SPLINTER CELL CHAOS THEORY SPEED QUIDE
Expert Mode Not So Stealthy -0- ID Almost
Title: Splinter Cell Chaos Theory
Producer: Ubi Soft
For: X Box
MSWord: Courier New
Original Created: 6/19/09
Revised completed: 2/4/13
By: Ghidrah
EMaul:
[email protected]
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If anyone wishes to use this guide on their site, I would like to know. I
don't have a problem with its use by others on Gaming forums, FAQ sites, or
being copied for personal use. I'd like to know if it's to be used on a site
though, just so I could drop by to ensure it hasn't been altered. So please
send me your sites URL.
_____________________________________________________________________________
As with all my guides, find some legit trick I missed, or in this case
something that'll speed it up more I'll give you credit for it in the guide
and an insert amendment to the guide where it will be used.
As long as the trick, shortcut, etc., etc., can be validated by me without
the use of any kind of cheat codes if (codes) exist for the X Box version of
the game.
_____________________________________________________________________________
1. WALKTHROUGH (menu for CT1 through CT10, sub sections noted at top of
levels)
2. BRIEFING (crap)
3. REVISIONS
4. DEFINITIONS
5. CONTRACTIONS (often used words or phrases)
6. WALKTHROUGH GUIDE
7. END GAME STATS
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1. WALKTHROUGH MENU
CT1. THE LIGHTHOUSE
CT1a. Locate Morgenholt, scanning crates 1&2.
CT1b. Masse kernels; scanning crates 2&3; destroy masse kernels
CT2. THE CARGO SHIP
CT2a. Locate the Bill of Lading
CT2b. Kill Lacerda!
CT3. THE BANK
CT3a. Enter Bank, target comps 1, 2 and 3
CT3b. Target comps 4, 5 and 6, Authorization pads 1 and 2
CT3c. Target comps 7, 8 and 9, Authorization Pad #3, Extraction
CT4. PENTHOUSE
CT4a. I gotta beef with Zherky, getting to his places!
CT4b. The world according to Dvorak, hacking a comp, tapping cameras 1 thru
6!
CT4c. Getting the heck outta here!
CT5. DISPLACE
CT5a. Just flexin the pecs in the gym Jim; scan Shetys bag, hacking comps 1,
2
CT5b. Hacking comps 3 and 4, hacking doors 1, 2 and 3, getting outta Displace
CT6. HOKKAIDO
CT6a. Looking for bugs 1, 2&3 in all the wrong places, "Finding Nedichland"
CT6b. Swatting more bugs 4, 5&6, Zherky bites the big one!
CT7. BATTERY
CT7a. "Going down, no love on an elevator" Shipping and Repair logs 1, 2&3
Ct7b. "Playing with phallic symbols", log #4, launch codes and I'm not afraid
to use 'em.
CT8. SEOUL
CT8a. "Driving hard drives to the roof", cutting power to PA feed 1, 2&3
CT8b. "Locate downed pilot", disable 5 UAV comps
CT9. BATHOUSE
CT9a. Locate files in the Bath house owner's 2nd fl office, tap phone line #1
CT9b. Confirming dirt on Shetland, grabbing "CT" data, tap lines #2&3
CT9c. to the furnace room
CT9d. Taking out the garbage, oh and disarming 3 ugly bombs
CT10. KOKUBO SOSHO
CT10a. Locate the hostages and access the server room.
CT10b. Eaves drop on the war room, Stop the launch and retrieve Otomo.
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2. BRIEFING
SPEEDING
For the uninitiated if there are any, in general, speeding a game is
completing it as fast as possible. Few games lend themselves to speeding,
like Silent Hill, early RE and Dino Crisis; SC however, isn't one of them.
With games like Silent Hill, RE and Dino Crisis a minimum use of materials is
required like Meds, ammo, collectable objects and most important saves.
In the case of Splinter Cell, 1st of all collectable objects/objectives are
required to continue playing from one mission to another. 2ndly the only way
to move as quickly as possible through each mission is to stun the crap out
of anything slowing you down and 3rd the NPCs kill, (ACURATELY) from a
distance. For me speeding is a way to extend the life of the game, speeding
brings the thrill and or fear back and then some.
SPEEDING RULES
For speeding sake there will be way more KOs and distractions due to running,
FCing and OCP use.
1. As always the -0- ID and ALERT rule is in affect, no AI aggression, or
gunfire all missions must be completed at 100%. NPC screaming in general is
not allowed it almost always indicates an ID and an alert.
2. Minus the 3 forced kills, Lacerda, Nedich and Shetland, "NO KILLING"!
3. The issue with the LMRBG, I'm assuming it's a game glitch, the kill charge
appears randomly; if you're charged with a kill on the BG ignore it.
4. A KO is allowed only when the results improve the fast time.
Clocked fast times at the end of each level are the best times acquired while
rewriting this latest version. Bear in mind, the fast time recorded on any
level with multiple keypads and comp scans rely on the prior save. I always
reload if I haven't solved the code when a 3rd of the allotted scan time has
past.
FAST TIMES ON LEVELS, (with keypad and comp hacks)
Frankly multiple saving within levels goes against the principal of game
speeding. My 1st defense, in general the games I've sped have pre-existing
known factors, (resulting from constant playing) which provide expectations.
However the random hacking calculations required in numerous keypad and
computer security codes more often then not force errors.
Most errors are due to slow or non-responding hacks, hacks that wiz by so
fast you can't get a lock on any of the segments, wrong button presses due to
anxiety/frustration, slow controller responses and or all of the above. So my
least lame solution is to save every other hack. The only exception to that
rule is Kokubo Sosho, there're only 2 keypads and 1 comp hack, but they're
the 3 meanest sum biatches ever. Saving before each one will prevent you from
damaging expensive to replace things.
At 1:25:12 I wince calling this a speed guide. I'm sure there are more
dexterous and clever players that'll slap this around if some haven't already
but as I scanned over the array of WWW guides I don't see any speed versions
and after 3 years you'd think there'd be at least one by now.
===============
AMBIENT NOISE
Ghosting is always slow and methodical, ambient noise rarely becomes an
issue. In the speed guide however it's the main issue, the success of
everything Sam does pretty much depends on being heard only when and where
he's supposed to be heard to manipulate the NPCs.
I don't think the "NOISE" meter is very accurate. There are too many times
the ambient noise level is high and Sam's noise is below it, sometimes
considerably yet he's still heard even with a -0- light meter.
AMMUNITION
Only the projectiles used more than 3 times in the game are mentioned below.
Sticky Cameras
I keep finding more victims for Cams, they're most useful against 2 or more
closely bunched BGs.
Foils
Frankly foils are close up projectiles the greater the distance from the
target the greater the chance of failure. To guarantee a take down, target a
BG between the shoulders from the front or back or squarely in the head,
anywhere else just pisses them off.
Pistol/AR
1 AR and 5 pistol Rnds are used in the entire game.
Sticky Shockers
Shockers are the best unfortunately you rarely have enough to remove all
distant mission targets. If the game gave the option it would eliminate many
projectile changes and save more time. You can hit a BG from pretty much any
distance and anywhere on the body except the head on helmet wearing BGs; they
bounce off and just piss him off. There are also a couple of baffling BGs
without helmets where Shocks and Foils bounce off their heads. They often
deflect the projectiles with their rifle.
DISTRACTIONS
A distraction by definition is a purposeful or incidental action alters the
usual patrol route or station of an NPC. There are 2 types of distractions,
primary and secondary, primary distractions are goal oriented and secondary
distractions are a consequence of running through an area to save time.
Physical contact, (kills or KOs) is kept to a minimum. However if an NPC
hinders Sam's movement for a time greater than the amount required to remove
him Sam has permission to remove by KO, preferably by distraction when
viable.
HACKING
Keypads and computers, being me, (as thick as a brick) I was lucky enough to
finally figure out how to use the controller to lock numbers into the hacker.
Till recent, I always relied on position memory, (not always good when
stressed and pressed. Knowing how to use it doesn't make the task easy but
better than not knowing and using it.
Once you enter the device you must be fast and nimble. The left joystick
controls the left and right movement of the hacking cursor, the "X" button is
the cursor's segment lock. The "Hey Moe moment is this, when a segment lights
up move the cursor to it and while it's still lit press "X" to lock it. Once
completed all addresses that don't have that segment in that position clear
from the screen and minimize the confusion.
If you're lucky and quick witted, (unlike myself) even if you miss locking a
segment or 2 you can crack the address with 2 locked segments if you can also
remember the position of 1 or more of the missed locks. I've adopted this
tactic, once I'm in the device I move the cursor right 1 or 2 positions to
hedge my sloth like reflexes, it's helped me improve my solve rate. When I'm
running hot, (and lucky) I can solve within the 1st 25 percent of the
allotted hack time.
HAND-TO-HAND COMBAT, (HTH)
1stly Sam is right handed, so all conscious targets of the LT/HLT must be
completed from the right rear side. Sam is limited to what he can do in HTH.
Sam has a number of slick kill techniques; I dubbed my favorite "The Reach
Around". If it weren't the no-kill rule
KOs
Choke, LT, (rabbit punch), and stun, (by foil or shocker). As contrary as
this will sound once you're into the walkthrough, the speed guide is still a
minimum contact guide. The amendment to the contact rule is this.
1. If it takes longer to ghost a BG/s than it does to stun and hide the
body/s (if required) then the KO is allowed.
2. If one or more BGs are in an area that requires Sam to make multiple
passes. The removal of one or more BGs is allowed on any of the passes even
if the removal of a BG/s takes longer than ghosting because it still improves
the run time on a return pass.
LOCK PICKING
I don't know if all SCCT games have the same lock picking positions, (X, PS2,
cube etc,) so I won't give coordinates for picking positions on locks that
can't be busted.
NOISE METER
Sam has a noise meter connected to his monitoring hardware. The noise meter
is a 2 part gauge, by a highlighted hollow square (AMBIENT NOISE) and the
solid squares (SAM'S NOISE), how accurately it reflects the ambient sound ...
I don't know. So, if accurate, any noise Sam makes below the highlighted
hollow square is masked by ambient noise. However, for the many areas in the
game I've found it faulty.
Because ambient noise is the determining factor for Sam's actions there's no
need for noise examples of the different creep and run speeds.
All Sam's foot noise levels are relative to what he's moving over, solid
ground, flooring, grass, gravel and water, they're all different.
OPTIONS, (within a mission)
Options are given due to the particular situations that occur. When 2 or more
options are offered in a mission the order is from fastest to slowest and the
1st option is related to the most favorable situation.
ORIENTATION
In this guide I often point out small, distant and or obscured targets using
the Azimuth and Altitude navigation method, Azimuth being a graduated
horizontal circle and Altitude being a graduated vertical circle. In this
guides case the graduations are the hours 1 through 12 of a clock face
instead of degrees 1 through 360 of a compass. Azimuth will always be the 1st
navigation point given, Altitude the 2nd, e.g. (12:00 or 3:00/5:00) Azimuth
is 12:00 and 3:00 and Altitude is 5:00. 5:00 being below Sam's current
position.
Know that Azimuth is always oriented with 12:00 being directly in front of
Sam's current position. Altitudes 12:00 is always directly above and 6:00
below Sam. Altitudes 3 and 9:00 rotate on the Azimuths horizontal plane to
the given Azi direction. So 3:00/5:00 are the coordinates for an object 90
degrees to Sam's right and down 2 hours at 5:00 on the clock face. For the
uninitiated this may be difficult at 1st but once you have it in your head
it'll be so much faster to locate the distant or not so obvious. Lastly
because Sam is changing position from standing to crouching, Azimuth is
always set at the plane of his feet, thereby minimizing deviation from
absolute -0-/-0-.
SAVES
Choose you're save points wisely, while the game clock stops when in the
"MAIN" or "SAVE" Menus, there is disorientation before you enter and after
you exit them. If you're in the midst of an action, (running, crawling,
skooching, targeting, etc.) and you enter Main Menu, all action ceases. The
distance and momentum is lost, when you exit the menus there is
disorientation which then takes time to reorient and move on.
So the number, timing and location of saves are important. Use lull points
where the game forces -0- movement like elevator rides, where RBGs make short
stops or at the beginnings of hacks. You can minimize some momentum lost by
pressing "Main Menu with your right hand but the return disorientation even
from a "Quick Save" is enough to throw you off.
(NOTE)
No one but me was physically harmed during said lapses in sanity.
===============
(9/12/09)
I bought SCCT on BLACK FRIDAY 06, (day after Thanksgiving) and then spent the
next 2 plus weeks with the flu. Anyway as usual I'm probably the last one to
figure this out, seeing how I had the game for 3 years and just discovered
the maneuver. While writing this guide and in particular trying to figure a
faster safer method for dealing with Neddy and his goons, I was totally face
slapping frustrated with non success.
So, I'm stalking a BG on his way out of the sitting room, (where Neddy and
the 3 little pigs converse before the snatch) I was extremely upset for yet
another failure and instead of tapping the left trigger I tried to push it
inside the controller, (with much anger) and didn't let it go. To my ultimate
surprise Sam rabbit punches, then grabs the BG and tosses him over his should
and stands.
I had a jaw dropping "WHATTHEF***" moment, then proceeded to do it again and
again to make sure I didn't imagine it or that it was just another one of the
fluke glitches in the game. I can't find anything in the manual I never read
before this happened, so am I clever for finding the "HLT" or an idiot for
not finding it for 3 years.
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3. DEFINITIONS
EGRESS; a doorway, cased opening, duct or ledge used as an entry or exit
point
ENTRY POINT; an egress to a room or area from a previous room or area
EXIT POINT; the egress used to leave a room or area to another.
HOLD LEFT TRIGGER; "Fireman's Carry" of BG to cover from non lethal attack
WALK/CREEP WITH WEAPON; move faster past wall mines without detonation.
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4. REVISIONS
(11/10/12)
I kind of lost interest in the speed guide in late 09 once I got in
Bathhouse, noise issues created on the 1st floor while making my way to the
2nd floor office made the return to the 1st floor impossible. So I jumped
forward to complete Kokubo Sosho. I never went back to complete Bathhouse and
frankly shut the Xbox down for a few years for computer FPSs.
Jump to 2012, I began playing the X Box again, (which is dieing BTW, the HDD
is going) and completing rewrites on the SCPT and SCCT guides. I began poking
around in the speed guide again, the fast times in the SCCT stealth guide are
somewhat faster in the speed guide due to open doors, distractions and KOs.
Any and all new junk from the existing 09 version will have a current 2012
date, (as above).
(11/14/12)
Cargo Ship: Maneuver change, KO sleeper.
(11/15/12)
Lighthouse: Tactic change access to torture chamber.
(11/25/12)
Maneuver change all levels, walking or creeping while armed will get you past
wall mines. I can't believe it took me so many years to figure this out. It
also adds 2 more contractions to the list, WW and WC.
(11/28/12)
Kokubo Sosho: changed entry maneuver.
(11/29/12)
Kokubo Sosho: changed escalator maneuver, changed entry maneuver to Red room.
(11/30/12)
Kokubo Sosho: Changed entry maneuver to elevator.
(12/5/12)
Seoul: Tactic change on the 2 elevator BGs Sticky cam instead of Gas.
(12/6/12)
Seoul: 2nd 1/2 mission, tactic change on 2 BGs inspecting UXB, Gas instead of
wait.
(12/10/12)
Jump up stairs whenever possible.
(1/12/13)
Tactic changes on Penthouse, 2nd building, BGs#3 and 4 KO'd. No longer hide
BG#3 and now KO BG#4, (sleeper).
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5. CONTRACTIONS
There are a few word strings and or phrases that will appear countless times
in the guide, to minimize the tedium of typed repetition, I've created and
logged contractions below for the most used, incase there's a problem with
deciphering them.
As Soon As Possible= "ASAP",
Bad Guy= "BG",
Best Speed Below Ambient= "BSBA",
Big Honkin Object= "BHO",
Cable the Door= "CtD",
Cable the Hatch= "CtH",
Clockwise= "Cw",
Computer/s= "Comp/s",
Counter Clockwise= "CCw",
Drop Hang and Drop= "DHD",
Electronically Enhanced Vision= "EEV",
Enter Inventory= "EI",
Entry Point= "EP",
Exit Point= "XP",
Fast Creep= "FC",
Grab and Choke= "G&C",
Grab, Drag, Interrogate and Choke= "GDIC",
Hallway= "HLWY",
Hold the Left Trigger= "HLT",
Left Trigger= "LT",
Make Best Speed Below Ambient= "MBSBA",
National Guard= "NG",
Normal Sight= "NS",
Night Vision= "NV",
OCP the Camera= "OCPC",
OCP the Light= "OCPL",
OCP the Big Light= "OCPBL",
Open, Enter/Exit and Close Door= "OE&CD",
Open Enter/Exit and Close Hatch= "OE&CH",
Optical Cable= "Cable",
Optically Channeled Potentiator= "OCP",
Passageway= PSWY",
Pull the Pistol= "PtP",
Right Trigger= "RT",
Roving Bad Guy= "RBG",
Roving National Guard= "RNG",
Security Ball= "SB",
Set AR to Primary= "SARP",
Set Pistol to Primary= "SPP",
Slow Creep= "SC",
Stationary Bad Guy= "SBG",
Stealth Open, Enter and Close the Door= "SOE&CD",
Stealth Open, Enter and Close the Hatch= "SOE&CH",
Thermal Vision= "TV",
Quiet Creep= "QC",
Quick and Quiet= "Q&Q",
Quick and Quiet Creep= "QQC",
Unexploded Bomb= "UXB",
Walkway= "WKWY",
Weapon Creep= "WC",
Weapon Walk= "WW",
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6. WALKTHROUGH GUIDE
THE LIGHTHOUSE
Recommended
CT1a. Locate Morgenholt, scanning crates 1&2.
(NOTE)
These are the 3 places in this mission you can be ID'd, in the order from
most often to least, #1, 3 then 2.
1. 1st cell and crate
2. Running through the sleeping room with the 2 BGs between crates 3 and 4
3. Running away from crate #5
===============
You begin on a beach, EI and load Sticky Cams in the tube. ASAP press and
hold forward left and tap "B" to stand and run; Sam will begin moving left
around the boulder and then go right around the lobster pots. Run up the
right side of the stone ramp to the left side leading edge of the ledge
leading to the crack in the rock wall. Press "Y" to jump up to the ledge, (I
never slip off the ledge sideways from the left), stand, press forward and
look forward and down to navigate through the narrow crack in the wall and to
minimize snagging on the nooks and crannies.
Once you begin crawling through the low crevice train the camera up so as to
be facing the 1st jumpable ledge ahead. Quickly free Sam from the crawl, ASAP
press forward, stand and then jump. Hoist up and continue to jump and hoist
over the next 2 ledges to the top of the cavern, (same level as the bridge).
