just takes way longer and the techies can be a bit unpredictable.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
ASAP FC the Wkwy and stairs to the end of shelf row#1 and boo aisle#1. If 
tech#1 is in aisle#1 and at shelf row#2 QC into the aisle and along shelf 
row#1. If he isn't there, wait till he enters aisle
#1, he usually stops at shelf row #1 instead of #2. As he walks away from 
either row follow him, slide right to the end of shelf row#2 and hold 
between the pole and the end of the shelf. If you followed tech#1 from row#2 
hold till tech#2 approaches and passes by Sam far enough to allow Sam to QC 
into aisle#2. 

QC from the end of shelf row#2 and into aisle#2, then accelerate to QQC 
along shelf row#2; as you distance from the 2 men. When Sam reaches the end 
of shelf row#3, cross to and past the end of row#3 to exit the area. Enter 
the storage area, locate Sam's gear and grab it up then exit the room. 

(SAVE)

7/4.2 Access the Central Server,

FC the right side of the Hlwy past the cafe, continue to the big Hlwy with 
the blue light shining through the glass doors on the left. Drop to QC as 
you round the last right turn, there're spooks about. Recon the area, locate 
the PG pacing left to right at the front of the large room on the right. 
Take note of the dark shadow line running from the front of the room the PG 
is in to the glass doors on the left. There is sufficient shadow to hide Sam 
while he waits for the PG to be in the right orientation. When the PG walks 
to Sam's left move into the shadow left of the glass doors and hold. When he 
heads right and passes behind the divider enter the bright area.

(SAVE)

(NOTE)
Take this save; sometimes the server room can be hell. There're many ways in 
and out however none are 100%, I'm writing for the usual and most successful 
scenario.

10% of the time tech#1 walks CCw around the server tower instead of under 
Sam's position. The maneuver is still achievable will take much longer, as 
both techies may be investigating all over the room. Once Sam is in position 
you must decide whether to move from the railing or wait for #2 to begin 
another round.
+=+=+=+=+=+=+=+=+=+=+=+=+

FC into the dark foyer, locate the keypad on the left and use the passcode. 
OCD then enter the server room, it's time to turn and burn, FC left along 
the balcony wall to the corner. Turn right at the corner and move along the 
wall just enough to hear the alert tone then head back to the corner. Locate 
tech#1, if he's moving toward Sam QC along the wall toward the EP and stop 
when the corner of the railing is at Sam's 9:00. Angle the camera to get the 
best look at the floor below without moving from the wall.

(NOTE)
A number of scenarios can crop up from this position; I think all depend on 
the position of tech#2 when you enter the bright side of the server room. #1 
almost always approaches Sam's position and if undisturbed, #2 always 
patrols the room Cw. If #1 is still under Sam as #2 enters the room #1 may 
also walk the room Cw with #2 and stop at the far corner.

He may also head CCw past the cart and pass #2 at a different spot in the 
room then head back to a point between the cart and the tower. He may then 
head to the CIA seal then to the end server stack at the far side of the 
room.

If #1 leaves Sam's position before #2 enters the room, #1 walks to the front 
of the room to the CIA seal, looks over his shoulder then walks to the far 
corner of the room. Sam's responses are pretty much the same in all 
scenarios.
+=+=+=+=+=+=+=+=+=+=+=+=+

1. Look to #1 as he walks away, if it's between the cart and the tower hop 
onto the railing and SD to the floor behind #2.

2. If #1 walks away between the cart and the XP hold, wait for him to stop 
at the CIA seal at front of the room. He may glance over his shoulder to 
Sam's position before continuing to the far corner of the room. As #1 begins 
walking away from the seal hop onto the railing and crouch, #2 has made his 
2nd right turn and is now walking toward #1. Press for FC and SD to the 
floor.

From either scenario stay to #2's 4:00 as you move to the tower keyboard and 
access it. When complete 180 and run back to the gap between the server 
stacks below your previous position. Stick to the end of the left side stack. 
Look toward the keyboard, you'll see #2 heading for the XP and #1 returning 
to the cart. Slide to the outer corner of the stack, when #2 is gone and #1 
is crouching, release, QC along the row to the XP and exit the room. 

Enter the dark half of the server room, bear right and stop before the 
stairs if you see #2, if missing, begin climbing the stairs. Look down and 
right as you climb the right side of the stairs, ensure Sam is behind #2 to 
continue up and to the keypad.

7/4.3 Tap Dougherty's computer

Locate and access the keypad with the same code and exit to the foyer. Move 
close enough to the 2nd glass door to have it open, locate the PG pacing the 
front of the large room. As he begins walking to the right QC into and to 
the right side of the bright room, stick to the wall on the right just 
before the bright barrier and stick. Look to the Hlwy floor left of the 
glass doors. If you see 2 little dots or bumps deforming the shadow line 
running across the Hlwy floor they are the silhouette of the Hlwy PG.

As the large room PG begins walking to the right, QC through the barrier and 
the 1st set of sliding glass doors to the dark lane. QC within the dark lane; 
stop before the narrow divider between the openings, hold and look left into 
the Hlwy. Look through the left opening into the large room and through the 
glass cubical to the adjacent Hlwy for sign of the Hlwy PG. If the Hlwy to 
the left is clear as the big room PG begins walking to the right, QC into 
the left side opening of the large room toward the XP, stop at the door at 
the corner of the glass cubical for momentary cover.

(NOTE)
Sam has sufficient cover from the PG and or the Hlwy PG, but be alert, there 
is also a paper pusher working in one of the cubicles, if you make too much 
noise moving from the corner of the cubicle to the right side of the opening 
to the adjacent Hlwy he'll investigate. From the right side of the opening 
bear right around it to the Hlwy vending machines, the Hlwy PG can be 
anywhere in the area.
+=+=+=+=+=+=+=+=+=+=+=+=+

If the adjacent Hlwy is clear when you reach the corner of the cubical slide 
off the cubical and QC to the right side of the XP, stick to the wall and 
hold. Boo as best you can then do a tight right around the opening to the 
wall, stick and recon. If clear of PGs QC along the vending machines then 
out into the Hlwy when cover allows. QQC to and along the left side of the 
Hlwy till you get the save point.

(SAVE)

If clear of Hlwy PGs move to the left side of the window and jump for noise. 
The SG will exit to investigate, hop onto the ledge and follow him into the 
Hlwy. Break left out the XP, listen for and locate the cameras as you move 
into the large room; there're 2 rotating ceiling cams this side of the 
center of the room, wait for both to be pointing away to FC across the 
stairs to the XP. Slow to QC as you approach the lighted corner; boo the 
corner and see the man in the room. QC past the room as he turns around, 
continue to the stairs, shoulder the AR and load a sticky cam in the tube. 
Pop the ceiling light from under the wall cam; retrieve the cam and QC to 
the keypad. Access OpSat for the code to unlock the door and do so. 

(SAVE)

Look back to the cam and open the door when the cam swings away; enter the 
room tight right around the door and stick. Once the door closes move to the 
corner of the room and slide toward the glass, listen to the angry man on 
the phone. When he's done, he'll exit the room for the vending machines. 
Follow from his 8:00 to the XP then exit. QQC through the testing area to 
the XP, pick the lock, exit then access the elevator.

(SAVE)

Go NV, QC the perimeter of the room CCw, locate the XP and the office worker 
to Sam's 10:00 enter the office space when he turns away. FC CCw through the 
cubicle area to the lighted office, hold to the rear of the door. It's 
Dougherty's office rm. 508; enter the room as he exits, access the comp then 
exit. Follow Dougherty along the Hlwy when you get to the theater entry 
break off, you can't get by the SG or the camera at the corner of the Hlwy.

7/4.4 Snatch Dougherty,

QQC down the aisle, head right at the middle aisle and drop to QC, QC to the 
end of the middle aisle then do a tight left around the rear of the seat. An 
SG is blocking the XP, QC down one more row then QC right to the flag, stand 
and hop onto and over the railing to the floor. SC to the XP, pick the lock 
and hold, the SG will move off in a moment. Give him a couple steps then 
exit the room, Dougherty is now in the lounge; QC to the lounge wall, stick 
and slide to the opening. Release, QC past the opening then locate the dark 
niche ahead, enter and hold. Dougherty and the other man will exit the 
lounge, follow Dougherty.

Dougherty will provide access to the next area, remain at his 6:00 and allow 
him to enter the smoking area. Move to the left side of the door and just 
close enough to keep it open but cover Sam from the PG patrolling outside in 
the rain. Follow the PGs route once then enter the smoking area as he passes 
to Sam's left. Smack Dougherty, lift him and head outside, walk across the 
area past the tables then QQC to the far corner wall where the PG vanished, 
crouch and hold. Once the PG passes to Sam's left, QC around the corner and 
head for the Wkwy, about 10 feet from the Wkwy stand and walk the rest of 
the way to the XP.

7/4.5 Take Dougherty to the Loading Dock,

(SAVE)

Dump doughboy, open the door, pick him up go to crouch and head down the 
stairs. At the base of the stairs stand and walk to the corner of the 
opening and boo. If there is a tech standing nearby wait for him to crouch 
to enter. Walk left to and around the end of the machine, continue to the 
end of the 2nd machine then crouch. Boo the corner for PGs, if so wait for 
him to come to a stop and turn away from Sam. QC to the wall and toward the 
PG, stop at the buttress and hold till he walks off toward the XP. Follow 
him to the XP, stop beside the 2nd buttress when he stops at the XP. 
Continue after he walks past the machine and exit the room for the exterior 
stairs.

Creep the left side of the stairs to the flat roof, look for PG#1 along the 
railing, and continue around the stairs then under them toward the corner. 
Stop about 5 feet from the corner and face the wall, allow #1 half the 
distance from the wall corner to the corner of the railing then QC around 
the corner. QC to the 1st niche; stand and walk to the 2nd one, crouch at 
the 2nd niche and creep forward till the light meter jumps. As part of his 
patrol, PG#2 will climb up to the Wkwy Sam is on, stop and head back to 
ground level. Hold till #2 is on the 1st flight of stairs and walking down 
the ground level. Begin at a creep then stand and walk to the platform as 
his head disappears below the Wkwy.

Drop to creep on the Wkwy platform as you turn and head down the 2nd flight 
of stairs to the mid platform. On the ground head right to the wall and hold 
till PG#2 is at least 4 steps up the stairs. QC along the wall to the corner, 
stand and walk along the fence to the next wall, (close to Wilkes). Dump 
Dougherty then creep toward the SG, stop at the edge of cover and look up to 
the Wkwy for PG#1 and hold. He will stop at the corner railing then he'll 
head in one of two directions, left up the ramp or 180 and walk to the short 
end of the "L" shaped patrol route. QC the 6:00 of the SG for a G&D, drag 
him left to the loading dock then left to the gap between the dock fenders.

Smack him then hop onto the loading dock, QQC left to the wall and ladder 
then drop off the loading dock to the ground. QQC to Dougherty, pick him up, 
stand then head for Wilkes. Stop at the edge of cover and again look up to 
the corner railing on the Wkwy for PG#1. Wait for #1 to 180 and head to the 
short end of his patrol. Head to the drivers side rear of the truck, about 5 
feet from the corner of the truck drop to creep. Continue to the corner of 
the truck and Wilkes, Wilkes will begin to prattle on about junk, after some 
time the end screen will appear. 

(NOTE)
The move to the driver's side rear of the truck and crouching provides cover 
from PG#1.
+=+=+=+=+=+=+=+=+=+=+=+=+

Speed Picks;
Weapons testing range, 7:00, 12:00, 5:00,
CIA Theater trailing Dougherty, 7:00, 11:00, 5:00, 2:00, 

3 KOs, 3 Divs, 1 Sticky Cam,
____________________________________________________________

7/5. Kalinatek

3/7/14, Maneuver change exiting 2nd floor garage

3/7/14, Tactical change at metal detectors

4/4/14, Tactic change, alerting BGs in room with Merc programmers,

4/6/14, Modified tactic, and new term (Camming) the PBG in the auditorium's 
security enclosure,
 
7/5.2 Locate mercenary programmers on 3rd fl.
7/5.3 Locate and disarm the gas line bomb in Archives room,
7/5.4 Locate fuse box behind Auditorium, restore power to Fire Doors,
7/5.5 Continue search for Kalinatek's Fire Emer. Syst,
7/5.6 Locate Ivan,
7/5.7 Extraction,

7/5.1 Locate and access Kalinatek's Fire Emer. Syst.,

Always rotate through your HG options when safe before entering a new area, 
look for laser emitters along the wall and remain in NV, click out only when 
the light hurts and then only after you ensure Sam's security.

(NOTE)
The following maneuver can be a PITA, failure is usually due to too much 
noise and or being seen when the BG walks past the phones.
+=+=+=+=+=+=+=+=+=+=+=+=+

Press and hold for run so that Sam is running when freed from the mission 
load and save window. Head straight for the telephones at the far end of the 
garage, bear left past the yellow car and aim for the right side of the 
middle wall phone. Take note of the shaded floor area between the vehicles 
and phones, drop to FC just before exiting the shaded area and continue to 
the target wall phone. Stop to the right of the middle phone and hold, wait 
for PBG#1 to pass in front of the column before you QQC to and around the 
opened XP. Move too fast you'll be vented, too slow and the door will close. 

Enter the stairwell, QQC up to level 6; see the SBG between the vehicles as 
you QC over to and behind the white van. Hear 2 other BGs conversing, stick 
to the van, slide to the passenger side and boo. Slide back, release, locate 
and pick up the bottle to the 7:00 of the SBG. QC back to the wall, press 
for ready to throw and extend the target icons so the bottle hits at the 
base of the white van across the aisle from the SBG. Ensure the icons extend 
between the SBG and the van Sam is close to then send it. QC to the rear of 
the nearby van, stick and return to the passenger side to boo the 2 SBGs. 
ASAP as one walks away QC to the palette near the XP window and Climb up.

(SAVE)

ASAP QQC out the XP to the palette hanging from the crane, hoist up then 
turn and FC off the left side of the right corner. Press and hold roll and 
forward, 90% of the time Sam loses less than 10% health, 5% or better of the 
remaining time he loses no health. FC over the glass roofed bridge to the 
building then right under the windows of the room the 2 BGs are in. Stop 
past the window and jump, press for roll and SD onto the seats below. 180, 
QQC to the beginning of the 1st seat and hold, a PBG will enter the area 
from the right. Follow him as he heads for the far end of the sitting area 
then break away at the sliding glass doors.

Enter the room, a door on the right is keypad locked; QC to the edge of the 
window to the left of the door and boo the interior, no bodies home. 2 side-
by-side metal detectors divide the room #1 to the right and #2 to the left. 
There is a Hallway to the far right end of the room and another door, (the 
XP) to the far left. QQC into the corner to the right of the sliding glass 
doors, the PBG will be back in a few seconds. Release when he comes to a 
stop, QC across the doors to the other corner and load sticky cams in the 
tube. When you see the PBG walking past the doors shoulder the AR, WW to and 
stop directly under the ceiling light this side of the room. 

Crouch and target the ceiling light above. Send 2 cams into the light, both 
will fall this side of the metal detectors. Sling the AR; pick up the 2 cams 
then QC to the divider between the detectors and hold. Wait for the PBG to 
pass by to the far end of the Wkwy then QQC to the window wall and slide to 
the edge of the detector. Remain in the crouch, target the ceiling light in 
the other half of the room and send 2 cams to take it out.

(NOTE)
From Sam's position, if you aim at the middle leading edge of the ceiling 
light, (metal frame of glass) the cams bounce back into Sam's side of the 
room, (often at Sam's boots) and they don't arouse any of the BGs like a 
round can do. The only drawback to all of it is the need to time your shots 
with the PBG in the sitting area/Wkwy of the bridge.

The next bit can be a little tense, sometimes infuriating but doable if you 
have the patience, nerves and moves. There can be up to 4 agitated BGs 
swarming the room once Sam moves through the detectors; 4 rarely show up, 
unless there is gunfire. There is much confusion but there is a clear path 
to the XP. For some reason each BG heads for the position Sam was in as he, 
(the BG), enters the room even though he can't see Sam. As each BG locates 
Sam and heads for that position "MOVE SAM"! 
+=+=+=+=+=+=+=+=+=+=+=+=+

Pick up the 2 cams and QC back to the space dividing the detectors. Wait for 
the sitting area PBG to pass the glass doors to the right again then count 
to 4 and step through detector#1. Quickly move to point A, (against the 
glassed wall and detector#1), and hold. BG#1 will enter via the XP, as soon 
as he turns and heads for Sam QC to point B, (the left edge of the detector 
divider). BG#2 will enter the room via the XP and possibly #3 from the Hlwy 
as Sam is moving to point B, as soon as #2 heads for Sam QC across 
detector#2 to the wall then right along the wall toward the XP. At the last 
second drift right to the right side of the XP and cross over the threshold.

(SAVE)

(NOTE)
Take the save if you aren't being fired upon, if you Bjorked it, restart; 
there're no reliable reactions from the BGs when everyone is going crazy in 
the little room. Odds are you'll be vented in the fish tank room.

The 2 best cover spots in the tank room is the wall duct and the right 
corner of the sofa and coffee table. If you choose the sofa do not move past 
the magazine on the coffee table on the 1st sofa, it will start the cut 
scene with the 2 murderous BGs in the next Hlwy. If there are still BGs in 
the tank room with Sam it will prevent him from turning the lights off.
+=+=+=+=+=+=+=+=+=+=+=+=+

Once the tank room empties of BGs, move to the light switch and kill the 
light. QQC to the end of the tank and hold, the BG will enter the room and 
head for the light switch, as he passes by Sam QC out the room then 
accelerate to FC along the left wall to and around the buttress, (it has a 
light switch on it). QQC a wide CCw loop to just past the opening to the 
sitting area to Sam's 1:00, then QC along the wall to the far corner for a 
boo. 2 SBGs near the elevators, (XP). Slide back along the wall then FC 
across the Hlwy and back to the light switch, flip it then return to the 
small dark niche to the left of the sitting room opening and hold.

Wait for the BG to pass by Sam to QC along the wall toward the elevators and 
around the corner. You need to attract the attention of the remaining BG, so 
jump for noise. QQC to the rear of the potted fern as the BG approaches 
Sam's position and hold. The BG will eventually head into the large Hlwy, 
which gives Sam the time to FC to and enter the elevator.

(SAVE)

(NOTE)
Take the save, the next part can be and usually is far more infuriating than 
the last.
+=+=+=+=+=+=+=+=+=+=+=+=+

7/5.2, Locate the Mercenary programmers on the 3rd floor,

ASAP from the save crouch, go NV and roll out the elevator, FC through the 
room and Hlwy to the lobby. You'll hear gunfire from the glass walled room 
as you pass by the vending machines. Go NS in the Hlwy then bear left into 
the doorway of the glass walled room on the left at the beginning of the 
lobby area. The room is afire; locate the techs cowering in the far left 
corner, advance, locate the mines and disable them. I prefer to disable 
mine#1 to the far right 1st then #2 to the left of the techs 2nd.

(NOTE)
To disable a mine, approach it and press action when the light turns green, 
the "Disable mine" window will appear on screen. If you spaz and press it 
when red, don't release the button, press up on the "D" pad for "Return to 
game" then do it correctly the next time. When both mines are disabled 
you'll get the save point.

After playing through this area tons and tons of times looking for any sign 
of predictability, the success rate for any of the maneuvers I use is about 
50% or worse, the reason being, the actions of the 2 BGs that enter the room 
are the most random of all the AI in the game. Sometime 1 or both refuse to 
move from station or exit the room; they get stuck in the area where the 
techs are cringing or at the EP. Sometimes they just turn on Sam and fire. 
Once they both exit the room their random behavior expands exponentially. 
Stopping, going turning around moving and or not moving to all possible 
directions in the Hlwys and lobby.

Three things to note;
 
1. If you don't hear both BGs comment on whatever it is they see or hear 
from Sam's position only one will approach. 
2. If one of the BGs stops outside the EP and takes position Sam ain't going 
anywhere.
3. Sam can't follow the 2 BGs out the EP, if one of the BGs stops outside 
the EP and turns back to the room Sam is toast unless he remains near the 
techs. I can't find any tell prior to holding to the right of the EP.

