##########################################################
STOLEN FAQ/WALKTHROUGH by LordEpsilon a.k.a. EccentricBrit
##########################################################

VERSION HISTORY (REVERSE CHRONOLOGICAL ORDER)
---------------------------------------------

0.95  Satellite array (final level) added to walkthrough.

0.75  APEK HQ walkthrough complete. Also some additions and corrections.

0.50  Prison walkthrough complete.

     Also added a section on Anya's various gadgets.


0.25  First released FAQ - Museum walkthrough complete.

     Also, a complete item list, information on story, characters,
     security systems and the various minigames.


CONTENTS
--------

I.    Introduction
II.   Story
III.  Characters
IV.   General Strategies
V.    Enemies & Security Systems
VI.   Anya's Moves
VII.  Anya's Gadgets
VIII. Minigames & Special Situations
IX.   Walkthrough
X.    Valuables/Loot List
XI.   Final Comments
XII.  Acknowledgments

---------------
I. INTRODUCTION
---------------

  This is a FAQ/Walkthrough for the game "Stolen" developed by Blue 52
  and distributed by Hip Interactive.

  This is based on the Playstation 2 version of the game, and XBOX and PC
  versions may be slightly different.

  All contents are the original work of the author and copyright, but feel
  free to print a copy of this for your own personal use. This guide is
  intended to be provided free of charge, and should not be used for profit
  making purposes. Please don't post this information on any websites without
  first obtaining the author's permission.

  If any information contained within is used by other people for creating
  a walkthrough etc., please give the author credit.

  Corrections or general comments are welcome, but not flaming or spamming.
  The author can be reached at [email protected].

  I hope you find the information contained in this FAQ useful.

---------
II. STORY
---------

  - This is partially based on information in the game manual, and also
    various cutscenes throughout the game. I've kept it brief and spoiler
    free.


  Forge City is a dark, dirty metropolis which, to quote Louie Palmer, is
  "home to far more sinners than saints".

  In such a crime infested place, Louie's companion Anya Romanov seems
  comparitively heroic. She is a hi-tech, acrobatic cat burglar who feels
  a moral obligation to take a non-lethal approach when pilfering valuables
  from under the noses of watchful security forces. No security system is
  too advanced for Anya to handle, and she is more than capable of
  infilitrating, stealing, and then vanishing without a trace.

  The only person she confides in is Louie, an electronics expert who
  designs Anya's equipment and occasionally acts as her agent when she
  does not wish to expose herself to third parties.

  At the height of the city's mayoral election campaign, where incumbent
  Thomas Morgan is facing a strong challeng from candidate Richard Killian,
  Anya and Louie have been hired to steal a priceless ruby from an exhibit
  at the Metropolitan Art Museum. They will soon discover their mysterious
  employer 'Night' and his superiors may not have their best interests at
  heart...


---------------
III. CHARACTERS
---------------

   - These are listed in credits order. Like the story, these descriptions
     are based solely on the manual and cutscenes. The descriptions are
     all spoiler free.


1. Anya Romanov

   The best thief/cat burglar in Forge City. Anya is a young woman who's
   relatively noble by local criminal standards. She is an agile gymnast
   proficient in the use of hi-tech countermeasures, and commits burglaries
   more for the thrill than the money. She enjoys nothing more than cracking
   seemingly inpenetrable security systems. Anya has a personal moral code,
   ande employs a strict policy of not harming anybody during her
   sophisticated heists.


2. Louie Palmer

   The only person Anya trusts, Louie is the brains behind her equipment.
   He's somewhat of a recluse, living alone in an apartment with only
   microchips and electronics for company. He's naturally paranoid, and
   has an array of security systems to protect his residence from the
   potentially dangerous clients he finds for Anya.


3. Breeze

   Second only to Anya Romanov, Breeze is an equally acrobatic thief and
   also an accomplished assassin. Unlike her moralistic counterpart, she
   has no problem eliminating people during her criminal acts. Breeze is
   a ruthless killer proficient in martial arts and ninja weaponry. Anya
   is her bitter rival. The two women have a history of competition.


4. Richard Killian

   In the city's ongoing election campaign, he is the incumbent mayor's
   main rival. His main strategy involves the introduction of anti-crime
   measures to combat the sharp rise in offences commited in Forge City.
   His support is growing rapidly, but does he have something to hide?


5. Mayor Thomas Morgan

   The present Mayor of Forge City is more old-school than his main rival
   Richard Killian. However, Morgan's campaign has faltered in recent weeks
   due to the outbreak of a large crime wave, and Killian is favorite to
   succeed him.


6. Night

   A mysterious, tracksuit and hood wearing denizen of Forge City. He is
   also Anya's latest client, and has hired her and Louie to steal a
   priceless gem from the art museum. But who is his employer, and does
   he have ulterior motives?


----------------------
IV. GENERAL STRATEGIES
----------------------

   - Should be obvious, but stick to shadows where possible when enemies
     are around. Be aware that if they have flashlights they can spot you
     in the dark.

   - Sometimes leaning against walls can dramatically reduce the light
     falling on Anya. Also, crouching can give you that crucial extra
     'shadow bonus' to avoid prying eyes.

   - Avoid shooting out lights for the fun of it. Often, guards will pull
     out flashlights and you'll be left with nowhere to hide.

   - If going for maximum stealth, patience is a virtue. Only make your
     move when you're absolutely sure you won't be spotted.

   - Always use your sonic visor when given the option to do so. Often,
     guards will be facing the door so you'll be spotted immediately.
     The only exception is when a patrolling guard is heading straight
     for you, though you should never place yourself in this situation
     to begin with.

   - The tracker is your friend when many guards patrol an area. Use it in
     conjunction with the real time map to time your moves.

   - You don't need to hack a terminal all in one go. If a guard approaches,
     quit and finish it later. Same goes for steel cutting and searching.

   - In narrow areas and corridors, look for pillars/outcroppings to hide
     behind, or poles and ledges to grab onto.

   - If you're stuck on platforming sections, look for 'steam' rising from
     walls, pipes, crates etc. It often provides a clue as to the way
     forward.

   - Still stuck? Try using the first person view. Key items (vents, poles,
     terminals etc.) are highlighted when in Anya's line of sight.

   - Anya has three speeds of movement. Only run when no human enemies are
     around, otherwise even the lowest class of guards can hear you. The
     two slower walks are completely silent, so no worries.

   - If you want to move quickly and silently, try rolling. It's the fastest
     way to move whilst maintaining stealth, and will come in handy on more
     than one occasion. You can use this to get close to guards to pickpocket
     them, but careful -- if you bump into them, they'll spot you.

   - Use unscripted guard conversations to your advantage. They occur at
     random when patrols come in close proximity.

   - If you're not worried about incapacitating guards, try to choke them out
     from behind if possible. They're out for much longer, assuming another
     guard doesn't discover them. In a frontal conversation, stun the guard
     will a nullifier or beat him up before choking him from behind. A
     straight punch/kick combo should be avoided, since he'll wake up from
     his slumber almost immediately.

   - Note that saved games are continued from the last checkpoint, not the
     save position.

   - Caution using the 'Game Restore' option. It tends to cause glitches,
     such as already alerted guards who'll sound an alert the moment they
     hear a noise, or incorrectly labeled objectives.


-----------------------------
V. ENEMIES & SECURITY SYSTEMS
-----------------------------

A) Guards
---------

   - Some names are taken from the concept art files, and also various
     conversations heard throughout the game.


1. Turtle Guards

   These are the least alert of the guards Anya will have to contend with.
   They're essentially low paid rent-a-cops assigned to protect the
   Metropolitan Art Museum. Several of these guards prefer to sleep the
   night away, while others are more interested in donuts and coffee than
   protecting the museum's exhibits.

   Turtle guards are still alert to noises and will spot Anya is she's well
   lit, but once you've lost them, they'll give up pursuit relatively
   quickly after waving their flashlights around once or twice. They also
   shoot fairly erratically and are easy to outrun.


2. Hawk Guards

   These guards patrol the prison and APEK HQ building, and typically wear
   bulletproof vests. They're less obese than their museum counterparts.
   Also, they'll pursue Anya for a longer amount of time after losing her.
   Alerts aren't canceled as quickly as in the museum. They shoot more
   accurately and move faster than Turtle Guards but you should still
   outrun them with little trouble.


3. APEK Sentries

   The most dangerous variety of guard Anya will face. These mercenaries
   protect the Satellite Array, and resemble commandos dressed in masks and
   goggles. Alerts last considerably longer than with Turtle or Hawk guards.
   Also, they'll search for a relatively long time before returning to their
   posts. These guards are tricky to outrun unless you leave the area, and
   their shots tend to be more accurate.


4. Backup Guards

   These are additional guards called in when an alarm sounds. In the museum,
   they're men in blue uniforms. In later levels, they closely resemble their
   counterparts. They typically enter through security doors and never carry
   anything. Once they're done searching, they'll leave the area.


B) Security Measures
--------------------

1. Doors

 a) Unlocked

  The most commonly encountered door. These are already unlocked and can be
  opened immediately.

 b) Mechanical Locks

  These feature standard pin and tumbler locking mechanisms. To progress
  past these, Anya will need to use her lockpicks (see Minigames section).

 c) Remote Electronic Locks

  More advanced doors have electronic locks. It is impossible to unlock them
  by directly interacting with the door itself. Getting past these requires
  either hacking a computer terminal, acquiring a keycard, or operating a
  release switch.

 d) Keypad Locks

  Relatively rare compared to electronic doors. To open these doors, Anya
  must hack them directly.

 e) Security Doors

  These are marked with a red cross. Anya cannot pass through these doors,
  although guards may move through them freely (generally, this only happens
  during an alert phase).

 f) Permanently Locked Doors

  Some doors are permanently inaccessible, with no way through.


2. Cameras

  These are passive measures installed in key areas. They move on regular
  rotation patterns. Early cameras move slowly, giving you plenty of time
  to react. Some cameras in later levels rotate quickly between prefixed
  positions. These are trickier to avoid.

  Anya can't be spotted if she's in darkness (with one exception), or if
  she's in the blind spot directly beneath the camera. Surveillance cameras
  can be deactivated using a nullifier, but this is only temporary. In some
  areas, shutting off power results in security system deactivation.


3. Lasers

 a) Red Beams

  These are first encountered in the museum. Passing through these beams
  won't injure Anya, but will trip an alarm if she comes into contact.
  However, the beams may be connected to a taser emplacement that WILL
  damage Anya's health.

  Tripping a sensor beam will put the level on alert (if it isn't already).
  Generally, guards and/or drones will respond and move towards Anya's
  position.

 b) White Beams

  These are electrical barriers that cannot be passed through. They are
  first encountered in the prison workshop area. These beams will injure
  Anya if she comes into contact.


4. Drones

 Once Anya breaks into the prison, she'll encounter automated flying
 security systems. These tend to move along a fixed path even if the level
 has been placed on alert. Be aware: they are capable of both vertical and
 horizontal movement.

 All drones are outfitted with cameras. Like guards and hard mounted
 surveillance equipment, Anya will not be detected if she hides in the
 shadows. Drones are highlighted in first person view and may be tagged
 with a tracker, but they appear to be invisible to Anya's sonic visor.

 Drones can be destroyed with nullifiers, but in most cases, it requires
 two shots.

  a) Taser Drones

   Some drones won't sound an alarm if they detect Anya, but will zap her
   with a damaging electricity bolt.

  b) Sensor Drones

   Other drones act like surveillance cameras and sound an alert should
   Anya be detected. Noise isn't a factor here. Drones can only 'see',
   not hear.


5. Searchlights

 These white circles of light move across walls and floor, and can't be
 disabled. Sometimes they're connected to cameras which will sound an
 alert, or taser emplacements that open fire when Anya is illuminated.
 Others are simply lights that pose no direct threat, but can light up
 Anya in dark areas so patrols/drones can spot her.

 Always avoid these lights by staying out of their path, or when that fails,
 crawl under items that block the beams.


6. Poison Gas

 In certain areas, enemies will spot Anya and pump gas into the room. The
 only option here is to escape within a time limit. No gadgets will help
 you avoid or counteract this security measure.


7. Electricity

 Not really a security device per se, but more of a hazard. Obviously, if
 Anya comes into contact with electrical bolts, she'll take damage. Usually,
 getting around this obstacle involves flipping a power switch.


8. Blue Sensor Beams

 Another security hazard only found in advanced vaults. There's no way past
 these without tripping an alarm system and/or activating hostile measures.
 To get past without being detected, you'll have to disable them by use of
 a terminal.


9. Sentry Guns

 Fixed wall/ceiling mounted emplacements that fire bullets or electrical
 bolts. They have a wide targeting arc, but are inactive until Anya
 triggers an alarm.


C) Additional Enemies
---------------------

1. Police Helicopter

 You'll encounter this machine during a rooftop chase. It's armed with a
 searchlight and a cannon. There's no way Anya can take this machine on,
 so you'll have to outrun it. Note: it can only fire upon Anya when she's
 illuminated by the beam.


2. Breeze

 Anya's female nemesis will make several appearances throughout the game.
 This woman's more than a match for you in a direct fight, so you'll have
 to outsmart her if you want to live. On more than one occasion, she'll
 throw ninja stars at Anya. Dodging her attacks is critical to succeeding.


----------------
VI. ANYA'S MOVES
----------------

1. Walk

 Anya's basic walking move. She has three speeds of movement, controlled
 by the analogue stick. Her two slowest walks are completely silent, but
 persistent running (the fastest speed) can alert guards, so be careful.
 When Anya is running, she can dash through doors much faster, so use
 this when you need to buy time or during chase sequences.

2. Jump/Vault

 When Anya is near a climbable object, she can either jump and grab the
 edge (for a tall object) or vault over fences. Nothing too fancy to
 describe here. Keep an eye out for ledges in narrow corridors. They
 often provide hiding spots from patrolling security guards.

3. Backflip

 Anya is able to leap backwards when hanging from a ledge. She will turn
 and grab onto a handhold on the wall opposite. This technique is useful
 for avoiding floor sensors and keeping out of view of the guards.

4. Shimmy/Corner

 In a Lara like manner, Anya is able to shimmy along handhold ledges. One
 extra move she has is the ability to corner, ie. follow the ledge round
 a bend in the wall. She'll need to be at the very end to perform this
 maneuver.

5. Crouch

 A basic crouch but it's important to note that Anya will always be silent
 when moving. Also, it is very easy to perform rolls. This is a very good
 tactic to getting past tricky guard patrols, since Anya is very fast and
 quiet - a good combination. Also, crouching sometimes helps Anya stay out
 of the light.

6. Roll

 As mentioned above, one of the most useful acrobatic moves in the game.
 Anya can cover great distance without making a noise. This is especially
 useful when pickpocketing guards. Just be careful not to bump into them
 along the way, otherwise they'll be alerted.

7. Drop

 When suspended from a ledge or in a vent which ends above the center of
 a room, Anya can drop down to the floor below. An extra technique she has
 is a silent drop, where she can muffle the sound of her fall. Get into the
 habit of doing this on a regular basis. You want to avoid attention where
 possible.

8. Wall Press

 A standard stealth technique of flattening Anya's back against a wall.
 As with the shimmying move, she can move around corners. This is most
 helpful for keeping a pillar structure between her and the prying eyes
 of a guard. Anya can also use this move to decrease her visibility in
 shadowy areas or edge her way along narrow ledges.

9. Leap

 When Anya is flattened against a wall, she can sometimes leap to the
 wall opposite and put herself there. This is rarely useful, and is
 perhaps more of an evasive maneuver. Don't do this when a guard is
 looking your way, unless you're absolutely certain the entire corridor
 is shadowy enough to mask Anya from view.

10. Choke Hold

 If Anya sneaks up behind a guard, she can grab them in a choke hold.
 Once done, she can drag them to a suitable spot and render them
 unconscious. Be wary: once the guard wakes up, he'll put the level on
 alert.

11. Combat

 Hand to hand confrontations are highly simplified. Anya has a punch,
 punch, kick combo. Doing this twice generally knocks a guard down
 temporarily. Also, one combo can stun a guard long enough to get them
 in a choke hold for a more permanent takedown. Anya is no special forces
 operative, so try to avoid combat where possible and stick to stealth.


-------------------
VII. ANYA'S GADGETS
-------------------

1. Tracker

 These are useful devices which add guards (or other security measures
 such as drones and cameras) permanently onto your map. They are only
 useful for areas you'll visit more than once, or for complicated
 sections with multiple guards. You have plenty of ammo generally, so
 feel free to use them in a tight spot.


2. Sonic Emitter

 Probably the most useful gadget in the game. This device can be fired
 and later activated. It will make a sound which will draw human guards
 towards its position (much like Anya would by running). One drawback
 is you can only place one at a time. Once you fire a second, the last
 emitter you placed becomes unusable.

 Caution: Using it too often may result in guards becoming paranoid.

 Note: The activation button is pressure sensitive. You can make a loud
 noise or only a small one. This is useful when there are two or more
 guards around and you only want to attract the attention of one.


3. Nullifier

 A very useful gadget. It can temporarily deactivate cameras, and also
 permanently disable lights. Think carefully about using the latter
 option, since it's not always advisable.

 Nullifiers can destroy drones, but it requires two shots. Less cautious
 players can also stun guards. This gives Anya time to get behind them
 and use her chokehold.


4. Laser Tripwire

 This places a beam across a corridor/room. Once triggered, the guard
 will be stunned. It's more effective than beating them senseless, but
 not as prolonged as a chokehold knockout. Even if you're using a brutal
 approach, choking guards is preferable. These devices have a one-time
 use.

 Caution: If Anya passes through a beam, she will be injured and the
 tripwire will be 'spent'. Also, guards will sound an alert when they
 wake up.


5. Grand Tracker

 When placed on a terminal, this device adds all nearby security measures
 (drones, guards and cameras) to Anya's map. It has a limited range, and
 may also be used one.

 Note: On reloading/restarting, any grand tracker in use appears to
 be disabled.


6. Whistling

 When the sonic emitter isn't selected, Anya can whistle. This creates a
 noise which draws guards towards her position.

 Similar rules for sonic emitters apply here. You can whistle louder or
 softer depending on how hard the button is pressed. Also, too many
 whistles can create guard paranoia.


7. Night Vision

 This allows Anya to see in darkened rooms and areas, though also makes
 it difficult to distinguish between illuminated areas from shadows.


8. Sonic Visor

 Usable at most doors, this allows Anya to 'see' into the area beyond.
 Any guards will create disturbances which show up. Sleeping guards
 also 'light up' the room, though stationary guards and drones have no
 effect. If there is no noise source, Anya will need to whistle for the
 visor to be useful.

 It's highly advised to use this device where possible.


9. Camera

 Anya's first person view features a camera. Combined with the zoom
 function, she'll need to use it to complete several objectives.


------------------------------------
VIII. MINIGAMES & SPECIAL SITUATIONS
------------------------------------


1. Lock Picking

 When Anya needs to get past a mechanical lock, she'll be presented with a
 'lockpick display'. To unlock the door, you'll need to select the correct
 lockpick from Anya's set to match a given pin, then push and hold it in
 place (the green zone) until it clicks. There may be anywhere from three
 to six pins on a given door.

 Later levels will see Anya under increasing pressure and you'll need to use
 your gadgets to buy the time you need.


2. Terminal Hacking

 This screen appears whenever Anya operates a terminal. Maps can be
 downloaded immediately, but doors, laser grids and security systems require
 hacking. Each has an associated security level from one to five.

 To hack a system, you'll have to watch the sequence of lights move across a
 3x3 grid then retrace the pattern within a time limit. This procedure must
 be repeated three times to be successful. At higher levels, the sequences
 flash faster and involve more squares. High security systems sometimes
 feature criss-cross patterns (passing through certain squares more than
 once).

 Note: Anya is almost always under pressure when hacking. Remember you don't
 need to perform all three hacks in one go.


3. Pickpocketing

 This is only possible when Anya's crouching and is close enough to a guard
 yet still undetected. A bar will appear on screen with a central 'success'
 zone within a 'failure' zone. The idea is to watch a sliding bar and press
 the 'steal' button when it's in the safe area. Failure will result in Anya
 being detected. The success bar becomes longer as Anya gets closer to the
 guard.

 Sleeping guards are no problem. With patrolling guards, it's often best to
 stealthily move in and perform this maneuver while he's on a long, straight
 patrol route. Otherwise, distract the guard with an emitter.

 The best time to attempt the pickpocket is when the moving icon first
 crosses into the 'success' zone. This takes practice and you'll likely
 screw up several times before getting the hang of it.

 Note: Sitting guards who are still awake might not be as easy to pickpocket
 as you think. If Anya gets too close, they'll spot her as she turns around,
 so take care.


4. Zip Line

 Anya will use this gadget in several scripted locations. While suspended
 from the cable, she can only raise/lower herself and rotate. There's no
 way for her to move the cable horizontally.

 Note: Anya has full use of her weapon and its gadgets while she's using
 the cable.


5. Steel Cutting

 When faced with steel plates, Anya will have to cut through. This involves
 tracing a predetermined path in a general circular motion. Straying too far
 from the path will result in the laser beam overheating and you'll be thrown
 out of the minigame (though you can generally resume from where you left off).

 As you progress through the game, paths become increasingly complicated.
 There are also hazards (screws, metal strips) which will throw the laser
 dramatically off course should you touch them.

 Sometimes, you'll need to do this quickly because of patrolling guards or
 enforced time limits. You're given a speed boost option, but it's almost
 impossible to control the laser. In these situations, it's best to move
 rapidly and allow the minigame to terminate before continuing, since this
 method's faster than the alternative.


6. Safe Cracking

 Here, the idea is to rotate the tumbler in the direction of the arrow.
 There are anywhere from three to five digits in the combination.

 As Anya nears the correct position, the ultrasound waves will increase
 and you'll also feel a vibration. This is a good time to slow down the
 rotation speed and gently tweak the dial into the correct position.

 If you go past the correct digit, you can sometimes rotate the knob
 quickly in the other direction past the number, then rotate it slowly back
 until the tumbler registers the correct entry. Rotating the knob and stopping
 at the digit from the wrong direction typically results in failure.

 Once entered, digits are stored in the display for future reference.