(NOTE)
If this is your 1st time with the crevasse jump you'll want to remove the 2
RBGs that walk into the cave then save to give you ample time reconnoitering
and practicing the jump.
You need to familiarize yourself with the upper cave for repeatable
successful jumps across the gap. Jump too early, too late, too far left or
right and Sam dies. Once at the bridge level of the cavern walk over to the
ledge, look across the cavern and a smidge left and locate the 2 greenish
bioluminescent patches, (my TV) with the big dark spot in between. The dark
spot is the entrance to the mini cave leading to BG #1 and the 1st cell area
with crate #1.
The dark perimeter wall to Sam's left turns left and supplies you with a
narrow WKWY around the cave to the mini cave entrance. Look to the floor near
the base of the corner and see a "V" shaped notch cut out of the ledge floor.
Sam needs to be on the left side of the notch where the little clump of weeds
grows out of the ledge when he jumps.
He also needs to be facing the dark spot between the greenish patches. I'd
practice as many jumps as needed to get it down, Sam can lose up to a 1/3 of
his health on the jump but if done correctly he'll land and roll into the
mini cave minimizing the damage to a 1/4 or less. I keep the camera pointed
down as I run to the ledge to know exactly when to jump to maximize the
distance.
===============
As Sam is hoisting up to the cavern floor, (bridge level), press and hold
forward. As he begins moving press stand and drift left to and along the wall
toward the corner of the perimeter wall then left of the "V" notched out of
the floor. As you approach the ledge and the left side of the notch turn Sam
to face the middle of the dark spot between the green patches across the
cavern gap.
Jump at the very lip on the ledge, press and hold forward; if properly
positioned Sam will land and roll into the mini cave. FC toward the ladder
leading to the cell area and leap to it when you near the opening in the
ceiling of the cave; there's a lull in gun fire, the BG will comment then
resume target practice. Once you're at cell level remain in the crouch, ASAP
EEV target crate #1 in the cell at Sam's 2:00.
(NOTE)
The odds on a successful run and jump to the ladder is worse than 30/70. The
low ceiling and the small access hole remove any margin for error.
The 2nd problem with running to the ladder is the louder noise alerts the BG
in the cell to exit and investigate. This produces a 50/50 chance of getting
out of the room without ID or venting.
===============
Stow the EEV, stand and head straight for the right side of the XP at a run.
The BG will complain again and turn to the direction of the noise made as you
began moving. When you approach the right side of the XP run a tight loop
left around it. Run to and jump up the steps once then left to manually scan
target crate #2, (it's faster than an EEV scan). Run/jump up the next 2
flights of stairs then bear left to and through the XP. Go NS if not already
in it and run down the ramp.
(NOTE)
If you're new to the Cam shot you may elect to save for some practice.
The following maneuver is simple but tricky because you're doing it so fast.
You need to be against the wall on the left side of the entryway with the
steering wheel/steering column tight to Sam's 6:00 or they'll see Sam. When
facing the cell, the torturer's left side is to Sam, it is the floor area
beside and slightly to the rear of his left foot you'll be targeting.
===============
(11/15/12)
Maneuver change, no longer OCPBL from the grate. The distance to the cell
door, the RBG that patrols the area and most of all being too slow create too
many issues.
Run down the ramp and head right to the wall at the left side of the entryway
leading to the torture cell Stand facing the cell with Sam's back to the
steering wheel. ASAP shoulder the AR and target the floor about 12" from the
side of the torturers left foot and then 6" to the right past his heel. Send
the camera, as the camera opens quickly tap "X", (CLICKER) then "B" to exit.
95% of the time the RBG shoots at the camera and activates the gas before you
tap "X" knocking both BG out. The sissy will exit the room at a run for the
locked XP further along in the building. Run into and through the right side
of the cell, if you did well one or both will be on the way down as you
enter, in either case coughing up a storm and never see Sam.
Head straight for the doorway to the dark corridor and go NV. When you get to
the XP the sissy has the door open and is usually standing there holding his
pistol, (the metal one) as you approach he remembers that he's scared and
runs to the left past tent #1. Follow the sissy out the XP at a run but hold
course past the flood light then bear left into tent #2. The BG in tent #1
will mule but never see Sam. Manually scan crate #3 and exit at a run.
CT1b
Recover or destroy info on Masse kernels
Loop left out of the tent at a run. There is a pallet leaning against the
rock wall, just past the leaning pallet is a large crate with a pallet on it
also against the rock wall. Use the wall as a guide into the "V" shaped niche
between the leaning pallet and the crate. Press jump/forward when you contact
the crate and Sam will hoist up onto the crate. Move to the rear of the crate
against the wall then jump and hoist up to the ledge.
At the ledge, EI, load shocks, exit, EI and SPP; stand, turn right and run
through the 2 openings leading to the sleeping area. Bear left and stay in
the dark through the sleeping quarters to the left side of the XP and go NS.
You'll see the 2 BGs who get all bent out of shape but rarely ever see Sam as
he runs into the lighted HLWY. Run through the draped XP, drift right on the
elevated WKWY to the rampart outside then run along the wall to the end of
the guard railing on the left side of the WKWY. Stop in the big dark spot
against the parapet and save.
(SAVE)
(NOTE)
Decision time, here's 3 good reasons to save.
1. The light above the XP is still weensy at this distance and speed, if you
have pistol targeting issues you can also try sitting closer to the TV.
2. You're just over halfway to the end of the mission and if you're like me
you're bound to screw something up.
3. If the BG in the comp room is missing when you enter you can reload and
save 3 to 5 seconds not looking for and eliminating him. I got my best time
going straight for the comp and not dealing with the BG.
===============
ASAP locate and EEV crate #4 at Sam's 11:00/4:00, PtP and OCPL above the XP.
Stow the wep, EI, SARP and then run into the building. Go NV on your way in
and stop in front of the 1st column on the right with the posters or sheets
of paper stuck to it. It has a bunch of papers spread out over the floor at
its base. Turn left, shoulder the AR and target the space between the 1st 2
columns on the computer side of the room. The BG should be at the window and
turning around in the guarded posture as you set sights on him.
Send the Shock, stow the AR, run to the comp and press "A" for access then
"B" to exit for the objective. Run CCw around the 1st column to the 2nd one
then between the 2nd and 3rd columns for the draped XP. Roll through the XP
and FC outside to and down the right side of the stairs. Make a tight loop
right at the base of the stairs to EEV target crate #5.
180, stand and run, drift left to the wall and run down the steps past the
whiny welder. Continue running all the way to the lighthouse, run CCw around
the base of the tower, drop to FC at the towers 3:00 to the lighthouse door.
The RBG is almost always within LOS of the doorway and comments. Enter the
lighthouse; leave the door open and MBSBA up the spiral staircase to the lens
platform ladder.
(NOTE)
Do not disturb the radioman as he hails the Maria Narcissa, do so and you
can't complete the game. Even if you access the file cabinet for the file
Grimsdottir won't confirm the info. You will stand outside the lens room
tapping away at the extraction icon till Grim confirms the info on the
Narcissa.
===============
Do not peak the interest of the radioman on your way to the lens platform
ladder; wait until the Maria Narcissa responds to his hail. Once she responds
and he confirms stand and run to the ladder, jump to the ladder and go NS as
you mad climb to the platform. Quickly hop onto the platform shoulder the AR,
locate, target and Shock the RBG through a broken window. Stow the AR stand
and run a tight CCw circle around the lens to the switch at the XP, flip the
switch on your way out and fast tap for extraction. Grimsdottir is always
slow to confirm the Maria Narcissa info.
(NOTE)
As of the current rewrite and pace of the guide the lighthouse RBG is just
coming to a stop as Sam reaches the lens platform.
I did get a 3:09 time with an ID.
===============
Best time 3:10
KO 3/4
Dists 9
Shockers 1/2
Cameras 1
All objectives complete 100 percent.
_____________________________________________________________________________
CT2. THE CARGO SHIP
Stealth
CT2a Locate the Bill of Lading
(NOTE)
There're 16 doors Sam must open in this mission, 8 sliders and 8 swings. 4 of
the doors Sam passes through twice. This does not take into account all of
the 26 doorway openings he passes through one or more times only the ones he
has to open. Everything including, wall corners, tables, etc, are snags
points for Sam's face, shoulders and elbows to get stuck on. I swear the M.
Narcissa is the worst mission for bumping into and getting snagged on junk!
For my sake anyway, I believe the positioning and number of save points I've
placed allowed me to get the best time I could. I also believe were I more
dexterous I might knock another 5 or 6 seconds off the time.
===============
EI and load shocks stand and back out from the windlass. Sidestep left and
run aft along the windlass for the gap between the cargo containers. Leap
from the bow into the gap between the containers, (if done right Sam will
roll) stand and run, drop out onto the port side deck and head aft along the
bulkhead at a run.
Run to and around the barrels then drift left enough to line up with the
stairwell. Stop just before exposing Sam's position to the RBG aft of the
stairwell, shoulder the AR then decide which target is quicker to line up on,
(for me usually the RBG). Shock both, stow the AR, EI and SPP. Quickly run to
and roll down the stairs, ASAP stand and run to and pass through the XP. Tap
"B" while on the ladder to drop to the deck.
180 and move forward to the crate; jump to and hoist up onto the crate then
stand and run. Remain tight to the crates on the left, as you round the crate
locate the gap in the bulkhead, (BKHD) at the far side of the cargo bay. Bear
right to the edge of the crates then jump at the gap. Stand and slide through
the gap into the forward cargo bay, locate and tag crate #1.
ASAP stand and run, make your way through the narrow dark crates to the
ladder. Run and jump up the ladder and climb, stand and run to and through
the XP at Sam's 3:00. Stay left as you run through the PSWY to the end, the
XP is on the right. Open the hatch and enter the room at a run up the BGs 6.
Begin tapping LT on your approach to catch him before he can turn around. Run
to the duct and hoist up and crawl through it.
(NOTE)
If you made enough noise on your way to the duct you should hear comment from
1 of the 2 BGs in the pump room. Even if you don't hear it assume they did,
my game seems to let the info slide on many occasions.
To avoid an ID on your way out of the pump room it is imperative the BG be
anywhere but on the XP deck on the XP side of the pump room.
If you can't reliably push forward from the railing for a soft landing on the
pump deck go for the DHD.
===============
As you exit the vent onto an elevated WKWY inside the pump room, turn left,
run 5 or 6 feet then turn to and OCPL swinging overhead. Hop onto the railing
and push forward to soft land behind the BG on the deck below. QQC to the
pump panel and start it. Regardless of where the BG is, begin at FC for your
1st right turn to the end of the pump, (it'll have started by then), then
stand and run to the XP.
(SAVE)
Listen to the pump; tap "A" to open the XP when you hear the guttural sound
of the pump stalling out. Run through the PSWY to the sliding hatch on the
right; enter the cargo bay and locate the "Bill of Lading". Head to the right
around the lower crates then jump to the slightly higher crate. Jump and hop
your way up to the top tier of crates then stand and run to the target
container. Turn to the EP, run off the crates toward the EP and hold "B" to
roll across the deck to the EP. Sam will take a smidge of damage, (a little
less with the roll) but he's good.
CT2b Kill Lacerda!
Stand and run back to the PSWY, head right and run the length of the PSWY
toward the Engine room XP, while running look to the end of the PSWY and a
smidge right for the leading corner of the 2nd niche on the right, (where the
2nd trapdoor is). When you're about 6 feet from the niche's corner drop to FC
and do a tight right around the corner to the BKHD. Quickly turn left, look
up to the light on the BKHD, PtP and OCPL. Again just as quickly stow the
wep, EI and SARP.
ASAP as the light goes out stand, go NV and walk quietly around the trapdoor
to the other end of the niche, ensure you don't protrude into the PSWY. The
RBGs are close together instead of separated, ASAP as #2 passes by run to the
Engine room XP, open and enter. From the opened XP run to Sam's 1:00, hook
right and run squarely at the shaft between the shaft railing on the left and
motor on the right. About 4 feet from the shaft jump onto it, turn left,
stand and run the 15 plus feet along the shaft and jump to the cross beam
above.
(NOTE)
You'll likely hear comment from everybody in both levels of the engine room
from EP to the XP.
If you do the jumps to the shaft and cross beam correctly it's like one fluid
motion, it's especially smooth on the cross beam jump.
===============
Turn left on the beam, run to and hop onto the railing, hold "B" as you move
over the railing to hit the floor standing. Run up the stairs at Sam's 11:00
to the upper level. At the top of the stairs hook tight left around the
railing. Ambient noise and darkness cover Sam to the XP on this level so you
can run the whole way. An RBG will likely be somewhere on this level but can
be ignored completely unless he's directly in front of Sam. To date this has
not happened.
(NOTE)
Listen as you run into short lighted PSWY and head left, if you hear muted
comment it's from the RBG in the next PSWY. I prefer scenario #1 over #2; I
think it's faster and safer.
===============
1. Comment
Run to and open the XP in the short lighted PSWY, shoulder the AR, swing the
barrel 90 degrees right and sidestep left into the PSWY. Send the Shock as
the sights pass over his body then stow the AR. Run through both PSWYs and
the Berthing area to the small room at the end and tag crate #2.
2. No comment
Run to and open the XP in the short lighted PSWY. Turn right and run toward
the next PSWY on the right. Never stop moving toward the intersection on the
right, about 5 feet from the intersection shoulder the AR then switch
shoulders. Swing the barrel right as you sidestep into the intersection, step
into the intersection just enough to have the RBG pass into its sights and
Shock the RBG. He can be anywhere along the PSWY to the berthing area
hatchway. Stow the AR, run to and enter the small room at the end of the
Berthing area to tag crate #2.
180 and stand, exit the Berthing area at a run. Run up the stairs to the next
deck, I look down a couple feet in front of Sam to judge when to turn into
the stairway. Do a left-right-left-right into the small dark room and head
toward the lighted XP. At the corner of the counter to the left of the XP
shoulder the AR and swing the barrel left as you sidestep toward the right
side of the XP. Shock the BG as he steps into the sights. Quickly stow the
AR, EI and load Foils then run to the comp for access.
Run to and open the XP at the end of the room, shoulder the AR and swing the
barrel left 90 degrees. Sidestep through the XP into the PSWY and Foil the
approaching RBG. Stow the AR, EI, load Cams, exit, EI and SPP. Run along the
PSWY to and through the next XP to the big outside. Turn hard left out the XP
for crate #3. Slide out from under the stairs, stand and swing around them;
run up to the XP at the top and on the right.
(SAVE)
Run the PSWY and stop just before the XP on the right, PtP and OCP the
overhead light, stow the wep, EI and SARP. Move to and open the XP, shoulder
the AR and WW into the room. Target the middle of the BKHD low to mid chest
high between the fire extinguisher and the doorway to crate #4 and hold. Once
Thomas stops near the fire extinguisher send the Cam. Tap "X" a couple times,
the RBG usually lights a flare and waves it in front of the Cam, when he does
tap "Y" then "B" to exit. Begin walking left to the aisle leading to the
crate, hopefully Thomas will walk right into the gas and begin choking.
Sometimes the RBG is holding his pistol instead of a flare, when this occurs
Thomas usually appears in the camera lens, if so quickly tap "Y", this
produces a faster mission time.
(SAVE)
(NOTE)
The reason for the save above is that Thomas doesn't always respond swiftly
and or properly, it seems that he almost always walks into the gas on your
initial attempt, so if he does just walk right into the gas "SAVE" "ASAP"!
The odds are you'll Biork something down the road and end up back here where
Thomas usually becomes overtly obstinate.
===============
ASAP run into the small room and tag crate #4. Exit at a run, turn right at
the end of the Mess deck and run through the PSWY to the intersection on the
left and to the XP. Leave it open, run up the stairs and left through the 1st
doorway, roll into a QQC and pass through the 2nd doorway into the Berthing
area PSWY. MBSBA along the right side of the PSWY and no more than 2 cubes
lit as you climb the left side of the stairs. Hook hard left around the
railing to the starboard side bridge XP.
Bear right for the captain's 6 and grab him, drag him left and around the
side of the panel he was standing at, push him into the BKHD, speed talk him
and choke him out. The bridge hand will investigate but see nothing as long
as you stay still and wait for him to turn away. Head for the end of the
railing near the XP, hop over and drop to the bottom of the stairs. MBSBA
through the berthing area PSWY, once past the berthing area PSWY you can
stand and run to the hatchway leading to the Captain's Quarters. QC into the
Captain's galley, shoulder the AR and sidestep right to the edge of the
narrow partition at the end of the sink leading to the Captain's quarters.
(NOTE)
You want to see the very edge of Lacerda's left arm and leg any more and you
have an ID, alert and venting all in one. Look down to the left side of the
threshold and take note of the blue and white floor tiles. From the left
corner of the threshold into the captain's quarters the pattern is Blue,
White, Blue, White; you want to place a Camera in the middle of the 4th tile,
(which is white) from the threshold.
This level could be over 12 seconds faster if you weren't forced to listen to
Lacerda's ranting regarding the secondary objective.
Your cue is to listen to and hear Lacerda yell "Vice President Senor Segundo
Blah, Blah, Blah," (Lacerda's Panamanian contact)
===============
Look to the left corner of the threshold, count 4 tiles into the room and
place a Camera in the 4th, (white) tile. Tap "B" to exit the Camera, QC over
to the light switch, stand, turn to face the hatchway, hold and save.
(SAVE)
Once Lacerda gives the name of his hated contact; ready your left thumb over
the down portion of your "D Pad" and your right thumb over "A". Then when you
hear Lacerda say, "Ha! I'll show him", quickly tap "A" to shut the galley
light off then "DOWN" on the "DPAD" to activate the camera in the next room
and then "X" for the CLICKER.
The Camera looks straight up and allows you to see Lacerda and BG #1 once he
rises from the table. When you activate the "CLICKER" with "X" BG#1 stands up
and begins turning around. Quickly press "X" a 2nd and 3rd time and he almost
always looks straight down at the Camera and or waves to BG#2. When he looks
down at the camera count to 2 and press "Y" for the gas, sometimes BG#1 takes
care of it for you by shooting the Camera.
(NOTE)
I think shutting the galley light off gets BG#2 up from the table, the
clicker and probably the gas gets him moving around the table and puts him
close enough to be affected by the gas. Omit the light, he stays put and
alerts everyone to a man down. Sometimes even though the light is turned off
BG#2 isn't taken out by the gas and in some of these instances he apparently
neglects to inform anyone about the downed men.
===============
ASAP exit the galley for the PSWY at a run, tag crate #5 near the stairwell
and return to the stairs leading to the bridge at a run. The BGs in the
berthing area may or may not whine, run up the stairs to the bridge, run
along the railing to and through the XP. Run along the deck to and up the
stairs, it is highly possible an RBG will be approaching from Sam's 3:00 at
the top of the stairs but be far enough away not to be an issue.