I have a solution with a 95% success rate but it requires pre-knowledge. 
Snatching a can near the vending machines; distracting the 2 BGs in the 
narrow Hlwy with it, disabling the mines speed talking the techs then FCing 
out the room before the BGs get close enough to see Sam.

To date, my boldest fastest time to a disabled bomb has 00:01:35:00 left on 
the clock, I ran out of the room while the 2 BGs were walking toward the 
techs in the room. My worst has 00:00:03:59 left on the clock. I usually end 
it with 30 to 50 seconds on the clock. 
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE)

7/5.3 Locate and disarm the gas line bomb in Archives rm,

When you're done listening to the techs alert the 2 BGs, QC to the right or 
left end of the long high backed desk to the left, stand or creep along the 
desk to the wall and back to ensure both BGs are alerted. Then QC to the 
shelf end of the over turned table and hold. Usually both BGs approach then 
walk out of the room to the lobby area. Follow the 2nd BG to exit as he 
turns left out the EP. 

You have 2 options if you make it this far, both can blow depending on what 
either of the BGs do or don't do once they're in the lobby area;

1. Exit the room and head right along the glass wall, make a left at the 
corner and stick in the 2nd corner for cover.

2. Follow the BG left out the room then left again along the dark wall to 
the inside corner before the BG turns around.

Quite often both BGs return to the room by the time the timer counts down to 
1:40. Release from the corner, QC along the wall past the XP then break away 
into the dark area of the lobby. QC along the left side of the Hlwy past the 
wall mine then stand and run to the XP at the end of the Hlwy. Use the pass 
code taken from the techs to open it and enter a place just this side of 
Hell.

(NOTE)
You must run a gamut of wall mines and fire the entire way to the Archives 
room, even then there's little time to dawdle with the locked Archives door. 
Ensure Sam has distance from fire when a mine detonates, it will expand the 
fire to Sam and drain his health. 
+=+=+=+=+=+=+=+=+=+=+=+

The Archives door is locked pick it ASAP, the Archives is engulfed in flames, 
but Sam can roll through them without damage if he's fast and clever enough. 
For the rolling impaired there's a path over the file cabinets. If you've 
been keeping up with the file Sam is usually at or near full health with 
anything between 11 to 61 seconds left on the clock when disarmed. 

7/5.4 Locate the fuse box behind the Auditorium restore power to Fire Doors,

Quickly return to the Hlwy, turn left and QQC toward the auditorium and 
locate the 2 SBGs ahead. Slow to QC, enter the auditorium and head left 
along the wall past the glassed security enclosure; QC down the short stairs 
and out into the main level. QQC toward stage center, then bear left up and 
over the steps, FC around the corner to the basement stairs and down. Once 
Sam is in the basement you'll get the cut scene. 

(NOTE)
The cut scene has someone seen in the auditorium and calls for backup, this 
can't be avoided.
+=+=+=+=+=+=+=+=+=+=+=+=+

ASAP FC left to the end of the rectangular object, (machine, electrical 
panel?), stick and stand. Hold till the BGs are out of sight then QQC Cw 
around the basement till Sam can lay eyes on the remaining SBG. He's 
standing beside the target switch. Remain under cover, retreat a few steps 
to the aisle then jump for noise. The BG will investigate, find nothing and 
continue on through the basement. QC to the target fuse box and flip the 
switch.

(SAVE)

QC back to cover; ensure the BG doesn't see Sam returning through the gaps 
in the machinery then hold till the 2 other BGs return to station. Backtrack 
to the Auditorium at QQC, drop to QC halfway along the central aisle and 
stop 2/3rds up the 1st flight of stairs.

7/5.5, Continue the search for Kalinatek's Fire Emer. Syst,

(NOTE)
In the process of sending the cam to the PBG, if you set sites just a smidge 
high above the banister, (you need to see light between the targeting icon 
and the top of the banister) the camera will most likely land at or near 
Sam's boots. This will save time in the enclosure and minimize the odds of 
ID. Aim too high and the cam can end up behind Sam on the auditorium floor, 
too low and it sticks to the banister instead of knocking the PBG out. In 
all cases use the cam to fix its position.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
Shoulder the AR and when the PBG comes to a stop at Sam's end of the glassed 
security enclosure target his head. You'll have to creep back to the railing 
to set sites, if you can set site quickly, send it, if not hold at that 
position until he returns and then send it. Once he's down fix the cameras 
position then shut it down. Retrieve the cam if it fell outside the 
enclosure then head up the stairs and around the enclosure to the opening. 
Creep along the wall to the opening, after the SBG does his move enter and 
QC the perimeter Cw to the BG. Grab the satchel and cam if it's there then 
backtrack to the opening and then to the keypad door. Access OpSat for the 
code; OCD and then enter.

(NOTE)
The best way to ensure -0- detection is to watch the enclosure SBG, he has 3 
moves; the one you want is for him to look to his left and right then it's 
pretty safe to enter the enclosure.
+=+=+=+=+=+=+=+=+=+=+=+=+

Climb the stairs to the next floor, stay to the right on the 1st flight then 
the left side of the 2nd flight. FC toward the dark corner near the water 
cooler, break right at the corner and FC along the wall to the next dark 
corner. Turn to face the 2 SBGs in the glass walled room, stay tight left to 
the wall and FC to the next corner. When you reach the walls electrical 
outlet roll into the corner or stand and run to it.

(NOTE)
It's a 50/50 alert-no-alert crap shoot on the above maneuver.
1. If no alert, SC to the corner of the glass room the 2 SBG are in and face 
the end of the Hlwy.
2. If there was an alert FC into the corner to ensure both SBG are aroused
+=+=+=+=+=+=+=+=+=+=+=+

From either option FC along the glass wall, as you reach the doorway niche 
to the room roll past it then enter the Infirmary to the left around the 
Hlwy corner. You may or may not be able to stick to the wall below the med 
kits, if not grab them anyway, you can hold in the corner under the cabinets 
but it's better to have and not need than to need and not have. If you timed 
it right you may never see either of the BGs from the glass walled room. 
When the server room PBG approaches and stops near the doorway stand and 
jump for noise. 

Odds are he'll walk back to the server room area. If one of the BGs from the 
previous area shows up hold under the cabinets till he leaves. Repeat the 
noise for the Server room PBG when he returns.

This time he'll head into the Hlwy the prior 2 BGs inspected, when he does 
exit, locate the server room and enter, QC into the nearest aisle and left 
to the server row. Stop halfway along the row, stand and locate the BG, jump 
for noise then as the BG moves off, crouch and QC CCw to and around the end 
of the server row to the dark spot. Stick and boo the computer area, ensure 
the BG is missing then access the comp. Return to the dark spot, stick and 
stand look over the end of the server row and hold till the BG is on the 
comp side of the server row to exit the room. Once Sam is past the Fire door 
stand and run up the stairs to the next floor.

(SAVE)

7/5.6 Locate Ivan

Run up the stairs to the next doorway, OCD, then enter the room QC straight 
to the high backed counter and hold within the shadow line marked on the 
floor to Sam's right. When the 2 BGs finish their convo and split up follow 
wobbly pants into the little boy's room. Wait for him to begin relieving 
himself before you QC to his 6 then enter one of the stalls for cover.

(NOTE)
You can QC to the vent and hoist up but how realistic is that? Surely it's a 
drag waiting 2 minutes for Tinkerbelle to finish his business; maybe he has 
a narrow urethra or an enlarger prostate gland and should see his 
gynecologist, (sic). Anyway it's a hell of a lot more believable than 
hoisting up into the duct a foot away from Mr. Nobodies Home.

I have Cammed the BG from his originating position many times; nearly half 
of them have the cam land back in the duct, if so ensure you retrieve it 
before exiting the duct. More often than not as you approach the end of the 
duct the BG is alerted and approaches the duct, when this occurs I cam him 
there and most often the cam lands at his feet before he does. 
+=+=+=+=+=+=+=+=+=+=+=+=+

When the BG exits the Lav climb into the duct, shoulder the AR; ensure cams 
are in the tube then WC to the end of the duct. If you can target Igor 
before he heads for the duct do it, otherwise wait till he approaches the 
duct vent. Drop into the Lav, snatch the snatchables then talk to Ivan, give 
him the bad news then threaten his life. Take the access code and book, 
locate the elevator and use it. 

(NOTE)
What transpires next is for those who find the low KO/Kill count more 
important than something closer to realism. If I foil Igor, (the BG with 
Ivan) and speed talk Ivan I can exit the room without a round taken maybe 
50% of the time. If I just speed talk Ivan I barely make it out with a 
sliver of health maybe 10% of the time.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
Counter Option

Once in the duct ensure foils are loaded, FC toward the end of the duct to 
ensure Igor investigates. Igor will stop at the vent then head for the far 
end of the Lav, when he turns away from the vent SD into the Lav. Shoulder 
the AR, target Ivan anywhere but the head and follow him. You should be near 
Ivan when Igor comes to a stop near the last stall, send the foil before he 
180s, you need the extra second it takes him to turn around. Sling the AR 
and speed talk Ivan while Igor is wobbling about. 

Keep an eye on Igor and continuous pressure to the left on the left tower. 
You'll move a smidge toward the XP when the speed talk is done, if this 
occurs before Igor comes to his senses release pressure on the left tower. 
Once Igor begins to straighten up beet feet to the XP, if done well he'll 
pursue Sam to the XP only and maybe with gunfire.

(NOTE)
While looking great on the stats the speed convo requires 16 thumb blurring 
presses to compress 1 minute of speech into less than 6 seconds. Be one 
button press either side of correct and odds are Ivan vents Sam. Speed 
talking the AI should be used to get back to the interesting stuff, not 
define the success of a maneuver.

Lastly If I speed talk Ivan and exit before Igor untilts he runs straight to 
Ivan, kills him and ends the game. However if Igor catches the merest 
glimpse of Sam during the exit he'll chase Sam to the doorway and forget all 
about killing Ivan. Go figure!
+=+=+=+=+=+=+=+=+=+=+=+=+

7/5.7 Extraction,

 Ride the elevator up and take the save.

(SAVE)

(NOTE)
The next series of maneuver may cause a person to begin slapping oneself 
about the head while yelling vulgarities, so ... a securely placed ball gag 
works ... and may prevent the neighbors from calling the police. 

From the elevator there are many ways to exit and stop at the stack of 
drywall near the forklift, to date the only one I found to work 100% is the 
one that follows.
+=+=+=+=+=+=+=+=+=+=+=+=+

QC left out of the elevator, stop, stand then run toward the table and jump 
onto it. Crouch, QC off the end to the corner and QC around the corner. QQC 
along the wall then turn right at the stack of drywall. QC along the stack 
to the front corner of it and inch left toward the drywall sheet leaning 
against the stack, stop before contact and hold. As you take position at the 
corner of the stack all 3 BGs meet up and begin talking, BG#1 farthest to 
the right is the important one to watch. He's the only one with LOS to Sam 
as you move Sam along the front of the stack to the wall.

(NOTE)
SBG#1 makes a number of overt movements from his position, the 2 most useful 
are;
1. He looks deep over his right shoulder.
2. He looks down and shuffles his feet.
+=+=+=+=+=+=+=+=+=+=+=+=+

When #1 does either of the above moves, QC along the front of the stack past 
his LOS, QC to the next (low) stack, stand and hop onto it. Crouch and bear 
left to the wall, stand and hop up; skooch left if you can then hoist up 
onto the wall. Crouch and QC left to the exterior wall and cross beam, stand 
and hop onto the beam. QQC to the right to and around the next corner then 
stand and run along the intersecting beam toward the next corner post. About 
5 feet from the next post aim for just to the right of it then leap from the 
beam. Press "B" while in the air to SD onto the top of the small room, (I 
think). QC left to the edge of the room and SD to the floor below.

Exit the room with the pipe staging at QQC then head right into the much 
larger room. Just after turning right stand and run then drift left to the 
exterior wall and head for the XP. About 20 feet from the XP stick to the 
exterior wall and slide toward the XP. As soon as you see 2 PBGs from the 
next room approaching the XP drop to FC, when you are about 4 to 5 feet from 
the XP stop and hold. Allow both BGs to enter the room, when BG#2 enters he 
turns and heads left. As #2 turns left release and QC through the XP. Take 
the inappropriately placed save.

(SAVE)

(NOTE)
Just another one of the worst places to have a save point, as you proceed 
through the save process ensure that you keep a moderate amount of pressure 
on the "L" tower to ensure Sam continues through the XP without detection.
+=+=+=+=+=+=+=+=+=+=+=+=+

Bear right through the opening for cover from PBG#1 then QC to the middle of 
room to the stack of drywall. Hop onto and over the stack, QC to the steel 
beams laying on the floor shoulder the AR, scope it and target the ceiling 
light in the next room through the XP. Pop the light and sling the AR.

(NOTE)
Do not move past the end of the drywall stack toward the XP until you're 
ready to run, doing so triggers the 3 BGs in the Hlwy past the next room. 

You can complete the next room without popping the light but it's just not 
right you can see the BG plain as day when he enters but he can't see Sam. 
You'll get the alert tone and he'll enter the room but not in an agitated 
state or in force. 

Pretty much any deviation from the set course will result in a full force 
assault on Sam. The route is simple but crucial and can be difficult if 
you're spazzing about in a panic state and or pissed off. There's an empty 
space between the port-a-potty and the pallet to the left; if you run the 
route in NS you'll also notice the floor at the left corner of the port-a-
potty is darker than in front of the pallet. Run toward the left corner of 
the port-a-potty, about 5 feet from the middle of the pallet jump, graze off 
the corner of the port-a-potty and you should land facing the wall, jump up, 
grab and hoist up onto the wall.
+=+=+=+=+=+=+=+=+=+=+=+=+

Stand and begin running through the XP, you'll make a slender "S" turn past 
the XP. Stay tight on all corners but so not make contact then head for the 
space between the Bouse House and the pallet. 5 feet from the pallet jump 
onto it then jump up and grab the top of the wall, hoist up and crouch to 
avoid detection. SD onto the pallet of drywall in the next room and then to 
the floor, locate the exit and boo the Hlwy. Head for the XP to Sam's right 
at QQC and enter the small room with the steps into the next room. Climb and 
stop short of the top step and hold, recon the next large room, do not pass 
over the threshold till you're ready to run the gauntlet. 

About 10 feet directly out the door there's a low stack of drywall, there's 
another high stack in the far right corner of the room and a cased opening 
to the left of the stack about 8 feet off the floor. The cased opening leads 
to a brightly lit room and this area is an ambush waiting to happen, I can 
hear the drool hitting the floor deeper in the room.

(NOTE)
The stairs leads up to 7 of the most frustrating rooms and Hlwys in the 
mission, "STEALTH" there ain't any stickin stealth in this part of the 
mission, it's on holiday! What follows is the least dangerous path through 
the area, which isn't saying much. Basically Sam is on an unrealistic mad 
dash past 3 bloodthirsty BGs.  Don't waste ammo on lights; they know exactly 
where Sam is without HG.
+=+=+=+=+=+=+=+=+=+=+=+=+

Run straight through the XP into room#1; jump onto the low stack of drywall 
then jump off it, bear right to the wall as you land on the floor then jump 
up at the corner of the wall and the corner of the high stack of drywall. 
Run to and through the cased opening into room#2 and roll to the column in 
the middle of it. Stand and hold at this position till BG#1 enters the room 
at a run. He'll run around the column Cw, when he vanishes behind the column 
begin running Cw around the column and then out of the room. Enter room#3 at 
a run, stray tight to the right side of the room and run past BG#2, (who is 
firing at Sam) to the XP at the end of the short Hlwy past room#3.

(SAVE)

Enter room#4 at a run, don't stop at the XP, drop to FC as you exit #4 then 
make a hard right into room#5. QQC through room#5 and into room#6; 
immediately, QC right to the wall and hold to the right of the EP. You'll 
hear 2 of 3 SBGs talking about cigarettes.

(NOTE)
There's one major anomaly with the following and it occurs more often than 
any other scenario. When the convo ends, one BG walks to the end of the Hlwy 
Sam used to enter room#5, the other 2 BGs are supposed to enter room#6. The 
problem is that the 2 get stuck at Sam's XP, eventually BG#2 gives up, 180s 
and heads to the far end of the short Hlwy where Sam's 2nd XP is. There're 
many variations of this theme, none of them end well. So it takes a 
diversion to exit room#6 and continue with the game. The 2 options below are 
the most successful.
+=+=+=+=+=+=+=+=+=+=+=+=+

1. This maneuver has an 80% success rate. Stand and listen to the 2 
bickering BGs, when you hear "Forget about it" for the 2nd time run past the 
EP and the 4X8 sheet leaning against the wall. Roll toward the Hlwy wall as 
you pass by the post, once you hit the wall QC right to the buckets and hold. 
Most times all 3 BGs enter the room, (sometimes only 2) and walk toward 
Sam's EP giving him the time and space to exit the room.

2. This maneuver has an 85% success rate but requires 1 round. From your 
position at the EP, shoulder the AR; scope and target the ceiling light 
closest to Sam, then "Y" out. Do not reposition Sam from this point on; 
listen to the convo and when you hear "Forget about it" for the 2nd time pop 
the light. Sling the AR and QQC along the wall, drop to QC as you pass the 
post, continue to the Hlwy wall then right to the buckets and hold. Most 
times all 3 BGs enter the room, (sometimes only 2) and pass through Sam's EP. 
Ensure all BGs are walking away from Sam's position then QC out of the room.

Both options continue from here.

Exit the room at QC; go to QQC through the short Hlwy to the XP, (the 2nd 
doorway on the left). QC into the room, bear left and stop on the XP side of 
the stack of drywall. Notice the wall mines stuck to the columns in the room, 
a PBG will enter the room then exit via the XP, follow him. QC past the wall 
mine then pick up the pace, stick to the far wall then stand and slide 
toward the EP.
 
(SAVE)

Crouch and hold, let the PBG pass Sam to release and QC out of the room. 
Locate the doorway ahead and to the right, QC into and up the stairs then 
hold at the XP and inside the room. SBG#1 is on this level, below the Wkwy 
is the PBG and below the far end of the Wkwy in front of Sam is SBG#2. When 
the PBG is about 20 feet from SBG#2 QC out the XP to the end of the Wkwy, 
stand and hop onto the railing. As the PBG begins to 180, drop once, as he 
walks away SD to the floor and QC around the barrels to the wall then to the 
corner. Stick to the wall and slide toward the XP, there's a dark spot on 
the wall and floor, stop in it and hold till the PBG walks away from SBG#2 
for the 2nd time. 

Slide toward the XP, release, slide around the post and watch the cut scene. 
A fire fight between BG#1 and Wilkes, BG#2 is racing to the staging to join 
up with #1. Wilkes is on the extraction platform and #1 is at mid level on 
the staging. Wilkes maybe gets winged and repositions for better cover then 
takes the big one for the Gipper. BG#2 will begin firing on the Osprey when 
he reaches the upper level of the staging. When playing hard mode, ensure 
Sam is at least 33% health before continuing, otherwise odds are he won't 
survive the damage taken during his leap to the platform.

(NOTE)
The only reason I can figure BG#1 continues to fire on the platform is he 
can see the Osprey. When at the mid level I can't figure out what he sees. 
Surely Sam disappears from his sights when he rolls on the platform.

There's a couple 3 ways to end the mission, 2 more realistic than #3.

1. Climb to the upper staging; KO #2 with a smack then run, jump and roll 
onto the platform.

2. Climb to the upper staging; foil #2 then run, jump and roll onto the 
platform.

3. Climb to the upper staging; wait for #2 to begin reloading then run, jump 
and roll onto the platform.

The time it takes for the game to register and offer the save point once Sam 
is on the platform takes its toll in damage. If he stands he's usually 
killed. 
+=+=+=+=+=+=+=+=+=+=+=+=+

As soon as Sam is freed from the cut scene ensure he's above 50% health, FC 
off the ledge. Roll into a run out of the debris. Follow BG#2 at a run 
straight to the staging, dog him to the top of the staging. Choose one of 
the 3 options listed above or your own clever solution.

