hide results

    Expert Mode Stealth Guide by Ghidrah

    Version: 1.6 | Updated: 02/07/13 | Printable Version | Search Guide | Bookmark Guide

    Expert Mode Stealth Guide                                                    
    Version 1.5
    Title: Splinter Cell Chaos Theory
    Producer: Ubi Soft
    For: X Box
    MSWord: Courier New
    Original Created: 5/3/07
    Revised completed: 11/19/12
    By: Ghidrah
    EMaul: Ghidrah1@hotmail.com
    have a problem with its use by others on Gaming forums, FAQ sites, or being 
    copied for personal use. I'd like to know if it's to be used on a site though, 
    just so I could drop by to ensure it hasn't been altered. So please send me 
    your sites URL.
    As with all my guides, find some legit trick I missed, I'll give you credit for 
    it in the guide and an insert amendment to the guide where it occurs. 
    use of any kind of cheat codes if (codes) exist for the X Box version of the 
    I'm sorry for misleading and or confusing any and all players for level 2, 
    (Cargo Ship) of the 1.4 version of the guide. I have a couple three profiles 
    and must have pressed a mission from a hard mode profile and not expert. Most 
    times I use the mission menu instead of progress because I jump around from 
    level to level. I get an idea for a new slick or even to amend on one I decided 
    won't work on the last rewrite. I try it again but different, I should have 
    known it was too easy.
    Just so there is no misunderstanding for anyone reading and or following the 
    guide, the times acquired in the guide are do to the saves and where they 
    occur. The game throws too many knuckle balls for me to get very far when I'm 
    trying to make time and also be invisible. I'm not good enough or have a blood 
    pressure low enough not to bleed out my eyes after being repeatedly shut down 
    by the AI. 
    I recently read a short article on a subject that has earned the name "Grief 
    Code"; I believe it exists in SC. It's easier to find when one is constantly 
    restarting to verify a tactic/maneuver. You see the alterations in the 
    movements and actions of the AI. They begin seeing through walls and hearing 
    from extreme distance over loud noise.
    2. WALKTHROUGH (areas CT1 through CT10 and sub sections)
    3. BRIEFING (crap)
    4. CONTRACTIONS (often used words or phrases) 
    A summery will be given here; I hope I don't add many.
    All changes to the guide will be dated and noted at the beginning of each level 
    where they occur in the game. 
    This change was inspired by "mommas_sexy_beast@yahoo.com" while corresponding 
    with Beast he related his MO through the Rooftop Helipad, which got me 
    rethinking my approach. By modifying and combining both a new stealthier 
    solution arose. Thanks Beast for allowing me to combine and include the change 
    in the guide. The change occurs at *-* in Penthouse.
    While playing through the game for this rewrite it was obvious I wasn't going 
    to be eliminating any KOs or Kills in fact I added Shetland to the kill list, 
    I'm not sure why I didn't acknowledge it before considering I had included 
    Lacerda and Neddy. I now consider Shetland dead whether he's shot or uppercut; 
    the results are the same, COD, broken neck and drowning. 
    The 1st 3 KOs can't be avoided, attempting to avoid the 1st and 3rd will 
    prevent you from continuing the game the 2nd will lower your success rating to 
    85 percent. To date I can't see a way around the last 3 in the Furnace room, I 
    can finagle a route to the 3rd bomb but can't get to it, too many rabid RBGs 
    with headgear.
    So the only thing I was able to do was complete the levels faster with route 
    changes and more accurate moves. Most of which is due to watching the AI more 
    carefully to learn their "tells". Tells are the moves and or actions the AI 
    makes as they proceed through the areas they inhabit.
    I've refined the distraction and use and now include both in end level and game 
    stats list. The list is stricter regarding rounds, objects and actions. A 
    distraction is a distraction regardless of what it is and how you use it. Even 
    though I've eliminated many it looks worse due to inclusion of items like open 
    doors and smoke grenades etc, etc. However any action taken by Sam that doesn't 
    illicit a response, (audible, visual or physical) from the AI is not a 
    distraction, merely cover. 
    Bath House: "Shower room in 1 smoke"! Finally, I worked out a throwing target, 
    route and movement schedule.
    Cargo Ship: A maneuver change to pass by the sleeper and access the 1st cargo 
    bay eliminating a pistol round.
    Change of route, from exiting the Comm. shack to tagging crate #4.
    Bank: Back to picking penthouse door lock for ghosting sake.
    Displace: Maneuver change eliminate 1 distraction, OCP of "Level 2" light at 
    elevator lobby railing. The only reason I can think of for not calling it a 
    distraction in the 1st place is that it did not raise a response from the local 
    Battery; A new route to Missile Launching area #2, to date it seems eventless.
    Battery: Believe I may have found the issue with big doors not opening in 
    Missile storage area #1
    CT8. SEOUL
    CT9. BATHOUSE   
    For the uninitiated, in general, speeding a game is completing said game as 
    fast as possible with minimum use of materials, e.g., (meds, ammo, collectable 
    objects and most important saves). Few games lend themselves to speeding, like 
    Silent Hill, RE and Dino Crisis, however SC isn't one of them. I'm sure there 
    must be many speed able games out there but I never heard of or played them. 
    Many people enjoy game speeding, in my case it began with RE 1, for me, it was 
    a way to extend the life of the game. Once one has ground a game up by way too 
    many plays the excitement dies, speeding brings the thrill back and then some. 
    For speeding sake there will be way more KOs and distractions due to running 
    and FCing. Some AI will become concerned but never alerted to an intruder, so 
    the ID rule remains. Clocked fast times at the end of each level are the best 
    times acquired while rewriting this latest version. Bear in mind, the fast time 
    recorded on any level with multiple keypads and comp scans rely on the prior 
    save. I usually restart if I haven't solved the code when half the allotted 
    scan time has past.
    To state the obvious, Sam can't compete with the AI, their too fast, agile, 
    have better hearing and sight and they rarely miss from any distance. The game 
    is clever enough to alter the AI's timing from one reset/restart to another to 
    keep you on your toes. 
    A new thing for my game guides, CONTROL "F", considering how long they're 
    getting from all the crap I'm adding the function seems like a good thing to 
    add for someone looking for specific junk. I hope it proves useful.
    Unlike what some authors profess that whatever is written in their guide will 
    work in the "HARDER" modes, (which isn't always true) any method used in an 
    Expert Mode game will work in any of the easier modes without a doubt.
    I'm not ashamed to save with this game, so many things can go wrong, move too 
    fast and the guy across a noisy city block hears you. A BG in total darkness, 
    with his back turned to you and a wall between you sees you and shoots you 
    through said wall. Did I mention I cried? With manly "VIRILE" anger of course! 
    This is the rhythm and duration of movement through the game. If the AI isn't 
    disturbed they'll be following their routine. The positions of bad guys in the 
    game may be slightly off relative to the time spent moving and waiting. If 
    you're ahead of or behind my rhythm, AI may not be where they are in the guide 
    forcing you to wait longer than you'd like. I advise saving more often than 
    suggested incase the rhythm is off to allow one to re-sync with the guide. 
    Load outs don't really matter; the guide rarely has use for LTLs or rounds. I 
    speed click through the options, recommended is the first option, so it is 
    always the one picked. Prior to this rewrite Recommended was a must have for 
    Bathhouse; I was never able to get through the shower area, (before the furnace 
    room) with less than 3 smokes. During this rewrite, last week I worked out a 
    method for 2 smokes, on 6/4/09 I worked out a throwing target, route and 
    movement schedule to get me free and clear into the "U" shaped HLWY leading to 
    the Furnace room with 1 smoke.
    I'm not sure why the game doesn't acknowledge the required kills; (Lacerda, 
    Nedich and Shetland) it should to be and all are now included in the end level 
    and game stats.
    Now all mission times are what show at the end of the level instead of rounded 
    up to the next whole number and are the best times I've posted to date thanks 
    to the "SAVE" option. Real time on the other hand, "God I suck!" among other 
    vulgar four letter expletives is usually what gurgles out of my throat once I'm 
    able to speak with any coherence.
    Verbal or physical by a BG that isn't screamed out or ended with gunfire does 
    not increase the alarm from 0 to 1. "I think I hear or see something and or a 
    hand gesture to follow the BG making the statement doesn't screw the ghosting 
    of the area but removes the comment free aspect of the ghost. 
    For the most part the game is a comment free game, the only time a comment is 
    acceptable in the guide is when there is no other alternative to complete an 
    If Sam can prevent a door or hatch from closing after a BG passes through it, 
    said local BG and any other that enters the area will ignore the fact.
    Unless you get all squishy listening to all the cut scenes at the beginning of 
    each level again and again or interrogations, rapidly tap the action button 
    when rolling through the conversations to get back to playing quickly as 
    possible. Speeding through interrogations make me smile, it looks like Sam 
    repeatedly hugs the bad guys to death.
    It isn't as much of a problem in the beginning of the game, you have about 16 
    seconds of scan time in the early levels of the game but, as the game 
    progresses as in KOKUBO SOSHO where scan durations are 6 to 7 seconds the 
    important keypads and comps are very difficult due to the running process of 
    the hack. The duration of a hack may be cut in half. It may only offer 2 
    fragment locks. The fragments will flick on and off twice as fast. 
    Mostly I try to memorize the positions of the 1st 2 or 3 sets and visually scan 
    for them on the list on the left. The scanner for the glass security door at 
    Kokubo Sosho; that puppy whizzes by so fast that it often takes 6 to 8 tries or 
    more to get it. I'd save before and after every difficult hack.
    A purposeful or accidental action made by Sam prompting the AI to respond with 
    an audible and sometimes visual recognition, which alerts local AI and prompts 
    AI to physically advance on the suspect position and or to seek out the 
    allusive anomaly. 
    The act of purposeful distraction is to move local AI from point "A" to point 
    "B" to clear a way for Sam to pass through an area and or to complete an 
    objective and then exit. The severity of the reaction taken by the AI depends 
    on how blatant the noise and or visual distraction is.
    Comment from the AI acknowledging an anomaly and alludes to the possibility to 
    an intruder.
    AI waves and or points local AI to suspect position and may or may not assume 
    an aggressive posture, (hunched over, weps front and ready, gruff voice)
    There are a few word strings and or phrases that will appear countless times in 
    the guide, to minimize the tedium of repetition, I've created and logged 
    contractions below for the most used, incase there's a problem with deciphering 
    Bad Guy= "BG",
    Computer/s= "Comp/s",
    Counter Clockwise= "CCw",
    Clockwise= "Cw",
    Cable the Door= "CtD",
    Cable the Hatch= "CtH",
    Electronically Enhanced Vision= "EEV",
    Electromagnetic Field= "EMF"
    Entry Point= "EP",
    Exit Point= "XP",
    Fast Creep= "FC",
    Hallway= "HLWY",
    Infrared= "IR",
    Left Trigger= "LT",
    National Guard= "NG",
    Normal Sight= "NS", 
    Night Vision= "NV",
    Optical Cable= "Cable",  
    Open, Enter/Exit and Close Door= "OE&CD",
    Open Enter/Exit and Close Hatch= "OE&CH",
    OCP the Camera= "OCPC",
    OCP the Light= "OCPL",
    OCP the Big Light= "OCPBL",
    Optically Channeled Potentiator= "OCP",
    Roving Bad Guy= "RBG",
    Roving Guard= "RG",
    Roving National Guard= "RNG",
    Slow Creep= "SC",
    Stealth Open, Enter and Close the Door= "SOE&CD",
    Stealth Open, Enter and Close the Hatch= "SOE&CH",
    Stationary Bad Guy= "SBG",
    Quiet Creep= "QC",   
    Quick and Quiet= "Q&Q", 
    Quick and Quiet Creep= "QQC",
    Walkway= "WKWY",
    Recommended load out
    Locate Morgenholt, scanning crates 1&2.
    CT1a. Masse kernels; scanning crates 2&3; destroy masse kernels
    The 6/15/09 note is for speeding purposes only. 
    I found a jump point at the top of the cavern between the perimeter ledge on 
    the left leading to the mini cave and the bridge on the right. Sam takes some 
    damage on the landing but to date, always less than half his health, about 3/8; 
    sometimes less. A few times he's landed in a standing position and lost only a 
    Once you reach the top of the cavern, (same level as the bridge) stand, go NS 
    and look across the cavern, locate the 2 patches of bioluminescent 
    mold/fungus/whatever it is and the dark spot between them. Aim for the point 
    between the left patch and dark spot; run and jump, most often Sam will roll 
    off the wall into the mini cave or roll right into the cave.
    A glitch occurs in the cell area but not always, if Sam scans the crate before 
    crossing to the exit Lambert will repeat his lines about the crates.
    Starting out on the beach, run, climb, crawl and jump your way up through the 
    crevasse and into the cavern. Go NS as you hoist up the 3 ledges into the 
    cavern. FC the perimeter Cw, drop off the ledge and continue around to the cave 
    entrance. Locate and QC to the ladder, climb up to the cell area where the 
    weapons fire emanates and hold. Lambert orders Sam to look for and scan the bar 
    codes of crates for possible weapons caches. 
    Locate and EEV the crates in the cell to Sam's right or QQC along the darkened 
    strip of floor to the right side of the exit and once there 180 to EEV the 
    crates. Turn toward the shooter and watch him, if he's moving toward his target 
    QC out of   the room as he passes the stone pillar. If he's at the target exit 
    as he turns back to his shooting position. 
    FC to the steps and then run up into a tunnel full of barrels; locate and scan 
    the crates to the left of the opening for #2. Run up the next set of stairs, 
    OE&CD, head right to the leading edge of the ramp down and hop up onto the 
    stone guard rail. QQC down the rail, locate a couple of magazines on the floor 
    below and an electrical cable to their left. 
    Have Sam face the gap between the cable and the magazines then move to the edge 
    of the rail and hold. BG#1 has killed Morgenholt; as #2 walks out of the 
    torture chamber and past Sam drop off to the floor and QC through the chamber. 
    Accelerate to QQC as you enter the dark twisty corridor, stand and run as you 
    approach the 1st right turn to the exit; go NS, quickly CtD, pick the lock, 
    Recover or destroy info on Masse kernels
    QQC along the wall to Sam's right, stay dark till forced away from the wall 
    past the light, RBG#1 is standing in the 1st tent. QC into the 2nd tent; scan 
    crate #3, QC left out the tent, RBG#2 may be standing between them; locate the 
    pallets beside the 2nd tent and below the climbable ledge. Climb up and bear 
    right into the passageway, QQC past the sitter and through the draped opening. 
    From the WKWY use the EEV to locate and scan crate #4 under the ground level 
    lean-to roof at Sam's 11:00. Stick to the parapet wall, stand and slide along 
    the low wall, crouch as RBG#1 stops, continue to and stop over the large plank 
    before losing cover. You should be slightly closer to the exit than the BGs 
    below Sam, swing the camera behind Sam and down toward the BGs. Once they stop 
    talking they'll begin to walk off, #2 will stop for a moment at position 1, 
    (about 4 or 5 steps) and then move on to position 2 and face the exit. 
    As the 2 begin to move away allow #2, (the BG facing Sam) to take 2 steps to 
    begin sliding along the low wall toward the exit. #2 will stop for a moment 
    while Sam slides toward the exit. Swing camera around toward the exit, release 
    from the wall as Sam touches the right side of the exit and QC into the room. 
