Master_Bart presents a WALKTHROUGH GUIDE - For - _________________________________________________________ |__ _ ____ _ ___ __ ____ _____ ____ _| / __| \ \ / / | \ | | | | / \ | \ | | | <__ \ \/ / | () | | |__| | / \ | |\ \ | | \___ \ \ / | _/ | __ | ( () ) | | \ \| | ___> | | | | | | | | | \ / | | \ | _| /____| |_____| |____| |__| |____\ /____| |___\ |_ |__________________________________________________________| _____________________________________________ |_ _ __ ___ __ _ ___| | __| | | | | |__ __| | __| | \ _ | |_ | | | | | | | |_ | () | (_) | _| | | | | | | | _| | / _ | | | | | |__ | | | |__ | |\ \ (_) _| |____| |__| |___| |_____| |_| |_\ \_ |_____________________________________________| _______________________________________ |_ ________ ______ ____ ___ _| | _ \ / \ | \ | | / / | | \ \ / / \ \ | () | | |/ / | | ) ) | |___| | | / | < | |_/ / | ___ | | |\ \ | |\ \ _| /___| |___| |__| |_\ \__| |__\ \_ |_______________________________________| _______________________________________________________ |_ ____ _ _ ____ ______ _____ ____| | \ / /| | | | | \ | \ / \ | \ | |\ \/ / | | | | | () | | () | / \ | () | | | \../ | | | | | / | / ( () ) | / | | | | | | | |\ \ | |\ \ \ / | |\ \ _| |_______| |_| |_| |_\ \__| |_\ \___\ /____| |_\ \__ |_______________________________________________________| S Y P H O N F I L T E R : D A R K M I R R O R game name: Syphon Filter: Dark Mirror (PAL version) platform: released for the Sony Playstation 2 document created: September 2012 document author: Master_Bart (Nathan Martin) ============================================================================== __________________ i. GUIDE TO THE GUIDE ------------------ This guide is written to be most useful for a beginner. Plot spoilers will be limited, although certain keycodes will be given; this may reduce the challenge of allowing players to discover these for themself. This guide is written solely for single player action in mind, with no information regarding multiplayer or online play. This guide does contain a walkthough. Also note that this guide is written for the PS2 version; there is also a PSP version which seems to be the more popular. It is essentially the same game except for a few minor details in the controls and should be useful for players on both platforms. _________________ ii. LAWFUL DISCLAIMER ----------------- This guide in it's entirety, and every portion thereof, is the intellectual property of Nathan Martin aka "Master_Bart". This guide may be used for the following purposes: - It may be printed by an individual playing the game, for their assistance; - It may be quoted in another FAQ, guide, or walkthrough, provided that the author of which quotes only a limited portion, and gives full credit to Nathan Martin (a.k.a. Master_Bart) for all quoted portions, and that those quoted portions are clearly defined. This guide may NOT be used for the following purposes: - Neither this guide, nor any portion thereof, may be plagarized; that is, none of the wording in it may be used in any other work and claimed as original by anyone other than Master_Bart - Neither this guide, nor any portion(s) thereof may be copied, printed, downloaded, or otherwise transferred, and sold - This guide may not be used as an "incentive to buy"; that is, it may not be offered, even free of charge, to someone given a condition that they must purchase the game or any other product or service. - This guide is being offered exclusively and free of charge to gamefaqs.com; it may not appear in whole or in part on any other site, unless Nathan Martin a.k.a. Master_Bart intentionally, deliberately, knowingly, willingly and voluntarily sends it to that site. If there are any questions, you may contact Master_Bart via e-mail at: eattheewoks @ yahoo . com Please contact him before doing anything regarding this document, if there is even the slightest chance of infringement upon any rights, including but not limited to: copyright, intellectual property rights, and/or fair usage. *** I respectfully request NOT to receive any e-mail that *** *** isn't of dire importance; I do not wish to answer *** *** questions about the game, chat, debate details, etc. *** ___________________ iii. VERSION AND HISTORY ------------------- ~APR '12 - v0.1 - purchased game & began playing SEP 2012 - v0.2 - began writing this guide/FAQ NOV 2012 - v1.0 - finished & published ============================================================================== iv. _________________ TABLE OF CONTENTS ----------------- i. "guide to the guide" ii. disclaimer/legal stuff iii. version / history iv. [table of contents] __________ I. CONTROLS - movement - weapon - interaction - goggles - nightvision - thermal - edsu - flashlight - medkit - fire extinguisher II. GAMEPLAY - enemy alertness - tazer - fists/melee - RTL v AZL - infinite ammo boxes - evidence - beating the game III. MISSION OBJECTIVES - stealth - knife - darts - survival - environment - headshots IV. WALKTHROUGH A. Training Level 1 Level 2 Level 3 B. Story 1 FIRE & ICE 1 Insertion Point Alpha 2 Red Jack 3 Finding Freeman 4 A Man Without Power 5 Freeman's Files 2 BLOOD & OIL 1 Under NORAD's Nose 2 Security Section D 3 Kreisler's Garden 4 Freeman's Answer 3 ANCIENT HISTORY 1 Old Friends 2 Memories 4 SAVING PRIVATE JANTZEN 1 Forged Under Fire 2 Traitor In Our Midst 3 The Ultimate Sacrifice 4 The Trojan Horse 5 THE ROOT OF ALL EVIL 1 A Fist Full of Rubles 2 Blood Money 6 TOUCHSTONE 1 A Meeting With Fate 2 Into the Abyss 7 SINGULARITY 1 Red Section 2 Drowning 3 Event Horizon 4 Matter's End C. Bonus Missions 1 Goodnight Sweetheart 2 Up a Column Without a Paddle 3 Trapped in the Hornet's Nest 4 Birds of a Feather 5 Jimmy Zhou's Army V. Weapons guide VI. Hidden evidence VII. Closing ============================================================================== /==========\ I < CONTROLS > \==========/ There are quite a few controls for this game, but not to the point of being complicated. - movement - [Left Directional Stick] controls movement; character will walk sideways or backwards using this. [Right Directional Stick] controls turning movement, plus up and down. This is how you "fine tune" your aim. [X button] toggles the crouch function. Although slower, crouching is quieter. Crouching also sometimes makes you harder to see when moving through areas with boxes, crates or medium-sized obstacles. If you are using a gun with a scope, crouching will reduce most of your sway while you aim using zoom mode. - weapon - [R1] fires your weapon. In the event of using a dart, R1 will 1st shoot and place the dart; pressing it again will activate the dart, even if you switch weapons. If you are arming a laser mine, be sure to hold down R1 during the entire segment where it says "configuring mine". If you are tossing a grenade, the button is pressure-sensitive - pressing harder equals a higher arc to the toss (should land in the same spot, but less rolling afterwards). [R2] reloads your weapon; you can reload anytime unless the weapon's magazine is already at full capacity, or if using a non-reloadable weapon. [L1] is a "zoom" function. Usually this means that you will gain a slightly closer look at your target. This works with everything, including fists. If you have a weapon with a scope you will usually have a choice of zoom levels; you can change zoom levels with the up and down arrows on the D-pad. [Right-arrow] holding the right arrow on the D-pad will bring up the weapon select menu. From here you can press the corresponding button (X O ^ []) for the weapon you'd like to select. Some weapons have options, which can be scrolled through by pressing the corresponding button again. For example, some weapons offer you a choice of single-shot, full-auto or a 3-round burst. Your MB-150 has 4 types of darts; since the corresponding button is "X" you can press the X button repeatedly and scroll through the options. Your melee attacks correspond to the R1 button, with the options being fist, knife and tazer in that order. Note: tapping the right-arrow button on the D-pad will allow the user to scroll through the options for whatever weapon you have in use. If you have exploding darts and you want to use the 6mm rounds in your MB-150 you would tap right 3 times; you'll scroll through the X-34 gas and EDT darts then back to the 6mm rounds. Or if you would like to go from full-auto to single-shot using the same weapon you'd tap the right arrow once. If you have your knife and you'd like to use fists, tap right twice (through the tazer). - interaction - [Triangle] is your basic interaction, used for things like opening doors or taking items from a box. The triangle button will also allow you to climb or jump as appropriate. (Screen will provide prompts) [Square] provides directions to other friendly characters, such as "follow me", "take cover", "provide cover fire" etc. (Screen will provide prompts) [Circle] is mainly used for retrieving darts if you have placed them in an undesired location. You must have your EDSU goggles on. - other - > Snap to walls: you can press your back flat against a wall by pressing forward (on the left directional stick) releasing it and then pressing it again, or by getting very close to a wall and pressing the [L2] button. > Snap-and-aim: while snapped to a wall, you can peek around the corner by pressing left or right at the corresponding edge. Your reticle will still be visible and your shot will be placed where you are looking. If you press [L1] you can enter "zoom" mode; just be aware that you are exposed when doing so and thus will attract attention from enemies and can be shot. - goggles - [Left arrow] operates the goggles menu in the same way as the right-arrow works on the weapons menu. If you hold the left arrow on the D-pad you bring up the goggles menu, whereupon you press the corresponding button to select the one you want. If you select the one that's already selected, you'll toggle it either on or off. Likewise if you tap the left-arrow you'll toggle the goggles/item on or off without having to bring up the menu. At the bottom right of your normal screen you'll see what goggles (or item, such as a flashlight or fire extinguisher) are selected even if it is turned off. Your choice of goggles/items are: - NIGHTVISION ("the green ones") [cirlce button] - THERMAL ("the blue ones") [X button] - EDSU ("the green ones") [Square button] - FLASHLIGHT [Triangle button] - MEDKIT [L1] - FIRE EXTINGUISHER [R1] Specific information: Nightvision: allows you to see in otherwise dark areas. It removes color, thus the screen is green and black. Thermal: referred to as IR in the game, *these are your best friend*. They allow you to see heat traces, thus you can watch enemy movement even through walls and/or at a distance. Also they sometimes give away clues to your environment, such as showing explosive barrels or hot spots on steam pipes. EDSU: these show traces of anything which give off electromagnetic energy. *These are your 2nd best friend*. These will almost always show hidden evidence. You can view the laser from trip mines. You can see RTL and AZL lines. You'll see anything which can be exploded for environmental kills. These goggles will show operable doors. They will also highlight any areas which are your goal/objective areas. Flashing yellow circles will appear on top of anything which is of special interest, such as mines or keypads. Flashlight: overall this is a fairly useless device. Turning it on will usually give away your presence. It's basically impossible to see in well- lit areas. It will light up a circle within dark areas, but won't allow you to see as well as with other goggles. The only time in the game where it's a neccessary device is for leading private Jantzen across boards (he'll ask to borrow your flashlight, so it's pretty obvious). One slight advantage to the flashlight is that it will highlight items that you can pick up or interact with. Medkit: this is used to heal your health. You'll have to pick one up in order to have it. Once it's used it's gone until you pick up another one. Be careful if you are using the L1 zoom function and want to bring up the goggles menu, since the medkit's button is L1 on the menu - you can accidentally use it when you don't want to. Fire extinguisher: there's only a couple areas in the game where you can pick one up. Should you bring up the goggles menu and press R1 to equip this, it will replace any weapon you had equipped. If you "shoot" an enemy with it he'll cover and shield his face - a funny but worthless action. Not every fire can be put out. ============================================================================== /==========\ II < GAMEPLAY > \==========/ * Enemy alertness * --------------- Enemies have 3 alertness levels. In short, they are: 1 - Unaware of your presence 2 - Aware of you, on the lookout 3 - Knowing exactly where you are, attacking you Level 1 - This is necessary for stealth kills. They may be on casual patrol or occupied with something else. You gain a stealth kill if they are dead before they ever saw you. You need to use either a headshot, a dart, or an environmental kill. Frequently you'll need to use the crouch function, as walking upright will create footsteps and alert them to your presence. Take note of whether they are standing still, or on a patrol pattern as oftentimes one will be watching another. Level 2 - Many times during the game you'll encounter "trigger points", whereupon enemies will come from nowhere and already looking for you. If an unaware enemy spots a dead body from another enemy, he'll automatically go to this alertness level. Using crouch and hiding behind objects will keep them from going to level 3, and thus do wonders for your survival. Level 3 - This is a full-on firefight. Knife kills will be very difficult. Hide behind objects; peek, aim and fire as often as possible. Otherwise just go out guns blazing and work as quickly as possible. An unaware enemy will jump to level 3 if they see you, hear you (or a loud noise) or see another enemy die. * Tazer * ----- Quite a useful weapon. Note that it is not a silent device; simply using it will attract attention from nearby enemies. Tazer kills are fatal if held for the full length of time and non-fatal otherwise. There are a few exceptions to it's fatality, such as enemies with special armor. Sometimes if an enemy is wearing a flak jacket your EPD (tazer) will not stick. It is possible to shock people you're not supposed to kill so long as you don't hold the button down. You'll always have this device on hand, except certain training missions and bonus missions featuring Stone. It does not run out of ammo; this makes it a good choice for opening gates where you have to shoot the lock, or likewise shooting buttons to activate valves etc. Unfortunately there are no "tazer kills" for unlocking bonus weapons, although they will count as stealth kills when done properly. Tazers will work on the magnetic armor that select enemies will be wearing at the end of the game, although your electric darts and EMP grenades are a better choice given the fact that changing weapons will eat up valuable time. * Fists * ----- Taking on the bad guys bareknuckle is usually suicide. Going barehanded has a few limited advantages. If you sneak up behind someone and want to do a stealth kill you can go barehanded and snap their