Elite Mode Stealth Guide by Ghidrah

Version: 1.5 | Updated: 07/02/11 | Printable Version

Elite mode stealth game

V: 1.5
Title: Splinter Cell Double Agent
Producer: Ubi Soft
For: X Box
MSWord: Courier New
Created: 2/25/07
Amended: 4/7/07, 10/11/08
By: Ghidrah
EMaul: Ghidrah_@hotmail.com

This guide is dedicated to Congo, our African Grey who passed away last night.

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

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


2. WALKTHROUGH MENU (areas 1 through 9 with subsections)
3. BRIEFING (crap)
5. CONTRACTIONS (often used words or phrases)

All changes to the guide will be dated and noted at the beginning of each level 
where they occur in the level. A summery will be given here; I hope I don't add 
Oh well so much for hope; all of the changes mentioned below are made to 
increase its ghost worthiness. Most of the changes are diversion eliminations 
some of which are due to route changes.

(4/6/07)   JBA HDQS- clear game wide SOE&CD issue with PBG door inspections
(4/7/07)   JBA HDQS p2- eliminate Mercury Lab PBG KO
(4/8/07)   Snowbound Rooftops- eliminate Balcony PBG KO 1st bomb 
(4/8/07)   Okhotsk pt 2- eliminate Deck PBG KO 
(4/8/07)   Ellsworth- eliminate Security room PG KO
(7/1/08)   Iceland- 1 Hisham kill, change routes, eliminate light div
(9/9/08)   Ellsworth- spent a month on the 2 IDs, no luck
(9/11/08)  JBA HDQS- 1 light and 3 cam divs
(9/13/08)  Money Train- 1 cam, 1 monitor, 3 light divs, 2 route changes
(9/15/08)  Cozumel- 2 cams, 3 light divs
(9/22/08)  Okhotsk- 7 light, 2 Gens, 1 cam, 1 turret div, 2 route changes
(9/26/08)  Kinshasa- 1 KO, 1 turret, 1 can and 3 light divs 
(9/29/08)  JBA HDQS- 7 light divs, slight route change Red Mercury Lab
(10/6/08)  NY Rooftops- 5 route changes, 1 whistle and 3 light divs
(10/29/08) Iceland- 3 maneuver changes
(11/2/08)  Find alternate route to file cabinet in upper office Mercury Lab. 
(11/3/08)  Iceland- 1 light div
(11/3/08)  Kinshasa- 1 light div 
(4/21/11)  Iceland- 1 light div
(5/3/11)   Cozumel- eliminate 1 OCPL div and route change lower Ext deck
(5/3/11)   Money Train- eliminate 2 OCP divs and 1 route change
(5/7/11)   Iceland- 3 minor route changes
(5/7/11)   JBA HDQS p2- eliminate 1 div on the dock
(5/8/11)   Snowbound Rooftops- Eliminate SOE&CD & noise divs 2nd bomb
(5/8/11)   Snowbound Rooftops- 2 route changes, pigeon coop and 1st bomb  
(5/10/11)  Kinshasa- eliminate 1 noise/sight div garage
(5/20/11)  Walkthrough menu to #2, (daughter says scroll to menu is "PITA")
(6/30/11)  Okhotsk pt 2- reroute bomb defusing, eliminate 2 divs

Level subsections to be given at the beginning of each level 
All level run times rounded up to next whole minute  

SCDA1.1 Munitions Factory, 
SCDA1.2 Generator Rm 
SCDA1.3 Foundry

SCDA2.1 the Escape p1
SCDA2.2 Unlocking the Gas chamber
SCDA2.3 Disc in the Morgue and releasing Jamie
SCDA2.4 to the Chapel and escape p2

SCDA3.1 Fuse box 1, 2&3 
SCDA3.2 To Ms. Yummy's room and Fuse box 4
SCDA3.3 the Server and Extraction

SCDA4.1 to the Control Room and the Train
SCDA4.2 to the Money Car
SCDA4.3 Money Car and Driver

SCDA5.1 Enrica and the Conning Tower
SCDA5.2 Engine Room
SCDA5.3 Planting the Virus
SCDA5.4 Extract

SCDA6.1 Radar Consoles 3, 4&5 and disabling detonators 1&2
SCDA6.2 Part 2, Tanker, Ships cargo, Captain's Quarters
SCDA6.3 disarming the bombs and gaining the upper decks
SCDA6.4 planting a Tracker in the Comm. Shack finding Nemo

SCDA7.1 Keycard, Scanner and Emile
SCDA7.2 Load out in the elevator, Kitchen and Hisham's escape
SCDA7.3 Extraction

SCDA8.1 Sample the Red Mercury
SCDA8.2 Send info on Lambert, return to Emile and defuse bomb#1
SCDA8.3 Defuse bomb#2 and return to the stoop for Extraction

SCDA9.1 Eliminate Jamie, Sykes, defuse bomb#1
SCDA9.2 to the Lounge
SCDA9.3 Eliminate Moss and Defuse bomb#2 
SCDA9.4 Eliminate Emile and defuse bomb#3


SCDA has the most bugs of all the SC games; some have forced restarts from the 
beginning and or from Mission. From NPCs appearing and disappearing from known 
positions to an invisible Jamie at the end of Ellsworth.

I have all 4 SC installments, one thing I've noticed is that the series seems 
to be slanting toward increased "in game" KO and or Kill counts. SCDA has more 
forced KOs in one half of one level, (OKHOTSK) than the total counts for any of 
the 1st 3 games.

I now use the "Control F" option to locate missions and specific subsections 
within them. Subsections will be shown at the top of each mission.

It is become increasingly apparent that the other platforms, (Sony and 
Nintendo, not sure about PC, haven't received any questions from them) have 
different game AI and level layouts. The number and placement of some AI and 
the offered paths to objectives are divergent from the X Box.
Most of the goodies in Sam's arsenal go wasted ghosting, as of this current 
rewrite, (including SCPT and SCCT) I've seriously warmed up to "OSVAM", 
(Operations Satellite Virtual Area Map), my term for the thingy hiding in the 
"BACK" button on the controller. Where OSVAM will add minutes of time to a 
mission and the game it saves me tons of time on restarts. Knowing where and 
the number of BGs in cluttered rooms can calm ones nerves considerably.

If you pick options different than the guide, you won't be able to maintain my 
route, timing or trust balance. BG movements may be altered, but not 
drastically. The AI maintains a patrol circuit unless disturbed. These routes 
remain the same for Normal through Expert but portions may be changed slightly 
in Elite to increase difficulty.
Allowing Jamie to kill guards bothers the crap out of me, but not enough to 
change my MO. If they're an issue for you, all can be KO'd instead of killed.  

Sight, sound action, what served you well in easier modes won't work in Elite. 
They can hear a Ninja Ant with owl feather sneakers at 20 yards! Sam's lack of 
lethal and non lethal projectiles in Elite mode requires more brain fewer toys.
To state the obvious, Sam can't compete with the AI, their too fast, agile, 
have better hearing and sight and they don't miss from any distance. The game 
is clever enough to alter the AI's timing from one reset/restart to another to 
keep you on your toes. 

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

Clocked fast times at the end of each level are the best times acquired while 
rewriting the latest version. 

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

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

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

Unless you get all squishy listening to all the cut scenes at the beginning of 
each level again and again rapidly tap the start or action button when rolling 
through them to get back to playing as quickly as possible. Speeding through 
interrogations make me smile, it looks like Sam repeatedly hugs the bad guys to 
death, but you can't speed talk real people so it isn't used in the guide which 
relies on the time spent in the convos and accessing OPSAT options.

A purposeful or accidental action made by Sam prompting the AI to respond with 
an audible and sometimes visual recognition. Alerting local AI and prompting 
the AI to physically advance on the suspect position and or to seek out the 
allusive anomaly. 

The act of purposeful diversion is to move local AI from point "A" to point "B" 
to clear a way for Sam to pass through an area and or to complete an objective 
and then exit. The severity of the reaction taken by the AI depends on how 
blatant the noise and or visual the diversion is.

Jamming a cam or removing a light to blind a camera is considered a diversion.

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

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

All sight and sound actions taken when no AI are around or when the immediate 
AI doesn't react will not be logged as a diversion, but an object used in the 
action will be. The main issues with busted light diversions are the number 
of dead lights, the impact noise and damage; all point to intruder/s.

Some diversions IMO are more acceptable than others. Unlike bursting lights, 
shattering bottles, clanging cans, random noises like jumping, a FC, or a 
short run are far more indistinct and more appropriate in most instances as 
an abstract noise. As a last resort, jamming a camera; jammed when facing 
away from Sam is better than when facing. The one exception where can, bottle 
or light busting is acceptable albeit barely is when the only other option is 
to expose Sam to the AI and damage.

Diversions are recorded for each level and as end game statistics.

The SCDA instruction booklet identifies the buttons and explains how to lock a 
wave in. It isn't as much of a problem in the beginning of the game, as the 
game progresses as some scan durations are very fast and the waves are very 
small and close together. 

Unlike previous SC games SCDA logs all kills, they should to be and all are now 
included in the end level stats.

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

Some missions require Sam to defuse bombs, I've logged the bombs in order of 
discovery at the end of each mission and the sequence used to defuse. This is 
an explanation of my defusing technique. Each bomb has 4 wires; the info has 
the order of each wire and the action taken to defuse it. "P" = Press, "L"= 
left and "R"= right. When the 1st leading wire is hot "P" is set as the 1st 
action. The number before each letter is the number of clicks you must make to 
the left tower to arrive at the correct wire to press "A" for the cut. 

If a zero comment game is desirable I suggest muting the volume for "Music and 
ambient/Interface" it's easier to hear AI comments and the "Alert" tone. 
However, be aware, in Ellsworth, (mission 2) in my game at least you will be 
ID'd 2 times with no verbal or physical response from the AI.

In Expert and Elite modes, jumping onto tables, out of the water, into cubby 
holes or vents from the crouched position makes more noise, or AI hearing is 
improved, in either case, stand before making the jump, "it seems" to lessen 
the noise. Sam also makes more noise landing from vents, cubby holes and into 

Frankly you will be seen by the AI with -0- on the light meter so be deliberate 
in movement; whenever possible stick in the dark away from the AI. The 
increased abilities of the AI in Elite mode provide a much more challenging 

Door bashing doesn't happen on a ghost. 
Using SOE&CD to enter a room alerts any AI that comes within 5 to 8 feet of it 
and they will investigate. OE&CD doesn't produce this effect. 
Knowing the effects of SOE&CD can be useful but they produce a diversion. In a 
nutshell unless you intend to distract use OE&CD. 

To see deeper into a room go IR and grab the door for a SOE&CD then release it 
for an OE&CD.

Rabbit Punch:
The RP is a fast non lethal way to deal with AI; however there are two 
drawbacks to its use.

1. Its noisy, the hit, the fall or both.
2. I'm not sure how or why but the RP can turn lethal if Sam is not within 4:00 
to 7:00 positioning. The only reference I have for this, and it seems to 
contradict "SUGGESTION" images offered by the game. If the target begins 
turning to Sam prior to the RP command, the RP turns into an open palm to the 
underside of the jaw. Images state this as a non lethal blow but when it has 
occurred the end stats show kills instead of KOs.


The routes and their cycles are stable unless disturbed by Sam or his 
accomplice. What one you get may depend on the time or action spent prior to 
entering the room, or the number of resets/attempts to complete a room's 

For example, you fail and or repeatedly fail in an action and reset umpteen 
times from a save. You may notice that the AI now hears and sees much better 
and nab you sometimes without even moving from a well hidden position or that 
the avatar route used before has changed to a different one.  
So, it may become quite apparent; the difference in AI movement in your 
scenario compared to the one described in the guide will change your actions in 
said room to avoid detection. Sometimes, the different routes do have a common 
point where they cross, in this situation; I almost always pick the convergence 
point of the different routes, they are usually the safest to act from. 


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",
Bulkhead= "Bkhd",
Clockwise= "Cw",
Computer/s= "Comp/s",
Counter Clockwise= "CCw",
Electronic Visual Options= "Head Gear" or "HG",
Electronically Enhanced Vision= "EEV",
Electromagnetic Field= "EMF"
Entry Point= "EP",
Exit Point= "XP",
Fast Creep= "FC",
Grab and Choke= "G&C",
Grab Drag and Choke= GD&C",
Green Lasers= "GL",
Hallway= "Hlwy",
Infrared= "IR",
Left Hand the Pistol= "LHP"
Line of Sight= "LOS",
Multi Beamed Security Laser= "MBSL",
Night Vision= "NV",
Normal Sight= "NS",
OCP the Camera= "OCPC",
OCP the Light= "OCPL",
Optical Cable the Door= "OCD",  
Open, Enter/Exit and Close Door= "OE&CD",
Optically Channeled Potentiator= "OCP",
OPSAT Virtual Area Map= "OSVAM",
Passageway= "Pswy",
Prison Guard= "PG",
Policeman= "Pm"
Rabbit Punch= "RP",
Red Lasers= "RL",
Patrolling Bad Guy/Prison Guard/Policeman/Riot Guard= "PBG, PPG, PPm, PRG",
Slow Creep= "SC",
Starboard= "Stb",
Stationary Bad Guy/Prison Guard/Policeman/Riot Guard= "SBG", SPG, SPM, SRG",
Train Guard= "TG",
Quick and Quiet= "Q&Q", 
Quick and Quiet Creep= "QQC",
Quiet Creep= "QC",
Walkway= "Wkwy",
Weapons Creep= "WC",
Weapons Walk= "WW",


Distract when you can't ghost, KO when you can't distract, kill only when 

I suggest muting the volume for "Music and ambient/Interface" It'll help you 
hear AI comments and the "Alert" down beat tone when the game sees fit to 


SCDA1.1 Munitions Factory, 
SCDA1.2 Generator rm 
SCDA1.3 Foundry

Eliminated Hisham kill, a few unreliable requisites needed to succeed. Route 
changes eliminated 1 camera and 6 light diversions.

3 maneuver changes

Eliminate 1 light diversion, route change

2 route changes, beginning of Munitions Factory after climbing out of reservoir


Zap the cut scene and run into the tunnel; slow down to a trot as the short 
tunnel on the right appears; enter and wait for Hisham. Once in the tunnel have 
him hold. QQC out to the left side of the ice sheet, a PBG is on the other side 
on the phone. Squeeze between the tunnel wall and ice sheet; QQC along the wall 
to the corner before the PBG says, "I can't wait for this to be over!" The PBG 
will move off, as he disappears behind the ice sheet count to 2 then press "A", 
(Initiate Dynamic Hoist) Hisham will book to your position unseen.

Hoist and run to the area in the tunnel that activates Lamberts transmission, 
have Hisham hold and return to the tunnel entrance. Just before Sam makes the 
last turn right to the entrance, drop to a QQC, move to the left side of the 
tunnel and QC up to BG#1 on the left then hold. Once the two BGs complete their 
convo, do a GD&C on #1. Drag him back into the cave and hold, eventually #2 
walks off, once he's about 5 feet from the entrance KO #1. QQC up to #2 for and 
introductory Rabbit Punch, there will be many RPs in SCDA.
Return to the blockage for a hoist and proceed to the next room.

Bear in mind, the following requirements to accomplish this maneuver are strict 
and for some P.I.T.A unexplainable reason just may not occur. It may be more 
trouble than its worth considering the kill isn't counted. However it was cool 
to stumble on to and when it works the event is so easy it hurts.

1. PBG #3 must not be on alert and not aiming his rifle at the tunnel entrance 
once he has removed both ground PBGs. I can't figure out why he points at the 
entrance, however, he almost always does when #2 is killed attempting to access 
the platform from the pipe ramp.
2. PBG #3 must slide down the ladder and continue on the ground with a -0- 
alert posture, (wep pointed at the ground and to the side, standing erect and a 
non search walk).

On a very rare note, #2 and #3 can and have killed each other a couple times 
eliminating the need for subterfuge.


Here we go!
Hang and drop off the ledge, tell Hisham to wait, there's some rough support 
staging with planks and further to the left, your exit from the tunnel. As you 
drop down into the room, you'll hear the beginnings of a conflict of interest 
outside the tunnel. 

I think they're arguing over who's gonna take Kadir's camel Misty to the Friday 
night "BURQA FLASH" dance. A jealous boyfriend thing, don't stop to listen.

Hisham appears to have issue with taking orders from Sam, if the game offers 
the player an option like, "Find some place to hide!" or "Wait here!" one would 
expect the recipient to obey the order. You'll soon discover this can and will 
cause you major problems throughout the game with all Sam's partners.

Once the shooting begins stay left, quietly move under the staging to the last 
buttress and stop. Wait for Hisham to catch up and tell him to hide AGAIN! 
Ensure he moves in behind Sam and the buttress for cover before you approach 
the mouth of the cave. Once the shooting stops, move to the mouth of the cave 
for a quick boo of the area and PBG #3. He should have slung his wep and be 
sliding down the ladder to the ground. 

Move out of the tunnel to the 1st row of crates, SC to the end and stick to the 
leeside. #3 will eventually move from the ladder and stop at the end of and 
between the 1st and 2nd row of crates. As he begins walking between the rows QC 
out from the crates and pick up speed to the ladder. Climb the ladder; enter 
the shack, press the button, OE&CD on your way out. QQC along the walkway, 
enter the new tunnel and run into the darkness at the end. Go to Map and locate 

#3 will advance on the tunnel entrance and look in; if Hisham is properly 
hidden He'll walk away from the tunnel and head back to the platform via the 
big honkin pipe ramp. He'll climb the ramp and walk past the shack to the far 
end of the platform, stop for a moment and return to the ladder by the shack. 
As long as he is undisturbed he'll repeat this route.

As #3's icon appears beside the shack, before reaching the ladder quickly exit 
Map and call Hisham to you. If that doesn't work try calling Hisham to you when 
#3 begins to walk away from the cave. Return to map to verify, once Hisham 
enters the tunnel move over to the gate and complete the hoist. Hisham will 
wander off to complete some other objective.

Next room 1 PBG and climbing pipes to skooch. Move into the room about 10 steps 
and jump legs up to the pipe. Skooch toward the lighted area, stopping just as 
Sam's light meter registers. As the PBG begins to walk away, drop legs move to 
the elbow and climb up. No hokey pokey OKey, there's a PBG pacing a route up 
above! Move quickly around the pipes to the forced stop, hoist up one time 
shimmy right a smidge and hoist up to the level as he walks away. 

Follow the PBG; stay right in the shadows to avoid the camera ahead, once past 
the valves move to the wall, slide along it to and around the corner. Pick up 
speed a tad to the yellow ladder, climb up, stick to the plastic sheet covering 
the XP, face the ladder and move forward a bit.  Wait for the PBG to pass by 
the ladder before you release and slash the plastic to continue on.

(Quick Save)


Instead of trying to slick the BG at the machine a simple route change which 
may add about 10 seconds to the mission but greatly improve success and take 
the stress out of the maneuver.