Continue running to the aft section of the ship, drop to FC as you round the
corner to the ladder, (the only one I've fallen to my death on so far) on the
aft BKHD and slide down to the lower deck. About 6 feet from the deck hop off
to the railing then down to the main deck. Stand and head right at a run to
the rear of the large dark crate at mid fantail. Locate and tag crate #6 then
mad hop up onto the large crate. Stand, bear left at a run and leap off the
corner of the crate diagonally to the railing. Hoist up and over then run and
jump to the short ladder to Extraction.
(NOTE)
Sometimes BG#2 in the Captain's quarters isn't KO'd; non-the-less he remains
quiet.
The 3 areas you're likely to be ID'd,
1. Exiting the pump room if the BG is on same side and level as the XP.
2. The S1 Deck RBG just as you shock him in the PSWY leading to the Berthing
area. Sometimes he spins around wicked fast.
3. The Deck 1 comp BG just as you Shock him. If you see him jerk/spaz a
fraction of a second before the stun takes him he's your ID.
===============
Best time 7:08
K 1
KOs 10/11
Dists 8
Shocks 4
Foils 1
Cameras 2
All objectives complete 100 percent.
_____________________________________________________________________________
CT3 THE BANK
Stealth
CT3a, Enter Bank, target comps 1, 2 and 3
(SAVE)
(NOTE)
Odd note, odd because I don't remember it being an issue 3 years ago, issue
because, if you play Bank from mission mode you get an extra primary
objective that is acquired in the flooded compartment on Cargo ship. This
adds much time to Bank; most of which occurs from the extra dialog between
Lambert and Fisher and not the acquisition of the data. This dialog precedes
Turtles and Sam can't set the charge on the vault until Turtle is done
talking, so he stands around WAITING!
Another oddity, when I 1st got the idea for the beginning of Bank, once the 3
RBGs were removed I went straight to the front step, popped the 4 lights
surrounding the entry busted the lock on the left door, opened it shocked the
BG at the desk then OCPC on the wall behind the desk. It worked for 3 or 4
runs, (improving on the time each go). From that time on I can't open the
door without an alarm. So this pushed me back to shutting all the lights off
via the switch outside the bank. I believe my time could be at least 10
seconds faster.
Regarding the walk up to RBG#1 at the beginning of the mission, you can go a
cube or 2 above ambient without upsetting RBGs #2 and 3. If you go above 2
cubes RBG#2 lights a flare and #3 begins walking toward the front of the
bank. In that case I still take #3 before he walks into the dark. If #3 does
move off lead him for an ambush shot.
As previously mentioned in (BRIEFING) the fast time on this level is due to
multiple saves, between 5 and 6.
===============
Load shocks in the tube then walk briskly up the 6:00 to RBG#1 and tap LT,
quickly shoulder the AR and Shock RBG#2 then RBG#3 standing against the
perimeter and below light. If #3 does walk away, lead him for an ambush
Shock. Stow the AR, EI, load Foils then head around the left side of the bank
for the light switch. Flip the switch then return to the Bank front at a run.
Run up the steps to the left side door of the XP.
Bust the lock, stand, shoulder the AR and Foil the BG as he stands up from
behind the desk. Stow the AR, EI, SPP then PtP and OCPC behind and above the
desk. Stow the wep; head for the left side of the desk relative to Sam and
close the door on your way. Run around the desk for LOS on the target comp,
EI load Shocks and SARP, EEV target computer #1 on the floor near the BG and
save as it worms its way in.
(SAVE)
Check off "Upload Fake Email" for the objective then X out. 180 and run
around the partition then into the teller room. Stay left of the teller
station and head for the lighted glass wall. Aim for the door as you near the
wall, open and run the perimeter Cw to the 2nd door at the far left end of
the room. Make your last 2 steps a walk to the XP, enter the room, turn left
and ignore the RBG as you take a quiet step toward the counter, EEV target
comp #2, check off the fake email and X out.
Turn, run a wide CCw loop around the partition and run to and up the stairs.
Run into Laser Grid Room#1 and stop on the carpet about 3 feet from the 1st
laser line. Shoulder the AR, target just left of the right edge of the XP
chest high and hold. Send a Shocker to the RBG as he steps into your sights.
He drops in the dark HLWY but his ID chip deactivates the laser line near the
XP. Stow the AR, EI and load Foils. Turn right, locate and EEV the target
comp on the desk. As the EEV worms its way in save.
(SAVE)
Access target comp #3 for the fake email objective then run between the 1st
laser line and the column on the right and leap onto the reception desk. FC
across the top, just before you drop off the desk press and hold "B" to stand
when you land then run along the back of the desk and jump over the last
laser line at the other end of the desk.
(NOTE)
It's a difficult action for me; I seem to hit the edge of the desk or the
wall far too often; however it can be done with a little practice.
===============
CT3b, Target comps 4, 5 and 6, Authorization pads 1 and 2
Run left or right around the column and into the HLWY. Grab and hoist the RBG
to Sam's shoulder then haul ass through the HLWY, XP and into Laser Grid
Room#2. Head to the right corner of the room where the shadow from the mini
kitchen area extends furthest into the room. Once Sam is in the dark and the
last grid line has been deactivated tap "Y" to dump the body. Run through the
kitchen and out the opening at the far left end.
Stay close to the glass partition as you approach and run through the XP,
drift right to the wall and run to the corner at the end of the HLWY. Make a
tight right at the corner and turn into the dark room. Follow the dark lane
along the floor, leading to the draped opening at the far left end of the
room. Roll through the opening, QQC straight to the security room door and
save.
(SAVE)
(NOTE)
To succeed the info that follows must be completed as fast and quietly as
possible. Sam has a lot to do and little time to do it.
I obtained the security room door passcode from the 2nd comp on the 1st floor
and tried it several times, redesigning the tactics but it still took longer
to acquire the code and use it on the door than it did to just hack the door.
===============
Hack the keypad, OE&CD, bear left a couple 3 steps then turn right toward the
sitting BG and shoulder the AR. Foil the BG then stow the AR, turn left and
EEV comp #4; check off the fake email item for the objective. Tap
Authorization Pad #1 minus a 180 and head for the EP then choose bash the
door to take out the RBG standing on the other side.
Stand and run, head left around the door and security room and then right at
the corner to the next XP and keypad. Quickly solve it, move tight right into
the office, (wall cam above the EP) then tap "SWITCH". Run to the XP and bust
the lock, run to target comp #6 on the desk at the far end of the room, EI
and load your last Shock in the tube.
(SAVE)
(NOTE)
The maneuver that follows the comp solve must be done accurately, without
error and super fast. As of this rewrite 90% of the time the RBG patrolling
the court yard below has always been between Sam's 10:00/5:00 and 12:00/5:00,
(left bottom corner of the railing to the middle). Sometimes if you're a
smidge fast he'll closer to Sam's 10:00/4:00. TV will help ID and target him
much faster than NS or NV. The drop to the ground will take much health from
Sam but not kill him.
===============
Solve the comp and check off the objective, run to and tap Authorization pad
#2, go TV, (if you need the help) and run to the open double doors with the
railing. About 4 feet from the leading double door go to FC and side step
right as you turn the camera left and down. Quickly shoulder the AR, locate,
target and Shock the RBG below. Stow the AR and hop out, push forward and
press "B" to drop to the ground, Sam will survive with about 25% health.
CT3c, Target comps 7, 8 and 9, Authorization Pad #3, Extraction
Run to the base of the stairs and up the left side to the top, leap once or
twice to the top, locate the duct at the upper left area of the entry and
crawl through. Maintain ambient along the wall to the last authorization pad
and tap it. FC to and access the file cabinet then FC to the comp.
(SAVE)
(NOTE)
I believe Sam moves faster up stairs with the leap. Try to place your last
leap so that Sam glides up and over the last couple steps onto the platform.
Paco doesn't always have his amigo with him. If undisturbed, the RBG that
usually accompanies Paco returns to the security office out side the one
you're currently in. It's the noise you make that keeps him in the HLWY. This
requires removal of both.
===============
Access the comp for the objective, when complete stand and run around the
desk toward the duct then left, stop at the leading edge of the sofa then
MBSBA to the left side of the XP. EI, load the last 2 Foils in the tube then
shoulder the AR and stand. Paco will call out to the RBG and also remember
the pass code. Once the door is open target 2 feet past the right side of the
door and chest high.
Take Paco once he walks into your sights then sidesteps right while you swing
the barrel left to target the RBG in the HLWY. Send the Foil when he slips
into your sights then stow the AR. FC out of the room, slow to ambient to
cross the HLWY and pass by the front of the security room to the dark spot
against the wall.
Turn, stand and EEV the comp through the window for the 7th fake email then X
out. When complete, turn to Sam's 4:00 and run through the opening to the
safe deposit box room. Run to the box and take the goodies. Exit at a run
bear right around the opening and continue running down the stairs to either
side of the vault. Place the 1st pick turn and run to the other side of the
room for the 2nd pick. Pick the lock as fast as the device will allow, when
complete run to the vault door and place the charge once Turtle shuts his pie
hole. 180 and run away till the "DETONATE" window appears and do so. EI, SPP
while waiting for the vault to open.
(SAVE)
Enter the vault, locate and move to the target comp at the far end of the
room.
Access the comp check off all the items and then enter the dark enclosure for
the goodies. Run to the vault entrance and OCP the invisible security beam
emanating from the small black square on the right side of the vault door
jamb. Stow the wep and run back toward the last security room. Leap up the
stairs at least 2 times, the last putting Sam over the last couple steps to
the top. Run right for the corner of the security room and stay close to it
until you enter the dark HLWY.
(NOTE)
I think it drives the BGs mental, fortunately I also believe they follow the
sound around to the back door which keeps the RBG in the HLWY hidden.
===============
Once you're in the dark HLWY run to the XP on the left with the camera above
it. Enter the room and run to the last XP, open it and run down the right
side of the steps, run in front of the nearest ground flood light and behind
the 2nd light. Run along the wall heading for the front of the bank. Everyone
is sleeping so there's no one to fear. I slide past the corner of the bank
then the corner of the perimeter wall, I then line up with the far left end
of the rectangular reflecting pool. Hook right around the end of the pool and
make a bee line for the extraction point.
Best time 7:09
KOs 10
Dists 5
Shockers 4
Foils 4
All objectives complete 100 percent.
_____________________________________________________________________________
CT4. PENTHOUSE
Stealth
CT4a I gotta beef with Zherky, getting to his places!
(NOTE)
If you play Penthouse on mission mode you must collect an extra set of files,
the "Transaction Records" are originally obtained on the Bank mission.
Acquisition will add about 6 to 8 seconds to the mission; the computer files
must be accessed manually on the 2nd floor of the apartment in the same room
as the 4th camera tap. As you enter the room from the short HLWY you'll see 2
monitors and a keyboard across the room it's a "P.I.T.A."!
There are 3 to 4 places Sam can usually be ID'd in this mission and you're
unlikely to find out till the end stats. The reason being the ID takes place
as Sam leaves an area before the ID'er makes noise, (if he ever does). 3 of
the instances can occur during the KO of the ground floor NG working on the
elevator, the sleeper or the snatch of the Displace guard exiting the
Arboretum.
===============
When clear from the (AUTO) save EI and SPP, turn and FC between the dumpster
and building, once Sam is past the dumpster stand and run past RNG #1 who is
approaching the dumpster to Sam's right. Run past the fire escape ladder on
the right to the small garbage pile about 15 feet before the next dumpster,
stop at the far side of it, turn to the flood light and OCPL.
Stow the wep, run a Cw loop toward then past the flood and RNG #2. Continue
running along the driver side of the box truck, make a tight right at the
front of it.
Option 1
If RNG#3 is standing near flood#2 continue running along the front of the
truck and into parking garage#1. Run to and roll through the XP leading to
parking garage#2, QQC up the steps to the building and ensure you remain just
under ambient until you pass through skyscraper #1s XP and make your 1st left
turn into the HLWY.
Option 2
If RNG#3 is walking into garage#2 as you round the nose of the truck go into
a roll as you enter garage#1, then QQC to and through the XP leading to
parking garage#2, QQC up the steps to the building and ensure you remain just
under ambient until you pass through skyscraper #1s XP and make your 1st left
turn into the HLWY.
(NOTE)
Option 1 gets RNG#3 looking and walking straight to the front of the truck as
soon as Sam passes by. If you're using option 2, RNG#3 may stop for a second
or 2 but rarely heads back for the truck. Preferably you don't want RNG#3
looking Sam's way as he passes through the buildings lighted XP, but if he
sees something as you turn left at the end of the partition into the HLWY you
don't want to hear more than "Did I just see something?". Option 2 slows the
guide by about 3 to 4 seconds but can eliminate an ID.
===============
(11/20/12)
Change tactic on NG electrician working on the elevator.
FC through the 1st half of the "S" shaped HLWY then slow to below ambient as
you approach the elevator area. QC directly to the NGs 6:00 for an HLT then
walk into the elevator directly below the elevator's trapdoor. Tap "Y" once
to dump the NG and again to jump up to the trapdoor.
Skooch left to face the elevator shaft ladder and hoist up onto the top of
the elevator. FC forward and hop to the ladder, keep climbing till you hear
the loud click and shaft lights go off. Slide back down, about 10 feet from
the top of the elevator tap "B" to hop back and drop into the elevator. EI,
load foils in the tube then SPP. Hoist the NG back onto Sam's shoulders, move
to the left rear corner and face the rear of the elevator. Swing the camera
to face the doors and watch for the top floor.
(SAVE)
(NOTE)
The reason for this save is for the practice you're probably going to need
leading to the zip line coming up in a few seconds it can be very difficult
and frustrating even with practice.
The clue that the top floor is coming up is the solid dark gray of the top
floors door sliding into view.
If you leave the NG on the elevator floor he bounces all over the place and
more often than not is discovered by the RNG. Positioning Sam as mentioned
and dumping the NG when directed keeps the NG hidden.
80% of the time the top floor RNG is far enough back in the room to hear or
see something but not to ID Sam.
"Do NOT RUN" until you are past the end of shelf row #2 near the foot of the
stairs, it's one of the possible ID areas without hearing anything from the
RNG. The only way to know for sure is if he fires on Sam.
===============
Tap "Y" to dump the NG as the elevator rises to the top floor and move to the
door. As the door opens run out and bear right from the door, roll to FC
before reaching the corner on the right and loop left around the boxes as you
pass them drop below ambient and move into the dark past shelf row #1. Once
you're in the dark and in the aisle move tight to the right side of shelf row
#2 then QC toward the stairs.
Look for the RNG; he's likely somewhere between the foot of the stairs and
shelf row #1. Wait for the forward looking RNG to be halfway between shelf
row#2 and shelf row#1 to QC to the end of shelf row#2. Once the RNG is at the
end of shelf row#1, stand and run to and up the right side of the stairs. Go
NV on your way to the XP. Once outside run toward the big honkin horizontal
pipes, stop about 20 feet from the EP and OCP the big red neon sign to the
right of the XP ladder. Run toward the pipes, about 5 feet from the pipes
leap to and land standing, hop onto and over the upper pipes then press "B"
as you drop to the roof deck to land standing.
(NOTE)
The maneuver below is way hard for me to do even with a couple practice runs.
The WKWY is narrow and the rear part of the sign sticks out preventing Sam
from standing. This forces Sam to drift left along the edge of the WKWY and
dangerously close to falling. You're pretty much blind whether you're NV or
NS so it's pretty much a feels right time to lurch left and jump to the zip.
This does cut a couple seconds off the mission time though.
===============
Run toward the neon sign, run into the gap between the OCP'd neon sign on the
right and the bump out structure to the left. Leap to the ladder; climb it
turn, FC, stand and run to the cable connecting the 2 buildings. About 5 feet
from the cable drift/jump left to the cable and zip across. Go NS as you zip
from skyscraper #1 to skyscraper #2, slide down the conduit and drop off
about 10 feet from the gravel roof. Turn right and OCP the flood light
closest to the opposite end of the flat roof. Stow the wep, EI and SARP.
CT4b, The world according to Dvorak, hacking a comp, tapping cameras 1 thru
6!
Run along the wall toward the corner, about 3 feet from the corner shoulder
the AR, swing the barrel around the corner and Foil the approaching RBG. Stow
the wep, leap over to the railing, tap "B" as you push forward to land
standing and run to the XP at the far left end of the WKWY. Enter the room at
a run then roll into FC halfway to the table to Sam's 12:00.
(NOTE)
If you do not disturb BG#2, (elect working on the elev.) on your way to and
from BG#3 he'll never know #3 is down.
===============
(1/12/13)
Tactic change on BG#3 and #4.
Drop below ambient as you pass the table and continue into the next HLWY.
Head straight for the RBG, MBSBA up his 6:00 for an LT. Head right to the
aisle between the table and the counter then accelerate from QC to QQC to the
end of the table then to FC to the XP. From the XP stand and run to the
sleeper, begin tapping LT on your approach to catch him before he can turn to
see Sam. EI, SPP then save.
(SAVE)
(NOTE)
The 2nd of the 4 standard saves in this mission, I can't get through it
without them and where they're put.
You must be quick with your weapon change and accessing the comp so you can
run around the table and enter the short HLWY before the tech working on the
elevator finishes his task. He always turns to his right and faces the
current EP for a split second. If Sam is anywhere in the room when he turns
he "Sees something" then "Man down". I stuck a cam on the wall in the comp
room to look through the EP to the tech and watched him from several places
in the room and in the short HLWY. The HLWY was the only place Sam could be
and not get the call outs from the tech.
===============
(VERY IMPORTANT NOTE)
If you've been clever and fast up to now well and good, you're a 1/3 of the
way, through the mission. What's coming up is extremely important to the time
posted at the end of the mission; 3 things must take place for everything to
tie up neatly at the end and they're all relative to Ver's position on the
veranda when Sam enters and moves through the LMR.
1.
As you begin to tap the camera at the base of the fire escape the camera
needs to be rotating from the mid span toward the EP. I think it ties into
the patrol timing of Ver. I can't tell "IF" the OCPC in option 2 puts Sam
ahead, even with or behind Ver's schedule.
2.
When you exit the foyer Ver needs to be approaching the Arbor end of his
patrol. This is a major reason for not alerting him as you round the
partition leading to the foyer.
3.
Before you move around the potted fern against the wall leading to the Living
room Ver needs to be at the kitchen end of his patrol and Kit needs to be at
and or opening the glass door to the veranda.
===============
Quickly access the comp for the "Architectural Plans" to complete the
objective and do it before 1/3 of the allotted Hack time expires. Press "Y"
to leap onto the table, as you FC over it press and hold "B" to stand when
you land on the floor. Run to the XP, go NV on your way to the door then bust
the lock. Stand and run right along the wall to the wall camera. As you
approach the camera look up to locate it, (it'll help target it faster) keep
your eye on it and follow one of the suggestions below.