Speed Pick; en route to Archives bomb, 11:00, 5:00, 7:00, 7:00, 12:00, 11:00,

1/2KOs, 11 Divs, 1 Rnd, 2 Cams, 1 Foil, 1 Bottle,

(Disclaimer)
Regarding the Igor stun in the Lavatory, when I play I Cam him and count the 
KO. Feel free to foil him and speed talk or try the speed talk alone.
____________________________________________________________

7/6. Chinese Embassy p1

7/6.2, To the Embassy,
7/6.3 Mic Feirong in his office then extract,

7/6.1 Rendezvous with the agency contact,

Always rotate through your HG options when safe before entering a new area, 
look for laser emitters along the wall and remain in NV, click out only when 
the light hurts and then only after you ensure Sam's security.

Kiss the babe, (Oh yeah she wants me) 180 and gallop off into the night. 
Climb up onto the dumpster and platform then run, jump and roll into the 
alley. Run toward the beginning of the alley then drop to QQC about 20 feet 
from the dumpster on the left. Maintain cover and bear left around the 
dumpster and behind the produce stand. Then stand and run along the left 
side of the alley to and through the busted wall at the end. Hang right at 
the can fire, locate the ladder and climb up. 

(SAVE)

QC around the busted wall to the blown out edge of the building, stay right 
of the dark rectangular panel thing on the floor as you approach the ledge. 
See the striped awning below the ledge, look left and to the ground in the 
well lit area for the 2 PBGs. There is a dark lane running across the street 
to their right and close to the lighted area.

Line up with the dark lane then QQC off the awning for a soft drop and roll 
through the dark lane and across the street. QC the 6 of PBG#1 then break 
off to the right of the car, between it and the building to follow PBG#2. 
Move to and hold about 10 feet off the 7:00 of the telephone pole near the 
vehicle. PBG#3 will show up, and then both #2 and #3 will return to the 
beginning of their routes. Follow PBG#3; move right to and along the 
building and at his 4:00. #3 will break left and look away from the 
intersection for a few, when he does swing the camera to him as you continue 
along the wall, stay out of his peripheral. 

Stop about 15 feet from the produce stand at the space where the 2 gates 
come together. Wait for #3 to 180, when he does QQC past the produce stand 
and then through the center of the dark lane crossing the thoroughfare to 
the high fence. QQC through the fence opening to the right and into the 
enclosure; QC to the edge of cover and hold, wait for the 2 PBGs walking the 
thoroughfare to pass by Sam's position. QC to the cordoned off manhole 
opening and drop down into the sewer.

(SAVE)

(NOTE)
If you continue beyond the space between the gates the 2 thoroughfare PBGs 
activate. You can't move around the produce stand till #3 180s, this forces 
Sam to wait even longer to move across the thoroughfare.

The next section is pretty easy; however one of the PBGs does a couple 
abrupt walk backs, so maintain cover and follow the BGs at a discrete 
distance. Once the 3 continue on from their American Cell conjecture 2 of 
the 3 will pass under the target manhole ladder and the 3rd will head into a 
side tunnel to the right. This gives Sam the time and space to move to and 
climb the ladder in safety.
+=+=+=+=+=+=+=+=+=+=+=+=+

Go NV and follow the BGs, QC to the XP, (manhole ladder), hop up and climb 
to the save point and then as the street level PBG 180s climb up to the 
street.

(SAVE)

As soon as Sam is freed from the check point move up to ground level when 
the PBG 180s; follow him. Break off left to the staging ladder, climb up 
then hop up to the pipe and skooch to the end of it. ASAP SD to the planks 
and hold till the PBG is under Sam then QC to the window opening, stand and 
hop up. Run to the pipe and climb up to the next floor. Speak to the 
informant then run to and rappel down from the stink pipe to ground level.
 
7/6.2, To the Embassy,

(SAVE)

Go NV; FC around the building and stay to the right; slow to QC as you 
approach PBG#1 from his 5:00; hold at the striped warning barrier near the 
building. There appears to be a lot of construction work going on through 
the thoroughfare, braced temporary walls with staging behind them. As #1 
turns and walks away #2 approaches from further out into the thoroughfare. 
Follow #2 out into the thoroughfare as he walks away, move to his 8:00. 
Drift left toward the temp wall, maintain 8 feet off it and look ahead to 
the telephone pole. #3 will come to a stop before losing cover, continue 
toward the pole at QC, slide off the left side and go to FC along the 
barrier to the shallow corner at Sam's 12:00. 

From the corner stand and run, stay left along the buildings to the 1st 
lighted alley boo it then run into it to the next left, QC to the corner and 
boo it then FC to the corner of the building and boo right. If clear FC to 
the next corner and boo, a PBG is patrolling the alley, if he's walking away, 
follow him and hold against the barrel and wall. If he's approaching, move 
to the ladder at Sam's 6 and climb up enough so that one of Sam's hands is 
on the top rung then hold till the PBG passes under Sam, SD and QC to the 
head of the alley. If you follow him to the barrel, let him head back into 
the alley before you QC along the building to the driver's side rear of the 
van. 

(SAVE)

7/6.3 Mic Feirong in his Embassy office then extract,

Look for PBGs, avoid any and all to the rear embassy gate. Ensure all PBGs 
are walking away from the gate and that the wall cam on the column is 
rotating away as you enter. Use the truck and shadow for cover, head for the 
traffic cone near the building then head for the rear axel of trailer#1. 
PBG#1 is on the other side of trailer#1, quickly locate him then determine 
the best lane to pass his 6 to trailer#2. When Sam is under trailer#2 locate 
PBG#2 and the dog, wait for them to begin walking to the far right end of 
their patrol, once they are past the corner of the building QC to the corner 
for a boo.

Once the PBG and dog are walking to the far left side of the route; QQC 
along the wall toward the bridge. When Sam is about 10 or more feet past the 
corner, stand and run along the wall, down the hill and cross the stream. 
Follow the dark lane on the ground to and past the gazebo then back into the 
stream. Follow the stream to the perimeter wall then left out onto the grass 
for a save point.

(SAVE)

(NOTE)
At some point during your dash to the grass you're likely to hear the alert 
tone, this is due to the dog catching a whiff of Sam, do not be alarmed most 
of the time the dog never reaches the other side of the bridge let alone the 
save point. However, you can't watch for the dog and Mic Feirong at the same 
time.

You'll mic Feirong 2 times, you can stay put and mic his limo then move to 
the front corner of the Embassy or you can move to the corner then mic him 
the 2nd time, your choice. I like to reposition between listening in the 2nd 
time.
+=+=+=+=+=+=+=+=+=+=+=+=+

Continue toward the guard shack till you get the cut scene with Feirong QC 
right to the opening in the hedgerow, QC around to the driveway side then FC 
left along the hedges to the corner where the driveway connects to the short 
street then mic Feirong through the 2nd floor window. When done ensure the 
PBG and dog are missing then QC around the corner of the hedge and follow 
the dark lane across the short street to the dark recess left of the reddish 
lighted ground floor windows. 

QC along the windows to the next corner and then to the front corner of the 
Embassy, hold a couple feet from the corner. Mic the limo once it stops at 
the guard shack. When complete stow the mic, the limo will leave and the SBG 
at the corner of the building will walk away to the perimeter wall to the 
right of the gate. 

(NOTE)
You may hear the dog catching Sam's scent multiple times during the Feirong 
event.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
A PBG will approach and stop at the column at the far left corner of the 
Embassy front, and then he'll appear to walk away from the column then 
circle back to it and hold. As the PBG walks away from the column the 1st 
time QQC out and along the front of the Embassy, slow to QC as you pass the 
entrance. QC to and around the corner of the building, locate the dark lane 
running toward and along the perimeter wall to the XP. Follow the dark lane 
to the climbing pipe and do so, drop, hang and release Run to Cohen to end 
the mission. 

She must really like me, she asked me to hold onto something.
___________________________________________________________

7/7. Abattoir

3/1/14, Glitch rooftop disable antenna,

3/1/14, new maneuver avoid detection entering Freezer#5,

3/1/14, new finish maneuver, protecting Sam and retrieving the cam,

7/7.2, through the freezers,
7/7.3, through the stall and tunnels,
7/7.4, Locate the captured soldiers and dignitaries,
7/7.5, Prevent the execution of the soldiers and dignitaries,

7/7.1 Bjork the broadcast antenna

Always rotate through your HG options when safe before entering a new area, 
look for laser emitters along the wall and remain in NV, click out only when 
the light hurts and then only after you ensure Sam's security.

Go NV, climb the fence and SD to the ground. QC along the concrete block, 
stop before the corner and locate the 2 closest PBGs, wait for them to move 
away to QC left to and through the gate. QC along either side of the barrels 
to the low open shed then slide right to where Sam can enter it then stand 
and hop up. Grab and hoist up to the roof QC across it then SD to the ground. 
Locate the dumpster, QQC to it and climb up, turn to the low wall, hop to it 
and hoist up. Crouch and press forward for an SD to the ground.

(SAVE)

Do not alert the BG past the fence, QC straight to the fence then climb and 
SD down. 180 from the fence and listen to Badri relay info on the area, flip 
to IR and see the pretty flashy things on the ground, (flashy things are 
bad), watch the searchlight pass by then QC straight out from the fence 
along the 2 rectangular crates to Sam's left. Accelerate to FC as you bear 
left at the end of the 2 crates then left around the square crate. Flip to 
IR and back to locate mines then FC toward the searchlight at the far end of 
the compound, if the searchlight is moving toward Sam, drift left to the 
corner of the fence and crates. 

Move to the pallet leaning against the crates and look to Sam's 11:00 
there's a long rectangular crate, when clear FC to it and hold till the 
light passes over. Hop onto the crate, QQC over it toward the searchlight 
and SD to the ground FC forward and take cover against the small square 
crate, Sam will have a small concrete block to his right. ASAP after the 
light passes over hop onto and over the small crate then QC to the wall. QC 
along the wall to the lighted opening to Sam's 3:00, enter the room stand, 
run and leap onto the dumpster. Look up along the ceiling in the room for an 
opening then run and double jump to it. FC to the save point and take it.

(SAVE)

(NOTE)
I have 2 ways through the roof; option#1 is daring and much faster, for the 
less adept option#2 will get you to the antenna safely.
+=+=+=+=+=+=+=+=+=+=+=+=+

Option#1, 
FC through the crawlspace and exit via the window opening, QC left along the 
wall, stop and turn right just before the concrete blocks. Adjust till you 
line up with the raised "L" shaped Wkwy. Then cross over and QC along the 
Wkwy, stop just before the end of the glass and hold. Once the roof lights 
go out, QC forward, step off the Wkwy onto and then across the arched 
skylight to the next Wkwy. Hop onto the Wkwy, crouch and QC to the fence; 
stand and hop up to the cable then skooch to the antenna wall. SD to the 
Wkwy, QC to the fence and climb it, SD to the roof then QQC to the antenna 
to disable it.

Option#2,
FC through the crawlspace and exit via the window opening, QC left along the 
wall, stop and turn right just before the concrete blocks. Adjust till you 
line up with the raised "L" shaped Wkwy. Then cross over and QC along the 
Wkwy, stop just before the end of the glass and hold. When the lights go out 
QC to the fence, hop up to the sign and skooch left to the other raised Wkwy. 
SD, face the Wkwy and hold till the lights go out. QC to and over the 
planked path back to the fence. Hop up to the cable then skooch to the 
antenna wall. SD to the Wkwy, QC to the fence and climb it, SD to the roof 
then QQC to the antenna to disable it.

(SAVE)

7/7.2 to and through the freezers, (cold rooms)

(NOTE)
A big mission stopping anomaly can occur here, for some reason the game 
neglects to activate the PBG that is sent to repair the antenna. If you 
unlock the roof door and try to enter the 2nd door the 2 BGs in the room are 
waiting for Sam to enter. The only solution I have found is to restart from 
a previous save.
+=+=+=+=+=+=+=+=+=+=+=+=+

Once Sam is free FC or run up the steps and just past the XP on the right, 
wait for the BG to open it and head for the antenna to QC around the door 
and enter the Hlwy. QC to the door to Sam's right, open it and take a step 
in, hold till the BG below turns toward the stairs then QC to Sam's 10:00 
and hide against the wall. Most times the BG blows through the still open 
door to the roof. QQC to the lower level, exit via the XP then QC left to 
the barrel and hop onto it. SD off the other end of the barrel, QC along the 
railing to the double post then 180 and jump for noise; retrace your steps 
to the EP. QC to the railing, hop over, hang and skooch left to the wall, SD 
onto the bench and snatch the med kit. 

Odds are the 2 BGs will investigate the noise, as the door BG walks away SD 
off the bench and head for the XP. Bear left out the XP and accelerate to FC 
as you distance Sam from it. Push through the double doors and locate the 
floor vent, drop into the duct and head for the dimly lit end.

(SAVE)

(NOTE)
Take the save, what follows may cause you to tear out your tongue and hair 
if the game gets bitchy which it usually does.
+=+=+=+=+=+=+=+=+=+=+=+=+

FC to the climbing pipe at the very end of the duct and climb it. Once Sam 
is above the ceiling, QC along the right halfway past the 2nd horizontal 
pipe, 180, go IR and look down for the hot water pipes running just below 
the ceiling. Locate the 4-way TEE, target and send a round. This almost 
always gets the 3 BGs moving toward the sound, sling the AR and QQC to the 
trapdoor; SD to the floor, go from QC to QQC as you distance Sam from the 
nearest BG and head for the XP.

(SAVE)

Enter the Freezers area, (cold room#1) major fog bear right to the divider 
then left to the band saw and hold. One or more of the BGs will follow Sam 
into the room, to date the band saw is the best hidey. Once they leave QC to 
the end of the divider and look for the PBG from cold room#2 to enter and 
leave. Follow the PBG though the XP, bear right to the wall then left along 
the wall for cover. Stand, stick and prepare to slide along the wall when 
PBG#2 heads for the far end of the room. Sam will slide between the wall and 
a machine, at the other end release and crouch. Hear and look for the turret 
gun, when you locate it take note for when it turns away and PBG#2 is gone 
to QC along the wall to and through the XP.

Cross cold room#3 to the edge of the XP and boo into cold room#4. PBG#1 is 
to the left of the XP and has a short route, when he turns away from Sam QC 
out and around the opening then along the wall to the BGs 6:00. QC to his 
8:00 when he moves a 2nd time then prepare to QC away when he turns back 
toward the EP. QC the perimeter wall CW to the far left corner of the room 
to the left of the next XP. Load sticky cams in the tube and hold. PBG#2 
patrols along the XP end of the room his route extends to the middle aisle 
between machines #2 and 4 and to the end of machine#2. When PBG#2 heads for 
the far end of machine#2 QC to the end of machine#4, shoulder the AR and 
send a cam to the right of PBG#2, "X" out the cam then sling the AR.

PBG#2 will investigate then take a step or two back toward Sam and then walk 
back to the spot where the cam impact noise came from. Move in front of the 
XP; look to the right about halfway along machine#2, you'll see a grayish 
rectangular object shining through machine#2, it's another barrel of hooves 
and legs. PBG#2 will then walk from the end of machine#2 past the barrel to 
the SBG standing in the gap between Machines#1 and 2. Just before PBG#2 
reaches the barrel jump for noise. The BG in room#5 will comment and come to 
investigate, crouch and FC past the XP, scrape along the XP wall to the 
steel wall post, from the post QQC to the cam to retrieve it.

(NOTE)
What comes up next is one of those areas in this mission where the game can 
become infuriating; remember, regardless of the room, Sam is visible to 
everyone while on a pipe. The stress in order follows; 

1. You can't seem to get Sam to double jump off the corner of the cased 
opening and if you do it's just after PBG#2 has LOS.

2. The PBG in Freezer #5 does not follow his common response to the alert 
event; he may walk to any spot in the room, look in any direction and or 
walk straight back to his patrol. Although I haven't seen him near 
Freezer#5's XP.

3. The PBG in Freezer#5 stops at the #4's XP instead of following the 
scraping sound along the wall, if so he then walks all the way around the 
machine to the turret gun; if so It doesn't matter if Sam makes it to the 
pipe or not.

4. Once you're in Freezer#5; you made it to the EP end of the machine but 
you miscount the PBGs timing from the mid to end stop.

5. Once you're at #5's XP you miscount the PBGs timing from mid to end stop.
+=+=+=+=+=+=+=+=+=+=+=+=+

QQC back to the end of Machine#4, slow to QC and drift left a smidge to 
covertly see if the PBG in the next room is at the XP. If the PBG is not at 
the XP and or is moving away from it approach the right or left side edge of 
the XP, (lately I go NS to see the inner edge better, it may help you too), 
squarely face the opening while Sam's right shoulder is against the cased 
opening. Turn Sam's left shoulder a smidge to 10 degrees back into cold 
room#4 then double jump up to the pipe; 180, legs up and get Sam moving head 
1st through the plastic strips into Freezer#5.

(NOTE)
I go for so long between playing the game that it takes me some massive 
practice to get the double jump right for odds better than 75%. To get to 
this point from the last save takes too long, failing the jump drives me 
mental so to eliminate the stress of the learning curve I take all 4 BGs out 
to practice the jump in peace. Also if you have trouble with the jump while 
facing room#5 you can also try a 180 and facing into room#4 instead. There 
are a few caveats, improper angles can have you missing the pipe on the 1st 
and 2nd try and or jumping into turret gun fire.

Also as of late; (never saw this reaction before), while running the game in 
"Lamaudite" hard mode. From the XP diversion, the PBG in Freezer#5 completes 
about 2/3rds of his accustomed reaction to the diversion then as he returns 
to the corner of the machine to Sam's right, (camera perspective) he turns 
left and walks to the rear of the room, (along the pipe Sam is on). He then 
turns right to face the XP wall for a short moment then returns to his 
patrol.
Fortunately I found the cue for the reaction, unfortunately, to date I've 
found only one solution, but it always works if your reaction time is good. 
Below I give an alternate maneuver where the PBG's usual reaction deviates 
from the norm.
+=+=+=+=+=+=+=+=+=+=+=+=+

Plow through the plastic strip barrier and look into room#5 past the machine 
you're skooching over. Locate the PBG; if all goes accordingly and you're 
quick he's likely stopped at the far right corner of the machine, (Sam's 
camera perspective), or already walking to the far left corner. This allows 
Sam to skooch closer to the end of the machine. Once the PBG is at the far 
left corner of the machine continue moving along the pipe till you see the 
tippity top of his head above the machine then hold. Eyes and ears forward 
on the BG; 

(NOTE)
From the left end of the machine, the PBG can stop anywhere between the 
middle and right end and look over his right shoulder toward Sam. This 
possibility will require you to pay close attention and perhaps force you 
back along the pipe for cover. Once the PBG is at the right corner of the 
machine he stops for a few seconds regardless of the situation. From this 
position he has 2 options.

Option#1, He'll stop for a second; he may or may not look over his right 
shoulder then returns to his patrol beside the machine.

Option#2, He stops for a second; he may or may not look over his right 
shoulder then heads left to the far end of the room, (end of skooch pipe), 
stops and looks toward the left end of the XP wall for a few seconds then 
returns to his patrol.

At first option#2 was very scary for me; I wasn't used to seeing this 
reaction ever. It took me a number of tries to get it right, the last thing 
I would consider doing is skooching after the BG. The 1st few times I did 
Sam was vented, due to hesitation. You must be aggressive to get to his 6 
before he turns and heads back to his patrol.
+=+=+=+=+=+=+=+=+=+=+=+=+

Continue from here;

While at the left end of the machine, if the PBG says "It must have been 
nothing", (or something similar) he'll follow option#1 above, hold position 
till he passes the middle end of the machine then mad skooch past the end of 
the machine. He'll stop at the right end of it; he may or may not look over 
his right shoulder, (doesn't matter) before moving again. You need to be 
past the end of the machine before he takes station and turns to his left.

If he says nothing while at the left end of the machine he'll follow 
option#2. Eyes forward as he moves to the right end, you may be able to 
skooch a bit more without losing cover. If he doesn't look over his right 
shoulder within 3 seconds from his stop mad skooch to the end of the pipe 
and hold till he begins walking away.

Both options continue from here.