neck which is always a silent kill. This works when two enemies are very close and facing the same direction. Remember that tazer kills and even knife attacks are not always silent in close proximity. As mentioned, using fists combined with stealth will sometimes trigger a bonus environment kill. Examples include a guy playing pinball and one drinking from a water fountain. If an enemy is crouched you'll kick him over; sometimes you can kick him into something that kills him such as fire, toxic waste or over a tall ledge. * RTL vs AZL * ---------- RTL stands for "Rapid Transport Line". You have a device that connects to an overhead line, and you can go back and/or forth. AZL stands for "Automatic Zip Line". This is a one-way trip; you use your hands and slide down the line. Make sure you are ready to move before you use an AZL. * Infinite Ammo Boxes * ------------------- In the game you'll sometimes find boxes offering "infinite" ammo. These will refill any type of ammo, except for the special darts. It will refill the 6mm darts, but not gas, EDT or exploding. It also refills grenades (both kinds) and laser mines. However, the box has a limited number of times it can be used: it's good for up to no more than 4 refills. Try not to use it unless you're either low on whatever type of ammo you prefer, or are about to enter an area where you can't go back to the box. If you are using guns that the enemies drop, try to refill from the dropped ammo on the ground instead of using the ammo box. Often the presence of these boxes indicates that you are getting near the end of a level, near a boss fight. * Hidden Evidence * --------------- Nearly every level will contain hidden evidence. When all of the hidden evidence within one episode is discovered you can go to "View Unlocked Files" from the opening menu, where you'll be able to view special tidbits about the game. This includes things like re-watching select cut scenes, deleted cut scenes, and listening to the music tracks for the various episodes. Any individual mission will either have 3 pieces of evidence, or none at all. Take note that you have to find all the evidence in an entire episode, not just a single mission. For example, Episode 1 has 5 missions - which at 3 pieces of evidence each equals 15 pieces of evidence to unlock the bonus material for Episode 1. * Beating the Game * ---------------- One pitfall to the ultimate quality of this game is the fact that there are five points at which one can feel as though they've "beaten" the game. - One, you get the ending credits and a bonus movie after you've beaten Story Mode. You can watch this ending again by playing the final level in Mission Mode, or by viewing the unlocked movie material via discovering all of the hidden evidence in the last four missions. - Two, when you've unlocked (& played/beaten) all of the bonus missions - Three, when you've maxxed out everything on your stats screen to 100% - Four, when you've discovered all of the hidden evidence and unlocked all of the special bonus material - Finally, when you've unlocked all of the "secret" weapons beyond what is available in the stats/bonus screen. Given light to this, there are several techniques you can employ for getting through the game as quickly as possible. If this is your first time to play and you permanantly own the game there's nothing wrong with taking Story Mode on Easy difficulty. Since one of the bonus missions is unlocked by beating the game on Normal or Hard difficulty, you'll want to take one of these if you're attempting to beat everything as fast as possible. In this instance, take Story Mode on Hard difficulty and knock out your headshot requirements. Then play the game again on Easy difficulty and make your knife kills. The dart kill requirements should all be taken in Mission Mode. Select your missions carefully, paying mind to the number of required kills compared with the number of darts available in your inventory. From there, simply check for any unfulfilled requirements for stealth and environment. Check for "secret" unlockable weapons, such as those you get by destroying all DU containers in the "Saving Private Jantzen" missions. There are advantages to knocking out the training missions first thing. One, completing all training unlocks the first bonus mission. Also, each training opens up weapons for use in Mission Mode (although they're not really the "good" weapons you're wanting). ============================================================================== /====================\ III < MISSION OBJECTIVES > \====================/ When you play the game for the first time you will start off not having "Mission Mode" unlocked. Each individual mission will be playable in mission mode once it's sucessfully completed in Story Mode. You'll also notice that from the home screen you can view your "Career Objectives". There are six categories, and four bonuses which can be unlocked for each of those six. The six categories are: - Stealth kills - Knife kills - Dart kills - Survival - Environmental kills - Headshots It will be impossible to obtain all objectives within one attempt at a particular mission, hence the usefulness of mission mode. If you are playing in mission mode, you can hit the start button to bring up the pause menu and view the mission objectives; this cannot be done in story mode although the kills are still being counted and can be viewed on the career objectives menu once the game is finished. In the event that you are in Mission Mode and wish to check your stats, your count for any particular activity will stop once you've achieved your goal. For example, if you're required to achieve 25 dart kills, the stats will stop at 25; if you manage to draw out more enemies and kill over 25 with darts your stat count will only show 25. Usually this means that there are only 25 enemies which can possibly be killed with darts on that level but that's not always the case. As for the bonuses, you achieve one bonus for every 25% of the total for that activity. Example, you've achieved 60% of the total number of dart kills in the entire game. The first two bonuses under "Dart Kills" will show 100% and the third will show about 40%. The bonuses are: activity bonus #1 bonus #2 bonus #3 bonus #4 -------- -------- -------- -------- -------- Stealth tek-9 silenced MDS-A4 silenced silenced .44 EPDD Knife SSP-90 Chinese type 56 C11 MGL Dart darts x5 darts x8 darts x10 KemSynth Tower Survival sawed-off pistol increased health Calico HE Desert Express .50 Environment USAS-12 Jerico-41 M82 BFG Jackhammer HE Headshots dual-weild M-67 grenades Flare Gun Sana Yemen * about your bonuses * - stealth - Tek-9 silenced - silenced pistol with choice of single shot, 3-round burst or full auto (unlike the regular tek-9 which doesn't have full auto.) (this weapon has no scope) MDS-A4 silenced - no scope; silenced; offers choice of single shot, 3-round burst or full auto. Silenced .44 - gem of a gun, especially if you don't want to carry your default silenced 9mm. It has a scope, it's silent, and has fantastic stopping power (usually a 1-shot kill, even if not a headshot). The only drawback is the heavy recoil. This will be a dual-weild weapon once the first headshots bonus has been achieved. EPDD - same as your usual tazer, but with a much longer range. - knife - SSP-90 - you'll pick up many during the game. Has a very high ammo capacity (50 in the magazine, plus 100). Rips out rounds very fast, fairly powerful. Chinese Type 56 - great gun if you like rifles. The rounds are pretty strong, the rate of fire is pretty nice. It's not silenced and there's no scope. Plus side is the high ammo capacity. If you aim at head level you can get enemies to just walk into the line of fire and nail headshots. C11 - super-fun gun. It's quiet, although not technically silenced. It does have a scope. Offers single-shot, 3-round burst or full auto. Has a huge ammo capacity, and rips out rounds at blinding speed. MGL - grenade launcher. Powerful rounds, very small ammo capacity, takes too long to reload after each shot. More of a token gimmick weapon. Rounds will fall to the ground after very little distance. Make sure to not fire at anything close or you get blown up too. - darts - Darts x5 \ Darts x8 > increases the number of darts you have in mission mode Darts x10 / KemSynth Tower - bonus round, available in the bonus section of mission mode - survival - Sawed-off pistol - interesting gimmick. Very powerful round, except you only get 2 shots before you have to reload. Works better up close, and no scope. Increased Health - self-explanatory (applies only in mission mode). Calico HE - Truly a gem of a gun, makes breezing through levels a cinch. It fires an explosive pellet. Obviously not silent, but does have a precise scope. The explosion is roughly 3 feet in diameter and pretty much always is a 1-shot kill (exception for bosses). Aim at an enemy's feet if you want to take out multiple opponents, kill people hiding behind objects or just watch people scream and go flying. Desert Express .50 - just a good ol' hand cannon. It's not silenced but it does have a scope. It's usually a 1-shot kill, even shooting people's feet. Drawback is the heavy recoil. Will knock down enemies wearing heavy armor even if 1 shot doesn't kill them. - environmental kills (aka "tactical") - USAS-12 - full auto shotgun. Presumably fires slugs, although this isn't mentioned. Effectiveness diminishes with distance. The rate of fire is quite slow, making single shots easy. There's no scope, but no heavy recoil. Pretty good choice for clearing out an area of enemies with flak jackets or body armor in a firefight, especially if you're peeking around a corner to do it. Jerico-41 - nice little pistol; think of it as a "mini" hand cannon. The rounds are very powerful; there's no scope but also little recoil. Only drawback is that it's not silent. M82 BFG - and yes BFG stands for Big F--ing Gun. It's a huge gun to carry, and well worth it. Absolutely the most powerful round of any gun in the game, excluding anything that explodes. Kills anyone in 1 shot, even if you don't hit a vital part. Enemies with full body armor can be taken out with a chest shot; otherwise they're knocked down. This is a weapon of choice for the boss Touchstone. Jackhammer HE - this is the gun you were waiting for. It's almost overkill. It's a shotgun, and all of the pellets explode when they hit. It's like having 3 of the Calico HE's at once. The only drawback is that, like all shotguns, the effectiveness diminishes at a distance. Otherwise just aim in the general direction of the bad guys and watch them disappear like you're erasing a chalkboard. - headshots - Dual Weild - only works with certain pistols (specifically the ones you select with the square button in the weapons menu). You carry two instead of one and will fire both automatically. This means you get twice the stopping power, which is especially notable when carrying guns which have a heavy bullet to begin with (such as the silenced .44 or the flare gun). Your pistol in this category will automatically have dual weild in mission mode. If you happen to pick up a gun from an enemy which replaces this pistol you will return to single yield. If you pick your original gun back up you're still stuck with single yield. Note that dual weild does not make your ammo last twice as long, it simply means double-power. M-67 grenades - grenades that you can toss; they detonate 3 seconds after you have tossed them. You can carry only 5. You will leave your grenades on the ground if you pick up a disarmed laser mine. You'll pick up grenades in many of the levels; with this bonus now you can start off having them. Although they have some uses, they're never crucial. Once earned, when you go to the weapons select screen before starting a mission in mission mode it's a choice of either you want them or you don't - so might as well, since they don't eat up an otherwise usable weapons slot. Flare Gun - another gem; a one-shot wonder. The shots are fairly powerful as they are, but the kick is that enemies are set on fire. All you have to do is hit someone anywhere - even in the foot - and just give them a few seconds before they die. This gun pairs especially well with the dual weild; since you've already earned dual-weild before earning this gun you'll rarely ever see "single yield" with the flare gun - unless you pick up an enemy gun and then pick this one back up again. In this case the enemies can take a while before they burn up and die. Note that this gun does work on enemies with flak jackets and even body armor. It will not set fire to bosses with the special electromagnetic armor, but the shots will still hurt their health once you've disrupted the armor with EDT darts or an EMP grenade. Sana Yemen - bonus round featuring Stone, available for play in the "bonus" section of Mission Mode. ----- Now, about getting points in those 6 categories... < Stealth > ======= Stealth is usually your #1 friend in this game. There are certain missions where outcomes change slightly when you've played with 100% stealth. The enemies have about 180-degree vision; they tend not to see you if you're beside them but will if you're even slightly in front. In easy or normal modes you can see what direction they're facing by looking at the arrows on the display (aka the HUD - "Heads Up Display"). Stealth sometimes works in conjunction with the unarmed attack (e.g. melee with only fists) - you can push enemies into certain objects to eliminate them. These can boost your "environment kill" score. One crucial element to note is that sometimes additional enemies will appear when one spots you and calls for backup or starts firing. Sometimes you will need for these additional enemies to appear so that you can make 100% of a certain type of kill on a particular mission in the event that you're not attempting stealth kills. In other words, missions played with perfect stealth will have fewer enemies in them. < Knife > ===== Knife kills are pretty self-explanatory. They work well in conjunction with stealth, although they are not always a silent kill if another enemy is very close. On hard mode a single knife attack is not usually fatal, and therefore not a valid stealth kill. If you are getting bum-rushed by an enemy you'll automatically use a melee attack when they are right up on you. You'll hit them with your elbow or gun if you have a gun equipped. This is a good time to quickly switch to your knife as it will kill them the first time instead of just knocking them down. If you are playing a mission specifically to earn 100% knife kills you'll likely have to give up on stealth in order to draw out the additional enemies and kill them. Try to use stealth on all but the last one in an area, so that you have as few to deal with as possible at one time when the backup arrives. Try not to run out into an open area and knife multiple opponents, as you will have several shooting at you simultaneously. In the rare case that this is unavoidable, use mad dashes combined with hiding behind objects and know where the flak jackets are. Otherwise just hide behind objects and let them come to you. < Darts > ===== Darts are just flat crucial to this game. There are four types which are shot from the same weapon; each one has separate properties and will therefore