    It takes #2 6 seconds to reach his 2nd stop and turn around; if Sam isn't 
    inside the next room and dark he'll be seen. If Sam makes too much noise 
    entering the room he'll alert BG#3 in the room. When successful the 2 ground 
    BGs magically swish back to the meeting spot and begin talking again, I think 
    it's about a wet T shirt contest. I suggest saving here, the BG in the room is 
    totally unpredictable often shooting Sam without provocation.
    Head for the light, locate the comp and the BG either standing near a window or 
    facing the back of the room. Quietly access the comp and QC out of the room. 
    Proceed through the curtain covered opening and outside, accelerate to QQC down 
    the stairs, there are 2 BGs talking, turn right, at the bottom of the stairs 
    and EEV the final crate. QQC down the steps, continue past the BG working off 
    to the right, work up to a FC until you reach the 1st dog leg in the path. Drop 
    down, from there stand and run along the obvious path out to the Light house. 
    Cross the bridge and move CCw around the lighthouse to the door. Drop to QQC at 
    3:00 on the lighthouse and locate the door. 
    1 RBG circles the base of the lighthouse CCw and 1 BG circles the lookout at 
    the top Cw. If you moved like invisible wind, the ground level RBG may be near 
    the door at the base of the lighthouse, if he's in view (usually not) slow to 
    QC to the door. 
    The 2nd glitch occurs at the filing cabinet; almost 50 percent of the time 
    Grimm tells Sam not to bother with the file cabinet and to look for something 
    more concrete, then later as he climbs the ladder she follows through with the 
    data he found in the file cabinet.
    OE&CD; accelerate from QC to QQC up the spiral stair case, stay to the left 
    side railing to the platform with the table and file cabinet, you'll bump right 
    into the cabinet; search the cabinet then run to the ladder. Go NS; stop 
    climbing when Sam's hand touches the floor. At the guides pace the RBG will be 
    ahead left and standing. Climb up, stay tight to the light as you circle to the 
    exit and out onto the lookout. Go CCw locate and Smack the RBG, reenter the 
    tower, flip the light switch and exit for extraction.
    Best time 5:50
    KO 1
    All objectives complete 100 percent.
    Locate the Bill of Lading
    CT2a Kill Lacerda!
    Man I feel "STUPID" this is the part where I point out how stupid I am and was 
    2 times. 
    1. For incorrectly remembering being able to slick the sleeper in expert mode, 
    it's just not possible.
    2. For pressing hard mode instead of expert, not catching it and uploading it 
    to the Web. Because of the error I asked all concerned to replace "D" with the 
    "C" version until I could correct any and all errors. I didn't know how many 
    levels or parts there of were affected because I did most from the "Mission" 
    option in the menu instead of "Progress".
    You begin on the bow of the Maria Narcissa, ASAP back away and left, stand and 
    run toward the starboard railing and aft to the starboard side ladder. Run till 
    Sam cain't run no mo. As you approach the hatchway look right to the ledge 
    below the gap in the cargo containers and stop. Face the ledge and press jump 
    twice to hoist up between the big honkin cargo containers. Stand and run to the 
    intersection then left toward the lighted area. From there, bear right, drop to 
    QQC and drop down onto the deck. Turn right; locate the RBG, (who is walking 
    away) and the stairs down to the 01 deck. 
    Maneuver change; eliminate the pistol round into the top step.
    The specific approach to the sleeper is required to prevent his abrupt 
    awakening, which can ID you even if the RBG from the deck above doesn't fire 
    Sam up. 
    QQC to the railing, hop over and soft drop to the 01 deck. Locate and QC to the 
    sleeper, approach him at an angle from between his legs and the arm of the 
    chair he's sleeping in. left, stand and run to the starboard railing move to 
    the stair railing and hold if not already, locate the RBG and watch for him to 
    climb the ladder to portside bow. As he disappears up the ladder hop the 
    railing to the base of the stair and stand. Run up the stairs, back around and 
    aft along the railing, halfway along the railing drop to QQC and into the dark 
    past the end of the railing. The RBG who just accessed the bow BGs will descend 
    and cross over to the starboard side, as the RBG disappears to starboard 
    advance on the railing; the sleeper from below will begin climbing the stairs. 
    Wait for the sleeper to pass by Sam's position above to hop over the railing 
    and soft drop down. 
     QQC to the XP, drop down into the cargo bay, hoist up, run and jump over the 
    containers; locate the break in the bulkhead, slide through, locate and tag 
    crate#1. Proceed to the other side of the Cargo bay and climb up the ladder. 
    Turn right and FC to the end; turn OE&CH to the overly small workshop. Pull 
    your pistol, creep forward, aim at the light, go NV and OCPL. Jump up onto and 
    over the table saw and into the vent. Skooch to the other end of the duct then 
    pop out the other side onto an elevated WKWY in the Machine Room.
    Turn, QC along the railing to the bulkhead; jump over the railing onto the 
    large pipe against the bulkhead. Come to a stop while still in the shadow. Wait 
    for the BG at the control panel to walk away to pull the pistol, left hand it 
    and target the swinging light. OCPL, holster and drop to the floor QQC to the 
    pump and activate it. QQC around the BG to the exit, continue to press action 
    till the hatch slides open.
    OE&CH Run along the corridor to the cargo bay hatch on the right. Enter the 
    cargo bay, leave the hatch open jump and climb your way up and locate the crate 
    with the paperwork on it then drop off to the floor.
    CT2a Kill Lacerda
    Run to and close the hatch to the cargo bay, turn right, run along the 
    corridor; turn into the niche on the right with lifted deck plate.  Drop down, 
    FC through the crawl space, under the piping and pop out through the missing 
    deck plate in the 2nd niche. QQC right down the steps to the Engine Room, OE&CH 
    and FC over to and along the railing to Sam's right. Halfway along the railing 
    stick and slide to the end. 
    Release from the rail, QC CCw around RBG#1 to and up the climbing pipe to the 
    2nd level. At the top of the pipe, jump right to the railing and pull up. RBG#2 
    will be on the mid WKWY spanning port to starboard and RBG#3 may be with or 
    approaching him. Turn right, QQC up the stairs to the 3rd level of the Engine 
    Room. RBG#3 will likely be somewhere on this level if not with RBG#2, but 
    rarely in Sam's way. Locate the XP, OE&CH into the PSWY. 
    Turn right, QQC into the passageway on the right; locate the RBG entering the 
    birthing area if he's still in the PSWY, move to the right side of the hatch 
    stick and nose up to the left side of the vertical pipe near the corner. Stand 
    facing the pipe, once the RBG's body completely passes the berthing area's door 
    slide toward the opening, crouch, unstick and enter the birthing area before 
    the hatch closes.
    The hatch must remain open for the RBG to remain oblivious 
    QQC to the sliding hatch in the 2nd area as you pass the bulkhead separating 
    the 1st and 2nd area stand and run to the slider open it and tag crate #2. Turn 
    stand and run out the opening; close the hatch, run to the birthing area hatch 
    OE&CH. Go NV, crouch and QQC along the headside bulkhead; QQC around the 
    perimeter to the base of the stairs hard tight left and hold under cover of 
    Hold at the base of the stairs till the RBG is heading into the birthing area 
    PSWY or back toward the EP into the HLWY. The RBG looks directly at the base of 
    the stairs, as he walks by, so wait for him to pass by the corner toward the EP 
    before climbing the stairs. You need to move Sam up both flights of stairs fast 
    enough so that the stairwell covers him but slow enough to avoid being heard. 
    Stay tight to the left side of the lower flight and to the right on the upper 
    flight. Follow the corridor around to the next hatchway at a QQC; locate and 
    enter the vent to the left near the floor. Go NS and pop out the other end turn 
    toward the 2 BGs and EEV the comp. Exit the room, OE&CH; accelerate from QC to 
    FC and as you pass the halfway mark in the PSWY stand and run to the exit 
    outside. OE&CH, locate, run to and tag the 3rd crate under the stairs. 
    Here's admitting to more stupid again, going straight to the Comm. shack has 
    knocked even more time off the clock. All the new maneuvers in this level have 
    knocked a couple 3 minutes off the clock.
    QQC up 2 1/2 flights of stairs to the Bridge deck, don't let the noise meter go 
    above 4 cubes or you'll be heard. Halfway up the 3rd flight turn around and 
    jump up to the deck. QC to the ladder ahead and climb up to the Comm. deck. QQC 
    left and around the structure to the Comm. Shack hatch open and enter. Pull the 
    pistol and OCP the 1st large screen to the left of the BG, continue into the 
    room, back around the corner and into the dark beside the chair near the 
    ASAP, OCP the 2nd large screen to the left of the 1st one, the BG will move to 
    inspect. Holster the pistol ASAP, as the BG rises from his chair QC to and 
    access the target comp. QC back to and around the chair for cover. As the BG 
    moves back to his seat, exit the room and close the hatch. One of the BGs on 
    the Comm. deck will be walking to the starboard side railing, turn right, stick 
    and slide along the bulkhead to the corner. Quickly release and do a tight 
    slide around the corner and into the dark. Once the RBG begins walking away 
    from the starboard railing to portside hop over the railing onto the emergency 
    life rafts and then to the deck.
    QC forward to the hatch, CtH and locate the captain, OE&CH to the bridge. QC to 
    the railing and hop over to the stairs below, QC the PSWY, locate and descend 
    the stairs to the deck below. Pass through the XP and head right along the 
    PSWY, slow to QC as you reach the left turn, you're apt to see the RBG entering 
    the mess deck. Locate the hatch across the room, QC to it and hold. The RBG 
    stop near and speaks to Thomas, watch him, he'll enter a small room at the 
    other side of the mess deck and then turn left to enter an even smaller room. 
    When the RBG turns left and then disappears behind the corner of the room 
    QC to the end of the 2nd row of tables, turn right and hold against the 
    counter. Allow BG#2 to approach from between the 1st and 2nd row of tables, 
    when he reaches a point about 3/4 along the tables QC along the counter into 
    the storage room. The 1st storage room holds a tagging crate, tag the crate and 
    exit. #2 should be approaching the hatchway with his back to Sam. Accelerate to 
    QQC as you exit the mess area and back into the previous PSWY. Backtrack to the 
    deck above, OE&CH, stand and run up the stairs locate and tag crate#5 at the 
    Head for the Captain's Quarters; leave the hatch open and enter the captain's 
    mess; move left to the sink, face the mini fridge and hold. Put up with 
    Lacerda's whining and wait for him to enter the galley for a snack-N-snatch. 
    ASAP after passing the edge of the door grab and drag him into the passageway. 
    Spin Hugo around so Sam is between Hugo and the hatch leading to his body 
    guards then kill him.
    QQC out to the passageway, and left to the opening ahead on the left, QC along 
    the right side of the passageway to the bridge stairs, QC up and around to the 
    starboard side hatchway to the left of the Captain. OE&CH turn right, QQC into 
    the dark and up to the stairs leading up to the aft half deck. Look right as 
    you QC the stairs to see if an RBG is close, if not continue to QC around the 
    corner to the ladder and slide down.  
    Move left along the railing and stop halfway along the bump out. Turn to and 
    hop over the railing to the main deck and behind the large tarp covering some 
    crates. QQC around the crates to the final tag and do so. Quietly hop onto the 
    crates then hop up to the railing. Locate the short ladder to Sam's left and 
    climb it to extraction.
    Best time 9:56
    Kills 1, Lacerda 
    Dists 5,  
    All objectives complete, 100 percent
    I think this is the easiest level in the game, and the 1st level introducing 
    the pass code reader. 
    The level starts near the entry gate of the bank, it's dark and there are 3 BGs 
    spread out over the compound, #1&2 are standing and talking near the front of 
    the fountain. Go NV; maintain cover and QQC across the pavement to the right of 
    BG#1. As you approach #1 FC for a few feet or stand run for a couple feet then 
    roll into a QQC as you pass #2 now bear left toward the bank. 
    Take note of #3 who is walking away toward the bank front. QQC after him, drift 
    over to the fountain's reflecting pool, as you reach the shadows along the pool 
    drift back to the perimeter wall on the right and accelerate to FC as you 
    approach it. As you pass the corner of the perimeter wall stand and run to the 
    back of the bank and to the ladder. 
    Keep a sharp eye on Sam's noise meter at all times always maintain at least 2 
    blocks from ambient.
    Use the cover provided and QC past #3, once past BG#3 drift left toward the 
    fountain to mask your noise and accelerate to QQC. Once past the fountain go to 
    FC to the corner of the perimeter wall. Stay close to and FC around the corner 
    toward the back of the bank. As Sam passes by the last stone arch move quickly 
    left to the bank wall and to the ladder. 
    There's a wall cam up high, once along the wall stand, run to and jump up to 
    the ladder and climb to the roof. Stay to the right side of the roof as you run 
    to the shed with the switch inside. 
    Maneuver change, to improve on the ghost I'm back to picking the lock instead 
    of breaking it. I also discovered that the game won't let you turn the skylight 
    security system back on when the mission is complete.
    Pick the lock, stand and run to and flip the switch. Run over to the skylight 
    that popped open when you flipped the switch and climb down the rope into the 
    teller enclosure. 
    Drop to the floor when Sam is about 6 feet up, turn around and access a comp 
    with the EEV to kill the security grid. Hop skip and jump to and over the desk 
    and wall to exit the enclosure. FC to the front of the bank, drop to QC as you 
    pass through the doorway. Locate BG#4 and the comp at his feet, EEV the comp 
    and complete the 1st part of the objective.
    Hopefully you have the SCCT manual it helps in the hacking process. If not, 
    pressing "X" when a set of numbers is highlighted supposedly locks them in 
    place and removes most of the chaff once you lock the 1st 3 digits from the 
    left. Remember to keep an eye on any and all of the last 3 sets of highlighted 
    numbers quite often one or more of the sets may have closely related ports 
    requiring you to guess or opt out of the hack.   
    FC back to the teller enclosure room and along the left side of the enclosure 
    to the lighted anteroom room with the glass door, Ignore BG#5 sleeping in the 
    chair, OE&CD and avoid the wall camera above the 1st door to your left. QC the 
    perimeter of the room Cw, the XP is the 2nd door from the left. CtD, OE&CD, 
    face the glass partition, stand and EEV the target comp for the objective, (Far 
    left PC case head high). Ensure you are clear of BGs #6&7, when completed 
    crouch and exit at a QQC, as you round the corner to the stairs go to FC and 
    drift left into the dark. Once at the top remain outside the Lobby.
    Quickly locate and access the comp on the far right end of the reception desk 
    to Sam's right for the objective. Crouch and locate RBG #8, he should be 
    approaching or standing in front of Sam and or just beginning to walk away from 
    the doorway. Follow him close enough to take advantage of his electronic halo. 
    If there is an active laser between you then QC to and hop over the reception 
    desk, hop back up at the other end and then to the floor. 
    Hop up to the molding, skooch past the last laser and soft drop to the floor. 
    QC into the short HLWY, once inside the HLWY, you want to be close enough to 
    smell butt crack. Stop; turn and split jump up the wall before #8 finishes his 
    convo with #9 and turns around.
    If you are unlucky enough to make the jump in time stick to the wall on the 
    left just after entering the short HLWY and move into the corner. Allow #8 to 
    reenter the Lobby, move to the other end of the HLWY, split jump and hold for 
    the next cycle of BGs #8&9.
    Once back on the floor and near the window quickly inch toward the window and 
    stop at or before the light meter reaches 1/3 of the 1st segment.