Y/B to the floor; go NS and QC around the machine to the turret gun to shut 
it down. 180, QC back along the machine to the inside corner, it's sort of 
"T" shaped. Slide left a step. Stand and hop up, go IR then QC along the 
pipe to the EP end of the machine and SD to the floor. Go NS to locate the 
middle of this end of the machine then move to it. Flip back to IR, locate 
the PBG learn his route and the duration of his middle to left end stop. 

(NOTE) 
The success of the following maneuver depends on knowing when to move from 
the end of the machine to the hide and from the hide to the XP. Be off a 
second either side of correct and Sam is toast. Most often I get a 6 second 
count from the time the PBG stops mid route to beginning to move again to 
the left end of the route. Although I have also had 4 second counts, maybe 
inconsistent time keeping, or his duration can change from one save to 
another or a combination of both. Once I have his time right, I wait till 
he's starting to go left again. I start counting as soon as he stops mid 
route, I count 1 second less than his expected stop then QC along the wall 
to the hide.
+=+=+=+=+=+=+=+=+=+=+=+=+

I'm pretty much in IR the entire time. As soon as the PBG takes position at 
mid stop begin counting, 1 second shy of his count QC along the EP wall to 
the hide against the wall just past the 2nd set of double pipes, stick and 
hold. Go NS to see small boxes to Sam' right, a couple carcasses at your 
12:00 and the XP at 2:00. Go IR, release and look back to the PBG. The next 
time the PBG is heading left and stops at mid stop begin counting. This time 
move on 6 instead of 5 and exit room#5. 

(SAVE)
 
(NOTE)
As Sam is within the PBGs peripheral vision at his current position, if you 
leave on 5 instead of 6 the PBG will see and attack. Sam can make it out of 
Freezer#5 albeit damaged but the ghost is ruined.

If you have too much trouble getting the timing right, it'll cost you 
another diversion, but all you have to do is jump for noise just before 
hoisting up onto the machine. QC toward the EP and drop off, once the PBG 
has moved around the end of the machine you can QQC to and through the XP.
+=+=+=+=+=+=+=+=+=+=+=+=+

QC into the "L" shaped Hlwy, continue to the save point and take it, you 
don't want to go through it again if you don't have to. QC the long "L" 
shaped foggy Hlwy to the right side of the XP leading to Freezer#6 you can 
see 2 of the 3 BGs in the room. The important one is the PBG to the right of 
the XP; wait till he is walking to the center of the room to hook hard right 
at a QC behind SBG#1, through the XP and into room#6. Gradually accelerate 
to QQC as you distance Sam from the SBG, hit the corner and bear left along 
the wall to the end of the room. QC to the end of the machine then left to 
the middle of it and stand, look for the images of the PBG and SBG#2. 

When the PBG begins walking back to the EP hoist up onto the machine, QC 
across it and look down for the image of the floor vent opening below. Line 
it up so that when Sam drops to the floor he'll also slip into the duct.

(SAVE)

7/7.3 to and through the stalls and tunnels,

FC through the duct and stand at the other end, recon the room, then climb 
out and stick to the wall to the right of the window. Slide toward the 
window enough to look out and down into the room below. A PBG patrols the 
room below, wait for him to begin his return to the right to release. Pick 
up the med pack or not then FC down the stairs and stick to the wall to the 
right of the base of the stairs. Boo into the room, the PBG will return in a 
moment when he walks away for the 2nd time follow him into the room. There 
is a recess in the floor with an overhead door. 

To the right of the door and recess is a switch. QC back to the foot of the 
stairs and stick to the wall, boo into the room and wait for the PBG to 
return and then walk away for a 3rd time to QQC into the room and along the 
wall to the switch, pull it and SD into the recess then QC into the tunnel.

(SAVE)

FC to the end of tunnel#1, as you near the end locate the lighted floor at 
the end and stop just before Sam's body breaks the shadow line on the floor. 
A PBG will enter the area and walk past the tunnel opening, just after his 
shadow crosses the tunnel opening QC into stall room#1 and left into 
tunnel#2. Bear right to the opening to stall room#3, stay left as you enter 
stall room#3, as you pass by the 1st stall opening stand and run into the 
1st opening to stall#4. A turret gun is in the 4th stall but Sam enters it 
so fast that 80% of the time he passes by the firing lane before it can 
target him.

FC onto the dead steer in the stall, stick and release. A PBG from tunnel#3 
will enter the stall then leave, as he does QC off the steer to the turret 
case and disable it. QQC out the stall opening closest to the XP, bear left 
into tunnel#3 and FC to and through the XP at the far right end. Immediately 
bear left into stall#1 of stall room#4, FC to the opening on the ledge and 
hop into it. QQC to the end and hop into stall#2, disable the turret to 
Sam's left, stand, go IR and set pistol as primary. Look back to the EP to 
stall room#4 and hold, the PBG from tunnel#3 stops at the EP then continues 
his patrol. 

Begin counting to 10 as he begins to walk away, go NS, 180 and pull the 
pistol; target the pipe connector halfway between the 2 ledge openings and 
send a round when you reach 10. Stow the pistol, QC between the 2 turret 
guns then move left to the wall and stick. BG#1 will enter stall#2; BG#2 
will pass by and head toward stall#1, just after BG#2 passes by #1, #1 exits 
the stall and follows #2. As BG#1 180s, release from the wall and QC toward 
the left side opening, QC around the opening and begin accelerating to FC as 
you as you distance Sam from the 2 BGs into stall room#5. Halfway through 
stall room#5 stand and run, run through the burlap covering the XP and bear 
right into tunnel#4.

(SAVE)

(NOTE)
I'm not sure why but sometimes BG#2 doesn't follow #1 into stall room#4, 
instead he walks in the opposite direction into tunnel#4 and then left to 
the dead end. It hasn't happened in some time, but it's something to be 
aware of, I've had some success rolling through the opening into tunnel#4 
then QCing right for the save then FCing through the 2nd draped opening of 
tunnel#4.
+=+=+=+=+=+=+=+=+=+=+=+=+

Do not stop for longer than it takes to save. Head right at FC, once past 
the draped opening, stand and run along the left side of the tunnel, halfway 
to the 2nd small and low niche roll to QQC then enter the 2nd niche on the 
left. 2 PBGs enter from the end of the tunnel; stop about 3/4 of the way to 
the draped opening and talk. When done they exit the tunnel through the 
draped opening. Exit the niche and FC to the end of tunnel#4, Sam is now 
standing in front of stall room#6 the last stall area where the final 
conflict occurs.

7/7.4, Locate the captured soldiers and dignitaries

(NOTE)
What follows is the orientation of stall room#6 from tunnel#4;

The tunnel openings to stall room#6 are numbered as TO, (tunnel opening) #1, 
2 and 3, #1 being the 1st opening encountered upon entering the end area of 
tunnel#4. I orientate stall room#6 by standing in TO#1 with Sam's back to 
tunnel#4. The low dividing walls that span the length of stall room#6 are 
designated as BW, (barrier walls) BW#1 is closest to Sam and BW#2 is 
furthest. Each BW has 2 openings; the openings are oriented from Sam's 
current position from, right to left. The openings of BW#1&2 nearest TO#1 
are designated as O#1, (opening#1), the openings to the left of TO#2 are O#2.
+=+=+=+=+=+=+=+=+=+=+=+=+

As you pass through the draped opening to the last section and end of 
tunnel#4, look right to see 3 openings, (TO#1, 2 and 3), there is a short 
and narrow room with boxes and shelves from TO#3, the room also opens into 
stall room#6. Enter stall room#6 through TO#1 and explore, there are 2 
stalls at the rear of the room and an opening at each corner leading to 
larger stalls from each opening where the soldiers and dignitaries are held. 
There are 2 turret guns halfway between the 2 openings one of which must be 
disarmed so Sam can speak to the Chinese official to begin the end of the 
mission.

(NOTE)
This bothers me to no end, even though I disable the IFF on the turrets the 
BGs seem to be able to get close enough to the prisoner stalls to toss 
grenades into them. If Sam stands where the grenadier does when he rushes 
the stall Sam is vented whether the IFF is disabled or not.
+=+=+=+=+=+=+=+=+=+=+=+=+

Locate the turrets at the far wall and disable the right side one, if Sam 
has received any prior damage you should grab the med kit. Run into the 
dignitary stall to speak to the Chinese then take the save.

(SAVE)

(NOTE)
If you don't have your own tried and true assault maneuvers you may want to 
read ahead for the tactics I use, it's the most conservative approach I can 
find that minimizes movement and projectile use. Most times they work well 
enough for me to complete the mission with full or near full health without 
touching meds. The BGs are brutal; they advance hard and fast and if you're 
playing hard mode and the entire scenario plays out, which is usually the 
case a total of 7 BGs enter stall room#6 along with Grinko. The BGs and 
Grinko arrive in 3 waves; if you're lucky you may avoid BGs#6&7, (don't 
count on it) as part of Grinko's wave. The pair inserts randomly and I can't 
figure out their cue if there is one.

Sometimes albeit rarely they drop in after you take Grinko out, 
unfortunately once Grinko is down the game immobilizes Sam so he can't 
defend himself. So it pays to eliminate Grinko and then drag him into stall 
room#6, behind BW#1 and ASAP! My projectile use and order and my movements 
are based on 7 BGs. Regardless of Sam's health meter reading after you 
eliminate BGs#4&5 you must assume BGs#6&7 will deploy with Grinko. If Sam 
has a reading of less than 75% on the health meter, take a Med for GPs; 
bring it up to 80%+ minimum. Damage from 1 or 2 hits from #6, 7 or Grinko 
will be fatal with less than 80% health. They have also strafed Sam as they 
go down from a stunning.

The grenadiers may stop for a moment but they go straight for the GIs and 
diplomats.

1st wave;
BGs#2 and 3 approach BW#1 and pass through O#1, BG#1 approaches BW#1 and 
passes through O#2. Not often but it has occurred 3 or 4 times to date BG#5, 
BG#5 enters tunnel#3 with the 1st wave but holds back till you're dealing 
with BGs#2&3 he then makes a run for the GI stall and guns them down.

2nd wave;
The 2nd wave has a few scenarios, the common one is below; the options will 
appear as the wave takes place. BGs#4&5 may approach O#1 of BW#1 or BG#4 
through O#1 of BW#1 and BG#5 through O#2 of BW#1. In any case BG#4, (the 
officer), stops at BW#2 after passing through O#1 of BW#1 to through a 
grenade. Often BG#5 stops before O#2 of BW#2 to cover BG#4 while he throws 
the grenade toward the dignitaries. Just as often #5 rises and continues 
through O#2 of BW#2 to the GI stalls to throw his own grenade.

3rd wave;
Grinko with or without BG#6&7, moves back and forth from TO#1 to TO#2 firing 
away at Sam. If BGs #6&7 appear with him, he also will enter TO#3 and fire 
from the corner of the room. If Sam is holding against BW#1 he can take 
damage from Grinko, more so if Sam is armed.
+=+=+=+=+=+=+=+=+=+=+=+=+

7/7.5, Prevent the execution of the soldiers,

The following maneuver assumes BGs#6&7 include with Grinko;

1st wave;
OK hear we go, from the Chinese delegates return to the outer stalls and the 
turret guns, reactivate the turret gun, load sticky cams in the tube then 
head for the rear left side of O#2 of BW#2. Shoulder the AR, locate and 
target the mirror on the wall above the sink. Set the bottom of the 
targeting icon a smidge above the bottom of the mirror's metal frame and the 
left edge of the icon just covering the left side of the mirror's metal 
frame. Hold at this position, BG#1 will appear from O#2 of BW#1 then head 
straight for Sam's position. As soon as BG#1 turns to and heads for Sam, 
send the cam to his head. ASAP exit the cam and sling the AR, 180 and head 
for O#1 of BW#2.

Swing Cw wide through the left side of O#1 of BW#2 to the 6:00 of BG#2 then 
smack him. Head for the 6:00 of BG#3 for the same, odds are you may take a 
hit from BG#3 before he goes down. From BG#3, 180 and FC back along BW#1 
past O#1 to the debris, stop 180, load shocks in the tube, medicate if 
necessary and hold.

(NOTE)
If you take BG#1 as he is creeping toward Sam 90% of the time and better, 
the sticky cam will drop to the floor at his feet before he does.

The 2nd wave has 3 major scenarios and the 3rd one has 2 subsets. The 1st 2 
have BG#4 passing through O#1 of BW#1 closely followed by BG#5; what #5 does 
after moving through the opening is what differs in the scenarios. In one he 
stays close to #4 to cover him in the other he stops by #4 then repositions 
to BG#1 to cover BG#4, (I think).

In the 3rd scenario BG#5 enters stall room#6 from TO#2 then passes through 
O#2 of BW#1 to BG#1. From this position BG#5 almost always abandons BG#4 and 
may retreat toward O#2 of BW#1 or snap and head straight for the GI stalls 
to toss a grenade. Lately he's been opting for the stalls and doesn't wait 
to see if BG#4 has control of the situation.
+=+=+=+=+=+=+=+=+=+=+=+=+

2nd wave;
Fallback from BG#3 to the debris past O#1 of BW#1, load shocks, 180 and hold. 
BGs#4&5 are approaching. BG#4 approaches the side of O#1 of BW#1 and 
crouches, take note of whether BG#5 is with #4 or repositioned to O#2 of 
BW#1. Keep an eye on both BGs. Head for O#1 as BG#4; (the officer) begins 
moving to and through O#1 of BW#1, do your best to FC left of #4 to his 6 
for a single smack instead of 2. If BG#5 followed #4 he'll be just behind #4, 
and moving to #4s 9:00. From #4 quickly move toward #5 for a smack. If #5 
enters from O#2 of BW#1 while you are moving on #4 you may be forced to 
stand and run #5 down to the GI stall for the smack. 

If you see BG#5 advancing on O#2 of BW#2 at a run while you are moving on #4 
quickly shoulder the AR, shock #4 then stand and run for BG#5. Smack #5 down 
ASAP then head back to the BWs at a run.

(NOTE)
Whether BGs#6&7 deploy with Grinko or not the solution for eliminating 
Grinko is the same, so we operate as if BGs#6&7 come out to play. Note that 
the 2 BGs are the most dangerous in this mission, unlike the previous 5BGs 
including Grinko, they have no predictable course; they can enter and exit 
from any TO at any time and move to any position within the BWs in stall 
room#6.
+=+=+=+=+=+=+=+=+=+=+=+=+

3rd wave;
Wherever #5 is eliminated, 180 and run into the aisle between BWs#1&2. Stop 
against BW#1 and about 8 feet left of O#1 near the debris. 180 and shoulder 
the AR; roughly target the square chalkboard in the middle of the aisle to 
the right of BW#1 then sling the AR. You can move the camera to see over the 
BW to TOs#1&2 to know where BGs#6&7 are if they deploy with Grinko but do 
not adjust Sam's body. It may take a while, #6&7 may dally in tunnel#4 
before 1 or both rush stall room#6. If you hear someone yell out, "We have a 
downed man" they're a coming. If you luck out they'll both rush O#1 of BW#1 
to revive some of the downed BGs or maybe just for an outright attack on Sam. 
You may even see Grinko bobbing about the front of stall room#6 while you 
jostle with #6&7.

If no one immediately rushes the room for O#1 of BW#1 look to O#2 of BW#1, 
BG#7 may blow in to revive BG#1, if so shoulder the AR when you see him 
enter the room. Send a shock to #7 as soon as he comes to a stop and before 
he can revive BG#1. If you used a shock on BG#4 load foils in the tube 
retarget the mirror then sling the AR and hold. If Sam has lost 25% or more 
health medicate. Begin scanning the area over BW#1 for BG#6, let him come to 
Sam. If you see BG#6 rushing O#1 of BW#1, shoulder the AR and foil him as he 
appears in the aisle between the BWs. You also need to keep an eye out for 
Grinko; quite often he enters stall room#6 from TO#2 or 3 and fires from the 
narrow Hlwy.

(NOTE)
You must also be aware of Grinko; when #6&7 take their sweet time storming 
the castle Grinko often makes his way to TO#3 then to the corner near the 
mirror and begins firing on Sam. So, keep your eyes peeled at all times.
+=+=+=+=+=+=+=+=+=+=+=+=+


If you had to foil #6, sling the AR, FC to and smack him down. If #6 appears 
from O#2 of BW#1 send 2 foils to him, once BGs #6&7 are down its time to go 
after Grinko. 1st thing is find out what TO Grinko is crouching at, running 
to or firing from. 

1. Sling the AR, FC along the rear side of BW#1 to O#2, look over BW#1 to 
TOs#1&2, determine if Grinko is firing from either of them or if he's 
running to TO#3. If he's at TO#1 or 2, Move to BG#1 and retrieve the camera 
then move back to BW#1. If Grinko is still firing from TO#1, FC to the left 
edge of TO#2, shoulder the AR, remain crouched and hold target just above 
knee high and at the left edge of the cased opening. Grinko will eventually 
come to the left side to TO#2, when he leans into the opening to fire on Sam 
foil him. If BGs#6&7 are unconscious and you already have the sticky cam, FC 
to Grinko, grab and smack or just smack him. 

If BGs#6&7 have not yet deployed with Grinko, drag him through O#1 of BW#1 
and back to BG#1. Stand over BG#1 then quickly smack Grinko down and crouch 
to retrieve the sticky cam if not already possessed. If Bgs#6&7 are 
unconscious but you weren't able to retrieve the cam, FC to Grinko, G&D him 
back to BG#1 and in quick order smack him then crouch to grab the cam.

2. Grinko is running to TO#3, crouch and target just past the corner of the 
wall and hold for Grinko. ASAP foil him as he appears, stand and run to him, 
grab him and drag him back to BG#1. Smack him, crouch and pick up the camera 
if you didn't earlier.

(NOTE)
It's a rare occurrence but has happened more than once; Grinko doesn't play 
nice and die quickly. The game freezes Sam a second or two after Grinko goes 
down, Grinko may be down but if BGs#6&7 didn't appear with Grinko there's 
nothing stopping them from appearing after Grinko begins drooling on the 
floor. If so, you might hear them rushing tunnel#3 over Lambert's rambling 
pie hole. Odds are if you took Grinko in Tunnel#4 or in front of BW#1 Sam is 
exposed and will be killed on their approach. Whether the level registers as 
complete or not depends on when Sam is killed. They have even revived Grinko 
before the level ends.

Contrary to what many figured was an error, because, no one in the game dies 
from a smack, foil or shocker, the game will report Grinko dead even though 
after the statement is made BGs#6&7 revive him. Once done it changes the 
results and you must replay from the last save point. If you get the save 
point before Grinko is standing, the game contradicts his standing breathing 
body.

1. If you watch Grinko while Lambert jabbers he exhibits the same muscle 
spasms as all stunned BGs in the game.

2. In the myriad number of times I played through Abattoir, Grinko has been 
revived by BGs#6&7 3 times before the save option appears on screen.

1 Kill, 5/7 KOs, 5 Divs, 2 Rnds, 0/2 Shocks, 0/3 Foils, 2 Sticky Cams
____________________________________________________________

7/8. Chinese Embassy II, p1 and p2

3/2/14, Embassy II p1,
Added maneuver info to minimize or eliminate damage to Sam upon exiting part 
1 of Embassy II.

3/3/14, Embassy II p2,
New maneuver exiting warehouse to tunnels

3/3/14, Embassy II p2,
New maneuver to Feirong,

7/8.2 Exit the Embassy to the Embassy Compound,
7/8.3 Locate and explode the gas tanks of the trucks carrying the bombs,
7/8.4 Locate Feirong and his computer then extract,

7/8.1 Access Feirong's comms archives in the Embassy basement,

Always rotate through your HG options when safe before entering a new area, 
look for laser emitters along the wall and remain in NV, click out only when 
the light hurts and then only after you ensure Sam's security.

Your entry point is the front of the restaurant, once you're in the 
restaurant stay tight to the perimeter wall and QQC CCw to the kitchen door. 
Stop and look through the window to the left of the door for the cook. Enter 
when the chef turns away from the door, stay tight left and QC Cw along the 
wall to the ladder then climb up. QQC to the next ladder and climb up to the 
flat roof, FC over the planks and into the building, QC onto the left end of 
the couch and hold.