7. Rappeling

 Like the zip line, this occurs in scripted locations. Anya can step from
 left to right, as well as ascend and descend her cable. There's also a
 quicker option for descending: leaping from the wall. Use this when speed
 is of the essence.

 Anya moves MUCH slower when on this cable, leaving her exposed to passing
 drones and guards. This makes timing critical.

 Note: Anya can use her first person view and camera while absailing, but
 none of her gadgets.


---------------
IX. WALKTHROUGH
---------------

Some general notes before we begin:

   - This guide attempts to provide general instructions and methods for
     getting through more tricky areas with minimal detection.

   - Some unscripted events (eg. guard conversations) make it impossible to
     outline a foolproof step-by-step walkthrough. When these events occur,
     use common sense and only take advantage of the guards' pauses if you
     can do so without being spotted. Sometimes, it's best to wait until
     the conversation is over before continuing.

   - A word of caution: the guards generally take different patrol routes
     prior/after a conversation, so be aware of this if you're hiding.

   - This is only *my* way of getting through particular sections. There are
     no doubt other tricks you may prefer. This guide is intended more as a
     guide for people who are stuck or information purposes. It's always
     advisable to find a method you're comfortable with.

   - My aim is to create an 'invisible woman' walkthrough, where nobody
     learns of Anya's presence and she is a 'ghost in the shadows'.
     Generally, I'll try to employ the following 'rules' for determining
     the most viable course of action.

       - Avoid being spotted at all costs (apart from scripted events that
         cannot be avoided).

       - Minimize the alarm count.

       - Avoid direct contact with the guards when there is an alternative
         method which involves not being spotted, and also no KOs or alarms.

       - If there's no plausible alternative (or it involves ludicrous
         amounts of patience/backtracking), knocking out guards will be
         described as the most viable option.

       - For some tricky sections, I may provide 'easier' methods for
         people simply wishing to complete the game.

   - I'll list the locations of all known loot and pickups. Sometimes it's
     not necessary to collect all these. If you're going for speed, avoid
     secondary objectives and loot as they're not required.

     Generally, I won't go into all the trivial details of giving precise
     instructions to collect each item as I've already described where they
     are (if it involves tricky maneuvers, I'll elaborate). I'll provide
     general strategies for avoiding security in any given area, and good
     moments/windows of opportunity for pickpocketing guards.

   - Notes in square brackets [] are information or optional bonuses for
     more advanced players. On a first play through, you might wish to
     stick to the basics.

   - This guide assumes no alerts have been triggered when describing the
     state of the guards. If the level is alerted, 'sleeping' guards will
     generally be awake and on patrol. In this case, it's best to lay low
     until an alarm is canceled. Note: there are some areas where the
     alarm continues indefinitely, or until you pass a certain point in the
     game.

   - I've made up the room titles based on personal judgment (items in the
     rooms etc). They are in no way 'official names'. Generic ducts and
     corridors are generally labeled A, B... in order of occurrence.

   - To help with descriptions, I'll refer to north as the top side of the
     GPS map (from the pause screen/real time map), and the other compass
     points respectively.


A) Museum
---------

1. Rooftops

   **NEW PRIMARY OBJECTIVE: BREAK INTO THE MUSEUM

   **NEW PRIMARY SUB-OBJECTIVE: Cross the rooftops and break into the
                                warehouse

   **NEW SECONDARY OBJECTIVES: Steal the jade figurine
                               Steal the golden flower
                               Steal the war fan
                               Photograph the electrical schematic
                               Photograph the five reliefs


   Once you gain control of Anya after the introduction movie, your initial
   task is to make your way across the rooftops. This section is essentially
   a tutorial of Anya's acrobatics. There are no guards or security systems
   to worry about in this area (don't worry - they'll come soon enough).

   The game pretty much guides you through this section. This shouldn't pose
   any problems, but here is the sequence of events for sake of completion.

   - Follow the path round and leap over the gap. If you fall, you can
     climb up to the other side.

   - Roll underneath the duct.

   - Continue round until you reach a larger gap. Leap to the pole and
     swing to the opposite side.

   - Climb down off the edge of the building, then shimmy along until you
     reach another area where you can either climb up/run up the wall.

   - Leap to the pole and swing to the ledge opposite.

   - Go through the door into the warehouse.


2. Warehouse

  Pickups: Health (ledge opposite entrance)

  **NEW PRIMARY SUB-OBJECTIVE: Find a way out of the warehouse and onto
                               the museum roof

  [There is a health pickup opposite from where you enter. If you look
  around in first person view, you'll see a pole (it's hidden quite well
  in the darkness). Leap to this then the platform on the opposite side of
  the gap. Return to the other side. You can also 'hog' the wall (with the
  narrow ledge) and edge your way across the gap.]


  - Clamber down from the edge of the platform so Anya grabs the ledge then
    drop to the floor below. Don't worry - she can't take the fall without
    taking any damage so long as you grab the ledge.

  [Once on the floor, Louie will describe Anya's light meter.]

  - Look around for the white wall with steam rising from it. Then follow the
    tutorial's advice. Run up the wall then use your height to flip and grab
    the crates opposite.

  - Pull up then proceed to the next pile of crates. Leap up to the wooden
    ledge.

  - Follow the ledge round. Do as the tutorial instructs and leap to the
    wall opposite. If you time it right, Anya will grab onto a narrow ledge.

  - Shimmy to the left until you reach a spot where you can drop down.

  - Exit through the door.


3. Museum Rooftop

  Enemies: Guard x2 (1 patrolling, 1 stationary)
  Loot:    Leather Wallet (patrolling guard), Cellphone (stationary guard)
  Pickups: Tracker (near insertion point), Sonic Emitter (before 2nd guard),
           Sonic Emitter (on duct), Health (ledge near entrance hatch)

  **NEW PRIMARY SUB-OBJECTIVE: Cross the museum roof and find a way in.


  [Louie will tell you about Anya's first person view. You can try using
   it to scope out the museum roof - and the two guards.]

  - Once you're done, press the action button to grab the cable and slide
    to the museum roof.

  - This will be your first encounter with guards. If you wish, tag the first
    guard with a tracker to get him to appear on your map (as the tutorial
    suggests).

  On the roof, be careful of lightning. Even if Anya is completely hidden,
  a lightning burst will illuminate her for a split second. This will alert
  guards to her presence if they're looking in Anya's direction. The bursts
  occur at regular intervals, so you're fairly safe if lightning has just
  struck. If necessary, avoid the guard's line of sight by using the
  buildings or crates for cover.

  [Pickpocketing the first guard is best done as he walks from left to right
   (looking from where Anya lands). Roll up behind him (careful not to bump
   him), grab his wallet, then roll back into the shadows before he turns
   around. He tends to turn around a lot, so you have to be fast.]

  [Thanks to Karla/Kazza from Australia for pointing out an additional
   pickup that's easy to miss.

   It's possible to get onto the building rooftops. To do this, climb the
   crates near the insertion point, and use them to vault onto a concrete
   ledge. If you follow this platform round to the left, you'll see a pole
   Anya can swing on. Leap onto the building, then cross to the next roof,
   and finally a ventilation duct that stops just before the fence. This is
   an alternate route with a sonic emitter pickup.]

  - Make your way towards the hatch Louie mentioned.

  [When you reach the fence, Louie will suggest you use a sonic emitter.
   There are some conveniently located nearby.]

  - Climb onto the crate (the guard can't see you there - don't worry).

  - Go into first person view and shoot an emitter in the far corner past
    him, then activate it. He'll turn around to investigate. This is your
    window to vault over the fence.

  [This is a good opportunity to pickpocket the second guard. Roll up
   behind him, take his cellphone while he's investigating the noise,
   then roll rapidly away and around the corner before he sees you. You
   can use the sonic emitter again if you're in trouble.]

  - Hide behind those crates and whistle to get the guards attention (make
    sure to deselect the sonic emitter otherwise you'll sound that instead).

  - As the guard heads toward you, climb onto the crate and press against the
    fence. Once he moves past the crates, jump down behind him and sprint
    along the walkway.

  - Vault over the small fence and climb onto the ledge. The hatch is your
    way into the museum.


4. Vent Shaft A

  **NEW PRIMARY OBJECTIVE: INFLITRATE THE EXHIBITION SUITE

  **NEW PRIMARY SUB-OBJECTIVE: Locate the basement

  - Not much to do here. Follow the vent round until you reach the end.
    You'll get a cutscene with two guards, then Anya will drop into the
    museum.


5. Storeroom

  Loot:    Talisman (locker)
  Pickups: Health (SW corner)

  [No security to worry about here, so no pressure searching the locker.
   This is probably the easiest loot item to get in the entire game.]

  - Head for the door by the locker.

  **3 Pin Mechanical Lock**

  - This is your first mechanically locked door, so get some practice using
    Anya's lockpick display.


6. Corridor A

  Enemies: Camera
  Pickups: Tracker (bend in corridor), Sonic Emitter (end of corridor)

  - This is your first camera encounter. Tagging the camera as the
    tutorial suggests will make it appear on your map.

  - You're safe from its view so long as you're sufficiently far away.
    As it rotates away, run and hide under its blind spot, then sprint
    down the corridor as it rotates back.

  [Louie will mention Anya's sonic view. You can use it to scope out the
   room at the far end. Note that Anya can't open security doors with red
   crosses on them.]

  - Climb into the vent between the doors.


7. Vent Shaft B

  - Follow the vent round. When you reach the end, use Anya's first person
    view to make sure the guard is sufficiently far away then drop into
    the room.


8. Analysis Lab

  Enemies: Guard (patrolling)
  Loot:    Silver Candlestick (drawer on statue desk),
           Japanese Scroll (E desk drawer),
           Jade Statue (on central desk),
           A Few Cents (guard)
  Pickups: Health (NW corner)


  [Easy Method]

  - The tutorial gives instructions for choking the guard. This is probably
    advisable on a first time playthrough. If this is what you wish to do,
    sneak up behind him as he's walking away. Use Anya's medium move speed.
    It's completely silent.

  - Search the guard, then grab all the items (if you wish) before heading
    for the vent in the opposite corner to where you entered.


  [Hard Method - No Alarms]

  - More advanced approach: use the shadows around the room to your
    advantage. This will avoid setting off an alarm.

  [Pickpocket the guard as he's on a long walk. Shouldn't be too difficult.
   If you knocked him out, simply search him while he's down.]

  [A good time to steal the jade figurine and search that drawer is when
   the guard heads towards the vent you entered by. Search the other
   drawer while he's at the other end of the room.]

  - Go through the vent in the corner. If the guard's still awake, be
    careful. Wait until he's walking towards your entry vent before moving
    out of the shadows. He can sometimes spot you as he turns around.


  **SECONDARY OBJECTIVE COMPLETE: Steal the jade figurine


9. Vent Shaft C

  Pickups: Nullifier

  - Simply follow the vent round. There's a camera in the next room but
    your entry point isn't in its field of vision.

  [The tutorial will mention Anya's soft landing if you haven't used it
   already. Always do this when dropping. It's a good habit to get into.]


10. File Room

  Enemies: Camera
  Loot:    MP3 Player (N desk)
  Pickups: Nullifier (S desk)

  [The tutorial explains the nullifier's usage.]

  - Shoot out the light as directed. This is preferable to disabling the
    camera since it's permanent - and there's no guards with flashlights
    to worry about.

  - Now it's dark, the camera poses no threat. Use Anya's night vision to
    see.

  [If you wish, search the room at your leisure.]

  [If you knocked out the guard in the previous room, he should sound an
   alarm about now. Wait until the alert cancels before continuing.]

  - Head for the door.

  ** 4 Pin Mechanical Lock**


11. Reception

  Enemies: Guard (patrolling)
  Pickups: Health (NE corner)

  - Turn right, then use the shadows to creep forward. Avoid running since
    the guard will hear you. When you turn the corner, you'll see the first
    terminal.

  [Louie will inform you about powering it up to open the electronic lock.]

  - Return the way you came. Crouch behind the desk near the door where you
    entered. Wait for the guard to turn his back, then roll through the
    illuminated zone into the region beyond. Avoid this light when the guard
    is facing towards the window.

  - Follow the corridor around to the next room.


12. Closet

  Loot:    Gold Goblet (crate)

  - Activate the switch here to power up the terminal in the reception
    area. Then exit through the door.


13. Reception [second visit]

  Loot: Keypass (guard)
  Pickups: Nullifier (locker),
           Sonic Emitter, Nullifier, Tracker (all inside office)

  [This is difficult for the novice player. Pickpocketing the keypass from
   the guard is optional. On a first play through, you may wish to avoid
   doing so.]


  [Tricky: Obtaining the keypass - No Alarms Method]

  - A good way to get the guard out of the office is to whistle from near
    the locker. Don't whistle from near the closet door otherwise you'll
    have difficulty avoiding him later.

  - While the guard's on his way, you can search the locker freely before he
    reaches you. It's possible to ransack it while the guard's patrolling
    the office, but you'll need to interrupt your search if you don't want
    him to see you. This method is more advisable.

  - Hide around the corner of the corridor out of sight. Wait for the guard
    to wave his flashlight around then give up. This is a good opportunity
    to pickpocket him. Try to get him while he's passing the second window.
    Obtaining the keypass triggers a cutscene. Note: these are common on the
    museum level and the game (unfairly) continues while you're 'stuck', so
    it's a good idea to make sure you won't be caught in his flashlight beam.


  [Hacking the terminal - essential]

  - Sneak past the windows and back to the terminal. Keep close to the desk
    and the guard won't spot you.

  - Activate the powered up terminal.

  [This is your first hack. You can change options and download a map also.]

  ** Door - Security Level 1 Hack **


  [Optional: Looting the reception office - brutal method - 1 KO/Alarm]

  - If you have the keypass, the office door will be unlocked. Sneak in
    when the guard's heading towards the far window. Choke him out then
    grab the items.


  [Optional: Looting the reception office - sneaky method - No KOs/Alarms]

  - Fire a sonic emitter near the window where you entered (close to where
    you whistled earlier). Don't shoot it near the closet door. This may seem
    advantageous as it's further away, but be aware the guard often looks
    towards the noise while he's searching, which is something you don't
    want.

  - Crouch in the corner by the computer terminal desk then activate the
    emitter. If it's in a good spot, the guard will come out to investigate
    but go round the corner without looking towards you.

  - As he's heading past the side window, open the door. Roll on the floor
    to grab all three items quickly. Roll back to the door and exit before
    the guard stops to look around.


  [Exiting the reception area - essential]

  - Head to the unlocked door. Check the coast is clear with your sonic
    visor (ALWAYS do this if you have the option and the time). When it's
    clear, leave.


14. Corridor B

  Enemies: Guard (patrolling)
  Pickups: Health (guard)

  [The best opportunity to pickpocket the guard is when he's heading
   towards the door at the far end. He only has a health pack, so you
   may not wish to bother.]

  [If you've knocked out the reception guard, you may need to be careful
   here since the patrolling guard may be alerted.]

  [Disabling lights here is unadvisable since the guard will remove a
   flashlight and leave you with no dark areas to hide in. This is
   generally true for all corridors.]

  - Look around near the corridor corner and you'll see a ledge to grab
    onto.

  - Corner the ledge as the guard passes beneath you, then silently
    drop behind him.

  [This is a decent hiding spot if the level is on alert. Guards tend to
   not point their flashlights up, though sometimes you will get caught in
   a beam if you're not careful.]

  - Fire an emitter past the guard towards the door where you entered. Head
    round the bend then sound the emitter to keep him occupied while you deal
    with the locked door at the far end of the corridor.

    ** 3 Pin Mechanical Lock **

    Note: the light coming through the window means you WILL be spotted if
    you're picking the lock and the guard approaches.

  [You can sound emitters during the lockpicking minigame. Do so every so
   often to ensure the guard doesn't turn the corridor corner and spot you.]


15. Chemical Testing Lab

  Enemies: Guard (sleeping)
  Loot:    Gold Candlestick (left locker), Ruby Necklace (center locker),
           Golden Buddha (right locker), Chewing Gum (guard),
           Japanese Dart (crate in SW corner)
  Pickups: Tracker (near terminal), Health (behind W desk)

  [Assuming you haven't set off any alarms, it's fairly easy to loot this
   room since the guard is asleep. There are five separate loot items to
   steal in here. Pickpocketing the guard should be straightforward.]

  [If you approach the elevator, Louie will inform you it needs to be
   activated.]

  - Head for the computer terminal (opposite the elevator, facing the wall)
    and operate it.

  ** Freight Lift - Security Level 2 Hack **

  - The guard will wake up once the elevator arrives. Crouch behind the
    computer desk while he searches the room. If necessary, move round a
    corner out of sight. He will soon give up, return to his chair, and
    go back to sleep.

  - Press the elevator switch. Anya will enter automatically.


16. Basement Hall

  Enemies: Camera x4
  Pickups: Tracker (left crate - NW corner), Sonic Emitter (right crate),
           Health (between N pillars), Nullifier (S side)

  **NEW PRIMARY SUB-OBJECTIVE: Disable the secondary security systems

  [If you go near the NW door, Louie will mention shutting off the power
   to disable the security.]

  - The important thing to note here are the four cameras. You don't need
    to track them, and three are irrelevant. You can retrieve the health
    pickup safely since it's in shadow. The crates are also out of their
    field of view. Now is the safest time to retrieve these items
    (you'll see why later).

  - Nullify the southern camera (the one facing the corrugated door)
    before collecting the nullifier pickup.

  - While the camera's disabled, dash to the southern door and open it.
    Even if the camera reactivates before you're done, the shadows will
    cover you.

    ** 3 Pin Mechanical Lock **


17. Pipe Room

  Loot:    Silver Goblet (left locker), Sapphire (center locker),
           Katana (right locker)
  Pickups: Sonic Emitter (near lockers)

  - No security, so the objects are easy.

  - Notice the security blueprints on the W wall. Use Anya's camera to
    take a photograph.

  **SECONDARY OBJECTIVE COMPLETE - Photograph the electrical schematic

  - Leave through the door.


18. Basement Hall [second visit]

  - Now head for the door marked 'machine room' in the NE corner.


19. Machine Room

  Enemies: Red Lasers
  Loot:    Portable Radio (left locker), Family Photo (center locker)
  Pickups: Health x2 (near central machine, right locker)

  [Louie will mention electrical field vibrations. These are used to
   detect similar systems throughout the game.]

  - This is the first appearance of alarm lasers. Obviously, touching
    these is not good. Most beams are permanent, but some temporarily
    switch on and off. These are the weak point.

  - Begin by climbing onto the machine to the right of the entrance.
    Shimmy round to the far side.

  - Wait for the beams to deactivate then back leap from the machine.

  - QUICKLY grab the item, run up the wall (with steam coming off it)
    and backleap to the central machine.

  - Shimmy round to the opposite side and back leap to the machine on
    the opposite side of the fence.

  - Shimmy round the corner so Anya's back faces the second set of
    alternating on/off beams.

  - When they deactivate, backleap, run up the wall and jump to the
    pole.

  - Follow the pole over the fence, then drop down. Finally, deactivate
    the switch. This will shut off the beams.

  **NEW PRIMARY SUB-OBJECTIVE: Break into the exhibition suite

  - Run up the wall, leap to the pole, and swing across the fence.

  [You'll hear guards report as you land.]
</pre><pre id="faqspan-2">
  [Don't forget the lockers in the room if you're going for maximum
   items. You couldn't reach them before without setting off an alarm.]

  - Exit the machine room.


20. Basement Hall [third visit]

  Enemies: Guard x2 (both patrolling)
  Loot:    Pack of Smokes (1st guard), Digital Camera (2nd guard)

  [Two new enemies appear as you return. The whole museum is temporarily
   lighted dim red since you shut off the power. All guards will now be on
   a state of heightened alert with their weapons and flashlights out.]

  - Use the crates in the room to hide from the flashlight beams. The
    guards will split up to cover various sections. Your goal is the door
    in the NW corner that was locked earlier.

  - Use sonic emitters to lead the guards astray while you escape.

  [Tricky Optional Extra: Pickpocketing the guards - No detections/KOs]

  [This is one method I've found to work reasonably well. It requires
   lots of rolling, fast reflexes and strategic sonic emitter placement.
   Not advisable for a first timer, but it's doable with practice.]

  - Begin by firing an emitter into the NE corner. Hide behind the nearby
    crates. Wait for the guards to separate and one to head your way.

  - Sound the emitter, sneak up behind him and retrieve the cigarettes.
    Using sonic emitters is advisable since it makes the guard patrols
    more predictable.

  - Once you're done, roll past the southern side of those crates. If
    necessary, sound your emitter again to keep that first guard occupied.

  - Fire a second emitter towards the door you first entered by. Sound it
    to lure the other guard, then pickpocket him.

  - Quickly make your escape.


21. Basement Corridor

  Enemies: Red Lasers

  - This is your first encounter with permanent lasers. Unlike those in
    the machine room, these are always active. Some are moving, so it's
    all about gymnastics and timing.

  - First set of beams: wait until the moving beam rises above the others,
    then roll underneath all three.

  - Repeat the procedure for the second set of lasers.

  - Before the third set of beams, the corridor bends. Check the inside of
    the bend to notice a ledge.

  - Climb onto the ledge. Shimmy round, then backflip to a handhold on the
    opposite side.

  - Shimmy to the right. There are three moving beams. Make sure each is
    below you and descending before proceeding. You'll avoid the floor
    beams so don't worry about those.

  - At the end, backflip to the opposite side. Corner the ledge, then
    drop down.

  - Use the door at the end of the corridor.


22. Stairwell A

  Pickups: Health (in path)

  - Nothing to worry about here. Just use the sonic visor on the door at
    the top of the stairs before charging in.


23. Lobby Corridor

  Enemies: Guard (patrolling)
  Pickups: Nullifier x2 (guard, 'niche' near first corridor bend)

  **NEW PRIMARY OBJECTIVE: STEAL THE SAMURAI RUBY

  **NEW PRIMARY SUB-OBJECTIVE: Find the samurai statue


  - You normally have time to move to a ledge near the corridor bend. It's
    on the 'outcrop' bordering a niche.

  - This is a good opportunity to avoid the guard. Climb to the ledge then
    shimmy round as he passes underneath.

    [If you want to pickpocket the guard, it's advisable to fire a sonic
     emitter near the door you came through then use it to buy some time.
     He turns round very quickly if not distracted. He only has a nullifier
     so you may consider it unnecessary.]