    Soft drop to the floor after #8 passes under Sam, QC over to the right side of 
    the HLWY and toward the glass while remaining in the shadow. The #9 will have 
    approached the glass to talk to #8. As #9 begins turning away from the glass QC 
    into the room and to his 7:00, (near the sofa), he may stop for a second and 
    comment on hearing something and then continue on. If you're too fast, noisy or 
    close, too bad, if not move to and stay to his 5:00 to follow him. Split off as 
    you approach the kitchen, QQC to the other side of the kitchen and stop where 
    the next HLWY begins. 
    Wait for RBG#9 to 180 then get Sam moving and accelerating to FC into and along 
    the right side of the HLWY to the corner. As you approach the corner stand and 
    run through the opening on the right into the room, stay in the dark lane 
    leading to the draped opening at the far left corner of the room. As you 
    approach the opening roll under the drape and to a QQC, drift right to the 
    wall, slide along the wall and stop across from the door to the security 
    enclosure. RBG#10 will enter the room, follow him in. Locate and press the 1st 
    of 3 vault access authorization pads, turn, face #10 and save.
    EEV his comp, when complete manually access the comp at the far left end of 
    this temp room for the objectives. Exit the room, go left for the next Security 
    door and keypad. Hack the keypad, CtD then OE&CD. Pick the lock on the next 
    door, CtD then OE&CD. Locate the target comp, access and hit the 2nd vault 
    access authorization pad. 
    Move to the balcony, scan the area then exit the room through the window when 
    clear, quickly move through a series of drops and hangs to a soft drop to the 
    ground. Turn around; locate RBG#12 walking toward the raised planter bed, QQC 
    to the far right side of the area into the corner of the raised planter for 
    cover. As #12 looks away from the staircase; hop up to the stairs then QQC up 
    the left side of the steps to the vent and enter. Hit the last authorization 
    pad, rifle through the file cabinet and save.
    Access the comp, QC over to the exit, go IR and grab the door and hold for an 
    open. As Paco moves off OE&CD, go NS; move over to and in front of the last 
    Security room and access the comp through the window for the objective. FC past 
    the opening to the mail room, stand and run to the box with Sam's goodies.
    Run to and down the stairs to the vault; place the picks and use them, place 
    the charge back off and smoke the vault's door. Enter the vault, locate the 
    last comp in the level and save.
     Access the comp, check off all the options in the menu and "X" out. Switch to 
    pistol, turn and run into the enclosure grab the junk from it; run over to the 
    exit ramp and OCP the laser at the vault's entrance then run back up to the 
    main level. Roll into a QQC as you approach the doors leading to the last 
    security room. Make 2 right turns around the security room and drift left as 
    you QQC to the XP on the left with the camera above it. 
    OE&CD; go IR, QC into the room once clear run to the XP and to the great 
    outside, OE&CD, jump over the railing, stay to the right as you run to the 
    front corner of the bank. If the bank front is clear FC past the corner of the 
    bank to the corner of the perimeter wall ahead and left. As you approach the 
    corner roll into a QC and go NV, quickly take stock of the 2 RBGs as you QC 
    forward, they can be anywhere along each side of the fountain. 
    1. If both are walking toward the bank front stay along the perimeter to the 
    extraction point.
    2. If both are walking toward the gate follow them and once back in the dark 
    make your way to extraction.
    3. If 1 is at the lighted bench and the other heading to the gate drift to the 
    left side of the fountain, follow the dark lane around the round section with 
    the statue to where it straightens out. There is a dark lane crossing the pool 
    to the other side of the straight section, QC across and make your way to 
    Best time 11:44
    Dists 1
    All objectives complete, 100 percent
    I gotta beef with Zherky, getting to his places!
    CT4a, The world according to Dvorak, scanning comps and tapping cameras!
    CT4b Getting the heck outta here!
    Sam begins the level beside a dumpster; there are two ways to get into the 
    building, only one way to do it covertly. GO NV and QC out into the street, 
    pick up speed as you move past RNG #1, locate the fire escape ladder on the 
    right and quietly climb up stop short of the 1st platform, (if you're perfect 
    you can make it to the platform before he looks up) allow #1 to walk past the 
    ladder to climb up, (he looks up as he walks past the ladder). 
     QQC along the platform to the stair then run the rest of the way to the top, 
    jump onto the boxes and then to the floor ledge/corbel lining the perimeter of 
    the building. Skooch all the way around to the drainage pipe, change the camera 
    angle to look down, this will let you know when to slow down to avoid making 
    noise when hitting the ground. 
    On the ground, 180 and head through the 1st garage bay for the doorway in a CCw 
    loop through the shadows along the wall to Sam's right. Move as fast as you can 
    while keeping below ambient. If you're quick look through the doorway and 
    you'll see RNG #4 walking along the front of the next garage bay. Cross through 
    the doorway opening into the next bay from right to left. Stop for a second 
    until #4 is covered by the dark dumpster at Sam's 10:00. Remain in the shadow 
    lane and close to the doorway as you 180 and quickly climb the steps to the 
    raised platform. Go NS and enter the building.
    If you're having difficulty, e.g., (being seen before or during passage through 
    the doorway by RNG #3 or 4), I have an alternate route into the 2nd garage bay.
    Option #2, 
    while keeping below ambient. Pass by the doorway, stick to the wall, slide 
    toward the van and hold at the corner. Peek around the corner to see RNG #4 
    standing near the dumpster, look past RNG #3 who's leaning against the van for 
    RNG #1. 
    If you can't see #1 release from the wall and scope the binoculars to verify 
    his absence at this end of his patrol. When clear QC around the corner and 
    dumpster into bay #2 and to the wall. Stick and slide to the doorway to locate 
    RNG #4. Soon #4 will move back into bay #2, allow him to pass by before you QC 
    up the stairs to the raised platform. Go NS and enter the building.
    Enter the building when clear, QQC left to the elevator HLWY, QC over to the 
    wall on the left, stick to it and slide up to the electrician. The electrician 
    will move away from the elevator giving Sam the time he needs to enter it. I'm 
    probably batty but I think climbing the ladder gets the elevator moving sooner. 
    If you stay in the elevator hold at the control panel, as soon as the door 
    closes push the button to get it moving. If not, once the elevator starts 
    moving slide down to and drop back into it. Once the doors open QQC out loop 
    left into shadow, move around the 1st row of shelves and locate the RNG. 
    QC past him as he moves back to the elevator and climb the stairs. As you 
    approach the top stand, OE&CD and run to the big honkin pipes ahead. Hop over 
    both sections to the lower level and FC toward the gap between the helipad ramp 
    and roof deck grate on the right. As you approach the ramp roll into the 
    structure ahead; stick and slide right till the light meter jumps and hold.
    *-* Thanks to (mommas_sexy_beast@yahoo.com) it might not sound like much to 
    many, only one less light distraction, but if you're ghosting it means 
    The Roof RNG and one of the chopper RNGs stop and talk; when done and they 
    begin to walk away, release, slip around the corner, stick and slide forward so 
    the exit ladder is at Sam's 1:00. Swing the camera over Sam's back; go NS and 
    locate the roof RNG. He'll walk left, stop, turn around and then turn back and 
    begin walking to the steps leading to the upper roof deck. 
    As he starts walking again release, move to and up the ladder; FC along the 
    WKWY to the cable and zip to the next building. Slide down the conduit and drop 
    when about 8 feet from the ground. Turn right and run toward the exit ledge. 
    Halfway to the ledge stick to the wall; slide and stop before reaching the 
    corner. Release, look around the corner and locate #1.
    The world according to Dvorak!
    There's only one way into the building, (through the doorway) but umpteen ways 
    to do it. The 2 fastest ways where the 1st is fastest may produce a comment 
    from #1 but no action taken and the 2nd, somewhat slower and no comment. 
    Option 1 is a bit less realistic but just as stealthy.
    RBG#1 has 2 onset moves, move 1; he turns then activates his light; move 2, 
    activates the light and then turns. Timing the 2 onset moves from start to 
    where he then faces the exit with the light provides these times; (activate 
    light then turn 11+ seconds, turn then light 15 seconds). If you get light then 
    turn use option 2, if you get turn then light use option 1. 
    #1 turns, lights his flashlight and walks to the railing,
    Option 1 is very difficult; a micro fine difference from the perfect speed 
    moving past and away from RBG#1 will either alarm him or be too slow to enter 
    the dark HLWY before RBG#3 faces the elevator area. If you drift over to the 
    left wall after passing #1 you'll likely still get a comment, (always as you 
    pass the plywood leaning against the wall) the majority of the time 90 percent 
    and better he's still looking over the railing and takes no action. In this 
    case I think the comment without reaction may be a game glitch, so I'm treating 
    it as a no comment. Maybe 30 percent of the time I'm passing without comment 
    and I don't know why. If like me and you're having probs moving past #1 without 
    comment if this is an issue use option 2. 
    Option 1
    RBG#1 is close to the end of the WKWY, as he turns away and then activates the 
    flashlight hop over the railing, QC past him; accelerate up to QQC as you drift 
    left to the wall and the doorway on the left. Accelerate to FC as you enter the 
    room, #2 an electrician works on the elevator, FC toward the left side of the 
    table, angle right as you pass it and roll into dark area of the next HLWY. 
    Drop to QC, move to the left wall, if you have time slide past the plastic and 
    stick behind the dark cabinet thing and RBG#3.
    Option 2
    #1 activates his flashlight and turns away, follow the RBG to the exit doorway 
    on the left, nose into the plywood and wall intersection stick and hold. Once 
    #1 passes Sam on his way back release and move forward, ensure the #3 is 
    turning away and or within the HLWY to enter at a FC. From this point follow 
    option 1 past the plastic sheet to the cabinet.
    Allow #3 to pass by Sam to the elevator area before you move out, accelerate to 
    QQC as you pull away through the next room into sleeping beauty's room. Stay to 
    the right and hug the wall to the counter. As you close in on the opening to 
    the 2nd room, you'll hear snoring. Move left to the corner in this room to EEV 
    the comp, pick the lock and then head outside. Turn right QQC along the wall to 
    the cable running up to the IR security camera, tap it, GO NV and when safe 
    from the IR cam QQC up the stairs to the next floor. 
    Enter the door on the left and leave it open, one BG sitting listening to 
    music. Go NS, pull the pistol, OCPL in the middle of the room and then flip the 
    light switch to off. QQC behind the BG to the other side of the room turn left, 
    remain in the shadow to the end, slip around the corner and leave the door open 
    as you move onto the veranda. Music boy comments, but stays put and the room is 
    dark for the next 2 times passing through. Cross the veranda toward the next 
    set of double doors, ahead and to their right is a vent, use it to enter the 
    Move over to the island counter and reconnoiter, your next move depends on the 
    whereabouts of the RBG in this building. In all cases you want to be in the 
    short dark HLWY heading to the living room.
    The RBG can be pretty much anywhere between the living room and the veranda 
    talking to the Veranda RBG.
    Preferably, the RBG is in the kitchen or heading back to the Living room and 
    the Veranda RBG is away or moving away from this end of his route. They can be 
    talking outside but the odds of detection are greater. Slip into the HLWY, if 
    the RBG is standing near the living room tap the camera in the exit HLWY, if 
    not enter the living room between the wall and hanging carpet, locate and tap 
    the cam. QQC back behind the carpets along the wall and into the exit HLWY, tap 
    the cam and then head up the spiral staircase to the floor above at a QC. 
    As you enter the lounge, GO NV, locate the IR beam, stand and run behind the 
    glass partition on the left when safe. Locate the safe room and access that 
    computer. Close all doors on your return to the lounge. Tap the lounge cam, 
    pass through the next room into the Arboretum HLWY, QC to the end of the HLWY 
    and stick to the wall to the right of the door.
    One RBG will emerge from the arboretum; as he moves off snatch him, speed talk 
    and drop him. When done quietly enter the Arboretum for the 4th cam tag, the 
    door should still be open. Exit and close the door; accelerate to FC and grab 
    the "Choke me I'm stupid!" sign off the RBG as you pass him. 
    Halfway along the HLWY stand and run to the right side of the exit window in 
    the next room and go IR. If in view the veranda RBG should be moving off 
    shortly, hop out the window to the arbor FC across and drop to the floor below. 
    Tap the last camera and QQC back into the Music room. 
    If you leave Mr. Choke me on the floor in the HLWY he's never found and I 
    believe this got me my fastest time. It just seems wrong, exposed in a well lit 
    HLWY, unconscious and nobody discovers him.
    Stay in the shadows, QQC through the room to the outside, once on the fire 
    escape pass through the door on the left, pass through and close the next door. 
    Go hard right around the door as it closes, slip along the wall to the corner 
    then cut straight across the roof at a QQC to the leading corner of the shed 
    roof. Jump up, diagonal left across the roof to the left side of the big honkin 
    window. The RBG in the room will be pacing between said room and the bathroom 
    at the end of the HLWY, when you have a clear shot enter the room. Move left 
    through the bare stud wall into the small room and for a clear line through the 
    bathroom to the vent on the right.
    It's tres importante; do not give any reason for comment from anyone as you 
    maneuver over the roof below and through this side of the building. The BG 
    sitting on the toilet in the bathroom will remain in the sitting position 
    throughout your stay in this building if you are covert. If he stands, you 
    won't get off the shed roof without looking like dead bloody cheese. 
    Careful of the mine crawl into and out of the vent. Stand and run, locate the 
    stairs on the right, run down to the floor below. Turn right at the base of the 
    stairs and run forward past the refrigerator and bump into the main server and 
    activate it. There are 6 machines to activate; each one has a big honkin fuse 
    thingy in the middle that crackles bright yellow white when it gets hot. Save 
    before you begin the process.
    I don't know if all games run the same sequence and frankly my previous 
    explanation seemed confusing to me after reading it so I dumped it. You'll get 
    the hang of your sequence if it's different than mine and be able to run it 
    Fix all the machines as they heat up, grab the stack and exit the room back up 
    the stairs and into the vent at a run. Move to the edge of the HLWY, if clear 
    move into the bare stud room and exit through the window, if not wait for the 
    RBG to return to the bathroom then slip past him for the window.
    Getting the heck outta here!
    Climb out the right side of the window for safety, locate the RBG patrolling 
    below if he's anywhere close to the middle of the roof quietly drop off the 
    right edge of the shed roof if standing at either end drop off the left edge 
    into the shadow line. QQC over to the exit, OE&CD, pass through the small room 
    back outside. Turn right OE&CD all the doors on your way to extraction. Re-
    enter and pass through the lousy music room onto the small veranda, locate the 
    vent and climb through into the kitchen. 
    You can get through this level with 1 distraction but it costs you 
    approximately 11 seconds. You can enter the bathroom on the left, climb through 
    the vent to above the elevator and drop down for extraction.
    The other way requires you to OCP the IR cam in the dark HLWY.
    Whether the RBG is in the kitchen or not when you enter the kitchen the balcony 
    RBG may be at this end near the veranda/patio. Climb over the counter, crouch, 
    stick to the wall and slide to the potted fern. Swing the camera back to the 
    veranda if clear and the RBG in this area is at the Living room or just stopped 
    in the kitchen QQC around the fern, across the HLWY to the left wall and enter 
    the bathroom. Locate the vent near the door and climb though to the elevator 
    shaft. Drop down into the elevator and extract. 
    Best time 13:20
    KO 1
    Dists 1
    All objectives complete 100 percent.