(NOTE)
If you alert the PBG in the dark building but can make it to the balcony 
climb up and hold just below the cable connecting the building to the 
Embassy.
+=+=+=+=+=+=+=+=+=+=+=+=+

Once the PBG passes by Sam SD to the floor and QQC to the XP climb the pipe 
and zip to the Embassy. Skooch around to the pagoda roof then SD to it, QQC 
across the roof then hop up to the corbel ledge and run to the climbing pipe. 
Climb up then drop into the room.

(SAVE)

Locate and enter the closet, locate and enter the wet wall, go NV, stick and 
slide to the end. Release jump to the pipe and slide down, 2/3rds down 
release and drop to the floor. Quickly stick to the office wall and slide to 
the end; release, crouch, shoulder the AR, scope the light above the XP and 
go NS. Pop it while the BGs are firing at the comps then sling the AR. QC 
left of the BG blocking Sam, accelerate to QQC along the wall to the XP and 
enter the room. Access the comp and QQC to the XP, Load sticky cams in the 
tube then open the door; send a cam into the ceiling light nearest the XP. 
QC right to the wall stick and slide along the wall, go NV and locate the 
cam.

Retrieve the cam once the door closes then locate the next XP.

(SAVE)

7/8.2 Exit to Embassy Compound,

(NOTE)
I believe I found another glitch, when I began this rewrite I discovered I 
was able to eliminate the cam to exit the small basement office, which I did 
multiple times to verify. Later as I ran the game again, mission to mission 
I was no longer able to sneak out of the room without alarming the BGs.

I think there're tons of glitches in this mission bad enough to force a 
mission restart. BGs get stuck on each other, on stairs or the scanner, More 
often than not Sam is seen and shot at through walls Sam can't see through.
+=+=+=+=+=+=+=+=+=+=+=+=+

FC to the next door and OCD, QQC up the stairs to the next floor and locate 
the 2 BGs in the room past the XP. Go NV, QC to the left along the wall, 
(for cover) to the SBG and pass to his left into the room, swing right along 
the perimeter till you line up with the path the PBG is in. QC about 10 feet 
off the wall and hold till just before the PBG reaches the dark strip on the 
floor. Jump for noise then swing back toward the EP, the SBG will now 
investigate the noise. QC Sam past him along the EP wall and accelerate as 
you distance Sam from both. As you round the corner to the next Hlwy, pick 
up speed to FC to the far end of it and through the door on the right.

Once Sam is in the room, QC to the corner of the desk and 180, inch along 
the desk toward the Hlwy while you adjust Sam's camera to locate the keypad 
in the Hlwy. You want to see the leading edge of it to know when the officer 
enters the code, to prevent him from seeing Sam and to keep the door open 
for a quick exit. Once the officer moves away from the keypad inch a bit 
closer to see the leading edge of the double doors, you need to see when 
both have entered the Embassy lobby. When you see the 2nd BG pass through 
the door follow him, pull up to the left closed door and look in, left and 
up to the image of Mao. Once the officer passes Mao enter the room.

QC into the room to the open door on the right, stand and look around the 
door without exposing Sam. When the turret gun turns away from Sam hop up, 
skooch right then hoist up onto the shelf. Stick to the wall and slide to 
the space between the 2nd and 3rd urn, crouch release and set pistol as 
primary.

(NOTE)
Frankly everything you do from this point till dropping out the office 
window is "EASY"! However there're 2 problems, one is getting it right and 
the other is getting past the frustration when you get it wrong and or the 
BGs get stuck. There are few breaks to collect yourself, so you   may 
consider pausing; every part of the maneuver must be done quickly to ensure 
the BGs are where you need them to be for a successful maneuver. You'll 
initiate a couple alerts to get the AI moving so Sam can access balcony#2.
+=+=+=+=+=+=+=+=+=+=+=+=+

QC to urn#3, face it squarely then stand and soft hop onto it. Hop to, grab 
and hoist up onto balcony#1. Walk left to the wall face balcony#2 then hop 
up to the pipe and begin mad skooching toward balcony#2.

(NOTE)
It can some practice to land on the urn quietly; this is what works for me. 
QC to the urn, face it squarely and stand. Gently press forward, (light 
touch) then press jump. ASAP release the "L" tower; you land on the urn 
without alerting the BG below.
+=+=+=+=+=+=+=+=+=+=+=+=+

Continue skooching along the pipe till you enter the star ring on the 2nd 
flag. Up to 4 BGs may enter the lobby while you're skooching to the 2nd flag, 
the 2 important ones head for balcony#2. Stop inside the ring, pull the 
pistol and pop the chandelier above the XP, stow it and 180. Go IR, pull the 
pistol again, target the center of and pop the big honkin chandelier in the 
middle of the room. Holster the pistol, 180 then skooch to the end of flag#2 
and hold. Go legs up and watch the 2 BGs on balcony#2, eventually the 2 BGs 
will head for the stairs, wait for both of them to be on the stairs before 
skooching to balcony#2.

You may hear comment from one of the BGs in the room as you head for the 
balcony. Once Sam is over balcony#2 at least one BG will come to investigate, 
ensure no one is near then SD to the floor, and switch to the AR, load foils 
then hop back up to the pipe and hold. If one of the BGs hangs nearby and 
prevents Sam from dropping to the deck to switch weps, no worries.

(NOTE)
40 to 50% of the time the 2 BGs that deploy from balcony#1 don't show up. If 
a 3rd BG is still on balcony#2 when the officer moves to the scanner, ignore 
him and Y/B to the floor.
If while skooching to balcony#2 the AI comments about seeing something and 3 
BGs climb to balcony#2 it is counted as another diversion. However if only 
the 2 BGs from balcony#2 show up it is not counted.
+=+=+=+=+=+=+=+=+=+=+=+=+

Y/B to the floor as the officer moves to the scanner, if you didn't get to 
switch weps and load foils earlier do so now. QC around the BG to the end of 
the bench closest to the XP and shoulder the AR. Ensure the light meter is 
at or below the line separating segment 1&2. The XP will slide open and the 
BG will begin walking into the room, the officer will walk away from the 
scanner toward the balcony railing then turn to face the XP. Target the 
officer and foil him before he turns to face the XP. Sling the AR and pass 
through the XP crossing from the left side of it into the right corner of 
the room near the coat rack. 

Wait for the door to close to QC across the room to the target window, stand 
and hop onto the table then open the window and step out into the night.

(NOTE)
You do something for so long, write it down and take it for granted, then 
you read it years later, (3 yrs) and discover you left an important bit of 
info out of the guide. Important enough to prevent all the people reading 
the guide from getting their cans shot off while passing through the XP. The 
colonel is goofy from the foil for about 6 seconds; quite often the door is 
still open as he comes to his senses. Bearing right into the room prevents 
the officer from seeing Sam traipse across the room before the door closes.
+=+=+=+=+=+=+=+=+=+=+=+=+

Chinese Embassy II part 2

8.3 Locate the trucks carrying the bombs and explode their gas tanks.

Always rotate through your HG options when safe before entering a new area, 
remain in NV, click out only when the light hurts and then only after you 
ensure Sam's security.

(SAVE)

(NOTE)
There're 3 PBGs and a dog patrolling the area past the arch. You want to see 
Wkwy#2, it has 2 of the 3 PBGs and the dog patrolling it, you need to see 
the route of PBG#2 and the dog to know when to move.

Wkwy#1 starts about 20 feet straight out from the arch, PBG#1 patrols about 
3/4 of Wkwy#1, from the beginning of bridge#1 to the beginning of bridge#2.

PBG#3 patrols about half the length of Wkwy#2 from the far end to the middle; 
for the most part he is not an issue unless Sam is detected by one of the 
other 2 BGs.
+=+=+=+=+=+=+=+++=+=+=+=+

Once you're free from the save point, QC along the wall to the nearest lamp 
post beside the arch, inch around to the front of it just enough to see out 
the left side of the arch and not be detected by any of the BGs. You'll see 
PBG#2 walking toward the middle of Wkwy#2; he'll stop at the middle of the 
Wkwy near a boulder and hold for a few seconds. While this takes place PBG#1 
will approach the beginning of bridge#1 and hold for a few seconds. Looking 
out from the side of the arch you will see a large tree between the 2 Wkwys; 
you want to use the tree as cover from PBG#2. When PBG#2 begins walking back 
to the beginning of Wkwy#2 PBG#1&3 will head back to the far end of their 
routes.

(NOTE)
It can be a smidge difficult at 1st but with a little practice you can keep 
a lazy eye on #2 and still head in the right direction. It will minimize the 
number of IDs made by #2.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
Keep your eye on PBG#2 as you QC out and through the archway, bear right to 
the corner of the Wkwy and drop into the stream. QC along the stream then 
turn and QC to the side of the bridge ramp use it as cover from#2. Look back 
over the bridge ramp to the tree you used previously, #2 is still walking 
toward the beginning of his patrol. As #2 passes behind the tree again QC 
under the bridge and up the opposite bank to the ramp near the gazebo. Cross 
back toward the stream then down and left along the water line toward the XP. 
If PBG#1 180s and heads back to the start of his patrol before you pass him, 
hold till he does. Accelerate to FC as you distance Sam from him.

(NOTE)
Regardless of how well you perform the maneuver the odds are high the dog 
will catch Sam's scent. I lose sight of the dog once I begin climbing out of 
the water at the far side of bridge#1. However, at the beginning of part 2, 
the dog has been near and or entering the arch many times. So I figure the 
dog takes a short run toward the arch and gets a whiff of Sam and begins 
tracking Sam, usually by the time Sam is somewhere between bridge#1 and #2. 
The important thing to remember is to stay dark, low and ahead of the dog.
+=+=+=+=+=+=+=+=+=+=+=+=+

Locate and enter the XP, once you're through both gates maintain cover and 
recon the area ahead. The BG, wall cam and the dark area and debris near the 
foot of the steps are the important points. It will require a diversion to 
get the BG moving and access to the XP will require the camera to be 
pointing in the wrong direction. While in the recess watch the camera, get 
ready to move when it reaches the end of the swing left. Climb up the steps 
enough to alert the BG as the camera approaches a quarter of the way back to 
the right side. As the BG turns away; QQC up the steps and along the wall to 
the debris near the XP steps.

QC to the bottles and hold, keep your eyes on the camera, as the BG passes 
by Sam on his way to the recess. The camera will be heading back to the 
right side again, just before the camera reaches the end of its swing to the 
right, QC up the left side of the steps to the XP and pass through.

(SAVE)

Once you're in the room stand and run to the door, run down the steps and 
right, roll through the low opening in the shelving and stand as you exit. 
Stop at the 2nd set of shelving and hold The PBG near the XP will walk to 
the XP and tap out the key code. As he does, climb over the shelf then QQC 
through the warehouse to the XP.

QC through the XP into the small room, the BG, now SBG#1 will be stationed 
just outside the room with his back to Sam. Recon the room, take note of the 
tables and the shadowy area at the shelf near the XP. QC toward the light 
switch, stop as soon as it appears on the screen then look out into the 
warehouse. Locate the PBG and watch him as he walks away, begin counting to 
8 following the rhythm of his footsteps. Swing the camera around so you can 
see table#2, when you reach 8 shut the light off and FC around table#1 to 
table#2. When you reach the 2nd table, 180 and QC back to the shadow area at 
the shelf, near the XP. 

(NOTE) 
The following is the fastest and least frustrating path through the room 
I've found this rewrite. After years of playing the game I've found so many 
different ways through the room with a varying number of distractions that 
may or may not work from one save to another. My solution requires 2 
diversions. The diversion count begins in the small room and ends on the 
Wkwy after passing through the opening leading to the trucks. 

Here's the thing, ever since I've been using the double jump up to the top 
of shelf row#2, (couple yrs.) the one BG reaction that seems to pop up the 
most often is this. As the double jump occurs SBG#2 under the Wkwy, (the 
closest BG to Sam's position at said time), comments and walks to the front 
of the aisle between shelf rows#1 & 2. The PBG almost always turns and walks 
a short distance toward the overhead door near the far corner of the room, 
stops and 180s. For the most part SBG#1 never becomes an issue.

Many other scenarios also occur especially if you continue to pile on the 
diversions and or restart repeatedly, eventually a really good opportunity 
takes place, but the wait may cause Sam to pull a wep and go berserk. As is 
the case with the SC games, a bold, counter intuitive maneuver is needed to 
succeed. 
+=+=+=+=+=+=+=+=+=+=+=+=+

As the BG passes by Sam QQC out of the room, accelerate to FC; pass by the 
boxes in front of the EP to the 1st row of shelves, FC into the aisle 
between shelf rows#1 & 2. QC around the pallet of dog food to the corner of 
the pallet and plywood leaning against shelf row#2, turn and face the pallet 
then rotate Sam's right shoulder to 4:00. Quickly double jump up twice to 
land at the top of shelf#2. As Sam leaps left to the top of shelf row#2 
press and hold "B" for an SD. The double jumps alert the SBG to something. 
ASAP, orient Sam so that he is standing and facing the wall mid point 
between the edge of shelf row#2 and the edge of the Wkwy. 

If the SBG and PBG come together they will be in position quickly, but you 
must rotate Sam's camera to follow them to ensure they're in position before 
attempting the maneuver. 

More often than not, the PBG turns away and walks a short distance toward 
the overhead door at the far corner of the room. Look down and right to the 
PBG standing at the end of his patrol. As soon as he turns and faces away 
from shelf row#2 run to the mid point on the wall, jump to the wall then 
double jump off it to the Wkwy railing, SD to the Wkwy and QQC through the 
exit. Stand and run along the Wkwy, run down the stairs and left. Stop just 
behind the left truck and shoulder the AR, scope the gas pump between the 
trucks and send it. Run to the trapdoor, open it and drop down.

(SAVE)

7/8.4 Locate Feirong and his computer then extract,

Follow the PBG to and then enter the 2nd dark niche on the right. Stand, 
stick and slide into the corner and hold, once the PBG passes by, release 
and QC out and right into the tunnel. Goa will 180 and run to assist the 
other dead guy with the general Feirong mess follow him to his death.

(NOTE)
The rest of the mission is following Goa to Feirong, follow him at a 
discrete distance, most often I can get to the 1st keypad door with 
detection and keep it open. The rest of the doors I rely on the IR trick, 
when Sam is at the last door Goa bites the bullet and Sam gets another save 
point.
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE)

From the last keypad door, run to and around the partition to Feirong's 
office, he's done a fine job redecorating his office, once he stands up, run 
and jump onto and off his desk then grab him, don't bother talking to him it 
just adds more time to the mission, drag him to the comp and force it on him. 
He'll then drop to the floor like the drunken sissy that he is. From this 
point it's a matter of following the explosions to the stairwell and the 
window XP.

Keypad codes; 1436, 9753, 1456, 1834, 7921,
7 Divs, 3 Rnds, 1 Foil, 1 Cam,
____________________________________________________________

7/9. Presidential Palace

4/10/14, New wall climbing ID avoidance tactic,
 
7/9.2 Locate Cristavi's office and access the comp.
7/9.3, Retrieve the Ark from the Library safe,
7/9.4 Locate and kill Nikoladze then extract,

7/9.1 Gain access to the Palace,

Always rotate through your HG options when safe before entering a new area, 
look for laser emitters along the wall and remain in NV, click out only when 
the light hurts and then only after you ensure Sam's security.

 (NOTE)
For the sake of making an infinitely long file imperceptibly shorter, I'm 
omitting all the platform jumping and take position at the bottom of the 
stone wall and climbing pipe. There's no way to know where the ledge PBG and 
dog will be if you just climb the pipe when you arrive at its base. I've 
kept track on the IDs from well over 100 attempts from multiple saves at the 
base of the pipe and the odds average 80% you'll be ID'd by the nose and or 
ears of the ledge team. So I came up with a new tactic that probably would 
be used by someone in the trade anyway and it gets Sam to the top of the 
ledge without detection every time.

Your worries continue once you attain the ledge, you must spend as little 
time on it as possible, so most of your time is still spent hanging. You 
need to be still when one or both, (PG/dog) are within 15 feet of Sam. 
Nearly 15% of the time Sam is still ID'd by the dog even when it is at the 
opposite end of the patrol route. Lastly, the longer you're on the ledge the 
greater the odds Sam will be detected by the dog.

At least one time when the guard commented that the dog had "Caught a scent" 
I couldn't locate the dog until it trotted out from the far side of the 
monument.
+=+=+=+=+=+=+=+=+=+=+=+=+

Hoist up once Sam is past the buttress, the climbing pipe is to his 1:00 
take a step forward for the save point.

(SAVE)

Go NV if not already in it, then to inventory, load a sticky cam in the tube 
and shoulder the AR. Turn right and up, locate the ledge at the top of the 
climbing wall, look further right and up to locate the stone corbelling and 
roofline of the tower. Slide the scope down along the corner of the tower 
till you locate the dark line that looks like a question mark. From the top 
of the question mark count up 4 dark stones, just above the 4th stone there 
is light colored mortar that looks like the blade of a hockey stick standing 
on its heel. Aim at the middle of the hockey stick blade and send the cam.

Go NV and scope the cam once it activates to locate the ledge team, (#1). 
Get a clear look at the stone ledge and the dark ground perimeter of the 
courtyard. Locate the searchlight tower, the monument and the 2nd courtyard 
team, (#2). Learn the route the ledge team patrols; ready yourself when the 
PG is at the camera end of their patrol. The team will begin heading back to 
the searchlight tower, the PG will cross the dark perimeter line of the 
courtyard, when he is halfway through the dark perimeter line close out the 
camera and stow the AR. Turn left and run into the corner of the buttress 
then double jump up to the pipe.

Mad climb up, Sam's right hand will grab the ledge and he'll hoist up to the 
right side of the pipe. Hold if the searchlight is moving toward Sam then 
once it has past move quickly past the ivy area and drop off the ledge and 
hang. Mad skooch to the right till the PG gets within 15 feet; then begin 
tapping right. Stop tapping when the dog is within 10 feet of Sam. Once both 
are over 15 feet from Sam hoist up, FC then run to the cam, take it then run 
back to the corner of the high fence then drop and hang. Skooch left past 
the corner of the fence about 15 feet then hold.

You need the 2 teams to sync up, this means both teams must be heading to 
Sam's right and passing by the monument at nearly the same time. This sync 
up can take up to 7 laps of team#2 around the courtyard. If undisturbed, 
Team#1 will be passing the monument, (6:00) at the same time team#2 is at 
the 12:00 position of the courtyard. Once Sam has at least 15 feet from the 
dog hoist up, move to the railing and hop over. 

As the dog moves away from the monument, FC to the monuments 3:00 and hold 
till the searchlight passes by the monument. There is a dark lane running 
from the monument to the XP near the 12:00 of the courtyard, FC from the 
monument within the dark lane. Halfway through the courtyard stand and run 
to and through the XP.

Regardless of how fast or quiet you are, you'll be detected by one or both 
teams as they pass by the monument and followed into the maze. 

Once Sam is in the maze bear left to the 1st turn, bear hard right around it 
then drop to QQC. At the next left turn drop to QC and head for the lighted 
ground. There is an SBG at the opening to the fountain area. If and when the 
area past the gate is clear QC to the BG and grab him. Quickly drag him left 
into the fountain area to and behind the park bench, drag him to the far end 
of the park bench to smack him and take the satchel. Backtrack toward the EP 
then QC to the fountain and enter, QC to the far side of the fountain and 
hold. Look past the low stone wall for the PBG, when he turns to walk away, 
look back to the EP in IR, if no one is near exit the fountain for the 
keypad. 

If anyone from taems#1&2 are shining through the hedges they're too close so 
hold till all go dark via IR. Ensure the PBG past the gate is walking away 
then approach the keypad, go to OpSat for the passcode taken from the 
satchel and use it. Exit the park quickly, FC left out the gate and swing 
around it back to the fence and hedgerow, FC along the hedge to the recess 
then right to the basement window. Enter and save. 

(SAVE)

7/9.2 Locate Cristavi's office and access the computer.

Flip to IR then enter the basement, go NV after scanning the room and stairs 
then head up the stairs, recon the large room before entering, take note of 
the double doors on the right guarded by the laser grid. QQC right then FC 
between the display cases and the columns. Just after passing the 3rd column 
Sam will hear a transmission sending BGs into the (museum?). 180 and take 
note that the laser grid is down in front of the double doors, FC past the 
columns to the left side of the double doors and hold. 