1. If the camera is pointing from the middle position and rotating toward the
EP as you approach tap the line. Swing Sam's camera 180 toward the fire
escape and press forward as the tapping process takes place. Watch the
cameras IR beam swing to the right of the stairs as Sam finishes up with the
tap. Stand and run up the stairs.
2. If the camera is between the middle and rotating left as you approach PtP
and OCPC then begin the tap. Swing Sam's camera 180 to the stairs to be ready
to stand and run when complete. Stand and run up the stairs.
As you approach the top of the stairs go NS and drop to FC. PtP as you enter
the building, once inside move left to the partition with the light switch.
Slide right just enough to target the light in the middle of the Lousy Music
Room, (LMR).
(NOTE)
You do not want to disturb Ver or Kit, (short for veranda RBG) and (short for
kitchen RBG) until you're in the kitchen area on this pass. You will move
through the veranda 3 times; to retain free movement you must remain under
the RBGs radar for the moment.
If you're very fast, Ver may still be approaching the left end of his patrol
when you enter the LMR and will see Sam if you move too far past the end of
the partition. If Ver sees Sam it'll Biork future passage through the veranda
and screw the speed.
If you go above ambient while at the end of the partition leading to the
foyer it'll produce the same effect. If you're very noisy there Ver will
comment loudly enough to alter Kit's patrol, again forcing you to kiss the
speed run goodbye.
LMR BG
There is an inconsistent issue with my game regarding the LMR BG; sometimes
the game does not want Sam/me to touch him in any fashion while he's sitting
and enjoying his lousy music. On the last bunch of runs and the fastest time
it allowed me to LT him without the kill charge I just don't know why I get
it.
===============
OCPL and quickly flip the light switch off. Go NV, FC to the sitting BG, LT
him then stand and run to and then left along the partition separating the
LMR from the foyer. 4 feet from the end of the partition drop below ambient.
Once you're around the partition and in the foyer run to and through the XP,
leave it open, run across the veranda to the duct at the dark right corner.
(NOTE)
Sometimes Kit is a little behind, if he isn't near the left end of the
counter as you exit the duct use the fern on the counter to cover Sam as you
approach said counter, if this still gives you grief quickly turn right and
stick to the wall beside the planter until he's a bit closer to the kitchen.
If Kit heard comment from Ver and is not heading for the veranda to talk to
him any fast time is kaput. You can either continue following the guide or
reload from a previous save. I'd reload.
While you're moving through the Kitchen HLWY, tapping the 2 cameras and
heading for the stairs, "DO NOT EQUAL AMBIENT NOISE"! If either Kit or Liv,
(living room BG) hears anything loud enough they'll investigate and ruin any
chance of a fast time.
===============
Enter and crawl through the duct, as you exit the duct. Quickly use the fern
on the counter for cover as you approach the right end of the counter. Kit is
likely approaching from the HLWY. Hop over the counter; continue along the
wall in the shadow to the potted fern. Stop at the fern and look back to the
kitchen door, you need to see Ver near the arbor and kit at and or opening
the door.
QC around the potted fern to the left side of the HLWY, you should hear,
"What was that?", although sometimes you don't. Once you're in the dark
continue forward, drift right and tight to the left side of the hanging
drapes and continue into the living room to tap camera #2. Ver and or Kit
will begin moving through the kitchen to the HLWY.
As you tap #2 swing Sam's camera 180 to face the extraction HLWY, you want a
bee line to camera #3 and to see where the 2 RBGs are when you make your run.
When you complete the tap stand and run about a 1/3 of the way to the
extraction HLWY then roll through the carpet drape things. MBSBA to camera #3
and tap it. Liv will investigate the noise and head Cw around the column for
the drapes. When complete stand and run to the spiral staircase and up to the
next floor. If you look left as you head for the stairs you should see one or
both RBGs near the potted fern. Run through the anteroom and into the room
with wall cam#4.
Bear left along the wall and run to and around the glass divider on the left.
Open the doors and run into the small unoccupied room at the end of the long
and narrow HLWY. Access the comp in the room for the objective and the
passcode for the Dvorak room keypad. When complete backtrack to the big room
with the glass divider and wall cam#4 at a run.
(NOTE)
To get the time shown at mission stats the guide assumes you played Bank 1st
and already have the "Bank Transaction File" between Dvorak and the Bank. If
you're playing Penthouse on mission mode then the file is in the comp on the
2nd floor in the room with the glass divider and wall cam#4.
When you're in the small unoccupied comp room ensure you tap "A" one time
after accessing the comp then tap "B" twice to exit. Doing so will make the
Dvorak room keypad code available on screen when you get to it.
===============
Locate cam#4 and tap it. When complete turn right, stand and run along the
wall to and through the XP at Sam's 12:00. Bear right, a 1/4 of the way along
the narrow HLWY drop to fast walk. Stop and stick to the wall past the door
near the hinge crouch, EI, SARP and hold.
(SAVE)
(NOTE)
To speed talk the Arboretum RBG rapidly tap the "A" button till you hear Sam
say "GOOD", then choke the RBG out. Sometimes Sam may not vocalize "GOOD", so
remember 10 distinct presses guarantees success before the choke out.
The remaining BG in the arboretum occasionally looks right and may see the
legs of the RBG, so it's important you move him past the door enough to hide
the RBG.
===============
Eventually an RBG exits the Arboretum, inch along the door after it opens to
see the RBG come to a stop. As he begins to turn away move around the end of
the door and grab him. Grab him as close to the door as possible once he
turns to walk away to keep the door open. After the grab drift right and
forward a couple 3 steps to the left side of the Arboretum door so that when
you release him he'll fall away from the door. Speed talk the RBG for the
info then choke him out. QQC into the arboretum, tap wall cam#5 and exit. QQC
out of the arboretum and close the door, ASAP stand and run into the next
room and head straight for the open window.
4 feet from the window jump to it, press and hold "B" to land on the arbor
standing. Run to and off the ledge, maybe DHD, (sometimes I make it to the
deck without the DHD or noise).
(NOTE)
OK, you need to know how close Ver is to the Kitchen door to decide whether
to tap cam#6 or to shoulder the AR and Foil him. So get the best and fastest
look into the kitchen possible then determine your strategy. If you Foil Ver
as he is passing through the doorway he sometimes falls away from the door
toward the duct wall and the door closes on its own. As long as he falls and
is covered by the dark it doesn't matter if the door closes.
===============
Option 1
FC toward cam#6, look through the kitchen door for Ver, he's 10 feet or more
from the door; tap cam#6 then shoulder the AR and face the glass door. Target
chest high and Foil Ver as he passes through the door, stow the AR.
Option 2
FC to cam#6, look through the kitchen door for Ver, he's 10 feet or less from
the door; shoulder the AR and face the glass door as it opens. Target chest
high and Foil Ver as he passes through the door, stow the AR and tap the
camera.
(NOTE)
You're now heading for side 2 of sky scraper #2, if you alert the RBG outside
of or either of the 2 inside on the 2nd floor of the building you won't make
it out without major issues.
===============
Stand, go NV and run back to the fire escape, the previously locked XP on the
fire escape is now ready for access. Go NS as you exit the LMR, open the XP
and run to the opposite end of the dark room and open the XP. The door will
close on its own, stay tight to the door as you run around the end of it. Run
straight to the middle of the low shed roof, 4 feet from it leap and hoist
up.
(NOTE)
You can leap to the shed roof anywhere from the right side eave to the middle
without alerting the RBG.
Ensure you are no more than 1/4 the length of the window from its left side
when you jump through into the building to avoid a big badda boom.
===============
Shoulder the AR stand and WW toward the left corner of the window opening
ahead. Switch shoulders and aim at the right side of the window, locate and
target the RBG as you approach the window, Foil him as you bump into the
window. Stow the AR, EI and load Shocks. Hop through the left side of the
opening into the room. QQC to and down the stairs at Sam's 11:00; shoulder
the AR just before you round left onto the platform and Shock the SBG. Stow
the AR, hop off the platform and run to the security door at the end of the
HLWY.
Use the passcode on the keypad; enter the room at a run, run past the
oblivious standing man to the machine thing that starts the aging comp at the
middle of perimeter wall at the far wall. Start the machine up then run left
to the 1st unit and save.
(SAVE)
(NOTE)
Hopefully you know the route back and forth to each of the overheating units
in the room, every time I try writing the moves down they sound confusing to
me. Basically it's a left right thing, L-R-L-R-L-R then to the card stacking
machine.
===============
Wait for the unit to light up, flip the switch then run back and forth to
reset the rest of the fuses as they light up to prevent them from over
heating. When the final unit, (#6) is reset run to and pick up the stack of
punch cards.
CT4c, Getting the heck outta here!
Backtrack to the stairs and platform, hop up and begin tapping "B" to stand
as you FC up the stairs. Backtrack to the window opening. Hop out onto the
shed roof; shoulder the AR and WW to the low left corner of the roof, the
drop off point. Most often the roof RBG is to Sam's left at the far end of
his patrol and heading Sam's way but has also been walking past the shed roof
to Sam's right as Sam reaches the drop off point.
1. If the RBG is standing at the far left end of his patrol and facing away
as Sam gets to the drop off point ignore him and drop off. Stand and run to
the XP.
2. If the roof RBG is anywhere between the far left end of the roof and
walking toward Sam's drop off point when you get to the drop off point Shock
him. Continue to WW off the roof, stow the AR on the way down and run to the
XP.
3. If the roof RBG is anywhere to the right of Sam's drop off point continue
to WW off the corner of the roof and stow the AR on the way down and run to
the XP.
Stand and run to the XP, run through the small dark room and go NV if you
aren't already. When you get to the XP open it, turn right and sidestep out
onto the fire escape. Run through the LMR to the glass XP leading to the
kitchen.
(NOTE)
2 different events can occur as you open the XP; both are dealt with the same
but #2 takes about 5 to 8 seconds longer.
1. Kit is anywhere from 5 feet from the door to the kitchen counter on the
left. Go NS and open the door, shoulder the AR and Shock Kit, stow the AR, EI
and SPP. Run to the left side of the HLWY leading to the extraction HLWY,
about 4 feet from the dark shadow line in the HLWY PtP. Switch hands and WW
tight to and along the wall, (if you hear comment from Liv). ASAP target and
OCPC, stow the wep and run to and into the Extraction Elevator.
2. Kit is missing from the kitchen and still deep in the HLWY leading to the
extraction HLWY. Go NS and open the door, shoulder the AR and take a step
into the kitchen. Look to Sam's 1:00 where the kitchen counter turns back to
the left side of the HLWY leading to the extraction HLWY. Target to the right
of the potted plant on the counter, Kit will appear in a moment, send the
Shock. Stow the AR, EI and SPP then run to the left side of the HLWY leading
to the extraction HLWY. About 4 feet from the dark shadow line in the HLWY
PtP. Switch hands and WW tight to and along the wall, (if you hear comment
from Liv). ASAP target and OCPC, stow the wep and run to and into the
Extraction Elevator.
10 KOs on 8:57
===============
Best time 8:57
KOs 10/11
Shocks 2/3
Foils 3
Dists 10
All objectives complete 100 percent.
_____________________________________________________________________________
CT5. DISPLACE
Recommended
CT5a Just flexin the pecs in the gym Jim; scan Shetys bag, hacking comps 1, 2
(NOTE)
Just so there is no misunderstanding, my desire to improve on the time for
this level bordered on mental. I had so many restarts and reloads from
botched keypads and comps I stopped counting after 20 and the fun got wrung
out of it somewhere around 30. Bear in mind, the fast time recorded at the
end of this and any level with multiple keypads and comp scans rely on the
prior save.
There're 9 hacks in this mission, unlike the "BANK" level after the 1st 3
hacks were complete I saved every 2nd hack. I usually restart if I haven't
solved the code by 1/3 the allotted scan time. I screwed up so much by
pressing the wrong buttons and or the controller's buttons didn't respond to
my presses fast enough.
3 or 4 seconds added onto each scan adds up at the end of the level. So I
ended up with 5 saves in this short mission.
This mission could be done 10 or more seconds faster, if I were able to leave
once Nedich's name was revealed but I'm forced to sit through the convo and a
sentence worth of speech after the sound volume rises. Then an issue arises
if I begin running from the "NEDICH" recording something snaps in the game
coding and prevents recognition of the Nedich data. The result is a faster
level but at 85 percent instead of 100.
===============
Sam begins the level in an alley, stand, run to and through the short and
narrow ally to the large enclosed area. 2 RBGs, a chain link fence and a big
honkin air vent in the center of the open area. Once in the open run to and
along the left leading corner of the air vent, break away at the far left
corner of the vent, cross the walkway and leap to the fence. Climb over and
drop to the ground.
This agitates the crap out of the 2 RBGs and pulls them away from the target
switch and gets both heading outside the cage. The switchbox is on the panel
wall beside RBG #2, QC to the switchbox and flip it before RBG #1 exits the
cage. 180 and FC along the panel, bear left and then stand and run back to
the fence; leap to the fence, climb over and drop to the ground.
This momentarily pulls RBG#1 back toward the cage gate. Run to the leading
edge of the vent, hop up and FC for the trap door. Fast pick the lock 7:00,
4:00, 8:00 and 10:00 open the trap and rappel down. FC to the 1st drop and do
so. QC toward the vent, scope the EEV and look between the slats to locate
and access Julian's briefcase.
(SAVE)
Speed isn't as important as getting the segments correct, as long as the 2
men are talking you have plenty of time. If you botch the 1st attempt exit
and try again for the 2 files in the briefcase. EI and SPP then cable the
vent and swing it toward the XP, when all 4 men are near the XP "X" out. Open
the trapdoor, drop and hang, as soon as the last 2 men exit the room drop to
the floor. Move to the left side of the XP to prevent the door from closing
then follow the men using WW.
Follow the BGs to the intersection and break away at the Ops server farm.
Stow the wep; enter Ops at the far left end of the room and MBSBA. Hook right
around the partition then drift left to the target comp between the 2 aisles.
When the "Use Computer" icon pops up on screen, look right to the end of the
row of computers, scope the EEV and locate the last comp case, (just to the
right of the brightly lit monitor).
(SAVE)
EEV and access the distant comp 1st, when complete manually access the one
Sam is at to complete the objectives.
CT5b Hacking comps 3 and 4, hacking doors 1, 2 and 3, getting outta Displace
Head right and run out of Ops; hook left around the opening and toward the
security door. 1/3 the way to the XP roll to QQC and continue along the wall
to Sam's left, 2/3 along the wall drop to QC, move to the front of the door
to the left of the Keypad. Access the keypad with the file taken from the
briefcase, do not attempt to open the door. Open the door after Julian walks
away and begins talking. Stand, PtP and move to the edge of the door just
enough to see Julian stand, turn and walk away. Move a bit more into the room
to locate and target the "LEVEL 2" sign in front of the elevators. Wait for
Julian to cross left through Sam's pistol sights to OCP the sign and then
follow Mayor whoever he is.
(NOTE)
Flipping the light switch would be great but it doesn't seem to shut the
Level 2 light off, glitch or what I don't know.
===============
Stow the wep MBSBA and creep toward the fern; turn left between the table and
sofa then bear right to the wall; slide past the light switch to the railing.
About 4 feet from the Mayor MBSBA to the elevators; remain tight along the
front of the elevators to avoid the camera. When you get below the camera
between the 2 elevators stand and run along the elevators. Everybody will
freak out but Sam will remain at -0- ID. Ignore the sitting RBG and continue
to and through the exit.
Drop to QQC through the short HLWY and into the locker room, (to distract the
BG sitting on the bench). Make a hard left around the partition and slow to
QC as you enter the exercise/computer room. Move left to the corner near the
user and hop over the railing. QC along the wall past the user and locate the
target comp at the end near the railing.
(SAVE)
(NOTE)
If you were too noisy and overly upset anyone on your way into comp/exercise
room you can expect the locker room and the comp BG to be looking for Sam.
You can still get out of the room but it's slower and the odds of venting are
much greater.
===============
1. Access the comp, move to the corner of the wall and railing and hop over;
turn right, QQC along the railing, at the halfway point, (Sam's meter drops
to -0-) stand and run to and through the duct in the locker room.
2. If you upset someone on the way in, access the comp, move to the corner of
the railing and wall and hop over; crouch, "STICK TO THE RAILING" and slide
toward the XP. Once you're back in the dark release, stand and run to the
duct in the locker room.
Pop out at the other end of the vent, stand and run/jump straight for the XP.
Run through the XP, the 2 men will freak but it'll slow them down enough for
Sam's needs. Continue running, bear left then right, there's a set of stairs
above and to Sam's left, look deep into the room to the far glassed wall,
there may be a BG with his back to Sam. Continue running to and up the stairs
to the security door and save.
(SAVE)
(NOTE)
To date I get shot by the BG at the gun range window 2/10 times. Ensure you
close the security door as you enter the room; I get shot 4/10 with an open
door.
===============
Hack the security door, enter the room, close the door then hack the comp.
Go NV and enter the vent. Turn right, run to the trapdoor/vent opening and
rappel down. Halfway down drop to the floor and access the comp, (which
fails); 180, move to the middle of the right side sliding door and EI. Load
Cams in the tube then shoulder the AR set the bottom of the sights on top of
the horizontal bar at the middle of the sliding door. Once the doors slide
open send the Cam to the base of the sliding door at the far side of the
room. ASAP as the Cam opens press "X" a couple 3 times then "Y" to gas the 2
BGs.
"X" out, stand and run for the XP, run through the 2 sliding doors at the
other end of the room to the swing door. Crouch, open the door and move left
past the side of the door for cover. IF the RBG is missing, MBSBA straight to
the closest elevator and enter. Fast press for the 3rd floor and hold at the
rear till the elevator passes the 2nd floor, (may be seen by BGs on level 1
and 2). Move to the doors, stand and EI then load Foils.
Exit ASAP, turn right and run into the dark HLWY. Drop to QQC just before the
2nd right turn and enter the sitting room. Scope the EEV on the glass walled
room to Sam's right just to the right of the room's door. Remain locked on
the target to maintain "RECORD", as you cross the sitting room to the wall
leading to the next HLWY and hold.
(NOTE)
There seems to be an issue with the game, it doesn't want Sam to run from the
Nedich recording. Anything above FC before you pass the 1st door on the left
and the game doesn't log the info recorded from the room.
===============
"X" out of the convo between the 2 men in the room when the convo volume
rises and the BG says, "You'll get the VIP package". Turn left and FC past
the 1st doorway on Sam's left then stand and run through the rest of the
short HLWY and then bear right into the 2nd intersection on Sam's right. Look
up above the XP at Sam's 11:00 as you proceed; determine which direction the
camera is rotating, (usually to Sam's left) then run a loop in the opposite
direction to the XP.