Skip the intro, move to and push the gate button; hop over the railing into the 
near empty reservoir and walk into the next area. Locate the climbing pipe as 
you pass through the gate, drop to FC at the corner before the pipe, continue 
to the pipe and climb up. Skooch left to the sewer pipe and hold. The BG will 
turn away from the machine and face the reservoir for a moment then walk away 
into the room. Hoist up to the floor and follow him, the room is large and 

QQC through the room to the exit, there's a short Hlwy ahead and 1 PBG facing 
away from Sam with a short route. Stay in the crouch, hug the big pipes and 
quietly move to his 7:00. The PBG will move left a few feet and stop follow him 
closely. Once he stops and turns to face the wall pass by him, LHP and hold. 
The BG will walk out of the Pswy and into the large room and be gone long 
enough for the light to return. OCPL, move along the corridor and locate the 
lasers. Jump to and skooch pipe past the lasers.

Next room, 3 PBGs on this area; #1&2 are near the entry door talking. QQC 
through the opening and cut left between the wall and 2 large tanks. Halfway 
around the tanks begin to FC till you see the railing then stand and run to the 
railing. Hop over the railing to the lower level, run across to the other side, 
jump and hoist up to the main level. 

Stand and run to the near left dark corner of the raised platform then jump to 
and hoist up. FC along the front of the platform then hook left around the last 
console on the left and into the dark then hold. PBGs #1 will climb up and poke 
around the server; just before #3 begins to climb the stair #1 walks away to 
the far side of the console you're covered by. As #3 walks past the server QC 
to it, plant the charge then fall back to cover till #1 walks away from the 
cover console. As #1 moves away from the console QQC up the stairs to the XP, 
quickly OCD then OE&CD.

(Quick Save)
FC along the corridor to the glass doors, skip the cut scene, cross the room on 
the QC, (sleeping guard) EEV the comp in the glass security area, get the "RED 
MERCURY" file and then exit the room. Move to the corner, LHP, move around the 
corner to the shelving, OCPL and proceed to the next XP. Go NV and OCD; look 
deep into the room to Sam's 1:00 for the far left end of the horse shoe shaped 
walkway. A PBG is at the far left end and has walked around turbine #2. 

He walks toward Sam's position for a bit stops and faces turbine #2 and after a 
short moment continues on his route toward Sam's position. Once the PBG comes 
to a stop "X" out, OE&CD and turn right. Locate the XP and FC toward Turbine 
#1: hop up and FC over the top of turbine #1, FC diagonally off the corner of 
the turbine to land on the railing below and then to the Wkwy. QC to the wall 
and slide toward the XP, stop within cover, OCPL and then pick the lock. OCD, 
OE&CD, OCP the laser locate and climb down the trapdoor.

Unfortunately the game forces a diversion on you in the following maneuver, 
without it PBG #2 approaches the more or less middle point on the 1st leg of 
the long "L" shaped Wkwy and stays, forever. I have 2 diversion options and 
lately I've been choosing #2. Option #1 elicits a mild reaction from PBG #1. 
Option #2, a whistle from the split jump position, elicits a similar reaction 
from PBG #2 which includes an arm wave and both PBGs respond to the noise. On 
occasion when using option #1 PBG #2 has done a 180 on Sam as he approaches #2 
at the corner of the "L" shaped Wkwy, this hasn't happened with option #2.

Option #1
As soon as PBG #1 enters the stairwell, OCPL from between the stair treads. Go 
NV move to the wall, stand and squeeze between it and the stairs. Crouch and 
follow PBG #1 out into the caged elevated walkway. Follow #1 and remain shy of 
the grab icon, once #1 stops and Sam is about 3 feet behind him split jump, if 
you're too close the jump will fail. #1 will leave and return, as he heads for 
the stairwell a 2nd time drop down. Proceed along the right side of the walkway 
at a QQC; there are 2 thick vertical bars on the cage about 2/3rds to the 
corner, locate, stick and slide from them into the corner. 

#2 will stop at the corner, about face and return to the exit. Follow him for 
about 4 feet, release and face the wall. Eyeball #2, when he's about 3 steps 
from the end of his route split jump. If done correctly, #1&2 remain calm, if 
you hear the bass down beat hang until they settle down; wait for #2 to get 
close to his stop at the middle of the 1st leg of the "L" shaped Wkwy to drop 
and QQC to the XP. Turn the corner, jump over the 1st 2 lasers and FC under the 
3rd. Stop at the corner to the next room to locate the 2 BGs.

(Quick Save)

Sad to say, when using option #1, there are times when the game will not let 
you pass and I don't know what triggers it. As you drop from the split jump and 
move along the walkway #2 prematurely returns to the corner of the walkway and 
sees Sam no matter what position or distance from him.

Option #2
Wait for PBG #1 to walk around the corner to the beginning of the Wkwy to 
squeeze between the wall and stairs. Crouch, stick and approach the corner. 
Follow #1 as he walks into the Wkwy, remain about 3 feet off his 6:00 stop when 
he does then split jump up and hold. Once #2 has returned and come to a stop at 
the middle of this end of the Wkwy whistle for noise. Both PBGs will 
investigate. Once both begin to walk away from Sam drop to the Wkwy and follow 
PBG #2 to and around the corner of the Wkwy. 

To date, instead of creeping #2's 6 all the way to the corner, on occasion I 
have dropped to the floor and immediately stuck to the right side of the cage 
then followed him all the way around the corner without issue.

Once at the corner follow him for about 3 to 4 feet, release and face the wall 
at a diagonal. You want to see #2 come to a stop at the end of his route to 
split jump. If done correctly, #1&2 remain calm. On his way back toward PBG #1 
wait for #2 to take 8 steps from the corner toward #1 to drop and QQC to the 
XP. Turn the corner, jump over the 1st 2 lasers and FC under the 3rd. Stop at 
the corner to the next room to locate the 2 BGs.
(Quick Save)


Options #1&2 continue from here,
Enter, stay to the right and move between the wall and the tanks. Stop at the 
space between the 2 tanks; listen to the BGs talk; as the convo ends and both 
BGs are moving away creep out into the open, stay tight to the tank and follow 
the PBG to and up the stairs. The other BG will return to the engine and face 
away from Sam. Once up the stairs move to the windows and pass the PBG on his 
right as he turns to the ladder. 

I changed the middle section of the route through the room, jumping up and over 
the railing and down between the tank and wall was too close to a 60/40 hit or 
miss endeavor. Whether it was noise, timing or both, I don't know but I was 
tired of getting nabbed by the PBG and restarts.

Keep an eye on your noise meter and the PBG as you QQC along the wall; break 
away for the stairs when the PBG begins climbing the ladder. QQC down the 
stairs, drift left and hold against the generator about 3 feet from the 
rotating shaft. To Sam's right are 2 more long tanks with a space between them 
just like the previous 2, however the space between the 2nd set of tanks has 
been filled up with 3 bluish barrels. 

Look up and back to the Wkwy for the PBG, once on the Wkwy he'll move to the 
corner above the steps you just used and sneeze. Wait for the PBG to stop at 
the corner above the steps then QQC to the barrels between the tanks, slide up 
into the space against the end of the right side tank then turn left and hop up 
onto the barrel against the 2nd tank. Quickly drop off behind the tanks, stand 
and continue left to the end of the 2nd tank. 

Once at the end of the tanks FC the perimeter to the ladder and climb up to the 
Wkwy, the PBG is still standing and facing the windows. Locate and flip the 
switch for the XP, QQC to the server and set the charge. QQC to the railing 
left of the XP switch, hop over and drop to the floor. Exit the room, stay left 
and FC to the corner. OCPL at the bottom of the stairs then go NV and FC to the 
XP at the bottom of the 2nd flight of steps. 

The room past the metal screen and dirty windows is the room with the raised 
platform where you placed the 1st charge.

There're 4 PBGs in the area, 3 of them walking about outside the room you're in 
and there's no guaranty where they'll be when you enter the room. If you're 
lucky, however unlikely, the setup will be ready when you enter the room, if 
not the best thing to do is QC Cw around the room. Stay away from the walls and 
move to the end of the 2nd generator and stick. 

You may have time to watch at least 1 complete cycle of their routes while 
stuck to the end of the tank. The requirements for a successful exit are 
simple, "All PBGs must be walking and or looking away from the lighted XP. The 
PBG in the room with Sam needs to be walking toward the EP or having just 
stopped at it. He remains there for a few seconds before walking around the 1st 
generator and then back to the center of the room.

If you stay in the room longer than it takes for PBG #4 to complete a patrol 
cycle, shortly after he begins his next cycle all PBGs go on alert and into 
search mode. PBG #1 will exit the room via the XP, if you haven't left before 
this follow him. Why they suddenly go on alert I don't know.

Option 1, (-0- diversion)
If the setup mentioned below isn't forming as you hold before the screen follow 
the instructions mentioned in the note above. 

Quickly go IR then OE&CD, QC left into the room and Cw around generator #1 at 
Sam's 11:00, locate the metal screening barring access into the room on the 
left and hold against the wall just before the screen. Locate the gap between 
generators #1 and 2 and the XP to Sam's 2:00. Quickly locate the 3 PBGs outside 
the room, #1 is in the room with Sam. #2 may be between the wall of the room 
you're in and turbine just past the metal screen. #3 may be deep into the room 
to Sam's 9:00 and #4 who may be to Sam's 12:00 on the other side of the dirty 

If possible, take note of when #4 begins walking to Sam's left along the raised 
platform you planted the 1st charge on then look into the room to the left and 
notice PBG #2 approaching and then walking away from Sam's position. At the 
same moment if undisturbed, PBG #1 should be walking past Sam's 2:00 toward the 
EP. QC into the gap between generators #1 and 2 at Sam's 2:00 then straight for 
the XP, OE&CD, QC along the left wall and around the corner to the pipes.

Option 2, (1 diversion)
Quickly OCD then OE&CD, QC left into the room and Cw around tank #1 at Sam's 
11:00, locate the metal screening barring access into the room on the left and 
hold against the wall just before the screen. Locate the gap between tanks #1 
and 2, the XP and PBG #1 to Sam's 1:00. Remain under cover, move to the side 
and end of tank #1, pull the pistol and target the light above the XP. Go NV 
and watch PBG #1 as he walks by Sam, as he disappears to Sam right OCPL. QC 
into the gap between tanks #1 and 2 at Sam's 2:00 then straight for the XP, 
OE&CD, QC along the left wall and around the corner to the pipes.

Options 1 and 2 continue from here;
Squeeze through the pipes to the next room. There's 1 BG grinding away on a 
machine, find and climb the red pipe shimmy over and slide down the other side. 
Creep under the pipe, creep to the 11:00 corner of the pool, stand and climb 
out. QQC out of the room, stop just before the next corner and boo it to see a 
PBG. Wait for the PBG to stop at the door before you enter the Hlwy. QQC past 
the PBG to the next corner, LHP, OCPL and then continue along the corridor to 
the caged area. 


Climb the cage, pipe and ladder to the opening and hold for the smelter crane. 
Climb aboard and ride it back to the shack. Once the crane stops QC to the 
shack's roof; turn left and hold at the edge of the roof and vent. Look down 
through the vent locate the PBG that moves over to the server, drop off the 
roof to the banister as he approaches the server and hoist up into the shack. 
Stay behind #2 and plant the charge as he moves away from the server. QC to the 
door, OE&CD after your exit move to the ladder and slide down to the floor 

Raise the door, QQC to each corner of the crates and boo before moving to the 
next one. Locate a set of stairs and a red climbing pipe, climb the red pipe to 
Sam's 10:00. Skooch halfway to the camera, about face legs up and mad skooch to 
the camera. With head to wall; release, drop to the floor, OCD then OE&CD and 
enter the work shop. Go to OSVAM check your route then take note of the 2 BGs 
hammering away on something and at the base of the stairs is server #4. Take 
note of the XP to Sam's 1:00. Hop over the railing to the platform below, 
continue to the ground floor locate and pack the server with a charge. QQC back 
to the top of the stairs and pass through the other door. 


Jump or OCP the lasers climb the stairs and OCPL around the corner before 
turning the corner. Enter the room at the end of the short Hlwy. EEV the comp, 
get the goodies and return to the workshop. 

If you don't flop around with the comp you should have enough time to close the 
door on the way out and QQC around the corner before the light returns, if not 
OCPL before moving off. 

Jump the lasers, QQC to and hop over the railing above the overhead door. Drop 
to the floor and access the keypad; use the code from the comp if you got it 
otherwise hack it then pass under the raised overhead door ASAP, stay to the 
right as you FC through the next large "U" shaped room. Climb over the stacks 
of whatever and Pipe while remaining along the wall. Drop off the stacked short 
pipe next to the forklift, QC across the room when clear, pass under the 
overhead door and into the next room. Go hard left around the opening along the 
wall to the stack of flat things stand and hop up. 

A BG is sitting on the back of the truck and PBG #2 may be walking by on either 
side of the truck toward Sam and #3 is in an aisle somewhere. Turn diagonally 
to the pipe, push forward and drop off the flat things. Sam will hang onto the 
pipe, skooch to the end and drop off or just drop off the stack to the ground. 

Sometimes dropping from the stack alerts the BG on the truck.

SC to the front passenger side of the truck, stick to it and hold. Both PBGs 
will approach and pass by the truck. Wait for the 2nd PBG to pass, as he moves 
off QQC away from the truck toward the 2 rows of shelves. QQC along the front 
of the shelves and as you reach the 2nd row hard left around the end and along 
the row to the XP. OCD then OE&CD as you pass through the exit.

Lock 2nd fl. Wkwy turbine rm. 12/1

KO 2  
Divs 6/8
Time 27:30 



SCDA2.1 the Escape p1
SCDA2.2 Unlocking the Gas chamber
SCDA2.3 Disc in the Morgue and releasing Jamie
SCDA2.4 to the Chapel and escape p2

Eliminate 1 KO security room PG. Initial escape where Jamie kills the last 2 of 
the 5 prison guards in the cafeteria looking place. I used to stay in the room 
till he killed the 2 PGs, climbed the fence to the stairs, and used the vent. 
The PG would always investigate the noise Sam makes while exiting from the 
vent. Since I've been climbing the table to the railing and the vent, the 
Security room PG isn't alerted to Sam exit from the vent.

I spent the month trying to figure out where the 2 IDS are coming from and I 
can't. I spread 6 saves over the level and completed it with 2 IDs from there I 
went back a save at a time and KO's everyone within the save and every 
subsequent save and then still completed the level with 2 IDs. Through the 
above mentioned process of elimination I can trace them back to the point, 
(prior to 1st save at barrier) where Jamie and Sam hoist over the security 
barrier and meet the 1st pair of PPGs. 

Maneuver change to and through "Old Cell Block" Lots of running.

Logically this says the IDs occur prior to the barrier; however regarding the 
AI prior to the barrier, no matter the method, ignore, KO or Kill the 2 IDs 
I'd really like to blame the PPG on the elevated walkway above Sam to and from 
the walkie-talkie, but regardless of my attempts to purposely gain his 
attention I fail to do so.


As mentioned earlier in the Briefing section, you can pull a few G&Cs to 
alleviate your angst if you have a problem with Jamie killing innocents the 

As usual, zap the cut scenes, turn, move to the cot and climb under to the void 
behind the wall. Jump up and over to hook up with Jamie. Hoist over the 
barrier, climb the ladder and stop at the top. Get the open hatch window, back 
down a step and look up through the grating to the walkway above. Allow the PPG 
to walk back over Sam to the dark end of his route, as he walks over Sam climb 
out, move to the climbing pipe and climb up. Move forward stopping within the 
cover of darkness and wait for the PPG to begin walking to the lighted end of 
his route. As he passes Sam move forward and stop directly under the PPG wait 
for him to turn and begin walking back to the dark end to legs up and move 
forward, skooch through the tear in the fence. Make your way to the trapdoor 
and unlock it.

(Quick Save)

Pick the lock, drop down onto the desk and stick to the wall. Look for the PPG 
to walk left along the window and then return to the door to the room. As he 
stops at the door drop off the desk and move to the left of the door. Once the 
PPG is in the room he'll move toward the desk to the right of the door, stop 
and then move to the back of the room. Stay behind him to the desk, as he moves 
to the back of the room to the item on the wall move over tight to the video 
console and wait for him to head for the door. 

Follow him, pick up the Walkie talkie and QQC to the table, stand on it and 
jump to the trapdoor ledge. Hoist up before the PPG walks left past the door. 
Backtrack through the obstacle course to the tear in the fence stay to the 
left; the PPG above will stop at this end. Wait for him to turn away to hoist 
up to the pipe and skooch out into the room with the ladder and trap door. Drop 
down, QQC back to the climbing pipe and stop. 

There's a PPG on the lower level once he stops below Sam drop off, hang, skooch 
right and drop to the floor below. Follow the PPG as he walks off, QQC to the 
opening in the wall, jump up and hoist through the opening to the void behind 
Sam's cell. Crawl back into the cell and wait for the PPG to open Sam's cell 
door. You should end up with 20 plus seconds remaining. Zap the cut scene with 
Lambert, stop before the cell block and wait for the PPG to walk off. 

Follow behind, turn into the 3rd cell and move away from the opening enough to 
see the edge of the PPG turn and continue to the end of the block. As he does 
move out of the cell, catch up to him, stay left and stop just behind him. As 
he begins to turn around move forward to remain hidden. Note just before 
turning to the courtyard area Sam can now drop into the creep, do so and remain 
hidden from the con gawking through the glass. Enter the Courtyard; zap the cut 
scenes and KO Barney.

I suggest quick saving before every shoot out, Jamie is a douche with or 
without a gun. Sam has little control over Jamie and can't count on him to 
eliminate the PGs before they begin shooting him.

When the game starts back, you're in the cell with Jamie. I move over to the 
cot, climb up, crouch and stick to the wall away from the cell door. Once 
everything is over take the lock pick, open the door, get the syringe and exit 
the room. QQC to the 1st hoist point and complete it.  

(Quick Save)

Drop and hang wait for the approaching PPG to near the windows across from the 
cells to soft drop to the floor. Move behind the standing PPG, follow him as he 
moves out. Cross the floor to the exterior wall, stick to it and slide forward 
till the light meter goes -0-, stop and tell Jamie to hide. 

Let Jamie kill both PPGs, ensure that the chopper has moved off before moving 
to the next hoist spot, complete it and get Sam onto the 2nd level of the block 
to follow Jamie. Once on the 2nd level ensure that the chopper is moving away 
to make your way to the end of the walkway. Move to the right rear of the last 
cell stick to the wall. Wait for the chopper to move off to exit and drop off 
to the main floor. QQC over to the opening to the next corridor turn and stick 
to the short wall on the right. Let the PRG kill the prisoner pounding on the 
door and return to this end of the corridor.