  - Follow the corridor then go through the door at the far end. Check the
    sonic view first (as usual).


24. Lobby

  Enemies: Guard (patrolling), Camera x2
  Loot:    Cellphone (guard)
  Pickups: Health (near museum entrance doors)

  [The best window of opportunity to pickpocket the guard is now. When he's
   heading towards the entrance, sneak behind him before he completes his
   walk. When he's heading the other way, the guard turns halfway along.]

  [If you want the health pickup, I'd recommend hiding behind the pillar
   near the entrance. As SOON as the guard passes, roll repeatedly towards
   the entrance, snag the item, then roll back towards the left of that
   same pillar to hide. There's not much time to spare before the guard
   turns around.]

  - Photograph the relief in here when you get chance (framed above the
    lobby desk).

  **SECONDARY OBJECTIVE: RELIEF 1**

  - Go behind the desk when the guard is heading towards the entrance.

  [Power will now reactivate. The guards will return to unalerted status,
   but the security systems &  cameras are back online.]

  - Don't worry about the cameras so long as you don't stray too far from
    the computer.

  - The goal is to hack the terminal. The guard can't see you when he's
    heading the other way or before he gets about halfway back to the
    desk.

  ** Door - Security Level 2 Hack **

  [There's also a map to download if you wish.]

  - If you need more time, quit hacking and hide behind the chair. You're
    safe from view of both guard and cameras.

  - When done, wait for the guard to head away from the desk (if not
    already) then nullify the camera near the door.

  - Check the sonic visor before going through. If you need more time,
    hide behind the closest pillar.

  [Nullify the camera again if necessary.]



25. Lobby Corridor [second visit]

  Pickups: Sonic emitter (top of stairs)

  - Head up the stairs towards the now unlocked door.


26. Samurai Observation Room

  - Walk across the balcony to get your first look at the main target.

  [Louie will mention uploading a virus to partially disable the laser grid.]

  **NEW PRIMARY SUB-OBJECTIVE: Upload the virus into the security computer

  - Leave through the far door.


27. Hallway

  Enemies: Guard (sleeping), Camera
  Loot:    Gold Pen (guard)

  - As you're faced with a camera and sleeping guard, the best strategy
    is to use a nullifier to shoot out the light then activate Anya's
    night vision. This renders the camera useless.

  [Pickpocketing the guard is easy. Simply wait for him to fall back
   asleep so you'll have an inactive target.]

  - Open the door beside the guard's chair.

  ** 4 Pin Mechanical Lock **

28. Small Storeroom

  Loot:    Plain Goblet (crate)

  - Nothing much to do here. Search the crate if you wish then continue
    through the vent.

29. Vent Shaft D

  - Nothing here. Halfway along, you should probably disable Anya's night
    vision so you can see the shadowy areas more easily in the corridor.
    Be wary of the patrolling guard.


30. Exhibit Corridor A

  Enemies: Guard x2 (both patrolling)
  Pickups: Sonic Emitter (1st guard)

  [It's highly recommended you tag the closest guard with a tracker if
   you're planning on completing all the secondary objectives. Ignore
   the second guard (out of sight round the corner) for now.]

  [You can pickpocket the first guard as he walks away from the vent,
   though he only has a sonic emitter.]

  [If you're only interested in primary objectives, you can skip the
   following section completely. Continue from the second reference to
   corridor A below.]

  - Don't nullify any lights in this corridor. It will only make progress
    more difficult.

  - Guards in this area frequently have conversations. Sometimes this will
    buy you extra time to do what you need. On other occasions, it may
    prove to hinder you. Use common sense and judgement - these events
    occur at random when guards come in close proximity.

  - There's a useful shadow at the end of the corridor where the patrolling
    guard can't see you.

  - Take a picture of the relief on the right wall from that position. Use
    the camera's zoom function and shift to the left if necessary.

  **SECONDARY OBJECTIVE: RELIEF 2**

  - You need to pick the lock on the exhibit room door. The best time to
    do this is when the guard walks away from the vent. Sneak up behind
    him and work quickly to unlock the door before he turns around.

    ** 4 Pin Mechanical Lock **

  - If you have time, check the door using the sonic view. Don't take any
    risks. Retreat to the shadows and be patient if required. Don't attempt
    to enter the exhibit room before scoping it out or while the 'corridor'
    guard is inside.

    [A cutscene will be triggered upon entry, so it's important to time
     this right if you want to evade detection. Note the guard inside tends
     to face towards the door after he passes from right to left in front
     of the display cases. Wait until he's heading away from you before
     going in. You also have time if the guard's at the far end.]


31. Golden Flower Exhibit

  Enemies: Guard x2 (patrolling) [one overlaps with corridor], Red Lasers
  Loot:    Breath mints (guard), Golden Flower (statue hand)
  Pickups: Tracker (in between display cases)

    [Louie will mention the golden flower and beams.]

    [Again, guards often have conversations in this room. Use this to your
     advantage if possible.]

    - A good spot to hide is between the two glass display cases. There's
      a shadow you can use.

    [It helps to tag this guard with a tracker too.]

    [Pickpocketing the guard is best done while the other guard isn't
     present. A good moment is as he's on a long walk past the display
     cases, though see the below note about movement.]

    - Wait until the coast is clear then move to the terminal behind the
      second display case. Note: As the guard turns in the far left
      corner, he'll temporarily face towards the door. Take care not to
      be spotted as he does this.

    - You'll need to hack the terminal to continue. It's often best to
      perform only the first two hacks (unless the guards are having a
      conversation), and save the third for later. You'll need all the
      time you can get.

      ** Laser Grid - Security Level 3 Hack **

    - Grab the golden flower from the statue's hand.

    **SECONDARY OBJECTIVE COMPLETE: Steal the golden flower

    - A good spot to hide is behind the statue. Guards almost never
      search there.

    [The guard WILL sound an alarm once he spots either the laser beams
     deactivated or the missing golden flower. If you do both separately,
     it's possible he'll sound TWO ALARMS.]

    - There's a trick you can use to prevent the guard sounding any alarms
      at all. Fire a sonic emitter near the bottom of the statue stairs.
      Activate it as the guard rushes to inspect the statue's hand but
      BEFORE he radios for backup. He'll search around but the level
      won't be put on alert. The guard will also 'forget' about the
      missing golden flower from this point onward.

    [This 'trick' can be used to negate several otherwise 'mandatory'
     alarms throughout the game.]

    - Use the display cases for cover and leave the room. Make sure the
      guard outside won't spot you as you exit (take advantage of the
      tracking system). If necessary, you can use an emitter to distract
      the exhibit guard and buy some time.


32. Exhibit Corridor A [second visit]

  Loot:    Silver Flask (2nd guard)

    - Head for the corridor bend. Flatten against the wall and wait for
      the guard to have his back turned.

    - There are useful shadows near the relief. If you can, hide on the
      far side of the tiny 'outcrop'. Sometimes the guards talk in the
      corner, and it's possible one might bump into you on the way back.

    [You only need to do the following step if you want to complete all
     secondary objectives.]

    - Check your map to ensure the first guard isn't around (either
      heading towards the golden flower exhibit or already inside),
      then as the second guard moves from the corner, roll out behind
      him and snap a photo of the relief. Take cover again.

    **SECONDARY OBJECTIVE: RELIEF 3**

    - Wait for the first guard to get out of the way again then fire an
      emitter into the corner. Use it to distract the guard.

    [If you want to pickpocket the guard, now's the time, although you
     have to be VERY quick. He's hard to get to without using an emitter
     since he turns around very quickly on his patrol.]

    - Head for the unlocked door at the corridor's end.


33. Men's Bathroom

  Pickups: Tracker (stall)

    - Nothing noteworthy here. Simply climb onto the toilet in the last
      stall and enter the vent.


34. Vent Shaft E

    - Again, nothing to see. Follow the vent then climb out at the far
      end. No security to worry you.


35. Women's Bathroom

  Pickups: Nullifier (stall)

    - Check the door with your sonic visor then leave when it's all
      clear.


36. Exhibit Corridor B

  Enemies: Guard x2 (one patrolling, one sitting), Camera
  Loot:    Gold Watch (patrolling guard)
  Pickups: Nullifier (opposite bathroom)

    [Now the difficulty ramps up sharply.]

    - First objective is to put a tracker on the guard. If you wish, tag
      the camera also, though it's not essential. Again, avoid shooting
      out lights in this corridor unless you want flashlights in your
      face.

    [Pickpocketing the guard is best done as he moves away from the
     bathroom.]

    [If you don't want to steal the War Fan, ignore the next sections
     and continue from the Exhibit Corridor B [second visit] below.]

    - Sneak behind the guard until you reach the door then pick the
      lock before he comes back. Don't worry about the camera just
      yet.

    ** 4 Pin Mechanical Lock **

    - If you have time, use the sonic visor to scan the room. If not,
      retreat into the shadows and wait.

    [There's another cutscene in the exhibit room as you enter. You can
     only get spotted by the guard on the right balcony. Make sure he's
     not approaching the door.]

    - Enter the exhibit area.


37. War Fan Exhibit

  Enemies: Guard x2 (both patrolling), Red Lasers
  Loot:    Passport (right guard), Gold Watch (left guard),
           War Fan (display case)
  Pickups: Tracker (top of left stairs)

    [This can be tricky to do without knocking out the guards. If you're
     having trouble, I'd recommend knocking the left guard out but leaving
     the right one alone. Choking both guards vastly reduces the time you
     have available.]

    - There are useful shadows in the corners near the door and on some
      sections of the balcony.

    [Pickpocketing the guards is best done as the head away from the door
     along their balconies. Take care - they sometimes turn to face the
     exhibits and may spot you.]

    - Begin by firing an emitter somewhere on the floor between the steps.
      This can prove extremely useful if you're detected. It's also helpful
      to place trackers on the two guards since they can be tricky to see
      otherwise.

    - Head along the left balcony (avoiding being spotted obviously) until
      you reach the point where the beams are switching on and off.

    - As the beams deactivate, vault over the fence and climb up onto the
      opposite display case.

    [I'll describe the movements, but the guard positions will vary each
     time. Remember the guards generally don't spot you if a display case
     blocks their field of view. Some sides of cases are illuminated, some
     are not. Wait in the shadows (green light meter) if necessary.]

    [If a guard does spot you, he generally won't sound an alarm unless
     you're really close. He'll head down to the floor. Use the emitter
     you placed to attract his attention. He'll look around but give up
     without searching the entire floor. This saves some tricky moving
     around the display cases.]

    - Shimmy round to the left, then backflip to the ledge under the
      perimeter fence.

    - Corner, shimmy, then backflip to the cannon stand.

    - Corner/shimmy to the far side then backflip to the opposite ledge.

    - Corner the ledge then backflip to the closest display case.

    - Shimmy around to the far side then backflip to another cannon stand.

    - Make sure the guards are in conveniently out of the way positions,
      then shimmy round and backflip onto the war fan display case. Anya
      can pilfer the fan from above.

    **SECONDARY OBJECTIVE COMPLETE: Steal the war fan

    - Face the door, then leap from the display case, passing safely over
      the red beams.

    [One of the guards will notice the fan missing. Use the same trick as
     for the golden flower - sound the emitter to interrupt his radio call,
     and an alarm will never get sounded. The tricky part is avoiding their
     flashlight beams if they look around, and staying out of their way so
     they don't bump into you. Through clever use of the emitter, you
     can hide in the corner until the guards lose interest.]

    - Check you map to make sure the hallway guard won't see you leave, then
      exit through the door.


38. Exhibit Corridor B [second visit]

    - Now for the virus upload, the hardest objective of the level...

    - Fire an emitter near the bathroom (this will prove very useful
      later).

    - Keep to the left and follow the hallway guard towards the camera.

    [Louie will mention getting the guard out of the office.]

    [A cutscene is triggered, so it's important to stay in the shadows so
     the camera can't see you, and also have enough time before the guard
     returns.]

    - Move under the camera. Wait for the guard to head back.

    - Nullify the camera (to be on the safe side), then crouch and hog
      the wall, moving past the window.

    - You're generally safe to pass through the door since the area beyond
      is shadowy. Use the sonic visor if you're feeling cautious.


39. Exhibit Hall

  Enemies: Guard x2 (one patrolling, one sleeping)
  Loot:    Credit Card (patrolling guard), Pocket Watch (sleeping guard)
  Pickups: Nullifer (balcony), Health (balcony)

     - While it may be tempting, do NOT nullify the lights (even the one
       at the top of the stairs). The patrolling guard will remove a
       flashlight, only increasing the difficulty.

     - Keep to the shadows right of the door. As the patrolling guard
       moves left, roll behind the pillars, then roll into the shadows
       on the far side.

     [You can pickpocket this guard from by this pillar when he stops.
      It's probably the easiest spot.]

     - Roll up the stairs as the guard heads away from you.

     [Pickpocket the sleeping guard if you wish.]

     [Photograph the relief above the terminal if you're going for that
      objective.]

     **SECONDARY OBJECTIVE: RELIEF 4**

     - There's a terminal at the top of the stairs you need to operate.

     ** Exhibit Display - Security Level 3 Hack **

     - Only do the first two hacks. Check the map. Wait for the tracked
       hallway guard to pause by that bathroom then turn around. THEN do
       the third hack. This is to get the timing right so you can reach
       the virus upload terminal without the hallway guard spotting you.

     [The office guard will now leave to investigate.]

     - Head up the steps onto the balcony, taking care not to run. Wait
       above the door. After the office guard passes under you, vault
       over the fence and drop silently behind him.

     - Exit to the corridor.


40. Exhibit Corridor B [third visit]

  Loot:    Breath Mints (office guard)
  Pickups: Sonic Emitter (inside office)

     [The guard should be heading the other way and/or out of sight.]

     - Use the emitter you placed to distract him and buy time.

     [If you like, you can choke the guard out but this only wastes time,
      plus you'll have to deal with camera.]

     - Enter the office and hack the terminal. You need to do it quickly
       before the guard returns. Use the emitter to keep the hall guard
       occupied while hacking.

     ** Laser Grid - Security Level 3 Hack **

     [Louie will now inform you the laser grid is disrupted.]

     **NEW PRIMARY SUB-OBJECTIVE: Break into the samurai exhibition hall


     - Leave the office and hide in the shadows opposite the door. Flatten
       against the wall. The guard will return any moment now.

     [A good time to pickpocket the guard is when he returns. Use the
      emitter to keep the other guard out of your way.]

     [If you'd like more time, ignore the above instructions. Wait in the
      shadows for the guard to return after hacking the exhibit terminal.
      Then go next door, follow the vent from the balcony, and whistle to
      attract the guard's attention. Time the hallway guard the way you'd
      normally do for hacking the third sequence. Follow the same procedure
      for uploading the virus. It generally takes the guard longer to
      investigate the vent than the exhibit.]

     [A more brutal method. Wait for the guard to return. Use the emitter
      to distract the hall guard. Whistle from one side of the window to
      get the guard out of the office, roll to the other side and choke
      him from behind. You now have all the time you need, but this will
      result in an alarm.]

     - Exit through the exhibit hall door.


41. Exhibit Hall [second visit]

     [Note: The patrolling guard follows a slightly different pattern
      from before.]

     - Fire an emitter to your left then hide behind the 'outcrop' on
       the right wall.

     - Sound the emitter then sneak past the guard to the now unlocked
       door at the far side.

     - Check the coast is clear (with the sonic visor). There's a guard
       in the corridor beyond.

     - When it's safe, go through.


42. Samurai Exhibit Corridor

  Enemies: Guard (patrolling), Camera
  Loot:    Family Photo (guard)
  Pickups: Health (corridor floor - plain sight)

     - There's a useful shadow in one corner (the center of the guard's
       patrol route).

     - Tag the guard with a tracker. This will prove useful very soon.

     [Best opportunity to pickpocket the guard is when he moves past this
      corner down the corridor.]

     [Look around. Towards the bend, you'll see a relief. Take a photo of
      it if you're doing this objective.]

     **SECONDARY OBJECTIVE: RELIEF 5**

     **SECONDARY OBJECTIVE COMPLETE: Photograph the five reliefs

     [Note: The samurai hall is inaccessible right now. You need to head
      for the roof.]

     - When the guard's heading towards the hall, go the opposite way.
       There's a camera up ahead. It's easiest to nullify the two lights
       here so you won't be spotted. This will make your later route a
       little trickier due to the guard's flashlight, but it's still
       straightforward enough.

     - Head through the door.


43. Stairwell B

     - Follow the staircase up to the roof.

     - Ignore the first door you come to - this is for later. Go through
       the second door instead.


44. Samurai Exhibit Roof

  Pickups: Health (left side near access door)

     - Move across the roof, leaping/climbing onto the main section.

     - Climb the dome and go through the central hatch.


45. Samurai Exhibit Hall

  Enemies: Guard (patrolling), Red Lasers [plus backup guards]
  Loot:    Samurai Gem (statue), Car Keys (guard)

     **NEW PRIMARY SUB-OBJECTIVE: Remove the ruby from the samurai statue

     [This is the first encounter with Anya's zip line.]

     - There are four sets of beams to avoid: two intermittent and two
       permanent. Ignore the vertical lasers surrounding the statue.

     - Descend slowly, making sure Anya doesn't cross the path of those
       on/off beams. As the beams switch off, descend past them.

     - Only descend through the straight beams if Anya's properly lined
       up. If she didn't rotate on the way down you're fine, though it's
       sometimes difficult to avoid spinning.

     - Get Anya aligned (if necessary) then descend SLOWLY through the
       lasers. Stop short of the second intermittent beams.

     - Descend past these beams as they switch off, but be careful not
       to touch the lasers below.

     - Rotate Anya until she's parallel to the longer edge of the laser
       'rectangle' then descend through it.

     [This takes practice. You may accidentally set off the beams the
      first time through. If you do, a later cutscene will be skipped.]

     - Before stealing the ruby, go into first person view. Locate the
       door and wait for the patrolling guard to pass. This is to avoid
       detection later.

     - Steal the ruby.

     [Anya will descend to the floor automatically. If the alarm hasn't
      been sounded during your descent, a mysterious woman in red (Breeze)
      will set one off regardless. This cannot be avoided.]

     [The whole level will now be permanently in a state of alert. All
      guards increase in vigilence.]

     **NEW PRIMARY OBJECTIVE: EXIT THE MUSEUM

     **NEW PRIMARY SUB-OBJECTIVE: Escape from the museum across the rooftops

     - Two backup guards will now be sent in (along with the guard already
       present). Take cover behind the pillars and QUICKLY fire an emitter
       somewhere by the statue.

     [The backup guards always seem to head straight for you no matter
      what. The following instructions are for players going for a zero
      spotted count. You can dash right for the exit if you don't care
      about this.]

     - Roll behind a neigboring pillar to avoid the guards finding you.
       Sound the emitter to distract them. Keep to the shadows until the
       guards give up their search. They'll leave you alone with the
       patrolling guard.

     [He's easy to pickpocket if you wait in the shadows then follow his
      patrol route.]

     - Use your map to track the guard outside. When he reaches the door
       and turns around, leave. If you need time, distract the patrolling
       guard with an emitter.


46. Samurai Exhibit Corridor [second visit]

     - Follow the guard. Pause at the corner where the shadow was ealier.

     - Flatten against the wall. As the guard returns, corner as he passes.
       You should avoid stepping in his flashlight beam.

     - Retrace your steps to the roof access door.


47. Stairwell B [second visit]

     - This time, go through the first door (which was locked earlier).


48. Rooftop Chase

  Enemies: Police Helicopter
  Pickups: Health (planks over ditch)

     [For some reason, you get another 'alarm' at this point.]

     [A cutscene appears showing Breeze killing a museum guard. She then
      hides, leaving Anya to confront an armed police helicopter similar
      to the one seen in the intro movie.]

     - There's no way to destroy/disable the helicopter. All you can do
       is outrun it.

     - Note: the helicopter can only hit Anya if she's in the flashlight.
       Rolling helps a lot, but nothing seems foolproof. Try to avoid the
       beam and constantly move towards your goal. The path is linear so
       it should be obvious where you need to go.

     [Here are step by step instructions in case they're needed.]

     - Head south and vault over the concrete block.

     - Roll underneath the sign. It's faster than going around.

     - Past this, there's a gap you'll need to jump over. Try to make it
       in one leap else you'll be a sitting duck for the chopper.

     - Turn eastwards (left from Anya's perspective). It's best to run
       along the lower section as it's harder for the searchlight to
       spot you.

     - Run east, rolling under the vents you come across. In between them
       there's a metallic block. Just run over this and don't try to jump.

     - At the end, vault up onto the roof then jump across to the neighboring
       building. Quickly pull up then continue.

       [There's a health on the planks here if you've used up all your
        supplies in the museum.]

     - Run along the planks if possible since it's faster. Otherwise, just
       continue along the path.

     - Jump to the next roof and roll around the metallic tanks. Try to
       ziz-zag to present a difficult target.

     - At the far end, run across the walkway. Save time by vaulting over
       the fence.

     - Roll under the beam and you're done.


     **LEVEL COMPLETE**


B) Prison
---------


1. Sorting Room

  Pickups: Tracker (Cabinet NE of start), Health (near vent)

  **NEW PRIMARY OBJECTIVE: BREAK INTO THE PRISON

  **NEW PRIMARY SUB-OBJECTIVE: Enter the sewers

  **NEW SECONDARY OBJECTIVES: Locate and steal the grand tracker
                              Steal the prison blueprint microfilm
                              Steal the high security inmate list

     [Once the movie ends, Anya will vault down into a sorting room. A
      guard walks through a security door, and Louie suggests you follow
      him. Since the door is locked, Anya must find a different route.]

     [Collect the items en route, since there's generally no way back.]

     - Climb on the cabinet behind Anya (W side), then climb up to the
       higher cabinet.

     - Run up the wall between the stripes, then backflip to the pipe.

     - Follow the pipe, drop down onto the conveyor, then drop beyond the
       fence.

     - Enter the ventilation shaft.


2. Vent Shaft A

     - No security to worry about - simply follow the vent shaft.


3. Power Substation

  Loot:    Rockhammer (locker behind fence)

     - Climb onto the humming cabinet.

     - Vault over the fence and drop down beyond.

     [Search the locker if you want maximum loot. This is a one way trip.]