be discussed separately. The only pattern is that the 6mm darts do not fire silently, whereas the others do, and those others are also set off remotely. Remote detonation of a dart is simple. Use the button you normally use on the weapon to shoot the dart. Press that button again to set off the dart. (This is the R1 button on the PS2.) If a dart is stuck to a person it will continue to remain stuck to that person. This is important in stealth mode, whereby you can stick a dart on someone and wait until they are out of sight of other enemies and then kill them. If you place an exploding or a gas dart into something and set it off to kill someone you will not get a point on your dart kills; the dart has to actually stick onto someone to count - although you may get a stealth kill. Once a dart is placed you'll see above your weapon icon at the bottom right of the screen "R1 to fire dart". If you switch weapons after a dart is placed but not detonated then pressing R1 will still detonate the dart first, and then you'll shoot your other weapon. (Note, there is a glitch whereby you'll both detonate the dart and fire the weapon with the jackhammer equipped.) If you use your EDSU goggles you'll see where the dart is placed by a flashing yellow circle in the environment. Unless you're in hard mode you'll see an icon showing on your map/HUD where the dart is. Red=exploding, Green=poison gas, Blue=shock. If you stand next to a dart before it's set off you can retrieve it by pressing the circle button. You can retrieve the EDT darts off someone while they're being shocked and still get the dart back if you work quickly enough. * 6mm * --- These are nothing more than high-powered rifle rounds. They are not silent. The advantage is that your MB-150 (Gabe's dart gun, or likewise the VSS-DU for Lian) has a very precise scope. This makes hitting precise targets at a distance much easier. You can use the scope to pinpoint your aim to a precise target, then switch weapons and lock back on to that precise target if you are peeking around corners. The 6mm darts will come in handy for headshots, especially in hard mode. * exploding * --------- First off note that the exploding dart is not silent when detonated. It has a pretty good range and can take out multiple enemies if they are very close. It can be useful for detonating exploding objects; simply place the dart next to this object and detonate at will. This is an excellent way to set a trap for someone and get an environment kill, assuming that they are killed by the blast from the object and not the dart itself. Do NOT shoot the dart directly onto the object to be exploded or it will go off immediately. You can also set traps by shooting the dart into the ground, wall or an object, then waiting for someone to walk over/near it and setting it off. Given the limited range of the explosion this is not always foolproof. Note that darts don't normally stick to grating if you are shooting up into a catwalk. Also don't stand next to an exploding dart when it goes off or it will kill you. The exception is if you intentionally want to commit suicide and restart at the last checkpoint instead of restarting the entire level - then by all means go stand by an exploding dart and set it off. * X-34 (poison) gas * ----------------- These are a wonderfully silent kill. Oddly enough the enemies never seem too suspicious about seeing a poison gas cloud suddenly appear, although they will usually avoid running into it. In order to lay a trap for someone they have to be standing very close to it, or standing still when it goes off and the gas drifts on them. Do not walk into a cloud of poison gas or it's instant death for you. One poison gas dart can take out multiple enemies if they are very close (good luck getting more than 2 though). As mentioned, the dart must be placed on someone in order to obtain credit for a dart kill, although laying a trap will still count as a stealth kill. The poison gas cloud will disappear after about 5-6 seconds. Also another way to commit suicide, as mentioned regarding the exploding darts. * EDT dart * -------- Or "Electric Discharge Thingamajiggy" for the acronymically challenged. These send an electric shock to the unlucky recipient, killing them. There is a bonus to these (the EDT darts exclusively) which is not mentioned in the training mode. You must have the EDSU goggles attached; if you stand right next to someone who has an EDT dart on them you can set off the dart and retrieve it while they're getting shocked. You still kill them, you get your dart-kill point, and you get the dart back. It can be reused indefinetely. Note that you have to pull the dart off while they're still being zapped; once they're dead your dart is gone. The EDT darts are a completely silent kill, even when another enemy is right next to the one getting zapped. < Survival > ======== Self-explanatory. Either you fully survive a mission or you don't. On each individual mission there are "checkpoints" - if you die en route and are prompted to "retry mission?" you'll begin at the last checkpoint. Hence you'll still finish, but minus the mission-objective point for survival. If you bring up the menu with the start button there is an option for "restart"; press this and you'll restart the mission from the beginning. If you survive all the way through you'll get the survival credit. < Environment kills > ================= These are another crucial element to the game. Many times these are not obvious, and therefore one of the major "fun factors" of the game is trying to find them. One of the simplest ways is to detonate something which explodes and using the blast to kill nearby enemies. Generally this simply means shooting it; another method is to set an exploding dart next to the explodable object (but not on it) and detonate remotely. Some examples of explodable objects include: - barrels - artillery shells - laser trip mines - DU containers Also keep an eye out for steam/gas pipes, or devices connected to them. Your EDSU goggles will almost always point out usable items, and the thermal vision goggles usually will too but not always. Obviously, don't stand next to something when it explodes or you'll die too. Be careful about standing next to these objects in a firefight as enemies will shoot them and kill you. Be aware that the exploding-dart trick doesn't always work if it is the dart itself that kills someone first, so be sure to set the dart on the opposite side of the object to be detonated. Laser trip mines can also be used against enemies. If you walk up to a mine without crossing the laser you'll see the option of "disarm". Once it's disarmed you have the option of picking it up. You'll replace any grenades in your inventory, and you can only carry a maximum of 2 mines. The enemies are immune to the ones which they have placed. If you disarm them and then place them somewhere then it will kill whoever crosses the laser (yes including you). You can use your EDSU goggles to help you see the laser coming out of the mine - it has a limited distance. If an enemy crosses the laser of a mine you set and dies then you get an environmental kill. A well- placed mine can take out multiple opponents and therefore earn multiple environmental kill points. There are, of course, other types of environmental kills. As mentioned, it is possible to use your punch/kick attack to push people into hazardous material or over a ledge. Further details will be provided case-by-case in the walkthrough section. < Headshots > ========= Pretty self-explanatory. Headshots only count for points on your objectives chart if the mission is played in hard mode. Functionally they still work in the other modes, you just don't get the points. You'll have to place the bullet on the upper portion of someone's head, roughly eye-level up. You can kill anyone with one bullet using a headshot. The only exception is when an enemy is wearing armor which includes a helmet or head protector. ============================================================================== /=============\ I < WALKTHROUGH > \=============/ +----------+ | TRAINING | +----------+ All of the training is pretty self-explanatory; after all, it's training. Here are just a few tips to make it easier. LEVEL 1 - just practice your movements. If you go to the start/pause menu you can look up your options and change all kinds of things, including the speed of movement, and how fast your gun moves up & down or left & right. There is a hidden box on top of one of the large containers; this is practicing how you look for hidden evidence. In one section you have to crawl through a hole, and there is a narrow passage you can walk upright through in order to get around the containers right before this hole; walk around the containers then climb on them to get this box. In order to make the required time you have to use 2 "hidden" RTL lines. For the first one, you climb over a short line of crates, turn and climb a large container. Once you drop down off this container, turn left and climb the container behind it, then climb again over to the RTL line. You'll drop off (don't fall too far - dropping hurts!) onto another container after where you have to shoot the lock off the container's "door". The 2nd RTL line is near where you'd go to get the hidden box. Instead of climbing the container with the hidden box on it, go to the open area and look for 3 large crates stacked stairstep-style. Atop these is the 2nd line, leading directly to the goal area. LEVEL 2 - Nothing special to note; use your first time for training and most experienced gamers should be able to beat the special time on the 2nd time or so. LEVEL 3 - There is no special time to beat; the "object" goal is to not waste a single dart. There are 4 stages. 1 - shoot the targets with the 6mm darts. One is right across from the starting point; another is way up high on the cliff off to your left, and the last one is down low at the base of the "cave". 2 - shoot enemies with EDT darts. Use your zoom mode, and wait for them to stand still. 3 - gas dart. You can shoot the dart into the ground in the middle of the cluster; it works for the training mission but this method would not actually bag a dart kill for your mission objectives in other modes. You can run around the ledge on your left, and shoot a dart on the guy at the "front" of the pack once they stand close together. 4 - exploding dart. Same method as the gas dart; careful as they will not stay huddled together forever, but will move around and return to the huddle formation. +------------+ | STORY MODE | +------------+ Just a quick note, there will not be a separate walkthrough for mission mode. The game will have to be played in Story Mode before Mission Mode is unlocked. If you are attempting to gain certain objectives one at a time you can play Story Mode again; this will save time from having to go through menu screens. There may be mentions made here of things which require one to play in mission mode, which you're probably going to have to do anyway. First, here is a reference chart showing all of the possible objectives for each individual mission. legend: E-M Episode & Mission # Stl Stealth kill requirements Knf Knife kill requirements Drt Dart kill requirements Env Environment kill requirements Hed Headshot kill requirements (hard mode only) Evd amount of hidden evidence (will either be 3 or none) E-M Stl Knf Drt Env Hed Evd --- --- --- --- --- --- --- 1 FIRE & ICE 1 Insertion Point Alpha 5 10 25 5 22 3 2 Red Jack 2 17 20 2 20 3 3 Finding Freeman 4 10 10 2 8 3 4 A Man Without Power 1 7 15 5 14 3 5 Freeman's Files 4 6 10 2 10 3 2 BLOOD & OIL 1 Under NORAD's Nose 5 15 25 4 28 3 2 Security Section D 3 14 20 7 15 3 3 Kreisler's Garden - 10 20 6 20 3 4 Freeman's Answer - 10 20 2 23 3 3 ANCIENT HISTORY 1 Old Friends 7 15 30 2 22 3 2 Memories - 6 18 6 21 3 4 SAVING PRIVATE JANTZEN 1 Forged Under Fire 4 10 20 3 16 3 2 Traitor In Our Midst 12 10 30 5 30 3 3 The Ultimate Sacrifice 2 10 30 5 30 3 4 The Trojan Horse - 5 9 2 8 - 5 THE ROOT OF ALL EVIL 1 A Fist Full of Rubles 8 10 25 2 24 3 2 Blood Money 7 15 25 2 15 3 6 TOUCHSTONE 1 A Meeting With Fate 2 10 25 6 15 3 2 Into the Abyss 2 10 20 2 12 3 7 SINGULARITY 1 Red Section 5 5 21 4 22 3 2 Drowning 5 10 25 2 15 3 3 Event Horizon 3 6 17 - 17 3 4 Matter's End - 5 10 - 10 - 8 1 Goodnight Sweetheart 2 Up a Column... 3 Hornet's Nest 4 Birds of a Feather 5 Jimmy Zhou's Army = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = EPISODE 1: FIRE & ICE ===================== 1. Insertion Point Alpha ------------------------ This is a great training/practice level. If done in one certain way it can be a very short level. About half of it is not actually critical to finishing the mission. It is one of the few missions that is not completely linear. ----- To begin, an enemy will come out to inspect the dead body for a few seconds. During these few seconds, there is a "Squad Leader" up on a catwalk in the distance who will be watching him; then he will turn away and continually watch a different direction towards the field to your right. If you want, you can snap to the column you're next to, fire an EDT dart onto the closer enemy, turn on your EDSU goggles, then run up to him, press fire and remove the dart while he's being shocked. Then you can use another dart to kill the Squad Leader. If you run out too soon or use a non-silent kill there will be two more men who come out from the left; they will use the leftmost 2 columns for cover. If you want, you can just wait for a minute in the very opening of the game and the enemy will walk right past you and face the burning rubble in the distace, while the Squad Leader looks away - making them both sitting ducks. Note, there is a medkit near the door right at your starting point. ----- From here you have a choice of going left or right. To the right is the non- critical area. You will need to get the keycard off the dead body in order to open the room in this area (walk up to the dead guy in orange and press the triangle button). You have to shoot the barrel in front of the fence in order to blow a hole in the fence for you to walk through. As soon as you go through the fence two men will come out. If you use the crouch function at least halfway before the "box" directly in front of you they'll go to an unalert status and hide behind the container. If you want to be fast, you can peek around either edge of your box and use a stealth kill (read: gas or EDT dart) on either one as they walk away. You can also "set a trap" by shooting a poison gas dart on the ground for the one on the left, and detonating it as he walks over it. If you choose to use stealth kills while they are hiding behind the container just be careful with your timing as they will glance over at each other on occation; e.g. wait until the 2nd one has just finished checking on the one you're about to kill. Knife, dart kills or neck snaps will work, exploding darts or a tazer kill are not silent and will alert the other one. No more enemies will appear even if you do draw attention. If
you did not kill the Squad Leader he'll call out your position and begin
shooting at you as soon as you enter the area by going through the fence.
There is a barrel which explodes when shot; although you can use it for an
environmental kill it's best not to do so.