4 BGs will enter the room, after the 4th PBG has passed through the opened 
door QC to the closed left door before the right side closes. Look back into 
the room to the BGs ensure none of them are looking at the XP then QC 
through it. Flip through Sam's HG options as you QQC to the foot of the 
stairs. Lasers cover the top and bottom of the stairs, take your favorite 
method for scaling the stairs to the XP. 

OCD the XP and open it if and when clear. Take note of the 2 PBGs, 1 this 
level and 1 on the upper balcony there're also 2 more on the floor below. QC 
to the wall to Sam's left, there's a double door at the top of the stairs, 
FC along the wall and roll just as Sam reaches the leading door jamb. 
Continue along the wall to and under the upper balcony, follow PBG#1 then 
break off and pass by the right turn. Hold till #1 passes by Sam to the head 
of the stairs. QC to the foot of the stairs leading the upper balcony; hold 
against the 1st step and window.

The 2 PBGs will return to this end of the room and then leave, as PBG#2 
turns and heads to the far end of his patrol climb the stairs and follow. 
Preferably, catch up to #2 and smack him down at his 1st stop prior to the 
XP and absolutely before he reaches the XP and 180s on Sam.

(NOTE)
I've found only 2 places to hide PBG#2;
1. Is the inside wall corner to the left of the XP, you must face the wall 
between the balustrade and XP to lower him or he'll be seen.

2. You must carry #2 into the next area and deposit him in a dark corner.
+=+=+=+=+=+=+=+=+=+=+=+=+

Grab the satchel, hoist #2 and QC him to the inside corner along the XP wall; 
face the wall between the balustrade and XP to dump #2. Access the data for 
the passcode and unlock the XP. OCD the XP, ensure no one is on the other 
side and or approaching it to open and enter. QC right to the wall then 
forward to the corner and hold for recon, there're 4 PBGs in the area, 2 BGs 
patrol the long Hlwy and 2 remain at this end patrolling short Hlwys.

Wait for the 2 long PBGs to head back to the far end of the long Hlwy, once 
the 2nd PBG 180s from the head of his route QC by them and head after the 
long walkers. Go to FC to catch up the 2PBGs and cross to the left side of 
the Hlwy, locate the Hlwy opening on the left and enter. Take note of the 
ceiling cam and stick to the wall in the dark. Wait for the cam and the 2 
PBGs to be looking and or walking away from Sam's position to move to the 
end of the Hlwy. Locate the XP OCD it then pick the lock. Enter the room and 
move to the laser grid, when the low emitters go out FC to the end, when the 
mid and high emitters go out on the 2nd grid jump over the low one.

Run to the exterior wall then QC around the desk to the computer but do not 
access it. A BG will enter the room thinking Cristavi is at his desk. Wait 
for him to say Cristavi for the 2nd time to access the comp, (he's looking 
at the seat behind the desk, if you touch the comp he can see Sam). When 
complete backtrack at QQC to and through the laser grids, at the EP, open 
and stay to the right side for cover. Slowly boo the Hlwy for BGs and the 
ceiling cam, once clear QC out and left to the end of the Hlwy. If you don't 
pass a lone BG on the way to the XP stay dark till he enters the Hlwy. 

7/9.3, Retrieve the Ark from the Library safe,

You have 2 more Hlwys to travel through; one of them has a ceiling cam. 
Access OpSat for the passcode, open the left door and boo left, an elevator 
lobby and 2 visible PBGs playing ring-around-the-rosy. Stay to their 6, 
enter the room and discover an SBG standing in front of the elevator but 
facing away. The PBGs circle the elevator and go in and out of sync, you 
want to move on the elevator when they are close together to give Sam the 
time to enter and push the buttons. Once done, stick to the wall and hold 
till covered by the floor above. Stand and hold at the door.

(SAVE)

Once the door opens, head right around the elevator then left to and between 
the table and bookcase; QC toward the perimeter wall then stick to the end 
of the bookcase and hold. Boo right to see the crouching BG and 2 more 
running around the Library looking for Sam. Eventually the BGs move away, 
release stand and run through the opening to Sam's 4:00. Run to the basement 
and locate Nicky, snatch him and drag him to the big thingy with the scanner. 

(NOTE)
The route to the EP is straight forward, but 4 BGs remain in the basement, I 
think the BG at the EP is the one that causes Sam the most damage. Sometimes 
I receive the least damage running up the left side of the ramp, sometimes 
the right side. In any case Sam takes damage on the ramp the amount is 
relative to the time spent in the BGs sights.
+=+=+=+=+=+=+=+=+=+=+=+=+

7/9.4 Locate and kill Nikoladze then extract.

The BG will give Sam a count down, at "2" run, run straight up the middle of 
the room to and up the ramp to the Library. Head right to the Library then 
left into the roofed Wkwy to avoid more damage from BGs that may follow Sam.

(SAVE) 

FC left and down into the lower courtyard, FC along the pavers till Sam 
reaches the step on his left. Drop to QQC; pass the steps then QC up the 
grass bank to the hedgerow. QC along the hedges while looking over them to 
locate the PBG heading in the opposite direction, once past him bear right 
past the tree and step railing to the steps. QQC up the steps, drift right 
to the wall Nikoladze just walked along and climb the pipe to the opening 
above. 

(SAVE)

Climb into the balcony, get instructions from Lambert and then eliminate 
Nikoladze who is now sitting at the desk in Cristavi's office. Sling the AR, 
then QC right to the wall and to the near side of the XP. The door in front 
of Sam will open, QC around it then enter it after the BG runs out onto the 
balcony. Once Sam is inside stand and run to the huge dining room. FC to the 
near end of the table and snuggle into the corner of the table and chair. 
Wait for the BGs to pass by Sam to exit, QQC to FC to run then leap up and 
climb onto the shelf thing at the left rear end of the room. 

Leap to the balcony and hoist up, QQC through the anteroom then left along 
the balcony to the side of the upper staircase. Hop over the railing then 
Y/B to the floor and exit the Palace.

Speed Picks;
Room off gallery with QP, 5:00, 7:00, 11:00, 8:00, 2:00, 11:00,
Cristavi's office, 5:00, 10:00, 7:00, 12:00, 2:00, 11:00,

1K, 2 KOs, 1 Rnd,
___________________________________________________________

8. End Game Stats

2 Kills,          14/17 KOs,            33/34 Divs,        9 Rnds,

6 S. Cams,        2/5 Foils,            0/2 Shocks,        1 Bottle,
____________________________________________________________

9. Downloaded Missions,

DM1. Kola Cell
DM2. Vselka Infiltration
DM3. Vselka Submarine
____________________________________________________________

DM1. Kola Cell

3/10/14, Kola Cell,
New maneuver, grab Alekseevich in Hlwy#3 to and thru Hlwy#1,

3/12/14, Kola Cell,
New maneuver, balcony area, targeting BGs#1&2 for gas,

4/12/14, new tactic mission exit from lower level small room, 

DM1.2, locate the colonel and use him on the retinal scanner,
DM1.3 Locate Masse and D/L his source code,
DM1.4 Extraction,

Abandoned Factory
Kola Peninsula, Russia
1/19/2005
17:11

DM1.1 Locate and access Masse's server,

Always rotate through your HG options when safe before entering a new area, 
look for laser emitters along the wall and remain in NV, click out only when 
the light hurts and then only after you ensure Sam's security.

(NOTE)
It appears the AI has many variations on its actions in this mission, they 
can alternate their actions to the point that you can't count on any 
movement within a patrol more than 1 or 2 times.
+=+=+=+=+=+=+=+=+=+=+=+=+

You begin the mission in a small fenced in enclosure and listening to 
Lambert. Locate the crawlspace and FC into and through, slow to QQC when you 
see the light emitting from the room ahead then to QC about 10 feet from the 
opening. A PBG may be conversing on his cell phone or heading to the top of 
the stairs.

Options 1 thru 3a & 3b,

1. If the convo begins at the top of the stairs, QC to the dark spot beside 
the platform and face the PBG to watch him. When the convo ends, if the PBG 
180s and returns to the lower level, just as the BG lands on the platform, 
gently press and hold forward, now as the BG is walking down the short steps, 
press Y/B for a low leap and an SD onto the platform, QC up the stairs, at 
the top, accelerate to FC across the room, go NV and scan for lasers to the 
draped opening at the far end. There is a security laser in the tunnel; you 
have all the time in the world to double jump over it.

2a. if the convo takes place in the lower level, follow the PBG to the 
platform as he walks up the stairs. If he continues walking into the room 
follow him up the stairs, move to his 4:00, if he stops near the mound, hold 
at the base of the mound. In a moment he'll return to the stairs, after he 
180s and heads back to the stairs QC out and around the mound then 
accelerate to QQC then FC into the draped tunnel at the far end of the room.

2b. if the convo takes place in the lower level, follow the PBG to the 
platform as he walks up the stairs. If he continues walking into the large 
room follow him up the stairs, move to his 4:00, and then hold at the edge 
of the mound. He may 180 and return to the lower level or continue deeper 
into the room, stop then 180 and head back to the top of the stairs. Or from 
the mid room stop he may continue to the far end of the room and enter the 
draped tunnel. If so, QC around the mound and over to the horizontal pipes; 
QC along the pipes then stick to the wall to the right of the XP and hold. 
As the PBG exits the tunnel, release and QC into it; you need to move on the 
Q&Q now, the BG will reenter the tunnel in a few moments. 

Ensure you are in NV, as the BG exits the tunnel, release and QC in. You 
have little time to dawdle, QC along the wall toward the laser on the right 
or left side of the tunnel. When Sam is 2 1/2 feet from the laser; (2 dark 
lines on the floor between Sam and the laser); press "Y" to hop over it and 
"B" to SD to the floor. Quickly, QC left into the Hlwy.

(NOTE)
The tactic below takes place only if the BG remains on station at the top of 
the stairs after his convo. To save time, your best bet is to interrupt his 
convo. There're at least 12 patrol route variations available to the PBG, 2 
of them have him taking station at the top of the stairs. 1 in 6 is poor 
odds for each start of the mission, not to mention the broken glass on the 
floor.
+=+=+=+=+=+=+=+=+=+=+=+=+

3a. Regardless of where the convo takes place, you have moved to the side of 
the platform and looking up to the PBG. The PBG remains on station at the 
top of the stairs. QC back toward the EP, stop beside the tipped over barrel, 
jump for noise then FC into the tunnel. 180, stick to the left wall then 
slide toward the EP and stop about a foot from the opening. Go NV, the PBG 
will return to the lower level, stop at the barrel then turn his back to Sam. 
Release, QC out and left toward the BG, (to avoid the glass), then pass to 
his right to the horizontal pipe manifold, QC along the shadow line of the 
manifold toward the stair platform and hold.

If undisturbed the BG will turn and walk to the crawlspace opening as Sam 
approaches the platform. The BG will look toward the platform then look into 
the crawlspace then look from left to right. He'll then look back at the 
crawlspace then turn back to the platform. This is all the time Sam needs to 
soft hop onto the platform, QC up the stairs into the large room and FC to 
the far end of the room through the draped opening. Once you're in the 
tunnel move to and Y/Y/B over the laser for an SD to the floor. 

3b. Regardless of where the convo takes place, the PBG has taken station at 
the top of the stairs. You have moved to the side of the platform and 
looking up to the PBG. QC back toward the EP, stop beside the tipped over 
barrel, jump for noise then FC into the tunnel. 180, stick to the left wall 
then slide toward the EP and stop about 4 feet from the opening.

Go NV, the PBG will return to the lower level and stop beside the barrel 
then turn his back to Sam. He'll then walk to the crawlspace and look about 
the room after a moment he'll head up to the large room, release and follow 
him. 

(NOTE)
From the top of the stairs the BG has 3 basic options to him; he can patrol 
the 1st 1/4 of the room and head for the lower level or remain in the room. 
He can patrol the 1st 1/2 of the room then return to the lower level or 
remain in the room and lastly he can patrol the last 1/3 of the room 
including the draped tunnel and repeat the actions forever. No matter, Sam's 
actions in the tunnel will be the same.
+=+=+=+=+=+=+=+=+=+=+=+=+

From the top of the stairs follow the BG to the mound, if he heads back 
toward the stairs QC around the mound then accelerate to FC to and through 
the draped tunnel opening. If he stops just past the mound and returns to 
the stairs, allow him to pass by Sam then repeat the previously mentioned 
action to the tunnel. If he continues to the tunnel follow him, QC around 
the mound then over to the horizontal pipes. QC along the pipes to the wall 
and stick. Face the opening, as soon as the PBG passes through the drape 
release and QC into the tunnel, QC along the right or left wall, at 2 1/2 
feet from the laser, (2 dark lines crossing the floor), press "Y" then "B" 
for a hop and SD past the laser. Quickly, QC left out of the tunnel into the 
Hlwy.

All options continue from here

FC into the dark room then leap up to the Wkwy, access the comp then return 
to the Hlwy. QQC left into the short Hlwy past the retinal scanner to the 
duct then open and enter the duct. FC through the duct and climb back out 
into the dark room with the laser grids. Locate the XP and the set of creaky 
old stairs. The quietest way up the stairs is to WC along the wall with the 
pistol. Boo the room from the top of the stairs then head left to the XP. 
OCD then pick the lock and OCD again. Enter Hlwy#1.

(NOTE)
If you trip the tunnel laser you have 2 options, if you're a mission 
continue stickler and don't mind a few whoops without ID, there's a way, 
albeit a tedious one through the laser grid in the next room. If you're a 
mission perfect type then restart the mission.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
Tripped tunnel laser, alternative maneuver

The glass security door has closed because of your clod hopping through the 
tunnel. Bear left into the Hlwy then right into the short one past the 
retinal scanner. Lift the duct vent and drop into the duct. Move to the end 
and hoist out, take note of all the pretty lights flashing off and on in the 
room. Leap to the elevated Wkwy and enter the tunnel to where the ramp 
begins. 180 and face laser#1, take note of where the tunnel floor meets the 
Wkwy. 

The distance from the tunnel/Wkwy interface to the top laser in grid#1 is 
perfect for the arc created in Sam's running leap; I sail over the blinking 
laser 95% of the time. Run at laser grid#1 and jump as you pass over the 
interface, release forward and press and hold "B", you'll land between 
grids#1 and 2. 

Drop off the Wkwy, walk under grid#2 then hoist back onto the Wkwy. Face 
grid#3 and the comp at the end of the Wkwy; note the 3 blinking lasers of 
grid#3 above the Wkwy. The top laser is irrelevant while in the crouch. 
Learn the blinking pattern of the middle and bottom lasers then FC through 
when both are clear. Access the comp, 180 and ready Sam for his exit, the 
glass security door to Sam's right is still closed so Sam must retrace his 
path to the tunnel ramp. Pass through grid#3 when the mid and bottom lasers 
clear, (or you can climb the pipe skooch across and drop to the Wkwy).

Once you're between grids#2&3 drop off the Wkwy, move under grid#2 then hop 
onto the Wkwy. Face the tunnel ramp then look left and right to assess your 
situation. You must discover the same distance arc ratio for the leap back 
over grid#1, like you did on your way to the comp. To repeat the distance 
you must travel diagonally across the Wkwy. I back Sam to up to grid#2 and I 
like to focus on a distant point high on the walls. My favorite is the last 
pane of glass high on the wall to the left of the sliding duct vent.

I orient Sam as best I can then tap the right controller tower, it rights 
Sam's camera and then I look to Sam's HG strap on the top of his head to 
line it up with the window. I run, jump and land in front of the duct, Sam 
hits the bottom of the truss at the peak of the arc, which I think causes 
him to slide diagonally along the truss for a bit then to the ground. Locate 
the XP and the set of creaky old stairs. The quietest way up the stairs is 
to WC with the pistol along one of the walls. Boo the room from the top of 
the stairs then head left to the XP. OCD then pick the lock and OCD again. 
Enter Hlwy#1.

Tripped and un-tripped tunnel laser options continue from here.

QQC to the intersection of Hlwy#1 and Hlwy#2, boo #2, head for the dark 
doorway halfway along Hlwy#2. You'll hear 2 BGs in Hlwy#3 talking as you 
enter the closet. Locate and take the med pack, stand and stick then slide 
to the EP. 2 PBGs from Hlwy#3 approach the intersection of Hlwy#2 and #3. 

(NOTE)
1 of 3 possible scenarios is about to unfold.

1. PBG#1 enters the closet, if undisturbed PBG#2 will remain in and patrol 
between the 2 doors in Hlwy#3. If so, once PBG#1 takes position in the 
closet, crouch, release and inch toward the opening to locate #2. Watch #2 
for at least one circuit then as he heads left past Hlwy#2 creep out and 
left toward the intersection, hook left around the chair to the wall then 
stick and hold about 4 feet from the corner. As #2 passes by Sam QC out and 
left toward the stairs, stick to the left wall and slide down a step or two 
then hold. This is the easiest of the 3 scenarios.

2.If PBG#1 patrols Hlwy#1 and PBG#2 patrols Hlwy#2, (closet Hlwy), watch 
both for at least one complete patrol circuit via the closet opening. At the 
beginning of the 2nd loop, (as PBG#1 turns toward the EP in Hlwy#1) QC left 
out the opening, accelerate to QQC as you pass the chair then to FC as you 
head left around the corner toward the stairs. Stick to the left side wall 
on the stairs and step down 1 or 2 steps then hold. This scenario is 
moderately difficult, if you're slow or make too much noise #2 may 180 
before Sam is around the corner.

3. If PBG#1 patrols Hlwy#1 and PBG#2 remains in and patrols Hlwy#3. Watch #1 
through the closet opening for a few circuits, each time #1 walks toward the 
EP in Hlwy#1 look left to Hlwy#3 for PBG#2. You need to keep track of the 
movements of both BGs, you'll notice they sync up every 3, 4 or 5 circuit 
completions. PBGs#1&2 head in the same direction, (toward the EP and away 
from the stairs) at nearly the same time and #2 faces away from the 
stairwell long enough so that Sam can make it to the stairs. Stick and stand 
to the left side wall. This scenario is time consuming and moderately 
difficult.
+=+=+++=+=+=+=+=+=+=+=+=+

All options continue from here.

Look left and down the stairs for the shadow of the BG, slide down a step at 
a time till the BG moves toward the stairs. Sam's left boot should be 
hovering over the 8th step and the BG will begin climbing the stairs. He'll 
get close enough to smell the potato juice on his breath; do not move till 
he passes by Sam. Once he's by Sam crouch and slide to the foot of the 
stairs. Release, QC around the corner, boo left then climb over the crates 
with the bottles on them, the XP is at the far right corner. QC to the XP, 
go IR and listen for footsteps. As the IR image of the BG moves away go NV 
and enter the room, QC along the wall and into the corner near the crates.

(NOTE)
Treat the hop onto the crates the same way as the hop onto the Urn in China 
II p1, stand gently press forward then Y. Release forward as Sam rises up. 
If you're having a problem executing the maneuver with Sam's right shoulder 
against the wall, move to the front of the boxes, face the wall then execute. 
As a last resort press and hold "B" after "Y" to land in the crouch.
+=+=+=+=+=+=+=+=+=+=+=+=+

Stand and hoist up onto the crates, QC along the wall to the 2 small boxes 
then stand, gently press forward then tap Y and release forward. Face the 
highest stack of crates stand, hop up and hang. Skooch left around the stack 
toward the XP, if the PBG is approaching hold till he passes, once he's gone 
SD to the floor QC to the XP, OCD and exit the room. If the PBG is at the 
opposite end of the room SD, then QQC to the XP, OCD and exit the room. This 
Hlwy has an armored wall camera; stand and line up with the right side of 
the boxes then pull the cam jamb. Point, click and hold the jammer on the 
wall camera when it's pointing away from the stairs then walk to the camera.

Walk to the base of the camera, go NV to locate the security laser over the 
stairs. Hop over the laser and enter the lower level, a glassed enclosure 
filled with server stacks and water is pouring into the room via the fire 
suppression system, (sprinklers). Explore the room and enclosure, there's an 
opened ceiling vent in the enclosure that leads to the duct outside the 
enclosure. Locate the target keyboards in the enclosure and access the comp.