     - Drop down the hole.


4. Sewer Tunnel

  Enemies: Searchlight x2, Drone x2

     **NEW PRIMARY SUB-OBJECTIVE: Navigate the sewers and find a way
                                  into the prison

     [This will be Anya's first encounter with searchlights and automated
      drones. Both of these won't sound alarms, but trigger a bolt of
      electricity which damage's Anya's health.]

     [Running is advised, since the drones can't hear. They can only see
      ahead, and Anya is invisible in the dark.]

     - Vault over the first fence as the light moves away.

     - To navigate the obstruction, roll through the gap in the chain
       link fence to the right.

     [The light doesn't pass over this spot so wait if you need more
      time.]

     - Follow the tunnel's path and exit through the second hole.

     - Vault over the two fences.

     [A drone is ahead. There are plenty of shadows, so use them to
      mask your advance.]

     - Continue until you reach a second searchlight. Wait for it to
       move away, then vault over the fence and follow the light. It
       moves to the opposite side on the return trip.

     - Continue, vaulting over the fence, until you reach the tunnel's
       end.

     [Louie will direct you to the metal plate. This is your first taste
      of steel cutting. Don't be hasty here - there's no pressure from
      guards or a time limit.]

     ** Steel Plate **

     - Enter the pipe beyond.


5. Pipe A

     - Follow the pipe to the far end, then open the manhole.


6. Drainage Ditch

  Pickups: Health (platform beyond catwalk)

     [A cutscenw will show Anya climbing out into the room. Louie mentions
      a door. To get there, you'll need to navigate some platforms.]

     - Face S then vault up onto the ledge.

     - Grab and pull up to the ledge on the E side.

     - Vault onto the slightly higher ledge to the north, then hog the
       wall to cross the narrow ledge to the opposite side.

     - Follow the path round and leap across the gap.

     - Continue until you reach the damaged walkway, then climb onto it.

     [If you want the health pickup, drop down to collect it then retrace
      your steps to this point.]

     - Look the pipe then climb up onto it. Cross it to the far side then
       drop down.

     - To get around the rubble, climb down so Anya's hands grip the edge
       and shimmy past the obstruction.

     - Climb up and go through the door.


7. Pump Room

  Pickups: Health (exit route)

     - You won't get anywhere at present. Look for the two switches and
       press them. They're on either side of the fence opposite from
       where you enter.

     [Machines should now rise from the floor, providing Anya with a path
      to the prison.]

     - Face west then vault onto the ledge to the left of the machine.

     - Climb onto the machine and leap over the gap to the north.

     - Press the switch.

     [This opens a manhole and starts a timer. You need to reach the
      exit quickly.]

     - Face east, then use the pipe to swing to the opposite machine.

     - Follow the fence direction and leap to the machine opposite.

     - Jump to the opposite wall so Anya grabs the ledge. Shimmy round,
       corner, then backflip to the platform behind.

     - Follow the path round, leaping across the gap.

     - Enter the pipe before the hatch closes.


8. Pipe B

     [The cover closes after you enter no matter how much time remains.]

     - Follow the pipe then exit through the manhole cover.


9. Showers

  Enemies: Guard (patrolling)
  Loot: Driver's License (guard)

  **NEW PRIMARY OBJECTIVE: STEAL THE SECURITY SYSTEM DISK

  **NEW PRIMARY SUB-OBJECTIVE: Locate the security control room

  [As Anya climbs through the manhole, a guard will be using the bathroom.
   Since the manhole makes a noise as it closes, he'll move to investigate.]

  - Press against the pillar and wait in the shadows. The guard doesn't use
    a flashlight, so he can't spot you. Eventually, he'll give up.

  [A good time to pickpocket him is after he's moved from left to right.
   Sneak up behind and pilfer his driver's license.]

  - Follow the guard as he walks past the wall. Wait until he moves left.
    Sneak after him and open the door.

  ** 3 Pin Mechanical Lock **

  [If you're quick, you'll pick the lock before the guard returns. If you
   run out of time, interrupt your attempt, turn around and follow the
   guard's route back past the wall. The area around the door is well lit,
   leaving no place to hide.]


10. Locker Room

  Enemies: Guard (patrolling, not present immediately)
  Loot:    Prison Lunch Invite (locker)
  Pickups: Tripwire (corridor), Nullifier (guard)

  [Louie will mention finding a passcard for the door.]

  [This is the first appearance of the tripwire. On a first play through,
   place it across the corridor. This will make the subsequent section
   much easier. Simply ignore the following instructions and loot the
   room.]

  [The following instructions are for players who wish to take the minimal
   alarm approach.]

  [Careful - sound an emitter too many times and the guard will raise the
   alarm.]

  - Place a sonic emitter near where you enter.

  - Walk towards the locker and turn the corner.

  [A guard should enter about now.]

  - Sound to the emitter to distract him, loot the locker then proceed
    to the safe.

  [This is the first appearance of a safe.]

  - Crack the safe while using the emitter to keep the guard occupied.

  ** 3 Pin Safe **

  - Fire a second emitter into the corner past the wooden bench. Sound it
    to lure the guard towards you. As he passes, sneak past and go through
    the door you just unlocked.


11. Cell Wing A

  Enemies: Guard x2 (both patrolling), Drone x2
  Loot:    Gold Pen (second guard), Tie Clip (left crate behind obstruction)
  Pickups: Tripwire (first guard), Health (top level cell),
           Health, Nullifier, Sonic Emitter (central door on bottom level),
           Sonic Emitter (right crate behind obstruction)

  [An obstruction prevents Anya moving forward, so you'll need to climb
   upstairs first.]

  [The area around the stairs is shadowy, as is part of the staircase
   itself. Use this to your advantage.]

  - Wait at the bottom of the steps.

  - As the guard walks past on the walkway above (heading towards the far
    wall), sneak up alongside but just behind him.

  - Hide in the darkened cell.

  [A good opportunity to pickpocket the guard is when he walks back.]

  - Follow the guard. Keep crouched to maintain stealth or simply avoid
    running.

  - Climb the second set of stairs and get out of the way before the
    guard turns back.

  - Walk to the end and use Anya's first person view. You should see a
    drone opposite, and a guard one floor below you.

  - Destroy the drone with two nullifiers. It will alert the guard for
    a moment, but he won't see you from there. This makes progress much
    easier.

  - Jump across the gap using the pole.

  [If a guard gets suspicious, hide in a darkened cell until activity
   dies down.]

  - Wait at the top of the stairs (in shadow). Descend the steps as the
    guard walks away from you.

  - Flatten against the wall in the shadows. Avoid using the fence side
    since the guard tends to come too close and spot you.

  [A good opportunity to pickpocket the guard is after he walks past.]

  [If you're not interested in maximum items, you don't need to descend
   back down. Simply use the door in the corner.]

  - As the guard returns, sneak past him and go downstairs.

  [There is a drone here, but also plenty of shadows so you needn't use
   nullifiers.]

  - Collect the items from by the door and those from the crates in the
    corner near the obstruction (tricky to see - use Anya's night vision).

  - Return upstairs when it's clear and use the door.


12. Connecting Hall

  - Descend the steps to the opposite door.

  [Louie will mention a security system. This is the first encounter with
   a directly hackable electronic door.]

  ** Electronic Door Lock - Hackable **

  - Go through the door into the next cell wing.


13. Cell Wing B

  Enemies: Guard x2 (both patrolling)
  Loot:    Security Chip (second guard)
  Pickups: Nullifier (first guard)

  - Keep to the shadows on the left side to avoid the patrolling guard.

  [There are plenty of hiding spots amongst the crates, building materials
   and cable reels.]

  [A good opportunity to pickpocket the guard is as he walks past the
   door corridor. You can wait in the shadows, flattened against the
   wall - very close to him but you shouldn't be spotted.]

  - Climb up the stairs when you get the opportunity.

  [A cutscene is triggered showing a hole which leads to a control room.
   This is your way in.]

  - It's best to activate night vision. There's a guard on the far
    balcony.

  - Walk to the end of your balcony when he's not looking. The edge is
    surrounded by shadow. Move quietly otherwise the guard below might
    hear you.

  [Note: the far balcony is well lit, so you'll be visible when you
   land.]

  - Wait for the guard to pause by the steps then start to walk towards
    the far end. Jump across the gap to the opposite balcony. This is
    tricky to do without making too much noise. If the guard below hears
    you, he can't reach your position so it probably won't cause a
    problem.

  - Roll quickly and proceed upstairs before the guard turns around.

  [If you want to pickpocket the guard, a useful strategy is to wait for
   him to walk back, sneak downstairs, and retreat back into the shadows.
   Wait for him to patrol past, then pickpocket him on his long walk.]

  - On the upper balcony, jump to the second floor cells opposite.

  - Climb onto the pole (with the flags) and cross to the catwalk.

  - Drop to the control room building, then drop through the hole.


14. Cell Control Room

  Pickups: Health (right cabinet near door)
  Loot:    Family Photo (left cabinet), ID Card (central cabinet)

  - Flip the six switches here if you want some extra gadget items.
    Getting them will involve some backtracking.

  - Hack the terminal on the wall.

  ** Door - Security Level 3 Hack **

  [The central door outside is now open.]

  [Opening the cells will temporarily alert the guards outside, so wait
   for them to conclude their search.]

  [There are some cabinets near the door which are easy to miss in the
   dark.]


15. Cell Wing B [second visit]

  Pickups: Tracker x2, Health x2, Nullifier, Tripwire (cells)

  - If you wish to collect the items, they're in the cells. The easiest
    way to get them is to follow the same route as for reaching the
    control room.

  [There are two items on the first balcony before the jump, two where
   the guard patrols - use the pickpocketing method to get around him -
   and two on the upper floor.]

  - When you're done (or if you don't want the items), sneak past the
    first guard and through the central door.


16. Cafeteria

  Enemies: Guard x3 (sitting around table)
  Loot:    Pager (W guard), Lighter (N guard), Family Photo (E guard),
           Soccer Star Photo (left cabinet in kitchen),
           Chess Piece (right cabinet)

  [The guards will discuss the city's mayoral race.]

  [If you don't want all them items, it may be best to ignore them and
   proceed to the exit. Otherwise, there are instructions below. There
   are five loot items in the room.]

  - Nullify the light then quickly take cover behind the pillar. One
    guard will get up to look around then settle down.

  - Pickpocketing the guards can be awkward, since they're still alert
    even though sitting still. Try to avoid getting too close otherwise
    they may see Anya as she moves away. It's usually best to approach
    them from the side and slightly behind.

  - There are two items in kitchen area cabinets. Enter through the left
    door, as using the other entrance triggers a guard. He'll enter the
    kitchen and wave his flashlight around, then return through the other
    doorway to his chair. A useful spot to hide is around the corner near
    the left entrance.


17. Corridor A

  Enemies: Red Lasers

  - Follow the corridor until you reach the beams.

  - Run up one wall then jump and grab the ledge on the opposite side.

  - Corner the ledge and wait for the nearest beam to drop. You're safe
    from touching it until you actually turn the corner.

  - When the beam falls, corner then make your way across the ledge and
    corner the opposite side. There's not enough room to wait between the
    beams (like in the museum) so it's all about timing.

  - DON'T DROP down yet. Continue shimmying across. If you're on the wall
    where the ledge ends, flip to the opposite side.

  - Corner the ledge and shimmy over the fixed beams on the floor. Drop
    down then continue.


18. Workshop

  Enemies: Guard x2 (one sleeping - later wakes up, one patrolling),
           White Lasers
  Loot:    Rita Heyworth Poster (central locker - NE corner),
           Circuit Board (left cabinet - upper balcony),
           Belt (right cabinet), Organiser (upper guard)
  Pickups: Tracker (sleeping guard), Tripwire (left locker),
           Tracker (right locker), Health (beyond white lasers)


  [This is the first appearance of white lasers - essentially electrified
   barriers.]

  - There are plenty of shadows to use. One of the guards is asleep and
    easy to pickpocket.

  [There are lockers in the NE corner on this floor. Quite hard to see in
   the dark.]

  - Climb the stairs. Don't worry - there's shadows everywhere. Look for
    the guard on the balcony and tag him with a tracker. This will prove
    useful later.

  [As you reach the balcony, Louie will mention the ceiling hatch. There's
   a terminal here but it has no power yet.]

  - Wait for the guard to pass then search the cabinets (if you wish). It's
    easier to take opportunity of the dark now.

  [Pickpocketing the guard is fairly easy in the dark.]

  - Circle along the guard's route to the far side then vault over the
    railing, dropping beyond the white beams.

  - Flip the power switch.

  [The beams will deactivate, but this comes with additional hazards.
   Lights switch on, leaving you with fewer shadows. The sleeping guard
   will wake up.]

  - Hide behind the terminal between the doors. Wait for the guard to
    take position. Fire an emitter through the door to one side (which
    side doesn't matter).

  - When the guard above is out of earshot, sound the emitter. Sneak past
    the guard while he's distracted and take cover in the shadows at the
    base of the stairs.

  - As the upper guard passes, sound the emitter again and move upstairs
    quickly while the lower guard's back is turned.

  - Hack the terminal. You should have time before the balcony guard heads
    back.

  ** Ceiling Hatch - Security Level 2 Hack **

  [The guard will sound an alarm when he notices the open hatch. You can
   use the 'golden flower' trick from the museum. Fire an emitter below
   the hatch for use later.]

  - Run up the wall, then jump to the open hatch. Climb up into the vent.


19. Vent Shaft B

  [If you're trying to minimize alarms, watch the map until you see the
   balcony guard alerted. Sound the emitter to draw his attention. He
   shouldn't radio for assistance.]

  - Follow the vent along to the other end.


20. Cell Wing Rooftops

  Enemies: Guard x2 (both patrolling)
  Loot:    Portable Radio (crate W side after entrance),
           Digital Camera (first guard), Tie Clip (second guard)

  [Note: There's a crate on the right hand side in the dark.]

  [The drone here tends to have difficulty spotting Anya, so there should
   be no problems.]

  - Climb onto the vent shaft then onto the building.

  - Swing across using the pole to the opposite side.

  - Climb over the crate. If necessary, climb on the outer wall. It's
    enshrouded in shadow.

  [There are two guards on the roof. Often, they'll stop to have
   conversations, which usually makes things more difficult.]

  [Climbing on the walls/crates to hide is fine, but be careful when
   dropping down. It's hard to do a soft landing and the guards
   generally hear you if you're close.]

  [Using the wall isn't advised, since the bath is blocked by fences.]

  [A good opportunity to pickpocket the first guard is as he moves away.
   You can use the shadows of the first crate to hide.]

  - Sneak along behin the guard. Look for two long crates. There's a spot
    between them that's totally dark. Don't use the corner area since the
    guard normally spots you.

  - After the guard moves off, tag him with a tracker - it may prove
    useful.

  - Getting past the second guard is tricky, but there's a useful shadow
    near the furthest crate along. He won't see Anya if she presses up
    against the crate.

  [Pickpocket the guard as he moves past, if you wish.]

  - Go through the door. The area beyond is shadowy, so you shouldn't be
    seen.


21. Security Cage

  Enemies: Guard x2 (one patrolling, one sleeping)
  Loot:    Rat Trap (sleeping guard), Grand Tracker (safe in cage)
  Pickups: Health (patrolling guard)

  [Pickpocketing the guards is fairly straightforward if they're not on
   alert.]

  [Entering the cage is optional. There's a secondary objective item in
   the safe, but it's not essential to obtain it.]

  - To enter the cage, there are two methods.

  [Brutal method. Choke out the patrolling guard then follow the below
   instructions for getting the item. This will result in an alarm later
   on.]

  [Now the more subtle approach. This is the zero alarm/spotted/KO method.]

  - Fire an emitter into the corner diagonally opposite the door. This is
    the best area because it will keep the guard(s) out of sight. Try to
    place the device somewhere before the shadowy zone. If it's too far
    away, nobody will hear it.

  - Pick the lock after the guard moves past. You should have time to get
    it open without using the emitter.

  ** 3 Pin Mechanical Lock **

  - If necessary, follow the guard around the cage. When he's in position,
    sound the emitter.

  - While he's distracted, crack the safe. Sound the emitter again if
    necessary.

  ** 4 Pin Safe **

  **SECONDARY OBJECTIVE COMPLETE: Locate and steal the grand tracker

  - Leave and hide in the shadows by the door.

  - When the search dies down, head for the opposite corner.

  [You'll get an automatic cutscene with Anya in the elevator.]


22. Helipad

  Enemies: Guard (patrolling), Searchlight
  Loot:    Rabbit's Foot (guard)
  Pickups: Health (top of crate, far wall)

  [It's best to wait to pickpocket the guard. He's hard to get when he
   climbs the steps. The best time is when he returns. There's a huge
   shadowy area away from the searchlight.]

  [Getting the health is tricky, since you'll probably have to run. Wait
   until the guard heads to descend the steps then time it so you miss the
   searchlight. Climb onto the crate, grab the item and flatten against</pre><pre id="faqspan-3">
   the wall. The light should miss you. Once it's gone, leap down and hide.]

  - As the guard ascends the steps, roll along the wall beneath him (which
    will block the light) to the far side of the roof.

  [Louie will mention some new equipment and finding an anchor point.]

  - Head for the hole and set up the cable before the guard sees you.


23. Outer Wall

  Enemies: Drone x3

  [This is Anya's first taste of rappeling. Wait for Louie to finish,
   otherwise you may miss out on an objective.]

  [As Anya descends, Louie asks her to photograph three safes.]

  **NEW SECONDARY OBJECTIVE: Photograph the three safe locations

  - Descend using the rappel cable. There are three drones to watch out
    for. Don't descend into the path of a camera. Remember they can't
    see to the side and their field of view is extremely limited. You
    can't use your gun while descending, so you'll have to rely on
    judgment.

  - For some safes, you may need to move sideways. They're always white
    and located on the office far wall.

  - First safe location: when you first see a chequered floor pattern.

  - Second safe: next window down.

  - Third safe: look for an office with planks on the floor.

  **SECONDARY OBJECTIVE COMPLETE: Photograph the three safe locations

  - Descend to the balcony below and detach from the cable. Go through
    the door.


24. Corridor B

  Pickups: Tracker, Nullifier, Sonic Emitter, Health (lockers)

  - Not much to do here, only obtain gadgets from the four lockers.

  - Go through the door.

  ** 3 Pin Mechanical Lock **


25. Television Room

  Enemies: Guard x3 (sitting, watching TV)
  Loot:    MP3 Player (second guard), Elvis Wig (third guard),
           Prototype Inhibitor (cabinet in far corner, behind counter)
  Pickups: Health (first guard)

  [Upon entry, a cutscene shows three guards settling down to watch TV.]

  - First, go to the doorway and shoot out the light with a nullifier.

  - To avoid the guard who searches, hide behind the window/wall.

  [A good opportunity to pickpocket this guard is when he walks to the
   far end - he usually does. You can pickpocket him later, but it might
   prove tricky to align Anya when he's sitting down.]

  [When the guard returns, move between the sofa and chair then pickpocket
   the central guard - if you wish to do so.]

  - Move around the perimeter, using the newly created shadows. Stay
    behind the television.

  - A guard will get up as you near the corner of the room. Quickly roll
    behind the sofa to block his field of view.

  [This is a good time to pickpocket him. As he heads for the counter,
   you can sneak up behind. Otherwise, you can get him after he sits
   back down.]

  - Roll out of sight around the corner near the door, so you don't get
    caught in his beam.

  [There's a cabinet drawer behind the counter with some loot in it.]

  - Use the sonar to check the area beyond the door is clear, then go
    through.


26. Security Checkpoint

  Enemies: Guard x2 (one patrolling, one stationary)
  Loot:    Pack of Cards (patrolling guard)

  [You can wait in the shadow by the pillar then sneak up and pickpocket
   the patrolling guard.]

  - It's VERY useful to tag the patrolling guard with a tracker. You need
    to come through here a lot, and it's always handy to know where he is.

  - Stick to the shadows, then crouch against the windowed wall and move
    past.

  - Quickly roll towards the unlocked door (the one on the right wall).
    You may get spotted by the window guard, but if you remain in the
    shadows, he'll quickly lose interest.

  - Use your sonic visor here. There's a patrolling guard behind. Make
    sure you're not in his vision when you go through.


27. Security Control Room

  Enemies: Guard (patrolling)
  Loot:    ID card (guard)

  [Hide in the shadowy alcove. This makes it easy to pickpocket the guard.]

  - It's also useful to track this guard.

  - The central door is locked. Head to the left when the guard's going the
    other way.

  [You'll come to a steel plate in the wall. Louie mentions maintenance
   work leaving an exposed section.]

  - Cut through the plate. If the guard returns, retreat into the shadow
    covered corner, then resume once he's gone.

  ** Steel Plate **

  [Fire an emitter outside the plate. This is to sound later to avoid an
   otherwise 'mandatory' alarm.]

  [As Anya moves through, you'll get a cutscene. Louie will inform her that
   she needs two keycards to obtain the system disk.]

  **NEW PRIMARY SUB-OBJECTIVES: Locate the warden's security keypass
                                Locate the chief technician's security
                                keypass


  - Crouch against the windowed wall to avoid detection by the guard.

  [If you're going for minimal alarms, sound the emitter once he becomes
   suspicious about the open maintenance panel.]

  - When it's clear, go back through the panel and head for the vent
    shaft to your left.

  [Note: It's much easier to leave through the door, so if you're not
   after maximum items, just use that exit. Be wary of the patrolling
   guard outside.]


28. Vent Shaft C

  - Follow the duct until you reach a hole. Check the map and wait for
    the patrolling guard to look through the window, then move on.

  - Drop down and execute a silent landing.


29. Security Checkpoint [second visit]

  Pickups: Tracker (locker), Health (floor), Tripwire (stationary guard)

  - Keep silent and collect the three items. Avoid confronting the guard.

  - When you're done, leave. You need to work quickly before the outside
    guard comes back.

  - Keep to the shadows to avoid detection. If you're spotted, just wait
    it out while in the dark.

  [The following instructions are for a secondary objective. Continue
   from the third visit here below if you wish.]

  - Go back through the door when it's clear.


30. Security Control Room [second visit]

  - Avoid the guard and head to the right.

  - You'll need to pick a lock so watch out for the patrol. Use the
    shadows if needed.