(SAVE)
Hack the Keypad, leave the door open and walk briskly through the HLWY to the
security door on the left at the end but do not alert the BG in the 2nd room
on the right. Hack the door, enter the room EEV the comp on the table then
stand and run to the EP below the wall camera.
1. Shoulder the AR and send a Foil to the RBG in the HLWY while he's still in
the dark. Stow the AR and run left to and along the wall back into the dark.
2. If he enters the light before you Foil him you'll be forced to wait it out
in the dark till he swings away from the door. As he begins turning away move
into the doorway and look up at the camera for its direction, wait for the
RBG to be in the dark then Foil him. Exit the HLWY opposite the swing of the
camera and into the dark.
Drift left then break off to the XP and Access the keypad. Use the code from
the last comp, open the door and run to extraction.
Best time 8:12
KO 3
Dists 9/10
Foil 1
Cam 1
All objectives complete, 100 percent
_____________________________________________________________________________
CT6. HOKKAIDO
Stealth
CT6a Looking for bugs 1, 2&3 in all the wrong places, "Finding Nedichland"
(NOTE)
Hokkaido is yet another mission that when played from "MISSION" mode requires
you to locate additional info normally acquired in the previous mission. In
this case you're required to EEV the license plates from the 2 SUVs in the
courtyard. The BG leaning against the 2nd SUV must be moved no less than 10
feet from the plate for the EEV to work. Like all previous missions this
slows the fast time down from the "PROGRESSIVE" mode, in the case of Hokkaido
a considerable slowdown.
OK, like all the missions in this guide moving Sam around is difficult when
in close quarters, in Hokkaido it isn't just the BGs but the whole
environment. It's full of small tight rooms with tons of obstacles, nooks and
crannies, hoops to jump through all over the mission. Sam can get snagged on
just about everything. Just as frustrating is a controller that doesn't
respond as quickly as it should.
===============
Sam begins the level in a dark swampy place; EI and load shocks then stand
and run along the path toward the RBG standing up on the rock ledge ahead.
Roll under the dead fallen tree and stand, shoulder the AR and send one to
the RBG. Stow the AR, EI, load foils, exit inventory, EI and SPP. Run along
the rock wall to Sam's left and go NV.
Jump up onto the ledge, stand and run the shortest route to the steps and
leap up them into the building. Continue running through both rooms and run
to the right side of the support post. Bear hard right out the XP onto
porch#1 then left off it to the rear of SUV#1. Stop and turn left to face the
lantern lighting up the front of porch#1, PtP, shoot the lamp out and stow
it.
Turn right, run straight for the right side end of porch#2. As you head for
porch#2 line up with the window at that end of it. Leap over the bench onto
the deck then hop through the window opening. Stand and run to the floor
level duct at Sam's 12:00, stop in front of the duct, EI and SARP. Crawl
through the duct and exit.
(SAVE)
(NOTE)
The next 3 moves appear simple but are deceptively difficult, nevertheless
must be completed smoothly and fast to succeed. I suggest saving before you
exit the vent.
===============
Go NS before you exit the vent, ASAP shoulder the AR and Foil the RBG at
Sam's 12:00. Stow the AR, stand and run left along the HLWY to the large
cased opening, quickly face it, shoulder the AR and Foil the RBG at the far
end of the room, (searching for bugs). Stow the AR, hop through the opening
and run straight for the Mic to the left of the potted plant. ASAP run back
to the cased opening and hop through. Turn left, run along the HLWY to and
through the draped XP. Stay left as you pass through the room to the XP; stop
at the left side of the XP and shoulder the AR.
Sidestep right into the XP, locate the RBG in the next room and Foil him.
Stow the AR, EI and load shocks, exit, EI and SPP, exit and run. Go NV and
run through the next 2 rooms to the veranda then run along the railing to the
corner post. Roll past the corner post to the wall then QQC right to the XP
window opening and hop through into the room. The 2 RBGs will hear Sam
running along the railing and exit the room to investigate.
From the window, QQC to the next bug at Sam's 10:00 and pull it from the
painting on the wall. Stand and run through the short HLWY into the kitchen;
go NS, turn right, run along the wall on the left toward the XP, (sliding
door) and flip the light switch as you pass by. Slide the door open, PtP,
target and OCPL at Sam's 12:00 at the far end of the courtyard. Stow the wep
and begin running across the porch and onto the grass.
(NOTE)
If you stay tight along the right past the sitting bench to the tree then run
or leap over the boulder into the shadow lane I make it into the building 70%
of the time without ID.
===============
Bear hard right when you pass the tree then leap up the steps into the
building. Continue running for 2 left turns which bring you to the Buddha
room. Drop to QC and turn right; hook through the draped opening into a short
wide HLWY and bear left along the wall toward the sliding doors. Open the 1st
sliding door, do a tight FC left around the door and pull the Mic.
(SAVE)
(NOTE)
There're a number of ways to alert the BGs in the next room, as of this
rewrite I've probably seen every possible response from them, most of which I
never saw before. The one attention getter that seems most favorable is the
one used below. Normally a FC to the corner of the room before entering the
duct is sufficient to get 2 of the 3 out and 1 back. On this rewrite all
efforts failed except the once mentioned.
If you allow Neddy to come to a full stop in the small well lit room you
won't be able to grab him but he'll be able to shoot you.
===============
Exit the room at QC, head to the corner near the duct of the room Neddy is in
and "WHISTLE". Enter the duct and exit the other end ASAP. Crouch and go
after Neddy, you must grab him before he comes to a stop in his room. Drag
him back into the dark room and to the right side of the doorway, opposite
the duct. 180 and push Neddy into the dark corner to speed talk him, (fast
tap "A" many times until interrogate reappears in the comms window).
Kill Neddy then QQC back to the duct and mad crawl for the other end.
CT6b, swatting more bugs 4, 5&6, Zherky bites the big one!
(NOTE)
Most often 1 BG remains in the room near the doorway, sometimes not then
slowly walks back toward the dark room. Quite often BG#2 returns to the room
and passes by the duct opening as Sam reaches it, sometimes he's already in
the room. As long as he has passed by the opening you can exit without
concern. Sometimes all 3 RBGs have been huddled at the doorway to the room
vibrating against each other.
===============
Pop out of the duct and bear left through the HLWY at a run, run into and
through the right side of the Buddha room. RBG#3 is in the room Mic#3 was in.
Run to the right side of the support post and then straight for the air duct.
Enter and then hop out the vent; run forward and right to the climbing pipe.
It doesn't matter if the RBG in the glassed room sees or hears Sam.
Climb the pipe, fast walk or FC and MBSBA around the corner to the end then
drop to the floor. MBSBA out of the room and head right, go straight through
the open doorway ahead for Mic#4. Pull the bug off the wall between the
doorway and the bed. Exit the room, turn right and drift to the left side of
the next HLWY for the cased opening on the left.
Hook hard left around the opening to the Mic#5, snag it then stand and run
through the cased opening and head left along the wall. At the end of the
wall near the doorway flip the light switch to off for the next room. Run
across the room to the sliding glass door, open it and exit. QC left down the
steps and hold at the end of the stair rail, an RBG is standing behind the
door ahead and another walking across the veranda above.
(SAVE)
EI and SARP, as the RBG turns away from the sliding glass door QC toward it.
Stand after a step and walk to the door slide it open, shoulder the AR and
enter the room. Move forward and to the left or follow the RBG to acquire
target and Shock him near the base of the stairs.
(NOTE)
If you make just the right amount of noise on your approach to the glass door
the RBG will stop and comment giving you the time to open the door and stun
him less than 10 feet away. However, know this if he looks up to the glass
ceiling as he comments you might as well reload from your last save. The RBG
above will slow his walk into the building forcing you to creep instead of
run and killing any fast time.
===============
Stow the AR, run to the Mic and pull it. 180 and exit the room at a run. Run
all the way to the sliding door on the veranda. Enter the room and turn left,
fast walk or FC toward the RBG, when you get to the same floor level as he
slow down enough to allow him to turn the corner ahead. As he reaches the end
of the HLWY and disappears around the corner stand and run toward the
bathroom at the end of the HLWY. Roll through the opening and hard left to
the duct opening and enter hopefully without getting vented.
(SAVE)
Ensure you're in NS, ASAP exit the vent, shoulder the AR and sidestep left to
clear the tree between Sam and the RBG at the far side of the courtyard. Try
hard to send the Shock before he begins walking away. Stow the AR, stand and
run to the edge of the roof and jump into the courtyard. ASAP stand and run
to the sliding door to open it, go NV and run through the next 2 rooms to the
opening in the wall. Roll through the opening, stand, turn right and run
through the gate.
(NOTE)
There's an inconsistent issue with running through the gate and past the 2
BGs standing just past the corners of both buildings. Sometimes the 2 BGs at
the corners of the buildings ahead are waiting for Sam to pass by. It doesn't
matter whether you're running or in stealth mode they mow Sam down. I can't
brain out what causes it to happen.
===============
Once you're past the gate move to the middle of the walkway and head straight
for the SUVs. As you approach the SUVs bear to the right of the closest one
then loop right and jump onto the porch in line with the window. Hop through
the window and run to the extraction point to end the mission.
(NOTE)
The fast time when acquiring the extra Nedich file is 6:26.
===============
Best time 6:06
Kills 1, Nedich
KO 6
Shocks 3
Foils 3
Dists 10
All objectives complete, 100 percent
_____________________________________________________________________________
CT7. BATTERY
Stealth
(NOTE)
If there is any shooting, screaming and or "There he is" from either of the 2
BGs as you navigate the trough, (channel from the truck to the trap door into
the building) you have been ID'd. Restart.
If BG#1 from the far end of the really large room is walking toward BG#2 near
the trough area while you're lowering down the rope you'll be ID'd in the
trough. Restart.
Why can't Sam slide down rope?
===============
CT7a "Going down, no love on an elevator" Shipping and Repair logs 1, 2&3
Load Cams in the tube, FC to and open the trap, grab the rope and lower Sam
into the complex; when Sam has re-grabbed and lowered himself for the 5th
time drop to the floor. He'll take a little damage. Turn and run to the nose
of the stake bed truck ahead. Hook tight around the driver's side front
fender and drop into the trough below. FC and zigzag through the trough until
you locate the ladder and the trap door. Climb up and enter the room above.
(NOTE)
There are a couple 3 ways through this room and adjacent HLWY; they're in the
order of fastest to slowest.
===============
1. The BG is sitting at the comp near the XP, stand and run through the XP,
drift to the right side of the HLWY and run through the next XP. A step or 2
into the room roll between the cubicle and the glass walled office. QC to the
wall to the left side of the door then left around the bumpout. Face the
office door; activate the EEV and turn right to the middle of the monitor
then down to EEV the comp in the office as the BG walks by.
2. The BG isn't in room, FC to the XP, if the HLWY is clear drift to right
side of HLWY at a run. Head left through the XP at a run then 1 to 2 steps
into the room roll to the left of the cubicle. QC around the cubicle and
avoid the BG as he stands and moves off to investigate. EEV the comp in the
office as the BG walks away. Follow the EEV instructions from option 1.
3. BG isn't in room, FC to XP, if HLWY isn't clear hold at right side of XP
till BG is in room. ASAP run through XP, drift to right side of HLWY and run
through the next XP. A step or 2 into the room roll between the cubicle and
the glass walled office. QC to the wall to the left side of the door then
left around the bumpout. Face the office door; activate the EEV and turn
right to the middle of the monitor then down to EEV the comp in the office as
the BG walks by.
(NOTE)
From the dark wall do not change the camera, angle, (up or down) as you turn
the EEV to the right past the door to the center of the monitor then lower it
a smidge for the scan.
When you slide the EEV onto the monitor it'll begin scanning but fail, so
ensure you lower the EEV targeting icon down once you're in the middle of the
monitor.
===============
"X" out, 180, stand and run through the XP into the lighted HLWY, roll just
as you bear left around the corner and you'll roll to the next XP. Enter the
sleeping quarters, ambient is cube 1, don't light it up till you're past the
sitting sleeper to Sam's right. Once past the sitting sleeper stand and walk
to the left side of the double doors of the XP, you can go above ambient no
more than 2 cubes to the door. Open the left door.
(NOTE)
Here are 4 options for the different locations of the BG when entering the
storage room.
===============
Option 1
As you enter the storage room the BG will be at the middle of far left set of
shelves across the room. Head right and run along the shelves to the locked
door next to the stairwell railing, bust the lock and enter the room.
Option 2
The BG is on the far side of the middle row of shelves. If you have every
move from option 1 down, the odds are 70/30 you'll make it over the railing
without being seen. Run, bust the lock and enter the room.
Option 3
If the BG is at the shelves to Sam's 3:00, QC up his 5:00 and tap LT. Run to
the locked door, bust it and enter the room.
Once you're through the locked XP take 2 running steps into the room, turn
right toward the computer table which is to the right of the sitting BG.
Scope the EEV and scan target comp #2 below the monitor for the 2nd
objective. Run out of the room, turn left, hop over the railing and drop to
the floor below. Stand, and run tight right around the 1st wall then tight
left around the 2nd wall into the large open area.
Stay to the left along the wall, stop just the steps and shoulder the AR.
Locate the 2 RBGs talking on the raised platform near the missile truck.
Target and send a Cam just right of the BGs shoulder, (most times one of the
BGs takes a shot at the cam and gasses both BGs) if this doesn't occur as the
camera opens up quickly tap "X" then "Y" then "B". EI, load Foils and exit,
run up the stairs to the electric box and patch it. As you patch the panel
rotate Sam's camera back toward the flat spot on the tractor to orient for a
fast and accurate approach when done with the fuse.
ASAP stand and run to the flat spot behind the trucks cab and hop up then hop
up onto the cab. 180 the camera then run/jump to the missile rail and mad
skooch after the missile. If you don't contact the missile 1st pull Sam's
legs up before the camera to Sam's 2:00 catches sight of them. If you contact
the missile Sam will automatically pull his legs up. Once Sam goes legs up
rotate his camera to be looking at the camera, it doesn't appear to rotate,
once you're past the scanning angle drop legs and mad skooch after the
missile.
If done right you won't have to stop more than twice and only enough to keep
Sam from going legs up. Do not accidentally bump the missile when close to
the end; it takes too long to recover. Once you're above the ledge to the red
light area drop down and quickly move to and through the trap door to the
floor below. Stand, run and drift left to the wall. Round the corner into the
dark and come to a stop where the railing of the raised platform in Control
Room #1, (CR#1) meets the wall.
The BG on the raised platform is visible from this position, quickly shoulder
the AR and drop him with a Foil. Stow the AR, run to the trap door leading to
the top of the elevator at Sam's 3:00 then jump to and hoist up. FC through
the duct to the (RED) electric panel and repair it; move right to the corner
and ride the elevator up.
(SAVE)
Look out level and straight forward, "WHISTLE" as the duct comes into view to
attract the RBG in the elevator room. Crawl into the duct when the elevator
stops, exit the vent, stand and run left into the dark PSWY to the ladder.
Drop from the ladder to the floor then open the duct gate, stand and run the
length of the HLWY to the intersection on the left. Slow to a brisk walk as
you round the corner and drift right to the wall, stick to the wall just
before you walk out into the light. Slide the length of the wall back into
the shadow then crouch and release beside the top of the steps. MBSBA to the
end of the console swing past the seat to target comp #3 and access it for
the objective.
(NOTE)
Look left to the lower floor as you slide along the wall to the steps, if
you're very, very lucky BG#4 will be walking down the steps to the lower
level with the other 3 BGs. You're merely lucky if only 3 BGs are below. The
best situation is to have BG#4 standing at the lighted board and facing away
from the console. If BG#4 is at the same long console and within 8 feet of
Sam odds are greatest he'll be vented before or after accessing the target.
===============
Ct7b, "Playing with phallic symbols", log #4, launch codes and I'm not afraid
to use 'em.
Swing Sam's camera left for a clear line into the dark and once the objective
is complete backtrack to the wall. Halfway to the wall stand and walk to it,
stick and slide along the wall into the short dark HLWY. Look down at the
floor as you slide into the HLWY; do not pass by the corner into the adjacent
HLWY or into the lighted area, stop within the shadow and remain stuck to the
left wall and hold.
(NOTE)
There is an issue; the game does not want Sam to pass by the end of said HLWY
corner until the Officer shoots the Captain. If you do so the 2 large Missile
storage room doors leading to the 2 missile launcher areas will remain down.
===============
The RBG from the elevator room will be out in a sec; ensure the captain dies
and the RBG passes by before you head out. Usually the RBG passes by Sam then
a few seconds later the colonel shoots the captain. Once the RBG passes by
Sam move to the right side of the HLWY, when you hear the shot run to the
elevator room. Run through the doors and along the right side of the room to
the elevator door. Press to open the doors then press for down once you're
inside the elevator. Move away from the doors, face them and hold.
DO NOT TOUCH THE ELEVATER DOORS AS THEY OPEN THEY MAY GET STUCK AND NOT OPEN
ENOUGH TO LET SAM OUT.
When the doors open run out and right, run to and jump up CR#1's steps. Run
across the room to the XP and leave it open, fast walk down the steps into
Missile Storage Area #1, (MSA#1) then head right. Leap forward into the dark
and run to and around the corner near the missile trough. Just before you
pass the right side railing of the bridge leap forward into the trough, stay
close to the wall on the left but do not touch it. ASAP after Sam comes out
of the roll press "B" to stand and run, Scrape the corner on the left, head
for the middle of the blast and roll under it.
(NOTE)
There is an issue with the LA#1 RBG; half the time you can foil him half the
time you can't without creating an alert. I can't figure out why. The same
thing happened with the Banks 1st floor BG and the 2nd floor RBG. I tried
going back to previous saves in Bank with no results but when this happens in
Battery going back 2 saves seems to work so far.
As for foiling the RBG, you need to listen carefully as you stun him; there
are 3 options for you at this point.
1. If you hear screaming from the 2 BGs in the LCR below you can go back the
2 save points and restart.
2. If you don't hear screaming you can enter the SAVE part of MENU and save
the moment. The rational is this, if you biork the run anywhere from the save
to the blast door to LA#2 and LCR#2 you won't have to go back the 2 save
points. The down side to the save is the disorientation when coming out of
the menu; I believe it slows the mission time.
3. Or you can go back the 1 save point and adjust for using a shocker on him
then switching back to foils on the 2 LCR#1 BGs then switching back again to
shockers for the last 2 stuns.
Option #3 obviously uses up the most time switching back and forth and at
least for me compounds any errors that inevitably arrive due to bad button
pushes or neglecting to reset the projectile or the correct projectile.
===============
ASAP from the roll, stop to the right side of the missile tracks and in line
with the stairwell, stand and shoulder the AR. Quickly Foil the approaching
RBG, stow the AR, turn and run at the steps leading to LCR#1. When you reach
the top of the stairs leap, continue to press forward and steer Sam toward
XP#1. Begin tapping "A" as you roll up to XP#1, open the door, shoulder the
AR, stand and press forward. Keep moving toward the comp BG as you target and
Foil him regardless of where he is.