   -----

Now it's time to find the "hidden" room.  There are two ways of getting there.
First, there is a building to the left with a ladder on it.  Climb the ladder
then climb up to the higher roof level.  There is an RTL you can use to get to
your room; you'll drop down right in front of the door.  There is also a radio
tower on this higher roof level; climb to the top to find hidden evidence
before using the RTL.

Alternately, if you're still on the ground you can see a ladder in the corner
but it's raised.  There is a small black-&-yellow handle on the top left; 
just shoot that handle and the ladder will lower (hint: use a 6mm from your
MB-150 and full zoom, while in the crouched position to reduce sway - it's a
very small target).

When standing directly in front of the door you'll be prompted to press the 
triangle button to open the door.  If you forgot to get the keycard off the 
dead body the door won't open (don't worry, everybody forgets sometime).  The
room will be completely dark and you can use anything in your goggles menu to
see.  There is a medkit on the wall to your left (it has some weird smiley
face on it, unlike all the other medkits in the game).  There are grenades and
hidden evidence on the table.  There is a shotgun in the far corner opposite
the table.

When you come out of the room two enemies will appear down the catwalk on high
alert.  Kill them however you like.  You can crouch below the railing, but you
can't snap to it.  You can place an explosive or gas dart in the area where
they come out the door near the edge of the grating and simply not detonate it
until you come out of this room - if you're lucky you'll kill them both.  If
you run too far away they'll simply disappear for good.  If you used the RTL
method for getting to this building you can simply lower the ladder by hand.

   -----

Now it's time to move toward the distillation pit.  If you just want the
practice there's a crate next to the wall where you killed the 2 guys after
going through the fence.  If you climb up to stand on the crate you can jump
up and grab a pipe, then shimmy around the corner and drop into the area you
want to be in.  Don't drop too soon or you'll fall to your death.  There may
not be any enemies when you land, but go past the barrels and they will
appear.

It's easier and faster just to walk back through the gate you blasted open and
go around the building.  Enemies will appear on high alert; you can snap to
the edge of the building or along any of the columns to the left if you want
to get closer.  There are 2 barrels; shoot either of them when people are
close to them for environmental kill points.  For the one on the right you
may have to get in closer.

   -----

In order to enter the distillation pit you have to shoot the lock off the
gate.  You can use your EDSU goggles to find it, but you don't need to have
the goggles on in order to actually shoot the lock.  This gate is near where
the barrel is/was (also right near the dropdown point if you used the pipe).

You can press X to slide down the ladder faster.  Once on the ground, crouch
and snap to the concrete block you're closest to.  An enemy will appear on the
lookout for you.  If you wait he may fire, but eventually he'll start running
around this area and you can even sneak up behind him.  You can lay a trap for
him by shooting a gas or explosive dart on the ground where he'll stand after
you shoot the lock off the gate but before you ever slide down the ladder.

At the base of the ladder is a flak jacket and medkit.

Walk across this area and there's another ladder at the other end.  Climb up
this to get to the 2nd level.  This is a ring-shaped catwalk.  On either side
is a recessed door; whichever way you choose to go there will be an enemy
appear in this recess shooting at you.  Again you can lay a trap by shooting
an explosive dart near where he'll be squatting before you walk on that side
of the catwalk.

At the other end of the "ring" is another ladder leading up the distillation
column; you'll have to take care of two enemies when you get to a landing. One
appears on your right, the other on the roof near the radio tower.

When you kill them and start to climb up the next ladder your path back down
will be interrupted.  Don't climb back down, and move quickly.  You have a
time limit to get to the top of the ladder.  

The last phase of the mission is to protect Lian, meaning you shoot a wave of
bad guys then press the square button telling her to advance.

     ----------


   * Stealth *

There are two ways to go.  One is to play the entire level and use stealth
kills as often as possible; the other is to play the entire level in stealth
mode - in which case you only have 5 enemies to deal with until the phase of
protecting Lian whereupon stealth is not an option anyway.

In the first method you would use a stealth kill on the first enemy then the
Squad Leader, blast open the fence and use stealth on the two guys who come
out.  Stealth will not be an option for the two who come out after opening the
dark room upstairs.  From there it's a matter of skill managing to get the
final stealth kill, but feasible.

     ///// BONUS \\\\\
The other method is a bit of a "bonus".  Kill the first enemy with an EDT
dart.  Do NOT kill the Squad Leader.  Do NOT blast open the fence to your
right.  If you go immediately around the building on the left side you get to
watch a KemSynth Employee get tossed over the rooftop.  There are two enemies;
one will slide down an AZL toward the barrel on the right, the other comes
from a doorway behind the left barrel.

Run and place a gas dart alongside the grey box (at the fence, right hand
side) in the center of the walkway, slightly left.  You only have time to run
back 1 or 2 columns before the guys come out.  Detonate it when the bad guy
walks/stands over it but only if the other one has just turned to walk the
other way.  If the body of the one killed by the gas-dart trap "decomposes"
before the other one turns back to see it then this 2nd guy will not be
suspicious.  Kill him with either a dart (preferably) or a headshot from a
silenced weapon (just don't let him see you poking your head around a column
- it's difficult).  The man down at the bottom of the distillation pit will
not be on alert, and will start out in a position farther back - giving a good
chance for a knife, dart or tazer kill.  There will be no enemy spring out
from either niche on the ring, or coming from the right-hand side.  The Squad
Leader will still be at the top of the ring, but busy on his walkie-talkie
asking permission to pull the release valve - snap his neck or do whatever
you want.  Congratulations, you've just nailed your 5 stealth kills.
     \\\\\ _____ /////


   * Knife *

These are very difficult on this level (although they tend to be difficult on
every level).  You'll want to attract attention in order to bring out the
maximum number of enemies so that you can stab them; meaning you have to
sacrifice some stealth - which can be difficult, since knife kills are
normally stealthy.  Wait until people see you, or fire non-silenced weapons to
grab their attention.  Hide behind walls, columns or objects and wait for them
to come to you whenever possible.  There will be a barrage of men who come out
once you go around the building on the left - they're all on high alert and
shooting at you, meaning you may have to shoot one or two.  Try to shoot them
non-fatally in the foot or leg in order to slow them down to make them easier
to stab.


   * Dart *

This level requires 25 dart kills, which will be nearly impossible in story
mode - best to wait until you've earned at least darts x8.  Using the EDT dart
recycling trick will be required for several kills, starting with the first
enemy.  You'll also want to do so for the 2 guys who come out after blasting
the fence to the right open and going through it; be sure to be patient and
use stealth on them.  You'll want to attract attention so as to bring out as
many enemies as possible from that point on; this may require you to randomly
fire a non-silent weapon or shoot a barrel.  Use a gas dart for the Squad
Leader & exploding darts when enemies are close together.  Remember that
laying traps will not score dart kills.


   * Environment *

These come exclusively from shooting the barrels, of which there are 3.  The
barrel which is used for blasting open the gate is never good for killing
enemies.  The barrel which is in the "extra" field (opened by shooting the one
just mentioned) can be used to take out only one enemy when the two guys come
out; best to leave that one until the part where you have to protect Lian -
this same barrel can take out the very first two guys in that section of the
game.  The other 2 barrels are close together after you run around the
towards the left.  Although it is possible to kill two people with each barrel
this is very difficult, and all you need is 3 kills between these 2 barrels.


   * Headshots *

Fairly obvious; you'll have to draw out the maximum number of enemies.  Best
to save this goal for later (in Mission Mode) where you can use a weapon which
is non-silenced & has a scope.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

     2. RED JACK
     -----------

This mission can be long are tedious depending on what mission objective goal
you're trying to achieve.

The first two enemies are the hardest.  You start off hidden, and will have to
remain so for about 15 seconds in order to keep from being seen by the one
at the end of the catwalk upstairs.  Use your HUD to observe the direction of
the arrow for him if you're in easy or normal mode.  You can use the right
directional stick to change the viewing angle in hard mode although it's
difficult to see which way he's facing.  Use a gas (or EDT) dart for a silent
kill on him.  For the one behind the turret, crouch (important!) until you're
just to the left of the post in front of you.  If you stand up (again, without
walking) you can barely see his sleeve in the space between the post and the 
front bumper of the big truck.  You can place a dart on his sleeve to kill
him.

There are enemies which come out no matter which way you go.  If you go down
the ladder to your left, you can run around the ladder into a recess by a door
but you'll have to slide down the ladder and run quickly to avoid being seen.
It's possible to lay a trap by placing a gas dart where one will stand: do
this before going down the ladder.  If you press up against the fence your
reticle should be even with the 2nd highest step for the short stairs in front
of the B-11 building - move over until the reticle is about halfway between
the edge of the truck and the line of sight equal to the machine gun.  Just
know that the enemies don't always walk the same pattern; this trap (for
stealth) will only work if the guy stands there and not on the sidewalk, AND
the other guy eventually ducks behind the building wall out of the line of
sight.  If this works, you can crouch-walk over to the wall and when you
stand you can see the arm of the 3rd guy through the gap in the truck; place a
dart on his sleeve but don't detonate until you're back into your recess by
the door.  When he goes down the guy who was out of sight behind the wall will
see him go down and run over to him - you can kill this guy by sneaking up
around the block on your right-hand side.

If you choose to RTL across instead of taking the ladder down, there will be a
guy appear on the walkway before you make it across.  There will be a 2nd RTL
which goes over the truck.  When you take this RTL there will be a guy who
comes from the building at the far end and walks over to the ladder right by
the RTL.  Just stay out of sight (i.e. walk forward after you drop off the
RTL) - he's easy prey; best to switch to "fists" and kick him off the ledge.

Walk down the catwalk and into the room.  Crouch before you open the door, and
don't kick it open.  Neither of the two will see you; make your silent kill of 
choice, just take out the closer one first.  You'll have to hit a bypass
switch on the computer bank to your right before actually using the computer
itself (your EDSU goggles will direct you to this, although you don't have to
have them on if you know where the bypass switch already is).