  ** 4 Pin Mechanical Lock **


31. Design Room

  Enemies: Backup guard (not present immediately)
  Loot:    Microfilm (safe)

  - Head for the safe.

  [A backup guard will now enter and search the room.]

  - Keep crouched in the shadows and wait for him to leave. He has
    nothing of value.

  - Crack the wall safe.

  ** 4 Pin Safe **

  **SECONDARY OBJECTIVE COMPLETE: Steal the prison blueprint microfilm

  - Leave via the door (watching out for the guard).


32. Security Control Room [third visit]

  - Avoid the patrol and exit to the checkpoint area. Again, be wary of
    the guard outside.


33. Security Checkpoint [third visit]

  - Head through the now unlocked door (right of your entry point).


34. Stairwell

  Enemies: White Lasers

  [The white lasers block your path to the roof. They will deactivate
   automatically later.]

  - Proceed downstairs until you reach the first door.

  [This is another directly hackable lock.]

  ** Electronic Door Lock - Hackable **



35. Clerical Offices

  Enemies: Guard x3 (behind locked door)
  Pickups: Health (desk drawer)

  [The opposite door is locked. Louie mentions requiring a keycard.]

  - The three guards can see through the window. Should you be spotted,
    firing an emitter and hiding behind the desk will help.

  - Deactivate the desk lamp (by operating it directly) when you have the
    chance. It will darken the room.

  - Once you're done searching, exit through the window.


36. Window Ledge

  Enemies: Drone x2

  - It's easiest to locate and destroy the two drones with nullifiers.
    Navigating platforms is tricky while under attack.

  - Hog the wall and proceed across the narrow ledge.

  - You'll need to jump to the next ledge. Be careful - it's quite
    possible to fall.

  - Use the pole to swing to the next ledge.

  - Follow the ledge round to the window then re-enter the building.


37. Warden's Office

  Enemies: Guard (overlaps with clerical offices)
  Loot:    Warden's Card (safe), Leather Wallet (cabinet, NE corner)

  [A guard enters periodically, but you're safe in the shadows.]

  - Tagging the guard will help you navigate the next area.

  - Crack the wall safe. Don't worry - you should be safe from
    detection.

  ** 5 Pin Safe **

  **WARDEN'S CARD OBTAINED

  [If you need to search the cabinet, do it after the guard leaves.]

  - Exit shortly after the guard.


38. Clerical Offices [second visit]

  Pickups: Sonic Emitter (first guard)

  [In here, there are three guards. It's VERY common to hear conversations.
   When you get the opportunity, tag all of them.]

  - There are useful shadows outside the warden's office.

  [Pickpocket the first guard as he leaves the office. He's a safe distance
   from the others at that point.]

  [You can ignore the next section if you're not interested in secondary
   objectives.]

  - Go through the door down the corridor (to your right).


39. Office

  Loot:    Inmate List (on desk)

  - Nothing much to do. Retrieve the list from the desk.

  **SECONDARY OBJECTIVE COMPLETE: Steal the high security inmate list

  - Leave when it's safe to do so.


40. Clerical Offices [third visit]

  Loot:    Credit Card (left guard)
  Pickups: Tripwire (right guard)

  - The guards patrol up and down both sides of the cubicles. It's much
    safer to proceed down the right hand side, since it's dark.

  [Pickpocket the guards when they're on a long walk and nobody else is
   around. If needed, you can switch off the desk lamp.]

  - Head through the door back to where you first entered from the
    stairwell. You'll need to do another hack to leave.

  ** Electronic Door Lock - Hackable **


41. Stairwell [second visit]

  - Head to the bottom of the stairs. You're faced with another locked
    door to hack.

  ** Electronic Door Lock - Hackable **


42. High Security Zone

  Enemies: Drone x2, White Lasers

  [A cutscene shows the technican passing through a barriered door.]

  [The door on the right can only be opened with the technician's
   card.]

  - Proceed past the white beams and you'll see an alternate way in.

  ** Steel Plate **

  - Once inside, proceed downstairs and neutralize the two patrolling
    drones with nullifiers.

  - Head for the terminal under the staircase.

  ** Door - Security Level 3 Hack **


43. Cell Observation Room

  [If you head to the opposite door, Louie will say you need the card
   which is on the other side.]

  - Behind Anya is a vent. Use it.


44. Vent Shaft D

  Pickups: Health (in vent)

  - Proceed around to the end.


45. High Security Cells

  Enemies: Drone x2, Guard (stationary), Poison Gas
  Loot:    Technician's Card (guard)

  - You're now on a pipe above the control area.

  - Head to the end and you'll come to a zip line anchor point.

  - Once suspended, locate and destroy the two drones.

  - Descend towards the technician.

  [Anya will steal his card automatically. This appears to be a
   mandatory KO.]

  **TECHNICIAN'S CARD OBTAINED

  **NEW PRIMARY SUB-OBJECTIVE: Remove the security system disk

  [Breeze will now trigger a gas trap. This gives you a limited time to
   escape.]

  - Operate the control panels (which the technician used earlier) to
    move the cell elevators.

  - Climb onto the lowest cell, then proceed anticlockwise around the
    hub.

  - Leap twice to a higher cell, then jump to the lighting rig.

  - Shimmy round, cornering twice, to the opposite side.

  - Backflip into the vent.


46. Vent Shaft E

  - Follow the shaft to the end, then drop down.


47. Cell Observation Room [second visit]

  [Anya is now safe from the gas.]

  - Exit through the door you entered by.


48. High Security Zone [second visit]

  - Proceed upstairs. You can deactivate the white beams using a switch
    on the neigboring wall.

  [You can ignore the next section really, but if you insist on getting
   every little thing...]

  - Head through the now unlocked door opposite.

49. Technician's Office

  Pickups: Tripwire (locker)

  - Rather pointless, really. Leave once you're done.


50. High Security Zone [third visit]

  - Head back to the stairwell.

  ** Electronic Door Lock - Hackable **


51. Stairwell [third visit]

  - Return to the checkpoint/control room floor.

  ** Electronic Door Lock - Hackable **

  - As always, check the guard's position on your map before going
    through.


52. Security Checkpoint [fourth visit]

  - Time to revisit the control room. Careful: remember the guard.


53. Security Control Room [fourth visit]

  Loot: System Disk

  - Head left when it's clear, and go through the panel you cut earlier.

  [You'll get a cutscene showing Anya retrieving the disk. An alarm is
   triggered automatically.]

  **NEW PRIMARY OBJECTIVE: ESCAPE THE PRISON COMPLEX

  **NEW PRIMARY SUB-OBJECTIVE: Find a way out of the prison building
                               and exit the grounds

  - Crouch up against the terminal. A guard will enter and leave. Stay
    there unless there's danger of being seen through the window. The
    other guard normally comes in to take a look.

  - Eventually, the alarm will be cancelled. Leave through the central
    door (now unlocked).

  [You can go through the door, but there's an alternative method which
   *appears* to be slightly safer.]

  - Use the vent shaft again.


54. Vent Shaft C [second visit]

  - Follow this to the end. Wait for the patrolling guard to pass the
    window then do a silent drop.


55. Security Checkpoint [fifth visit]

  [Whatever you do, the guards will attack once you leave - at least, if
   you avoid knocking them out unnecessarily.]

  - Sneak out through the door. You'll get shot at.

  [Strangely, this method seems to result in no additional 'spots'.]

  - Sprint to the stairwell door.


56. Stairwell [fourth visit]

  - The roof access is now clear, so up you go to the door.


57. Rooftop Chase Version II

  Enemies: Breeze, Searchlight

  [Your nemesis in red leather will steal the disk from you before
   fleeing. Time for another rooftop chase.]

  [Like the museum level, this seems to count as an 'alarm'.]

  **NEW PRIMARY SUB-OBJECTIVE: Retrieve the security system disk from
                               Breeze

  - Breeze will stop to throw ninja stars. The best way to avoid them is
    by moving/rolling to one side. Do this constantly. Walking forward
    for too long will result in Anya being injured.

  - She'll always hold position until you get close. Keep progressing
    forward.

  [Again, the route is fairly obvious, but here are step by step
   directions.]

  - Either go around or roll underneath the vents.

  - Vault over the fence.

  - It's best to jump the gap on the right. Using the walkway leaves
    you vulnerable since you can't strafe.

  - Advance through the vents. Avoid the searchlight as it will trigger
    an automatic gun emplacement which will injure Anya repeatedly.

  - Move past the chimneys.

  - Vault over another fence, then climb up after Breeze.

  [The pole here seems to leave you more exposed, so it's best to
   avoid it.]

  - Roll under the two ventilation ducts.

  - The least vulnerable route involves jumping across the platforms to
    the far side. This is unsafe, but using the long walkway will leave
    you completely exposed. Once on the opposite side, move left.

  - If possible, go right, jump the gap, and use the structures for cover.

  - Use the pipe to swing across. Leap quickly to avoid getting hit by
    ninja stars.

  - Continue across the metal grates, jumping over gaps.

  - Run along the duct and jump at the end (this is important).

  [You'll get revenge on Breeze and recover what was lost. Police will
   interrupt Anya and catch her in the act. She'll then make a speedy
   escape.]

  **LEVEL COMPLETE**


C) APEK HQ
----------


1. Lower Window Ledges

  Enemies: Drone
  Pickups: Tracker (W ledge)

  **NEW PRIMARY OBJECTIVE: FIND OUT MORE ABOUT APEK OPERATIONS

  **NEW PRIMARY SUB-OBJECTIVE: Break into secure storage offices

  **NEW SECONDARY OBJECTIVE: Steal confidential offering document

  [There's a useful pickup near the start location. Turn Anya around so
   she faces west, then use the lamp/pole to swing to the opposite ledge.
   When you're done, backtrack to the insertion point.]

  - Jump to the lamp/pole east of the ledge, then swing to the opposite
    platform.

  [A drone patrols this area, though it shouldn't spot you if you're
   careful. No need to waste your limited nullifier supply here.]

  [As you walk past the electrified area, Louie will inform you that the
   power needs to be deactivated for Anya to proceed.]

  - Move on until you come to a sealed ventilation duct.

  ** Steel Plate **

  - Enter the newly exposed shaft.


2. Vent Shaft A

  - The first of many ducts on this level. Simply proceed to the far
    end, where you'll emerge inside an office.


3. Office Room 01

  Loot:    APEK Statue (N desk), Pizza Menu (S desk)

  - No security measures, but check the desk drawers if you're after all
    the loot.

  - Use your sonic visor on the door, though it's almost always clear.


4. Low Level Offices

  Enemies: Guard x2 (both patrolling), Drone

  - This area is well patrolled. It's useful to tag both guards with a
    tracker, and the drone also. You'll need to move in and out of
    office rooms and it's crucial to know the patrol locations.

  - There are shadows in the corner areas, and the northwest part of
    the floor. Avoid nullifying lights. It only wastes ammo and makes
    everything harder.

  [Stick to the corridor section that leads to Office Room 01. The two
   guards patrol the perpendicular corridors. Make sure you pause by
   each corner to ensure the coast is clear. Tag the guards from
   distance.]

  [Note: The guards sometimes have conversations at junctions.]

  [Pickpocketing the guards is best done later.]

  - Wait for the first (southern corridor) guard to leave the office
    down the hall, then enter the door he came out of.


5. Office Room 02

  Enemies: Guard [overlaps with corridor]
  Loot:    Workstation Disk (NW desk), Paperweight (NE desk),
           Silver Flask (SW desk), Manager's Award (SE desk)

  - If you're quick, you'll have time to search the office before the
    guard returns. Check your map frequently. If the guard's coming,
    hide behind a desk out of sight of the door.

  [Pickpocketing the guard is possible here, but time is limited, and
   there's a chance he'll see you as he leaves. A better opportunity
   will present itself shortly.]

  - Leave as the guard's heading for the SW corner of the floor.


6. Low Level Offices [second visit]

  Pickups: Tracker (S guard)
  Loot:    Pack of Smokes (N guard)

  [You can ignore this section if you're not interested in loot or
   the secondary objective.]

  - Head for the SW corner, but make sure the guard to your right
    doesn't see you. Check the real time map or adjust the camera
    to look around the corner before proceeding.

  [If you wait in the shadows outside office 03, you can pickpocket
   the guard as he leaves.]

  - Enter the office after the guard has left.


7. Office Room 03

  Enemies: Guard [overlaps with corridor]

  - There are two safes to crack in the room (one on the desk and the
    other in an alcove opposite). Either one seems to complete the
    secondary objective, but opening both doesn't seem to yield a bonus.

  [Make sure you're not interrupted by the guard. If necessary, you
   can hide in a shadowy alcove right of the entrance.]

  ** 3 Pin Safe ** [x2]

  **SECONDARY OBJECTIVE COMPLETE: Steal confidential offering document

  - Exit through the door. It's best to follow the guard out.


8. Low Level Offices [third visit]

  - Head north along the darkened corridor.

  [You can flatten against the wall and pickpocket the guard after he's
   gone by.]

  - While avoiding the guard, turn right at the corridor's end. There's
    a door on the right you need to open, but it's locked.

  - If necessary, hide in the alcoves or shadows. Wait for the guard to
    head away. Now's your chance.

  ** 4 Pin Mechanical Lock **

  - Enter the fuse room.


9. Fuse Room

  Enemies: Guard (sleeping, later patrolling)
  Loot:    Profit Sheets (desk drawer), Portable Radio (guard)
  Pickups: Health (inside cage)

  [Louie will mention using the fuse boxes to shut off the power.]

  [Pickpocket the guard while he's asleep. You won't be able to take
   advantage of this lapse in security later. Also, searching the desk
   now is the advisable course of action.]

  - Fire an emitter into the corner left of where you entered. It will
    prove useful shortly.

  - Now for some acrobatics. Climb onto the eastern cabinet then leap
    up and grab the pipe.

  - Walk along the pipe across the fence. The guard will wake up as
    you're making the journey.

  - There should be time for you to drop behind the cage doors and take
    cover behind a fuse control panel (either one will do). Ignore the
    switches for now.

  - The guard patrols the room. It's best not to use the sonic emitter,
    since you'll need to do so later and too many usages can trigger an
    alert.

  - Wait for the guard to walk past the gate then turn his back. Quickly
    roll out and flip both switches.

  [You'll be temporarily frozen in a cutscene but it's very short.]

  - Hide behind the panel to Anya's left (facing the cage doors).

  - Climb onto the panel and check your map. When the outside corridor is
    clear, sound the emitter. As the guard checks the noise, roll over the
    cage fence, land, and leave through the door.


10. Low Level Offices [fourth visit]

  - Nothing more to do here. Head for Office Room 01 (where you first
    entered the building).


11. Office Room 01 [second visit]

  - Climb back into the vent.


12. Vent Shaft A [second visit]

  - Continue backtracking to the outer ledges.


13. Lower Window Ledges [second visit]

  Pickups: Nullifier (scaffolding)

  - With the electricity off, it's now safe to climb up and grab the
    item.

  - Run up the wall and backleap to the scaffolding. Climb onto the
    planks.

  - Move forward then turn, run and jump to the scaffolding opposite.
    Climb up.

  - Move around the corner until you see a lamp to swing on. Use it to
    cross to the opposite ledge.

  - Go through the door.


14. File Room

  Enemies: Guard (sat down)
  Loot:    Killian Propaganda (desk), Tie Clip (guard)

  [An easy way to get rid of this guard is to remain in the shadows,
   plant a tripwire on the bookcase, then hide behind it and whistle.
   The guard will knock himself out.]

  [To do this without any alarms.]

  - Fire an emitter near the central bookcase. This isn't essential but
    may help you out of a tight spot if the guard looks around.

  - Nullify the light on the northern side (not the one near the guard).
    He might get suspicious and look around. If he does, hide and wait
    for him to settle down again.

  - Move over to the central bookcase, nullify the other light, then
    take cover.

  [Once the guard returns to a passive state, the room is completely
   dark. You can ransack the desk and pickpocket the guard at your
   leisure.]

  - Exit through the vent in the SE corner. You'll need to climb onto
    a cabinet to reach it.


15. Vent Shaft B

  Pickups: Tripwire

  - Follow the duct to the far end.


16. Data Storage Room

  Enemies: Red Lasers, Drone [if alarm tripped]
  Pickups: Tripwire (on computer bank)

  [You get a cutscene on entry. Louie suggests hacking the system.]

  **NEW PRIMARY SUB-OBJECTIVE: Hack into data systems to gain
                               further information

  - This room is full of beams, so Anya will need to keep her feet off
    the ground. Tripping an alarm usually results in a drone being sent
    in to investigate.

  - Turn left and vault onto the small cabinet in the corner.

  - Use the wall as a springboard to backflip and grab the SW data
    storage unit.

  - Climb up then leap across the beams (parallel motion) to the ledge
    around the unit opposite.

  - Shimmy around to the far side, then backflip to the third storage
    unit.

  - Leap across to the NE storage unit.

  - It's now a similar procedure to before, except in reverse. Jump to
    the ledge on the central unit, shimmy round, then backflip to the
    NW storage bank.

  - Drop down to the platform, then to the floor level.

  [The tutorial suggests using the grand tracker here. It's advisable to
   do so, although its effects cancel with loading/restoring a game. For
   this reason, tag 'important' guards with a tracker regardless.]

  - Hack the terminal to shut off the beams. From now on, the hacking
    sequences start to get complicated.

  ** Laser Grid - Security Level 4 Hack **

  - Head for the door between the units. Wait for the guard outside to
    enter the other room before leaving.


17. Corridor A

  Enemies: Guard (patrolling)
  Loot:    Leather Wallet (guard)

  - There are shadows you can use to your advantage.

  [Pickpocketing the guard is best done after he leaves the room opposite
   the data storage area. It appears to be the longest walk.]

  - Fire an emitter round the corner. Use it to keep the guard occupied
    while you open the locked door he just came out of.

  [Like hacking, picking locks now gets tricky. Five or six pin locks
   will soon become a frequent occurrence.]

  ** 5 Pin Mechanical Lock **

  - Enter the room.


18. Office

  Pickups: Health (far corner)

  - There are plenty of shadowy areas you can use in this room. It's
    best to wait for the guard to enter then leave, just so you have
    maximum time.

  - Operate the terminal.

  ** Door - Security Level 3 Hack **

  [Louie will say he has information, but it will take time to decrypt.]

  **NEW PRIMARY OBJECTIVE: BREAK INTO EXECUTIVE OFFICES

  **NEW PRIMARY SUB-OBJECTIVE: Infiltrate offices of CEO and his staff

  - Check the map to ensure the guard won't blunder into you, then
    leave.


19. Corridor A

  - Head for the door you just unlocked. Use Anya's sonic visor or map to
    verify the way ahead is clear, then proceed through.


20. Elevator Lobby

  Enemies: Guard (patrolling), Camera x2
  Loot:    Pager (guard)

  [The elevators in this room cannot be opened - ignore them.]

  - There are cameras here, but you shouldn't need to disable either of
    them.

  - There are shadows at the far ends, and in the corners near the
    elevators. Use these to avoid being spotted by the guard.

  [Pickpocketing the guard is best done from the shadowy area where you
   first enter. As he turns around, you have a good opportunity then.]

  - Follow the guard across the room, but hog the corners and walls.
    Ensure you remain in shadow, out of the field of view of surveillance
    cameras, or in their blind spots as you progress.

  - As the guard returns, sneak past him and go through the door (after,
    as always, checking the path ahead is clear).


21. Computer Room

  Enemies: Guard (patrolling)
  Loot:    Gold Pen (guard)

  [You'll get a cutscene about a missing hard drive. Try to ensure the
   guard doesn't spot you while this is happening.]

  **NEW PRIMARY SUB-OBJECTIVE: Locate the workstation system disk

  - Use the pillar shadows to hide.

  [You can pickpocket the guard once he's turned around to head past
   the computer.]

  - Sneak along behind the guard then take cover in the shadows behind
    the computer bank. Flatten against the wall and wait for the guard
    to walk by.

  [Ignore the item on the computer bank for now. It's easier to collect
   later.]

  - Locate the vent on the wall, then run up the computer bank directly
    opposite. Flip into the vent before the guard returns.


22. Vent Shaft C

  - Another vent shaft to crawl through. This level is full of them.


23. West Server Room

  Enemies: Guard (patrolling), Camera x2
  Loot:    APEK Ledgers (desk)
  Pickups: Health (guard), Health (near desk)

  - Only one guard (for now). There's useful hiding spaces in the 'mini
    alcove' between the computer bank and wall. Also, most of the floor
    is shadowed, with the exception of the desk area. This time, you
    can't switch off the lamp.

  - Watch out for the cameras. There's one on the wall past the desk,
    and another near your exit point. The latter is fast moving.

  [If you want to pickpocket the guard, it's best to wait in the shadows
   by the computer bank then follow him as he turns and walks away. You
   should be out of range of the second camera. He only has a health
   pack, however.]

  [Looting the desk should be done as the guard walks away from his
   'standing position' next to the computer bank. Careful: the area is
   well illuminated.]

  - To get past the final camera, sneak past the guard then nullify it.

  - Use your sonic visor if you wish, though the guard in the next room
    doesn't appear to move until you enter.


24. Central Server Room

  Enemies: Guard (patrolling)
  Loot:    Breath Mints (guard)

  - Move into the room, keeping to the shadow next to the computer.

  [A cutscene is triggered, showing the safe behind the glass. This is
   your target.]

  [You can pickpocket the guard as he's on this walk. Be careful once
   he reaches the door. He'll turn around when opening it. Sometimes
   he'll spot you and come charging back in.]

  - Once the guard leaves, follow him out.


25. East Server Room

  Enemies: Guard x2 (both patrolling) [one overlaps with previous room],
           White Lasers, Drone
  Loot:    Driver's License (second guard)
  Pickups: Tracker (computer bank), Health (ledge near secure door)

  - Hide near the vending machine. It's useful to tag both these guards,
    unless the grand tracker you placed earlier is still operational.
    You'll need to know there positions to plan your moves.

  [The second guard is best pickpocketed as he walks away from the
   vending machine. You'll need to be fast. Get the item then roll
   into the shadows.]

  - You'll need to circumnavigate the white lasers. To do this, climb
    onto the cabinet opposite the door you came in through (it's by the
    far wall).

  - Jump up, grab the shiny power cable, and shimmy to the right. Drop
    down to the platform at the end.