(Quick Save)

Watch the standing PRG, he makes a series of head turns to Sam's position and 
then scratches or rubs his face. Ensure the count of head moves to scratch 
ratio then move at the end of the last head turn. As he motions to his face QQC 
around the wall to and behind him and stick to the wall. Jamie will be out in a 
moment to kill or be killed by the PRG.

Move to the end of this corridor and stop at the buttress on the left just 
before the cafeteria. A PG and con are dancing; the PG tires falls to the floor 
and the con is killed by the 2 jealous PPGS entering the Caf.

The next bit can be frustrating; you can't command Jamie until you're in the 
Caf and quite often Jamie LeDouche won't follow Sam and or stops halfway to the 
double doors thereby alerting the 2 PPGs in the Caf. Or he does follow Sam into 
the Caf before you can get up on the table or the Wkwy and command him to hide 
even when you close the door on him.

Listen for the 2 PPGs talking about the riot, peek around the buttress to see 
PPG#1 walking toward the corridor wall and then turn left to continue to the 
end of the Caf. Inch forward a tad after #1 turns left to locate #2 who will be 
reminding #1 why they need to stay put. As soon as he shuts up move out along 
the Caf corridor catch up to but don't pass #1 till you pass along the blue 
colored mesh on the Caf side of the corridor. Round the corner to the double 
doors and unlock the left side door. Look into the Caf to ensure that the PPGs 
aren't aiming at Jamie, if not go to Map. Ensure that Jamie's at this end of 
the Caf, if so exit Map and look into the Caf, if not restart from the last 

Wait for #1 to approach this end of the Caf, grab the door and hold. As #1 
passes by Sam open the door, enter the Caf turn right and close the door. Move 
to the table ahead on the left below the walkway and climb up within the dark 
end. Tell Jamie to hide, stand turn and jump to the walkway, hoist up and enter 
the vent.

When it works, Jamie still kills both PPGs, but so far, he makes it into the 
short hallway to the security door.

Exit the vent drop down to the floor at the end of the lockers. Access the 
comps, free Jamie and quietly OE&CD to the room, No KO of the PG-O! Jamie 
LeDouche will disappear. Run to the broken steam pipe and pass through the 


(Quick Save)

Old Cell block

The next bit must be done fast or slow even though you can run most of it, it 
without ID, it isn't exactly what one would call stealth. 

Proceed at FC through the corridor and OE&CD into the Old Cell Block. Turn and 
drift left to and along the wall the 1st flight of stairs. Locate PPGs #1 and 
2, #1 patrols the main floor and #2 the Wkwy, take note of PPG #2 and his 
direction. When both are moving or facing away make tight turns up to and past 
the 1st platform to the 2nd flight of stairs. Once you reach the halfway point 
on the 2nd flight hold and relocate PPG #1 through the stairs when he walks 
away continue up past the 3rd flight of stairs to the 3rd platform.

Locate, FC to and climb the pipe on the 3rd platform, go legs up at the top and 
mad skooch into the dark. Once dark drop legs and continue to the elbow near 
the end of the pipe, once at the elbow locate PPG #2 If he's walking away from 
this position or at the opposite end of the elevated walkway drop down. Once 
down, if and when clear move to and enter the duct. Proceed through the ducts 
to the Workshop.


There are 2 PRGs in the Workshop, there's no way to tell how alert they are 
before exiting the vent. Exit the vent as the 2 head left, the 2 may or may not 
be alerted to Sam, either way diagonal left, QC to the right side of the table 
within the enclosure, to and through the poly barrier to the table, climb over 
and drop off. You'll either be behind PRG #2 or not. In either case stay tight 
to and slide past the drill press, (not jointer) against the wall. QC to the 
corner then pick it up to QQC as you turn right then left out of the Workshop. 

Option #1
Once out of the Workshop FC, make a right and 2 lefts through the corridors. 
Just after the 2nd left is made you'll pass the 1st door on the left, drop to a 
QQC and drift right. When the 2nd door on the left appears drop to a QC, move 
to the wall on the right stick and slide forward. Stop about 8 feet from the 
corner. As PPG #1 exits the room he'll walk past Sam, as he passes Sam slide 
forward to the corner then to the door OE&CD. Stay tight to the door in the 
room and allow PPG #2 to pass by to the viewing glass. QQC into the small room, 
release the Gas Chamber door lock then return to the Hlwy, OE&CD.

Option #2
Once out of the Workshop FC, make a right and 2 lefts through the corridors. 
Just after the 2nd left is made you'll pass the 1st door on the left, drop to a 
QQC and drift left to the wall. Drop to QC when the 2nd door on the left 
appears, QC past the door then stick to the wall at the hinge side of the door. 
Slide about 6 feet from the door and hold, when PPG #1 exits QC around the door 
and hold on the threshold. You're dark, prevent the door from closing and PPG 
#2 doesn't comment. QQC into the small room, release the Gas Chamber door lock 
then return to the Hlwy, leave the door open, no one seems to care.


Continue along the Hlwy to the exit door and take the stairs down to the 
basement and Morgue. Once at the basement level enter the door and FC through 
the Hlwys till you see the Gas Chamber Office door and the Morgue sign on the 
wall. Drop to a SC and slide along the wall on the right to the corner, you may 
see a flash from the PRGs flashlight as he turns in the Hlwy. Peek around the 
corner and follow when safe. Stay on the right side of the Hlwy and follow the 
PRG to the Morgue. 

He'll turn left at the end of the corridor, stay tight to the left and watch 
him enter the Morgue. Move back into the dark, locate the bump out on the left 
wall then stick to the end of the solitary confinement cell and hold. As the 
PRG passes by Sam in the corridor, QC into the Morgue; QQC to and retrieve the 
disc and then exit at a QQC. Drop to QC to the corner, ensure the PRG is moving 
along the Hlwy; QQC to catch up to him then discreetly follow him around the 
corner past the chamber office door. Move to his right along the wall, move 
past and behind him as he comes to a stop, turns and faces the adjacent Hlwy. 
Return to the Viewing room Hlwy as he turns away back to the Morgue.

Once back on the Viewing room level go to Map and locate PPG #1, (he should be 
heading for Sam's location) switch out and peek around the corner to catch 
sight and follow him back to the Viewing room. The door should still be open as 
you turn the corner to the room and PPG #2 should be heading for the viewing 
window to gloat. Close the door to the Viewing room as you enter, stay right 
and QC down the couple steps to the lower level and hold. As #2 begins to move 
back to the shack approach the locked door and pick it. 

I began using this route in an effort to eliminate IDs; I'm not sure why but 
more often than not I was getting 3 to 4 IDs when I entered the Gas Chamber 
area from the Morgue level than from the viewing room level. The only thing I 
can guess is that the game allows the PRGs to see Sam and record the ID minus 
the reaction, go figure.

OE&CD as you pass through, move around the corner, go to Map locate #2 as he 
exits the shack exit Map and look through the door portal to see him appear. As 
he does move down the stairs, head left to the wall and stop at the edge of the 
door. Locate #2 at the viewing window through the portal, as he leaves move to 
the right side of the door. As the Chamber PRG moves off, he'll stop, look to 
the door and move on, (sometimes he'll look twice before moving off). 

As he moves off to the steps enter the room QC to the lock and free Jamie. Exit 
the Chamber room ASAP, climb the stairs and ensure knuckle nut is following. 
Once at the top move back one step from the top and go to Map. Locate PPG #1; 
you need him in the room as #2 heads for the viewing window. Once #2 stops at 
the window SC to the door and grab for an open. As #2 appears in the portal 
exit and follow him to the exit. Enter the Hlwy and proceed to the stairwell, 
climb to the Chapel level hoist Jamie and pass through the gate.



Lately I've been getting altered PBG setups when entering the Chapel, I'm not 
sure if it's due to speed, the slight difference in options taken prior to 
entry or both. The PBGs are in somewhat different starting positions and their 
route habit is altered retarded or advanced I can't tell. 
Fro example, PBG#1 now at the top of the stairs walks to the base flashes his 
light at the Chaplains office door and then walks back up and returns to the 
exit. #2 is on the verge of leaving the altar area when you enter the Chapel 
instead of just arriving.

The account that follows is the one that occurs most often.

Enter the Chapel from the right side door, turn left, OE&CD and QQC toward the 
chaplain's office.  PRG#1 is walking along the upper level toward the stairs 
and #2 is walking the altar area. Enter the office, quickly locate and access 
the comp, drop to a QC and move to the doorway. Peek around the corner locate 
#2 and ensure that he is exiting the altar area and turning right. QQC left out 
of the office to the stairs, climb the stairs, move to the left and QC along 
the wall. Drop to a SC as you approach #1 and access the pipe as he turns away. 
ASAP skooch to the other balcony, drop to the floor and release the rope. 

Move to the altar end of the balcony and drop off to the floor below. FC along 
the altar area to the far side of the chapel turn left at the window wall slide 
past the 1st buttress and window, stick to the wall, slide to the next buttress 
and hold. PRG#2 will exit the office and head for the altar area as he passes 
by the pews leading to the rope release and SC to the rope. Grab the rope; wait 
for #2 to get halfway from Sam to the altar to begin climbing climb up to -0- 
the light meter and hold. You want #1 to be walking toward the chapel doors and 
#2 to be under the balcony in front of and below Sam to climb out of the 

With this new route Jamie has consistently appeared at the chapel door.
Although, once at the blown out wall, Sam got the hoist message, hoisted and 
was pulled up by an invisible Jamie. I wasn't able to exit the game though.

Once on the roof, crouch down and SC off the ramp to the roof, wait for the PRG 
to begin walking off to the far side of the roof to follow counter clockwise at 
a discreet distance, he hears really well. Stick to the wall slide halfway to 
the corner and hold. As he begins to move off back to the skylight slide to the 
corner and wait for him to walk into the light to release and QC to the XP. 

Pick the lock and head to the chapel door for Jamie. Continue down to the 
opening to the parking lot. There's a dumpster past the door opening, run out 
to it turn around and run back into the HLWY and hold. A chopper will pass back 
and forth over the parking lot once it passes back toward the tower in the 
distance run over to the blown out wall and hoist out of the area to the 
extraction point.

Locks in order of discovery: 
Walkie Talkie 7/11, Lock-up cell 11/1, Cafeteria door 1/11/7,
To Gas chamber door 1/11, Roof door 7/1/11, 

ID 2         
Time 29:00


SCDA3. JBA HDQS part 1

SCDA3.1 Fuse box 2&3 
SCDA3.2 To Ms. Yummy's room and Fuse box 4
SCDA3.3 the Server and Extraction

Note change from original posted game file, I discovered that if you SOE&CD the 
stairwell door and the door to Enrica's room, the server room PBG will become 
suspicious. He will open the stairwell door, quiet down and continue on a now 
altered route. If you just open and close the door as you move through, he 
stays oblivious (no verbal alert) and maintains the original route which works 
well with our plans. 
Using OE&CD solves many investigatory BG problems.

Pretty much kept the level layout intact, eliminated 1 light and 3 camera 

Maneuver change to 3rd fuse box and comp


The level begins in an alley, skip the cut scene and go to OSVAM for your route 
and 1st objectives. Run to and enter the door on the right. FC to and adjust 
the fuse box then FC around the corner to the XP. OCD, OE&CD turn right stay 
tight to the wall and climb the ladder to Sam's right. Go NV to locate and 
enter the crawl space, flip back to NS and exit the duct at the other end.

2 PBGs walking to Sam's right immediately drop off the crates; remain in the 
shadows and discreetly follow #1&2 at a sub QQC to the far end of the room. 
They'll stop near the DD XP and speak for a moment; #1 will pass through the 
doors and #2 will hang in the room. As they stop to speak move to the left of 
and pass #2 to the shelving against the wall. Stand and hoist up the shelving 
to the upper floor area, QQC directly to fuse box #2 and adjust it. FC across 
the upper floor, stop above the DD XP and drop off to the floor. 

Face the right side door, OCD then OE&CD. Circle wide left to the left side of 
the opening to Sam's right; locate the camera in the nearby room and hold. As 
the camera begins turning away from Sam FC over to and under it. As you reach 
the camera it will be swinging right, FC along the wall to and around the 
corner to the next DD XP. Enter from the right side door, OCD then OE&CD into 
the next room. Stay dark, move right through the room between the metal 
shelving and the stairs. Move to the base of the stairs and go to OSVAM your 
objective is in the room above, "X" out and locate the camera above the door.

(Quick Save)

Your objectives are in the room above the car and to the left of the top of the 
stairs. It has a security camera above the door, fuse box #3 and a comp that 
needs accessing. There can be up to 3 BGs in the room, 2 of them on the ground 
floor; PBG #1 patrols the elevated walkway, #2 stays at the far end of the room 
and #3 routinely exits and returns. Most often PBG #1 has just exited the 
target room or is already walking away from it, as you take position at the 
base of the stairs. 

He makes 4 stops, two of them shortly after leaving the target room. One is at 
the door opening, the 2nd and important one about just above Sam. In the past 
I've turned the sound up on the TV so that I can target the wall cam and not 
eyeball #1, the problem with that is #3 can enter or exit the room at the 
critical moment and screw the maneuver, so it pays to watch #1. I often have a 
problem targeting the camera, a decent trick is to go EMF to highlight the 
camera then "X" out for the shot.

#1 has already made his 2nd stop and begins moving again, target the camera. 
OCPC and begin moving up the stairs, go from QC to the platform and speed up a 
bit on the 2nd flight without clod hopping. Enter the room at FC, beeline to 
the Fuse Box alter it and spin camera toward PBG #1. Use the wall between the 
window and door to shield Sam from #1 and QQC to the wall. Once positioned 
between the door and window look out the window for #2 near the DDs at the far 
end of the room. As he turns away swing tight right out the doorway to the 
railing then face the room. EEV the comp then hop over the railing to the floor 


If #3 is in the room, you're in for up to a 40 second wait till he exits.

Move over to the right side of the double doors near the stairs and OCD. #3 
will most likely be standing against the wall. OE&CD if #3 is in the room move 
to the wall on your right, stick, slide to the med kit and hold.  If #3 is 
missing QC left around the corner and pass through the XP. Once #3 leaves QC 
left to the XP, OE&CD turn right and QQC into the room, decide which route to 
take depending on where the lasers are and their rotation. 

Take the stairs or crates to stairs, stand and execute. 3 MBSLs staggered 
through the stairwell. You can OCP them or time your moves past them to the 
door at the top of the stairs. Be aware of the 2nd and 3rd MBSLs as you 
approach the exit, sometimes they disappear better to hold and let pass or OCP 
than to be caught. Drop to QC and face the XP, go IR or OCD to locate the PBG; 
enter the area as he moves off and enter Enrica's room. 

Load the scanner and scan the hair brush on the table at the far end of the 
room. Approach the door, go IR, wait for the PBG to move away to OE&CD. Turn 
tight left around the corner; follow the PBG into the next corner, take note of 
the direction the camera is turning to as you approach. Listen for the camera 
direction change noise the PBG will move off toward the server room door, the 
camera will begin to turn right count to 2 and move out at a QC to the left 
corner of the server room door. 

Open the door and move into the room two steps; stop, turn around, press close 
and move forward and left to the striker side of the door jamb. Exit the room 
as the PBG moves off turn left and QC to the roof top door. Cable the door, 
locate the roof PBG and exit when clear. Locate the fuse box, QQC to it and 
alter the circuit. Return to the roof door and reenter the building when clear.

(Quick Save)


QC around the Hlwy until you approach the Server room section. Stick to the 
wall, slide to the corner and boo for the server room guard. If missing QQC to 
the XP, OE&CD then stand, run and jump over the 2 lasers. If he's present wait 
for him to begin walking away to approach the door, enter the room and jump the 
2 lasers. Turn and face the server for an EEV and protect Yeager for an NSA 
pickup. If you see the PBG walking back toward Enrica's room stand and jump the 
2 lasers, if not OCP one or both then approach the EP and boo from the left of 
the door.

You're going to get an old tomato from Emile on your way to the roof door OCD 
it and OE&CD when clear. QQC to the left of the stairway opening, hop over the 
parapet down to the stairs. Stay in the dark, drop off beside the camera and 
return to the starting point of the game at a run. Report to Emile and then 
exit the level.

Divs 1
Time 9:40  


SCDA4.1 to the Control Room and the Train
SCDA4.2 to the Money Car
SCDA4.3 Money Car and Driver

Eliminated 1 camera, 1 monitor and 5 light diversions, made 2 route changes

Eliminate 2 OCP diversions and route change train maintenance area

I've come across many glitches in this level, some that have forced me to 
restart from the earliest save or from mission instead of progress. 3 points in 
particular entering the security shack from the vent, crawling over the gold in 
the money car to the 1st PG and defusing the circuit in the same car. 


Skip the cut scenes and open the level standing next to Miss Yummy. Ensure that 
you have the pistol chosen as primary. Exit the tight fitting clothes ... I 
mean room and give Enrica a boost up. Once up, drop back down to the floor and 
proceed into the XP, OCD then proceed to the next hoist point where you get to 
do it all over again lucky guy. Move over to the fan and wait for it to stop 
spinning. Climb up and through to the other side. Drop down, recon then QC 
toward the tunnel entrance, boo the tunnel, see the BG and move back around the 
object to your right into the dark and hold. 

It's an electrician; allow him to pass by then QC into and to the far left 
corner of the short tunnel. A PPm will probably be in the adjoining tunnel, 
maintain cover and follow when he walks away. QQC through the short corridor 
and drop to a QC as you approach the doorway to the next room. Stay tight right 
as you enter the room, you may hear a comment from the PPm who will be moving 
toward the opposite end of the room. There is a welder in the room, don't 
dawdle or pass too close to him as you locate and head for the XP to your right 
OCD and OE&CD as you exit the room. QQC through the corridor stop at the top of 
the stairs and locate the PPm descending the stairs. 

Allow him to reach the bottom of the stairs then stand and begin running down 
the stairs. Leap up to and climb to the railed platform above. Run and jump to 
the pipe above the platform and make your way past the void above the security 
gate, PPm and welder. Once in the (storage room I guess) stop and drop to the 
floor as the welder heads for the exit. Stay to his 6 and hold in the dark. 
Wait for the welder to exit the room to head left to the forklift, move in 
between the forks then stand, jump and hoist up. 

QC to the opening in the wall to see the welder walk into the section of room 
below, drop down into the next room as the welder walks back into the larger 
room, stay tight right to the wall for cover. A PPm will likely enter the 
smaller room and move to the far corner allowing you to exit to the right out 
of the room. QC out and right along the wall CCw past the door the welder used 
over to the XP accelerate to QQC as you put some distance between Sam and the 
men. Once you are clear pick the lock on the door, OCD then OE&CD; follow the 
path to the rappel point, the climbing pipe and the hole in the wall.