EI, load Shocks and proceed past the big dark box thing in front of the
turret on the left. Swing the barrel left to face the big box thing and begin
sidestepping to the right past it. BG#2 is crouching at the right side the
big box thing, lower the barrel to 115 to 120 degrees, when the BG comes into
view send the Shock. Stow the AR, run to the malfunctioning circuit and
repair it. Swing Sam's camera to the target comp as he makes the repair then
run to it and access it for the objective.
Backtrack out of the control room to LA#1, halfway up the stairs jump, (its
faster) access the rear section of the launcher turret for the data. Turn and
run toward the blast door and roll under it; stand and run to the bridge
steps. Jump up the steps and cross the bridge. Continue running to CR#1, if
you hear the MSA#1 BG comment as you run up the stairs to CR#1 close the door
on your way by. Run through CR#1 to CR#2, run to and jump up the steps into
CR#2 and head for the XP at the right side end of the short dark HLWY.
(NOTE)
At the pace of this guide the majority of the time 70% and better the CR#2
RBG is in MSA#2 and heading for Sam's XP. To date I have enough time to stop
at and open the XP and Shock him at the base of the stairs, the security ball
doesn't see him.
For the other 15%, where I don't make it to the XP I end up shocking him from
the middle of CR#2 as he passes through the XP. I also got my fastest time
with that maneuver.
===============
Option 1
The XP is closed but opens as you begin running across CR#2 toward the XP.
Shoulder the AR in the middle of the room and target leg height, Shock the
RBG as his legs appear in the doorway. Stow the AR and run to and through the
XP.
Option 2
The XP is closed, run to the XP, open it, shoulder the AR and Shock the RBG
at the base of the stairs, stow the AR and run through the XP.
(NOTE)
2 options arise as you descend the steps into MSA#2, the MSA#2 RBG will be
LOS or not. Option #1 below follows option #1 from above.
===============
Option #1
Run down the steps turn left and run into the dark. Locate the MSA#2 RBG on
patrol at Sam's 1:00 then shoulder the AR and Shock him. Stow it and run to
the blast door fuse panel.
Option #2
The MSA#2 RBG is at Sam's 11 to 12:00 or missing, continue running along the
wall toward the missile trough. As you approach the corner to round it
shoulder the AR and WW around the corner, locate, target and Shock the RBG.
Stow the AR then run to the blast door fuse panel.
As you run to the fuse panel be sure to run off the raised WKWY between the
missiles nose cone on the right and the debris on the left so you can roll to
the fuse panel. From the repaired fuse panel FC to and roll under the blast
door as it rises, ASAP tap "B" to stand and run over the middle of the
missile cradle to the right of launcher#2. Run toward the stairwell blast
berm and leap over the top for a DHD to XP#1 below.
(NOTE)
As you pass by the launcher look forward and down, notice the long line that
parallels the blast berm. You want to be running over the line when you make
your jump to and over the berm. You want Sam to be just left of the end of
the line to land in front of the XP#1 to LCR#2. If you make the jump
correctly and release forward at the right time you float over the blast berm
and 180 at the edge for a DHD to the bottom of stairwell#1 and in front of
XP#1.
A couple options appear to Sam as the LCR#2 XP#1 opens, BG#1 from LCR#2 can
be anywhere from the control panel at Sam's 11:00 to walking to the front of
LCR#2.
===============
Option #1
If you're very lucky BG#1 is sitting in his comp chair at Sam's 3:00 or
walking to the front of LCR#2. QQC into LCR#2 head right to the target comp
and LT BG#1 if he's sitting then access it for the objective. Backtrack to
the EP, halfway there stand and run to and up the steps of stairwell#1 to the
launch area, try your best to stay in the middle of the stairs for 2 jumps to
the top. Too close to the sides and Sam will stop and will do a split jump.
Option #2
BG#1 is at the control panel at Sam's 11:00 when you enter LCR#2, QQC to the
target comp to access it for the objective. QQC back to the EP, QQC through
it then stand and run up the stairs. Stay in the middle of the stairs for the
2 jumps to the top.
Run all the way back to CR#2 and access the target comp for the objective.
180 and backtrack to MLA#2. Once in MLA#2 turn left and run along the berm
protecting stairwell#2 and XP#2 stairwell berm wall, locate the red beacon
light and hop onto the blast berm for extraction.
(NOTE)
Most times I'm lucky enough to get through Battery with 8 KOs, when not so
lucky it can be up to 11. The 8:16 time was done with 8 KOs. There was some
major swearing at this mission, my wife and dog preferred watching a movie at
the other end of the house.
===============
Best time 8:16
KO 8/11
Foils 3
Shocks 3
Cams 1
Dists 6
Minus 1 main objective complete 100 percent.
_____________________________________________________________________________
CT8. SEOUL
Recommended
CT8a "Driving hard drives to the roof", cutting power to PA feed 1, 2&3
(NOTE)
Regarding the 2 tanks and their Vulcan turret guns, this is what I know.
1. The operator visible atop the tank has nothing to do with the turret.
2. The turret guns are not NV, IR or TV capable.
3. So far as I can tell they are motion sensor capable only.
4. Smoke grenades cover Sam's movement but how if #3 is true?
5. They are not affected by sound or light.
6. To date I can find no other way to fool the tank except smokes.
7. If you hear the turrets whir and immediately stop moving you can avoid
death for a few seconds until you move again or the light returns and a BG
sees Sam.
8. It's been aimed at Sam while he's moving and not fired and been pointed as
far off as possible only to whir back and fire on Sam.
9. I was in the dark corner where the RBG usually crouches between the pole
light and the ally I dump the pilots. I stood in said niche directly in front
of tank #2 for nearly 4 minutes jumping and crouching and never got shot.
===============
(11/25/12)
Shouldering the AR and walking past wall mines is much faster than doing it
manually tres useful.
Load Shocks in the tube, run to the XP and out of the room, bear right
through the HLWY and about 10 feet from the ledge roll and release forward
for a DHD to the ground. 180 and head into the blocked off ally to Sam's
11:00 at a run. Run around the corner into the ally and shoulder the AR when
you reach the black garbage bag on the left. WW to the wall mine, stop when
the mine is at Sam's 9:00, stow the AR then press and hold "A". From this
position you'll clearly see the mine, release "A" as the mine flashes
"GREEN".
Turn right, hop onto the barrier wall and press forward, (hopefully Sam will
drop and roll to the head of the ally. Bear left a foot or 2 and "WHISTLE",
180 then head left around the debris to the left side of the camou net and
hold. Both BGs will exit from the net, grab BG#2 as soon as he makes room to
creep his 5:00 for a GDIC. ASAP drag him to the wall at Sam's 3:00 and speed
talk him, choke him then quickly shoulder the AR and Foil BG#1, stow the AR
and run to PA feed#1. When complete head for the end of the long ally at a
run, continue past the UXB; locate the climbing pipe in the right corner of
the niche ahead.
Enter the left side of the niche then loop Cw to the pipe and jump to it,
climb up, skooch to the fire escape and hoist up. Stand and run toward the
ladder, shoulder the AR and Shock the BG standing on the flat roof at Sam's
1:00/4:00. Climb onto the ladder and begin to slide down but release from the
ladder after a foot and drop to the ground, Sam will be standing. Run around
the stacked boxes and "WHISTLE" as you bee line it to PA feed#2, the RBG and
Truck will investigate the noise.
Disable #2 then head for the stacked boxes to Sam's 3:00, hoist onto them
before Truck exits the truck and walks around them. QQC to the stacked boxes
to Sam's 3:00, hop up onto them then drop off against the wall to Sam's left
and stick. Once both BGs passed by Sam, QC into the back of the truck and
access the target comp. 180 Sam's camera to be ready to stand and run when
you complete the task.
Stand and run out of the truck, veer right and drop off the side of the ramp
and continue running past the row of boxes on Sam's left. Run left past the
boxes toward the lighted ally at Sam's 11:00 past the boxes then straight for
the XP ladder. Leap to the ladder and climb to the roof; at the top, locate
and disable PA feed #3. Enter and exit the other end of the duct. FC to the
ledge and DHD to the trapdoor level, (Sam will take some damage), open the
trap and drop to the floor.
Stand and run to the HDDs at Sam's 9:00 then return to the ladder and load
Foils in the tube. Stick to the wall to the right of the ladder then slide a
smidge into the gap beside the server rack and wall. The doors to the room
will be blown off in a moment, once the doors pop, continue sliding between
the wall and server and slip over to the wall to the left of the blown
opening. Stick, crouch, release from the wall and hold.
(NOTE)
Stay away from and do not look out past the corner of the blown opening for
RBGs#1&2. Not sure if it's related but when I look they do a little Ring-
Around-The-Rosy dance. Instead of Flashlight entering 1st it's RBG#2, this
slows the maneuver down and allows the 3rd RBG patrolling the floor above to
get further along the HLWY before you can get to him.
As for RBG#3, once I started taking him out with the LT I was getting an off
and on again ID at mission stats which I believe came from him. I'm pretty
sure Sam's ID'd when he delivers an open palm uppercut instead of an LT. To
date, FCing up the stairs then running to #3s 6:00 catches him off guard and
an LT is delivered.
===============
Upon seeing the beam from Flashlight, move to the left edge of the XP ASAP
then locate the 2. As Flashlight passes over the threshold move onto it but
remain on the server room side. When #2 is about 6 feet from the XP exit and
head straight for the foot of the stairs, accelerate from QC to QQC. At the
stairs FC to the top then stand and run a hard left around the railing then
into the dark HLWY. Head straight into the middle of the HLWY and straight up
#3s 6:00 to LT him before he can turn around. Run to and left around the
corner ahead into the connecting HLWY.
(NOTE)
Stopping at the bathroom door provides cover from the RBG in the elevator. If
you run to position across from the bathroom doorway before you arm Sam the
elevator door opens immediately and the RBG begins to exit before you can tap
"X", (CLICKER). He still turns to the camera but when he's gassed some part
of his body always falls past the plane of the elevator doors and prevents
them from closing.
===============
Stay tight to the wall on the left, halfway to the door shoulder the AR and
come to a stop across from the bathroom doorway. Target the middle right side
of the elevator doors at eye level, as soon as the elevator doors begin to
open and clear the AR's sights send it. ASAP after the camera activates press
"X" then "Y" then "B". ASAP run into the elevator to the floor menu, stop
only long enough to press for up then run to the opposite rear wall. EI, load
Gas in the tube, exit then EI to SPP. When the "PRESS [A] TO CONTINUE" window
appears on screen do so.
(12/5/12)
Tactic change on elevator BGs
(NOTE)
I was gassing them but it took too long to dissipate causing much more damage
to Sam and more often than not the BG closest to the doors would drop in a
way that prevented the doors from closing forcing me to pick him up on the
way in. The Sticky Cam drops them where they stand and dissipates much
faster, plus it's fun to watch them react to the camera click and drop from
the gas.
===============
CT8a, "Locate downed pilot", disable 5 UAV comps
From the WKWY head left and hop over the railing, press for crouch on the way
down. FC under the WKWY then left to the leading right side of the small dark
structure beside the stairs, locate and EEV the UAV comp. FC around the 1/4
rounded duct thing, in front of Sam then to the right at a 45 degree angle to
the outside corner of the flat roof and to the zip line. Press forward as you
zip to the other building. Go NV as you skooch right then climb over the
fence. Once Sam is over the fence continue to press and hold forward and "B"
to drop straight to the ground.
(SAVE)
(NOTE)
On the zip line maneuver mentioned above I average between 1 in 3 to 1 in 4
sometimes much better, sometimes much worse. To succeed, the angle of
approach to the corner of the roof can be no more than a blonde pube either
side of 45 degrees and at a FC. Any other angle or speed and the odds of
failure rise dramatically. I swing the camera sort of up to the underside of
the WKWY and try to orient Sam to the spot where the outer edge of the WKWY
and the zip line meet. I think too far left, the zip is too high and too far
right the zip is too far away.
As to pressing forward on the zip, at times you may notice an odd look to
Sam's grasp above the zip line and or his legs sticking straight out in front
of him. If this occurs pushing forward on the LEFT CONTROLLER TOWER more
often than not prevents Sam from falling to his death when he auto releases
to the fence. Once grabbed, if Sam's hands are above the fence climb down one
step before proceeding to the right.
If the jump to the platform railing, (beside the wall mine), is executed as
written Sam hops up and over the railing in a much faster and fluid move.
===============
Stand and run around the corner of the building, stay tight left along the
wall then jump to and over the platform railing. Stand and run down the
steps, drift left and cross to the wall on the right. Bear left along the
wall toward the ledge, at the last second jump the gap and land on the
railing. Continue to press forward through the jump and landing to ensure you
slide off the railing and onto the roof deck.
Stand, turn right, leap to the building and hoist up. Your landing on the
roof deck made enough noise to pull RBGs 1&2 from their convo and
investigate. Stand and move to the AC unit on the roof, locate the target
comp on the far right end of the distant roof, quickly scope the EEV and
access the comp for the objective. QC to the wall, slide between it and the
AC unit to the other end then walk to and off the ledge for a DHD to the roof
below. Odds are 70% both RBGs will investigate the anomaly. QQC to the XP,
bust the lock, stand and run into the building and to the right. Run into the
short dark HLWY and to the XP on the left
(SAVE)
(NOTE)
Regarding RBG #1 who normally unlocks the XP when not alerted. Now, most
times RBG #1 follows RBG #2 to the anomaly, (1 to 2 whistles).
As to the BG on the far roof, if undisturbed, he repositions behind the radar
scanner as you hoist to the middle structure.
===============
Open the XP, enter the blown out bathrooms, run right to the ledge, scope the
EEV and scan the comp on the roof deck of the building across the ally and 2
floors down. "X" out, PtP and OCP the UAV. EI, SARP then run left along the
ledge to the other side of the bathroom where a shallow half round of the
floor is missing and preferably drop 1 floor, otherwise DHD to the floor
below. Stand and walk a couple 3 steps deeper to the interior then 180, run
and leap across the ally at the gap in the low perimeter wall.
(NOTE)
50% of the time I can land and roll over the gap in the wall and almost to
the middle of the deck. The rest of the time I must hop over the low wall.
When you stick to the wall to the right of the XP keep Sam's nose 2 full
tiles from the side of the XP.
===============
Sam will take a little more damage, hop over the parapet if you didn't roll
over the gap, MBSBA to the right side of the XP and stick closer to the
window than the XP. The RBG will exit looking up at the malfunctioning UAV,
release, stand and run behind him and through the XP. Head right and then
through the open doorway into the next room. Leap over the gap in the floor
to the far side of the planks.
(12/6/12)
Tactic change Gas 2 BGs instead of wait.
(NOTE)
The hole starts at the roof and travels down to the ground floor to what
appears to be restaurant where a UXB is wedged in a self made hole. Waiting
the BGs out used to be a 20 second bottleneck. Cams only take one out and the
other ventilates Sam. Sam does take a smidge more damage dropping through the
holes and running through the gas. Yes the smidges are adding up to a rather
large smudge of damage but Sam will still complete the mission.
===============
Once you're at the other side of the hole quickly turn and look down through
it to the ground floor where 2 BGs are inspecting the UXB. Shoulder the AR
and locate the side-by-side planks spanning a side of the hole and set sights
on the planks. Slide sights up just past the planks to the undisturbed floor
and send the Gas. EI, load Shocks and exit. From this position try not to DHD
but push forward to drop down each floor to the restaurant. Quickly run past
the 2 gassed BGs to limit the damage to Sam. Run into the kitchen and access
the UAV comp.
Run to the XP in the far wall past the table and exit the kitchen for the big
outside. ASAP turn left, shoulder the AR and switch shoulders, quickly move
forward and left along the wall. Stay quiet and dark and you can ignore the
BG to Sam's 9:00. Locate and target the BG at the far left end of the blocked
off dark ally just below the neck. Send the Shock ASAP, stow the AR, EI and
load Foils then run for the chain-link fence. About 6 feet from the fence
jump up, climb over and drop to the dumpster.
(SAVE)
(NOTE)
I highly suggest the save; this area and the crash site are the 2 most
frustrating areas of the mission.
===============
Stand and run off the dumpster into the lighted ally. Continue running Cw
around the dumpster, halfway along the dumpster shoulder the AR. Ignore the
wall mine as you WW forward and drift to the right side of the ally toward
the corner ahead. Ignore the SBG firing away at Sam's 12:00; he'll drop from
an enemy round. Look to the left of the truck's cab for BG#2, quickly target
him from his 8:00 and send the Foil.
(SAVE)
Stand and target BG#3 who should be this side of the corner to Sam's 10:00 or
past the corner behind the tipped over sign. Foil him ASAP then take #3's
position at the corner if he was there. EI and load Shocks, sidestep right
only enough to target the head of the BG above the IFV and Shock him. Quickly
target the RBG who most likely has seen something by now and Shock him. Run
past the tipped over sign to the turned over car then run to the right across
the front of the IFV. Head straight for the XP ladder and climb to the top.
(NOTE)
Sometimes the game is particularly brutal, when it is you may elect to FC to
the UAV comp instead of run to avoid a sniper round.
===============
Once you complete the objective EI and SPP. Turn, stand and run through the
building, roll through the hole in the wall and drop to the floor below. Go
NS if not already, stand, run to and hop through the window opening leading
to the porch outside. PtP and shoot the closest neon sign then shoot the
large blue and white neon sign close to the car in the street below. Turn to
the oncoming UAV, OCP it, stow the wep and hop over the railing, push forward
to prevent a DHD and drop to the roof below. Go NV and head right to the wall
then DHD to the ground.
180 and locate RBG#1, head toward the rear drivers side corner of the truck,
about 3 feet from the truck "WHISTLE". MBSBA Cw around #1 to the right rear
passenger side of the car and "WHISTLE" to gain the attention of RBG#2. As
you QQC Cw around the rear of the car and along the drivers side RBG#1 will
be heading back. QQC to the driver's side door then head left and squeeze
through the narrow space between the corner of the building and the skinny
vertical rod things. Climb the ramp into the electronics truck, access the
comp and exit when done. Turn tight left off the ramp; QC between the van and
the BG.
Accelerate to FC along the passenger side of the truck then diagonal away
from the truck as you pass by the door. Accelerate to run about 8 feet from
the truck and continue into the long narrow and lighted ally. Turn left at
the end of the long narrow ally into the really, really even narrower dark
ally. Drop to QQC, go NV and stop at the head of the ally.
(SAVE)
(Note)
I suggest saving hear, the light and BGs are tres unpredictable and worse is
the turret gun on the tank. Like the previous tank encounter, regardless of
whatever clever thing I believe I'm about to do through the pilot recoveries,
it more often than not vents Sam to the ground and then adding insult to
injury it continues pushing him to the wall with extra rounds.