    Just flexin the pecs in the gym Jim; scan Shetys bag, access comps 1, 2&3
    CT5a, We gotta get outta Displace, access comps 3, 4&5 and looking for the exit
    Bear in mind, the fast time recorded at the end of this and any level with 
    multiple keypads and comp scans rely on the prior save. I usually restart if I 
    haven't solved the code when 2/3 the allotted scan time is over. 4 or 5 seconds 
    added to each scan adds up at the end of the level.
    Sam begins the level in an alley, Stand, run and turn right to the large 
    enclosed area. 2 RBGs, a chain link fence and a big honkin air vent in the 
    center of the open area. Once in the open run to the left leading corner of the 
    air vent, roll into a FC as you approach the corner. FC along the left side to 
    the far corner and then break off along the WKWY, it's quieter than the gravel. 
    Break off left near the fence and climb it. Soft drop inside the cage, stay 
    dark and move over to the high voltage panels. As the big mouth moves off QC 
    along the panels on the left to the switch and flip it. Move back to your EP on 
    the fence and climb back over.
    Sometimes the remaining BG stands in front of the switch for what seems forever 
    before walking away. Give him the time to move and then return to the fence and 
    climb over.
    Once over the fence move to the left corner of the air vent, climb up and hold 
    in the center of the vent. Eventually the RBG will very slowly walk up the 
    steps onto the vent and back down. Wait for him to move away from the steps and 
    turn back to the fence to access the trapdoor lock, pick it, open it and rappel 
    to the bottom of the vent. 
    QQC through the duct; drop down and QC forward to the louvered ceiling vent. 
    Scope the EEV, locate the ceiling light cable and follow it down to the 
    Scan the briefcase solve the code and access the file. Cable the vent and once 
    the last 2 are ready to leave the room "X" out, open the trap, drop down, move 
    to the door to prevent closing if possible then exit said room. Follow the BGs 
    and break away at the Ops server farm, enter Ops at the far right end of the 
    room. Locate the 1st and 2nd comps from the right, EEV the 1st one and do a 
    manual access on the 2nd to complete the objectives. QQC out of Ops, go left to 
    the XP, (security door) and stick to the left of the Keypad. The salesman will 
    clear the sidelight glass; as he moves off use the keypad and open the door. 
    Maneuver change, no more OCP "Level 2" sign, a small change but it improves on 
    the ghost.
    Follow the 2 men toward the balcony and break off right toward the fern. Turn 
    left between the table and sofa then right to the wall and slide to the light 
    switch. As the 2 men begin talking, stand and face the wall slowly slide left 
    till Sam has cleared the corner of the wall then gently press forward and jump.
    Sam will hop over the railing skooch to the opposite end of the railing and 
    climb up to the floor level. The sitter will do one of 2 things either head for 
    the Head or for the locker room. 
    If it's the head continue, OE&CD, if the locker room, give him the lead. Make a 
    hard left as you enter the locker room continue into the exercise/computer 
    room, move to the corner near the user and hop over the railing. QC past him, 
    stick to the wall and slide to the corner. 
    If you followed the sitter into the locker room QC to the comp and hold, as the 
    sitter turns around and begins to exit the room access the comp for an 
    QC to the railing where it connects to the wall and hop over it. Crouch and 
    stick to the railing and slide toward the end. When your light meter drops to 
    zero release and exit the room through the opening on the left side of the gym. 
    Locate the floor level wall vent in the locker room, crawl through it and climb 
    out into the break room. 2 BGs are talking, follow the one that leaves the 
    break room. 
    Be careful, the BG you're following may pull a number of Crazy Ivan's at any 
    point between the doorway and the stairs to the upper floor before heading up 
    the stairs to the comp stations. If he does stop to speak to the BG, Stick to 
    the wall to the left of the doorway and slide Cw around the room, under the 
    staging and to the foot of the stairs so that when the convo is over you'll be 
    closer to the RBG to avoid detection.
    Once you're at the top of the stairs hack the keypad and enter the room to 
    access the comp for the objective. Enter the vent, exit, turn right and locate 
    the rope. Climb halfway down, soft drop to the floor and access the comp. 
    Access will fail, turn around and move to the left side of the exit door on the 
    right, go NS and wait for it to open.
    Save because the maneuver that follows has minute variations in it that will 
    hammer your success rate to a pulp. The basic maneuver below is sound but the 
    actions of the BGs that enter the room change ever so slightly from the time 
    the doors open till they both stop past the cable trunk and spread out into the 
    room. So you never know whether to stop for an extra second at the 2nd door or 
    between the 2nd and 3rd door, or to turn hard left past the 3rd door or to 
    continue along the perimeter to the exit.
    FC into the room, there's a vertical cable trunk in the middle of the room with 
    2 rows of server banks on either side. Move to the right between the cable 
    trunk and the 2 rows of servers and head straight for the right side of the XP 
    and stick. 2 RBGs are entering the room by the time Sam reaches the opposite 
    wall. Both BGs will turn their heads to the right and slightly back toward the 
    exit door as they walk through the room. Give the 2nd RBG 2 steps into the room 
    then proceed along the right side through both sliding doors; ASAP past the 2nd 
    door go hard left to the next XP with the red light.  
    CtD and listen for footsteps ensure the RBG is past the corner before exiting 
    the room. If you can't hear or see him exit the room, move to the corner on the 
    right and peek around for his location. Drift right to and along the front of 
    the elevator for the elevator icon, open, activate and ride it up to the 3rd 
    floor. Exit the elevator turn right, QQC through the opening and short corridor 
    till you come to a small room with seats to the left of the glass walled room. 
    Scope the EEV; locate the "record" spot on the glass wall then begin moving 
    left toward the exit HLWY. Maintain the record icon as you bump against the 
    wall leading to the next HLWY. Once the volume of the recording gets very loud, 
    X out, turn left and head down the HLWY. Accelerate to FC then stand and run, 
    turn right at the 2nd HLWY, run along the right side wall, locate the camera to 
    the left of the door and move to and solve the Keypad door when safe. OE&CD, 
    enter the HLWY, locate the door to the office on the far left end of the HLWY 
    and access its keypad. Move just enough into the room to EEV the comp near the 
    door for the final objective and Fire escape door's keypad code.  
    Option #1
    Return to the HLWY door; CtD, if the area is clear open the door and look up 
    and to Sam's right to the wall camera. When clear close the door, QQC left to 
    the wall and along it into the dark, stick to the wall and slide toward the 
    adjacent HLWY. If you can't already tell, peek around the corner to see if 
    anyone's coming, if clear make your way over to the Fire Escape door, use the 
    passcode found on the comp and open the door. Move to the extraction point in 
    the stairwell.
    Option #2
    Return to the HLWY door; CtD, if the RBG is walking toward the door move back 
    and left from the door. Once opened by the RBG slowly move around the door, as 
    the RBG moves away from it move forward enough to prevent it from closing, 
    press close and hold. Look up and right, locate the camera and note the 
    direction of swing. The RBG will walk off then crazy Ivan back toward the door, 
    as he begins to walk away for the 2nd time move out and allow the door to 
    close, move in opposite the direction that the camera is turning. Move on the 
    QQC into shadow, stay along the wall to the right or left into the dark. Locate 
    the fire door and access it then move to the extraction point.
    Best time 11:16  
    Dists 1
    All objectives complete, 100 percent
    Looking for bugs 1, 2&3 in all the wrong places, "Finding Nedichland" 
    CT6a, swatting more bugs 4, 5&6, Zherky bites the big one!
    Sam begins the level in the dark, move around till you locate the lights and 
    RBG#1 standing on the ledge. This can be a most difficult area to move through, 
    #1 has the hearing of a scared bunny and the eyesight of a hungry hawk, so for 
    me, I save as soon as I'm free from the cut scene.
    Move to the fallen tree and observe #1 standing up high. He faces Sam and then 
    he moves a bit and turns away. Note the dark shadow line along the wall edge; 
    this is where you want to go once he turns away. QQC along the wall, stick to 
    it ASAP, and stop below #1. Wait for him to turn back to face where Sam 
    originally started the level before SC-ing over to the ledge and climbing up. 
    QC along the wall; turn toward the building and accelerate to FC. 
    Go NV, FC through the doorway, bear right into the room and head for the 
    doorway. RBG#2 is preparing to light a candle to Sam's right. Just over halfway 
    through the room go into a roll out the door and into the dark. Odds are you'll 
    roll off the deck and onto the ground, turn right, QC to the fence and 
    accelerate to QQC along the fence to the deck across from the cars; climb up 
    onto the deck and into the building through the window. Locate the air vent 
    near the floor and EMF the room for microphones before you crawl through the 
    vent into the next area.
    Exit the vent, RBG#3 is across from Sam and may be approaching or standing and 
    facing away from Sam. QC left, cross over to the right side of the HLWY, move 
    around the corner and enter the room. RBG#4 is across the room and looking for 
    bugs, QC along the left side of the room and then over to the low divider. 
    Quietly climb over the divider and EMF the room to locate Mic#1. #4 will move 
    to the right side of the wardrobe and then over to the right side of the potted 
    plant. The bug is to the left of the plant within the paper hanging. Move 
    around the post, stick and slide stopping short of the paper hanging. 
    As you're maneuvering about the room RBG#3 walks along the HLWY past the cased 
    opening and then he reappears walking left back to the far end of his patrol. 
    #4 will start walking away from the corner of the room, as he begins moving 
    away slide to the hanging for the Mic icon, a few steps after he begins walking 
    away he'll turn his head left, this is when you pull the Mic. Quickly QC left 
    back into the dark, locate #4, he's now scanning the wall past the low divider 
    near the EP he'll take a quick look back and then exit the room. As he heads 
    for the door move to the cased opening and hop out. 
    QQC left toward the vent and then QC left around the corner to the left side of 
    #3 and hold. #3 will turn around to his right, QC past him to the far wall, 
    then left over to the draped opening and hold. RBG#5 will enter this room 
    through the drape. QQC behind the #5; pass through the curtained opening, and 
    QQC through the next 3 areas ending up outside.
    As you exit the last room to outside roll through the doorway and turn right, 
    you'll hear BGs #6&7 talking about bugs. Locate the narrow window opening on 
    the right and climb through. Locate #6&7; QQC over to the small divider near 
    the bathing pool for cover and hold. EMF the room and locate Mic#2 at Sam's 
    2:00. Allow #6 to leave the room; #7 will begin searching for bugs, as they 
    separate, move to the Mic and remove it. Once complete exit the room, through 
    the short HLWY at Sam's 9:00 that leads to a kitchen.
    Take note, RBG#8 may be anywhere along the perimeter within the enclosure, in 
    front of Sam, near the light or at the other side of the enclosure. Most of the 
    time he is at the far right end near the bushes and walks the perimeter Cw. 
    There are 2 options for this next maneuver, #1 is tres bold and requires exact 
    movements and to be aware of #2s position and when he looks away. This is the 
    preferred maneuver.
    I don't have a problem excluding the light as a distraction because it isn't 
    used as one. Yes it does cover my exit onto the deck but not at the expense of 
    altering the MO of the RBG.
    Option 1
    All actions must be done exactly and swiftly and RBG#8 must be at the far right 
    side of the courtyard standing in the bushes when you pass through the sliding 
    door or just beginning to move from there. As you approach the XP flip the 
    light switch to off then move to and slide open the XP, (leave it open, there 
    is no comment). RBG#9 should be to Sam's 3:00 and heading toward or away from 
    Sam. QQC to the edge of the deck, drop off to the ground and continue along the 
    fence toward the XP till you get to the left side of the tree near the trash 
    Facing the tree, the XP is to Sam's 10:00 and to his 2:00 Samo Hung, who should 
    be turning toward RBG#9 on the deck as you reach the trash can. 
    Locate #8 he should be walking along the deck steps and looking toward the XP 
    as you QC around the trashcan. As soon as he turns his head away toward the 
    deck and #9 QQC through the shadow lane on the ground to and through the XP. 
    Option 2
    QQC through the kitchen to the light switch and flip it off, move to the XP and 
    open it, (leave the XP open, no comment). QC left to the fence side of the 
    porch and allow RBG#8 to pass by. Stay along the wall to the left, QC over to 
    the left of the tree and wait. RBG#9 on the deck will start a convo with #8; #8 
    will walk over to the deck to continue the convo follow him, make a tight slide 
    around the trash barrel back to the tree and drop to the ground. Take note of 
    Mr. Kung Fu, the odds are that he will be facing Sam's direction when the 2 
    RBGs finish talking, the convo will end and #8&9 will move off. At this point 
    Samo Hung will turn away to continue his flapping about. You need both RBGs to 
    be walking away from Sam to break for the exit. QQC through the shadowed lane 
    up to the steps and exit the area. 
    Sometimes" neither #8&9 does what you need to make a clear move through the 
    door. If you're not a stickler for -0- comment and you can make it inside the 
    building with nothing more than, "Did I just see/hear something?" in a calm 
    manner you're good to go. In all cases you only get one shot, so if you wait #8 
    will return to and stay at the lantern.)
    EMF the rooms as you pass through them, QQC into the large room with the statue 
    in the corner and move right through the curtained opening. Go left and left 
    again through the sliding door into the next room. Locate Mic#3, remove it and 
    exit this room through the sliding door, slide the door closed. Enter the crawl 
    space to the right of the door to the bright sitting room the BGs are in. Exit 
    the other end and stick to the wall beside the fern in the 2nd dark room.
    When the convo ends Nedich will pass through the room Sam is in and enter the 
    3rd small lit room. Eventually all the BGs will exit the sitting room, however 
    1 RBG moves to and stands in the doorway near Sam and the fern for a moment 
    then moves back into the sitting room. Once the RBG exits the sitting room and 
    closes the door release from the wall, QC around the bench and hold at the far 
    left corner. Go IR and follow the movement of the RBG, as his image disappears 
    through the doorway to the statue room tap whistle. Remain in the 2nd room and 
    QQC back to the right side of the doorway, (opposite the fern), stick, stand 
    and hold. Neddy will respond shortly.
    I seem to have problems with what comes next. I've always pointed the camera at 
    the approaching Neddy to snatch him as soon as he turns away from Sam at the 
    door, however sometimes when I release from the wall I don't. Instead I slide 
    over to the door and try to close it while Neddy moves away then turns and 
    kills Sam. If you too have this problem, (I think it's due to slow reacting, 
    aging and refurbished controllers) to avoid this, point the camera down, the 
    angle allows you to see Sam and Neddy. Then you can tell if you have released 
    from the wall for a successful snatch.
    Neddy may stop a nose hairs length away from Sam and then turn around, release 
    from the wall and snatch him as he does. Drag him left to the dark corner and 
    turn him into it. Interrogate and when done Kill him, no matter what you do he 
    dies. Go IR and scan the HLWY outside rooms #1&2, if clear go NS run to the 
    exit crouch, OE&CD. If not clear use the crawlspace under the bench to the 
    HLWY. Go IR, QQC to the slit in the curtained doorway and quickly eyeball area. 
    The last RBG to leave the meeting should either be to the left of the statue or 
    behind the wall and statue walking to the right. If to the left of the statue 
    hold until he moves off behind the wall, if moving right QQC Cw to the opening 
    left of the statue. Keep the RBG at a distance, also there's a 2nd BG near the 
    doorway to the right of the XP vent so keep to a QC to the base of the XP. The 
    BG past the doorway hears too well and has eyes on the back of his head. Once 
    the RBG is near the XP at the right end of the wall begin to QC to the XP and 
    then hoist up into the vent.