(Quick Save)


It used to take 2 OCP diversions to exit the room, this maneuver eliminates 1 
diversion. You can pretty much OCP any monitor except monitor #12, the SPM 
becomes extremely agitated and if he doesn't immediately kill Sam he remains in 
an alert posture preventing an exit. I have much luck exiting before the door 
begins to close with monitor #2, (middle unit, top row). However to date even 
when the door remains open I haven't heard comment. It does take a bunch of 
tries to get Sam's correct creep velocity down

Locate the vent and crawl into it, as the PPM begins turning to leave the room 
exit the vent ASAP, target a monitor and hold. Wait to hear the door open then 
take a 1 count and OCP a monitor, holster and head for the door at a QC. The 
SPM will biatch as you head for the door, you must try to exit before the door 
begins to close, but it isn't imperative, as long as you can get out before it 
has closed. As you exit the shack; turn right, QQC along the wall to the corner 
and QQC into the short and narrow Hlwy. Locate and stop just before the keypad 
then split jump up the wall.

A PPM will exit from the control room wait for him to pass to EEV the keypad or 
drop down and access it. OCD and locate the Director monitoring the comps in 
the room. Wait for him to begin walking toward the control console, OE&CD, QC 
across the room to the opposite wall, stick to it and slide to the console. EEV 
the comp for the keypad and vault codes, stick to the wall and slide toward the 
XP and hold. QC to the keypad as the Director walks back to the console, use 
the code and exit the room. 

SC around the corner; stick to the left wall slide forward and stop before the 
opening. Wait for the guards to stop talking; as the one that remains begins 
moving to his final position near the gate QC through the open and empty cell 
and into the duct. Enter the room, locate and climb the pipe to the "UP" elbow 
near the stair platform and hold. Wait for the PPM to face the stairs to climb 
to the top near the camera. Legs up, move to the door and hold till the PPM 
begins to walk away and the camera is turning away. Drop to the platform OE&CD 
and enter the next area.

Stay along the right side of the room in the dark, QC past the PPM if he's 
still standing at the head of the stairs. QQC down the stairs while crossing 
over to the left side and drop to SC at the base. Squeeze around the corner as 
the approaching PPM passes by. Stay tight to the wall and continue on along it 
to the bench, graze off the corner of the bench and head straight for the 
pallet lined up with the break in the railing. QQC to the edge of the walkway 
drop down to the track level and hop up onto the car. 


Completing the following maneuver is a pain in the butt; if you attempt this 
maneuver save before moving between the partitions.

1st car, 
Enter the train car, 1 TG sitting on the right; there are 2 partitions on the 
right just before the TG, QC over to and between them. Move to the partition 
closest to the TG. Turn to face the cart against the opposite wall move out to 
the edge of the partition. Tap "WHISTLE"; creep around the partition and into 
the darkness. Stick to the wall, slide to the bench the PPM was sitting on and 
release. He'll rise to investigate, (if he grabs the flashlight restart) as he 
passes, move out beginning at a SC work up to a QC and increase speed to a QQC 
once past the bench, (not too much he hears extremely well), to and through the 
exit door. Once outside quickly move to the side for cover, allow the TG to sit 
back down to close the door.

2nd car,
Enter the 2nd car OE&CD, 2 TGs talking about half way through the car. Move 
right to the wall as you approach the TGs, slide between the wall and crates to 
the end, round the corner and hold. As TG #1 turns to walk away continue on to 
the exit OE&CD. 

3rd car, 
OCP all the lasers required to exit the car and detach it from the rest of the 

If you don't detach the cars from the train, you won't get the TGs to appear on 
the roof of the next 2 cars. Make a decision, "Save Some Save None!"

(Quick Save)


4th car,
Climb the ladder onto the car and begin creeping toward the front. There are a 
series of 6 small box thingies on the top outer edges of the train cars spaced 
3 per side. One box located at each end of the car and one at the middle. Use 
them as guide points. If Sam is hanging from the side of the train car he can 
skooch to a box thingy but must climb up and over once he reaches it. 

There are 4 guards in all, stay to the right and start creeping. Once Sam 
passes the middle box thingy on the right, drop off the side and skooch to the 
front of the car. By the time Sam makes it to the front, both PPGs will have 
climbed up and passed his position. Climb up and drop down between the two 
cars. To date, I haven't had a PPG turn and see me or shoot, mostly because the 
guard smackers usually get them 1st. 

5th car,
Climb up onto the car, stay to the right and drop off as soon as you see the 
PPG begin to climb up. You'll hear the thump of the guard smacker, climb back 
up and continue to the front of the car. The final exterior guard will be 
standing on the platform between the two cars. OCP one of the flood lights for 
the guard's attention, drop off the side of the car for about 8 seconds and 
climb back up. He will begin to climb the ladder, once on the roof you'll 
likely hear him getting a taste of the smacker. Drop off the car, climb the 
next one and drop off at the end. You're behind the engine, turn around and 
enter the money car.

As Sam enters the money car he should have between 3 1/2 and 4 1/2 minutes left 
on the clock, more than enough time, however for me, this is one of the most 
difficult maneuvers in the game. The timing must be near perfect, even then I 
often fail. Alone, each action is simple; the short strings of actions again 
are simple. Combining the 4 main strings into a seamless event proves to be a 
frustrating endeavor that worsens with each failed attempt. If you're as 
Bjorkful as I am I suggest saving at all the points I do for sanity sake.

Train Light Intel, 
From the sound the OCP makes till a train ceiling light goes out is 2 seconds. 
A ceiling light is out for 17 seconds before it flashes back. The light flashes 
1 time and then shines continuously. From the time the light goes out till it 
can be OCP'd again is 22 seconds. When counting time leave no gaps between 


Crouch and enter the car; move over to and OCPGL. Crawl through and exit the 
shelving, G&C TG #1, drop to a crouch and move out beside the money cart. Take 
note of the Med Kit and forklift at Sam's 1:00, pull the pistol, target the 
ceiling light above the TGs and go NV. 


OCPL, holster the pistol and begin counting to 6. As you reach 6 "Whistle" and 
move right over to the Med Kit. Stick to the wall and slide past the Med Kit 
onto the forklift and hold at its backstop. As TG #2 passes by Sam make your 
way to the wall box. Go NS, adjust the circuit and pull the pistol as soon as 
Sam makes the completed task motion, (backs away from the circuit). 

Here's the thing, you need the whistle to get the 2 TGs up and moving to your 
current position and the light to go out to get Sam by them. However, you need 
the light to come back on so you can OCP it and have it go out a 2nd time 
before the 2 decide there's nothing of interest and 180. The issue with the 
whole maneuver is discovering how much time they'll give you before they'll 180 
and return. If you fail at 6 seconds try 7 the next time.

If you hear anything other than, "Nah I guess it was nothing!" as the 1st thing 
said from the TG restart from the last save. After that statement you may hear, 
"Well whatever it was it ain't here now!" and "I guess we can write that one 

The next maneuver eliminates the need to OCPL if done quickly and it prevents 
the TGs from comment and investigation.

Face and target the ceiling light. My eyes suck even with a big a screen unless 
I'm up real close, if the light has any of the bluish flashy static the OCP 
won't work, so I begin counting to 4 after continuous light to ensure success 
and before the 2 TGs 180, OCPL and then go NV at the count of 4 or 5. Once you 
hear "Nah!" holster your wep, move over and onto the forklift, stick to the 
wall and slide past the Med Kit to the money cart. As the 2nd TG passes Sam QC 
to the shelving, stand and pull the pistol, quickly OCPGL and climb through the 
shelving. QC to the XP and OE&CD before the TGs settle.

Try crouching when you OCPGL If the TGs see you when standing, also use EMF for 
better targeting.


Skip the cut scene and enter the next car. 2 TGs and one engineer, this can 
also be a cojones buster. Locate and QC into the niche on the right; OCPL near 
the TGs, holster, move into the aisle and "Whistle". QC forward and right into 
the space between the safe, (money bags on it) and the bench the TG was sitting 
on. When both TGs pass by Sam move to and access the exit door.
What can make this area so difficult is the engineer, he seems to be able to 
see and or hear you and begins crying like a sissy, which gets Sam ventilated.

Locks Train maintenance area 2/5/11

KOs 1
Divs 6
Time 16:52


SCDA5.1 Enrica and the Conning Tower
SCDA5.2 Engine Room
SCDA5.3 Planting the Virus
SCDA5.4 Extract


Eliminated 2 camera and 3 light diversions

Eliminate 1 OCPL and route change lower Ext deck

SCDA5.1 Enrica and the Conning Tower

Quickly go to OSVAM as Sam receives the low down from Emile and Lambert and 
track your route and to locate your 1st objective, "Enrica at the conning 
tower". RFB Williams informed the local Gov of a possible terrorist threat and 
they have flooded the ship with police. Switch to pistol, OE&CD, enter the 
cabin and locate the XP. OCD, Pms #1 and 2 are in the Pswy; OE&CD, QC toward 
PPm #1 when you reach the metal grating on the left turn to Sam's 2:00 and 
cross the Pswy. Head for the left side corner of the connecting Pswy, stick and 
slide up to the right side of the luggage cart and hold. 

If you take too much time getting to the cabin door you can stick to the hinge 
side of the door and slide to the coat rack. The PPm will be unaware as he 
passes; OE&CD to the Pswy, QC to the metal grating to Sam's left then to the 
left side corner of the connecting Pswy. Stick and slide to the end of the 
luggage cart and hold. You'll be hanging around for a bit but the PPms 
eventually begin patrolling the connecting Pswys and then Sam can continue, be 
aware that he'll now be playing "cat-n-mouse" with 3 PPms to the Port & 
Starboard elevator lobbies.

PPm #2 will approach the cabin Sam exited; comment on it being unlocked and #1 
will turn and take a couple steps toward the cabin. As #1 turns continue around 
and past the luggage rack to the next Pswy on the right. Turn right and QQC to 
the end of the Pswy, boo the Pswy before entering, sometimes PPm #3, (who 
patrols the 2 elevator lobbies) will be standing at or walking away from the 
Starboard side elevator lobby, if and when clear turn left and QC to the entry 
to the Portside elevator lobby. Open the door, take 2 steps in and locate the 
Bkhd cam above the elevator. As the camera begins to sweep right OE&CD, FC CCw 
to the camera and then to the XP as it swings left. 

Once in the Pswy QQC to the XP, it's the first door on the left with a green 
light OCD then OE&CD. QQC through this connecter Pswy to the double doors; OCD, 
notice the Bkhd cam then OE&CD, QC left along the doors to the Bkhd as the 
camera swings to Sam's right. QQC into the Pswy then left and cross to the 
opposite Bkhd. Pm #4&5 are further back in this Pswy, don't waste time or make 
noise exiting. QQC into the lounge, bear right around the bar to the sliding 
double doors and go to OSVAM.


Although there are tons of ways through the pool area, for me, the most 
preferable situation for what follows is to enter the pool area with PPms 6&7 
standing at the 6:00 end of the pool and #8 invisible to the map, somewhere at 
the far end of the poolroom. PPms 6&7 remain stationary till you pass through 
the XP. If #8 is visible and approaching from the Starboard side you can wait 
till he passes the XP to enter. #8 being invisible or walking away along the 
Portside of the poolroom eliminates 1 OCPL. However if you're looking for time 
in this case OCP-ing the alcove entry light is not a diversion. 

When I creep along the side of the pool I prefer NV and have good luck 
positioning the camera directly over Sam's head and pointing down to line up 
with the edge of the pool. 
Quickly X out of OSVAM, if all you see are PPms 6&7, head for the one of the 
sides of the sliding doors, if you see #8 OCPL before entering, otherwise wait 
for #8 to pass the XP. Squeeze tight around the door jamb into the pool area, 
remain on the upper level, QQC to the right; locate the corner arc in the floor 
between the 2 levels and the bench below. PPms 6&7 are at the 6:00 end of the 
pool, #7 heads CCw to and past the 12:00 end of the pool and #6 moves Cw around 
the pool, stopping at the 9:00 and then 12:00 positions. #8 circles the pool Cw 
on the upper level. PPm #7 may already be walking toward the bench as you enter 
the pool area, hold above the bench. Drop down onto and off the bench as he 
moves away. 

#7 will circle the pool CCw follow him. Move over to the very edge of the pool, 
go NV if not already and QC forward till the light meter just begins to 
register around mid pool. Locate PPm #6 who moved Cw to and stopped at mid 
pool, once he begins moving off from the middle side of the pool QC past the 
lighted area. #7 gets to the far corner he'll peel right then left along the 
pool or head up the steps. You continue at a step above QC toward the corner of 
the pool then break right past the left side of the lounge chair then left up 
the stairs to the top step and hold. 

Recon the area, locate all PPms and ensure all calm then head for the double 
doors. QQC up to the right side door and pass through. Turn right, stick to the 
Bkhd, slide forward about 3 feet and hold. Go to OSVAM for Pms, let the doors 
close and then FC into the next area, turn right, locate the stairwell and 
climb up. Drop to a QC as you hit the stairs and come to a stop before Sam's 
head breaks the floor plane.


For this maneuver to succeed, including the trip back through this Pswy the 2 
PPms must not be alerted to your presence. As you pass the PPms at the opening 
verify -0- alert postures from both. They may not make a sound but are alerted 
just the same. If they're in guarded postures, (crouched and weps forward) 
you've failed, restart from the stairwell.
Pms #9&10 will talk and settle to station on either side of the XP, once done 
move to the right side of the stairs, QC up to the deck and into the dark area, 
stick and slide to the edge of cover, pull the pistol and OCPL at Sam's 12:00. 
WC forward and stop under the light, target the light at Sam's 11:00 and OCPL. 
Holster the pistol and QC along the Bkhd to the glass doors, drop to a SC 
around the glass, past the PPms and onto the open deck. 

QC left or right onto the deck then swing wide back to either side of the 
conning tower to meet up with Ms. Yummy. Climb up, complete the task, climb 
down and assist her with the hoist over the barrier. Go to OSVAM for your next 
objective, "The elevator to the Engine room" and route, "X" out then make your 
way back to the doorway Sam used to gain access to the conning tower.

(Quick Save)


If you failed to notice the results of your actions earlier, you'll know when 
you OCP the Pswy light for the 2nd time, both guards assume an alert posture 
and you won't ghost the Pswy.

3 Pms, PPm #11 will patrol the open deck, #9 patrols the Pswy and #10 takes 
station opposite and to Port of the opening and face it. #9 can be anywhere 
between the 2 stairwells, so if you have a preferential stairwell, I have 2 
options, however  option 2 is a bit restrictive due to the lack of cover at the 
Starboard stairwell.

For the 1st time, on a previous run through only a couple seconds after moving 
into the opening and targeting the wall light #9&10 began dancing around each 
other and then #9 heads off to the port side stairwell. At 1st I waited for the 
usual setup then I restarted and tried going for the Starboard stairwell and 
had equal success. Bear in mind to create the time required for it to work you 
must OCPL as they begin dancing around each other.

As you approach the opening to the Pswy you'll see PPm #11 standing in the 
opening or walking onto the deck. Drop to QC and slide to the opening, pull and 
left hand the pistol, slide around the opening and stay tight to the Bkhd to 
your right. Target the light in front of you and hold.

Option #1;
#9 is walking Port to Starboard, he meets up with #10, they dance around each 
other and then #9 continues to the Starboard stairwell. When the 2 Pms begin 
dancing about OCPL as #9 begins to move away from #10 and the light goes out QC 
straight across the Pswy then behind #10. Continue at a QC with a -0- reading 
on your meter to the 1st glass partition against the left wall, from there 
accelerate to QQC to the stairwell railing then down to the lower level.

Option #2
#9 is walking Starboard to Port; he meets up with #10, as they dance about 
OCPL. Head straight out to the opposite Bkhd when the light goes out and then 
left toward the Starboard stairwell at a QC. Gradually accelerate from QC to 
QQC as you pass the glass partition, at about 10 feet from the stairwell 
railing drift left to the stairs and go to FC to the lower level.

As previously mentioned there're tons of ways through the poolroom some faster 
some not, all but one are dangerous and the safe one spoils the ghost. However 
I have much success now creeping along either side of the pool. If you're ahead 
or behind my pace the dark, fast and safe way through the room requires you to 
OCP a ceiling light. The ghost may take more time but to me feels much cooler.

Anyway, the PBGs can be pretty much anywhere along their perspective routes, 
so, you'll be choosing which side of the pool to creep along on the fly. In all 
cases, the 3 most important things to remember: 

1. No matter how small the light meter spike is no one can be looking directly 
at Sam while he's moving so ensure all are walking or looking away from your 
position when the meter spikes.
2. If you can't hear the pool water splashing as you creep along the edge of 
the pool, you're too far away from the edge and will likely be seen.
3. Keep Sam's noise level down to 3 bars above ambient.

The fact is because the PBGs can be anywhere along their perspective routes 
there's only one perfect solution that works every time and that's the 
starboard side ceiling light. Even if you sit it out waiting for a preferred 
setup it may fail too. So, you may care to eliminate the PPms and practice a 
few times for confidence.  

(Quick Save)

The pool area is dark, so go NV before entering. Stay tight to the wall to and 
through the sliding door for cover, once inside bear left to the center stair 
rail and hold. Quickly locate and determine the direction of the 3 PPms then 
decide which side of the pool to creep. Reread the 3 rules mentioned above in 
NOTE then QC to your chosen route to the XP. I believe I have more control over 
Sam's direction while in NV. 

Once I decide when to begin moving I keep Sam's head in line with the edge of 
the pool and listen for the splash as I accelerate from SC to QQC along the 
edge of the pool. I continue in a straight line past the end of the pool to the 
upper level knee wall, once at the wall I locate PPm #8 and decide which 
direction to go up the steps and which side of the XP to hold at till the area 
is clear to exit. Hold far enough from the corner of the XP to prevent it from 
opening. As long as the PPms are walking and or facing away from the XP and or 
are at the far end of the pool release and QC into the lounge.

(Quick Save)

QQC through the lounge, stop before reaching the Pswy where Pms 4&5 and 
computer are. Move out across the room until the table with the computer 
appears, EEV the comp for the "PASSENGER MANIFEST". Ensure PPm #4 is facing 
away from Sam's position th3en exit the lounge ASAP through the XP with the 
green light. QC, don't rush down the stairs, the lower deck PPms can hear dust 
drop. When you get to the lower deck and XP, (exterior double doors) go NV, 
OE&CD, exit straight out and left to follow PPms 12&13 who are also heading 
toward the next XP. 

Locate the 3 sets of lockers to your left and the climbing pipe above as you 
close in on #12; he'll stop in the light between the 2nd and 3rd sets of 
lockers, when Sam is about 5 feet from moving into the light hop legs up to the 
pipe and mad skooch toward the XP. As PPm #13 passes under Sam release and drop 
to the deck, then QC straight to and through the XP.

Stay in the dark and stick to the railing before they stop and turn around. 
Wait for both to pass before moving to the end and sticking to the rail again. 
Once they have turned back for the 2nd time, enter the double doors and wait 
for Enrica to transmit the pass key. OCD, OE&CD and then drop down and enter 
the elevator through the trapdoor. Go to OSVAM and locate your next objective, 
"The small boat". Descend and exit the elevator on the Engine room deck.