Some say wait till the turret is turning and or facing away from your
position, but after more attempts/tests than I kept track of, (well over 50
for each tank I'm sure) I believe I can say with authority that it doesn't
matter which direction the turret is turning to or facing, how quiet Sam is
or his direction; the odds are at best 25/75 the turret will swing back and
vent Sam. Saving behooves us all.
===============
Another tank and at least 3 RBGs strewn about the area wearing their new
jackets with, "I just want to eat Sam Fisher's internal organs", stitched
across the back. Move to the right side of the ally and QC along the wall
toward and or into the dark niche. An RBG will be approaching at a trot and
the pole light should go out in a second.
Wait for the RBG approaching from the right to pass the tail section then
head out between the tail section and the fuselage at BSBA. Stand and run
about 5 feet past the tail section run between the wall and fuselage toward
the 2 airmen. If you hear the turret begin to whir while moving through the
gap, (turret's tracking sound) try rolling past the tail section, although
you may yet end up as bloody Swiss anyway.
(NOTE)
I still have no absolute method of hitting the pipe for a proper jump up,
more often than not I end up to the left or right of the pipe and one time
ended on top of the dumpster, I haven't figured out how that happened yet.
===============
As you pass the corner of the wall on your left loop left into the dark left
of the dumpster, "MOE LOOK!" a climbing pipe. Jump to the pipe and climb up,
locate the UAV comp from the ledge, EEV it for the objective, "X" out then
PtP, sidestep left and switch hands. Locate, target and shoot the large white
light at the top of the extraction platform. Stow the wep and climb down to
the pipe, slide a 1/3 way down then tap "B" to fling Sam off the pipe and
onto the dumpster below. Run across the dumpsters and toward airman#1 at the
corner below the light. Sam will roll up to him for the pick up, stand and
backtrack to the narrow ally via your previous route.
(SAVE)
(NOTE)
This is where the brutalities return.
===============
While walking back along the fuselage take note of the street light,
(recently on or off). If it just came on move over to the wall and slide
halfway to the tail section. An RBG will exit the target ally; as he passes
behind the tail section walk toward the ally side of the tail section. If the
light goes out, as you approach the ally side of the tail continue to the
ally. Dump #1 about 3 feet into the narrow section of the ally, (dark spot
near the head of ally) then return to airman#2 at a run.
Option 1
Run back to airman#2, if the area is lit up or lights up before you pass
through it about 4 running steps into the area roll into a FC; once you're
past the tail section stand and run to airman#2.
Option 2
Run back to airman#2, if the area that lights up remains dark drift toward
the tail section and "WHISTLE" before passing by it to grab the attention of
the RBGs. Continue to airman#2.
At airman#2, EI set smoke as primary then hoist #2 onto Sam's shoulder, stand
and walk around the nose of the downed jet and stay close to it.
(SAVE)
As you approach the middle of the fuselage take note of the light colored
welcome mat looking things in front of the doorways, move to the 2nd mat then
dump#2, (yes ... I typed #2) ready the smoke.
Imagine a straight line from the left edge of the tail section to the base of
the light pole. Now locate mid span on the line and about 4 feet past the
line, "X" marks the spot. You want to put the smoke there if nobody is in the
way. If one or more of the RBGs are in the way do your best to send it
between 2 of them somewhere close to the "X".
(NOTE)
Oft times the 2 RBGs and sometimes all 3 RBGs are mulling and or vibrating
about the target area instead of going about their prescribed business.
===============
Retrieve #2, stand and head for the ally. Go TV to see any and or all the
RBGs and maneuver through the tangle if it exists to the ally. Tap "Y" to
dump #2 on #1. 180 and run along the left wall toward the tank; hook hard
left around the corner of the wall for a step then jump to the scaffolding.
Climb up the 1st section then run and jump to the ladder to the 2nd section.
Do the same thing for the 3rd section and begin tapping away at "A" to target
the jet for removal.
(NOTE)
If you placed the smoke just right you'll avoid getting shot in the back by
the RBG that may climb the 1st ladder or the rat in the IFV. I have often
been shot while running across the top of the postman scaffolding even after
popping the light, if this is happening to you, you might consider changing
the position of the smoke you placed on the ground. If that doesn't work for
you toss a smoke at the dark postman sign, it gives great cover on the
scaffolding.
Move tight to the wall and sign and call the Postman.
(NOTE)
Fastest time is 11:01 with 13 KOs
Best time 11:01
KOs 13
Shocks 4
Foils 3
Sticky Cam 1
Gas 1
Smoke 1
Rnds 3
Dists 12
All objectives complete, 100 percent
_____________________________________________________________________________
CT9. BATH HOUSE
Stealth
(NOTE)
Bath House is the 2nd longest mission and in my opinion is the most difficult
one to speed. Anyway this is as tight a mission as I can produce with only a
few anomalies and with them options to deal with them.
Lastly to reiterate, do not target the head of any BG with head gear, it'll
bounce off it and just piss him off.
===============
CT9a, Locate files in the Bath house owner's 2nd fl office, tap phone line #1
CT9b, Confirming dirt on Shetland, grabbing "CT" data, tap lines #2&3
CT9c, to the furnace room
CT9d, Taking out the garbage, oh and disarming 3 ugly bombs
Sam begins in an alley, what a surprise!
EI, and load Foils, exit, EI and SPP. FC to the 1st left MBSBA from it to the
head of the stairs. Turn right stay in the shadows and ignore RBG#1, (the
electrician) for the moment. QQC along the shadowed wall; about 3 feet past
the corner of the dark niche head to the top of the stairs, then toward the
wall box just enough to have the "TAP PHONE LINE" window appear. Tap the
phone line when #3 walks behind the boxes.
(NOTE)
Most of the time, (60% and better) RBGs #2&3 respond to the noise Sam makes
in the stairwell, however sometimes not. So, if the 2 RBGs are not heading
toward the stairwell as Sam rises from it, move forward and around the
bumpout to the right of the multicolored lighted sign and "WHISTLE" then
proceed along the perimeter wall to the manhole.
===============
Go NV, stand and run down the stairs; jump up to the ledge and hoist up to
the alley. All 3 RBGs will investigate the noise, use the perimeter wall,
crates, boxes and shadow to the awning at the end of the ally. By now
everyone should be behind Sam, QC under the awning then drift left behind
RBG#3 for cover and drop into the manhole. Run to the corner and roll through
it then FC to the ladder, climb up and save.
(SAVE)
Open the trap and climb out into the laundry area. Stand, bear right and run
into the room with the long table in the center. Run to the left side of the
table and roll to FC as you pass by the leading edge. When you come up from
the roll MBSBA toward the XP, from the end of the table to the RBG ambient is
-0-. BG#1 may comment and continue into the room; circle to his 6:00 then LT
him.
(NOTE)
You do not want BG#1 to comment a 2nd time, it alerts BG#2 in the laundry
ironing room who ends up killing Sam and setting off an alert.
You can rise to 1 cube above ambient from the XP to the dark narrow HLWY,
past the hanging sheets.
===============
Stand and run into and through the short "U" shaped HLWY. Roll from the XP to
and behind dumpster#1, the sitting BG will comment and head for the noise.
QQC at ambient, no more than 1 cube over it, continue past dumpster#2 then
left behind the 2 hanging sheets to the perimeter wall. When you reach the
middle of the 2nd sheet stand and run into the dark and through the XP into
the narrow HLWY.
(NOTE)
Sometimes there's a problem with the maneuver above, even when noise isn't an
issue, it may be due to the sheet billowing too high and the BG sees Sam's
legs, I don't know. No matter how slick I am the BG fires Sam up. If and when
this occurs reload from the trapdoor.
As for below, 1 in 4 or 5 times RBG#1 is still at or between the desk and the
"OPEN" storage room door. The last part makes no sense, if he's at the desk
and facing the HLWY how does the door open, when none of the other NPCs use
it.
===============
Run to and open the XP, fast step into the room enough to get the light
switch icon, flip the light switch then run behind the desk and into the
short "L" shaped HLWY. Run along the right side of the HLWY and stop halfway
between the storage room door and the corner then PtP. Target the light at
Sam's 10:00 and OCPL, stow the wep and crouch. Once the light goes out QC
around the corner to the left side of the adjoining HLWY, the RBG will be
anywhere from the corner and approaching the draped opening to the lobby. If
close, QC Cw to his 6:00 for an LT or follow him for a G&C before he gets to
the draped opening.
(NOTE)
If you get too close to the corner to OCPL or you make too much noise running
into the HLWY, RBG#4 is very close to the intersection and facing the
intersection. This makes it nearly impossible to get to his 6:00. If and when
this happens there's nothing much you can do, you can't wait him out, the
HLWY light will come back on, you can't LT him, it alerts RBG #3. If you're
really fast you might try switching to the AR and try a Foil, if you don't
cause an alert you'll probably have to pick him up and move him which will
kill the speed.
===============
Crouch and MBSBA across the lobby to the 1st flight of stairs stopping just
before the platform, PtP, shoot the light and stow it. EI, SARP then run up
the left side of the 2nd flight of stairs. Roll onto the 2nd floor, FC the
perimeter Cw to the bumpout, stand and shoulder the AR, target RBG#5 at the
far end of the HLWY and hold. Wait for the Redman to enter his bedroom to
Foil #5, stow the AR then run through the middle of the HLWY to the security
door at the left end.
(SAVE)
(NOTE)
Pretty much any hit from the lower back/chest down or a side hit will just
piss a BG off.
Regarding Red and RBG#5 on the 2nd floor;
1. If #5 is closer to the office door than the bedroom door you can send the
foil before the bedroom door closes.
2. If #5 is closer to the bedroom door than the office door then you must
wait for the bedroom door to close before foiling him.
===============
Hack the security door and enter the room, run to the wall duct and hop into
it. Do not crawl into the duct, EEV the comp directly in front of Sam then
exit the duct. 180 run across the office to the file cabinet, when done exit
the office at a run. Run along the right side of the HLWY to the bumpout and
then drift left to the corner at the head of the stairs. About 3 feet from
the left edge of the stairs roll to and over the top steps and down. Cut back
to the left side of the stairwell then stand and run when you come out of the
roll, stay to the left down the stairs and along the lobby desk.
(NOTE)
You can avoid an OCP of the 2nd floor camera, with the above method. It works
60+% of the time, if you're lucky and fast, 20% of the time you can run the
entire way.
===============
Run into and through the "L" shaped HLWY and past the reception desk. The
large room is still dark and at least one RBG is to Sam's right and just left
of the EP you left open earlier. As you approach the intersection near the
reception desk you must be alert to the lighting in the dining area between
the desk and the scaffolding.
Option #1 is the general scenario, option #2 hasn't occurred since the
rewrite
1. If the area is dark continue straight to the right side end of the
scaffolding then left along the front of it to the XP. Run to then roll
through the narrow lighted area near the XP. FC through the XP and into the
"U" shaped HLWY, stand and run to the 1st corner. Shoulder the AR switch
shoulders and WW around the 2nd corner just enough to target Mr. Locker
Room's head then foil him.
2. If the area lights up on your approach, continue past the intersection
then left between the 2 low dividers in the sitting area to the wall then
right to the XP. Run through the XP into the short "U" shaped HLWY to the 1st
corner. Shoulder the AR and WW around the 2nd corner just enough to target
Mr. Locker Room's head then foil him.
===============
Stow the AR, EI, load Shocks, exit then EI and SPP. Run through the locker
room and lavatory then left into the HLWY. Turn hard left as you enter the
HLWY and run to the plastic sheet blocking passage. Cut the sheet, stand and
run to and through the next XP. Run along the side of the pool to the corner
near the scaffolding; turn left PtP and OCP one of the double emergency
lights at the other end of the room.
(NOTE)
Poolroom RBG#1 provides 2 different reactions to OCPing the light. Option 2
is the more dangerous of the 2 and is a bit slower; however both options must
be followed closely for either to succeed. I prefer option #1 it seems to
occur more often and it removes 1 RBG from close quarters. For option #2 to
succeed you must be close enough to smell #1's 6.
===============
1. From the OCPL, FC along the pool toward the light, locate RBG#1 under the
scaffolding, he'll turn to and head for Sam's OCPL position. Drift right to
the perimeter wall, pass by #1 then drift back to the side of the pool. RBG#2
will be approaching from Sam's 10:00, as you pass the plane of the XP head
for the phone line for the tap. As Sam taps the phone swing the camera to
face the XP, from the tap stand and run to and through the XP, #2 will likely
hear and head back to the XP to no avail.
1.1. This follows option 1 but RBG#2 is ahead of himself and rounds the
corner of the pool prematurely. When this occurs drift right to the right
side of the XP and hold till #2 passes by then head for the phone line. As
Sam taps the phone swing the camera to face the XP, from the tap stand and
run to and through the XP, #2 will likely hear and head back to the XP to no
avail.
2. From the OCPL, FC for about 10 feet along the pool toward the light,
locate RBG#1 under the scaffolding and move tight to his 6:00 as he heads for
the OCP'd light. ASAP drift right toward the XP and then #1s 3:00 as cover
from RBG#2. #1 will move to the lights and stop, QC past him to and tap phone
line #2. Swing Sam's camera to the XP, when complete QC to and through the
XP.
(NOTE)
Through the next XP is Steam room#1, there're 2 RBGs and a Redman in it. RBG
#1 is close to the XP and RBG #2 is usually at the far right end of the room.
He's heading toward the XP that leads to steam room #2. The issue if there is
one is with RBG #2, and I have no solution for it. Sometimes #2 is already at
the XP leading to steam room #2 when Sam enters steam room #1 and by the time
you 180 and stick to the wall #2 is already on his way toward Sam. In said
case I suggest reloading.
===============
From the EP run toward the XP at the opposites end of the HLWY. Roll at the
leading edge of the radiator then PtP when you come out of it. Switch hands,
at the XP sidestep left into Steam room #1 just enough to clearly see, target
and OCPL near the XP. RBG #1 is at Sam's 9:00, sees something and is
advancing on the XP. Hold at this position till the light goes out then 180
and take the few steps to the dark corner. ASAP stick, stand and PtP.
2 possibilities occur from Sam's stick position.
1. If RBG#2 is missing, (to the right side of the divider wall separating
pools #1&2 from #3&4) hold till RBG#1 is at Sam's 2:00 and then run toward
the XP. Go into a roll about 4 feet from the XP and roll through it.
2. If RBG#2 is below the light to the right of the XP or between it and the
XP, PtP ASAP, target and OCPL, stow the AR and hold. Once RBG#1 walks past
Sam's 2:00 run to and roll through the XP at the far side of Steam room #1.
Roll through the XP into the "U" shaped HLWY, make the 1st left and stop, EI,
SARP and load Shocks. FC to and around the next left and into Steam room #2
make a hard left through the XP to the steam valve. Halfway to the valve
stand and run, turn the valve then FC back to and past the EP. About 4 feet
past the EP stand and run the perimeter to the draped opening.
Roll through the draped opening and quickly shoulder the AR before you get to
the corner of the short HLWY. Stand and sidestep into the intersection. If
the RBG is there Shock him before he turns, (rarely ever happens) if he's
missing WW into the next area. Switch shoulders and swing the barrel right.
Sidestep left through the XP into the reception area; send the Shock as the
AR's sights pass over him.
Stow the AR, EI, SPP then run around the desk to the last phone line and tap
it. Run around the desk and head left into the short HLWY; hook hard left
into and through the anteroom. Stop before the XP, PtP then sidestep right
through it and shoot the candle. EI, SARP then run to the open duct and
enter.
(NOTE)
You must shoot the rectangular looking candle below the flame not the flame.
===============
Exit the duct and stand and walk along the left stone wall thing toward the
planks. Halfway to the water spout diagonal right to its tip then head for
the left end of the planks. Don't slide along the spout, Sam seems to get
hung up on it. The BG that was sitting on the bench will arise, head for the
exit and be out of the room by time you get to the planks and hoist up.
Hoist up, stand and run into the glassed enclosure, run along the left wall
to the duct and enter. Your noise may attract the BG back into the room with
the noise but it doesn't matter, when you exit the duct he's gone. EEV the
briefcase then back away to where the game forces you to stop. Let the convo
take place and the S*** hit the fan. When Shetland begins talking to one of
his henchmen save.
(SAVE)
When free back out of the duct, 180 the camera to orient faster as Sam backs
out of the duct and run to the planks crossing the water. Leap from the
planks over the water spout and roll up to the duct. As soon as the sound of
the explosion begins enter the duct and exit into the small HLWY.
(NOTE)
1. "DO NOT STAND" in front of the duct before the sound of the explosion. If
so Sam is Jell-O, you can stand in front or be in the duct when the
percussion hits and be fine.
2. "DO NOT STAND" AFTER YOU EXIT FROM THE DUCT TO THE HLWY, even if there are
no BGs in the HLWY you can be seen by the opposition's opposition and or take
lead.
===============
"DO NOT STAND" as you exit the duct! Look left toward the firefight as you
FC toward the flaming room.
1. If there are any BGs at the door and looking to Sam's position he'll be
vented and they never stop with the screaming, reload from the previous save
and try again.
2. If they're looking up or out to the firefight continue into the flaming
room at FC. Don't be surprised if there's an ID for each BG in the room at
stats.
3. If no one is in the HLWY with Sam continue at FC into the flaming room.
4. The only way to ensure a -0- ID is to smoke the HLWY but that's too slow.
Once in the flaming room stand and run through it, head left out of the room
and right into the lavatory. Continue to and roll across the HLWY at the
opposite end of the fire fight into the anteroom. Stand and run through the
XP to the right and then bear right into the small room. Halfway between the
EP and the corner in the small room shoulder the AR and WW to the wall mine.
Stop, stow the wep and disable the mine. Arm Sam with smokes crouch and save.
(SAVE)
(NOTE)
Another anomaly, it seems the sweet spot (target) on the far wall near the XP
of the shower room moves around a little from one new game start to another.
It may take a few test runs to find it.
===============
Head right to the edge of the XP at a FC, stop and ready a smoke. Look to the
far right end of the shower room for the XP. Take note of the vertical brown
panels on the perimeter walls of the entire room and the even darker brown
vertical trim strips separating each panel. Count 2 full panels to the left
of the XP, (equals 2 full and 1 partial) and place the targeting icon within
said panel. Slide the icon up till the top of it contacts the top of the
panel then throw the smoke. Hold position, ASAP EI and SARP.
Hold, listen and look for the smoke to pop. Allow the cloud to expand and
cover the shower room XP and BG standing closest to it. FC out and right
behind the low divider, turn left at the end of the divider and head to the
right side of the square column at Sam's 9:00. Get back on the WKWY, look for
the ceiling light in the exit HLWY and aim just to the right of it as you
advance.