    While still in the dark HLWY, if the RBG is at the right end of the wall and 
    heading back to Sam stick to the wall to the left of the curtain, slide back to 
    the dark corner and hold. Once the RBG passes Sam release; QC through the 
    curtain and move CW through the room to the statue. QQC behind the wall to the 
    XP wall vent near the opening to the room with the BG and hoist up. 
    CT6a, swatting more bugs 4, 5&6, Zherky bites the big one too!
    Once out of the vent turn left, QQC around the wall on the right, locate and 
    stop before the valve and climbing pipe. Boo the area inside the glassed 
    enclosure, there may be an RBG in there or on the way to Sam's position. Climb 
    the pipe when he turns away from Sam and or before he approaches his position. 
    QQC around the perimeter of the WKWY; drop down from beside the doorway and QC 
    through. Turn right, QC to the right side of the doorway at Sam's 12:00 and 
    peek into the room. 
    Go EMF and locate Mic#4, if clear enter and remove the bug to the left of the 
    doorway. An RBG may enter the room while you're removing the bug exit the room 
    quietly. Turn right, QC along the HLWY and through the cased opening on the 
    left and peek in, go EMF, locate and remove bug#5 under the painting behind the 
    couch. Exit the room, turn left and continue to the end of the HLWY.
    A couple of options pop up here depending on where the RBGs are when you get to 
    the sliding glassed door. Regardless they pretty much allow for this maneuver, 
    if you go IR and don't see the RBG within a few seconds of reaching the slider 
    he's already inside the building. Odds are #2 is standing at the far opening to 
    the veranda and ready to walk off so this tactic still works. 
    1. Stay left moving Cw around the perimeter of the room to the left side of the 
    sliding glass door and stick. Look up and left along the balcony railing and 
    scan right to the top of the stairs you should see RBG#1 moving left or right 
    on the veranda. When he moves to the sliding door on the right, or you can't 
    find him with IR after a few seconds OE&CD. 
    If he's there, once he's obscured by the shrubbery near the door exit the room 
    and climb the stairs to the middle platform. From there, stick to the balcony 
    wall and slide up the steps just enough to see the glass wall at the other end 
    of the veranda. You should see RBG#2 at the opening to the left of the glass 
    wall and shortly after that you should see RBG#1 standing in the doorway to the 
    glass walled room.  
    Once both RBGs have moved off from said position; QQC onto the veranda, and 
    diagonally through the dark lane to the doorway #2 was standing in. QC onto the 
    elevated WKWY and move to the railing and hop over to the raised planter below. 
    QC under the stairs; drop off to the lower level and EMF the room for the last 
    QC under the stairs to the bug, remove it and return to the raised platform. 
    Stand, face the elevated WKWY, jump up and hang. As #2 walks past Sam hoist up 
    and Boo the veranda #1 should be there and walking toward the glass door. 
    Follow him into the building, give him some distance and peel off at the draped 
    opening on the right. Enter the vent and exit onto the roof.
    As long as the conversation is going on you can't drop off the roof without 
    someone screaming "INTRUDER!", but no big deal, it doesn't force an alarm. You 
    can't slide the door open and more often than not, the RBG on the WKWY moves in 
    and may force a confrontation. 
    If you stay on the roof for the Shetland convo, Shety will Ginsu Zherky with a 
    Katana. If you drop off the roof before the end of the convo Shety shoots the 
    big Zherker.
    FC left along the roof and drop off. QQC Cw to the low WKWY; hop up and move to 
    the closest door. You'll hear "INTRUDER!" yelled by someone not close by and 
    Shety will then shoot Zherkcrazy. Once Zherky's been shot push to the door and 
    begin tapping "Slide Open". QQC through the next 2 rooms and out through the 
    hole in the wall. Stick to the wall on the right, slide to the gate and hold.
    Allow the chopper to pass; it will light up the ground BGs, including Sam, 
    which will get him vented, so remain stuck and go no further than the gate.
    Once the chopper passes move through the gate, center Sam between the 2 walls 
    and QC into the compound. Stop short of the cars; turn right and QC over to the 
    fence. Slide along the fence to the deck and climb up. Slide along the wall and 
    creep through the doorway you left open at the beginning of the level. QQC out 
    the rear of the building and locate RBG#1 standing on the ledge. 
    SC along the wall to the ledge, drop down when #1 looks away from Sam's 
    position and stick to the wall. Slide along the wall till forced to stop; un-
    stick and SC over to the next wall and slide along till you can stick to it. As 
    #1 turns away from Sam's position, QC off to the extraction point ending the 
    Best time 13:43
    Kills 1, Nedich  
    Dists 1
    All objectives complete, 100 percent  
    "Going down, no love on an elevator" Shipping and Repair logs 1, 2&3
    Ct7a, "Playing with phallic symbols", log #4, launch codes and I'm not afraid 
    to use 'em.
    I'm not quite sure where Sam is starting out in this level, it may be a bunker, 
    but the area inside of the place he first drops down into is huge with little 
    support. Move to the front end of the truck and drop down into the trough below 
    it. Zigzag through the trough until you locate the ladder and the trap door. 
    Climb up into the room, if no BG, move over to the right side of the XP, stick 
    and boo the HLWY. If empty exit and move into the next room. 
    If the BG is at the comp QC over to the XP, stay tight to the right side of the 
    door and hook around it. Stay to the right side of the HLWY until entering the 
    next room. 
    Sometimes he just won't let you out of the room so you have to wait and follow 
    him out.
    Move into the next room; QC toward the XP then around and behind the BG at the 
    desk in the middle of the room. Go NS; turn right and EEV the comp in the glass 
    walled office for the 1st objective. 180, QC to and through the XP, pass 
    through the sleeping quarters to the next XP. CtD, if the BG is standing to the 
    right of the door SOE&CD. If the BG isn't to Sam's right switch to IR to locate 
    the BG. Entering from the left side double door to the storage room OE&CD. 
    If the BG is to Sam's right QC behind him and continue along the right to the 
    door to the left of the stairwell. If not QQC along the shelving on the right 
    then drift left to the door near the railing. Pick the lock; enter the room, 
    move left almost to the wall corner near the table, scope the EEV and scan the 
    comp for the 2nd objective. Exit the room, close the door. 
    Turn left, hop over the railing and drop to the floor below; Stand, hook right, 
    around the wall and run into the large open area. Drop to QQC and stay to the 
    left, locate and listen for the 2 RBGs talking on the raised platform near the 
    missile truck. Slide past the steps and along the raised platform till you 
    reach the end of the railing above. Turn, go NS and face the RBGs above; as the 
    2nd BG turns around the rear of the truck hoist up onto the platform. Stay 
    tight to the truck all the way to the front and hold. The 2nd RBG will move 
    over to the driver's side and wait for a few, then turn to walk away. 
    As he turns to walk away to the lower level, QQC over to the fuse thingy on the 
    wall and repair it so the missile can move down the track to the red light 
    area, spin the camera back toward the climbing space on the truck to orient for 
    a fast and quiet approach when done with the fuse. Quickly move back to the 
    driver side of the truck, hop onto the bed and climb up onto the cab. Jump to 
    the rail, 180 and skooch along the rail legs down halfway to the camera then 
    legs up. Continue along the rail, once you pass into the larger area drop Sam's 
    legs and speed skooch into the red light area. If you get too close to the 
    missile it forces Sam's legs up slowing you down.
    Once you pass over the ledge to the red light area drop down and quickly move 
    to the trap door and drop to the floor. Drift left as you FC to the wall and 
    hold. Boo the corner; you're likely to see the RBG from Control Room #2 walk to 
    the edge of the elevator area then return to the control room. QQC left around 
    the corner and into the dark, QC along the raised platform to the control room 
    Allow the RBG to pass if he doesn't walk up the steps then move to the elevator 
    crawlspace trap door and hoist up. Locate the panel, patch it, ride the 
    elevator to the top and into the vent ASAP. 
    New route, faster in general than previous route and doesn't rely on luck 
    regarding the 2 BGs that haunt the target comp area.
    Exit the vent, hook hard left into the dark niche then drop down the ladder. 
    Open exit and close the gate, QQC past the elevator and left around the corner. 
    Remain in the dark, move to the right side wall, stick, stand and hold. The RBG 
    from the room below the duct will appear from your 6:00, stay to his 4:00 as 
    you slide along the wall. When you reach the top of the stairs near the target 
    comp crouch and release from the wall. QC the RBGs 6:00 then break off when the 
    target comp appears to your left.
    As noticed below, to minimize KOs I've elected not to interrogate the officer 
    for one of the main objectives. It still produces a 100 percent completion at 
    the end of level stats.
    I think I may have found the issue with the big doors in missile storage area 
    #1. I believe it has to do with the captain being shot, specifically where Sam 
    is when he's shot. If you enter the elevator room or the gated duct before the 
    BG is shot the door remains closed. I tried it a bunch of times and the theory 
    holds so far.
    Complete the objective, 180 and retrace your path back to the elevator area. As 
    you pass into shadow, crouch and release from the wall, QQC to the right turn 
    then stand and run to the elevator room doors. Go a hard right into the room 
    along the pipes, halfway into the room roll into a FC, move to the elevator and 
    tap the button. FC into the elevator, locate the panel and for press down. 
    I seem to have a problem with my elevator doors; if I push into them while 
    they're opening they stop just short of allowing Sam to pass through.
    Following the pace of this level, move to the doors but don't touch, as soon as 
    the doors open enough to allow Sam out go hard right at a QC out the doors, 
    stick to the wall and slide around the corner to the pipes. If the RBG is busy 
    on the platform release from the wall and QQC to the steps. QQC up the steps, 
    cross the room and out through the XP. 
    If the RBG is walking toward Sam remain stuck, stand and hold.
    If the RBG makes any move toward the steps as you approach back away to the 
    elevator service area trapdoor. Let the RBG by then head up the steps and cross 
    the room to and through the XP. Leave the XP open.
    CT7a, "Playing with phallic symbols", log #4, getting launch codes and I'm not 
    afraid to use 'em.
    QQC down the steps and into the missile storage area then turn right into the 
    dark. Stand and run around the corner ahead, along the WKWY then leap off and 
    hit the ground with a roll. Make a tight left around the next corner QQC under 
    the blast door and then turn right. Face the steps leading to launcher control 
    squarely then QC to them. The approaching RBG will be oblivious to Sam's 
    movement. QC down to the control room door, CtD and locate the BG at the 
    There's a very dark lane straight out from the stairs to the wall where Sam is 
    and the RBG can't see into or through it, go figure. 
    I do suggest saving at the control room door, the BG sitting at the console is 
    persistently and frustratingly unpredictable in his movements. It's possible to 
    access the comp without a distraction but it could take forever and it still 
    requires a distraction to get at the launcher to patch it so I combined the 
    CtD and locate the comp BG; (usually sitting at the target comp), if at either 
    extreme end of the room, OE&CD and go straight for the boxy thing to Sam's 
    11:00, slide left to the launcher turret and stick into the niche between the 
    two. Look right to the BG at the console, if he's still sitting whistle twice. 
    If the BG moved over to the boxy thing then whistle once. Now circle Cw around 
    the turret, the BG working on the boxy thing and the one at the console will 
    rise and move to investigate the anomaly. Follow them closely, but break away 
    at the console for the objective then return to the boxy thing for the repair. 
    Stay tight to the boxy thing and turret and retrace your path back to the XP, 
    (former EP).
    Stop at the XP and wait for both BGs to settle down before you OE&CD. Climb the 
    stairs to the top and avoid the RBG patrolling the launcher. The RBG makes long 
    stops at the head of the 2 stairwells leading to the control room. Choose the 
    best approach to hack the launcher and melt into the darkness. 
    When safe, FC out of this area; once past the blast gate run to the WKWY and 
    hoist up, run around the corner toward the missile storage area, (there's a 
    tech messing with a missile cone), about 30 feet from the steps roll into a FC 
    and enter the control room. Close the door, look for the Control Room#1 RBG; as 
    long as you see him walking to the 2nd control room continue at a FC to the 
    elevator HLWY. 
    I have a new route to Missile Launching area #2; so far it seems eventless, 
    which is good.
    Move as quickly as possible while remaining under ambient, you want to catch up 
    to the RBG. Move to his 4:00, as he turns left and begins moving into the #2 
    control room move Sam to the wall on the right. Slide under the lighted glass 
    panel, stick to the wall and slide toward the stairs before the RBG turns away. 
    Once you reach the side of the steps release and QC up the left side of the 
    steps. The RBG from control room #2 will be reentering from the missile storage 
    area or be in the control room already. Remain in the shadows and QC the 
    perimeter of the room to the XP in the short HLWY. 
    Go IR then back to NS, OE&CD FC down the steps and head left. Keep an eye on 
    Sam's 12:00, if an RBG appears ahead stick and continue along the wall into the 
    dark, if not continue along the wall and into the dark at a FC. Peek around the 
    corner to locate the RBG, odds are he's walking toward the blast door QC after 
    him. Follow him along the narrow to the end of his route. Stay behind him until 
    you approach the missile, locate the left missile wing, approach it from its 
    8:00 and drop onto it. 
    QC across the wing to where the leading edge joins with the fuselage, here you 
    can QC over to the right wing and drop off to the floor. QC CCw past the 1st 
    track to hold on the 2nd track. As the RBG begins to move off release, QC to 
    and patch the panel to raise the blast door. FC to and under the door once it 
    rises high enough to do so, Stand and run across the missile area, hop over the 
    bunker curb, drop, hang and soft drop to the ground.  
    CtD with IR, if safe and lucky, (like I am on about 40% of my runs) a BG will 
    be walking to the left or standing at the panel left of the EP. Open the door, 
    QC to the right into the bunker, access the target comp and exit. If not lucky 
    and the comp BG won't move from his seat, (you might get tired of restarting) 
    so maybe he's the only KO of the level, "Good luck"! When complete, QC out the 
    bunker and close the door on your way out. Begin running once you're on the 
    stairs and return to the missile trough. 
    Where the blast door RBG is along his route depends on how fast you moved 
    between the blast doors, launch control bunker #2 and back. The RBG can be 
    pretty much anywhere along his route but has never been at the blast door end. 
    The options for action once Sam is on the missile are many but rely on where 
    the RBG is and what direction he's moving. 
    For the most part I'm going to report the speed maneuver I developed rather 
    than a slow albeit safe stealth method. At the pace the guide is moving speed 
    gets the job done. Generally the RBG is in the trough and at the far end of his 
    patrol when you mount the missile. So, unless you clod hop onto and over the 
    missile you'll be unheard. Lastly, avoid turning left too sharply as you move 
    over the fuselage to the rear fin, the last thing you want is to be stuck on 
    the floor between the fins.
    Locate the missile you hopped over earlier and drift left to the wall. Jump up 
    onto the missile and circle left over the fuselage to the rear fin and drop off 
    to the floor. The RBG should be on his return leg, so crouch and QQC left to 
    the wall and up the left side of the steps. Stay left and tight to the wall, 
    slide over to the left corner of the platform where it meets the elevated WKWY 
    and stick to the wall. You need to be facing toward control room #2 and looking 
    left and down for the RBG. The RBG will slow down as he approaches the WKWY 
    then bend over to creep under it, just as he bends over release and QC across 
    the WKWY. Keep an eye on the noise meter, don't even out with the ambient.
    Be at -0- noise to the corner leading to the missile storage area. Accelerate 
    to QQC as you round the corner, when you're 1/3 of the way to the stairs to 
    control room #2 up it to FC otherwise the RBG may hear Sam and go deep into the 
    storage area. 