FC along the Pswy, move right and stick to the wall behind the black 
rectangular box with conduits rising up from it. Once PPm #14 passes by Sam 
release and QC into the intersection; locate the security camera on the Bkhd 
then OCPL. QC forward into the next Pswy, PPm #15 will enter the Pswy if not 
already there, take cover in the niche to your right and hold.

If you can OCPL before #15 reenters the Pswy, there's no comment and it doesn't 
count as a diversion. OCPC and you get the alert down beat sound. If you feel 
like you Bjorked the maneuver and took too much time getting into the Pswy 
connector hop up to the pipe and hold till both exit the immediate area. Drop 
off, OCPL enter the Pswy, take cover and wait for #15 to pass by Sam toward the 
camera to QC away.

At the intersection the Pswy continues to the right, I've had SCDA for 4 1/2 
yrs. and never went down that Pswy; you end up in a short Pswy above the small 
boat dock. At the end of the Pswy Pm #16 is asleep on a chair, past the end of 
the cage is the recording room you'll visit in a moment for some digital 
records. Unfortunately you can't scan it; it would be a great time saver later. 
Plus #16 has a pass card that would save time on the boat dock cage. Both make 
this Pswy a waste of time. 

If you made it into the camera Pswy before #15 enters allow him to pass by to 
QC out of the area and to the Engine Room door. If you had to wait for him to 
leave follow him, slow down as you near him, once you make the right turn into 
the next Pswy move right into the dark, stick to the Bkhd and slide to the 
buttress. Wait for the PPm to exit to QQC to the end of the Pswy, turn left and 
locate the Engine Room door. OCD and see PPm #17 on the top Wkwy then OE&CD 
turn right, hop over the railing hang and drop onto the engine. Take a quick 
look about and see PPm #18 on the middle Wkwy then look down and to the left 
side of the engine to see PPm #19. Once PPm #19 passes by under Sam drop down 
to the deck, turn left, OE&CD, QQC to and OE&CD the Engine room door. 



Once in the next Pswy QQC around the corner; stay on the right side of the Pswy 
and stop before the lighted opening. Jump for some noise; move left to cover 
and stick to the fencing. PPm #20 will enter the Pswy to investigate and turn 
toward the spot the noise came from. Once he turns slide past him, release from 
the fence, QC to the end of the Pswy and to the end of next one.

Making noise or whistling instead of OCPL elicits a relaxed response from #20 
instead of an alerted one. However, #20 may elect to investigate in the wrong 
opposite direction instead of where the noise emitted, if so as he walks to his 
right slide along the fence to the corner then release to QC behind him when he 
turns away.

There is a problem with the door to the caged storage room, the caged storage 
room or the Pswy leading to the door and storage room (on the way to the small 
boat or on your way out of it) now it seems more often than not when the door 
is approached I get the alert down beat noise just before or just after passing 
through. This anomaly occurs about 8 times out of 10 when passing through the 

I don't know if its save related or not or where it's coming from. I've gone 
back to the engine room and or restarted multiple times from the elevator, 
ensuring stealth and all doors closed. There's a couple ways around it during 
entry, like move to the side of the door and count to 10 before OCD or you can 
QQC to the door and barge right in. However, you'll get it on the way out no 
matter what you do. 

Take the door on the left OCD then OE&CD; enter the small caged storage room. 
Hack the keypad, go NV then exit and head right to the Bkhd. QQC to the end of 
the large storage area. There're 3 PPms, #21&22 on the main deck and #23 on the 
elevated walkway. Ensure the PPms have cleared the immediate area to hop the 
railing into the water and wade to the stern of the small boat. When clear, 
climb aboard, pick the lock and take possession of the bomb. Climb the rope QC 
left, (Port) and hold on the platform about 3 feet from the Wkwy.
#23 who may be on either side of the Wkwy but is usually on the Starboard side 
will be moving off in a bit as he heads toward the Camera Records room hop the 
railing, move to the left side of the Wkwy and head forward. Stay to the 7 to 
8:00 position of #23 regardless of which side of the Wkwy he's on. Stay out of 
his peripheral to the dark corner left of the records room door. QC to the 
Camera Records Room Bkhd and stick, slide to and stop before the XP and hold. 
Locate the lower level PPms then OE&CD when clear from all 3 PPms (the door is 
very squeaky) retrieve the records and return to the door; go to OSVAM locate 
the PPms and hold. 

There are 3 basic ways to get out of the records room; I prefer #2, no 
diversions or manipulations.

1. OCPL in the room; open the EP, OCPL above the door exit, close the door head 
to portside and hop the railing. You'll get the alert bass down beat, but no 
one is very interested.

2. Move to the EP go to OSVAM and locate the 3 PPms. Once #23 passes the door 
ensure that #21&22 are facing away and or directly below Sam to exit. OE&CD 
move to and hop over the portside railing.

3. Move to the EP go to OSVAM and locate the 3 PPms, if it appears that one of 
the PPms will be a problem, (always one of the lower level PPms) hold until 
close then "X" out and OCPL in the room. OE&CD and head to the portside Wkwy 
for the railing. 
Once the chosen option is made and a favorable setup has occurred OE&CD, turn 
right, QQC to the railing, hop over and drop onto the small caged storage room. 
Locate the trap door on top of the cage and drop down. Exit the Storage area; 
QQC along the Pswy to the corner leading to the lone guard.

(Quick Save)

Boo the Pswy and when the PPm turns away QQC around the corner; locate the PPm 
while he faces away from Sam move along the Pswy and right to the fence. He'll 
make a bunch of turns then walk to the end of the Pswy. QC past him back to the 
Engine room door. OCD, then OE&CD when clear, enter and exit the caged room 
OE&CD. As you proceed to the end of the engine look up there may be a PPm on 
the Wkwy above. Turn right at the end of the engine and boo the stairwell for 
PPms, one should appear shortly. Follow the PPm across the engine room and to 
the crawlspace. Enter and exit the crawlspace to Enrica's position. Complete 
your task with Enrica, skip the cut scene, and download the virus to her phone. 


Exit the crawl space if and when clear, you may be following a PPm. Locate and 
move to the console with the engine controls to stop the engines. Ensure the 
position of the PPm and follow him as you exit the Engine room. If you're not 
sure where he is hold, and then follow him on his return or until you have 
clear passage. QC his 6 to the caged area door then follow him in and break 
hard right tight around the gate into the room. QC to the XP, OCD then OE&CD; 
enter the Pswy and head left to the intersection. 

If not so lucky to follow the PPm once you stop the engines, look up check the 
walkway for PPms if clear FC across the room to the Bkhd and stick to it near 
the metal shelving. Emile gets pissy and wants you to send him an email or 
something. Once the path is clear to exit do so.

QQC to and boo the corner for the PPm, if safe move forward and left to the 
fence and stick to it. Wait for the guard to turn away to EEV the comp in the 
little room. If he is still walking along the Pswy and isn't close to the end, 
cross the Pswy and stick to the Bkhd on the right in the dark. Otherwise, wait 
for him to return and repeat his route, and then follow him and likewise stick 
to the Bkhd on the right about half way between the buttresses. Wait for him to 
pass Sam and then exit the Pswy for the Storage room and the small boat. Once 
in the Storage room, keep to the Bkhd on the right and in the dark. Once at the 
end, jump back into the water and board the small boat. 

Locks small boat trapdoor, 2/11/2/5
Divs 4
Time 20:52


SCDA6.1 Radar Consoles 3, 4&5 and disabling detonators 1&2
SCDA6.2 Part 2, Tanker, Ships cargo, Captain's Quarters
SCDA6.3 disarming the bombs and gaining the upper decks
SCDA6.4 planting a Tracker in the Comm. Shack finding Nemo

I finally brained out how to deal with the Deck PBG on the way to the bridge. 
The maneuver begins in the Engine room. Instead of exiting the engine room from 
Bomb #4, cross the engine room and return to the vent. Exit the vent, the PBG 
is gone; you are on the main deck level where you started the boat section of 
the level. It takes a bit of work, but it eliminated another KO from the game.

Eliminated 7 lights, 2 generators, 1 camera, 1 turret diversion, 2 Route 

Reroute beginning of part 2 to engine room duct exit, change bomb defusing 
order and eliminate 1 cam and 1 noise div


Skip all the cut scenes, stand and run left over the snow and up the slope; QQC 
along the rock wall to where it narrows to the path, QC up to PBG#1 and hold. 
Locate the flashlight beam of #2 ahead, once it turns away count to 2 and RP 
#1. QQC to and around the corner, drop to a QC as you approach #2 you should 
catch up to him before he rounds the corner. Grab him move forward and left, 
tight around the rock face into the dark and hold. #3 will flop around for a 
bit and move back to the ice fall, as he turns toward the fall, back up around 
the rock face to the flare and KO #2. Move to and stop before the corner and 
hold. #3 will be flashing about for a bit then turn to his little ice tunnel. 
Once he turns away stalk him for an RP.

Crawl through the ice tunnel, and hold at the corner where the opening comes 
into view. #4 approaches the opening, crawl forward to the opening as he 
inspects its surroundings and exit as he begins to move away. If you're 
dexterous enough you'll catch him for an RP, if not take him at the ice fall. 

Locate the rope, slide down hold and drop onto #5, #6 may hear something, but 
not always and move to investigate, swing around him for an RP. If he doesn't 
move over to the side of the tent and follow him as he moves off. Enter the 
tent and disable Radar Computer #1. FC to and over the ledge at the end of #6 
route, SC past the wall mine, locate the green lasers and hold for #7. 

He'll approach, and block the lasers, once he turns away, QC for an RP. Move 
over to the turret gun, locate, EEV and disable Radar Comp #2. Move right to 
the rock wall and follow #8 as he approaches the dark narrow crag for an RP. 
Pick up and carry #8 forward along the narrow path past the lasers and then 
drop him. Continue on to the corner with the deactivated turret gun, drop to 
QC, hold at the corner of the rock wall and go to OSVAM. 



Locate PBG #9's icon and "X" out when he comes to a stop at the mouth of the 
cave. Boo the corner for #9, as he turns to move away enter the cave. Move 
right around the pool of water, (go figure) to the big ice fall shielding #9. 
Scope the EEV and skooch left past the fall to scan Radar Comp #3. Move back 
into the cave to the left of the smaller fall and onto the patch of snow 
against the cave wall. Go NV and hold for #9. As he nears the cave entrance 
move forward he'll stop for a couple of seconds, so go for a G&D into the dark 
then choke him for the KO. If you try for an RP you'll likely deal a death blow 

FC back to the big ice fall, drop to a QC stay dark and cross over the ramp to 
Radar Comp #3 locate the crawl space, enter and hold for #10. Allow him to stop 
and turn around to exit for a G&C. Return to the walkway and hold at 5:00 to 
the bright post ahead and left for #11, advance for an RP as he stops at the 
pool. Back onto the walkway; FC along the walkway and drop to QC before the 
hanging light, stay tight to the right side railing and move quietly up the 
ramp where the angle change is. #12 is ahead and to the left, he'll turn and 
walk away, treat him to some gloved knuckles. Back track the walkway to the 
intersection and move over to the hanging light bulb where #11 used to stop. 
Enter the small cave with the generator, locate the crawlspace and exit at the 
other end.

Exit the tunnel and eyeball #13 near the generator, QQC for a GD&C back to the 
tunnel entrance. Go to OSVAM, locate #14, and exit. Stay to the right, move 
forward half the distance to the tent and hold for 14. Advance on and RP 14 
before he rounds the tent. QC CCw around the tent and eyeball #15 in the light. 
Follow and RP him beside the truck, locate and disable Radar Comp#4 and the 
codes in the 2 tents and exit the area via the crevasse. 

Once out at the other end SC to the right of the crates and hold # 16, 17, and 
18 are ahead. 16 and 17 will approach the opposite side of the crates; take 16 
for a GD&C behind the crates. Approach 17 along the right for a GD&C about 15 
feet behind the snow mound thing he was standing near. Stalk 18 to the rear of 
the area and RP him near the detonator then mess the detonator.
FC to the exit tunnel once out EEV Radar Comp#5, RP #19 and advance to the 
right of the crates, as #20 moves off follow and RP, (preferably near the front 
of the truck and in the dark. As #21 turns back from the rear of the truck 
follow for an RP. Mess the detonator, return to the tunnel and exit, locate the 
rope hanging from the tanker and climb up.



(Quick Save)

You begin on the main deck stern of the tanker, stick to the dark inside corner 
and listen to Lambert as you go to OSVAM to check for BGs, your route and 
objectives. There are 3 BGs in the area, 2 on the port side, 1 on starboard, 
and we're going Port. Stick to the wall, slide to the corner and locate PBG #1. 
Wait for #1 to stop and turn away from Sam's position at Sam's end of his 
route. Once he turns away from Sam QC toward him, break right into the dark 
corner and hold as he walks away. You'll see the beam from PBG #3's flashlight 
on the portside deck, follow PBG #3 as he walks away, look up and locate the 
skooch pipe as you follow #3. 

Once you're beside the stairwell railing hop up to the pipe including legs 
before #3 reaches the doorway then skooch forward till forced to stop. Drop to 
the deck as he walks away and approach the door, OCD then OE&CD. QC to the 
sliding door and go OSVAM, (IR doesn't help, PBG #4 never moves close enough to 
the opening to be seen). There's an objective 5 rooms away and 3 BGs close by. 
2 are PBGs and 1 SBG follow the PBG routes for 1 pass then OE&CD and follow #4 
into the next room. Head for and through the opening on the right to the 

Hey kids it's the ranting drunken psychotic captain, listen to him if you like, 
although the convo isn't significant and there are no time constraints so 
skipping it changes nothing. Head back to and stop before the opening, go to 
OSVAM to locate PBGs #4&5, follow #4 as he exits the adjacent Pswy then head 
right through the open door. Stop at the sliding door and go OSVAM, the next 
room is empty and PBG #2 may be standing against the door leading to the 
starboard side deck. "X" out, enter the room and QC to the next door. OE&CD as 
#2 walks away and QQC down the 2 flights of stairs to the next Pswy.

Go to OSVAM once you're in the Pswy, the duct may be difficult to see if you 
have your shadow calibration set too low, you may also need to remove one of 
the levels via the "A" button to see the duct, the game cheats a bit by showing 
the duct attached to the lower level on my DVD.

There's a 50/50 chance PBG #7 will see Sam if you exit and stick to the wall at 
the corner, it is much safer to exit and then nab him as he turns at the 
corner. If you're having a hard time exit and take him on the way back.

Locate the small duct opening at deck level, enter and crawl to the exit and 
hold. Allow PBG #7 to begin turning left at the corner to exit, take him before 
he reaches the next corner to avoid detection from the snipe, otherwise wait 
for him to return for the GD&C. Take #7 back into the dark corner he 1st 
emerged from, interrogate and spin him into the corner before the choke out. 
Retrace back through the duct to the Pswy and head left. Follow the horseshoe 
shaped Pswys to the next sliding door on the right, go IR and peer into the 
engine room. You'll see PBG #10; wait for him to begin walking away toward the 
stairs to OE&CD.




You enter the engine room from the portside aft section and engine #3 is below 
and to your 2:00. There're 4 mains in this room, their order is as follows 
forward and port to starboard engines #1 and 2, aft port to starboard engines 
#3 and 4. There're 4 bombs, #1 is attached to the port side Wkwy Bkhd, #2 and 
3, are attached to engine #4, midway each side and bomb #4 to the huge 
horizontal pipes on the Stb side Wkwy. PBG #10 patrols the port Wkwy, #11 
patrols between engines #3 and 4 and the SBG, #12 stands under the Stb Wkwy 
beside the aft end of engine #4. 

This room will not be easy; nearly every move must be as close to perfect as 
possible. Ignore the BGs, creep too fast, too slow or too noisy, do the bombs 
too slow or wrong, get too close to any of the BGs, etc., etc. You name it, 
it'll go wrong; I whimper often, so save regularly. 

I make a save right after closing the port side Wkwy door and put it at the 
bottom of the game save menu as a main restart point for when things just go 
too wrong and I begin pressing the wrong buttons at the wrong times. I also 
save just before each bomb; particularly before defusing #4. I'm not adept 
enough with the controller to quickly take in critical BG positional info as I 
move into position. So the save gives me a chance to scan the room, ensure all 
PBGs are reacting properly from the previous portion of the maneuver.

Face it there are times when your frustration level is too high and none of the 
AI cooperates, (I'm told bleeding through orifices and pores is a bad thing), 
so if the AI isn't cooperating just OCPC on your way out of the engine room and 
take the diversion.

Know this what follows below works on a regular basis when done correctly.

Bomb #1 with the solid red light and flashing green light, (mark of all 4 
bombs) is attached above the portside Wkwy to the Bkhd ahead and to your 11:00; 
QQC to #1 and defuse it. QQC back toward the EP and to the right side of the 
ladder, hop the rail, hang and drop to the main deck. Go to OSVAM and locate 
the positions of the 3 other bombs and the 2 other BGs in the eng rm.

For the most part the following segment of the maneuver is very similar to the 
original route section and the most logical I can figure. As simple as it is, 
it required much trial and error to brain out that PBG #11 must be near and or 
walking toward or at the intersection between the 4 engines as you slide along 
the Stb side of eng #4, target and OCP the flashlight. I'm not sure but success 
may also require #11 to be facing the port side Wkwy when the light is OCP'd. 
Occasionally #11 will approach the flashlight instead of returning to the aft 
ends of engs #3 and 4 providing different subsequent reactions from PBGs #11 
and 12.

QC right to the aft Bkhd stick and slide past engine #3 to the aisle if PBG #11 
is at the intersection, when you reach the aisle between engs #3 and 4 PBG look 
left, if #11 is at the intersection continue to the Stb aft corner of eng #4 
and hold. If #11 is approaching Sam's position fall back to the "Turn Valve" 
option and hold till he begins walking back to the intersection. #11 will come 
to a stop at the Bkhd under the Bkhd cam, turn to port then Stb then return to 
the intersection. 

If #11 is under the Bkhd cam when you begin to slide, hold at the "Turn valve" 
option; continue to the aft Stb corner of eng #4 as he walks away. QC around 
the Stb side of eng #4, pull your pistol and target the flashlight on the stand 
as you slide toward the engine's crawlspace. OCPL before losing cover, holster 
the pistol, locate SBG/PBG #12 wait for him to begin walking toward the 
flashlight to approach bomb #2. Defuse #2 then enter the crawlspace under eng 
#4. Ensure #11 has just passed by heading for the aft Bkhd to exit the 
crawlspace, defuse bomb #3 and then enter and exit the crawlspace under eng #3.