  - Climb onto the computer bank, grab the item, then climb up once
    more.

  - Run up the wall and use it to backflip onto the highest computer
    bank behind. Pull yourself up.

  - A drone patrols the area beyond. Note the bank Anya's on is shadowy,
    though part of the other one ahead is not.

  - Time it so you avoid the drone, then run, jump off the bank and onto
    the next. Don't jump too soon otherwise Anya will fall (and most
    likely be spotted).

  - Keep to the shadows, climb down over the edge of the computer bank,
    and use the power cable to shimmy above the platform (with the item).

  - Ensure the guard isn't looking, then drop down to the platform, grab
    the item, and drop down behind the white lasers.

  - Go through the door.


26. Central Server Room [second visit]

  Enemies: Poison Gas [if alarm triggered]

  [You're now behind the glass. Louie will caution you about the guard.
   If you're spotted, the door will lock (5 Pin Mechanical) and poison
   gas will be pumped into the room.]

  - Stay out of sight in the corner and watch Anya's real time map. When
    the guard on the other side of the glass turns around, head towards
    the safe.

  ** 4 Pin Safe **

  **HARD DRIVE OBTAINED

  - Check the guard positions then exit through the door.


27. East Server Room [second visit]

  - There's a shortcut past the beams. Leap from the wall to grab the
    power cable then shimmy to the right (past the computer bank).

  - You're in shadow, so you shouldn't be seen. When it's safe, drop down.

  - Wait for the guard to come through the door (if he hasn't already),
    then sneak past and leave.


28. Central Server Room [third visit]

  - Run to the opposite door. Check Anya's sonic visor. When it's clear,
    go through.


29. West Server Room [second visit]

  Enemies: Guard (patrolling) [in addition to one present before]
  Loot:    Chewing Gum (new guard)

  [Note: there are now two guards in this room. One patrols the same
   route as before. Another walks to and fro past the desk.]

  [The guards sometimes stop to talk, which can create problems. If
   required, wait it out.]

  - Quickly roll into a shadowy corner to avoid the camera. It helps
    to nullify this device then roll into the shadows on the left of
    the terminal ahead.

  - It's difficult to use sonic emitters here without triggering both
    guards, so try to avoid them.

  - The central area of the room is bright, and they'll probably spot
    you.

  - Watch out for the other camera. If you need to see it's field of
    view, use a tracker.

  - A good time to move is when one guard has moved to the right (facing
    the exit from this shadowy area), and the other can't see you enter
    the bright area.

  - QUICKLY roll to the shadows near the door.

  [This is a good opportunity to pickpocket the new guard, since you
   shouldn't get seen.]

  - Exit through the vent when it's safe to do so.


30. Vent Shaft C [second visit]

  - Retrace your path back to the computer room. At the far end, wait
    for the guard below to move away before exiting the shaft.


31. Computer Room [second visit]

  Pickups: Nullifier (on computer bank)

  - Backflip onto the computer bank and grab the item.

  - You can drop down on the side with the hard drive terminal, though
    this isn't advised. As you'll get a cutscene, it's best to drop down
    into the shadowy area under the vent and sneak past the guard.

  - Keep crouched as you approach the terminal. This should prevent you
    being spotted after the cutscene ends.

  - Operate the terminal.

  ** Door - Security Level 3 Hack **

  - Exit through the newly unlocked door (avoiding the guard).


32. Secure Office

  Enemies: White Beams
  Loot:    Drone Piece (desk)

  - Climb over the terminal to avoid the first set of beams.

  [This will be a one way journey, so search the room beforehand.]

  - Notice the pipe between the window and wall. Run up the wall, then
    jump to the pole and swing across the white beams. Anya will pass
    through the window and land outside.


33. Middle Window Ledges

  Enemies: Drone
  Pickups: Nullifier (first vent), Nullifier (overhanging vent)

  - Use the flagpole to swing over to the next ledge.

  - Jump and grab the ledge running around the corner pillar.

  [Louie will now give Anya some pearls of wisdom.]

  - Shimmy round as far as you can, then drop to the ledge below.

  - Drop to the vent and collect the item.

  [Don't attempt to grab the second nullifier pickup directly. Anya
   will most likely fall and die.]

  - Crawl off the vent towards the second item so Anya grabs the edge.

  - Backflip UNDER the hanging vent to the next duct, then pull up.

  - Follow the duct to the wall. Notice the platform above. Use the
    wall opposite to do a run-up backflip, then pull yourself up.

  [If you wish, drop down to collect the nullifier then climb up again.]

  - Crawl through the open ventilation duct.


34. Elevator Shaft A

  Enemies: Poison Gas
  Pickups: Health (in path)

  - Run up the wall opposite the health pickup, then backflip and pull
    Anya up.

  [A gas trap will now be triggered. Anya must complete the sequence of
   moves within a time limit.]

  - Follow the platform round to the SE, then run up the wall, backflip
    and grab the vent opposite.

  - Jump across to the slightly lower platform opposite.

  - Move to the NE corner, climb up, and enter the vent.


35. Vent Shaft D

  - Quickly crawl forward until Anya reaches the exit point.


36. Elevator Shaft B

  [Anya is now safe from the gas.]

  [The elevator will rise up the shaft then stop.]

  - Locate the ventilation shaft then jump up to it.

  [The elevator will now return down the shaft, leaving Anya suspended
   above a large drop.]

  - Crawl into the vent.


37. Vent Shaft E

  - Again, simply follow the vent to the exit point. The area below is
    shadowed, so no worries about dropping down.


38. Executive Lobby

  Enemies: Guard x2 (one patrolling, one sleeping), Camera
  Loot:    Passport (sleeping guard)
  Pickups: Tripwire (patrolling guard)

  **NEW PRIMARY OBJECTIVE: [GAIN] ACCESS TO THE CEO'S PERSONAL FILES

  **NEW PRIMARY SUB-OBJECTIVE: Break into the APEK CEO'S office

  [It's best to pickpocket the patrolling guard as he moves past the
   window or around the sculpture.]

  [This is relatively easy if you choke the patrolling guard out, though
   you'll get an alarm. This approach can be avoided if you use sonic
   emitters.]

  - Nullify the light near the surveillance camera. Careful: the guard
    will switch on a flashlight, so don't get caught in the beam. You
    have plenty of room to maneuever in here if you use the sculpture,
    so the flashlight shouldn't be a severe handicap.

  - Tag the patrolling guard with a tracker then fire a sonic emitter
    around the corner (opposite end to the camera).

  - Use the emitter to distract the guard. Careful: if you do this too
    often, the sleeping guard will be alerted.

  [Quickly pickpocket the sleeping guard if you wish.]

  - Operate the terminal and work fast.

  ** Door - Security Level 3 Hack **

  - Head for the unlocked door. You needn't worry about the camera with
    the overhanging light off.


39. Executive Corridor A

  Enemies: Drone, Searchlight
  Pickups: Nullifier (around corner near entrance)

  - Destroy the drone upon entry. It's usually right ahead of you. These
    white drones appear to be weak and destroyable with a single shot.

  - There's a door you need to pick. Be wary of the searchlight. It's
    best to approach after it has passed over the door.

  [If needed, you can interrupt picking the lock and come back later.]

  [There's a ledge around the corner you can cling to, though this doesn't
   seem to help much. Just avoid the searchlight.]

  ** 4 Pin Mechanical Lock **


40. Executive Cubicles

  Enemies: Drone
  Pickups: Health (far left cubicle)

  - Again, destroy the drone in here. You'll have to revisit this room
    later, and it will be much easier without an additional hazard.

  [As you reach the far end, Louie will tell Anya she needs a swipe card
   to unlock the doors.]

  **NEW PRIMARY SUB-OBJECTIVE: Steal boardroom access swipe card

  - Exit through the open window.


41. Upper Window Ledges West

  Pickups: Tripwire (on ledge)

  - Safely drop over the ledge and shimmy left past two brick pillars.

  - Climb up, then leap and grab the pillar on Anya's left. Vault up.

  [If you want the pickup, then drop down, use the ledge to shimmy past
   the pillars, climb up, grab the item, and return the way you came.]

  - Leap to the next brick pillar.

  - Jump vertically up, grab the pole, and use it swing to the opposite
    pillar.

  - Jump to the corner pillar's ledge, then shimmy all the way round.

  - Backflip to the ledge, then safely drop to the platform below.

  - Drop down to the ventilation duct, then do a running jump to the
    other duct ahead.

  - Climb up to the higher vent, then to the ledge.

  - Finally, vault through the window.


42. Executive Reception

  Loot:    Packed Parachute (left cabinet)
  Pickups: Sonic Emitter (right cabinet)

  - Crack the safe.

  ** 4 Pin Safe **

  [Louie will now make a brilliant deduction involving the swipe card.]

  **NEW PRIMARY SUB-OBJECTIVE: Open boardroom using access card

  [Search the cabinets if you wish.]

  - Use Anya's sonic visor and wait for the patrolling guard to turn
    and head away. Go through the door.


43. Boardroom

  Enemies: Guard x2 (one patrolling, one stationary)
  Loot:    Breath Mints (patrolling guard), Pocket Watch (stationary guard)
  Pickups: Sonic Emitter (under table, far end)

  - Fire an emitter near the entrance (for use later).

  - Crawl under the long table. When your path is blocked by legs, move
    around to the left. Be careful to avoid moving into the light.

  - Your path ahead will again be blocked by table legs. Notice the gap
    to Anya's right.

  [A good time to pickpocket the moving guard is when he walks from left
   to right. He'll pause, then Anya can purloin his breath mints.]

  - Roll away from the guard and crawl under the table end (far end of
    the room to where Anya entered).

  [To pickpocket the stationary guard, crawl out through the gap on the
   right side of the legs. He's in the dark, so there shouldn't be any
   problem. Crawl back under the table when you're done.]

  - Try to sound the emitter when the patrolling guard is further away
    from it than the stationary guard. It always seems to be the closest
    guard who responds.

  - When the guard's distracted, head through the door he was obstructing.


44. Conference Room

  Pickups: Health (near screen)

  [The man in here isn't a guard. If he spots you, he'll panic and beg
   Anya not to hurt him. So long as you don't physically strike him, no
   alarm will be sounded.]

  [Pickpocketing this man is possible but doesn't seem to yield any
   items according to Anya's readout.]

  - Go through the opposite door.


45. Executive Cubicles [second visit]

  - Assuming you've destroyed the drone, all you need to do is leave via
    the opposite door (previously swipe card locked).


46. Executive Computer Room

  Loot:    Stock Reports (desk under window)
  Pickups: Sonic Emitter (behind far computer bank)

  - Search the desk if you wish, then climb onto it and exit via
    the window.


47. Upper window Ledges East

  Enemies: Drone
  Pickups: Tracker (in path)

  [Watch out for the drone in this area. You have plenty of nullifier
   ammo you shouldn't need later, so destroy it if you wish.]

  - Drop over the ledge and shimmy along the building perimeter. Finally,
    you'll reach a spot where Anya can backflip to a ledge and grab an
    item.

  - Jump up, grab the corner ledge, and shimmy round as far as you can.

  - Backflip so Anya lands on the platform to the north.

  - Jump to the next ledge and use the window.


48. Board Member Offices

  Pickups: Health (near bust)
  Enemies: Guard (sleeping, later awake)

  [The sleeping guard will wake up in a moment, and there's no way to
   reach him now without waking him.]

  - Go through the door opposite the window.


49. Executive Corridor B

  Enemies: White Lasers

  [As Anya nears the CEO's office, Louie will inform her she needs
   another swipe card.]

  - Hack the junction box opposite the CEO's door. As Anya works, guards
    will sound an alarm. It's best to retreat into the shadows at the
    end of the corridor and wait for the alert to cancel.

  - Continue hacking.

  ** Laser Grid - Security Level 4 Hack **

  [The white beams will now disappear.]

  [In theory, it's possible to use this alert to your advantage after the
   backup guard leaves. The guard won't hear sonic emitters place out in
   the corridor while he patrols the rooms, but currently he's not there,
   so perhaps by clever use of nullifying the lights, emitters and quick
   maneuvers, Anya can hack the safe - see below - without setting off an
   alarm. I know of no foolproof method for this, but adventurous players
   may wish to try.]

  - Head for the far door and use Anya's sonic visor to locate the guard.

  [It's possible to distract him using a sonic emitter in the neighboring
   office, though this is one of those few instances where knocking a
   guard unconscious is strongly advised. There's little time to do what
   you need to do before he turns around, and no way to keep Anya out of
   plain sight while she's cracking the safe.]

  - Sneak in as the guard comes through the security door and approaches
    the stand ahead.


50. Board Member Offices [second visit]

  Loot:    Gold Watch (guard)

  - Choke the guard unconscious and search him. As noted above, other
    methods are theoretically possible but very frustrating.

  [Note: There's a good hiding spot behind the safe should you need it.]

  - Crack the board members' safe.

  ** 4 Pin Safe **

  **NEW PRIMARY SUB-OBJECTIVE: Break into APEK CEO's office using
                               access swipe card

  - Leave before the guard wakes up.


51. Executive Corridor B [second visit]

  - Head for the CEO's office and use your newly obtained access card
    to gain entry.


52. CEO's Office

  Loot:    Cuban Cigars (drawer behind desk)

  [Notice the familiar looking man featured in the portrait.]

  [There's a loot item that's easy to miss. It's in a cabinet behind the
   CEO's desk. Careful you don't move too far, otherwise you won't get a
   second chance.]

  - Move towards the terminal.

  [A cutscene is now triggered. Louie suggests Anya should break into
   the vault below the APEK tower. She'll take the express route down.]


53. Foyer Roof

  Pickups: Nullifier (lower ledge, in path)

  **NEW PRIMARY OBJECTIVE: BREAK INTO THE APEK VAULT

  **NEW PRIMARY SUB-OBJECTIVE: Gain access to the secure lift shaft

  [If you knocked the guard out, an alarm will sound. There are no
   enemies here, so you needn't sweat too much.]

  [If Anya steps on the glass roof windows, Louie will inform her she
   needs to find an alternate entry point.]

  - Look for a gap on the east side, then climb down.

  - Follow the path round to a ventilation shaft. Enter the opening.


54. Vent Shaft F

  - Once more, follow the vent to its exit point. Careful at the far
    end. There's a guard in the corridor below.


55. Corridor B

  Enemies: Guard (patrolling)
  Pickups: Nullifier (guard)

  - Use the vending machine to hide from the guard.

  [If you want to pickpocket him, do so shortly after he turns around.]

  - To get past the guard, it's advisable to fire a sonic emitter into
    the corridor behind Anya, use the noise to distract him, then sneak
    past.


56. Warehouse A

  Enemies: Guard x2 (both patrolling)
  Loot:    Photo ID (lower guard)
  Pickups: Sonic Emitter (on crate left of entrance),
           Tripwire (left crate - NW corner), Nullfier (right crate)

  - There are shadows and crates you can use to your advantage.

  - Tag the lower guard with a tracker, and if possible, the higher
    guard on the balcony as well. You'll need to pass through here
    again later.

  [Pickpocket the lower patrolling guard as he's on a long walk. Use the
   shadows to get behind him.]

  [There are two crates in the NW corner of the room. They're quite easy
   to miss if you're in a hurry.]

  - To proceed, make sure you're out of sight of both guards, then climb
    on the crate left of the entrance.

  - Jump to the crate to Anya's north.

  - Look west, and you'll see a pole. Use it to reach the crates opposite.

  - Climb the boxes and go through the vent.


57. Vent Shaft G

  Pickups: Health (in vent)

  - Yet another ventilation duct. Not too many left now. Silently drop
    down at the end.


58. Monitor Room

  Enemies: Guard (stationary)
  Loot:    MP3 Player (guard)
  Pickups: Grand Tracker (first locker), Nullfier (second locker),
           Tracker (third locker), Health (fourth locker)

  [This guard is easy to pickpocket unless you make him aware of your
   presence.]

  - Loot the lockers if you wish, then head towards the door behind the
    desk.

  ** 4 Pin Mechanical Lock **

  - Go through into the next room.


59. Warehouse B

  Enemies: Guard x2 (both patrolling), Camera
  Pickups: Sonic Emitter (lower guard), Tracker (top of storage shelf)

  [You'll get a cutscene revealing part of the villain's scheme. It's up
   to Anya to stop him.]

  [On the PS2 version, there's sometimes a glitch here that leaves Anya's
   camera in a strange position, and you're unable to see her. If you
   encounter this bug, simply restore to the previous checkpoint.]

  - Avoid the guard by crawling around the crate.

  - Again, track the guards here if you can.

  [A good time to pickpocket him is when he walks round the shelving right
   of the entrance. Sneak up behind and shadow him.]
</pre><pre id="faqspan-4">
  - When the path to the exit in the far corner is clear, nullify the
    camera (to be on the safe side) and head across.

  - Use Anya's sonic visor to scope out the next warehouse room. When
    the path ahead is clear, go through.


60. Warehouse C

  Enemies: Guard x3 (two patrolling, one stationary)
  Loot:    Tie Clip (lower guard), APEK Accounts (upper patrolling guard),
           Business Card (stationary guard)
  Pickups: Tracker (on boxes)

  [Sometimes, guards here will stop to talk. Either take advantage or
   wait it out, depending on the circumstances.]

  [If you wish, pickpocket the lower guard as he patrols the floor.]

  [You can use sonic emitters here, though there's a much easier way to
   get past the brightly lit ramp.]

  - Locate the low crate right of the entrance and vault onto it.

  - Find the crate with the steam rising from it and leap to the ledge.

  - Shimmy round then climb up. You should now be fairly safe in the
    shadows. Should the guards spot you, hide.

  - As the guard heads towards the ramp, jump to the pole and use it
    to swing onto the balcony behind him. Make a soft landing.

  - Hide in the alcove here.

  [Pickpocketing the stationary guard is easy providing you time it
   correctly. The other guard is best looted as he passes Anya's alcove
   hiding position.]

  - When it's clear, head for the door. Check Anya's sonic visor to
    ensure the guard beyond isn't heading her way. If necessary, hide
    in the shadows before moving ahead.


61. Warehouse B [second visit]

  Loot:    Sweets (upper guard)
  Pickups: Health (alcove)

  - Hide in the alcove, then wait for the guard to turn and walk to
    Anya's right.

  [Pickpocket him on this walk if you're going for all the loot.]

  - Shadow the guard to the far corner then jump up vertically and grab
    the pipe overhead. Anya should pull herself up and be hidden from
    view.

  - Wait for the guard to move a safe distance away (out of hearing
    range) then drop down.

  - Proceed to the exit.


62. Warehouse C [second visit]

  - Follow the short platform round to the next door. Should the guards
    spot you, wait it out. They shouldn't find Anya on this balcony
    unless you're careless.

  - Again, check the walkway ahead with your sonic visor and go through
    when it's all clear.


63. Warehouse A [second visit]

  Loot:    A Few Cents (upper guard)

  - Use the alcove to hide.

  - Fire an emitter towards the entrance. Sound it to attract the guard's
    attention.

  [This is your chance to pick his pocket.]

  - Roll away before he turns around. Proceed along the walkway until you
    reach a ventilation shaft in the wall.

  - Climb up into the duct.


64. Vent Shaft H

  - Only two more shafts to go after this. As usual, follow the duct
    until you reach the exit point.

  - Drop down to activate Anya's zip line.


65. Foyer

  Enemies: Guard (sleeping, later patrolling), Red Lasers,
           Blue Sensor Beams
  Loot:    Credit Card (guard)

  - As you descend, the guard will wake up and patrol the room.

  [The guard deactivates the red laser beams before walking through,
   then reactivates them once he's clear. He'll do this twice on his
   patrol route. If he's interrupted, sometimes the guard will forget
   to turn the beams on/off.]

  - After the guard leaves his post, descend onto the desk and drop
    down.

  - There are more shadows on the left side than the right, so be aware
    of this when planning a strategy.

  [An 'easy' method is to choke the guard unconscious after he deactivates
   the beams, but of course, this will trigger an alarm later.]

  - It's a good idea to get past the beams using the left shadow. Wait
    for the guard to return on the right side and deactivate them. This
    is your window.

  [Getting behind the guard to pickpocket him should be straightforward.]

  - Wait in the shadows in the corner until the guard turns to head back
    to his desk. This is the best time to hack the terminal.

  ** Door - Security Level 3 Hack **

  - Retreat to the shadows (avoid the right side since it's too bright).
    As before use the 'deactivation' window to get past the red beams
    when the guard's on the other side of the room.

  - Head through the unlocked door when you get a chance.


66. Corridor C

  Enemies: Camera

  - No human enemies here, so nullify the lights.

  - With the room darkened, it should be easy getting past the camera.

  [As you approach the elevator door, Louie will say it's on a separate
   system.]

  - Hack the junction box. Don't worry about the camera - you'll never be
    in its field of view.

  ** Door - Security Level 3 Hack **

  - Enter the shaft.


67. Vault Elevator Shaft

  [Louie will say the elevator is stuck.]

  **NEW PRIMARY SUB-OBJECTIVE: Break into the secure inner vault chamber

  - Climb down through the hatch.

  [The elevator will now move. Anya is suspended from a zip line. There
   are several beams across the shaft.]

  - Rotate Anya so she's parallel to the longer laser beams. You'll need
    to do this four times.

  - When you reach the bottom of the shaft, proceed through the vent.


68. Vent Shaft I

  Pickups: Health (in vent)

  - Follow the duct round. No security to fret over.


69. Vault Corridor A

  - A rather boring section with no security. Proceed to the door at
    the far end.


70. Vault Power Room

  Enemies: Electricity (plus a backup guard)
  Pickups: Health (SW corner behind terminal), Sonic Emitter (SE platform)

  [Louie will advise Anya to cut power to the alarms and communication
   systems before breaking into the vault. There are two power nodes
   protected by steel plates. When Anya is close, the controller will
   vibrate.]

  **NEW PRIMARY SUB-OBJECTIVES: Disable vault communication link
                                Disable vault alarm status indicator

  - Turn left and head towards the glass wall.

  - Run up the metal crating and backflip to the ledge (marked by black
    and yellow stripes).

  - Shimmy round over the glass partition then drop behind.

  [In this area, avoid the electrical beams connecting the computer
   systems. Climb over/go around as necessary.]