    The game isn't thrilled about you beating the RBG to the corner of the storage 
    area either; so if you goof it up by making too much and beating him to the 
    corner it would be wise to look into the missile storage area through the 
    control room window while accessing the target comp. 
    If you see him walking by, as you "X" out from the target comp you might be in 
    trouble. If lucky you may exit to the storage area and make it into the dark 
    without incident. 
    Once over the WKWY return to the storage area at a QC. Once you're around the 
    corner pick it up to QQC, about a 1/3 of the way to the steps go to FC. CtD and 
    look left for the RBG from the #1 Control room. OE&CD, drift right at a QC,   
    stick and slide to the corner. Look right to the panel for the RBG and hold, if 
    he's missing he'll arrive shortly, if he's there he'll eventually head for the 
    lighted glass panel to the right of the sitting BG. When he does move to the 
    lighted glass panel QC to the target comp for access then return to the short 
    dark HLWY.
    Route change, this comes from looking at Sam's Map after I don't know how many 
    years and realizing that there's 2 Extraction Points instead of one.
    Once you complete the target comp in the #2 Control room QC back into the short 
    dark HLWY then exit the HLWY and return to the missile storage area you just 
    passed through at a QQC. If you did not make any noise or beat the RBG to the 
    storage room corner you'll be clear to the corner, once there boo the corner, 
    locate the RBG and determine your best course to the blast doors, e.g., trough 
    or WKWY. Once Sam is back out onto the missile firing area head left to the 
    corner of the concrete parapet, locate the red light and hop up for the 
    extraction window.
    Best time 13:37 new 13:06
    Dists 1
    Minus 1 main objective complete 100 percent.
    CT8. SEOUL 
    CT8a, driving hard drives to the roof and cutting power to PA feed 1, 2&3
    FC to the XP, CtD, exit and locate the edge of the burned out building. Drop, 
    hang and soft drop to the ground, you'll take minimum damage. 180, locate the 
    exit to Sam's 11:00, disable the wall mine and jump over the barrier. QQC out 
    to the street, go EMF, locate the power feed to the PA system at Sam's 10:00 
    and cut it. QQC back to the left side of camouflage net and hold. 1 of the BGs 
    will emerge from the camou, snatch and drag him about 10 feet into the dark 
    ally, get the info and choke him when done. Exit the ally, turn left and 
    accelerate to FC, once past the cut PA feed stand and run, locate the climbing 
    pipe at the far right end of the ally and climb up. 
    Skooch to the fire escape and FC to the ladder, (RBG#1 is on a flat roof at 
    Sam's 11:00), slide down and drop to the ground. FC to the stacked boxes; 
    stand, go IR and locate RBG#2 across the square on the raised platform. He'll 
    speak out to #3 and walk off to Sam's left, as he begins moving QQC around the 
    boxes, past the umbrella into the darkness. Locate PA feed #2 and disable it. 
    BGs 2&3 will be talking about a test, move over to the passenger side rear 
    corner of the truck near the steps and hold. RBG#2 is behind the truck, #3 
    Sit tight, #2 will walk off on patrol, if you're very lucky #3 will exit the 
    truck a few seconds after #2 walks off, otherwise he'll be out in a minute or 2 
    to do something at the side of the van. Once #3 exits and turns toward the side 
    of the truck, enter, access the comp and exit to the right. QQC between #3 and 
    the row of stacked boxes; locate #2; decide whether you have time to make the 
    dark corner across from the exit ladder and move to it. If lucky, you have time 
    to run and jump to the ladder and climb to the roof. If not lucky hold in the 
    dark corner and wait for #2 to walk away. 
    Once at the top, locate and disable the last PA feed in the area. Enter and 
    exit the vent inside the building. Climb down both ladders, locate and take the 
    HDDs and return to the ladder. Stand and stick to the wall between the ladder 
    and the server rack. The doors to the room will be blown off in a moment, once 
    the doors are gone squeeze between the wall and server and slip over to the 
    wall near the opening. Wait for the 2 RBGs to enter the room, QQC out of the 
    room, do a hard left over to and up the stairs. 
    Slide to the intersection and into the next HLWY. Move to the left side of the 
    HLWY, QQC past the niche on the left, stick to the wall and slide to the end. 
    The RBG beside Sam will turn and patrol to the stairwell, round the corner and 
    locate the bathroom, enter, move into the dark and stick to the wall on the 
    left. 2BGs will exit the elevator; allow the one to pass before moving out of 
    the bathroom. QC along the wall and slip behind the SBG into the elevator, ride 
    up to the roof. 
    CT8b, Disable UAV comps #1, 2&3 and acquire UAV data from comp
    Drop off the WKWY creep under it, locate and EEV UAV comp #1. QQC to and drop 
    off the ledge. Jump up to the cable and zip to the other building. Skooch 
    right, climb over the fence and drop to the ground. Run to and around the 
    corner of the building then drop to QC and locate the mine, QC past it. At the 
    foot of the stairs stand and run, turn left at the next corner, run to the 
    ledge and jump up to the pipe at the edge of the building. Skooch to the 
    opposite end of the pipe, soft drop to the shed, turn right and drop to the 
    main deck. 
    QQC the few steps to the building and hoist up. Stand, EEV UAV comp #2 on the 
    far balcony then quickly slide between the wall and AC unit, crouch and drop 
    off the side of the building before the UAV arrives. An RBG will walk to the 
    XP; sometimes he'll kind of stop and spaz about 5 feet from the door then he'll 
    move to and open it. Take note of the dark lane running from Sam to the far 
    wall, as the RBG heads for the door move to the right side of the dark lane and 
    follow him into the next room. 
    Once in the building turn right and work up to a QQC to the XP around the 
    corner. Enter the blown out bathrooms, FC left along the damaged floor to the 
    wall and drop down 2 floors. FC to the rear wall, turn around and EEV UAV comp 
    #3. Go NS and stand, take note of the red beam from the UAV as it moves off to 
    the right, run and jump to the next building, hop over the knee wall, QQC to 
    the XP and stick to the wall to the right of it, (smidge closer to the window 
    than door). 
    An RBG will exit the building, as he moves away from the door QC through the 
    opening, turn right and QQC into the room with the planks spanning the missing 
    floor. Move to the far right side of the planks and drop down a floor. QQC left 
    through the burned out HLWY and drop down a floor. QC to the planks and wait 
    for the 2 BGs to move away from the bomb, drop down to the ground floor of the 
    restaurant. Move over to the food server opening in the wall and EEV the comp 
    for the UAV data. Enter the vent and exit outside. ASAP turn right, look up and 
    to the right, there's a dark rectangle, move under it then jump up to the pipe 
    including legs. Mad skooch to the end, drop to the ground, FC over to the chain 
    link fence, climb over and drop to the ground.
    CT8c, Disable UAV comps #4&5,
    I highly suggest the save; this area and the crash site are the 2 most 
    frustrating areas of the level. For the majority of the time the BG that 
    crouches near the truck eventually, (sometimes sooner, sometimes much later, 
    sometimes not at all) stands and runs out into the fray. On the last play 
    through the game snapped, I stubbornly spent over 2 hours trying to get to the 
    1st ladder; I altered everything I could short of stunning the SKA crouching 
    near the truck. This time not, (if he does move) he takes about 8 steps out 
    then returns to the truck. On the one odd time I was able to get to the ladder 
    the SKA targeted the ledge and would not let me near the corner. I have no 
    solution to this but to try restarting from the previous save and or restarting 
    the level.
    When the AI does respond correctly this is what you want to do.
    QQC to the adjoining ally, hold to the left side of the dumpster, let SKA#1 
    drop and #2 to run into the ally on the right. Stay right, avoid the wall mine, 
    stop, stick and stand at the dark corner. #2 will be around the corner, wait 
    for him to move out into the conflict before making your move; (it could take 
    some time). Run around the corner, turn left at the end of the row of boxes, 
    aim for the right side of the ally ahead. Once in the ally roll and FC to the 
    end; FC the perimeter to the ladder and climb up. At the top look down and to 
    the side of the truck, if #2 is there note whether he's occupied when clear and 
    or if missing QC to the corner while keeping and eye out for #2.
    Stay tight to the wall on Sam's right and QC to the end of the low dark 
    rectangular sign on Sam's left. Creep out left to the ledge halfway between the 
    sign and the cable connecting the buildings on both sides of the ally. Drop 
    off, hang, soft drop to the ground and move tight to the wall. There's a very 
    dark lane running across the ally from your position. This is where it gets 
    hairy and scary, go NS locate the center of the dark lane and then go NV 
    there's a magazine just to the left of center, that's your target. Look right 
    locate the turret on the tank, when it turns left and there's a lull in the 
    shooting FC across the ally to the wall. Quickly turn right, stay tight to the 
    wall, QQC to its end, and bear left into the dark and behind the overturned 
    QQC around to the back side of the tank, peek around to the front, if clear FC 
    to and climb the ladder. Occasionally a BG will position at the front corner of 
    the tank, if so wait for him to turn to the conflict. FC to the ladder; climb 
    to the top, disable the UAV comp and proceed through the building to the porch 
    Switch to pistol as primary wep, stand, go IR and hold. When you clearly hear 
    the UAV approaching hop over the window, move left to the corner of the railing 
    but don't contact it and then look down. RBG#1 is at the base of the building, 
    wait for him to move off to the right to hop over the railing and hang. If he 
    quickly turns back hold until he moves off to drop to the lower level. Walk off 
    the roof and soft drop to the ground, go NV and OCP the large blue and white 
    neon sign. QQC toward the flat bed truck, then move straight to the right rear 
    corner of the car in the middle of the area. Whistle, RBG#2 will comment and 
    circle the car Cw, move Cw around the car, go NS as you approach the rear of 
    the electronics truck, (you need to tell if the UAV beam is pointing at the 
    ramp, if so hold till it moves off. Enter the truck access the comp and exit 
    when done. Turn left off the ramp; go NV, QC between the van and the sitting 
    Gradually accelerate to QQC as you move along the side of the truck, bear right 
    away from the truck look to your left as you approach the next ally, you'll see 
    an umbrella and a narrow table; right after the table is the niche you want to 
    hide in. As you pass the table on your right accelerate to FC all the way to 
    the niche. Stand, as the UAV exits the ally move out of the niche and break 
    into a run for the end of the ally. Turn left into the narrow ally, go NV and 
    QQC to the head of the ally. A tank and bunches of BGs wearing, "I just want to 
    kill Sam Fisher" jackets are strewn about. 
    I suggest saving here, the light and BGs are tres unpredictable and worse is 
    the turret gun on the tank. Like the previous tank encounter, regardless of 
    whatever clever thing I believe I'm about to do through the pilot recoveries, 
    it more often than not vents Sam to the ground and then adding insult to injury 
    it continues pushing him to the wall with extra rounds. I haven't found a 
    reliable way past either tank. On the other hand, I have been moving through 
    the gap, have the light flicker back on and not been fired on. Saving behooves 
    At the head of the alley; wait for the RBG approaching from the right to pass 
    toward the tank, when the flickering light goes out FC through the gap, as you 
    pass the tail section stand and run between the wall and fuselage toward the 
    airmen. If you hear the turret begin to whir while moving through the gap, 
    (turret's tracking sound) try rolling past the tail section, although it may 
    still get a BG investigation.
    As you pass the end of the wall on your left locate the dark corner to the left 
    of the dumpster "Hey Moe!" a climbing pipe, climb up locate and access the last 
    comp to complete the objective. Slide back to the ground, pick up a flyer, 
    stand and walk back to the tail section, drop into a crouch as you approach the 
    end of the fuselage, move right to the wall and slide just past the beginning 
    of the tail section. Scan for RBGs with IR, regularly there's a BG in the ally 
    you just exited. When clear move to the other side of the tail section and wait 
    for the light to go out. ASAP, FC into the ally and dump flyboy at the end of 
    Return to the head of the alley, wait for the light to go out, FC across the 
    gap, after you pass the tail section stand and run to the 2nd airman. Grab him, 
    stand and hold, look hard toward the tail section and see an RBG walk past it 
    to Sam's left. Wait for the RBG to disappear before moving out. 
    Route change, this maneuver eliminates 1 distraction, no need to attract the 
    attention of the crouching BG near the ally. The two issues with this change 
    are the light and the tank's turret. 
    Firstly the duration of the light's off position, there is one span where it 
    remains off for about 12 seconds, this is the one in which Sam must move and 
    for the most part is random. 
    Secondly the turret, you can hear it but can't see it from Sam's position 
    beside the fuselage which is the closest point to the ally with any cover.
    The only aspect you can rely on is the duration of lights out and roughly when 
    it'll come. Regarding the turret there's no guaranty which direction it'll be 
    moving toward and whether or not it'll swing back and spank you. One thing I 
    can offer is the odds being about 60/40 in favor of success.
    Walk to the end of the end of the turbine near the end of the fuselage and 
    locate the BG crouching in the niche just past the light pole. Hold at this 
    position, you'll have cover from the BG when the light is on. 
    You need the light to be off for a long count and hopefully the turret to be 
    swinging right. Begin walking toward the left corner of the tail section, about 
    3 feet from the tail turn left and take a path that passes about 5 feet to the 
    right of the BG. Once past the BG drift right toward the ally's right side wall 
    to cut down on the turrets LOS. Walk through the narrow ally and dump the 
    The old exit route up the ladder near the tank seemed to grab the attention of 
    the BG crouching near the tank far too often, so I rerouted the exit and found 
    a successful path without grabbing the interest of any BGs.
    QQC to the head of the ally, stick to the right side and slide to the corner 
    and hold. The BG is still crouching in the niche to Sam's right.
    Wait for the light to go out then QQC past the BG and tail section, ensure you 
    stay below the ambient, once past the tail go to FC, once beside the fuselage 
    stand and run back into the dark corner to the climbing pipe. Climb up and drop 
    off to the lower roof using the smoke as cover. Turn right; stay tight to the 
    wall and QQC to the cable connecting the two buildings. Just before reaching 
    the cable go IR and look down for the 2 crouching BGs and RBG.
    You need to have IR LOS on the RBG walking away to the right or left from the 
    front of the tank to move to and hop up to the cable. Once you drop off keep 
    moving, climb the ladder, FC to the next one and climb the last one to the 
    target designation point. Move tight into the corner of the wall and sign and 
    call for a strike. "X" out of the level ASAP.
    Best time 17:04
    KO 1
    Dists 2
    All objectives complete, 100 percent
    Locate files in the Bath house owner's 2nd fl office, tap phone line #1 
    CT9a, confirming dirt on Shetland, snatching "Chaos Theory" data, tap lines 
    CT9b, to the furnace room 
    CT9c, taking out the garbage, oh and disarming 3 ugly bombs
    To reiterate a previous point fast times can be made or broken when EEV or 
    manual scans of comps and keypads are required, AI timing is as and even more 
    important. Without it there are no surprises or big breaks when they afford you 
    a freebie which is what I got at the beginning of Bathhouse. I didn't include 
    the event, because I don't expect it to be part of the general AI routine, I 
    never lucked into it before this run and I've run this level close to 30 times 
    for the guide. I had some fantastic luck on the very last run and made a few 
    more changes.
    If you're still getting ID'd in the bath house, written below are 5 
    possible/major areas where they likely occur in order. The 1st ID may be by the 
    electrician at the beginning of the level as you drop into the sewer. Quite 
    often as of late I've been bagged on the way down, and as I hit bottom the 
    sound cuts out. The most you might hear is a kind of chirp. Can't say whether 
    it's just my game or it also happens to others. The rest are the obvious ones. 