Before you use the computer you can place an exploding dart into the frame of 
the door you came in, on the right-hand side.  Once you use the computer there
will be two men enter the room already on high alert.  After exiting the room
there will be another enemy on the catwalk across the way to your right; kill
him.  If you choose to RTL over the truck there will be another one come out
on that catwalk; if you immediatly snap to the wall after dropping off the RTL
you can either place a dart on him or wait for him to come near you.  If he
dies while standing in the corner where he first comes out, another one on the
ground will see this and call for backup - but not if you make a silent kill
after he comes closer to you.

   -----

From where you first start the mission, there is a walkway on the ground with
a dead body.  You'll have to jump up to a pipe and shimmy over the gate to get
to him.  He'll have a piece of hidden evidence, and a keycard to open the B-11
room where there's another piece of hidden evidence and a flak jacket.  You
can go here anytime; this part of the mission is not linear.

   -----

There are 2 trigger points which automatically bring out waves of enemies, if
you need to bring them out in order to bag kill points.  One is getting near
the turret (especially behind it); the other is walking around the block at
the far end (near/behind the turret).

   -----

     ////////// BOSS FIGHT \\\\\\\\\\

BOSS FIGHT - This one is very easy; the only kill spot is the tank on his
back.  His weapon is a flame-thrower; he's already firing right from the get-
go and fires constantly.  You can buy yourself some time by placing an
exploding dart on the ground near the closer edge of the elevator pit where
he comes out and detonate it as he walks over it - this won't hurt him but
it'll knock him down for a second.  When you're set on fire you can hit the X
button to roll and put out the flames.  The easiest weapon of choice is the
machine gun built into the ground - just aim over his shoulder on your right-
hand side.  Climbing the ladder in order to get a shot from above also works.
Shooting the tanker truck (if it's not already exploded) can also knock him
down, especially if you're trying to take a shot from above.  On rare
occation this will kill him.

     \\\\\\\\\\\\\\\  ///////////////

     ----------

   * stealth *

Stealth is incredibly tricky in this stage.  Certain kills will not count on
one's stealth kill count, even when seemingly done stealthily.  Step-by-step
instructions are provided in the opening paragraphs describing the mission.
Be sure to go down the ladder instead of using the RTL, from your starting
point.  Try not to attract attention.  This will be a shorter level if played
in stealth.


   * knife *

This is one of (if not the-) hardest levels in the game for getting the full
requirement of knife kills.  You'll need to attract as much attention as
possible - avoid stealth, act quickly.  Peek around obstacles and shoot
people in the knees (just don't kill them) in order to disrupt their routines
so that they'll come to you instead of holding their position.  You will have
to run out in the open several times, and will get shot by numerous enemies
when you do.  Do NOT shoot anyone fatally - if you have to climb a ladder to
get to ones which come out on catwalks on adjacent buildings, do it.


   * dart *

Managing to place a dart on the sleeve of the gunner at the beginning, as
well as waiting for the very 1st enemy to turn his back, are tedious and
tricky.  Try to recycle your EDT's as much as possible.  You need 20 dart
kills, which isn't as hard as the knife kills but you'd still do better to
wait until you have at least darts x8 since many enemies will have to be
taken out from a distance.


   * environment *

Once again this comes exclusively from exploding items in the environment.
There are barrels on the ground, and the tanker truck itself is also usable.
Use "fists" to kick the guy off the platform after using the RTL line which
goes over the truck.


   * headshots *

You need 20, so you'll have to draw some attention at select times.  Use the
MB-150's scope to get a good aim on the very first guy then switch to a
silent weapon to make the actual shot.  Make use of scoped and silent
weapons as appropriate.  After you've used the computer in the security room
the man across the way has a scoped rifle should you need one, and you can
wait until after this scene to draw out enemies by standing behind the
machine gun or running behind the ladder and/or box that's near the gun.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     3. Finding Freeman
     ------------------

Finally, some relief.  This is one of the shortest levels in the game, and
the easiest - depending on what your goal is and how you play.  You start off
with one enemy to kill (he's not paying attention); then RTL down a hallway
with flame jets.   Be sure to wait for the one flame-jet that's higher up to
stop before RTL'ing past it.  There is a vent on your right at the very end
of the hallway; if you press triangle to inspect it Gabe will automatically
shoot the lock using the SOCOM but the ammo will not be taken from your
inventory (standard cut scene) - or just use your tazer on this lock.  Take a
right just after crawling through the vent; there's a button you'll have to
shoot in order to turn off the flame jet before dropping out of the vent.

Take notice of the "locker code" on a piece of paper right when you drop.
There's a flak jacket in this area, which you shouldn't need.  You then crawl
through another vent; a gate will close midway which can be opened by
shooting a button hidden by a fan blade on the left.  The tazer will reach
the button only if you scoot close to this fan; you can also use your tazer
on the fan motor to make the blades stop.

Once you turn and get near the end of this 2nd vent you'll see someone at a
soda machine.  If you wait just a minute he'll go and play pinball; he's
occupied and won't see you even if you run right past him.

There are two more enemies around the corner who are trying to get the TV to
work, and neither of them will see you even if you don't crouch.  Press the
remote control (on the end-table by the couch) and the one farther back will
get closer to the TV for a minute, before he walks away to patrol.

Once all 3 of these guys are gone a fourth will come out of the elevator at
the end of the hallway which runs back behind where the TV is.  First he
stops at the water fountain.  Once he's dead you have to get the key for the
elevator off his body.

     ----------


   * stealth *

Stealth is easy - just don't do anything to intentionally attract attention.
Stealth works with environmental kills - see that section for more info.

The very first enemy is easy pickings.  Better to crouch-walk, but if you
don't it's ok - just run quickly.  Pressing the button on your right as you
look down the mini-hallway where he's working will short-circuit the panel
he's on and provide an easy environmental kill.  Be sure to wait for the one
flame-jet that's higher up to stop before RTL'ing past it.  

The one at the soda machine can be killed with a dart or silent headshot;
better to wait until he's at the pinball machine.

You can press the remote control on the end-table to get both guys at the TV
to stand close together; fire a gas dart onto the TV itself (below the
screen) to take them both out.

Note: you can take out the 2 guys at the TV first, then fire a dart onto the
guy at the pinball machine, and wait to detonate it until you've run around
near the elevator.  Then just take out the guy while he drinks at the water
fountain.


   * knife *

Knife kills are a bit more tricky on this level. You have to draw out enemies
in order to make the full number of kills.  The more people who are available
to call for backup the greater number of backup enemies arrive, so shoot the
first one (at the soda machine) in the leg.  Hide behind the wall on the left
and use your thermal goggles, and just wait for them to come to you.  You can
agitate them by shooting their legs if they're not coming for you.


   * dart *

This is time consuming, just like knife kills. Recycle the EDT darts when you
can; this is a feasible goal even in story mode or if you haven't earned any
extra darts yet.  An exploding dart will attract attention.  Use exploding
darts to take out multiple opponents when they run back and forth behind the
couches.


   * environment *

This level is a blast for environment kills.  The very first enemy can be
killed simply by pressing the button on the right as he works on the panel.
The one who starts out at the soda machine can be killed by the pinball
machine itself; get behind him and use a fist attack - you smash his face
into the machine.

The last guy in the level can likewise have his face smashed into the water
fountain while he drinks from it.  This takes timing because he comes out of
the elevator immediatly when the others are killed but doesn't drink for very
long.  You can either (a) fire a gas dart onto the TV, press the remote and
RUN around to the lockers by the elevator before detonating it, or (b)
silently kill the guy farther back from the TV and place any dart onto the
guy occupied by the TV - again go hide behind the lockers near the elevator
before detonating it; this method doesn't require you to rush as much.


   * headshots *

Self-explanatory; just be sure to draw attention so you bring out the 
enemies.  You have to use a non-silenced weapon only on the one at the soda/
pinball machine (the MB-150 with 6mm works great while hiding in the vent,
just aim quickly.)

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     4. A Man Without Power
     ----------------------

This level is fairly short, fun and unique.  There will be a startled soldier
as soon as the doors open; killing him quickly is both difficult and point-
less.  He'll run back into an open area; just hide behind the wall and either
shoot around the corner while snapped to the wall or just wait.  Eventually
a bomb will go off in that room, killing them both.  Shoot a button at the
other end of the room to turn off the flames.

There is an area on the other side of the windows on your left; enemies won't
begin to appear until you just step past the doorway into it.  There will be
1 or 2 enemies which AZL down onto the catwalk at this doorway.  You have a
choice of whether you want to peek around the doorway / over the windows and
take everyone out, or run down the catwalk and hide behind the steel plates
on the railing using them as cover to take everyone out.  No need to RTL
across until you've taken everyone out.  There will be one way up to the
left by the upstairs window across the way who should be taken out by peeking
over the windows in the initial blast-area room.

There are steam pipes, and the joints will explode if they are shot when they
are hot - use EDSU or thermal goggles to help you see when they are hot;
although you can see steam coming off them when they're hot even with
goggles off.  They are easier to hit when you're hiding behind the steel
plates on the catwalk; although you can aim on them behind the windows they
don't always go off.  They will explode automatically if shot with an
exploding dart even if they're not glowing hot, but this only wastes
valuable darts and don't count as any kind of special kill.

RTL across from one catwalk to the other, then up the ladder at the far end.
Take out the two enemies in the room by peeking over the window, unless you
need knife kills in which case you can climb in the window first.

In this room is a flak jacket, and you can shoot the glass out of the display
case to grab the shotgun in it.  There is a painting which can be moved;
behind it is a safe which cannot be opened until later.

At the other end of this room is a door.  Enemies will not appear the instant
you walk through the door, but will just as soon as you get next to the stair
railing.  Since the room is dark they won't see you at first.  You can duck
back into the room and they'll eventually go back downstairs; you can hide
behind the small couch facing the stairs which will buy you some time, or
you can lay a gas dart at the top of the stairs and detonate it when the two
guys walk over it.  There will be two more guys come up the stairs looking
for you when you get over halfway down the stairs.

From there you've killed all but one easy enemy; be sure to shoot the lock
off the vent on the floor by the base of the stairs.  You can shoot the lock
off the other side after going through the hallway just past the lockers.

There is a flak jacket under the stairs, and evidence in the computer stack
across from the jacket.  There is a medkit in the far left locker, but the
locker on the far right is locked for now.

After going downstairs and through the hallway with 2 doors, you only have to
go down a short stairway and you'll see the final enemy on your right.  He's
opposite a window but you can kill him however you like (if you want a knife
or other close kill you can go into the room, but move quickly and don't
kick the door).

The next mission is a continuation of this area, so don't worry about the
things you didn't/couldn't take care of, such as searching the locker, moving
the painting or using the palm scanner.

     ----------


   * stealth *

You only need one stealth kill.  This really isn't a "stealth" mission; it's
the final enemy that counts but if you want more (even though they won't
count) you can lay gas-dart traps at the top of the stairs for the 4 that
come up.


   * knife *

You'll likely want to plan on knife kills before you start this mission, thus
this goal is mostly a Mission Mode goal.  You need only 7, so ignore the
temptation to RTL across the catwalk and stab the multitudes that appear
(might be a good idea to just save the last of the enemies for this, just
don't forget about the one up at the top of the ladder by the upstairs
window).  You have to climb through the window after the cutscene atop the
ladder, instead of peeking over.  Use the thermal goggles to kill the first
two that come up the stairs; hide in the room and wait until they're starting
to go back down.  For the final enemy, crouch and open the door to the room;
snap to the wall, stand and run at him.  Lose the element of surprise like
this and he'll shoot the electrician.


   * dart *

There's nothing special about dart kills that you shouldn't have down pretty
well by now.  You can use and recycle an EDT dart on the very first one but
it's tricky since he runs as soon as he sees you - if you run into the blast
room the bomb will go off immediately.  If you wait too long the bomb will
go off anyway, so be quick with nailing the guy at the back of this room by
the button.

Use and recycle EDT darts on the 1 or 2 that AZL down to the first catwalk.
Use explosive or gas darts to take out multiple opponents on the other cat-
walk.  Careful; killing 2 people with one dart does count as 2 dart kills but
if the dart explodes the steam pipe then the pipe's explosion may take out
others who would not then count as dart kills.