Exit the crawlspace under eng #3 and turn right, (forward) and quickly look up 
to the port Wkwy for PBG #10 he should be heading forward or aft along the 
stair railing, if you don't see him stand and look to the top of the ladder. If 
you don't see him QQC tightly along and around eng #3 into the intersection, 
cross to eng #4 then turn left, (forward) and QC to the port side aft corner of 
eng #2. QC tight along #2, when you reach the crawlspace under #2 Sam will bump 
away from the eng, QQC around the forward end of #2 to the Stb Wkwy ladder and 
climb up. You should see BG #12 walking toward the intersection between engs #2 
and 4.


As you QC to bomb #4 to defuse it, all BGs are in alert posture and in active 
search mode; however PBG #10 is still patrolling the port Wkwy, where he is at 
this point will determine your action at the aft Bkhd. If he isn't on the Wkwy 
you were seen or heard as you rounded eng #3 into the intersection. 

Defuse bomb #4, remain under cover and QC diagonally across the Wkwy toward the 
Stb aft corner of eng #2. PBG #12 should be in a guarded posture and moving 
slowly into or through the intersection of engines. #12 may or may not be 
following #11 toward the port Wkwy; it seems that #10 and 11 don't always do 
the same thing at this point. Pay attention to #10's position before you drop 
off the ledge, he should be somewhere along the port Wkwy and heading toward 
the aft Bkhd. 

Q&Q along the Wkwy toward the gap between engs #2 and 4 then drop and hang from 
the ledge. Mad skooch to the aft Bkhd, if PBG #10 was between the stair railing 
and Wkwy ladder before Sam dropped off the ledge hoist up to the Wkwy, QC to 
the railing, stick and slide behind the duct ladder and hold. If he was only 
along the stair railing, you'll want to go to OSVAM, locate #10 and ensure that 
he's walking back to the stair before hoisting up to the Wkwy.


PBG #10 should still be patrolling the port Wkwy, PBGs #11 and 12 will stop 
their search shortly and return to their default patrols, albeit under guarded 
postures. I'm not completely sure what prompts PBGs #10 and 11 into alert mode; 
whether #11 sees Sam entering the crawlspace or the QC along eng #2, or #10 
sees him entering the intersection or both by the waving motion of #12.

Exit via the duct ladder when clear, enter the duct manifold, locate and crawl 
through the small duct back into the Pswy near the Mad Hatters suite, (Capt.). 
The 3 BGs are gone. Go to OSVAM, check for BGs and your route then "X" out. 
Head left back toward the main Stb side deck then OCD the XP. Approach the XP 
and go IR, I believe PBG #3 is on deck and now crouching outside the door and 
the other 2 are PBGs #1 and 2. Go NS and back up to the Bkhd to the right of 
the EP, stand, pull the pistol and target the light. 

You must be quick and deliberate for the next maneuver, OCP the light alone and 
BG #3 will bash the door but not enter the room, you must also jump for noise 
to complete the diversion and get #3 into the room. Because of this I consider 
the combo as 1 diversion.  None of the 3 BGs respond verbally or physically to 
the exterior light OCP, so under the guidelines it isn't a diversion. 

OCPL, holster the pistol and jump for noise. QQC left of the XP to the corner 
and hold, in just a few seconds PBG #3 will kick the door in, just as the door 
flies open pull the pistol and target the light. ASAP OCPL out past the XP. As 
you holster the pistol #3 will move in the room deep enough to allow Sam to 
exit. QC out of the room and onto the main deck, QC over the deck halfway along 
stair railing, hop up including legs and mad skooch past PBGs #1 and 2. Drop to 
the deck and QQC to port side deck. 

(Quick Save)


Go to OSVAM check for BGs and your route. FC up 2 decks through the stairwell; 
as you begin rising to the 3rd deck, you'll hear the whine of a turret gun. 
Remain in the crouch continue up till Sam's head is level with the floor. Turn 
around face the missing railing, look right through the railing to note when 
the turret is turning away from Sam's position. Stand, run and jump up to the 
3rd deck past the turret gun. 

Disable the turret, cross to the opposite end of the Pswy and enter the room. 
Move to the next hatch and go to Map, PBG #13 in the next Pswy and he may be 
standing at the hatchway. Wait for him to move off, follow him and enter the 
short Pswy on the right. Press into the door and go IR to locate BGs #14 and 15 
in the Comms room, #14 walks back and forth into a back room to Sam's right. 
The other seems to be reading gauges on a control panel. When clear OE&CD; 
locate the door on your right, move to the dark corner to the left side of the 
door, pick up the bottle then stick and hold. 


When #14 enters the back room move toward the near left corner of the console 
in the middle of this room then jump for noise. QQC Cw around the console to 
the area #15 was standing at as he investigates the noise. Approach the wall 
box and by-pass the circuit and then return to the dark corner, stick and hold. 
If #15 is in the way preventing Sam from the corner retreat to the dark corner 
to the right of the bypassed box created when the circuit was manipulated. 

(Quick Save)

Once #14 returns to his seat exit the room, OE&CD stick to the Bkhd next to the 
sliding door and go to OSVAM. Locate PBG #13 and allow him to pass to the left 
slide along the left side Bkhd to the door. As he passes to the right move left 
to the XP, exit the area and return to the turret. Rearm the turret move to the 
exit XP and go IR. PBG #16, will appear from around the corner, stop and move 

As he returns to the opposite side of the ship OE&CD turn left locate and 
defuse the wall mine then climb the ladder. Stop short of the deck to skooch 
left around the railing look for the dark area between the storage box and deck 
vent to climb up to 4th deck. Go to OSVAM BGs #17, 18 and 19 watch this deck. 
PBGs #18 and 19 are on patrol. Maintain cover and QC left toward #19, wait for 
him to stop at the deck vent and return to the far end of his route. 

Follow him hold at the corner take note of the turret gun and wall mines ahead. 
Allow the PBG move around the corner to OCP the turret gun. QQC after the PBG, 
move to the center of the deck to avoid the mines, once past move right to and 
around the corner into darkness. Once he begins to walk away from the XP move 
to it and enter. "Enter the Command Center" to end the level.

Bomb wire cutting sequences;
#1, 1L/1L/1L/1L   #2, 2L/2L/1L/2L   #3, P/2L/1L/2L   #4, P/1R/1R/1R
KO's 22,
Divs 3,
Time 28:49 

If you have a good memory and limber fingers you can blitz each bomb.

No way to get around the 21 from the 1st half of the level. As for the one 
aboard the ship, you must KO the one PBG for the drug cargo info. In all cases 
be careful with your attacks, some can be inadvertently turned into kills.



SCDA7.1 Keycard, Scanner and Emile
SCDA7.2 Load out in the elevator, Kitchen and Hisham's escape
SCDA7.3 Extraction

If you're playing the "Xbox" version of SCDA and getting hit with 1 or 2 
elusive IDs, the PBGs in the parking garage at the beginning of the game and 
possibly one or both of the 2 spotlights covering the 6 garden areas are the 
likely cause. 
To date, at the beginning of the level, I can find no other diversions to get 
out of the 1st room except to either KO both of the PBGs that patrol the major 
portion on the garage or to bust the light above the exit. Take out only 1 of 
the PBGs and the other will ID Sam. 

Garden spotlights
I believe the scope of the spotlight is greater than the diameter of its 
footprint. If a spotlight stops for more than 5 seconds within 15 feet of Sam I 
think it has locked onto him, even though no alarm is sounded. Take note at the 
openings between the gardens. To be safe stay at least twice the diameter of 
the circular footprint from its edge.

Eliminated 1 KO, 1 turret, 1 can and 3 light diversions 

Found a work around for the level start in the garage. I no longer need to KO 
or bust a light. Sam initiates the diversion with the noise created by FC'ing 
and rolling during the car alarm. It pulls PBGS #1&2 together at the far end of 
the garage holding their attention long enough to exit the room.

I found a couple ways past the garage DDs without a diversion. One requires you 
to wait out the 3 PBGs near the glass wall until they move into a favorable 
position of short duration. The 2nd reeks of pre-knowledge and with the 2nd you 
must run for a short bit, be perfect in timing and pay close attention to your 
noise meter. 1 bar above ambient as you approach any of the 3 PBGs and they'll 
hear Sam. Unfortunately the stumbling blocks on option #2 is the pre-knowledge 
rule and the running. If you try it without running the caveat is that even 
though you succeed passing through the XP without gunfire and comment the game 
slaps an ID on you, so I don't use it. 


Go to OSVAM, for your route, objectives and BGs. There're are 3 PBGs in the 
garage, lining up 1, 2, 3 from left to right #1 is closest. If undisturbed PBGs 
#1 and 2 rotate their patrols taking turns at the side of the DDs, (XP); 
however a route burp may occur where 1 and 3 get tangled up at the rear end of 
the dark SUV, sometimes in an infinite loop requiring a restart.

The optimum set-up for option #1 (providing the quickest clean passage through 
the garage) occurs at the beginning of the mission when all 3 PBGs are lined up 
along the middle of the garage. Go to OSVAM ASAP before you move to see them 
lined up for a short moment. PBG #3 patrols from the rear end of the dark SUV 
to station near the XP, #1 and 2 maintain position until you move Sam and the 
explosion occurs. If you maintain position #3 returns to the SUV to sync 
everyone up again. However that's a bit cheaty, it will likely add minute to 
the mission but, regardless of where they all are eventually they'll organize a 
favorable set-up.

Option #1
X out of OSVAM and look ahead to the pillar, FC left a few feet then toward the 
pillar, there will be an explosion, a car alarm will sound off and the 
headlights will show you the path to the pillar. Look ahead to Sam's 1:00, 
there's a dark SUV about 20 feet from the glass wall and facing him, and a 
pillar to its passenger side. Once the alarm and headlights stop flashing QC to 
and between the SUV and pillar, keep an eye on your noise meter maintain -0- 
ambient all the way to the rear end of the dark SUV. 

QC a shallow arc to the right of PBGs #1&2 and then back to the passenger side 
of the SUV. PBG #3 will begin walking CCw around the SUV; you'll slow down 
enough to allow him to pass. QC left past the end of the glass wall then stick 
to the wall to the right side of the large trash barrel which is under the # -
01- then release. Hold in this position, you may have a long wait. From this 
position 2 set-ups occur, which one depends on the actions of PBGs #1 and 3

Option #1 a,
PBGs #1 and 3 walk to station beside the XP almost together while PBG #2 is 
walking away to the far end of the garage; allow both to pass Sam then QC for 
the XP, OE&CD. This can occur to PBG #3 being out of sync the #1 and 2 due the 
time spent in OSVAM at the beginning of the mission or because they get tangled 
up at the rear of the SUV.

Option #1 b,
PBG #2 has moved to and stopped at the front of the car that the alarm sounded 
from. PBG #1 or 3 begins walking from station beside the XP to the rear end of 
the SUV and at the same time PBG #1 or 3 begins walking to the rear end of the 
SUV along the driver's side. As the PBG begins passing by Sam the other PBG is 
far enough along the driver's side of the SUV to cover Sam and PBG #2 is now 
walking to the far end of the garage. QC to the XP, OE&CD and enter the Hlwy.

Option #1 c,
Pretty much follows b, except that #1 and 3 may have gotten tangled up and PBG 
#1 or 3 begins walking back to the XP as the other stops at the SUV and shines 
his flashlight into the middle of the garage. As PBG #1 or 3 passes by Sam 
heading for station QC to and through the XP, and OE&CD.

Option #2
Zap the cut scenes and look left, there's a raised planter along the wall with 
ferns in it and at the end is a sort of short raised curb. Past the curb the # 
01 is stenciled on the wall and just past the stencil a post is embedded in the 
wall. FC left along the wall to the embedded post and into the cover of 

If successful PBGs #1&2 will calmly move to investigate and you'll pass between 
them and the alarmed car at a QQC. Continue to the passenger side of the black 
SUV near the window wall. PBG #3 will likely be walking back toward the XP DDs. 
Drop to QC and move to his 5:00 then break away to the XP as he passes by it, 
OCD then OE&CD. If you wish OCD after closing it to verify all PBGs are not in 
alert posture.

Option #3
This one will take some practice to succeed. Zap the cut scene and run forward 
toward the 2 direction arrow markers on the pavement. Bear right to the pillar 
at your 2:00 remain within the shadow created by the pillar and stop about 5 to 
6 feet from the ramp you just ran off. Turn right, there is a shadow running 
from the alarmed car to the wall to your right, the shadow is created by PBG 
#1's body blocking the light. As the cars headlights go out between the 2nd and 
3rd flash run right and stop within the shadow created by PBG #1. 

Remain within the shadow and QC to the middle of the garage and then bear right 
past PBG #2 to the passenger side of the SUV. Ensure your noise meter remains 
at -0- once you enter the shadow of PBG #1 to and through the XP. PBG #3 should 
be passing by the rear end of the SUV for the XP as you also pass by the pillar 
slow down or speed up just enough to catch up to his 5:00. Break away from PBG 
#3 to the XP, OE&CD.

PBGs #1 and 2 commiserate about the car alarm in the middle of the garage, to 
exit the garage successfully you need to position Sam at #3s 5:00 and heading 
for the XP before the convo ends. When the convo ends the 2 separate and walk a 
bit further away toward the far end of the garage then 180 and face the XP.

With options #1 and 3, if you make it into the Hlwy and close the door without 
comment or gunfire you're clean. ASAP upon passing through the XP press for 
close door and then head tight right for cover. 

Options 1, 2 and 3 continue from here,
Make 2 right turns through the Hlwy, drop to a QC as you enter the room with 
the talkers. Stay close to the window wall through the room and into the narrow 
Hlwy. There will be a sleeping BG here, SC past him to the elevator, enter and 
rise to the 8th floor. While in transit climb onto the box, be ready to hoist 
up when the elevator stops. Quickly hoist up onto the cage and the 9th floor; 
QQC a wide right half circle to the exit, OE&CD before the light returns. On 
the very, very rare occasion with no blackout, once on the elevator cage turn 
left to enter and exit the vent, slide along the tank thing to the corner and 
hold for another blackout then exit the room, OE&CD.

Keycard, scanner and Emile
Once out of the room go right to the stairs and climb up to the 10th floor. If 
the lights return before you get to the 10th, hug the railing on the right to 
the opening. Be careful not to be seen by the PBG near the middle of the 
corridor. FC through the opening and over the carpet toward the door niche on 
the left, drop to QC before crossing the wooden flooring and hack the keypad. 
OE&CD and enter the room and locate the kitchen on the right. 

Use the comp then QQC into the living room and left to the DDs. Open the left 
side door, move into the room to the end of the door and hold. 2 BGs will enter 
the room and begin talking, when one of the men finishes saying, "What does he 
think I'm a traitor!" close the door, QQC to the file cabinet and rifle it for 
info. QC back to the door when complete and hold, you'll hear the BG walking 
past the door, when the sound stops OE&CD. Stay tight to the wall on the right 
and QC out of the room and back to the Hlwy niche. 

Sounds crazy I know, but you don't need a blackout to exit the room, the BG is 
transfixed on the pile.

Once in the niche boo the Hlwy for BGs then go to OSVAM to locate the closest 
ones. "X" out and FC toward the sitting room, hold to the left of the opening 
and wait for the PBG patrolling this area. Once you know which direction he is 
moving, choose your route. Once you're in the elevator Hlwy QQC on the right 
side, be extra careful there's shattered glass all over the floor the noise 
will give you away. Once you're in the next Hlwy, enter the 1st door on the 
right and leave it open. Suite 1002, locate and grab the key card in the room 
then return to the Hlwy, close the door on your way out and move to the left 
side of the niche. 

Look both ways and be mindful of the camera in the alcove, turn right, stay 
close to the right wall, (the cameras) and QQC to and stop just before the 
niche to suite 1001. Ensure that the PBG is away from and or walking away to 
pass the opening to the end of the Hlwy. QC to the corner and turn right to see 
another PBG at the end of the Hlwy. QQC to his position, he'll move off into an 
adjacent Hlwy to the left.

The comp in suite 1001 tells about a rat at Langley? HMMMM? Williams? HMMMM?

(Quick Save)

As he moves off follow him at a discreet distance, (broken glass on the floor) 
and don't let the noise meter register more than 1 bar. Enter the 1st niche on 
the right, use the key card, OCD then OE&CD. Move around the giraffe stay tight 
to the wall and into the bathroom. If a blackout begins shortly after you enter 
the suite, continue to and through the cased opening of the next room and hold 
position, if not OE&CD to the bathroom and face the opening. 

The PBG sitting at the desk in the next room will rise and approach the balcony 
railing and speak to the PBG on the lower floor. If there is another blackout 
while he's there, OE&CD, enter the room and hide in the adjacent bedroom, if 
not hold in the bathroom until the PBG motions away from the railing and again 
faces it. As he begin the motion exit the bathroom, enter the next room and 
hack the scanner for the documents. 

Once complete move to the right side of the opening to the balcony, note the 
dark patch on the floor move through it to the far left side of the balcony and 
hop over. Soft drop to the floor move to the 2nd pillar (closest to the 
computer) and hold for another blackout. 

The next comp is a problem, it moves wicked fast and the blackout is shorter 
than most. If you're eyes are as bad as mine I suggest getting close to the 
tube for this comp.

(Quick Save)

Quickly deal with the comp security, get the data and hop over the railing next 
to the XP. Go to OSVAM; locate the Hlwy PBG wait for him to pass the doorway or 
for a blackout to exit the room. Once in the alcove locate the PBG, stick to 
whatever inside corner of the alcove needed to cover Sam and ensure that Sam is 
tight into the corner and stuck in the standing position. Be mindful of the 
camera at the end of the hall. When clear grab the PBG as he passes, to the 
camera during a blackout or the lighted end when not for a choke out. 

Hide him from the camera and visit Emile. If at the opposite end of the Hlwy 
when completing the GD&C return to the alcove, stick to the wall past the 
alcove and slide to the embedded post. As the camera begins to swing away from 
Sam's position FC to and under the camera and then visit Emile. When done with 
Emile, exit the room, wait for a blackout or stand to the left or right of the 
camera and as it swings away, FC. Drop to QQC as you approach the suite and 
travel the corridor to the elevator area. 

Load out in the elevator, Kitchen and Hisham's escape

As you approach the elevator area note the Trouble Light at the right hand 
corner of the Hlwy and the shadow crossing the Hlwy to it, FC through the 
shadow and stick to the wall beside the light. There are 2 PBGs, #1 at the far 
end of the Hlwy and #2 usually on the other side of the elevators within the 
reception area. 

#1 will move off and eventually #2, will cross to the elevator alcove at this 
end of the Hlwy or out into the middle of the reception area in front of the 
elevators. In either case once he settles move into the alcove, (beside him and 
against the picture if he's in the alcove) or beside the pillar if he's in the 
reception area. Keep an eye on the camera, as he moves off ensure the camera is 
swinging away from Sam to enter the elevator and Sam's load out. 