(SAVE)

The enclosure will seal up, so beat feet to the ceiling duct above server 
stack#1 and hoist up into it. FC to the end of the duct, If you didn't open 
the vent while exploring do so now then stick to the stair side of the duct 
wall and boo toward the stairs.

You'll see 2 PBGs with HG stop at the enclosure and open it. Slide back a 
bit over halfway to the corner, swing Sam's camera around so that you can 
see to the right of the corner of the enclosure and hold. You'll hear the 
sloshing of water as PBG#1 walks the interior perimeter of the enclosure Cw, 
as he passes the corner release and QC out the duct and right along the wall 
toward the stairs. You'll see PBG#3 walking straight up the middle on the 
enclosure and PBG#2 walking the exterior perimeter CCw. Continue to QC to 
and up the stairs, halfway up stand and run to and under the wall camera. 
Face the camera, aim, pull and hold the jammer trigger as you back up the 
length of the Hlwy to the XP.

OCD then QQC the room to the next XP, you'll hear and see a convo between 
the Colonel and a BG, when done QC into the room and left over to the right 
side corner against the crates then stand and hold. Allow the PBG to pass 
left in front of Sam before hoisting up and over the crates. QC to the duct 
vent and enter the duct, FC the ducting to the ceiling above the colonel, 
then QC to the opening for a hang and SD to the floor.

(NOTE)
If you made good time through the ductwork you have more than enough time to 
G&D the officer, if you flopped about a little, it may be wise to hold in 
the ceiling till the stair PBG exits the area.
+=+=+=+=+=+=+=+=+=+=+=+=+

QC the officer's 6 for a G&D, drag him into Hlwy#2 and then into the closet. 
A PBG will enter Hlwy#2 from Hlwy#3, pass through Hlwy#2 and enter Hlwy#1; 
he'll head straight for the previously closed and locked EP then walk back 
to the intersection of Hlwys#1&2. He'll repeat this patrol back and forth 
along Hlwy#1 continuously. Prepare to move as the PBG approaches the closet 
opening from the left; just before the PBG begins to pass by the right side 
of the opening exit the closet. Follow the PBG but remain along the right 
side of the Hlwy, the PBG will break left toward the corner then head left 
toward the doorway to the dark room. Continue dragging the officer into 
Hlwy#1 and right into the dark corner, 180 and hold.

The PBG will walk toward Sam then face Hlwy#2, once he stops and turns QC 
past the pallet to the wall then along the wall for a couple feet. The PBG 
will turn back to the dark room and begin walking as Sam moves beside him 
along the wall. Slow down for a bit, to avoid exposure or bumping into the 
PBG. Continue dragging the colonel to the far corner opposite the dark room. 
Allow the PBG to take a step or 2 away from the doorway to drag the officer 
into the room and to the stairwell. 

Stop a step or 2 down from the top of the stairs to avoid detection from the 
PBG in Hlwy#1 and possibly one of the PBGs from the laser grid room. 
Continue down as both clear out of the area. Spin Sam's camera down the 
stairs and look for flashlight beams, if seen begin tapping forward the "L" 
tower top make headway till the lights go away. 

Make your way to the ramp between the 2 aisles and hold. Wait for the PBG in 
the left side aisle to turn away from this end of his route to drag the 
officer into the aisle. Look left along the wall for a deformation, there's 
a deep niche on the left; enter and hold about 4 feet in. Once the PBG 
passes by exit the niche; continue to the end of the room and exit through 
the glassed opening. Use the retinal scanner drag the officer into the room 
then smack him. Pick him up and lay him into the left side of the dark 
corner then climb the ladder for the save.

(SAVE)

Climb up into the next floor and recon the room, (the stained glass room) a 
frag on the boxes to the left, OCD the double doors, it's an elaborate 
balcony. OCD the single door and see 3 BGs with weps and HG, also take note 
of the duct vent at the far left end of the room. I can see some major 
suckage from these 3 in the near future. QC to the double doors and open 
either of the 2 then QC toward the balcony, you'll hear and see Masse typing 
on a keyboard and whining. As you look down to the floor below you'll see 
the layout and note that the staircase on the right is destroyed. So anyone 
climbing up or down will be using the left side. Return to the previous room 
let the door used close then open the left side door. 

It'll block LOS from the steps and allow Sam to stick to the door to 
minimize his profile. The 2 love birds will have a snit over doilies or ... 
I don't know what, Nicky walks off in a huff and considers cutting Phil out 
of all their vaca pics from the Caribbean cruise. Ensure Sam's right 
shoulder is in contact with the hinge side stile. As Nicky rounds to the 
steps release from the door, look left to the edge of the door and hold. 
ASAP as Nicky comes into view FC to his 4:00 and smack him down. Pick him up 
and carry him back into the big room.

(NOTE)
Even with the new balcony area exit maneuver, 30 to 40% of the time 1 of the 
BGs returns to the stained glass room and reenters the room Sam is hanging 
in. So if you place Nicky in the dark corner beside the XP the BGs find and 
likely revive him, (not absolutely sure). If you don't want them finding and 
reviving Nicky, place him at the other end of the room along the stained 
glass wall opposite the ladder. They have only found him once in countless 
runs and in that instance they left Nicky without reviving him. To date the 
only guaranteed way to prevent Nicky from being found is to dump him down 
the hole and to place him in a compromising position with Lexy. Way too much 
work!

Regarding the gas, if you place your gas just right you can exit the balcony 
area before BGs#1&2 square away. BG#3 revives within 5 seconds and most 
often is the BG firing on Sam as you open one of the double doors. The 
double door closes as Sam reaches the XP, by the time Sam reaches the duct 
the EP closes, 35% of the time one of the BGs returns to the stained glass 
room and or the room Sam hangs from.

You can sneak out and OCD the double doors, quite often 1 or 2 of the BGs 
are standing nearby the 12:00 balcony. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Stand and walk toward the ladder then left to the stained glass window; 
continue to the left end of the glass behind the curtain and lay Nicky down. 
Return to the balcony, head left out the doors then down the steps and right 
along the railing to the next column. 

Look over the railing for Masse, there're few positions below providing 
adequate cover for more than a couple seconds. The balcony gives the 3 BGs 
high ground and 300 degrees to fire from, cutting the meager cover to nearly 
-0-. Load Gas in the tube, Masse will be moving back and forth from a comp 
on the tables and the server keyboard. Once Masse stops at the table comp 
hop onto the railing then press and hold forward to bypass hanging from the 
railing. SD to the floor then stalk Masse, he'll be heading for the server 
stack as Sam approaches. Take him at the stack before he has a chance to 
turn and bolt to the far end of the room. Drag Masse to the table comp and 
force him to use it.

Room orientation, Sam's perspective; from the lower level looking up to the 
EP with his back to the middle stack in the server row. To Sam's left is the 
9:00 balcony 1/2 Rnd. at the EP is the 12:00 1/2 Rnd and to Sam's right is 
the 3:00 balcony 1/2 Rnd.

(NOTE)
This is going to be a long note; the major suckage begins from this point 
till Sam is in the duct regardless of whether you use the old maneuver or 
the amended version. For me, what follows next can be the most trying, 
frustrating, blood vessel popping, eye bleeding of all maneuvers from SC 1 
thru 4. I don't have any of the later games so I don't know if there are any 
worse than what can come next. 

Broken down, all of the individual parts of the maneuver are simple button 
presses, but, for me, getting them right and done fast but not too fast 
isn't without much practice. I'm sure my reflexes are shot from old age; 
sitting close to the tube doesn't help either. My freekin old Xbox, (2003) 
makes a hellacious hum and freezes too often; the controllers are rebuilds 
from 2009 and don't respond quickly and reliably enough. It also seems that 
this part of the mission is even more difficult in "Lamaudite" hard mode 
than it is in regular "Profile" hard mode. 

My issue with using the old maneuver in "Lamaudite" hard mode is two fold;

1. The 1st gas grenade sent into the 9:00 balcony 1/2 Rnd isn't reliable. If 
you're off a smidge it bounces out onto the floor below, if you're too quick 
it deploys before BG#1 arrives at the 1/2 Rnd, he stops prematurely and 
doesn't get a full dose to keep him down long enough to escape. If you give 
#1 the time to enter the 9:00 1/2 Rnd, BG#2 from the 12:00 1/2 Rnd more 
often than not tosses the grenade before I can rotate to and acquire the 
target column. Quite often, (while on the balcony) I saw BG#1 under the 
ceiling light between the 9:00 and 12:00 1/2 rounds.

2. BG#2 at the 12:00 balcony 1/2 Rnd appears above the railing at what seems 
a couple seconds sooner than usual and tosses the frag, before I can 
accurately acquire target on the left side of the column. I can send it but 
it's 50/50 whether it will deploy where needed, regardless Sam suffers 
massive damage from the frag and wall mine detonations.

All this crap required an alteration to the existing maneuver that makes it 
a bit less frustrating and much more survivable in the "Lamaudite" hard mode 
version. If I'm not loony, (don't talk to my wife) it should be that much 
less dangerous on regular "Profile" hard mode. I believe BG#1 "IS" slower 
and BG#2 "IS" faster to position in "Lamaudite" hard mode than in profile 
hard mode.

So here's the solution;

1. While you have Masse and are standing at the target comp before forcing 
access. Look up to the 9:00 1/2 Rnd, there is a column at each side of it; 
above all the balcony columns are the main ceiling support beams they run 
from the EP to the rear of the room. Crossing the main beams from balcony to 
balcony are the secondary/cross beams. Look at the secondary beam above the 
column on the right side of the 9:00 half Rnd. Now follow the secondary beam 
the short distance from the column to the perimeter wall, you want to place 
the 1st gas halfway along the underside of that beam. I think this catches 
BG#1 sooner and gives him a bigger dose to incapacitate him longer.

2. Next, you don't have to sling the AR to make up time moving to the 2nd 
target anymore, the new 12:00 1/2 Rnd target is only 2/3rds the distance of 
the previous target #2 and much more forgiving. Look to the ceiling above 
the 12:00 balcony 1/2 Rnd, there are 4 corbels holding the 2 balcony main 
beams and the 2 inner faux main beams. About 5 to 6 feet from the EP wall's 
wall/ceiling interface is the 1st secondary/cross beam. What you want to do 
is target the center space between the 2 faux beams with the center space 
between the ceiling/wall interface and 1st cross beam. Anywhere close to 
that center spot puts the canister on target.

Last thing I don't like to use the "Black Button" quick tap to switch weps 
out, it has been unreliable for some time, so I go into Inventory to 
manually set primary then tap "X" to shoulder it. Time stops when you're in 
Inventory so there's no loss. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Look up to the 9:00 balcony 1/2 Rnd, locate the underside middle of the 
secondary cross beam. Tap action then begin fast tapping the "R" trigger so 
that Sam will smack Masse ASAP then automatically holster the pistol. ASAP 
press and hold the black button, set the AR as primary then release and tap 
"X" to shoulder the AR. You'll already be close to target, you'll hear the 
running footsteps of the BGs as you sight the underside middle of the cross 
beam. Send the gas. 

Swing right to the middle of the 12:00 balcony 1/2 Rnd and high to 
simultaneously center sights on the ceiling space between the faux beams and 
the 1st cross beam and the EP wall's wall/ceiling interface. Send the 
canister when you see the head of BG#2 above the railing then sling the AR. 

Turn right and run to the right around the server stack then to and along 
the side of the staircase to the foot of the stairs. The grenade tossed by 
BG#2 will explode and detonate the 2 wall mines taking care of Masse. Run to 
and up the right side of the stairs, 1/2 way up drift to the middle of the 
stairs and look up the stairs toward the 3:00 1/2 Rnd. Line Sam up so the 
column at the side of the 3:00 1/2 Rnd provides cover from BG#3. Stop about 
4 feet from the column, enter Inventory, load Foils in the tube then 
shoulder the AR chest high. Sidestep right just enough to send a Foil into 
the chest of BG#3, sling the AR and run. 

If you took any significant damage on your way to the 3:00 1/2 Rnd you can 
reenter Inventory for the Med Pack. Take note of BG#1s condition as you 
round to and run up the steps. Hopefully he's still bent over and not waving 
off the gas. Drop to crouch just before the EP and open it, (Sam will take 
damage as he stands). Head left into the room then stand and run to the XP. 
Go NV, open the XP and run to the duct vent, drop to crouch just before you 
reach the vent and open it. Creep to the rear of the duct then drop, hang 
and hold.

(NOTE)
Most times, (50% and better) I make it into the duct with at least 50% on 
the Health meter. 15 to 20% of the time I have 75% on the meter without 
having used the Med Pack.

If you're curious and wait for a bit you can climb out the duct after the 
BG/s exit, (if they enter the room) and maybe see them run past the 12:00 
balcony.

Lastly for those who can't or don't want to wait to smack Nicky, or are 
practicing the maneuvers and or don't care if he dies you can shock him 
while he's still on the floor below the balcony. If you do care then pick 
him up and carry him to where Masse usually cowers in the far corner. It 
saves a little time and still keeps him from being killed during the 
explosion. However even though I haven't witnessed and or heard any of the 
BGs comment on him I suspect he's found and resuscitated.

4/12/14
During Sam's mission exit a new anomaly, never before seem by me prior to 
this rewrite. It occurs between the lower level small room and the tunnel. 
The SBG in the adjacent Hlwy outside the small room now enters the tunnel 
where I have always hidden Sam until I can access the large room. The BG now 
enters the tunnel regardless of what I do or don't do in the small room 
while playing Lamaudite HM. It seems he only enters the tunnel if Sam is in 
it. In 25 runs he has entered the tunnel 23 times and both BGs vent Sam, so 
I had to create another exit maneuver. 

No extra diversion required. Also while testing the new guide I created 2 HM 
profiles and ran the game, the anomaly occurred in one but not the other, I 
have no idea why the change in AI tactics after all these years. I would 
like to say this new tactic is guaranteed, but so was the original maneuver.
+=+=+=+=+=+=+=+=+=+=+=+=+

Drop to the floor below and exit the duct; access the comp, then QQC to the 
XP. Exit the room, QC left along the wall to the wall stain, stick, hold and 
release once the EP closes. Stand and jump for noise, crouch and QC to the 
dark corner at Sam's 2:00, at the corner turn left and stick. The SBG will 
investigate, to date he has 2 options to him;

1. He FCs into the Hlwy to the stain then exits at a walk for the laser grid 
room. In a few moments he FCs back to station.

2a. He walks into the Hlwy to the stain then walks to the EP, open and 
enters the small room in a moment he will FC back to station.

2b. He walks into the Hlwy to the stain then in a moment he walks to the EP 
and enters the small room. He then walks past the tunnel opening a few feet 
and stops; in a moment he 180s, crouches and FCs back to station.

If option#1, follow him into the adjacent Hlwy and break left into the 
tunnel, stick to the left wall 4 feet from the opening and hold. If options 
2a or 2b Release from the wall as the SBG reaches the EP, QC along the wall 
to and around the corner into the adjacent Hlwy as he enters the small room. 
QC tight left into the tunnel and stick to the left wall 4 feet from the 
opening and hold. 

Go IR, watch the patrol of the tunnel PBG and the PBG at the far end of the 
large room. You need Tunnel and Large room to be walking away from the 
tunnel at the same time. Follow the PBG out of the tunnel then hard left to 
the big pipes, slide along the pipes to the beams laying on the dirt mound 
and hold. Once large room is gone and tunnel is in the tunnel, move out, 
cross the large room for the dark corner to the right of the XP accelerate 
to FC and hold.

The lower level PBG will return and head for the middle of the large room, 
if both PBGs are heading in the same direction and or tunnel is still in the 
tunnel release and QQC to and down the steps to the lower level. Backtrack 
to the starting point then locate the duct vent and open it to end the 
mission.

3 KOs, 5 Divs, 2 Gas Gs, 1 Foil,
____________________________________________________________

DM2. Vselka Infiltration

3/20/14, New tactic; turret room, ceiling light kill,

4/16/14, new less stressful maneuver exiting freezer to stairwell,
 
DM2.2 Locate the Control Room and deactivate the compressor,
DM2.3 Locate the Vselka Submarine,

Naval Shipyard
Kola Peninsula Russia
1/26/05 20:14:00

DM2.1 Locate captive Russian sailor,

Always rotate through your HG options when safe before entering a new area, 
look for laser emitters along the wall and remain in NV, click out only when 
the light hurts and then only after you ensure Sam's security.

You begin outside in the shipyard, run around the shipping container, locate 
the lone container, run to and hop up onto it. Locate PBG#1; he's to Sam's 
12:00 and left of the 2nd lone container. Shortly PBG#2 and his dog will 
appear from Sam's 11:00, stop then head back on his route. AS#1 180s, SD off 
the container and follow him; maintain a 20 foot distance, as he turns left, 
continue straight past the rear of the tanker at Sam's 11:00. Head left 
along the tanker to the end of the container to Sam's right then hoist up 
onto the container car. FC across the container car then jump to the line of 
container cars on the train track. Hoist up, stand and run left, jump to the 
next container and roll to a FC.

Stop when PBG#3 and his dog approach, wait for them to go by to continue at 
FC. Stand at the end of the 2nd container and jump to the 3rd one, run to 
and jump to the building then head right off the ledge to the lower section 
of building. Drop off the building and make your way along the tracks to the 
train car, QQC to the tree and hold, look to the lighted windows for a PBG 
pacing between them. When the PBG leaves one of the windows QQC to the far 
right end window and hold to the right of it near the building corner. As 
the PBG heads toward the other window QC to and open the one near Sam, SD 
into the building and head right into the dark corner. 

While in the dark corner recon, hear and locate the wall camera at the end 
of the short Hlwy, the XP is at the corner of the short Hlwy to the left of 
the camera. The camera's rotation is short and too fast for Sam to make it 
through the XP, so you must junk it. Load cams in the tube and hold till the 
PBG begins to walk away from the XP, QC to the corner and hold till the 
camera begins to rotate right and the PBG has started walking from the entry 
window. FC along the XP wall then under the camera, quickly shoulder the AR 
and slam the belly of the wall camera with 2 S cams. Sling it, pick up the 
cams and FC to the XP and enter.

(NOTE)
For some odd reason the PBG doesn't recognize a round shot camera but will 
notice a cammed camera if you hit it from anywhere but the belly.

There're many ways through the turret gun room, none without a diversion. 
The reactions from the BGs range from all out turmoil (use the light switch 
and the turret guns light up the room along with BG investigation). Pop the 
light in the middle of the room, (near the wall cam) and receive a mild 
rebuke from the BG that enters the room via the EP or XP.

Use a pistol Rnd on the ceiling light and you'll have to wait till the Hlwy 
PBG is near the EP, use a foil and you can pop it immediately then hop up to 
the pipe above the column once the PBG walks away from the entry window.
+=+=+=+=+=+=+=+=+=+=+=+=+

(SAVE)

You can hear the turret gun but not see it, QC straight to the leading face 
of the column to Sam's right. I opt for the foil, scope the ceiling light at 
the leading edge and send it. Stand and hop up to the pipe, go legs up and 
skooch to the end of the pipe for a Y/B to the floor. Quickly move to the XP, 
OCD then pick the lock, as you pick the lock you'll hear the footsteps of 
another PBG in the next Hlwy. OCD and you may see the BG entering the 
bathroom; enter the Hlwy, FC to the XP at the far right end of it. Enter the 
stairwell and FC up the stairs to the XP, (1st door) and pass through it to 
avoid the 2 BGs descending from the floor above. Once you're in the Hlwy 
hear and locate the ceiling cam, take the 1st Hlwy on the right and hold 
just before the cafeteria doorway. 