  - The alarm panel is in the SW corner, behind the terminal next to Anya.
    Make your way there. There's a steel plate near a health pickup.

  ** Steel Plate **

  **ALARM STATUS INDICATOR DISABLED

  - The other node is in the SE corner. Again, it's located very close to
    a pickup. It's above ground, so some acrobatics are required.

  - Run up the wall slightly north of the target, backflip, and grab the
    ledge.

  ** Steel Plate **

  **COMMUNICATION LINK DISABLED

  [A backup guard will now be sent in to investigate.]

  - Drop behind the computer panel and hide out of sight. The guard will
    patrol the area then give up. He has nothing of value so don't bother
    pickpocketing him. Since he can't pass through the glass, he shouldn't
    pose any problems.

  - When it's clear, climb back onto the computer panel (using the method
    described above) and drop to the other side of the glass.

  - Head through the door to Anya's left.


71. Vault Corridor B

  Enemies: Searchlight

  - Simply avoid the light using the normal routine: follow its path and
    sneak past when it's on the other side of the corridor.

  - There are two doors. It's best to go through the first one Anya comes
    to (turn left at the junction).


72. Vault Access Chamber

  Enemies: Guard (patrolling, behind glass), Blue Sensor Beams,
           Red Lasers

  [Be wary of the guard in this area. He patrols inside his control
   room, but can spot Anya through the windows.]

  - Look left, and you'll see a terminal in an alcove. Shoot out the
    light above to darken the corridor.

  [The guard will probably be alerted. Wait until he stops looking around
   before continuing.]

  - You can now hack the terminal safely.

  ** Laser Grid - Security Level 4 Hack **

  [The blue sensor beams will now deactivate.]

  **NEW PRIMARY SUB-OBJECTIVE: Disable vault security

  - Crouch down and sneak past the window.

  [Louie will inform Anya she needs to disable the red laser beams.]

  - Fire an emitter next to the window for later use.

  - Proceed along the corridor and climb into the ventilation shaft.


73. Vent Shaft J

  - This is the final duct to crawl through. Head to the end of the
    shaft. When it's clear, silently drop into the control room.


74. Vault Control Room

  Enemies: Guard (patrolling)
  Loot:    Gold Napkin Rings (guard)

  [A good time to pickpocket the final guard is as he heads towards the
   terminal/window.]

  - Hide behind the computer bank opposite the bank and sound the
    emitter you placed outside the window.

  - After the guard goes out to investigate, move quickly to the
    terminal.

  ** Laser Grid - Security Level 4 Hack **

  - Hide behind the computer panel near the vent. Wait for the guard to
    return, then sneak out through the door.


75. Vault Corridor B [second visit]

  - Go through the junction door you passed through earlier.


76. Vault Access Chamber [second visit]

  - Sneak past the window (while crouching). When the guard turns his
    back to the vault antechamber doors, head through them. Walk across
    the floor (where the red beams were earlier) and proceed into the
    inner vault.

  [You'll now get a inter-level cutscene showing Louie's apartment being
   trashed by Breeze. Also, Anya falls victim to a gas trap, is captured
   by the villain, and then taken to a secret mountain base.]

  **LEVEL COMPLETE**


D) Satellite Array
------------------

1. Cold Storage

  **NEW PRIMARY OBJECTIVE: RETRIEVE YOUR EQUIPMENT

  **NEW PRIMARY SUB-OBJECTIVE:

  [When you regain control of Anya, you'll find yourself in a freezer
   room.]

  - Nothing much to do here. Head for the vent behind the crates and
    climb into it.


2. Vent Shaft A

  - Follow the shaft to the far end. There's security up ahead, but
    you're in no danger of being spotted as the opening is darkened.


3. Warehouse

  Enemies: Guard x2 (one patrolling, one stationary)
  Loot:    Tie Clip (patrolling guard), Digital Camera (stationary guard)
  Pickups: Health (top of crate, far end)

  [There's a pole on the ceiling you can use to swing, but it'll leave
   you exposed. Best to take a more indirect route.]

  [Sometimes the two guards will stop to talk.]

  - Climb down on the left side of the crate. Watch out for the guard
    below. This side of the crate is shadowy, so it's fairly easy to
    avoid being spotted.

  [If you want, pickpocket the patrolling guard as he walks past. You
   can also climb up to the second crate and grab the health pack if
   you wish.]

  - Wait for the guard to move past the stationary sentry, then head
    for the door. Be careful: when the guard moves his arms, his gun
    mounted beam will swing to and fro. Don't get caught in it.

  [Pickpocketing the guard is easy enough if you approach from the side.]

  - Leave via the door.


4. Truck Loading Area

  Enemies: Guard x3 (two patrolling, one stationary),
           Searchlight, Camera
  Loot:    Driver's License (first patrolling guard),
           Pager (second patrolling guard), Gold Pen (stationary guard)
  Pickups: Health x4 (crate in searchlight path, SE crate,
                      between trucks at S end, cable car building roof)

  - Head around the truck and Louie will get in contact. Anya will say
    she really needs her equipment. That's your next task.

  **NEW PRIMARY SUB-OBJECTIVE: Break into the cable car building

  [Despite appearances, most of this area is dark so stay quiet and you
   should be able to sneak past the mercenaries in this area.]

  [The camera above the cable car building seems to spot you even in
   darkness, so don't try to go through the front door.]

  - Move past the truck and towards the forklift.

  [Louie will give you a hint about activating them. Pressing the button
   here raises the crate behind which gives you more maneuverability if
   required.]

  [You can pickpocket the patrolling guard in this area by sneaking up
   behind him.]

  [Getting the stationary guard is a little tricky. Since Anya has no
   gadgets and the camera will spot her if she gets close, you'll have
   to whistle to get the guard's attention. You should be able to get
   behind him. He won't use his flashlight until he reaches the spot
   where he heard the sound.]

  [Sometimes the guard gets nervous and calls for backup. If this happens,
   you'll have to plan your move carefully. Try to get the guard when he's
   alone or behind a colleague. The best times are probably when they
   initate a search or after they call off the hunt. Opportunities in
   between are risky since the guards are unpredictable.]

  - When you're done, head for the east side (away from the building) and
    towards the parked trucks.

  [There's a forklift in the middle. If you use it, you can raise a crate
   and swing over to the cable car building. This route is very well lit
   and exposed. It's much safer to use the indirect approach below.]

  [There are several health pickups in the area. Most are easy to collect
   if you're careful. One is in the path of a searchlight beam. Wait for
   the light to move over the pickup, then grab it and roll quickly under
   a truck.]

  - Sneak past the trucks towards the forklift to the west.

  [Pickpocketing the guard shouldn't be too hard if you use the trucks to
   your advantage. Beware of the moments when he pauses to look in various
   directions.]

  - Activate the forklift to raise the crate.

  - Head back under the trucks, taking care to avoid the guard.

  - Locate the crate next to the fence. Run up the wall and backflip to
    grab the top. Pull yourself up.

  - Leap across to the next truck using the overhead lamp as a pole. Do
    another swing to land on the crate you raised earlier.

  - Vault up onto the nearby truck.

  - Locate the gap in the roof and jump across to the cable car building.
    There's a hatch in the NW corner you can use to gain entry.


5. Cable Car Building

  Enemies: Drone

  **NEW PRIMARY SUB-OBJECTIVE: Hitch a ride up to the mountain

  [A drone patrols this building, but it shouldn't spot Anya from her
   present position.]

  - Head south and locate a vent in the wall, above floor level.

  - Run up one of the side walls and backflip so Anya grabs the ledge
    opposite.

  - Shimmy round and climb into the vent.


6. Vent Shaft B

  - Follow the short shaft to the outer building wall.


7. Cable Car Building [second visit]

  Pickups: Health (maintenance platform)

  [The drone may spot Anya here. Since you can't disable it, move quickly
   towards your destination.]

  - Shimmy to the left, cornering where necessary, until you reach the
    maintenance platform above the cable car.

  - Climb up and proceed.

  [You'll now get a cutscene showing the cable car move to the mountain
   facility.]


6. Wheel House

  Enemies: Guard (patrolling), Camera
  Loot:    Silver Flask (guard)
  Pickups: Health x2 (behind crates right of cable car,
                      control building)

  **NEW PRIMARY SUB-OBJECTIVE: Locate backpack and re-equip yourself

  [A guard patrols this area. Take advantage of the crates and shadows
   to avoid being spotted.]

  [Careful: Don't wander too far past the cable car, otherwise Anya will
   be spotted by a surveillance camera.]

  [It's best to pickpocket the guard as he walks through a shadowy area
   or just after he turns.]

  - When it's safe to do so, head along the near cable car side (from
    Anya's starting position) and clamber over the crates. There's a
    health pickup here.

  - Vault over the fence and land on a platform below.

  - Turn Anya so she faces the ledge that runs along the outer wall.

  - Jump up, then shimmy round to the right. Corner when necessary then
    drop to the concrete platform below.

  - Climb up to the next platform near the control building.

  - Ensure the guard is moving away. Be wary of his turns and patrols
    near the cable car.

  - When it's clear, climb through the window.

  [If necessary, you can crouch up against one of the low 'window' walls
   to avoid detection.]

  [If the guard spots Anya, sometimes she can move out into the shadows
   and hide, but it's best to avoid contact altogether since she has no
   gadgets at present.]

  - Flip the switch. This will disable the camera outside.

  - Wait for an opportunity, then leave, proceed past the camera, and
    exit through the nearby door.


7. Security Checkpoint

  Enemies: Guard (behind window, patrolling)

  - Locate the vent on the left wall, just before the security door. Be
    careful not to make too much noise or move into the light while the
    guard's facing the window.

  - When the guard turns his back, run up the wall directly beneath the
    vent. Backflip to grap the opposite ledge, then backflip again to
    grab the duct entrance.

  - Pull up and crawl into the vent.


8. Vent Shaft C

  - Continue round to the other side of the security door. The area below
    the exit point is shadowy, but to be on the safe side, wait for the
    guard to walk away then do a silent drop.


9. Security Checkpoint [second visit]

  Enemies: Red Lasers
  Loot:    Car Keys (guard), Ski Mask (cabinet)

  [Getting through this area undetected is tricky, but possible. There's
   no plausible way to continue without knocking out the guard or missing
   some items. With no gadgets, it's too difficult to keep him occupied.]

  [One way to knock the guard out is as follows.]

  - Crouch by the corner wall of the guard's enclosure (in the shadows)
    and whistle.

  - When the guard makes his move, quickly roll into the opposite corner
    where it's dark (when Anya faces the vent, this hiding spot is to the
    right, at the other end from the security door).

  - As the guard investigates the noise, sneak up behind him and choke
    him unconscious. You should now have plenty of time to do what you
    have to.

  [Don't bother pickpocketing the guard, since you pretty much need to
   knock him unconscious. Just search him while he's down.]

  - To get past the red beams, climb over the nearby scanning machine.

  - Activate the switch inside the guard's enclosure to unlock the door.


10. Entrance Hall

  Enemies: Searchlight
  Loot:    Morgan Propaganda (first locker), Antique Doll (third locker)
  Pickups: Health x2 (second locker, SE corner behind vending machine)

  [Nothing much to worry about. Just be careful of the light while
   looting the lockers.]

  - Proceed to the end of the corridor and go through the door.


11. Mountainside

  Enemies: Guard x3 (all patrolling), Drone x2, Camera x2,
           Searchlight
  Loot:    Family Photo (first guard), Monk's Beads (second guard),
           Plastic Handcuffs (third guard)

  [A cutscene will show the outside environment.]

  [There are many surveillance systems and guards in this large area.
   The best hiding spots are beneath the trailers.]

  [This is a common spot for guard conversations.]

  [If you want to pickpocket the guards, try to sneak out from a trailer
   and come behind him while they're alone.]

  - To move around, roll quickly from cover to cover. Be wary of the
    cameras mounted on the corners of the trailers.

  - The easiest and safest route to the next area is by using the series
    of overhead wires connecting the steel masts.

  - When the guards are out of range, climb steps to either one of the
    trailers and climb up on top.

  - Jump to grab the cables and make your way to the crates in the SE
    corner.

  [There is an alternate route, but it involves greater risk and some
   tricky platforming maneuvers. Locate the stack of crates on the east
   side of the snowy area. Climb up then use the lamps to swing to the
   SE corner crates.]

  - When on the SE crates, jump east onto the ledge.

  - Continue east and drop down to the snowy area below.

  - Move north as far as possible then drop over the edge to a ledge
    underneath.

  - Jump and grab the power lines then shimmy right.

  [Halfway along, you'll get a cutscene showing Breeze land in a chopper.
   She'll give instructions to the guards before departing.]

  - Continue moving right then drop to the ledge.

  - Jump to the northern ledge.

  - When the guard's out of harm's way, climb up and use the crates for
    cover.

  [Pickpocketing the guard is best done as he walks from right to left
   after moving away from the edge.]

  - Roll out of sight behind the chain link fence and go through the
    door.


12. Armory

  Enemies: White Lasers, Camera x2,
           Guard (patrolling, appears later)
  Pickups: Nullifier (desk drawer, under camera), Sonic Emitter (guard)

  [Initially, the cameras in here are disabled, though they'll activate
   soon enough.]

  - To get past the white beams, run up the windowed dividing wall and
    backflip to grab the opposite ledge.

  - Shimmy right, passing over the lasers. Drop down on the other side.

  - Enter the control area.

  [The lights and cameras will now switch on. Anya doesn't have her
   nullifiers just yet, so you'll have to make use of the surveillance
   blind spots and some nifty moves.]

  - Hit the switch to unlock the armory door.

  - Wait for the first camera between Anya and the armory to rotate to
    the right. Run across and hide beneath it.

  [There's a nullifier pickup in the desk drawer, which will prove very
   useful in a moment.]

  - When the other camera isn't covering the armory approach, climb over
    the desk and head in.

  - Collect Anya's gun.

  [You now have access to your gadgets, but an additional hazard. A guard
   will walk into the control area.]

  **NEW PRIMARY OBJECTIVE: BROADCAST THE EVIDENCE

  **NEW PRIMARY SUB-OBJECTIVE: Find a way inside the mountain complex

  - Shoot the two lights from inside the cage. If necessary, hide behind
    the door to avoid the guard's flashlight beam.

  [Again, it's probably best to knock out this guard. You have limited
   gadgets and several security measures to avoid.]

  - Sneak past the cameras. It's not totally dark so be careful.

  - Use an emitter (if you like) to draw the guard to a predetermined
    spot, then choke him out.

  - Return to the control booth and operate the terminal.

  ** Door - Security Level 3 Hack **

  - Head towards the exit. If the guard's out, move quickly because he'll
    regain consciousness and alert the others.


13. Mountainside [second visit]

  Pickups: Health (crates, SW corner)

  [Your target are the crates in the SW corner. Be wary of drones
   patrolling this area. You shouldn't have to destroy them if you
   time it right.]

  - As before, use the trailers for cover and go underneath them when
    you can. Scope out the area and only proceed when the guards won't
    move into a position where they'll spot you.

  [Note: the cameras can be a pain, but if you move quickly, they won't
   sound an alert even if they temporarily detect Anya's presence.]

  - Climb up the crates and move to the sealed ventilation shaft.

  ** Steel Plate **

  - Crawl into the duct.


14. Vent Shaft D

  - Proceed to the far end and drop into the tunnel below. No security
    to worry about - only electricity bolts (that don't cover the
    landing spot).


15. Maintenance Tunnel A

  Enemies: Electricity

  **NEW PRIMARY SUB-OBJECTIVE: Inflitrate the mountain top facility

  [No guards in this area, so just concentrate on avoiding the
   electricity.]

  - Turn Anya so she faces south and locate the two air duct pipes,
    one on either side of the tunnel.

  - Climb onto the left pipe then shimmy to the right as far as you
    can.

  - Backflip and grab the opposite pipe. Shimmy past the electricity
    then drop to the floor.

  [Louie will suggest using the pole overhead, in case you hadn't already
   noticed it.]

  - Run up the concrete alcove wall and leap to the pole.

  - Walk along the pole. When it's safe to drop down, do so.

  [If you approach the beams ahead, Louie will inform Anya she needs to
   disable the power.]

  - Use your sonic visor on the door. When the guard's not facing your
    way, head through.


16. Maintenance Tunnel B

  Enemies: Guard (patrolling)
  Pickups: Sonic Emitter (guard)

  [This guard has a sonic emitter so pickpocket him when you get the
   chance.]

  - Tag the guard with a tracker. This will prove helpful when moving
    around the tunnels. Also, fire an emitter near this entrance.

  - After moving from the door (where Anya entered), the guard will
    head for the power room. Wait around the corner until he's gone
    in. As he opens the door, he'll swing his flashlight beam down
    the corner of the corridor.

  - Hide around the small outcroppings on the tunnel sides to keep the
    guard from spotting you.

  - You'll need to pick the lock. You have some time after the guard
    goes through the far door, but not much. If necessary, distract him
    with the sonic emitter to keep him out of sight.

  ** 5 Pin Mechanical Lock **

  - Go through the door.


17. Power Room

  - If you need to hide from the guard in here, use the machines for
    cover.

  - Flip the switch to shut off the electricity beams and the corridor
    lights.

  [The guard will now be alerted. He patrols two tunnel sections and
   the power room on his normal route. Check your map regularly to
   avoid him.]

  - Leave when it's safe.


18. Maintenance Tunnel B [second visit]

  - Head for the door to the main tunnel, using the outcroppings to
    avoid the guard if necessary.


19. Maintenance Tunnel A [second visit]

  Pickups: Tripwire (N end), Sonic Emitter (SW corner), Nullifier (W end)

  [You can collect several items now you couldn't earlier.]

  - Head for the western end of the corridor.

  - Use Anya's map or her sonic visor to check the way ahead is clear,
    then go through the door. It's best to wait until the guard finishes
    his patrol of the next area before proceeding.


20. Maintenance Tunnel C

  - Head for the door at the far end. It's a maximum strength mechanical
    lock so be wary of the patrolling guard. If you're quick, you should
    finish before he returns.

  ** 6 Pin Mechanical Lock **

  - Proceed into the large noisy area ahead. There are no guards near the
    entrance point.


21. Turbine Sector

  Enemies: Guard x3 (all patrolling), Camera

  - Go through the opposite door.


22. Gate Control Room

  Loot:    Ski Goggles (left locker), Antique Compass (right locker)

  - Operate the terminal on the desk.

  ** Door - Security Level 3 Hack **

  [Louie will inform Anya about an elevator shaft that provides access to
   the complex.]

  **NEW PRIMARY SUB-OBJECTIVE: Break into the elevator shaft to the
                               upper levels

  - Leave through the door.


23. Turbine Sector [second visit]

  Loot:    ID Card (first guard), Passport (third guard)
  Pickups: Nullifier (NW caged area), Tracker (NW caged area),
           Tripwire (second guard)

  - Head through the unlocked. Be aware of the guard patrolling around
    the crates just ahead.

  - It's advisable to tag all the guards in this area with trackers. The
    one near the crates can be hit easily enough. A second guard patrols
    on the balcony above the door Anya just unlocked. Try shooting him
    from the shadows beneath the staircase.

  [The third guard is out of sight for now.]

  [Don't go up the stairs. There's a camera at the top.]

  [When Anya nears the elevator, Louie mentions retrieving a keycard from
   a safe in the control cabin.]

  **NEW PRIMARY SUB-OBJECTIVE: Find keys that open monitoring room

  [The lower guard is best pickpocketed as he's on a long walk past the
   three crates. Careful - there aren't too many places to hide here.]

  - Sneak past this guard by using the crates for cover.

  [If you want some extra items, there's a caged area in the NW sector.
   To get inside, climb onto the crates in the corner and vault over the
   fence.]

  [Don't walk too fast otherwise the guards might hear you. Also, watch
   out for the enemy near those crates.]

  [To get back out of the fenced area, climb onto the southern crate,
   jump up, and grab the ledge. Shimmy left over the fence then drop
   down.]

  - Proceed up the stairs here once the lower guard moves away. If you
    crouch down, you should be able to avoid the balcony guard you've
    already tagged.

  [To pickpocket him, you'll need to be fast. As he walks away, roll up,
   loot him, then roll away before he turns around.]

  - There's a third guard patrolling the NW corner of the balcony. He
    can't see you if you're in a blind spot at the bottom of a small
    staircase halfway along. Use this to your advantage.

  - Tag him with a tracker when he turns around.

  [Louie will give a hint about reaching the control cabin.]

  [If you want to pickpocket this guard, fire an emitter into the corner
   ahead and use it to distract him while he's walking away from the mini
   staircase. Be quick - you don't have a lot of time. When you're done,
   you can hide behind the ventilation structure.]

  - Climb onto the small ventilation unit, then onto the higher pipe.

  - Leap to the grille/roof north of Anya's position.

  - use the ceiling hatch to break into the control cabin.


24. Control Cabin

  Loot:    Gold Napkin Rings (left cabinet), Siberian Hat (right cabinet)

  - Crack the safe to obtain the keypass you need.

  ** 5 Pin Safe **

  - Leave via the door.


25. Turbine Sector [third visit]

  [Be careful of the camera here.]

  - When the guard below won't spot you, leap over the fence.

  - Retrace your steps to the ventilation ducts. Fire a sonic emitter
    near the mini staircase en route.

  - Hide behind the vent structure and sound the emitter to distract
    the guard.

  - Sneak past him and go through the door.

  [As you move along this corridor, Anya will have another encounter with
   Breeze. Our heroine will put her temporarily out of commission.]

  - Continue to the door ahead.


26. Monitoring Room

  Enemies: Poison Gas
  Loot:    Portable Radio (left locker), Thermal Flask (right locker)

  - Once Anya moves into this room, a poison gas trap will be triggered.

  [Quickly loot the lockers if you wish.]

  - Work on the steel cover on the east wall. Use the speed boost function
    here. If you need to restart, you'll still cut through much faster.
    There's little time to spare.

  - Crawl into the vent.


27. Vent Shaft E

  - Follow the shaft to escape the gas.


28. Elevator Shaft

  Pickups: Health (in path)

  [When Anya enters this area, Breeze will enter the elevator below and
   unwittingly take Anya to a higher floor.]

  - Climb onto the platform in the NW corner.

  - Do a running wall jump to grab the platform opposite (with the health
    pickup).