It's possible to use EDT darts on the two in the upstairs room but this is
tricky since they're both shooting at you and their pistols pack quite a
punch.  For the ones that come up the stairs you can trigger their arrival
by starting to walk past the door, then run around behind the small couch and
wait.  Remember that you have to actually pin the dart on the first one up,
then detonate immediately (laying a trap on the floor at the top of the
stairs doesn't count as a dart kill).

The next two guys to come up arrive one at a time, and the second one will
stop short of a poison gas cloud if you use a gas dart on the first one.  If
you run back into the room upstairs for them, they'll shoot at the cabinets
at the top of the stairs, allowing 2 kills with one explosive dart.


   * environment *

Environment kills come from shooting the hot joints on the steam pipes.  They
can be shot over and over again, so long as you're patient and wait for them
to get hot.  As mentioned, you can shoot an exploding dart to detonate the
pipe joint at any time but may not get an environment kill because it's the
dart that kills.  The initial bomb when you first start the level is good for
two kills, although they're pretty much a given if you just wait.


   * headshots *

Nothing special to note here.  Act quickly for the very first two before the
bomb blast gets them.  Hiding behind the steel plates on the first catwalk is 
a little easier than peeking through the windows for the first wave in this
area.  You may want to keep ducking back into the upstairs room for the ones
that come up the stairs, then wait until they return to a stationary
position.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     5. Freeman's Files
     ------------------

This level is a continuation of the previous level, and it's a very short
level.  To begin (after helping the electrician reset the power) there is a
radio - use it to prevent 2 enemies from coming down the stairs, or ignore it
if you need more kills.

If you shot the lock off the vent at the bottom of the stairs earlier, you
can now crawl through the vent to get a stealth attack on the two in the
downstairs room.

You have to escort the electrician to the room upstairs; move the painting if
you didn't do so earlier and he'll give you the code to open the safe (it
changes each time).  Once you go back downstairs you can now get him to use
the palm-reader to open the next door.

That door opens into a small hall, then to the Server Room. In the server
room are two guys; one stands by the computer and the other slowly patrols.
Try to get a stealth kill on the one who patrols, then the one by the
computer.

There is a typewriter on a shelf at floor level immediately on your left when
you enter the server room; beside it is the key which opens the locker.  In
the locker is a pile of grenades.

Go to the computer, call the electrician over, use the computer, then boost
the electrician up to the ceiling.  Use thermal goggles to watch his path and
press the switches he stands over (it's a random path).  Shoot the two guys
who appear in the ceiling when he's done, then use the computer again.

After that get him to use the palm reader to open the door to the next
room.  Kill the 2 guys in there, and you're on to Security Section D.

     ----------


   * stealth *

Be sure to use the radio, preventing the 2 from coming downstairs.  Crawl
through the vent to get a stealth kill on the two in the room, who are facing
the lockers by the door.  Headshots are not a good idea for them, even with
a silent weapon.  The patrolling guard in the server room requires patience.
You only need 4 stealth kills; namely, the 2 in the downstairs room and the
2 in the server room.


   * knife *

You need only 6 knife kills.  There are only 10 enemies total in the level,
and the only ones that cannot be killed by knife are the ones who appear in
the ceiling.  You can still get your count if you use the radio, but you
might want to ignore it and bag the 2 that come down the short stairs.  Those
two are hard to kill, but so are the 2 guys in the final room.


   * dart *

You'll have to ignore the radio; an explosive dart may take out the guys that
come - just be careful as they may bum-rush you and setting off the dart
will kill you to if you detonate it.  You can recycle an EDT dart on each guy
in the server room, therefore it's possible to make your 10 kills even when
you start with only 9 darts.  Thus the dart-kill goal can be done in story
mode, or even Mission mode when you haven't earned the extra darts.


   * environment *

There are 2 environment kill points on this level, and they come in one shot.
In the final room there is a gas pipe in the back.  This pipe has a weak
point which can be seen with EDSU goggles on - just shoot that weak spot (you
don't need to have the goggles on).  There is also a piece of hidden evidence
under this pipe, and shooting the pipe will destroy the evidence.


   * headshots *

Piece of cake, just be sure to use the radio.  Make use of silenced weapons,
since nobody ever calls for backup.  The two in the ceiling will be your
hardest shots (you need thermal goggles, which you should already have on to
help the electrician).  Careful with the 2 in the final room; don't hit the
pipe in the back.  Sometimes the one on the left will not respond when the
first one announces your presence and instead just face the box in the
corner - easy pickings.

 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


          2. BLOOD & OIL
          ==============


     1. Under NORAD's Nose
     ---------------------

This mission is much easier if you can nail the beginning with pure stealth.
You'll have to forego the stealth and draw attention if you need to gain
required amounts for certain types of kills.

This is the first of two missions where you play as Lian instead of as Gabe.
You're in a field with a plane in the middle, surrounded by barrels and
crates.  The barrels are explosive.  In some of the crates are disks that
you're looking for; there are also boxes with flak jackets and unlimited
free ammo.  Use your EDSU goggles to find the crates with the disks.

Once you find all 3 disks you have to take out the commander and get his 
keycard. You can now enter the plane from the rear; there are 2 guards in
the plane.  Once you use the computer (you need the kecard) a hatch to the
top of the plane will open; climb up to the top and plant the C4 on the tail
of the plane.

Kill guys from the top of the plane, then the next wave as the enter the back
of the plane when you climb down.  The final phase involves using a mounted
machine gun on a vehicle parked behind the plane.

     ----------


   * stealth *

Stealth makes this mission so much easier; your kill requirement is 5.  The
first three patrols who roam the grounds are your hardest.  Try using gas or
EDT darts; wait until they stand behind a crate where they're out of view of
the other guards to activate the dart.  You can stalk them and use the tazer
if they are not too close to other guards.

If you kill them with stealth no more enemies will appear while you gather
the disks.  Once you have the 3 disks you start off hidden behind a crate;
just wait a minute until the commander is walking past you to your left then
use an EDT dart.  He's wearing full armor; headshots won't work.

The two in the plane require patience and timing.  Use your thermal goggles.
Crouch behind a crate to the left of the plane, and use a gas dart on the
foot of the guy when he walks over to the right-hand side.  Detonate when the
other guy just starts to walk away.  He won't be suspicious if his partner in
the rear of the plane disappears, but will if he sees the dead body before it
decomposes.  Kill this 2nd guy quickly while he's facing the front of the
plane.

When you use the computer, a guy will immediately throw a smoke grenade down
the hatch and begin firing.  Although it's not technically a stealth kill,
you can go outside the plane and shoot him while he's firing down the hatch.

As soon as you get up the ladder through the hatch and on top of the plane a
guy will follow you; place an exploding or EDT dart to lay a trap for him at
the top of the ladder.

After you kill the guys out in the field but before you place the C4, place
another trap at the top of the ladder, as 2 more guys will come up the hatch.

Once you kill everyone while atop the plane, more enemies will appear in the
back of the plane.  If you stand at the tip of the right wing, you can place
a dart on one guy's shoe (he can't see you).  If you use an exploding dart
you can wait to detonate until you've climbed down the ladder and possibly
take out two with one dart - but this isn't a stealth kill.


   * knife *

Knife kills are a bit challenging on this level.  You'll have to give up the
stealth in the beginning.  More guys will come out, as the ones in the field
call for backup. (The more of the original 3 that are still alive when you're
detected, the more backup that arrives.)  Guys will also come out when you
climb onto the crates that have the disks in them.  For them, climb on the
crate then back down, and wait for them to come to you since they come down
from the forest in the background which you can't reach.

Obviously you can't use the knife for the ones which appear in the forest
when you crawl around on top of the plane, or the ones you shoot with the 
machine gun mounted to the snow cat at the end of the level.


   * dart *

If you're going for dart kills it's best to save this mission for later in
Mission Mode when you have at least darts x8.  Your dart kill requirement is
25; you can start with only 24 (i.e. darts x8) and use the recycling trick
for the ones on the ground.  However, you still need to attract attention in
order to draw out more enemies.  Once you've cleared out the initial wave
you still have to deal with ones that come from the forest when you climb on
the crates with the disks; they'll come to you and allow for more EDT dart
recycling.  (This will bag up to six more kills; 3 crates x 2 enemies each.)

You may want to blast the barrels before gathering the disks - this prevents
substituting environment kills for dart kills if you choose to use exploding
darts (those darts will set off the barrels), and keeps you from getting
blown up if the enemies shoot barrels near you.

Don't lay a trap for the one that follows you up the ladder; another good
time to recycle an EDT dart.  As previously mentioned, once you've planted
the C4 and shot everyone from the top of the plane but before going down the
ladder into the plane you can place an exploding (or gas) dart onto the shoe
of the one standing on the plane's entrance from the vantage point of the
tip of the plane's right wing.  Wait until you've slid down the ladder into
the plane to detonate, because that's when he'll run towards you and thus
closer to other enemies.


   * environment *

These come exclusively from killing people with barrels.  This is tricky
because some enemies run an erratic route, making it hard to take out more
than one with the same barrel.  Also the barrels attract attention, meaning
you're getting shot while running around, and don't forget that the enemies'
stray bullets can ignite barrrels and kill you too.  If there are any barrels
left at the end of the level, you can try to kill people by shooting them
with the machine gun.  Fortunately you only need 4 environment kills.


   * headshots *

You will have to attract plenty of attention, starting with the first kill.
Don't start with a silenced weapon (great time for Lian's dart gun the
VSS-DU, completely the same as Gabe's MB-150).  Beware of the ones that come
up the ladder once you've planted the C4, as they charge at you.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     2. Security Section D
     ---------------------

This section picks up from where you left off in Episode 1 Mission 5, 
"Freeman's Files".  You will have the same ammo, armor, health etc.  This is
the only time in the game where you'll "continue" from one Episode to the
next (compared to carrying on from mission-to-mission).

This mission comes in two parts; the first is fun and part two can be a bit
frustrating.

   -- part 1 --

To start, you are in an empty room and enter a room with two guys.  If you
wait, both will be occupied and unaware of you as you enter.  The closer one
will be an easy stealth kill; beware as the second one is arming a laser
trip mine which he is immune to and you're not - the laser goes right across
the stairs.  You'd have to go down in order to get to him.  Thus, you cannot
get a knife/fist kill, and cannot disarm this laser.  Just shoot either the
mine, or the weak spot on the fournace (or whatever it is) behind him.
Press the button by where the first one was standing to turn off the flame.
If you enter the room immediately, so that the closer guy spots you, he may
run near where the other one is (the guy arming the mine).  If so, you can
shoot the mine to kill both of them and thus gain two environment kills.

Enter the next empty room (checkpoint).

After walking out that room, there is another laser tripmine on your left.
You can disarm it by walking close to it without crossing the laser and
pressing the triangle button when prompted, or just shoot it to get rid of
it (just shoot from a distance).

You have to go outside to your left due to the flames in the hall.  When you
walk through the doorway enemies will appear, including one on the rooftop.
Be careful as there are 2 more laser trip mines in the crates.  One is
between the stack of crates and the wall; the other is between the crates and
the building where the guy is on the roof.  Use your EDSU goggles to see the
lasers.  The men in this area are immune to the lasers/mines, but can set off
the mines by accidentally shooting them.  If you're lucky they'll hit them
point-blank and take themselves out too when the mine explodes.

There is hidden evidence on top of the stack of crates.

Kill the men and destroy/disarm the mines.  A man will appear in the hall,
and turn off the flames.  There is a flak jacket in the hall.  Once you kill
this man, the hall takes a right; at the end is a room where another man is
arming a laser mine.  You can just shoot the mine to kill the man, or shoot
the man and disarm and take the mine.  Note: you can only carry up to 2 mines
at a time so shooting this last one is usually a given, assuming that you've
disarmed and taken any two of the three available so far.

There is an infinite ammo box in this room.  If need be, press the button on
the wall to your left to turn off the flames (ignited if you shot the mine).

Now you have to crawl through a vent.  Like before there will be a gate open
and block your path, and you have to shoot a button in order to release the
gate.  Before you do so, there is hidden evidence in front of the open gate.
This time there will be a man standing guard next to the button but with his
back turned to you.  The challenge is that the turning fan blades may block
your shot.  Using your tazer to stop the fan motor will give away your
presence, and the guy can also turn the fan back on.  You can either (a) use
a full-auto silenced weapon for a headshot, or (b) turn on your EDSU goggles
and fire a dart at him - if the dart hits the fan blade just retrieve it and
try again (works with any kind of dart, undetonated).  Then you can tazer the
fan motor and simply shoot the button.  Remember you can go back to the ammo
box to replace any rounds used in this proceedure.