    The reason being, these are the only areas where you have little or no control 
    over stealth and or cover, (crossing the firefight), or stunning an RBG at the 
    same time he IDs you, (thereby voiding the verbal alert). 
    1. The electrician beginning of game.
    2. Exiting the vent from the pond room. 
    3. Crossing the HLWY at the far end of the firefight.
    4. Shower room.
    5. Boiler/Furnace room.
    Once I reworked the maneuver for the last 2 rooms, I'd still get ID'd 1 to 3 
    times. I spent tons of time ensuring a "ZERO COMMENT" game for all areas where 
    interaction isn't required, (distractions) from all BGs in the game let alone 
    level, I kind of snapped. Convinced they were in the furnace room. I restarted 
    from the showers shocking the 3BGs and completed the rest as usual. If there 
    were 1 to 3 ID's, on the previous run and I lost 1 or 2 after multiple 
    attempts, some were coming from the furnace room, but at least one was from 
    some other place. 
    I think that an ID and an alert notification should coincide regardless of 
    whether a verbal is made. I'm thinking the electrician at the beginning of the 
    level might be an ID and never recognize and or be aware of a comment.
    Sam begins in an alley, what a surprise! QQC forward, turn right at the lighted 
    corner, stay in the shadows on the right, ignore RBG#1, (the electrician) for 
    the moment QQC along the darkened wall and stop in the shadow. Look to the far 
    end of the adjacent ally, ensure that RBG#2 is walking away, and #3 is walking 
    out to meet him, use the boxes at the end of the stairwell to cover Sam from 
    #3. Move to the panel to patch the phone line, go NV, QC down the stairs, jump 
    up to and hoist up the ledge to the alley. Weave through the crates and boxes 
    to the awning at the end of the ally. Slide around the corner, stick to the 
    wall, inch your way forward till the light meter begins to register and hold. 
    Swing the camera around and locate the electrician, he needs to be walking 
    toward or at the phone panel near the stairwell as you approach the manhole, if 
    not you're stuck for a while as RBGs 2&3 walk off. If stuck, eventually #3 
    walks toward Sam's entry point, the electrician moves back to the stairs and #2 
    returns and passes the manhole allotting time to drop down. Accelerate from QC 
    to QQC to the corner then to FC to the exit ladder, open the trap door and 
    climb out. Go NV if not already in it, QQC across the left side of the next 
    room; drop to a QC and out the door behind RBG#4. 
    QQC to the next room, as you QC into the room note BG#5 sitting to the left and 
    a couple dumpsters ahead. About 3' from the 1st dumpster accelerate to FC, slow 
    back down to QC as you approach the 2nd dumpster and hold at the end of it. 
    Locate #5 who is now walking toward the 1st dumpster, as he passes the hanging 
    electrical cord move over to the perimeter wall behind the hanging sheets and 
    to the darkened exit. Bump up to FC in the short "U" shaped corridor to the 
    next door; open the door, move into the room a foot or 2 and press close door. 
    99 percent of the time RBG#6 is entering the large room or already in it and 
    heading toward Sam and the desk to his left. On a rare occasion #1 has just 
    entered the storeroom and the way is clear for Sam to move into the short HLWY 
    leading to the lobby. This occurred on my fastest run through the level.
    Odds are RBG#1 will either enter the area through a door at Sam's 12:00 or 
    already be advancing on Sam's position. In a moment, following the pace of this 
    guide the Redman will enter or exit through the same door #1 did and RBG#2 is 
    prowling the sitting area to the right. RBG#1 stops in front of the desk, press 
    close door if you haven't yet, as #1 begins to walk around the desk follow him, 
    (#2 should be moving away toward the staging in the large room). As he moves 
    behind the desk continue into the HLWY. Stick to the wall on the left just past 
    the paper hangings, slide and stop just before the corner. 
    Peek past the corner and take note of RBGs #3&4 moving in the lobby, they must 
    be standing when you slide into the corner. Before sliding along the wall to 
    the light in the corner look back to ensure #2 isn't standing in the aisle then 
    slide to the light release, move around the cased opening, stick to the wall 
    ASAP and slide to the drape at the next cased opening. RBGs#3&4 will talk for a 
    minute then return to their patrol routes. Watch #3 as he exits the Lobby for 
    outside, he stops, turns left and starts walking past the glass doors. #4 
    patrols from the Lobby to the 2nd floor, wait for #3 to disappear left of the 
    glass doors and #4 to be right of them to enter the Lobby. 
    Stay tight along the left past the vending machine, OE&CD turn left onto the 
    street, QC along the dark lane in the street to the opposite side, stop and 
    stick. Ensure that you are -0- on the meter, as #3 turns and starts walking 
    back QC around the phone booth to the climbing pole and climb to the top. 
    Locate and hop up to the electrical cable running over to the 2nd fl. window 
    and zip over. Once hanging from the ledge skooch left to the middle of the 
    window opening and hold. Another Redman will enter, stop at the window and then 
    go to bed. As he turns from the window and begins walking to his bed hoist up 
    into the room and follow. QC past him to the door, CtD; look right and then 
    left to locate the 2nd floor RBG, he should be passing or has just passed by 
    the door to Sam's right. Ensure #4 isn't standing at the head of the stairs, 
    hold left until you see the shadow of 2nd fl entering the cable screen, if 
    clear X out cable and go NS.
    #4's patrol route is a bit erratic, depending on what he does in the lobby. He 
    has a couple 3 different patterns he can follow. The worst for Sam is to 
    descend the stairs and go straight to the desk, sit for a few seconds and then 
    head right back to the 2nd fl. If he flops around in the lobby before and or 
    after sitting down he won't be on the 2nd fl for Sam's entry or exit. 
    Go NS as you X out of cable, OE&CD, QQC to the door at the far left end of the 
    HLWY and then hack the keypad. Leave the door open, run across the room to the 
    wall vent and hoist up, EEV the comp and exit. Run to the file cabinet rifle it 
    for the file and move to the left side of the open door and hold. "DO NOT MAKE 
    2nd fl's reaction to the hacked keypad and closed door ranges from conniption 
    fit to "Hmm curious?" and gently opening of the door. With the conniption 
    entry, from that point on he remains guarded, aggressive and slow moving with 
    wep drawn. 
    So far, in countless repetitions 2nd fl has reacted poorly to the open door 
    thrice, the rest of the time I get a kitty cat entrance with this solution go 
    figure. An open door that isn't supposed to be would freak me out big time. 
    If you want kitty cat, hack the keypad and leave the door open. 
    You can get the pass code from the sleeping man, but that requires an extra KO.
    CT9a, recording dirty boy and snatching "Chaos Theory"
    Once 2nd fl returns and then begins to exit the office follow him around the 
    door and stick to the right side of the opening. As 2nd fl heads for the stairs 
    move out of the office enough to boo the stair end of the HLWY without exposing 
    Sam. Ensure #4 isn't at the head of the stairs, before following 2nd fl.
    As the RBG walks away follow and return to the Redman's room. OE&CD, QC to the 
    window stand and locate RBG#3. He should be standing to Sam's left or walking 
    to Sam's right. Climb out if he's standing or when he passes the ridge of the 
    entrance roof below and soft drop down and then to the ground. Move to the soda 
    can in the street, then to the glass door on Sam's left as #3 walks away.
    #3 can be anywhere in the lobby or back on the 2nd fl and you may or may not 
    hear him talking. The majority of the time he's sitting at the desk or moving 
    up and or down the stairs and talking on his comm. A few times he's been 
    standing and talking in the middle of the lobby. Maintain cover to the left of 
    the glass door and look hard through the glass to see if #3 is behind the desk. 
    If so hold until he moves toward the stairs. If he's in the middle of the lobby 
    hold till he turns to the desk then enter.
    OE&CD go right; head back into the HLWY, move to the left side, slide to the 
    corner and boo it. Most times RBG#1's appearance is imminent if not already in 
    the short HLWY and #2 is LOS in the aisle past the desk. Wait for #1 to turn 
    back to the door to move around the corner and to the right side of the HLWY 
    then slide past the paper hangings into the next room. 
    So far in the majority of the tests through this area option 1 occurs more 
    often than 2. As Sam passes #1 and approaches the intersection in the next room 
    he has the wide aisle in front, desk to his right and wall corner to the left. 
    The Redman, (just entering or already in the storeroom) flips a switch that 
    changes the light pattern on the floor and the low dividers set up around the 
    room. It will either lighten up the floor in front of Sam and make it dark 
    around the staging near the exit or make the floor dark in front of Sam but 
    light up around the staging. In either case as you approach the intersection 
    you head right, id the floor is dark follow option 1, if lighted follow 2.
    On rare occasions Redman is out of place, ahead and to the left of Sam is a low 
    divider that runs over to the 2nd storeroom door, Red man is standing at Sam's 
    end of the divider and alerts everyone to Sam. Not sure why he's there outside 
    of a game glitch, where he sees Sam move into the HLWY on his way to the 2nd 
    fl. but makes no audible to it.
    Option 1
    As you approach the intersection the floor ahead is dark, proceed to the right 
    around the desk then hook left into the dark aisle between the low divider on 
    the left and wall to the right. QQC along the wall to the end of the divider 
    then hard left across the floor move between the low divider on your left and 
    the staging on the right toward the exit. Slow to QC, the Redman and #2 should 
    be approaching from about 20 feet to your left. You have more than enough time 
    to exit the room into the short "U" shaped HLWY. Take your 1st right, stick to 
    the wall and slide to the corner to locate the Locker rm RBG.
    Option 2
    As you approach the intersection the floor is lit up in front of Sam, proceed 
    to the right around the desk then hook left into the dark aisle between the low 
    divider on the left and wall to the right. QQC along the wall to the end of the 
    divider then hard left across the floor. There's a low divider in front of and 
    slightly to the left of Sam, stop at the end of it and hold. Locate #2 and the 
    Redman, they should be ahead and to Sam's left, QC left around the divider move 
    to the edge of the lit slit on the floor ahead and hold. Allow both to pass by 
    Sam to proceed to and through the exit into the short "U" shaped HLWY. Take 
    your 1st right, stick to the wall and slide to the corner to locate the Locker 
    rm RBG.
    Locker rm has a route that takes about 78 seconds to complete, you have about 
    35 seconds from the time he exits the lavatory till he can see the lav's exit 
    door again.
    Locker rm will begin his patrol in a minute.
    As he passes Sam follow him, making all the stops with him as you go. To avoid 
    detection with any intermediate stops ensure Sam is behind a locker for cover 
    from the mirror. Stick to the wall on Sam's left, stand and slide after locker 
    rm to the edge of the doorway to the lavatory. Hold, look out through the 
    doorway into the HLWY, you want to see DBRBG#1 from the "Dry Bath" room enter 
    the HLWY from the left. If so, once locker rm reenters the lav and begins 
    walking to the right along the wall toward the stalls, QC over to the doorway. 
    Keep your eye on DB#1, as he turns left move into the HLWY, remain to the 
    right, QC along the wall then drift over to the left, stick to the wall and 
    slide to the corner.
    If DBRBG#1 doesn't appear in the HLWY while you're stuck, you'll have to follow 
    locker rm around the lav till he exits. Then move to the HLWY doorway, boo and 
    enter if clear, QQC to the left side of the HLWY stick to the corner and boo 
    the Dry Bath area. If both DBRBGs are moving away from the opening on the left 
    side of the room enter and follow them. If one is facing the opening, advances 
    and reaches for his flashlight beat feet back to the lav and hang near the 
    opening till he exits, this rarely ever occurs.
     Locate DBRBGs#1&2 they should be about 15 feet inside the room from Sam's 
    position. #2 will move off to the left and #1 will take off for the exit, hold 
    fast till #1 completes his crazy Ivan in the middle of the room and turns to 
    the exit for the 2nd time.
    Enter the bath area, QC over to and behind #2, follow him not too close but 
    keep pace, I think his feet are swollen; he needs to sit real bad to move so 
    Break off at the exit, move into the short HLWY and stick to the wall to the 
    left and hold. #2 stands and walks away in a few seconds; as he passes by Sam 
    exit the HLWY; climb the steps into the empty pool and use the trap door. 
    Quickly exit through the trap door at the other end of the crawlspace. Sam is 
    now in an empty pool in the Cold Bath area, look left to locate CBRBG#1, QQC 
    out of the pool over to and turn the steam valve.
    I believe the coders made an error when creating the access to the pool 
    trapdoors. For Sam to be able to open a trap, he should be able to close a 
    trap. Not being able to close the trap prompts comment from the AI when they 
    return to the area. This makes no sense so is considered as a coding error and 
    not a distraction. The steam valves are a natural part of the pool areas, which 
    afford cover for Sam; there is never comment or investigation made by AI and so 
    not a distraction.
    Turn around, QQC to the leading edge of the pool and move toward the tall 
    divider separating the 2 rear pools from the 2 front ones. Turn the camera 
    toward the front to locate RBG#2 before Sam exposes himself and hold. Once the 
    fog obscures the RBGs from Sam move to and beside the tall divider and hold, to 
    Sam's left is a low floor divider. The Redman will make a mild comment in a 
    moment, once made move to and over the low divider, then to the perimeter wall. 
    Stick to the right of the embedded post and face the exit ahead. Hold till Red 
    is beside and or passing Sam then QC to the exit, QQC along the right side of 
    the HLWY to the swimming pool area then tap the phone. Run back to the Cold 
    Bath doorway; slow to QQC as you pass the radiator on the left and then to QC 
    as you pass through the opening. Head right at QQC to the tall divider; hop up, 
    QQC across to the other side and drop to the floor. QQC around the low divider 
    and along the wall to the exit, pass into the HLWY and QQC to the Steam Bath. 
    If the RBG is anywhere but walking at Sam QQC into the room make a tight left, 
    locate the steam valve and turn it. Crouch, turn around and let the room fill 
    up with steam. Steamy can be anywhere in the room, mostly he's walking toward, 
    at the exit or walking away from it. As the room fogs up move to the leading 
    edge of the pool, in most cases move along the front of the 2 pools, behind the 
    turret and hold till SB moves away from the exit. If SB was walking CCw away 
    from the exit when you move out from the edge of the pool do the same, CCw the 
    perimeter to the exit.
    Continue along the short "L" shaped HLWY, a small room with a reception desk 
    appears ahead. Stop short of the opening to the room and peek around the 
    corner. Odds are at this pace an RBG with headgear will be in the HLWY to the 
    right. If so and when clear quickly enter the room, locate the last phone line 
    and tap it. 
    Quickly move around the desk into the new HLWY with the high divider. The RBG 
    should be around the corner, QQC along the wall, stopping to boo the corner, if 
    the RBG is there stick and wait for him to enter the next little room with 
    another tall divider and then follow him. Stay to his left, stick to the wall 
    and slide in beside him. As he turns to move off QQC to the exit end of the 
    divider, slide behind it and wait for the next RBG. The RBG will enter the 
    small room and exit back into the HLWY, as he turns to exit the small room move 
    out from the divider crouch and QC out into the HLWY and behind him. As he 
    moves off enter the vent.
    Once Sam is in the water QC to the water pipe and hold, the RBG will exit the 
    room and the tech walks over the planks if not already doing so. As he does he 
    turns his head to the glass enclosure, when he does, move to the planks and 
    stand beside them. As the Tech moves into the glassed enclosure hop up and 
    follow him. Move along the glass to the end, as the tech turns away hoist up 
    into the vent. Crawl to the corner and only deep enough to EEV the briefcase. 