(NOTE)
Of the 3 BGs in the cafeteria, the one sitting with his back to the wall Sam 
is against is the important one to watch when they all get up to walk away.
Initially this BG walks along said wall toward the serving line before 
turning left and truly walking away from Sam's position. On a more daring 
note, once you locate them in the Caf, back up about 8 feet from the opening 
then to the middle of the Hlwy then QQC toward the left corner of the 
doorway, roll just before passing through. Sam will end up near the rear 
wall in total darkness.
+=+=+=+=+=+=+=+=+=+=+=+=+
 
3BGs are sitting and talking at a table; if you wait long enough they all 
rise and walk away from the table and Sam's position. 2 of the PBGs will 
begin their patrol in a moment. When all are moving away from the XP enter 
the Caf head right to the wall and slide toward the security door, hold 
about 8 feet from the door. One of the BGs will enter the freezer in a 
moment and then exit shortly after. Slip into the freezer behind the BG 
immediately after he exits and before the door closes. Speak to the captive 
sailor then head for the door.

(SAVE)

(NOTE)
If you elect to let the sliding door close, snatch the keypad code ASAP 
using IR, when the BG exits the freezer you will see him stop at the serving 
line and face the cafeteria. The BG is facing the cafeteria when Sam taps 
the pass code and activates the EP, if you remain in the Caf when the door 
closes you see he still faces away from the door. If you reactivate the door 
a 2nd time the BG 180s at a blistering speed to face the door. He appears to 
be already facing the door when Sam opens it from inside the freezer.

Not any of the previous freezer exit tactics are valuable due to the new 
maneuver being so much safer. 
+=+=+=+=+=+=+=+=+=+=+=+=+

DM10.2 Locate the Control room and deactivate the compressor,

Once you're done with the sailor QC along the shelf past the EP to the 
corner then right to the side of the EP. Go NV, move right to the door just 
enough to activate it then move back to the corner. The BG will 180 to face 
the freezer and freak out; then enter the freezer and head left to the 
hostage.
QC out of the freezer and head right to the Caf opening to the Hlwy, locate 
the PBG in said Hlwy, ensure you have clear passage to the opposite wall as 
you enter the Hlwy. QQC along the wall to the tables and hold, follow the 
PBG on his return to the head of the Hlwy and hold against the wall as he 
walks away.

Slide right enough to see the head of the Hlwy Sam used to enter the Caf. 
You need eyes on the PBG at that end to know when he leaves the area. When 
he does walk away, FC along the front of the Cafeteria then drift right to 
the wall then roll as Sam passes the main entry to the Caf. QQC to the dark 
corner near the camera then stick and hold. Once both PBGs and camera are 
walking and swinging away QQC to the tables and chairs then to the XP and 
the stairwell. 

Use the passcode to enter the foyer with the vending machines and head for 
the opposite end. Stay tight right to the wall, the XP will open, as the BG 
turns and walks toward the door at the end of the Hlwy QC around the XP and 
enter the room. It's a big dark room with a wall cam near the EP, if you 
didn't flop around entering the room you should see 2 BGs walking away 
around the corner at the far end of the room. Follow the BG to and around 
the corner to the far end of the room, drift right to the boxes between the 
2 bunks and climb up and back to the wall. Recon the room while you wait for 
the BG to do something; locate the large wall vent at the end of the room, 
QC to and enter it once the BG exits the area.

Creep through the duct to the next Hlwy that leads to the Control Room. Stay 
tight right along the wall to the Control Room entrance and locate the wall 
cam. Lambert will impart sage advice as you move Sam CCw through the room, 
flip through you HG if you haven't been doing so all along to locate all the 
security lasers for future reference. Recon and hear and locate a 2nd wall 
cam, move under it and load sticky cams, target the belly and send a cam, 
without moving "X" out of cam view, wait for the camera to rotate away from 
the target then send the 2nd one. Collect both cams and access the target 
comp.

DM10.3 Locate the Vselka Sub,

When complete backtrack to the stairwell, the door to the large dark room is 
now locked so pick it and return to the stairwell. You'll hear footsteps 
pounding the stairs from below, move to the corner of the platform with the 
missing railing and hold. As the 2nd BG passes below Sam SD to the stairs 
below, accelerate from QC to FC and exit the stairwell at the bottom. The 
door to the right as you enter the Hlwy is now open but there're BGs 
approaching from the far end. Circle Cw around the opening and behind the 
curtain for cover and hold. 

Exit ASAP once the 2nd BG passes through the EP, stay left for cover until 
you're past the plastic strips covering the opening, then you can QQC to the 
next corner. Approach the 2nd body, get a message from Lambert and end the 
mission.

Speed Pick; during extraction, door near wall cam, 2:00, 5:00, 2:00,

Keypad code; Freezer, 310

4 Divs, 0/1 Rnd, 0/1Foil, 4 S. cams,
____________________________________________________________

DM3. Aboard the Vselka Submarine

3/14/14, Vselka Submarine,
New mission exit maneuver,

DM3.2 Locate and access the central server,
DM3.3 Initiate a torpedo launch sequence, gain access to tube for extraction,

Naval Shipyard
Kola Peninsula Russia
1/26/05, 23:29:00

DM3.1 Gain access to lower deck levels,

Always rotate through your HG options when safe before entering a new area, 
look for laser emitters along the wall and remain in NV, click out only when 
the light hurts and then only after you ensure Sam's security.

You begin the mission in a small room, crouch and exit and go right, QC to 
the end of the Pswy and enter the Bridge. Locate the SBGs and then the 
target comp at the steering controls. Backtrack through the Pswy at QC; you 
should hear footsteps as you near the left turn at the end. There's an open 
Htwy to the right at the end of a short Pswy, (Infirmary) and there's a 2nd 
Htwy, this is where the sounds came from. QC to the left of the Htwy and boo 
the next room, PBG#1 is standing at the opening of elevated Wkwy#1, with his 
back to Sam. PBG#2, (from the bridge) approaches from the Pswy Sam just used, 
he enters the Infirmary then exits, once #2 passes by the corner on his way 
back to the bridge QC into the infirmary to the med kit. Take the med kit.

The footsteps of PBG#1 return, when he comes to a stop at the Htwy FC along 
the counter to the Bkhd then QC back into the Pswy to the Htwy and hold. 
You'll hear PBG#1 walking away from the Htwy as you exit the Infirmary; #1 
is walking along the Bkhd shared with the Infirmary. He'll stop, 180 stare 
for a bit then 180 and continue to the next corner of the Wkwy#1. As he 
moves away from the 180 follow him, he'll stop again at the corner of the 
Wkwy; stop Sam at the end of the 1st of 2 long horizontal cable trunks on 
the Bkhd. PBG#1 may turn and face Sam for a moment, from there; most times 
he continues along the Wkwy to and past the XP. 

Follow #1 at QC as he proceeds to and past the XP, when #1 reaches the XP 
you want Sam to be about 5 feet from the corner #1 just left. Any closer and 
he may turn and fire on Sam. Done well, you'll have about 2 feet to go to 
the corner and #1 will be about 2 feet past the XP corner at the same time. 
QC through the XP into the small dark Pswy; QC to the opposing Bkhd then 
stick and slide to the next Htwy, (XP).

(NOTE)
The above tactic became successful about 85% of the time once I had the 
timing and creep speed down.
+=+=+=+=+=+=+=+=+=+=+=+=+

It's a small dark Pswy, the stairs are blocked and there appears to be a 
body in a closet or head, (bathroom) at the base of the stairs. To Sam's 
right is the XP, slide to it and boo the dark Pswy, a PBG patrols the length 
of 2 berthing areas, and he stops at the Htwy between them to light the 
rooms up. Eventually he'll stop near Sam then head back to the far end of 
the 2nd room, count his steps between the 2 Htwys as you follow him to the 
middle Htwy then break right along the Bkhd and bunks. QC past the fire 
extinguisher then 180 and hold, start counting his footsteps from his 1st 
step into this room. At 4 steps begin to QC to the light switch in the Htwy; 
flip the switch when you reach number 7.

(NOTE)
I think, even though you don't hear an immediate comment from the SBG if you 
get to the Htwy early the SBG in the 2nd berthing area may see Sam just 
before the light is turned off and that may cause him to follow Sam.
+=+=+=+=+=+=+=+=+=+=+=+=+

QC through the 2nd room to the XP; if you hear comment from the PBG, no 
worries; continue to the XP and stick to the Bkhd on the right. If you hear 
comment from the SBG in the 2nd room, (standing between bunks) you have a 
problem, he'll follow Sam to and or into the stairwell. You need to pick up 
the pace into and down the stairwell steps to the dark spot before PBG#1 
from 02 deck shows up. The dark spot is about 9 steps down; #1 enters the 
stairwell and looks up, the SBG looks down. Position any higher or lower and 
you'll be seen by one or both BGs. If the berthing area BG followed Sam into 
the stairwell wait for him to leave and PBG#1 to return.

(NOTE)
I'm not sure why but WC and WW do not work for me in any hard mode profile 
anymore, I probably shouldn't have been replaying over the same 3 profiles 
for so many years. I get caught nearly every time. I've been ID'd by the 02 
deck PBG#1, just shouldering the AR let alone WC or WW with it, same thing 
for the WC and WW with the pistol.

As for the maneuver, (hiding in the corner behind the flashlight beam), 
quite often #1 sees Sam stuck or not, standing or not at either side of the 
dark niche. The hard mode maneuver with the most success follows below, I'm 
approaching 40 to 45%. Still, 45% blows, it happens so often I'm considering 
foiling the prick before he reaches the corner to see if I can get out-a-
Dodge before he comes to his senses.

Also in the previous SC1 guide where 2 options were given, the 2nd option 
doesn't appear to work in hard mode lamaudite either, the PBG sees Sam 
pretty much on every return to the galley Htwy. So, if the maneuver is to 
work it must work on the single diversion. Also you're better off following 
PBG#2 into the Pswy even if he is way ahead of you, lately he turns back 
toward the Pswy before he reaches station.

Lastly, to add insult to injury the PBG from Wkwy#1 may be walking in the 
wrong direction as you pass through the Htwy to Wkwy#2 and Sam may be seen 
yet again.
+=+=+=+=+=+=+=+=+=+=+=+=+

From the save position in the Galley Htwy, Stand and back up a foot or so, 
you need to see the PBG enter the stairwell, as soon as he begins to move 
from the stairwell run to the big honkin mixer thing in the Galley then 
return to the dark niche in the Pswy left of the Galley Htwy at QC, stick 
and slide into the corner behind the flashlight and hold. If that fails try 
different combinations of crouching, sticking or standing, behind flashlight 
or not till one works. When it does work, both BGs come to a stop at the 
Galley Htwy then go their separate ways. 

Mess Deck usually leaves 1st, (which might help if it comes to foiling the 
PBG). If you're lucky with success follow Mess Deck through the Galley, Mess 
Deck and Pswy, break off right up the Pswy stairs then hold until the BG 
reenters the Mess Deck.

If Mess Deck is already in the Pswy as Sam enters the Mess Deck, bear right 
along the Bkhd till you reach the Miss Yummy poster right of the Htwy. Stick 
and hold at Miss Yummy, as the BG reenters the Mess Deck release and head 
for Wkwy#2. Make a hard left through the Htwy and quickly stick then slide 
along the Bkhd till the light meter registers 1/2 of the 1st segment. Wait 
till the PBG on Wkwy#1 is returning to Sam's previous EP to QC into the 
short dark Pswy. QC to and stop before the XP and boo, the next Pswy has 1 
PBG, follow him when he heads back to the far end of the Pswy. As he reaches 
the end he bears left to the stairs giving Sam room to hold up in the corner 
to the PBGs 5:00.

(NOTE)
Listen for the odd noise as you pull up to the PBGs 5:00, I think it may be 
a PBG exiting the Armory's sliding Htwy, and we'll see him in Wkwy#3. 

Using a sticky cam on the deck level florescent light, if I send it anywhere 
but the middle of the light the cam ends up below the deck grating, so, from 
left to right aim at the middle. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Once the PBG leaves QC down the stairs to the next Pswy, QC to the end and 
note the sound of footsteps coming from the Wkwy ahead. 1 PBG patrolling the 
left side of the Wkwy, load a sticky cam in the tube, target the florescent 
light on the deck and pop it while the PBG is at the near end of the Wkwy. 
When the PBG reaches the far end he'll usually comment, QC to the XP at the 
Wkwy, when the PBG is at the near end again FC a circle at the XP to attract 
his attention. QC back to the Htwy and stick to the Bkhd beside the light 
you just popped and hold. The PBG will enter then exit walking this side of 
the Wkwy. 

Follow him out the XP and break left to the near dark corner where he used 
to stop. You need to know where he is at all times to know when to move, so 
keep your eyes on him the whole time, when he returns along the Wkwy he 
almost always looks to Sam's position but continues into the Pswy you just 
exited. Just before he enters the Pswy QC out along the Wkwy and accelerate 
to FC, to and around the far corner, slow to QC halfway to the XP to avoid 
detection. Another small dark Pswy leading to a larger storage room, you can 
hear 2 BGs talking somewhere in the room. QC along the left Bkhd and around 
to the crates, stand and hop up at the corner of the Bkhd and crate. 

Stick and SC along the Bkhd to the other end of the crates; SD to the deck, 
QC along the Bkhd to the corner then stick and hold till the PBG stops at 
the Hatch cover. Slide along the Bkhd to the PBGs 5:00, as he walks away 
from the XP slide to it for the save point.

(SAVE)

From the save, release and quietly open the hatch then climb down to the 
level below. Another small dark Pswy, this one has a BG tapping away at a 
comp; to his 5 and 6:00 is a dark niche and a set of steps, QC into the 
niche and hold.

DM11.2 Locate and access the central server,

A PBG will approach, avoid his light and follow him when he leaves the area. 
When the PBG stops and faces the brightly lit room; pass by to the dark 
niche and hold. QC to the right side of the XP as the PBG moves away; boo 
the room up and right, a PBG should be walking to or away from Sam's 
position if the PBG is out of sight and or heading back to the far right 
corner of the Wkwy, QQC the perimeter CCw to the XP. Once Sam is in yet 
another small dark Pswy go NV and look up, there's an opening in the 
overhead, it will allow Sam to avoid the room to the left with the 3 BGs. 
Stand, hop and hoist up into the void, QC across the glass overhead, the 3 
BGs below are oblivious.

SD to the deck, 180; stick to the Bkhd then slide toward the lighted the end. 
1 PBG in the next room with a short back and forth pacing route, when he 
stops at the bunk then heads back to the far end of his route QC out and 
around past the bunk to the dark niche at the Bkhd and beside the bunk then 
stick to the Bkhd. Look across the room to the big round thing that looks 
like its growing out of the deck, it has 2 open hatches and a big flange 
between the hatches. Load a sticky cam in the tube; target the flange about 
3 feet off the deck and hold. When the PBG begins walking to the far end of 
the room again send the cam at the flange just after he passes by the AR's 
sights.

Stow the AR and hold, the PBG will see that something is wrong, but can't 
quite figure out what it is so he walks away then exits the room. Retrieve 
the cam and FC into the next room. Beat feet to the server comp; access it 
the beat feet back to the EP.

(SAVE) 

DM11.3 Initiate a torpedo launch sequence, gain access to tube for 
extraction,
 
Stick to the right side of the EP, stand and hold. 2 PBGs will enter and 
pass by Sam, (75% +), QC out of the room, backtrack to the glassed overhead 
room and enter. There's a comp, access it to open the torpedo tube. Continue 
forward at a run into the very small anteroom then hard left to the Bkhd. 
Jump to the ledge then hoist up, move to the right rear corner and hold. 
Swing Sam's camera around and down to look out the Htwy and into the 
brightly lit room. 2 BGs will pass through and enter the glassed overhead 
room, ASAP after the 2nd BG enters SD to the deck, stand and run into the 
brightly lit room.

(NOTE)
You don't get out of the area any faster than the old way but you don't get 
any of the gas/smoke affects that can occur from the other opening.

I'm giving 2 options for the following exit maneuver, the 1st one requires a 
diversion but it allows Sam to complete the mission with the most health. 
The 2nd, (original maneuver), doesn't require a diversion but Sam can end up 
100%, dead or out of time. Here's the thing, you can't slick the 2 BGs, 
whether you QC or run they'll immediately 180 and begin firing and or 
chasing Sam. So the only thing I can figure is to be far enough ahead of 
them to avoid and or minimize damage.
+=+=+=+=+=+=+=+=+=+=+=+=+

Notice the Htwy to the left is wide open; enter the berthing area and swing 
tight right to and between the Bkhd and 1st bunk. Stick and slide to the 
middle of the middle bunk and hold. 2 BGs will run through the room and exit. 
Slide to the end of the bunks, QQC to the corner at Sam's 12:00 and hold for 
a sec to recon.

Option#1
The Htwy to the right leads to the Torpedo Bay; left of the Htwy is a narrow 
Pswy between the Bkhd and a couple big vertical pipes. The earlier cut scene 
showed you that there is at least one BG guarding the torpedo tube, you can 
QC to the right of the Htwy and boo the bay without alerting the BG, be 
careful. When you're ready, stand and move left to the edge of the Htwy just 
enough to alert the BGs then run back into the berthing area and past the 
bunks toward the EP. At the end of the bunks cut hard left between the bunks 
and the Bkhd. Stick to the Bkhd at the leading end of the middle bunk then 
slide halfway along it and hold. 

The 2 BGs will enter the berthing area and begin walking along the bunks, as 
soon as the 2nd BG rounds the corner and begins to walk along them, continue 
sliding, release at the end of the 3rd set of bunks and run to the Torpedo 
Bay Htwy. Continue running to the tube hop into it and FC to the end.

Option#2
The Htwy to the right leads to the Torpedo Room; left of the Htwy is a 
narrow Pswy between the Bkhd and a couple big vertical pipes. The earlier 
cut scene showed you that there is at least one BG guarding the torpedo tube, 
you can QC to the right of the Htwy and boo the bay without alerting the BG, 
be careful. I'm going for the narrow Pswy. Return to the bunk Bkhd; line Sam 
up with the Bkhd across from the torpedo Bay Htwy then angle him to the gap 
between the pipes and Bkhd. Run, when you hit the gap turn right and stick 
to the Bkhd. Look down as you slide past the pipes to know when you can 
release and do so ASAP. 

Run forward to the side of the pipes and crouch, turn right, FC to the Bkhd 
then right again into the very narrow Pswy. Stop at the end, stick, stand 
and slide past the pipes. Continue to the tube opening, release, hop up and 
FC to the end of the tube.

Listen for BG footsteps as you begin sliding, if you hear them head back, 
release and quickly move around the corner, stick and hold. One or both BGs 
will stop observe then take station facing the Htwy. This usually occurs 
with 30 secs on the clock, QC to the Bkhd, stick and stand then slide to the 
side of the tube. Crouch, release, face the opening and soft hop into the 
tube then QC to the end.

(NOTE)
With option#2, maybe 50% of the time I make it through with a grazing as I 
pass the Htwy, the rest I take a 2nd grazing Rnd as I pass into the very 
narrow Pswy. Worst case has been 50% loss of health; almost always do to 
getting hung up passing through the vertical pipes.

I've tried every lure/diversion I can think of; I tried gassing the 2 beside 
the bunks and between the 2 torpedo bay Htwys, I can get into the tube but 
am still being chased, shot at and creating another diversion. They won't 
leave the berthing area unless Sam does which then traps him in the bright 
room. The only reliable results are that Sam will take damage, how much 
depends on how quickly and accurately you can move to and between the 
vertical tubes and Bkhd. 

On a lark I tried jumping past the torpedo bay Htwy, it worked, I tried it 
again several times and failed then I got it to work 3 times in a row. 
Incredible, I wrote it into the file figuring I had the reliable moves down; 
I created 2 new profiles and played through. When I got to the torpedo bay 
it didn't work, 20 to 25 attempts and nothing. I returned the guide to the 
original tactic, try the jump maneuver on the 2nd profile and it worked but 
only 1 time. It must be a glitch. I don't consider running past the Htwy a 
diversion.
+=+=+=+=+=+=+=+=+=+=+=+=+ 

5/6 Divs, 2 Cams,
____________________________________________________________
 
DM Stats

3 KOs,      14/15 Divs,      6 S. Cams,

2 G. Grenades,      0/1 Foils,      0/1 Rnds,
____________________________________________________________

Total All Missions Stats;

2 Ks,      17/20 KOs,      47/49 Divs,      9/10 Rnds,      12 S. Cams,

2/7 Foils,      0/2 Shocks,      2 Gas,      1 Bottle,