When you come out of the vent at the other end you're in part two and cannot
go back, so be fully stocked on the guns and ammo you want before entering.
By the way, the MDS-7 that the guys drop in part one are pretty sweet; they
are not available to start with in mission mode so picking them up may be a
good idea, especially in Story Mode.

   -- part 2 --

The goal is fairly simple; spiral your way down and across the catwalks to
the ground, then up to the bomb planted in the middle.  You're on a time
limit.  There are laser trip mines blocking your path in several locations.
Depending on what objective goal you're aiming for, you may want to blast
them out of the way first (this opens the means for dart- and knife kills
and headshots).  If you place an exploding dart right next to the mine and
detonate it when enemies walk in front of the mines you can save a lot of
time and ammo, plus gain environment kills.  The EDSU goggles will make the
mines much easier to see.

You're not on a time limit until you crawl out of the vent.  From the vent
you can use a scoped weapon (suggested MB-150) to destroy one of the mines
planted on the opposite wall, sparing a few seconds later on.  Make sure that
you specifically want to destroy this mine before doing so.

(1) There will be a flak jacket on your right as you start.  Two men will
come from the far end of the catwalk.  Before you RTL to the other catwalk
look down and shoot the laser mine which blocks the RTL below.  (This mine
isn't blocking your initial trip across, but now's the time to take care of
it.)  There is a laser trip mine on the wall across the way, and another one
way below it on the ground level at about the same location.  This one on the
opposite wall is the one visible from the vent before you started.  This
makes a total of 3 mines which can be shot from this first catwalk, if you're
wanting to destroy mines.  If not, you still need to shoot the one below the
RTL, and place an exploding dart next to the one across the way. Ignore the
one at ground level for now.

(2) Enemies will come out of a door at the far right of the catwalk across
the way just as soon as you hook up to the RTL.  You cannot carry the MB-150
while on the RTL but you can use a smaller weapon (you automatically switch,
and will again automatically switch back to the MB-150 when you land, if
that's the weapon selected when hooking up to the RTL line).  If you placed a
dart next to the mine, pressing R1 will still detonate the dart (and hence
the mine) even if you've got another weapon selected.  Hop on and back off
the RTL line if you want to detonate the dart and mine; yes, you'll be
killing them while still on the first catwalk.  The thermal goggles may be a
slight help in determining the enemies' positions.  You can detonate the dart
(and mine) while on the RTL but it's hard to get the timing right.  The mine
may take out 2 or 3 enemies but you won't get them all.  It's your choice as
to whether you should pluck them off from the safety of the first catwalk, or
make the slow RTL trip across and then blast them while they're lined up but
spaced apart; the 2nd way will be faster.  Once on this 2nd catwalk, there is
a box by the door where the guys came out with a flak jacket if you need it.

(3) You go down a ladder to get to catwalk #3.  Enemies will appear as soon
as you get to the bottom of the ladder.  There are no laser mines on this
catwalk.  Using an exploding dart on the first guy to walk out makes things a
little easier, assuming that you have the dart to spare (you'll need at least
2 more, if you're aiming for the explode-a-mine trick).  There are 2 crates;
the first you can use for cover, although it's usually easier to just go
guns a-blazing.  The bad guys will use the 2nd crate for cover.  There is a
box with infinite ammo near the door at the far end of this catwalk.  You
will RTL across to catwalk #4; this RTL line is the one that was blocked by
the laser mine earlier.  Good idea to use your EDSU goggles to make sure you
got it - it sure sucks to get blown up, especially when you keep dying and
restarting then getting killed by your own forgetfulness.  There is another
laser mine on the wall across the way, near the door at the far left right
under where you started.  Now is the time to either shoot the mine or place
the exploding dart next to it.  There are only 2 men who come out this door,
and they pretty much come out together.  Again, they come out just as soon as
you hook up to the RTL line and move forward just a tiny bit.

(4) There is a box with a flak jacket at the end of catwalk #4.  You should
have either blown the 2 guys up with the mine, or shot the mine ahead of
time.  In the latter case, one guy will rush out and head towards the landing
zone for the RTL line - try to shoot him while still on the line - and the
other guy will wait at the other end near the box, peeking out from behind
the machinery and shooting at you.

(5) Finally, you get to the ground level.  There is one last laser mine
posted just next to the door, opposite the machinery from the ladder where
you climb down.  You'll want to destroy it or set your dart by it before you
get to the ladder on catwalk #4, because the machinery blocks your view of
it.  Now is a good time to turn on the thermal goggles, especially if you
want to set off the mine to kill people.  If you are aiming for a specific
mission objective of knife, dart kills or headshots check your stats screen.
If you've completed this objective or only need 1 or 2 more, then using a
dart on this mine is a good idea as the ground level is quite a firefight,
especially if you're reaching the end of your time limit.

  There are some crates on the ground level.  You'll have to drop into the
pit and crawl by hand to get around the crates.  There is hidden evidence
behind them.  Be careful not to fall into the pit, as you'll die.  You may
want to use Mission Mode somewhere solely for the purpose of gathering this
evidence, as Gabe is kinda skitchy as to whether or not he catches himself or
falls into the pit and dies.  Try using crouch, and backing up at a slight
angle.  You do not have to crawl behind the crates to defuse the bomb and
finish the mission, only to gather the evidence.

     ----------


   * stealth *
There are only 3 stealth kills required for this entire mission, including
parts one and two.  The first two are the first two enemies; do as you please
with the first guy, and just blow up the 2nd guy.  The third stealth kill is
the guy arming the mine at the very end of part one, near the vent.  Just
blow him up too.  There are no stealth kills in all of part 2.


   * knife *

You need 14 kills.  Only a select few are impossible to kill by knife; namely
the guy arming the mine in the first room, and the guy on the rooftop.  The
guy in the first room can be killed by knife if you can get his attention and
get him to come to you, but he usually hides behind the platform next to the 
stairs, trying to lure you to set off the laser mine.  The guy in the room
behind the fan guarding the button can't be knifed either.  Some of the guys
in the outside area will be hard to kill by knife, since they can walk through
the laser beams and you can't.  If you just wait in hiding behind the stack of
crates they'll come to you - try shooting their legs to agitate them and slow
them down.


   * dart *

You need 20 dart kills.  This is another level where it's good to play in
Mission Mode and have at least darts x8.  You can recycle a dart for the very
first enemy but not the next.  Dart kills are tricky but do-able for the ones
in the outside area.  For the one on the rooftop, use an exploding dart and
sometimes you'll knock him off the roof and you can take his weapon. For the
one in the hallway, try to snag an ankle or sleeve while you're still outside.
The one arming the mine at the end of part 1 is easy pickings - just don't try
to recycle the dart and take it off using stealth mode, as you'll trip the
laser on the mine.  You can use a dart for the one by the button, hidden by
the fan.  Use your EDSU goggles and retrieve the dart if it hits the fan.

For part 2, you'll want to destroy the mines first.  Any time you use the RTL
jump off as soon as you get on, and fire from the safety of the catwalk you
were already on - unless there's only 1 enemy left and/or you really have
your heart set on the recycling trick.  Remember that if you place an
exploding or gas dart on someone and set it off when they're very close to
you then you die too.


   * environment *

Environment kills come purely from the laser mines, save technically for the 
fournaces exploded by them.  Kill #1 occurs in the very first room, where you
explode the 2nd guy - shoot either the fournace or the mine, as one will
detonate the other.  Although it is possible for an enemy to accidentally
shoot a mine near the crates in the outside area, this is pure luck.  Kill #2
happens at the end of part one before climbing in the vent; again, shoot
either the mine or the fournace as one will detonate the other.

This takes care of 2 of the 6 required environment kills.  The other 4 are
obtained in part 2, whereupon you have 3 chances to take people out - usually
2 or 3 at a time.  As discussed, place an exploding dart next to the mine
before RTL'ing or using the ladder to trigger the advancement of enemies, and
detonate the dart when they are in front of it.  Remember that even if you
kill 2 or 3 at a time with this method, some kills may not count as it's
technically the dart which takes out the first one.


   * headshots *

As always, headshots are self-explanatory yet still difficult.  You will
likely want to hop on and back off an RTL and take out enemies from the cat-
walk you started from, instead of making the traversal and taking people out
while they are lined up.  You'll get bum-rushed, people will squat, and
either you miss your shots or die in the process.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     3. Kreisler's Garden
     --------------------

A somewhat challenging but entertaining level.  Like the last, this level is
divided into several sections.  The first part involves rescuing Kreisler (or
at least trying to).  You start off on a time limit to release some ceiling
vents and turn off a stream of poison gas, thankfully with zero enemies.
Once Kreiser has been "saved" you defeat two guys (easy) and proceed down a
hallway lined with booby-traps, down a one-way elevator through another
hallway and then on to the hydroponics lab a.k.a. "Kriesler's Garden".  You
defeat 2 waves of enemies, then a third, and end the level by shooting bad
guys while locked in a room before they can throw grenades at you.

 - shooting the vents -

1st shoot the lock off the vent on the floor at the left end of the room you
start off in (the door won't open).  Crawl through the vent to an opening
where you climb up.  Before dropping down you can turn on your EDSU goggles
and the vents will appear as bright yellow squares.  The vents can be shot
with anything, including your tazer (although the reach is limited).  Two of
the covers can be shot while you're still in the vent.  Once these four
vent-covers have been shot open you can press the button on the center
console to turn off the stream of gas.  Kreisler is tied up at the top of a
ladder; in the area below is a body with a key and flak jacket.  From
Kreisler you can obtain a flower, which is hidden evidence (look on the
ground behind him).

 - the room -

Two men will rush into the room and stand near the computer controls.  You
won't have time to run down the ladder undetected, but you can run to the 
right side of the ladder and snap to the plates along the railing to avoid
detection; peek over the railing for your shots.  Get the keycard off the man
on the right.

The guns that the men are carrying can be picked up; it will replace your
silenced SOCOM unless you're in Story Mode and picked up this gun previously
or are in Mission Mode.  It's full auto with a rapid fire rate but only
moderate stopping power; not a bad choice since there are no more silent
kills available throughout the rest of the episode.

 - the hall -

Using the keycard will take you into the next room (and/or the one where you
started, but there's nothing in there).  There is a flak jacket in the
corner behind the door - you'll probably need it soon, and also remember the
one on the body under Kreisler.  Beware of the laser mine blocking the hall-
way on the right side.  You may want to use the columns for cover, and disarm
the mine when the path is clear in order to take the mine.  There are 2 waves
of enemies to deal with.  The fournace can be shot, although the flame comes
forward but the enemies tend to hide on the backside of it.  The button to
turn off the fournace can be shot, recommended with the MB-150.  

After getting to the end of the hallway it will turn right and lead to an
elevator; beware as there is another mine right at the edge of the elevator
and it's hard to see.  Disarm or destroy this one.  (Disarm and take it if
you've only got one in your inventory so far.)

 - next hall -

The elevator is a one-way trip so make sure you're ready to go before
pressing the button to go down.  Know that it stops and starts twice; after
that it keeps falling into oblivion and will drop you to your death if you
don't hop off.  There will be one enemy running at you from the hallway
below while you're on the elevator; kill him by whatever means you need to
but do it quickly.  There is a flame jet in the hall which has short bursts
of "off"; another enemy is hiding behind it and with luck you can sometimes
get one of them to run into it and kill themself in a firefight -  but don't
count on it.

There is a room on the right; in it is a button to turn off the flame jet,
plus a medkit and a box with a carbine rifle in it.  If you take the carbine
you'll switch for whatever you have in your rifle slot (triangle button on
the weapons menu); you can use the carbine then switch back to whatever you
had before if you like.  You likely have a dragonov sniper rifle, which
ultimately is a good choice to keep long term if you're in Story Mode.