If you haven't been vented and or screamed at by this point stand and run
through the smoke and into the HLWY. If there's screaming and shooting
reload. Just before you reach the 1st corner left in the HLWY, shoulder the
AR and WW. WW past the wall mine and around the next corner, once you're
around the 2nd corner stow the AR and run to the locked gate.
(SAVE)
Bust the lock and run left between the 2 Big Honkin Objects then left into
the narrow lane leading to bomb #1.
(NOTE)
This room is the Big Honkin Objects room and designated as the BHO room and
the objects as BHO#1, 2, 3 and 4. I suggest saving before you begin defusing
bombs#2&3, the reactions of the 3 NPCs after seeing the broken lock are
random. They may slow down considerably or speed up their movements through
the BHO room. RBGs #2&3 may bunch up together which is good or spread out to
where #2 is rounding the end of BHO#1 above bomb #1 while RBG #3 is still
climbing the stairs to the upper WKWY. Sam gets holed from both sides.
===============
Option #1
NOT FROM A RELOAD!
Best case scenario, defuse bomb #1 and FC back through the narrow lane to the
wider gap between BHOs#1&3. Quickly pull the AR, switch shoulders and stand,
WW toward the opening between BHO#1&2. 80% of the time you should be able to
Shock RBG#1 between the base of and mid stair, he'll slide back to the base
before you get to it.
(NOTE)
There are times when RBG#1 sprints up the stairs on a 1st run, the problem is
he doesn't begin the sprint until you're just about out of the narrow lane.
When it occurs 2 consecutive times; follow option #2 on the 3rd.
===============
Option #2
FROM A RELOAD!
It seems RBG#1 sprints up the stairs more often from a reload. Defuse bomb
#1, "WHISTLE", FC back through the narrow lane to the wider gap between
BHOs#1&3. Quickly pull the AR, switch shoulders and stand to WW toward the
opening between BHO#1&2. Stop about 4 feet from the left corner of BHO#1 and
hold. Target the corner of BHO#1 down angle just above the bumpout; this will
catch RBG#1 in one of his legs. You'll see the IR beam from his headgear 1st,
send the Shocker as soon as his lower body or legs appear and he'll never ID
Sam.
Stow the AR, stand and run to #1, hoist him up, take him back and dump him,
"Y" to the left between BHOs1&3. Run back to the top of the stairs, leap from
the WKWY railing for a quick jump onto BHO#2, FC across the top and fall off
to bomb #2. Sam will take some damage loosing about a 1/4 of his health.
(SAVE)
(NOTE)
This save may come in handy, this is where it can get really sticky, there's
no way to tell where RBGs #2&3 will pop up. If you're very lucky both BGs
will be close together and less than halfway to the end of the WKWY. If
you're unlucky #2 can be rounding the end of BHO#1 while RBG#3 is climbing
the stairs. You can survive this scenario by taking #3 halfway up the stairs
then drop off BHO#2, QC to the side of BHO#1 and stun #2 as he crosses the
gap between the 2 BHOs. You can also kiss a fast time goodbye.
Listen to the 2 RBGs as Shetland babbles, the rapidity of RBG#2s foot steps
lets you know what you're up against and whether to abort.
===============
FC to bomb #2 and swing the camera back to the climbing pipe as you defuse
it. When you finish and Sam begins to back away from bomb #2, he'll 180
instead, allow him to take 1 step toward the pipe then press "Y" to jump to
it. It's the fastest way to the pipe and silent. Climb the pipe to the top
and skooch right 1 time.
1. Best case scenario, the RBG's footsteps are slow, quickly hoist onto
BHO#2, shoulder the AR and target the stairwell for RBG#3. Shock him at least
3 steps from the top of the WKWY then sidestep left, switch shoulders swing
the AR right to the back of RBG#2 and Shock him.
2. If the footsteps are a bit faster skooch right 3 times and you may see
RBG#2 walking past the gap between BHO#1&2 and hear the footsteps of #3
climbing the stairs to the WKWY. Skooch back once and hoist up, shoulder the
AR and switch shoulders; drift left to the edge of BHO#2 and take #3 then #2
farther along the WKWY.
Stow the AR, FC right and drop off BHO#2 to the WKWY.
(NOTE)
For the best time possible you need to FC off BHO#2 to the middle of the WKWY
and roll then stand and run to the right side BHO#4. If you're just a smidge
right or left as you drop off BHO#2 you end up in a crouch and or on the
railing. As you try to get off the railing you end up in a crouch on the WKWY
absorbing 3 to 5 seconds.
===============
Stand and run, do a left, a right and jump left to bomb#3 attached to the
right side of BHO#4. Do your best not to grab the top of BHO#4. Begin
defusing bomb#3, swing the camera to face the XP then point it down to Sam.
Align Sam to the corner of the platform and roughly to the XP then raise the
camera just enough to see the tip of the platform corner, the WKWY and the
bottom of the XP.
(SAVE)
Press and hold the left tower forward, as soon as Sam finishes defusing
bomb#3 he'll 180, and head for the corner of the platform. Press jump at the
last second to maximize distance, he'll land on the WKWY at a run.
Run the perimeter of the room Cw, stop just past the boxes and shoulder the
AR. Target the edge of the doorway just below the doorknob and take RBG#4 in
the leg as it appears past the XP. Stow the AR and run to and through the XP
follow the HLWY to the ladder and jump up to it. Burst through the XP for the
show down with Shetland. As soon as Shetland begins backing away and lowering
his pistol begin fast tapping RT.
(NOTE)
When mission time dropped below 15 minutes I picked up an ID and could not
figure out where it came from. It was still there after the total number of
KOs topped off at 10. It was still there after I had refined the route. I had
a time of 13:09, no screams except the shocked and no gunfire period, yet I
had 1 ID. So I ran it again on (12/16/12) and got 13:01 and -0- IDs. Then
began working on eliminating saves when I got down to 7 and 12:53 the ID came
back. When I got down to 6 saves and 12:28 I got -0- IDs till I got down to
12:15. Went away at 12:10 then came back at 12:04.
Fastest time is 12:04 with 1 ID, did not occur after Chaos copy duct save and
could not figure out where it came from. I was hoping to bring this mission
below 12:00 but I can't, even when doubling the saves. I don't have the
skills reflexes or a controller that responds fast enough.
Best time 12:05
K 1
KO 9
Rnds 2
Dists 13
Shocks 5
Foils 2
All objectives complete 100 percent.
_____________________________________________________________________________
CT10. KOKUBO SOSHO
Recommended
CT10a. Locate the hostages and access the server room.
(11/28/12)
Changed entry maneuver, much faster
(NOTE)
You may have noticed by now that the game may advance a start point time from
a save. Dialogue or an action that took place before and as the save was made
continued chronologically from "RESUME" but disappeared from a reload. The
game often advances a start time a second or 2 from the original "RESUME"
point. So, if the IR camera is catching Sam as he slides around the bumpout
leading to the niche and column you might try forgoing the AR load-up till
you get to the top of the climbing pipe.
===============
FC diagonal right from under the pipe then stand and run along the left wall
to the door switch. Activate the switch as you run by it then bear right to
the right side of the XP, (overhead door). At the side of the door crouch
then MBSBA Cw around the side of the door and past the 2 small bumpouts.
Drift right to light switch wall, flip the switch as you pass it to the next
bumpout.
RBG#1 will stop to activate his flashlight then swing the beam past the light
switch as Sam reaches the bumpout. Remain in the crouch and MBSBA around the
bumpout, dip right into the niche a couple feet then head for the free
standing column at Sam's 12:00. About 2 feet from the column stand and run
tight to the left side of the column and railing to the end of the tunnel. Go
NV, locate the open duct/crawlspace on the right and enter.
(NOTE)
Know that my best time comes from the maneuver mentioned above; I think it
saves a couple 3 seconds over the rail hop maneuver. The maneuver below,
unless Biorked, always works especially if you're a little behind rounding
the column into the niche the IR camera is in.
Flip the light switch, MBSBA around the bumpout and into the niche. About 4
to 5 steps into the niche stand and run CCw around the free standing column
to the railing then hop over the railing. From the railing turn right and
head to the end of the tunnel at a run. Go NV, locate the open
duct/crawlspace on the right and enter.
===============
Go NS and press full forward through the duct, before you reach the end of
the duct rotate the camera to Sam's 1:00/2:00. Once Sam has popped out of the
duct allow him to begin moving right then double tap "Y", Sam will head for
and leap to the pipe about 8 feet off the floor.
(NOTE)
If I don't double tap "Y" out of the duct Sam would rather hop around like a
bunny with nothing to do and no where to go.
You need to catch the Jazzman from his 6 for the overhand right rabbit punch
if Jazz begins to turn around forcing Sam to use an open palm uppercut odds
are you'll either get an "ID" and or a "Body Found" at game stats.
===============
Get to the top of the pipe ASAP, once on the floor EI and load Shocks. Walk
briskly to the door and hop up. FC off the ledge diagonally left to avoid a
DHD then MBSBA to the SBG for a G&C. Orient Sam's camera to the Jazzman, as
soon as Sam drops the SBG run to the Jazz, begin fast tapping the LT to catch
him before he turns. Run the length of the HLWY and left through the XP to
the right side of the next HLWY. Stop about 8 feet from the RBG and within
the dark, shoulder the AR, Shock the distant SBG then the closer RBG who is
beginning to turn and head for the XP.
Stow the AR, EI and SPP, run to and through the XP then loop left through the
dim room to the GI to Sam's 11:00. Speed-talk the GI, then backtrack through
the EP.
Once you're back in the HLWY head left to and through the "S" shaped section
to the balcony area. Run along the wall on the right to where the balcony
railing meets the wall, stop, sidestep left one time then jump over the
railing. From a hanging position press back and left or right on the left
tower and press and hold "B". Sam will push away from the railing and rotate
slightly in the direction you were pulling to and fall to the floor below.
(NOTE)
Most of the time, the rotation prevents Sam from trying to grab railing on
the way down thereby forcing a DHD.
===============
He'll take some major damage losing up to 3/4 of his health. Stand if not
already and run through the glass security doors to the light switch at the
top of the escalators. Flip the switch to "OFF" then turn left and run down
the right side escalator against the right side wall. Take 4 or 5 steps onto
the floor, PtP and OCP the Security Ball, "SB", stow the wep, EI SARP and
shoulder the AR.
Target the space below the SB, sidestep left and stop between the 2
escalators. Wait for RBGs#2&3 to walk back to and under the security ball,
(within 2 feet from center). Shock both, stow the AR then 180 Sam's camera to
the up side escalator, go NV and shoulder the AR. Target and Shock RBG#3.
Stow the AR, EI and SPP, 180 and head right at a run to and down the stairs
to the security pad and save.
(SAVE)
(NOTE)
RBG#2&3 don't always drop straight to the floor when shocked, if they're more
than 2 feet from the center of the ball the odds are high some body part will
drop within the SBs rotating IR cone.
Stowing the wep then rotating Sam's camera is much faster than swinging the
AR or pistol to target.
The level gets brutal at the 1st keypad; the 1st keypad is blisteringly fast
on manual hack let alone EEV and doesn't allow you to lock segments. It takes
me many reloads before I luck out and get one right. The 2nd keypad to the
server room is slower but only allows 2 lock attempts. Lock an empty segment
and TOO BAD! The 3rd hack, (a comp) near Otomo is faster than the 2nd hack
and only allows 1 "CORRECT" lock. Keep your cool so your old lady, neighbors,
or your dog doesn't call the cops on me ... I mean you.
===============
Access and solve the keypad, then run through the glass security door. Stay
tight left along the wall to the steps ahead. Drop to QQC as you climb the
steps to avoid trouble from the guys in the room on the right. When Sam is
1/3 of the way to the keypad stand and run to it and save.
(SAVE)
(NOTE)
Excluding the hack adding insult to injury, you may not be able to see the
scanning IR beam in NV and may inadvertently Biork the maneuver while opening
the XP, for speed sake I look through the door's window for signs of the IR
beam. It also blows that you can't pop open the door from the side to avoid
the IR. However, (HINT, HINT) failing on the 1st attempt will let you know if
the beam is advancing or not and give you an advantage on your next try.
The 2 SBs in the server room can change direction from one play through to
another so don't assume they always spin right or left. On the current run
they were rotating Cw.
I do sort of cheat with NV, if I can see the tracks of both beams upon entry
and they provide an entry and exit route that eliminates the need for the
OCP, I have reloaded and replayed. However that option is rare, more often
than not the action below occurs.
===============
Solve the passcode, go NV, stand, move to the right side of the door's window
and look through. If you can see the beam retreating from the door open it,
(looks bright white haze on my tube). If no IR beam is present open the door,
look up above the 1st server row, PtP, target and OCP the closest SB.
Stow the wep, run Cw around the server towers to the target server for the
objective then exit left between the 2 rows and through the EP. Backtrack to
the elevator HLWY stairs, approach the glass security door on the right and
leap up the stairs. Head right at the top of the stairs to the Big Honkin
doors on the right
CT10b. Eaves drop on the war room, Stop the launch and retrieve Otomo.
Run to the leading right side of the right side door and slide along it to
the middle, it gets them to open a little earlier. Before you get to where
the middle is both will be open enough to slide between them. Once you're
through the doors head left and around the corner into HLWY#1, run halfway
down the middle of the HLWY and stop about 8 feet before the SB. PtP, OCPC,
stow it and run to the ledge above the corner ahead. About 4 feet from the
corner leap to and grab the overhang and hoist up.
(NOTE)
Outside of the run to the ledge which may save a second or more, the one
other point is it may help keep both BGs closer to and or below the spot
where Sam whistles as Sam exits the overhang and heads for HLWY#2. I've been
able to stand and run much earlier without getting shocked and have avoided
ID.
===============
QC right to the open duct and climb in, crawl to the end, target the brightly
lit laptop at Sam's 2:00/4:00 with the EEV and hold. There will be a bunch of
blah, blah, blah, crap then Grimm will ask for a scan of the comp, once done
back out as far as the game will allow. Listen to the Ronan action and as
Otomo returns for his 2nd blah, blah, blah save.
(SAVE)
When all is said and done back out to the overhang, QC right to the end of
the overhang then stand and jump or "WHISTLE". The 2 RBGs will move to and
position below Sam's current, QC along the left wall past the duct and drop
to the floor. FC a few steps then stand and run left for cover then head
right to the wall where the pipes meet for LOS on the SB in HLWY#2. OCP the
ball, stow it then run into HLWY#2, backtrack to the elevator HLWY.
Run to the right side elevator, begin fast tapping "A" as you approach the
elevator door and enter. Move to the floor menu and press for the bottom
floor. Move onto the floor grate and face the back of the elevator, EI, load
Foils and hold. Just as the BGs whine about another assault press forward to
begin creeping against the back of the elevator, when the power is cut,
instead of grabbing at the floor of the elevator Sam will bypass it for the
2nd grab point.
Quickly do multiple DHDs to the bottom of the elevator shaft then 180, take 2
FC steps then leap to the floor above. Head left out the elevator and
maintain ambient halfway to the standing RBG. Shoulder the AR, stand and Foil
the BG. WW past the downed BG and corner then left to the right side of the
security door.
As you approach the right side of the door swing the AR to the right so that
Sam begins facing back toward the downed BG and sidestepping left. As the
doors begin to slide open stow the AR, you want to be tight to the right side
door jamb as you sidestep left over the threshold. If done correctly when Sam
is about halfway through the opening the "SWITCH" icon will appear on the
interactive window. Tap "A" then turn left and run the length of the narrow
HLWY.
Run through the door, turn hard right and hop onto the railing, press and
hold "B" to land standing on the raised platform. Run the length of the large
screen to Sam's left, roll toward the table at Sam's 11:00 as you pass the
end of the screen. When you come out of the roll move at ambient to the
table, hop onto and over the table to the ledge, shoulder the AR, Foil the
closest and then the farthest BG. Stow the AR, push forward and press and
hold "B" to stand on landing. Stand and run to the step at Sam's 4:00 then
leap up them to the raised platform. Head left to the target comp on the
right and press "SET CHARGE" then move left to the security comp and save.
(SAVE)
(NOTE)
The following bit in itself is very simple but difficult for me at least to
get right; every action must be completed exactly and as fast as possible for
a good fast time.
If you don't solve the address within the 1st 5 or 6 seconds reload.
If you press into the railing before pressing "Y" Sam most often lands
standing.
As for targeting the F/B when in position, there's a wide bumpout to Sam's
1:00, (ahead of the steps leading to Otomo) and the corner column of the
raised platform Sam used to enter the room. You will set the targeting icon
on the floor between the wide bumpout and the corner column. Move the icon
left from the base of the wide bumpout 1/3 the way to the corner column and
throw the F/B.
===============
Quickly access and discover the correct IP address, acquire the objective
then exit the comp. EI and set F/Bs as primary then turn left and run into
the railing. Press forward then "Y" to hop over and land standing, run to the
front of the over turned table BG#1 was behind and tap "A" to "DETONATE".
Quickly tap "B" to ready the F/B, set the targeting icon on the floor against
the base of the wide bumpout then left 1/3 the distance to the corner column
of the raised platform. Quickly throw the F/B, count to 2 then run.
(NOTE)
If you run ASAP after throwing the F/B you'll be too close to the F/B when it
flashes, blinding the **** out of Sam. If you are WELL PRACTICED you can make
it past the BGs to Otomo maybe 1 to 2 seconds faster. However if not odds are
you'll get stuck/trapped on everything on your way.
===============
You should be about halfway to the BGs when the F/B flashes, they'll be
stunned to **** for maybe 5 seconds but Sam will have all his faculties at
100%. If the BGs stop for the flash close to the wide bumpout head Cw around
them to the steps. If they're spread out or past the bumpout go CCw to the
steps. Run right up the stairs and hard right past the corner for cover and
head straight to Otomo.
Just before Otomo stabs himself, rotate the camera toward the XP to the glass
enclosed server room and press forward. ASAP run to the door, once Sam is at
the door ensure Sam does not touch it. Ensure the light above the door
flashes on; run into the room, go NV then turn into the aisle to the opened
trapdoor. Drop to FC just before you drop down, FC through the tunnel to
Otomo and yank the knife, pick him up, walk to the target window, plant the
charge and move to the right to the wall. Once it blows move to the crack and
begin pressing "A".
(NOTE)
Big beef with the game, the end stats consider the last 2 F/B'd BGs to be
KO'd, not smacked, foiled or shocked unconscious so what gives?
===============
FINI!
Best time 12:41
KOs 10
Shocks 5
Foils 2
Dists 10
All objectives complete 100 percent
_____________________________________________________________________________
7. END GAME STATS
Time 1:24:45
Kills, 3 Cameras, 6
KOs, 81/86 Smokes, 2/3
Shocks, 31 Foils, 22
Rnds, 6 Gas Gs, 1
Dists, 92/93