  - Follow this platform and vault up to the next vent structure.

  - Go around until you reach a spot where Anya can jump to a handhold
    on the opposite wall.

  - Shimmy along then backflip to a higher platform.

  - Climb up then crawl into the ventilation shaft.


29. Vent Shaft F

  - Another shaft to navigate. Not many left in the game now.


30. Generator Control Room Exterior

  Enemies: Guard x2 (both patrolling)
  Loot:    Evil Plan (first guard)

  **NEW PRIMARY SUB-OBJECTIVE: Infiltrate satellite disk control complex

  - Watch out for the guard behind the window. He'll spot Anya if she
    makes too much noise. Only move past the glass when he's not looking
    in her direction.

  [Louie will suggest creating a distraction to draw him out. This is
   very similar to the booth guard in the museum level.]

  - Follow the outer patrolling guard to the left. Tag him with a
    tracker when you can.

  [There's a niche here that's shadowy and a good place to hide.]

  [You can pickpocket the guard when he's in this corridor, away from
   the window.]

  - When you get the opportunity, fire an emitter at the far end of the
    corridor (past where the guard stops on his patrol).

  [Don't worry about the door at this end for now - it's locked.]

  - Sound the emitter to keep the guard occupied while you pick the
    lock of the door you passed on your way (near the niche).

  [Don't attempt to do this while the guard's on the window side. He
   tends to spot you when he's coming back, and it's a difficult, time
   consuming lock.]

  ** 6 Pin Mechanical Lock **

  - Go through the door.


31. Generator Access Corridor

  - Nothing to do other than proceed to the door at the far end.


32. Generator

  Enemies: Camera, Guard [overlaps with control room], White Lasers
           (plus a backup guard)
  Pickups: Tracker (NE corner), Health (W side),
           Grand Tracker (second guard - NOT backup)

  - You have plenty of ammo, so nullify the camera to disable it. Then
    operate the terminal.

  [You may as well use the grand tracker here. There aren't too many
   more opportunities.]

  ** Laser Grid - Security Level 4 Hack **

  [The lasers will now deactivate.]

  - You can flip the switches in any order. After you flip the first,
    the lights will dim and a backup guard sent to investigate.

  - The guard normally turns left on entering, so hide behind the
    machine right of the door (looking into the room).

  - Fire an emitter somewhere by the desk (as close to the wall as you
    can). Use this if you get into trouble.

  - You can sneak past the guard when his flashlight isn't aimed in
    Anya's direction. The room is dark enough to move around in.

  - Eventually, the guard gives up. Operate the other switch to shut off
    the power completely.

  [The control room guard will now head towards you.]

  - Given what follows, the best option is to choke this guard out.
    It's theoretically possible to use sonic emitters, though distracting
    two guards with them is difficult (and they tend not to work when
    Anya's in a different room).

  [Search the guard to get a second grand tracker if you wish, though you
   won't need it.]

  - Quickly leave.


33. Generator Access Corridor [second visit]

  - Make sure the guard's out of the way, then continue.


34. Generator Control Room Exterior [second visit]

  - Fire an emitter near the niche then head for the control room. Take
    care if the guard is at that end of his patrol. You can afford to
    wait it out if you move quickly later.

  - Proceed through the now unlocked door.


35. Generator Control Room Interior

  Enemies: Guard x2 [overlap with outside]
  Loot:    Photo ID (left cabinet), Cellphone (right cabinet)

  [Search the cabinets before operating the terminal. You'll see why in
   a minute.]

  - Operate the terminal. Use the emitter to keep the guard occupied.
    Don't worry too much about sounding the alarm if you knocked the
    other guy out - he'll sound one after he wakes up anyway.

  [This is a complicated sequence.]

  ** Door - Security Level 5 Hack **

  [Once Anya leaves the terminal mode, the lights come on - whether she
   finished the hack or not.]

  - Look for the vent in the NE corner of the room, then climb up.


36. Vent Shaft G

  - As usual, follow the shaft round.


37. Storeroom

  Loot:    Gold Snuff Box (left crate), Breath Mints (right crate)

  [If you knocked the guard out before, an alarm will probably be
   blaring out about now. Search the crates here then wait for the
   alert to cancel. The guards almost never come in here.]

  - Leave when it's safe.


38. Generator Control Room Exterior [third visit]

  - Sneak past the window (and the two guards), then go through the
    door Anya unlocked earlier.


39. Corridor A

  Enemies: Searchlight

  - Avoid the light here (obviously). There's a way out just behind
    the vending machine. Anya's safe in this spot.

  ** Steel Plate **

  - Crawl into the ventilation shaft.


40. Vent Shaft H

  Pickups: Tracker (in path), Nullifier (in path)

  - Continue to the end, collecting the items on the way.


41. Heliport

  Enemies: Guard x3 (automatically in alert mode)
  Loot:    Silver Flask (N guard), Credit Card (E guard),
           Keypass (S guard)
  Pickups: Health (central area), Nullifier (central area),
           Nullifier (S side), Health (SW corner on ledge),
           Tracker (SW corner on ledge)

  [The moment Anya exits the vent, three guards will spot her and move
   into attack formation. This confrontation can't be avoided, but it
   doesn't appear to account towards the 'spotted' total.]

  - Don't confront the guards head on. They outnumber Anya three to one.

  [If you have a large number of nullifiers, ignore the central items
   for now. They'll just leave you exposed.]

  - Run into the NW corner and climb onto the crates. Keep climbing then
    jump over the fence onto the perimeter balcony.

  - There's a guard close by. Either stun him will a nullifier or punch
    him. While he's stunned, choke him unconscious. You may then search
    the man freely.

  - Continue round the perimeter. There are two more guards, one on the
    east side and another to the south.

  [If you keep going, there's some items at the far end which are easy
   to miss.]

  - Now you have the keypass, go through the door to the southeast.


42. Security Corridor

  Enemies:  Red Lasers, Electricity

  - To get past the first set of beams, simply roll under them.

  - The next set consists of three beams very close together, all
    constantly moving. If you time it right, Anya can roll underneath
    all three at once. You'll have to wait until the third beam rises
    far enough but move before the others fall down.

  - Use a running wall leap to grab the ledge. Corner and proceed past
    the remaining beams. Drop down once Anya's clear.

  [As you approach the control room, Louie will tell you to disable
   the security first.]

  **NEW PRIMARY SUB-OBJECTIVES: Find a way into the satellite disk
                                control room
                                Bypass control room security nodes

  - Turn right and use your sonic visor on the door. When the guard
    beyond moves away, go on through.


43. Outer Satellite Disk Control Room

  Enemies:  Guard (patrolling)
  Pickups:  Health (guard)

  [The best chance to pickpocket this guy is now, as he's heading away.
   He only carries a health pack, however.]

  - Go through the door to Anya's right.


44. Stairwell

  - Another connecting room. Head for the lower door.


45. Transformer Room

  Enemies: Electricity
  Pickups: Health (SE corner, on crate)

  - Begin by vaulting over the fence. Proceed past the machinery,
    ducking underneath the electricity.

  - Look up to see a vent on Anya's left side (relative to the
    direction you've just traveled).

  - Climb onto the crate at the far end.

  - Jump up to grab the ledge and then shimmy round to the vent.
    Climb in.


46. Vent Shaft I

  - Finally - the very last vent shaft in the game. Proceed to the
    far end.


47. Transformer Room [second visit]

  - Crawl under the electricity beams, then go around where Anya's
    path is completely blocked. The path follows a zig-zag type of
    pattern.

  - Climb onto the crate then use it to get over the fence.

  - Go through the door.


48. Security Node Compound

  Enemies: Guard x3 (all patrolling)
  Loot:    Leather Wallet (N guard), Portable Radio (S guard),
           MP3 Player (central guard)
  Pickups: Tracker (NE corner, behind node), Health (E side),
           Health (SW corner)

  [As Anya proceeds, Louie will tell Anya to sense vibrations when she's
   near the nodes she needs to deactivate.]

  [This is probably the trickiest section to do without being spotted.
   Knocking the guards out (even by choking) won't give you enough time,
   and it's hard to deal with three opponents at the same time. Stealth
   is the best approach here.]

  - When possible, tag the guards with trackers. One patrols the
    northern side (closest to Anya), one covers the southern edge, and
    one moves along the center.

  [Sometimes the guards stop to talk. Again, use your judgment in this
   situation as their positions will be somewhat random.]

  - There are three steel plates Anya needs to cut (E row, 3rd from N;
    NW node; W row, 3rd from N). All the plates face outwards from the
    center.

  - The area around the plates is usually shadowy. Sometimes Anya will
    need to flatten against the machine to be invisible to the guards.

  - Wait until all three guards will have their backs turned for some
    time before cutting. Position the camera to give a good view of all
    the approaches. When the guards return, quit cutting and hide. Better
    to wait than to deal with three sentries at once.

  - Use the speed cutting function during the minigame. Don't worry about
    accuracy - time is more important in this case.

  [This is tricky to do without worrying about pickpocketing the guards.
   The two side sentries (South and North) are best gotten as the face
   outwards on the east end of their respective patrols, provided nobody
   is looking. You'll need to work quick and roll back into the shadows,
   as these postions are quite exposed. The central guard is tricky. Try
   to get him just after he's turned and the other guards' line of sight
   won't cross Anya's path.]

  [When all three plates have been cut, the electricity blocking the
   control room will disappear.]

  - Leave the same way you entered.


49. Transformer Room [third visit]

  - The way back starts off the same. Climb over the fence and proceed
    past the electricity as before.

  - Instead of using the vent, locate the pole over the central fenced
    off area.

  - Run up the western wall, jump to the pole, and swing across.

  - Go under the electricity bolt, then climb onto the machine, and
    finally dash over the fence.

  - Head on out.


50. Stairwell [second visit]

  - Climb the stairs. Check the door before going through.


51. Outer Satellite Disk Control Room

  - Head through the now unlocked central door.


52. Inner Satellite Disk Control Room

  Enemies: Drone, Guard [patrols outside window]

  - Nullify the light in here to render the camera useless. The guard
    might get suspicious, but will soon return to his patrol.

  - Destroy the drone if you wish, then go around the central desk and
    through the door.


53. Corridor B

  Enemies: Guard (patrolling)
  Loot:    Lighter (guard)

  - Use the vending machine to hide from the guard.

  [It's easy to pickpocket this guy on his patrol.]

  - Fire an emitter close to the entrance and sound it to distract the
    guard.

  - Anya will need to hack a door keypad at the far end.

  ** Electronic Door Lock - Hackable **


54. Observation Deck

  [Louie will inform Anya she's almost there.]

  - Hook Anya's rappel line to the end, just above the hole.


55. Outer Wall

  Enemies: Guard x3 (all patrolling)

  - Anya will need to evade three guards on her descent. She doesn't have
    the use of gadgets, so it's all about timing. The guards spend part
    of their patrols looking at the wall. Stay in the shadows until they
    turn away.

  - Use the leaping function where possible to hasten your descent.

  - First guard: wait for him to reach the end of his patrol. He'll look
    at the center, then head towards the screen. This is your chance.

  - Second guard: Wait until after he's done his long walk and looks out
    to the side before descending.

  - Third guard: On the middle of his patrol, he'll pause to look outwards.
    Continue down.

  - Disconnect from the rappel cable and open the rooftop hatch.


56. Broadcast Complex

  Enemies: White Lasers, Breeze
  Pickups: Nullifier (central area, regenerates)

  [Anya will drop into the broadcast center, where she'll encounter an
   old friend for the last time.]

  - Breeze continually attacks Anya with throwing stars. You can use
    the crates for cover, but this is only a termporary measure.

  [There's a continually regenerating nullifier supply in the center
   of the room. Use this to stock up if required.]

  - Using nullifiers against Breeze is ineffective. Also, the lights
    cannot be disabled directly.

  - Anya can hack the left terminal (indicated in the cutscene) simply
    by crouching.

  ** Hackable Terminal - Security Level 4 Equivalent **

  [The white lasers now deactivate, allowing access to the second
   machine.]

  - To shut off the lights, shoot the five junction boxes around the
    ceiling. Three are on the catwalk behind Breeze, and there are two
    others on the side, closer to the entrance (mounted on opposite
    walls).

  - The quicker the boxes are disabled, the longer you have.

  - Hack the main terminal. If necessary, repeat the above step to shut
    off the lights. It's impossible to concentrate on hacking unless the
    lights are off.

  ** Hackable Terminal - Security Level 5 Equivalent **

  [This will take care of Breeze, allowing Anya to hack into the villain's
   broadcast and save the day. Enjoy the ending. Congratulations - you've
   finished STOLEN.]

  **LEVEL COMPLETE**


----------------------
X. VALUABLE/LOOT LIST
----------------------

 - These items are listed in the same order as the game's loot screen,
   along with the value of each in US dollars. The numbers in parentheses
   indicate where the items are found. Refer to the relevant section of the
   walkthrough for their locations.

 - Generally, each list features common items first (ie. they appear in
   more than one level), followed by loot unique to that level. These
   sets of items are separated on the lists.

 - Other than primary objective items, it's not normally necessary to
   collect loot in order to complete a given level. There are exceptions,
   ie. certain keycards.

 - Some common loot items appear more than once, but only appear to
   contribute once to the total loot value. So, to be consistent with
   the game, only one of each will be counted towards the total.

 - In the PS2 version, there appears to a bug which prevents you obtaining
   an 'A' rank for USD value of items stolen. It is possible to get the 'A'
   rank for the final level, but only a 'B' for the first three.


A) Museum
---------

00 Gold Watch           USD 300      (36,37)
01 Leather Wallet       USD 100      (3)
02 Family Photo         USD 5        (19,42)
03 Chewing Gum          USD 2        (15)
04 MP3 Player           USD 300      (10)
05 Keypass              USD 150      (13)
06 Portable Radio       USD 50       (19)
07 Car Keys             USD 1000     (45)
08 Credit Card          USD 300      (39)
09 Breath Mints         USD 1        (31,40)
10 Cellphone            USD 70       (3,24)
11 Digital Camera       USD 135      (20)
12 A Few Cents          USD 1        (8)
13 Gold Pen             USD 37       (27)
14 Silver Flask         USD 400      (32)
15 Pocket Watch         USD 7300     (39)
16 Passport             USD 100      (37)
17 Pack Of Smokes       USD 3        (20)
--------------------------------------------
18 Jade Statue          USD 3300     (8)
19 Golden Flower        USD 8000     (31)
20 War Fan              USD 10000    (37)
21 Samurai Gem          USD 400000   (45)
22 Talisman             USD 3000     (5)
23 Katana               USD 13000    (17)
24 Japanese Scroll      USD 4500     (8)
25 Ruby Necklace        USD 1700     (15)
26 Golden Buddha        USD 1100     (15)
27 Plain Goblet         USD 900      (28)
28 Silver Goblet        USD 250      (17)
29 Gold Goblet          USD 400      (12)
30 Japanese Dart        USD 9000     (15)
31 Silver Candlestick   USD 700      (8)
32 Gold Candlestick     USD 1300     (15)
33 Sapphire             USD 600      (17)

  Total:               USD 468004


B) Prison
---------

00 Leather Wallet       USD 100      (37)
01 Family Photo         USD 5        (14,16)
02 MP3 Player           USD 300      (25)
03 ID Card              USD 2000     (14,27)
04 Portable Radio       USD 50       (20)
05 Credit Card          USD 300      (40)
06 Digital Camera       USD 135      (20)
07 Gold Pen             USD 37       (11)
08 Driver's License     USD 100      (9)
09 Pager                USD 30       (16)
10 Tie Clip             USD 5        (11,20)
11 Lighter              USD 1        (16)
--------------------------------------------</pre><pre id="faqspan-5">
12 Inmate List          USD 2000     (39)
13 Microfilm            USD 17000    (31)
14 Circuit Board        USD 7000     (18)
15 Security Chip        USD 3000     (13)
16 Grand Tracker        USD 2500     (21)
17 Warden's Card        USD 1500     (37)
18 Technician's Card    USD 1000     (45)
19 System Disk          USD 500000   (53)
20 Prison Lunch Invite  USD 5        (10)
21 Rockhammer           USD 7        (3)
22 Rita Heyworth Poster USD 10       (18)
23 Soccer Star Photo    USD 3        (16)
24 Pack Of Cards        USD 2        (26)
25 Chess Piece          USD 50       (16)
26 Elvis Wig            USD 10       (25)
27 Belt                 USD 15       (18)
28 Prototype Inhibitor  USD 4000     (25)
29 Rat Trap             USD 13       (21)
30 Rabbit's Foot        USD 1        (22)
31 Organiser            USD 60       (18)

  Total:               USD 541239


C) APEK HQ
----------

00 Gold Watch           USD 300      (50)
01 Leather Wallet       USD 100      (17)
02 Chewing Gum          USD 2        (29)
03 MP3 Player           USD 300      (58)
04 Portable Radio       USD 50       (9)
05 Credit Card          USD 300      (65)
06 Sweets               USD 1        (61)
07 Breath Mints         USD 1        (24,43)
08 A Few Cents          USD 1        (63)
09 Gold Pen             USD 37       (21)
10 Silver Flask         USD 400      (5)
11 Pocket Watch         USD 7300     (43)
12 Gold Napkin Rings    USD 120      (74)
13 Driver's License     USD 100      (25)
14 Passport             USD 100      (38)
15 Photo ID             USD 250      (56)
16 Pager                USD 30       (20)
17 Tie Clip             USD 5        (14,60)
18 Pack Of Smokes       USD 3        (6)
--------------------------------------------
19 Workstation Disk     USD 100000   (5)
20 APEK Statue          USD 700      (3)
21 Drone Piece          USD 2000     (32)
22 Killian Propaganda   USD 10       (14)
23 Stock Reports        USD 8000     (46)
24 Profit Sheets        USD 6000     (9)
25 APEK Ledgers         USD 5000     (23)
26 APEK Accounts        USD 10000    (60)
27 Packed Parachute     USD 300      (42)
28 Pizza Menu           USD 1        (3)
29 Manager's Award      USD 2        (5)
30 Cuban Cigars         USD 250      (52)
31 Business Card        USD 1        (60)
32 Paperweight          USD 30       (5)

  Total:               USD 141694


D) Satellite Array
------------------

00 Leather Wallet       USD 100      (48)
01 Family Photo         USD 5        (11)
02 MP3 Player           USD 300      (48)
03 ID Card              USD 2000     (23)
04 Keypass              USD 150      (41)
05 Portable Radio       USD 50       (26,48)
06 Car Keys             USD 1000     (9)
07 Credit Card          USD 300      (41)
08 Breath Mints         USD 1        (37)
09 Cellphone            USD 70       (35)
10 Digital Camera       USD 135      (3)
11 Gold Pen             USD 37       (4)
12 Silver Flask         USD 400      (6,41)
13 Gold Napkin Rings    USD 120      (24)
14 Driver's License     USD 100      (4)
15 Passport             USD 100      (23)
16 Photo ID             USD 250      (35)
17 Pager                USD 30       (4)
18 Tie Clip             USD 5        (3)
19 Lighter              USD 1        (53)
--------------------------------------------
20 Morgan Propaganda    USD 2        (10)
21 Ski Mask             USD 100      (9)
22 Plastic Handcuffs    USD 10       (11)
23 Monk's Beads         USD 500      (11)
24 Siberian Hat         USD 270      (24)
25 Ski Goggles          USD 60       (22)
26 Antique Compass      USD 4000     (22)
27 Thermal Flask        USD 50       (26)
28 Gold Snuff Box       USD 8000     (37)
29 Antique Doll         USD 2000     (10)
30 Evil Plan            USD 5000     (30)

  Total:               USD 25146


  Overall Total:       USD 1176083



--------------------
XI. FINAL COMMENTS
--------------------

  These are my thoughts on the game. Please note there are some spoilers
  contained within.

  Pros

   - Fairly original concept and story

   - Non-lethal approach makes it tougher and more reliant on strategy
     (no 'easy way out')

   - Constantly under pressure/can never rest easy, especially when
     lockpicking etc. with guards around

   - Minigames (all very well done/varied)

   - Shadows well implemented

   - Good level design

   - Flashlights! (never totally safe in dark areas). Like it how they pull
     out lights when on patrol in dark areas, thus shooting out lights
     isn't totally effective

   - Nice gadget selection (especially sonic visor)

   - Don't know where guards are immediately upon entering new
     area - nice touch

   - Controls fairly fluid - easy to perform gymnastics moves and sneak up
     on guards (like how Anya's silent at medium speed)

   - Some good AI features. Reactions to sound/light. Increasingly
     paranoid before finally calling for backup. Trigger alarms when
     discover things amiss (such as precious items missing in museum/open
     vents that shouldn't be etc.)

   - Laser/platforming puzzles

   - Miscallenous 'bonus' items/Pickpocketing

  Cons

   - Tricky at first until you get a grasp on it. Museum starts off pretty
     tough for a first level (though I didn't mind that on subsequent
     playthroughs)

   - AI sometimes suspect - follow through some doors, not others. Call off
     searches perhaps a little too easily (though persistence does increase
     with level). Sonic emitters perhaps too effective during pursuit (can
     use repeatedly - think the guards would get smarter). Not bad in
     corridors, but could team up more effectively to cover larger rooms.

   - Not terribly short (longer than MGS/MGS2 if you ignore the cutscenes),
     but perhaps could have used one more level

   - Cutscenes (noted in walkthrough) interfere. Should be better
     implemented/used in less vulnerable areas (vents/rooms with no guards)

   - Glitches, especially on the final level with clipping (I think the
     development team shutting down and having to relocate means they never
     truly finished testing as rigorously as they'd have liked).


   Minor quibbles:

   - Perhaps more unlockable features for replay value. Concept art isn't a
     great bonus (though better than nothing). Like the rating system
     overall.

   - Some new (previously unseen) security systems later on would have been
     nice - pressure plates, motion sensors, heat sensors etc.

   - Would have liked more background on the characters (especially Breeze)


---------------------
XII. ACKNOWLEDGEMENTS
---------------------

  Thanks to...

  Blue 52 for designing this game, and to Hip Interactive for
  picking it up for distribution.

  Various websites for posting this FAQ/Walkthrough.

  Karla/Kazza from Australia for pointing out a sonic emitter pickup
  and alternate route I'd missed in the museum level.