Run right until Sam comes upon a grand staircase, drop to a FC as you round the 
corner to the staircase, move right to the low wall and hop over it. QQC into 
the room, drop off the raised planter to the floor and move over to the 1st of 
2 pillars partially embedded within the wall. Move past the 1st one, stick to 
the wall slide to the 2nd pillar and locate the turret gun. As it swings left, 
(away from Sam) QC around the 2nd pillar and stick to the pillar facing the 
opening to the adjacent Hlwy. 

I have a hard time seeing the turret swing even when I'm sitting close to the 
tube so I go IR. When the turret gun's heat signature profile appears the 
turret is swinging away from Sam.

There are 3 PBGs in the room and 1 turret gun near PBG #2. PBG #1 near the fire 
yells out, "Find cover there might be more!" This will eventually prompt PBG #3 
to move out into the room; #1 will then tell both to return to position. Once 
said ensure that all PBGs and the turret gun are pointing away from Sam before 
moving into the connecting Hlwy and right into the intersection of the next 
Hlwy. Stay right and enter the niche. 

Wait for whinny boy to get off the phone and face the kitchen to cross the 
niche stick to the wall in the standing position and push as tight into the 
corner and end table as possible. Allow Ninja sissy to pass Sam then exit the 
niche and enter the kitchen. OE&CD; on the QQC slip right along the wall past 
the fire extinguisher to the cart, slide off the cart into the dark then hop 
legs up to the pipe and skooch toward the exit. When you get near the end keep 
an eye on your light meter, as soon as it registers back off enough to read -0- 
and hold.

I like to drop legs to see if the light meter twitches, if so I back up a 
little till it goes to -0- then I raise legs again. This puts you in a position 
to drop to the floor ASAP and ready for the XP. If PBG #1 walks under Sam your 
odds are still better on getting a jump on the XP as #2 walks to the other side 
of the room.

(Quick Save)

There're 2 PBGs in the kitchen, PBG #1 circles the kitchen and #2 paces left to 
right at the XP end. PBG #1 will stop near #1 for a moment then repeat another 
patrol cycle. When #1 walks away he'll randomly pick Cw or CCw, if Cw once he 
passes under Sam lower Sam's legs and drop to the floor. ASAP after #2 begins 
moving away from the XP QC to and through the right side door, OE&CD. Move left 
past the corner of the alcove into the hallway. Check OSVAM then enter the 
locker room and meet up with Hisham. 

QQC through the shower room stop at the corner to the pool area and have Hisham 
hide. There are 2BGs in the pool area; one of them patrols this end of the 
pool. Wait until he is looking toward the pool and or moving off to QQC to the 
XP. Pick the lock, move back to the lounge chair and hold. As the PBG returns 
call Hisham, follow the PBG as he moves away, peel off and pass through the XP. 
Stop at the next door at the end of the new hallway you're in and tell Hisham 
to hide.

Stay a good 20 plus feet from all searchlights to ensure they don't stop near 
and or lock onto Sam, I'm pretty sure even though no alarms sound Sam gets an 
ID if it stops for even a short period anywhere near him. There're 6 walled in 
gardens, a parking area, 2 searchlights and 9 BGs ahead of Sam. I think there's 
a glitch with the 1st SBG, he seems to see Sam on the way out even when he 
isn't looking to his right, I scoped him with the binoculars and slid away 
along the wall and he never looked in my direction and yet commented.

PBG #1 in Garden #1; 25% of the time he's walking away from the entry to Garden 
#2 and toward the far left corner of the garden to take a leak, 70% of the time 
he's already there and 5% of the time he's walking to some other area of Garden 
#1. His initial actions are very predictable.

Go to OSVAM for route, objective and PBGs, there're 3 gardens ahead and 5 BGs; 
move to the XP, OE&CD into the Hlwy. Remain dark and enter the garden, bear 
left off the steps, locate and then enter the 6:00 opening to the enclosed 
section of Garden #1. Exit through the 9:00 opening on the QC. PBG #1 should be 
urinating in the corner to your right, QC left to the wall, stick and slide to 
the bump out and hold. Follow #1 as he stops before then walks through the 
entry to Garden #2. Bear left into Garden #2 and remain along the perimeter 
wall to the 2nd right turn then slide along the exterior wall of the enclosure 
for cover. Once you're at the 3rd opening QC left to the perimeter wall then 
right along the wall to the corner and hold.

Drop to a QC before the 3rd corner and move over to the wall to the left of the 
opening to garden #3. Allow the spotlight to move off toward garden #2 to QC 
through the ferns to the opening to Garden #3, boo the corner to locate PBG #2 
patrolling the enclosure in Garden #3. As he turns to walk away enter the 
garden, head left along the enclosure to the exit, ensure #2 is walking up the 
steps to cross the gap to the exit. Enter the right side DD and leave it open, 
move to and through the next set of DDs and leave it open.

(Quick Save)

The next set of doors leads to the parking lot where Hisham will make his exit 
from the game. There are 2 BGs in the parking lot; PBG #3 circles half of the 
room in a mad scamper, SBG #2 crouches at the tailgate of the red SUV. Scamper 
boy should be moving to the right as you enter the room, QQC after him, around 
the white SUV and hold tight to the right side of the pillar and the rear of 
the SUV. 

Angle the camera so that you can see #2; as #3 approaches Sam will adjust his 
stance alerting you to his approach. QC around the pillar for a GD&C on PBG #3 
when he comes to a stop near the pillar, drag #3 back around the car past the 
drivers door to the wall for the choke. Call Hisham, QQC the perimeter CCw to 
SBG #2 for a G&C then move over to the security gate. Send Hisham on his way 
and exit the parking lot to garden #3.

SCDA7.3 Extraction

Keep PBG #2 in front of you to the front corner of the enclosure. Move out from 
the corner as he begins his return to the rear of the garden; ensure the light 
is moving away then QC out and right from the opening into garden #2 and use 
the perimeter wall back to the 3rd corner of the enclosure and the opening to 
garden #1. 

Hold at the corner and go to OSVAM. Locate the PBG #1 from garden #1, if he and 
the spotlight are in favorable positions enter garden #1 and make your way to 
the duct near the flare or the doorway into the dark Hlwy. Crawl and or creep 
into garden #4. Seek cover to the right side of the opening to garden #5. Go to 
OSVAM, locate PBG #4 in garden #5, when he and the spotlight are in favorable 
positions enter #5. 

You must clear gardens #5&6 of BGs before you can plant the charge and to call 
for extraction.

I prefer to take PBG #4 as far from the opening between gardens #5&6 as 
possible to avoid noise and searchlight. There are 3 BGs in garden #6; SBG #3 
is standing close to the entrance to the garden. PBG #5 paces back and forth on 
the platform and #6 circles the platform Cw. As the searchlight clears garden 
#6 QC in and around SBG #3. G&D #3 into the narrow hidden walkway to the left 
of the platform for the choke out, PBG #6 will be approaching this side of the 
platform if not already standing. QQC to #6 for a G&D, take him to his sleeping 
friend for the choke out. 

Move around the platform Cw and position Sam for cover behind the animal hedge, 
wait for PBG #5 to stop and turn away for a GD&C drag him to his friends and 
sleepy time. Set the charge on the AAA move back to the sleepers to detonate. 

Locks: Pool room, 7/5/7/7/2	
KO, 7
Divs 0/1


SCDA8.1 Sample the Red Mercury
SCDA8.2 Send info on Lambert, return to Emile and defuse bomb#1
SCDA8.3 Defuse bomb#2 and return to the stoop for Extraction

Change from original game file. I was able to figure a work around for the 2 
PBGs in the Red Mercury Lab area this morning, very frustrating. JBA HDQS p2 is 
now KO free. The solution is quite convoluted and takes a bit more time to 
complete, not to mention many more saves within the area. The PBGs get very 
agitated throughout the event, Sam must do some clever maneuvering to stay 
clear of both and is able to ghost the area and level without being seen or 
confronting any of the BGs in it. 
In the Lab area, I suggest saving to different files each time, don't rely on 
quick saves.
I have also slightly modified Sam's route through the bunker area, cutting down 
the distance and rooms entered.

Eliminated 7 light diversions and made a slight route change through the Red 
Mercury Lab.

Due to timing differences find alternate route to file cabinet in upper office 
Mercury Lab. 

Eliminate 1 noise diversion while exiting dock area after 2nd bomb.


Enter the building; take the stairwell down to the closed door, leave it open, 
it will make your life easier on the way back to Emile later in the game. 
Approach and OCPGL ignore the MBSL, run down to the next opening and drop to 
QQC. Another MBSL, slip around it and the concrete buttress, stick to the wall 
halfway to the next buttress and slide to it.

(Quick Save)

A PBG is standing outside the window to the Control Room; wait for him to pass 
Sam on his route. There are 2 BGs behind the security window in the Control 
room, one standing the other sitting at a computer. As the standing BG begins 
to walk off release and step out from the buttress, the sitting BG will stand 
and walk to the control room door, (you may have to move about and or jump to 
get his attention) as he passes the edge of the window QQC along the right side 
wall onto the steps and down to the lower level. Locate the next door, OCD and 
OE&CD when clear.

SCDA8.1 Sample the Red Mercury and send the info on Lambert

Once in the Lab, move forward and left, stick to the boxes on the Red Mercury 
room side. Stand up and EEV the comp at the far right side of the elevated 
platform for the Red Mercury container code. Turn to the Red Mercury enclosure; 
EEV the security keypad and hold, PBG #1 is on the move. #1 will descend from 
the platform and enter the lower level, allow him to pass then follow him to 
the lower level. Break away; move up the steps to and OCPGL. Climb the stairs 
to the upper level office, go to OSVAM and locate the 2 PBGs.


2 possibilities occur, once at the office door, if you're pretty close to my 
moves, the synchronicity of the 2 PBGs may be off. PBG #1 may be ahead of 
schedule, if so follow option 2 and be prepared for some brutal timing and 

Option 1,
Look for this pattern; PBG #1 has left the elevated platform and is walking 
toward the short steps to the lower level, PBG #2 has walked around the desk 
and is approaching the entry door, (he looks at a poster on the wall). "X" out 
of Map; and go IR once #2 stops and faces the poster open the door, go NS, 
enter the room and hold against the wall. 

Do not close the door as you follow #2 across the room, stay in the dark lane 
that leads directly to the cabinet and QC past #2 to it for the files. #2 will 
stop at the blue wall as you rifle the cabinet; turn the camera toward the exit 
before Sam finishes with the cabinet so you have a straight line through the 
exit. OE&CD as you exit the room. Creep to the bottom of the stairs, OCPGL, 
climb down to the lower foggy level then return to the boxes and hold.


Option 2,
As #2 turns and faces the poster on the wall enter the room; OE&CD and move 
right; stick to the corner and hold. Let the boys' cycle through their intended 
patterns, #2 will approach the cabinets near Sam, look at a different poster 
and move off. As #2 moves away slide along the cabinets/shelving to the office 
chair near the table and stick to it facing the glass wall.


You'll see #1 move to and descend the stairs on his patrol route, #2 will move 
around the table and come very close to Sam as he passes. As soon as #2 passes 
by Sam release and move to the target cabinet, (just a smidge past QC). Spin 
Sam's camera 180 and target the wall to the right of the exit. Once Sam is free 
move at a smidge under QQC, hit, stick and slide into the dark corner, as #2 
moves away OE&CD. Go to Map; ensure that #1 is on his way to the elevated 
platform. Creep to the bottom of the stairs, OCPGL, climb down to the lower 
foggy level then return to the boxes and hold.


Begin keeping track of the camera's swing left and right, each time it stops 
and begins a return it makes a noise listen for it and memorize its current 
direction I use "Good Swing/Bad Swing". Bad swing is toward Sam.

Option 1&2 continue from here,

Wait for #1 to return to the lower level, move behind him as he passes Sam and 
stops at the lab door. As #1 moves off to the steps look up into the office to 
ensure that #2 is not standing in the window then move forward till the "Push 
Button" icon pops up. As the camera begins to "Good Swing" enter the Lab, move 
into the duct and then pop the XP trapdoor.


Odd note only happened a couple times in all the times I played through this 
part of the mission. Normally once you're in the duct PBG #1 investigates the 
open lab door and comments. He then returns to the lower level of the large 
room and then back to the upper platform and the computer consoles regardless 
of where you are, e.g., in the duct or out the escape door and in the water. 

However 3 or 4 times while writing this update of the guide, instead of #1 
returning to the lower level from the lab door he has gone straight to the 
upper platform. It occurred while I was watching #1 from the duct and crouching 
at the edge of the escape door. This may work to your advantage depending on 
where #2 is and or what direction he's traveling at the time. To date I haven't 
used it, even though I know the PBG can't see Sam I hate the action enough to 
avoid it.

Always maintain cover while in the duct. You'll hear a comment from #1; make a 
decision as to which trapdoor to use for LOS on #1 then boo the Mercury room 
door. He'll approach the Lab door in an alerted posture and then calm down. 
Depending on your choice of viewing doors he'll then do one of 2 things, 
retrace his route back to the lower level and eventually return to the upper 
platform or immediately return to the platform. As #1 is passing the boxes on 
his way to the upper platform #2 should be returning to the desk near the blue 

Ensure #1 has climbed to the upper platform before you exit the duct, QC out to 
the cabinet across from the duct and use it as cover from #2. Look up over the 
file cabinet, (the one Sam rifled through) in the upper office for the 
silhouette of #2 moving around the desk and past the cabinet to the door. As #2 
rounds the desk QQC to the Red Mercury security pad, access the device and scan 
the material. The door to the room will close and the room will fill up with 
gas, QC back to the vent and drop out. #1 will pass the trap door and #2 will 
come down to the lower level and then exit the Lab area for the Hlwy. 

#2 has a new patrol; it'll be between the XP and the stairs to the office. As 
#1 passes Sam's position to the lower level he'll likely make a number of Crazy 
Ivan's, (stop, turn, move a step or 2 then 180) wait for him to move to the 
steps and or known them a step or 2,  ensure the camera is swinging away to hop 
over the railing. Move to the boxes and hold, the BGs are now in an alert 
posture with weps drawn and in active search mode. 

Hopefully #2 has already returned to the room and headed for the stairs; ensure 
that the camera is in good swing, (now turning toward Sam's position) to QQC 
over to the XP, OCD or IR the door for BGs. If clear exit the room before 
either Lab BG heads back toward Sam's position. Move right into the Hlwy and 
then left over to the corner buttress, stick and hold. 

If there is a PBG in the Hlwy your move into the Hlwy must be slick. 1st 
determine if the PBG is coming, going or standing and facing away from the XP. 
If coming, hold till he 180s from the XP, if going exit and move left along the 
Bkhd, if standing, slide tight left around the door jamb and hold against the 
Bkhd just past the door sort of behind the Hlwy PBG. The door will close and 
eventually the Hlwy PBG will move off up the stairs toward the Control room. 


SCDA8.2 Send info on Lambert, return to Emile and defuse bomb #1

Once you're in the Hlwy, if it's empty go to OSVAM and locate the PBG, locate 
his position and direction. If he's close by and approaching, hold under cover 
and follow on his 6:00, if absent from OSVAM head for the Control rm. If you're 
following peel away to the right of the Control rm. door and stick. The PBG 
will putz around and face Sam; the 2 girlfriends in the control room are 
discussing their PJ party. 

Once the convo ends OCD, enter the room and move to the dark, EEV the comp and 
do the right thing. OE&CD, once out of the control room FC toward the stairs to 
the Lab, this'll get the attention of the Control rm. BGs and they'll make for 
the door. Move around the MBSL and down the Hlwy past the buttress near the 
MBSL. Move on the QQC up the ramp; locate the Hlwy PBG at or near the top and 
slow to QC. Stick to the wall, slide behind and around the PBG to his right and 
hold. Wait for him to get a few steps away and for a clear side under the MBSL 
to advance on and OCPGL.

If he's on his way down the ramp retreat to one of the corners and hold till he 
passes by then head up to the MBSL and OCPGL. Stand and run to Emile. 

Hop over the railing climb the ladder and QQC the perimeter CCw to the stairs. 
QC under the camera, hop up onto the parapet and drop to the roof. QQC along 
the wall to the end of the AC units turn hard left drop to QC as you approach 
the bomb and the PBG near it. Wait for the PBG to move away and the welder to 
get back to work to disarm the bomb.


You get the "alert" down beat sound regardless of how long you wait to defuse 
it, the PBGs pass by both bombs regularly and will notice they've been altered.

SCDA8.3 Defuse bomb #2 and return to the stoop for Extraction

Once complete back off from the bomb, move to the parapet, hop over and make 
your way to the big honkin pipes. Drop off to the lower roof, QQC around the 
penthouse to the vent and crawl through. Exit at a FC and roll to the floor run 
through the warehouse area and locate the double doors to Sam's right. Stay in 
the shadows, mindful of the camera on the right, run to and through the DDs. 
Continue left, careful of the MBSL, drop to a FC and then QC to the XP, OCD 
then open it.

(Quick Save)

PBG #1 will be standing by or walking away to the dock from the front of the 
stoop. Ensure you close the door as you exit, move left to the crates and 
follow PBG #1 to the dock. Bear left between the crates and bollard; stop about 
15 feet from PBG #1 and hold. PBGs #2, 3 and 4 will be near the bomb, #2 will 
walk off and say something to the remaining BGs. Once PBG #2 moves away from 
the BGs and the bomb, FC for a few feet or stand and run in a circle to grab 
their attention, continue along the dock past the 2 PBGs and swing back to bomb 

PBG #2 may join 3&4 to investigate, quickly defuse the bomb and assess the area 
for a clear path back to the ship. There will likely be a tangle of PBGs 
between Sam and the 1st bollard he passed. Move on the QQC past the bollard 
back to the crates you used to reach cover from the steps. Stop against the 
crate on the XP side and stick, PBG #1 and possibly #2 will be approaching 
shortly if not already near. 

PBG #2 will most likely walk back to the bomb and you'll probably hear comment 
relating to the bomb. PBG #1 will begin his route pattern again in a moment and 
walk back to the stoop. Then he'll walk out to the front of the stoop and face 
away from the crates for a few seconds. As #1 turns right to walk along the 
front of the stoop QC CCw to the left side of the crates which are to the right 
of the stoop. Wait for #1 to stop moving while you boo the wall cam, when it 
begins to turn away QC to the XP, OE&CD. 

Retrace your route at a run back through the large storage area. Run through 
the DDs, swing wide right to avoid the camera and to the far end of the room. 
Backtrack through the large vent to the lower roof and exit the vent. When 
exiting the vent hard right out of it to the wall, stick and slide past the 
small AC unit ahead. Release; FC to the fire escape, slide down to the ally and 
smooch nice, nice with Emile for extraction.