    Do so and back off until the game stops you, listen the convo and mayhem that 
    ensues and then back out of the vent. Load a sticky cam in the tube and save. 
    CT9b, "To the Furnace room"
    If you're lucky, this end will be void of BGs and you can exit pronto, however 
    more often than not it can take forever, so maybe you should make a sandwich 
    and get something to drink. 
    Run to and jump into the pond, angle Sam right so that he rolls up to the vent, 
    stand, go NV, shoulder your wep and fire the sticky through the vent, across 
    the HLWY and into the right side post of the door to the room that's on fire. 
    Locate one or both of the BGs if any and start mouing on that sammich. Be ready 
    to kill the Cam and pass through the vent as soon as both are out of the HLWY. 
    Grab the Cam off the post, (evidence) and FC through the next 3 something rooms 
    to the far side of the fire fight. Stop about 8 feet from the doorway, crouch 
    and wait for the floor to get dark, just as it does, FC to the doorway and roll 
    as you approach the opening, continue into the anteroom.
    Drop to a QC and enter the small room on the right with the benches drop to SC 
    as you round the corner, there's a wall mine, disable it and arm with smokes.
    Shower room in 1 smoke! 
    1st, this is not easy and has a mean learning curve; no question about it, 
    positioning the 1 smoke for a perfect throw is frustrating at best. If you 
    saved as suggested and have patience you can get the hang of it in maybe 8 
    tries, once I get the position and movement timing down I average 1 in 3. If 
    you can't get the hang of it, use 2 smokes, one at the wall panel to the right 
    of the far left BG and one at the yellow/orange looking floor grate on the far 
    right side of the room.
    2nd, and this is most confusing, I can't figure it out at all; If the 3 BGs in 
    the shower are using IR, (hence the red emanating beams from headgear) F/Bs and 
    smoke are useless, go IR and throw a F/B and then a smoke, you get the bang but 
    no blinding flash nor is the AI obscured by the smoke. Vision is maintained in 
    both attempts. 
    If they're using NV then both the F/B and smoke will blind and obscure Go NV, 
    repeat the test and note total blindness from the F/B and complete obscurity 
    from the smoke.
    So if they're using NV why does the smoke cover Sam from the BGs but not the 
    F/B? If they're using IR why does the smoke cover Sam at all?
    Go IR after throwing the smoke and their heat signature is quite visible. If 
    they're using NV then why aren't they blinded by F/Bs. Throw all your F/Bs and 
    they'll gun you down in expert mode.
    Stay close to the wall to the left of the door, crouch, look out the door and 
    creep right. As you move toward the doorway the 1st (near right) ceiling beam 
    support post comes into view, then the far right post. As the right edge of the 
    near left post comes into view stop moving. Look out between the far right and 
    near left posts and locate the upper left side of the XP, (black against the 
    light brown wall paneling). 
    See the tall light brown vertical wall panels on the rear wall; you can count 
    the panels using the dark brown vertical lines. Load smokes, (should have 3), 
    press "X" for the throwing icon and raise it up so that the top of the icon is 
    level with the top of the light brown panels. Move right till you have 3 full 
    panels in view. Place the throwing reticle squarely in the 2nd panel with the 
    top of the icon level with the top of the panel and then throw the smoke. 
    Listen and look for the smoke to pop, and the cloud to expand by the shower 
    room XP to leave the small sitting room. QC out right; move behind the low 
    divider to the right. If you placed the smoke correctly you have the time to 
    maintain quiet, to keep the noise meter at -0- or even with ambient. Turn left 
    at the stalls look ahead for the ceiling light in the exit HLWY aim just to the 
    right of it as you approach. Once you're halfway along the 1st side of the exit 
    HLWY drop to SC, as you move around the corner locate the wall mine, stop, load 
    shocks in the tube, sling your wep. SC past the mine and once you're around the 
    next corner stand and run.
    CT9c, Taking out the garbage
    Run into the caged area, bust the lock and close the door as you enter the 
    large furnace room, (I think it slows RBG#1 down) allowing me to catch him 
    climbing/running at the base of the stairs. Run between the furnace thingies 
    near the foot of the stairs and follow it to the end to defuse bomb#1. Just 
    after Shetland runs off at the mouth save.
    FC out toward the wider opening between the machines, shoulder you wep and 
    switch to the left shoulder. Move to the edge of the machine thingy, wait for 
    #1 to come into the view and stun him. Regardless of where you catch him bring 
    him back here to dump him. Then climb the stairs and climb over the big black 
    thing at the top of the stairs and drop down to the 2nd bomb.
    Once disabled, shoulder your wep look up and right through the thick horizontal 
    bars below preventing Sam from walking out of the spot, you can see the WKWY 
    above and further down where it turns left toward the 3rd bomb. Aim between the 
    WKWY and the railing and stun RBG#2 in the legs as he passes. Stand, turn left 
    and locate the WKWY between the 2 large machines, where it turns toward Sam. 
    Target the space between the WKWY and bottom railing. In a moment the NV/IR 
    beam of #3 appears and then the dark blob of his body. Wait for his blob to 
    enter your sights to send one to him. Shoulder your wep, go NV, step back to 
    the wall and run jump up to the WKWY. Hoist up stand and run to #2; pick him up 
    stand and walk toward the 3rd bomb, locate the missing railing above the 
    stairs, place Sam's left side to it and dump #2. Turn around, run around the 
    bags, jump to the 3rd bomb and begin to disarm it. Save as Shetland starts 
    On the rare occasion the 2 RBGs don't follow what's written above. Sometimes 
    you'll hear them griping as they enter the area, if so, this is the solution.
    As you complete bomb#2 turn around, Sc to the climbing pipe, climb up and hang 
    to the right of the pipe. It's important that you are not heard; if you are the 
    2 RBGs will slow down and spread out. Skooch right till you can barely see the 
    WKWY on the other side of the machine. As soon as you see RBG#2 skooch back to 
    the pipe and climb onto the machine thingy. Shoulder your wep left; target and 
    stun #3 and then #2. Drop down, run to bomb#3 and begin to disarm it. Save as 
    Shetland starts blabbing,
    This is going to be way hard and frustrating, it took many tries to get right, 
    and in general the odds of success are about 50/50. On this last rewrite nearly 
    half the time the exit door remained open.
    As soon as you're done with #3, stand and jump to the WKWY. Run to the right 
    side of the 2 vertical tanks and drop off to the stairs then FC up to the top 
    and stop a step or 2 from the top. You need to see the exit door open and 
    RBG#4. He will take a step or 2 into the furnace room and stop for a second or 
    2 then head right along the WKWY. As he begins turning right FC to the door, 
    stay along the right side of the WKWY; you'll hear #4 make comment, when about 
    half to 2/3 along the WKWY, he'll comment again on hearing something, slow down 
    to a QQC, to the exit door, if you're lucky the door will still be open. Exit 
    the room; go after Shepard to end the level.
    With the level reworked for this rewrite I knocked another minute off the "C" 
    version clock but the pace is brutal.
    Best time 22:21
    K 1
    KO 3
    Rnds 4
    Dists 5
    All objectives complete 100 percent.
    Locate the hostages, access the server room
    CT10a, Eaves drop on the war room, Stop the launch, retrieve Otomo
    Excluding the 2 meanest keypads in the game this level is kind of like a 
    vacation compared to Bath house. If you could exclude the rantings of Adm. 
    Otomo which total about 5 minutes you could do CT10 well under 11 minutes.
    I made a minor route change to the big duct on the right; it gets you inside a 
    couple seconds sooner. Every move up to the Jazzman must be perfect.
    Looks like another alley for Sam! Run toward the large overhead door, stop at 
    and flip the door switch on the left, Run to the right side of the rising door, 
    pull the pistol and OCP the red light on the wall to Sam's left. Crouch, go NV 
    and enter the tunnel, QC directly across to the other wall turn right then 
    hold. The 2 RBGs will comment on the door and light as they approach the door. 
    Look to the floor to the left of the RBGs for the IR beam emanating from the 
    wall camera in the niche ahead and to Sam's right.
    QC toward the left side of the approaching RBGs, ensure the IR beam is swinging 
    away to Sam's left and avoid it as you QC toward the niche. Ensure you remain 
    below ambient till you're completely past the niche. Remain on the floor 
    throughout the following maneuver. Dip into the niche and circle CCw to the 
    pillar, stay tight to the pillar as you QC around it. The IR beam will be 
    pointing directly across the tunnel as you continue past the pillar toward the 
    duct. Once past the railing to Sam's right stand and run the remainder to the 
    Quickly pass through the duct, locate and FC to the front of the pipe then jump 
    up and climb the pipe to the janitor's office. Once at the top, QQC to the 
    door, jump up and over the wall and drop to the floor in the HLWY. QC to the 
    janitor's 4:00, (under the skooch pipe) and jump up including legs then mad 
    skooch past the yellow wet floor sign further along the HLWY. 
    Once past the warning sign drop to the floor; FC into the HLWY, turn right, 
    then locate the wall vent around the corner and hop in. Drop down into the 
    room; QQC the perimeter CCw to the planting bed then follow the dark lane to 
    the left side of the pillar. As Mr. Grumpy Gills turns away QC CCw into and 
    then out of the ferns to the hostages 6:00. Speed talk them then exit the room 
    from the way you entered. Once you're back along the shelving stand and run to 
    the vent then exit the room. 
    Once Sam is out of the vent run around the glass enclosure, drop to QQC then to 
    QC as you round the last corner to the balcony. Locate and QC to the baluster 
    on the railing between the wall on the right and the stair platform on the 
    left. Hop over the railing and make successive drops to the floor; QQC toward 
    the talking BG and turn right between the security stiles. QQC left into the 
    disabled security area, circle the perimeter and stop short of the opening to 
    the escalator. Once the security door closes FC pass into the next area. 
    For speeding sake, this next maneuver requires a light distraction from the top 
    of the escalator. The IR security beam at the base of the elevator must sync up 
    with your descent to the base and the RBGs walking away to their patrol routes. 
    However if the IR beam is turning Cw and just entering the area at the base of 
    the escalator as Sam arrives and the RBGs begin walking away you're screwed. 
    You'll be forced back up the escalator a few feet till the beam passes killing 
    any value to the distraction. If everything works it can eliminate about 25 
    seconds off the clock
    For stealth's sake the maneuver is slower and done minus the distraction.
    On the right, (down side) of the escalator there are 3 dark spots along the 
    wall, you want to be in the 2nd dark spot. QQC down the right side of the 
    escalator, about a 1/3 of the way down stop against the wall and turn around. 
    Once the escalator has moved Sam down into the 2nd dark area begin walking back 
    up the escalator. You must find the balance point where Sam's up speed is equal 
    to the down speed of the escalator and he stays in place in the dark area and 
    is silent to boot.
    Once the RBGs begin walking away one will walk up the escalator and one will 
    walk to Sam's left. Wait for the approaching RBG to be beside Sam to stop Sam 
    from walking. As the escalator drags Sam down move to the rail separating the 2 
    sides and look for the RBG that went left at the base of the escalator to 
    reappear. Once the RBG has passed by the escalator's middle railing begin 
    walking to the bottom of the escalator. If the IR beam is blocking Sam's path 
    remain about 3 feet from the base to avoid the beam.   
    Bear right around the corner and head for the stairs ahead, drift left down the 
    stairs to the security keypad and stick under it.
    I suggest saving here and before every keypad for one reason, the keypad for 
    this security door is nasty fast and you can't lock number sets down. If you 
    EEV you have a total of 6 seconds to solve the code before the timer runs out, 
    2 of those seconds are in the counters red zone. If you access it directly at 
    best you have 7 seconds. In either case if you haven't found and aren't 
    clicking to the correct number combination before the counter is in the red 
    zone "X" out to avoid alerting the RBGs. 
    Keep trying in that fashion until you solve the pass code. Once solved, swing 
    the camera back toward the stairs to ensure neither of the RBGs is facing Sam 
    then FC through the security door into the next area. 
    Locate the keypad on the server room door and Hack it. If you solve before half 
    the timer is past go NV, if the security beam can be seen through the wall let 
    it pass by. If and when clear open the door and locate the beam. The 2 domes 
    spin Cw and or CCw and counter spin from each other; follow the spin to the 
    target server when clear. Exit the room at a run and close the door on your way 
    Drop to FC as you exit the room into the HLWY; return to the glass security 
    door stay tight to the wall on the right. If no RBGs are approaching pass 
    through the door and move up the right side of the stairs and hold at the 
    bottom 3rd. RBG#2 should pass by on his way to the escalator as he passes Sam 
    move up and left into the shadow against the elevator, slide and stop just 
    before Sam's head reaches the corner. #3 will be rounding the elevators in a 
    second or 2, as he passes Sam release and QQC through the large doors on the 
    Once inside run to the left side of the large red room, turn right and run 
    along the exterior wall; drop to FC, once under the dome OCP it. QQC over to 
    the huge structure in the middle of the red room slide left and stop just 
    before the corner. Stand and hoist up to the WKWY. Locate the vent and climb in 
    for the recording of Otomo. Once you have accessed the laptop near the general 
    back out of the vent as far as the game will let you go and then back out to 
    the WKWY when freed. 
    Move back to the opening you used to hoist up to the WKWY, turn around and 
    Jump. Locate the opening in the middle of the suspended thing Sam is standing 
    on, hear the 2 below comment, Go IR #1 should be standing below and a bit 
    forward of Sam's location, #2 is usually around the corner where you entered or 
    just below the gap in the middle of the WKWY. Move to the gap and when clear 
    drop off to the floor.
    One or both RBGs will converge below the spot where Sam jumped. Remain under 
    cover, QQC away from the RBGs to the far side of the structure, locate and OCP 
    the security dome. FC along the exterior wall till past the corner then run 
    along the wall till the next corner nears. Roll into an FC and then QQC to the 
    left side of the large doors. Stick and move close to the doors eventually 
    you'll hear footsteps and or the doors may open. If the door opens note which 
    direction #3 is walking, when safe peek around the door to see if #2 is 
    approaching the corner walking away or meeting up with #3. In any case when 
    clear QQC to the elevator and ride it down.
    Crouch over the trapdoor and drop through when it falls away. Fast tap "B" to 
    make successive quick drops to the bottom. Climb out Creep left around the 
    square. Locate the 3 RBGs planting mines, drift to the perimeter wall and 
    continue to the security door. Enter, jump the rail, flip the switch and hop 
    back over. You'll hear comment from one of the RBGs ignore them, they ignore 
    you. Stand and run through the exit turn right and hop over the railing. QQC to 
    the other side of the raised floor, hop onto and over the table into the 
    trough. Climb out of the trough, QC over to the railing beside the target comp 
    and hop over.
    Access it for ISDF data. Plant the bomb, hop over the railing QC to the trough 
    drop down into it and detonate. FC to the end of the trough and hop out, QC up 
    the steps and around the corner, stand and run to Otomo. When Otomo is done 
    with his soliloquy and obligatory seppuku run to the glass door and into the 
    room when it opens, locate the crawlspace, FC to the end and climb out. Run to 
    and save Otomo, plant the charge on the window and stand clear. Once it blows 
    move in front and begin tapping "A" to get to the stat screen.
    Best time 15:47
    Dists 3
    All objectives complete 100 percent
    Time		2:17:47
    Kills,		3
    KOs,			6
    Rounds		3
    Distractions	17