Even though 2 of the 5 diversions, (from the Merc Lab) weren't done to distract 
the BGs, I've included both because the actions diverted the BGs from their 

Divs 5,
Time 18:00


SCDA9.1 Eliminate Jamie, Sykes, defuse bomb #1
SCDA9.2 to the Lounge
SCDA9.3 Eliminate Moss and Defuse bomb #2 
SCDA9.4 Eliminate Emile and defuse bomb #3

I brained out a work around for the PBG on the 2nd floor balcony pacing between 
Moss and the bomb. The maneuver is simple, but the AI senses are very high. 
After today, it looks like Rooftops is now -0- KOs)  

5 route changes, 1 whistle and 3 light diversions

3 minor route changes; pigeon coop and 1st bomb.
Eliminate 2 diversions: the stealth OE&CD diversion and the noise diversion at 
stairs for bomb #2.

Cut off the heads of the snake and the body dies unless it's a Hydra.

Eliminate Jamie, Sykes, defuse bomb#1

Once on the roof, switch to pistol, move forward to the wall and wait for the 2 
PBGs to begin walking away. Follow them, move to the middle of the area with 
the laser to walk under it. When you approach the lighted area with the fenced 
in transformer thingy, move to and hug the wall close to the shed style glassed 
roof on the left. Creep around and onto the glass move up to the wall and QQC 
to and OCPRL. Locate the XP, OCD and OE&CD when clear. Quickly locate the next 
XP then OCD and hold. A PBG will enter the coop and stop at Sam's end; wait for 
him to turn and walk away, OE&CD, follow the PBG and stay to his 6:00; he 
continually looks left and right. 

The PBG may continue to the end of the coop or turn left and patrol up the 
ramp, if the PBG continues to the end of the coop proceed up the ramp and exit 
the area. If he turns and patrols the ramp move back to the EP, move into the 
dark between the EP and crates and stick till he returns and continues to the 
end of the coop. 

I used to follow the PBG up the ramp and hide in the shadow or to his right, 
(he turns left if undisturbed) however, I noticed after many runs that he'll 
become alerted maybe 50% of the time and about 15% of the time, (with no alert 
sound) instead of turning and descending the ramp he'll patrol the right side 
of the small room.

In either case once you're at the XP to the left of the ramp, OCD then OE&CD. 
Stay close to the door and in the dark, there are 2 PBGs, #1 is on the upper 
catwalk and #2 is likely on the other side of the room on the floor walking to 
this end of the room. On the Q&Q move to the railing and hop over to the floor, 
stay tight to the wall on the right and climb into the 1st row of metal 


2 options crop up to exit the room quickly, the decision is made while on the 
1st set of metal shelving. Quickly locate PBG #2, determine his position and 
direction. A QQC up the stairs is faster than hoisting up over the railing by 2 
seconds, which most of the time is needed for a clean exit.

1. If he's closer to the middle of the room and walking toward the pillar at 
the far end of the room near the exit stairs turn right. Move onto the ladder 
and look up at #1, as he turns and walks away climb up to the loft QQC to the 
back and around to the ledge above the dolly and cage gate. Drop down; quietly 
move to and over the railing beside the steps and hold at the corner of the XP 
and wall. As #1 returns and moves past the corner OE&CD as you exit.

2. If #2 is close to and or the right of the pillar at the far end of the room 
or moving left away from it move onto the combined 2nd and 3rd rows of 
shelving. By then #2 will be walking left past the pillar toward the center of 
the room or toward the cage, when he's about 2 to 3 feet past the pillar drop 
to the floor. Stay close to the gate and dolly as you move toward the stairs. 
Remain under cover to the foot of the stairs; climb up to and through the XP 
OE&CD when clear of both PBGs. 

(Quick Save)

Locate the next XP; go to OSVAM to locate any PBGs then OE&CD. There will be a 
turret gun and may be one or more PBGs to the far right end of the roof. Ensure 
that the PBGs are looking and or walking away from Sam. Stand, turn left and 
run along the wall to the ledge and rappel point. Once on the lower roof 
proceed to the next corner on the right, mindful of the wall mine. Head for and 
listen to Sykes and Jamie as they argue over Sam. QC over to the staging and 
then close in on Sykes; take him after a few steps away from Jamie then drag 
him for a few steps for the kill.

Be aware Sam will deliver a death blow to all important characters regardless 
of what trigger you pull. If you take Sykes 1st you don't have to fuss with him 
above on the ad space Wkwy.

Turn on and loop around the returning Jamie for the take down before he 
stumbles upon Sykes. Defuse the bomb, locate the zip line on the Wkwy above and 
proceed to the next building and Ms. Yummy.

ROOF TOPS part 2

To the Lounge

Locate the elevator, pick the trapdoor lock and meet up with Enrica. Skip the 
cut scene, exit the elevator, turn right and locate the next XP. OCD then 
OE&CD, move right to the corner, 2 PBGs having a boyfriend/girlfriend fight. 
Angle left, QC to the low small wall light; stay along the wall and continue to 
the long counter. Stick and slide to the middle dark spot and hold. PBG #1 will 
move off and shortly after #2 will 180 and walk toward the EP, follow #1 out of 
the room to the steps, hold until #1 turns into the Hlwy then follow closely. 

ASAP jump legs up to the pipe and mad skooch past #1 and the laser, drop to the 
floor and move around the corner. Follow the Hlwy to the XP; locate the 
brightly lit pillar ahead of the exit on the left, you may need it in a moment. 
OCD the XP, there's a bright light to the right, "X" out and go to OSVAM to 
locate 3 PBGs in the next room. 

Option #1
If PBGs #1&2 are to the right of the XP "X" out, OE&CD then move to and stick 
at the light in the crouch and hold. PBG #1 will pass by Sam and exit the room, 
when PBG #2 passes by to Sam's right follow him at a QC and do a standing stick 
to the 2nd lighted column. 

Option #2
If the PBGs are left of the XP then "X" out and fallback to the lighted pillar. 
Stick to the pillar in a standing position and hold. PBG #1 will enter and be 
forced to the far side of the Hlwy by the opened door passing Sam unnoticed. 
Move to the XP, go IR to see if PBG #2 id still near the XP, if facing away or 
moving right along the columns "X" out and OE&CD. Move right to the light and 
hold, if and when PBG #2 is moving right and passed Sam toward the intersection 
follow at a QC. He'll stop just past the corner on the right, move to the 2nd 
lighted column and do a standing stick exactly in the middle. Do not flop 
around, #3 has come about and advancing on the 3rd column.

I now hold at the 2nd column instead of the 3rd, this eliminates the SOE&CD 
diversion as I enter the room and the fear of being followed into the Lounge by 
#2. The patrol routes of PBGs #2&3 are out of sync, so you might have to hold 
for more than one patrol cycle for the time to safely follow #3 to the XP. 
You're ready to follow #3 once #2&3 almost meet at the intersection and #3 
walks away 1st. 

(Quick Save)

Options #2&3 continue from here,
As #2 comes to a stop at the corner, release from the column and QC to #2's 6. 
QC around #2 as he turns and heads back to his end of the room; keep an eye on 
your noise meter and catch up to #3, maintain about 5 feet to his 6:00. Pass 
between the step ladder and the railing, move to #3's 7:00 and stop when #3 
stops. He may take a quick look to his left; continue along the railing to the 
wall as #3 begins turning around to his right to face the intersection. Hold at 
the corner, allow #3 a couple feet past the steps to hop over onto the box 
thing, (it's quieter than the floor). 

QC to the XP OCD then OE&CD; stick to the wall on the left and slide past the 
wall mine to the corner, (it's safer and faster than creeping). Boo the next 
room; enter Lounge and then go to OSVAM. Locate 2 PBGs in the next room past 
the Hlwy then "X" out of map. FC into the Hlwy and OCPRL then FC along the 
right side wall toward the corner; drop to QC about 5 feet to the corner and 
hold. Boo right and maybe see 1 or both PBGs, SC past the corner, and across 
the short Hlwy to the wall with the small lights and stick. Slide along the 
wall toward the XP release and OE&CD.

SCDA9.3 Eliminate Moss and defuse bomb #2

(Quick Save)

Once through the door creep up the stairs, if PBG #1 is about allow him to exit 
the stairwell and close the door. Approach the XP and go to OSVAM. PBG #1 will 
walk through the room and exit, #2 paces from Sam's EP along the glass walled 
Security room to the XP and back. #3 moves from the EP around a desk and or 
chairs this end of the room and back. 

As you go to OSVAM #1&2 should be heading for the next XP and #3 toward the 
desk. "X" out of Map, OE&CD when both are facing away, turn right and cross to 
the opposite side of the room. There's a long, low and narrow glass table, move 
Cw around to the left side and hold within the bright spot. Locate and EEV the 
comp in the security room for the passkey. As #2 heads right along the glass 
wall to the right side of the security room, #3 should begin another cycle of 
his route from the EP. When #2 is halfway along the wall QQC toward the XP, 
stick to the bright corner to the left side of the XP and hold. Let #2 pass 
beyond the corner to access the keypad and exit the room.

(Quick Save)

The save here is for the SBG in the next room, there's no guaranty which side 
of the room will initiate a violent reaction when you alert him. Realistically 
he should be KO'd. I have 3 diversion options, #1 is to distract from his 7:00 
and move right along the lit floor, #2 is to do the same thing but from his 
5:00 and move left. The 3rd option, stick to the lighted wall, "WHISTLE" for 
noise then ASAP slide along the wall past the BG, release and QC out of the 

Enter the next room; pick one of the distraction options then QC out of the 
room. Accelerate to QQC about 8 feet from the corner and out of the room. Once 
around the corner stand and do a running jump from the top of the steps to the 
suspended ceiling tiles. Hoist up, FC along the ceiling tiles to the 1st right, 
drop to a QQC to the 2nd right and to a QC into the room with the 2nd bomb and 
4 PBGs. As you make the 2nd right you'll pass over 2 PBGs and a turret gun. 
Locate the bright ceiling tile across the room and hold within the light. The 
PBGs are all lit up with headgear, and I think they've all had cross species 
ear transplants with dogs. 

The last half of this room may test your patience, I suggest cascading saves 
incase the AI begins to punish you with "GREIF CODE". Remember, your Xbox is 
too expensive to kill.

It seems too close to the BG who happens to be Moss but his headgear prevents 
him from seeing Sam. 

1. The puzzle is this, if they're all using NV then why can't the 2 BGs on the 
main floor see Sam lit up anywhere along the stairs yet the SBG near the turret 
gun does once Sam is on the balcony, behind the glass wall and in full light at 
the coffee table? 

2. Why does the balcony PBG see Sam behind the front section of the glass wall 
but not the rear section with the mesh from the field hockey goal? If he's 
using IR Sam should be invisible behind both sections and if NV visible through 

At least one maybe both of the main floor PBGs will stay in the room one of 
them patrols the room, so be alert to his position through the next series of 
maneuvers. However the change, eliminating 1 diversion also provides what I 
consider a glitch, the SBG near the turret gun now sees Sam. Both BGs approach 
the side of the stairs but don't climb up and then the SBG leaves the room on 


Face the stairs and go to OSVAM, the floor PBG should be anywhere but directly 
under the ceiling tile, the balcony PBG can be pretty much anywhere on his 
patrol if correct exit Map. Soft drop to the floor and move to the base of the 
stairs; climb 3 steps then jump up to and grab the ledge. Skooch right to the 
corner, hoist up and have a quick look about, everyone should be calm. When all 
are facing away QC the perimeter CCw and stop about 3 feet from the opening to 
the upper level, ensure Sam is behind and covered by the mesh screen and hold. 
The upper floor PBG can see Sam through the glass even though Sam can't see him 
or the 2 below through it.

I think if you can see any part of the lighted lenses of the BGs HG they can 
see you regardless of how far away they are or whether they're walking away 
from Sam or not. For the Moss grab to succeed you need the 2 PBGs to stop at 
the end of their routes closest to Sam. The balcony PBG must 180 first then the 
main floor PBG, preferably as balcony turns and walks along the sofa. Both must 
be facing away from Moss long enough to give Sam time to G&D Moss past the mesh 
covered glass wall. 

Go to OSVAM and watch one cycle of the 2 PBGs patrol routes. At the next cycle, 
as the upper floor PBG is walking, he'll pass between Sam and the bomb, as he 
passes behind the dark chair to the left of the bomb QC out of the enclosure, 
head straight for Moss for a G&D back into the enclosure. As you back through 
the opening head for the dark corner to Sam's 4:00. Spin Moss into the corner 
and interrogate if you like, you must wait for the balcony PBG to return and 
then head back to the end of his route to kill Moss. When he makes his right 
turn and walks in front of the bomb kill Moss, any closer and he'll hear it.

QC to the glass, stick and hold about 3 feet from the opening before the PBG 
180s and faces the enclosure, otherwise crouch and hold over Moss. He will see 
Sam regardless. Wait for the PBG to turn away from the opening to release and 
follow, stay to his 5:00 and when he turns left along the sofa break off right 
and QC past the sofa and around the coffee table to its 3:00 and hold in full 


This is where the glitch occurs. Of the 2 BGs in the lower level wearing HG and 
using NV the SBG sees Sam 1 floor up, 40 plus feet away and from behind the 
glass wall. Sam can't see them in IR but all of them with NV regardless of 
light, an overly confusing issue. If you wait for balcony to turn toward the 
opening to the enclosure 90% of the time he continues to the opening, if he 
turns QC back to the table's 3:00 and hold. Now instead of pressing between the 
desk and balcony I return while he's gawking near the head of the stairs.

When balcony turns away from the sofa and heads for the enclosure QC past the 
table's 12:00 to the bomb. The SBG near the turret gun somehow sees Sam and 
comments, keep an eye on balcony to ensure he doesn't 180, when done return to 
the table's 3:00 and hold. Balcony is returning, as he turns and begins walking 
along the sofa QC Cw around the table and head for the enclosure. Once in the 
enclosure head for the bright spot on the wall and at the ledge, drop off to 
the floor and recon.


When clear QC to the XP; pick the lock and enter the room, plant the charge at 
the end then return to the door at a QC. Go to OSVAM, locate the lower level 
PBG and when clear exit the room, close the door and detonate.

Eliminate Emile and defuse bomb#3

OE&CD, skip the cut scene and locate the closest climbing pipe, climb up and 
shimmy over to the elevated walkway then drop down. Locate the fuse box to your 
right and bypass the circuit. Move back to the long and large diameter walking 
pipe then FC almost to the end, stopping short of the lighted area on the pipe. 
Turn to the climbing pipe and climb back up, shimmy over to and position Sam 
above the Wkwy railing and hold. 

Wait for the PBG to turn and begin to walk away to drop to the railing, turn 
and QC along the railing then drop off onto the platform. Locate and move 
through the XP into the next area, FC along the narrow corridor till Sam meets 
up with a wall mine, SC by it to the XP. Pick the lock and OCD; locate the 2 
PBGs in the next room. 

Once both PBGs have 180'd and are walking back to the far end of the room 
OE&CD. QQC to the far right side of the room, hop over the low wall and drop 
down between the monument and the glass wall. QC to the end of the monument and 
locate the PBGs, drop down into the water once both have passed by Sam's 
position. QC to the railing and hoist up when safe. Turn right, QQC around the 
partition to the exit and hold. 

(Quick Save)

Grab the door and go IR. Wait for the two PBGs to move off, as #1 heads right. 
OE&CD go NV and follow PBG #1 to the raised platform. As he reaches the steps 
hop over the railing. Quietly move forward to the side of the platform and face 
it, stand and hop onto the railing as #1 begins to walk off the platform. Grab 
the FB, turn up slope to face the next building, give #1 a couple feet off the 
steps and toward the EP before you hop over the railing and drop into the snow. 
QQC to the elevated walkway, hoist up onto it, bear right and up the steps to 
the building. 

Take cover, slide along the wall toward the XP and hold at the short railing 
just before the door. It may take a minute or more for a setup that'll work; 
you need #1 to be near or climbing up the steps to the platform and #2 to be 
nearing the end of his route on the far right side of the area to enter the 
next building. Go to OSVAM locate PBG #3 inside the building, he patrols 
between the 2 side rooms and the XP you're about to enter. He may appear from 
the XP at any time so don't be too close to it when the door opens.

There are 2 routes to Emile once you enter the building; I prefer going right 
in the Hlwy I always felt it was the easier path of the 2 offered. Ensure you 
know the location of PBG #3 as you enter the building; you may need to alter 
your path to the room on the right to avoid him. Once you're in the right side 
room there are 2 routes through it, up over the top or down into the water, I 
most times up works, sometimes not.

When the proper setup occurs enter the building, OE&CD. Head right at a QQC to 
the next XP. OCD, look for a flashlight beam in the room and make sure that the 
closest PBG is facing away to OE&CD. Stay to the left, jump the railing, creep 
over to whatever the heck the thing is and climb up onto it. QC along the wall, 
stop at the ledge above the waterfall turn to 2:00 drop off skooch right and 
drop down to it. The issue if there is any will be with the position of PBG #2 
on the Wkwy.

Complete a series of quick mini drops to the water level without alerting PBG 
#2. Continue forward at a very SC to the landscape thing near the XP and hoist 
up to above floor level. PBG #2 will head back, the 2 PBGs will pass each other 
back and forth a couple of times and then both will be moving away from Sam's 
position. As the PBGs move off, drop down, pick the lock and exit.


Once outside Sam is stripped of all weps except the FB, Emile will be at the 
far end of the area and shooting up a storm. 

This is my quick solution; let Emile empty a clip or 2 to get the feel of his 
shooting rhythm. Each burst lasts about 6 seconds, at 5 seconds FC to the left 
behind the park bench. While in a crouch, creep right to the edge of the bench, 
you need LOS on Emile for a good throw. Arm with the F/B, aim about 2 feet over 
his head for a throw that lands the F/B at the base of Emile's feet and then 
throw the canister. 

Move left to the middle of the bench; as soon as the canister flashes stand up, 
jump over the seat; move to the seat just ahead and to the right, Sam's pistol 
is near it. Climb the seat, stand and run to Emile, he'll still be on his knees 
move around to his back for a grab and or just go for the kill. Defuse the 
bomb, skip or don't skip the cut scenes, and check out the stats for the final 

LOCKS in order of discovery;

Elevator trapdoor, 2/11/7/5/11/5 
Maintenance void after 2nd bomb, 7/5/11/2/11
2nd maintenance area after patch circuit, 5/7/2/11/5 
Waterfall room before Emile, 11/2/11/2/7

Bombs sequence in order of discovery

#1, 1/2/3/4, P/1R/1R/1R
#2, 1/3/2/4, P/2L/1L/2L
#3, 4/1/3/2, 1L/1R/2L/1L

Divs 1 
Kills 4
Time 33:00  


Total Diversions 25/28
Total KOs	32
Total Kills 4
Total Time	3:30:52

Regarding the KO count in SCDA, Okhotsk with (22) and Kinshasa with (7) 29 
out of a game total of 32 KOs come in two levels. Of Okhotsk 21 of the 22 BG 
Kos are inescapable, you can't progress to the second half of the mission 
without KO or kill. The part 2 KO can surely be avoided although it would 
affect a mission objective.