     ///// mini boss fight \\\\\

Once you turn left in the hallway after the flame jet there is a mini-boss;
he's essentially the same as Red Jack.  This guy seems to have a problem with
his weapon; he'll fire some flames at you, then stop to inspect his back.
Again, simply shoot the tank on his back to kill him or make a mad dash and
stab him with your knife.  Anything full-auto will work very well, even if
bullets have weak power.  All you have to do is get one bullet to hit the
tank on his back.

     \\\\\ ---- ---- ----- /////


 - into the garden -

At the very end of the hallway is a medkit and box with a fresh flak jacket.
Walking through the doorway is a checkpoint.  You can go back through this
door if you're not ready for the jacket or medkit.  Once in this hallway past
the door you'll see an elevator on the right; it doesn't work.  There is yet
another hallway on your left; snap to it and shoot the man who will now be
shooting at you.  Once you begin down this hall you'll trigger the first
wave of enemies.  The best technique is to go and snap back to that same
wall; enemies will be coming down that hall as well as walking back and forth
along some beams across the ceiling.  You will have to be patient in order to
make enemies come to you (down the hall), and will have to snap to the walls
on either side of the opening to the hall in order to have the proper vantage
point for shooting the snipers along the ceiling.  The MB-150 will be your
best tool for the ones on the ceiling.  Know that it's possible to use
exploding darts to knock their bodies to the ground; strangely there will
not be a weapon for you to pick up off their bodies.  If you use darts you
have your choice; EDT darts cannot be recycled back obviously, exploding or
gas darts will not take out more than 1 enemy at a time.

 - wave 2 -

The short hall will lead out into the open arena of the Hydroponics Lab (the
"garden"); beforehand there is a stairwell on your left.  Beware, as there is
another laser trip mine on the left wall aimed right over the stairs.  Going
into the stairwell will trip the 2nd wave of enemies; the best technique is
the same as for the first wave.  Your thermal goggles will help immensely on
both waves.  If you go forward into the arena before hitting the stairwell
you'll be free of this 2nd wave of enemies, until you go up the stairs.
Highly recommended to disarm the laser mine instead of destroying it.  There
are 2 more laser mines in the lower portion of the Garden, and there's a
ladder in the back.  Suggested to enter the Garden from the hallway and go
down the ladder, disarm the mines, then go up the stairs.  Your call.

 - wave 3 -

The 3rd wave of enemies is triggered by using the palm scanner set next to
the door at the back wall of the Garden (where the ladder is).  Remember,
once the 2nd wave of enemies is killed you're free to roam until using the
palm scanner.  Now is the time to make use of the laser mines.  You can only
carry 2 in your inventory at one time.  You may have had these 2 already if
you're playing in Story Mode and picked them up in the previous episode;
otherwise there are the 2 in the beginning of this level before stepping on
the elevator.  There are 3 total in the Garden area (one by the stairwell,
and two downstairs in the Garden itself); thus you can have up to 5 at your
disposal.  Any mines that you pick up and set somewhere become deathtraps for
both you and/or the bad guys.  There are 2 waves of enemies where these can
be used to your advantage: this third wave, and the final stage.  If you are
specifically aiming for knife kills you may want to save all 5 for the final
stage.  Otherwise you can divide it up however you like; using 2 for this 3rd
wave and the other 3 for the final stage is a good division.

Place mines where you like; good ideas include:
- the AZL leading down into the upper ring from the ceiling (same row as
  where the top of the ladder is)
- across the top of the ladder on the upstairs ring
- on the opposing wall to kill people as they slide down the other AZL
  ending on the ground floor
- at the bottom of the stairwell, facing up the stairs (position high)
- just past the bottom of the stairwell, in the mezzanine just before the
  set of railings
- on the planters, facing either side of the opening in the railings just
  past the stairwell

Make sure to place mines in places where you are not likely to trip them;
using your EDSU goggles will help you to see the lasers but since they make
the screen turn red it's also harder to see the enemies.  There will be quite
a few enemies in this 3rd wave; use the planters for cover.  Snapping to them
and crawling with your back to them aids in avoiding detection.  They will
come from both upstairs and down.  Once you're about a minute into this fight
the sprinkler system will turn on, creating a fog over everything and making
the battle harder.  Your thermal goggles will be of some help.

 - final wave -

Once the 3rd wave of enemies are killed the door beside the palm reader will
open.  There are some goodies inside the room, including a flak jacket and a
box of unlimited ammo.  There is also a computer which you need to use; when
you use it the door will lock and you'll be trapped in this room.  You are
free to exit the room before using the computer.  This is the time to place
the remaining laser mines.  The enemies will all be appearing on the ground
floor; thus there's no need to place mines in the upstairs area or along the
AZL lines.  Since you're trapped in the room and they're on the other side
there is no way to get knife or melee kills.  If they get close enough to you
they will throw grenades into the room, which is why you want to kill as many
as you can while they're far away. (This is the reason you'd want to save the
larger half of your mines for this portion of the mission.)  Using your
thermal goggles will be a huge help.  If one does throw a grenade into the
room you will likely want to turn the goggles off so you can see the grenade
then RUN as far from it as you can.

As mentioned much earlier, now is the time to use a gun with powerful ammo.
Until the room locks via using the computer you can still go all the way back
to the box where the carbine was/is if you need to switch back to any weapon
stored in that box.  Here is where that Druganov will come in handy.  Also
your 6mm rounds for the MB-150 will help.  Having a scoped weapon will help
but it's the powerful one-shot-kill ammo that they come with which will be of
the most use.  If you are playing in Story Mode try to replenish your ammo
from the infinite ammo box right before killing the last guy or two.
Remember, at the start of each episode the MB-150 will automatically refill
every kind of dart EXCEPT for the 6mm.

     ----------


   * stealth *

Stealth is not really an option on this mission, and there are no stealth
kill requirements.  Moving stealthily can be of some advantage during the
third wave of enemies in the garden itself - crouch, then snap your back to
the planters to move.


   * knife *

You only need 10 knife kills.  These are challenging because (1) you never
have the advantage of stealth; and (2) because you're usually facing multiple
opponents at the same time.  The easiest time to get knife kills is during
the first two waves in the Garden proper, followed by the third wave.  They
will be very difficult in the first part of the mission prior to getting on
the elevator.  If you're in Mission Mode, check your stats screen prior to
wave 3 in order to determine whether or not you should save your laser mines
for the final stage.


   * darts *

The requirement is 20 dart kills.  Recycling the EDT darts will be difficult
for the same reason as knife kills.  Getting multiple opponents with a single
dart will be a rarity; even though they come in waves they tend to be spread
out.  Thus it's best to take this stage in Mission Mode when you have at
least darts x8.


   * environment *

Environment kills come purely from using the laser mines, so place them to
your advantage where you can take out multiple opponents.  The location at
the bottom of the stairwell is a prime location; be sure to stand when
placing the mine, as opposed to placing it while in the crouched position.
Place it at the edge of the stairs so that it's not tripped until someone is
rounding the corner, leaving the explosion to go up the stairs.  You have up
to 5 mines at your disposal, and need 6 environmental kills.


   * headshots *

You need 20 headshots.  Try to knock them out asap if playing for this goal.
The enemies in the final stage will be difficult to get headshots on,
especially since you're trying to kill them before they toss grenades.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     4. Freeman's Answer
     -------------------

This level has it's challenging moments but will get easier with practice.
When you first start it seems like a deathfest.  Lian is with you, and will
keep pestering you to move.  Your first goal is to take out the guys in the
upstairs area.  You can ignore Lian, and snap to the railing to shoot the
wave of enemies attacking you.  If you wait just a bit you can press the
square button to ask Lian to provide cover fire which will allow you to use
the RTL in front of you.  Drop and then snap to the railing, which will
allow you a slightly better vantage point.  When you stand up to take your
shots you're exposed and will take damage - this is an opportune moment to
get cover from Lian.  Her cover is brief, as she'll have to reload, and then
you usually have to ask for cover again.  The man on the turret is protected
by a shield; killing him will require a scoped weapon and a well-placed shot.
If you use an exploding dart you can sometimes take out the turret itself;
otherwise other enemies can come along and use it too.

There is a small room along this ledge/catwalk.  In it you'll find goodies,
including a box with a single EMP grenade.  This grenade will come in very
handy at the end of this level.  You can take it now, or if you're playing in
Mission Mode and have other grenades you can come back and get it last thing.

Going down the ladder will trigger 3 enemies to appear.  It is possible to
lay a trap with an exploding dart by placing it in front of the doorway as
you peer over the gap right by the RTL line, although it's difficult to get
the timing right for detonation.

Once these 3 are gone you'll round the corner and have to find cover when 3
more come up the stairs.  Cover is scant and will leave you partially
exposed, so better to use powerful rounds on these guys than trying to be
strategic.

When you go down the stairs into the room you'll have to face a total of 3
more enemies; crouching and snapping to the concrete immediately to the right
will be the best bet.  There is a flak jacket in the niche where the 2nd guy
hides.  If you take this jacket there's a glitch in the game where you use a
"stab 'em in the neck" maneuver, for whatever that's worth to ya.

After this room you have to shoot the lock off a gate in order to get to the
next area; this lock is placed lower than normal and it will be helpful to
use the EDSU goggles to find it the first time (although you don't need to
have any goggles on to shoot it).  There will be one man who is crouched and
will peer out to shoot at you.

Now you are in the section with the pipes, where you have about 3 enemies to
deal with.  There is an opening on the far left, and the rest of the openings
snake around on alternating sides.  The next opening is on the right, and the
one on the left after that requires you to crawl underneath it.  Enemies will
also have to crawl underneath it as they try to get to you, and they are
sitting ducks during these brief moments while they are crawling.  Going in
guns-blazing is the best way to go so that you can get to them while they're
crawling under the pipe.  Trying to play strategic and shoot through the
pipes is tempting but actually not the best way to go, save for the very last
enemy in this area.

Remember that you can go back at any time and get flak jackets and/or ammo if
you're getting shot up in the pipes.  Good idea to take the guns that the
enemies drop, since there's plenty of ammo (even if you're on Mission Mode).

Before you get out of the "pipes" room, 2 enemies will appear in the hallway
which that room opens up into.  Snapping to the wall and peering out is an
easy way to take them out.  Beware, as there are laser mines lining multiple
points along the hallway.  One of them is on the opposite wall with the trip
laser pointed just past the doorway - making knife kills difficult.  Shooting
the mine and killing the guy is the easy way out, unless you're in need of
headshots or dart kills.  Know that there are 2 enemies and only one mine,
and the enemies come out 1 at a time (so 1 mine equals only 1 kill).  The
first guy will likely stand in the way of your clear shot view of the mine.

There's absolutely no need to pick up the mines; best to shoot the mines and
try to take people out with them - again unless you're aiming for knife- or
dart kills or headshots.  Beware of the mine placed on the water fountain -
it's tempting to head for the box with the flak jacket in it just beyond, and
(oopsie!) blow yourself up.

If you haven't gotten that EMP grenade, now's your last chance to get it.
If you're using a gun that the enemies drop go and restock on all the ammo
you can get.

     ////////// BOSS FIGHT \\\\\\\\\\

Once you go through the final door you're at the final battle (finally!!) for
the KemSynth area, and first two Episodes (and 9th mission!) of the game.
Oddly enough, the boss isn't hard at all with the right strategy.

First of all, Lian has reappeared.  You will absolutely need to ask her to
provide cover fire for you; crouch to hide behind the small wall thats right
in front of you, then just wait until the Boss is getting close.  As before,
she'll have to reload after just a second.  The Boss will focus on her while
she's shooting, then back on you while she's reloading.  After that he'll
focus on her exclusively - you no longer need to ask for cover fire or any-
thing.  Run to the other end of the room and hide while she's shooting and
wait for her to reload; after that you're in the clear.

Method #1 is simply to put on your EDSU goggles and disarm the bombs. Simple.
Method #2 is to toss the EMP grenade into the room, which automatically
disables all the bombs at one.  Even simpler.

Now all you have to do is to shoot the boss.  He's wearing some unique armor.
He's immune to a few certain things, such as most darts.  The exploding ones
will work on him.  His armor is tough and can take a good pounding, so it may
take several shots to kill him.  Headshots won't work for a 1-shot kill.
Once you've shot him his attention is back to you, so work quickly and use
your most powerful rounds.  Placing an exploding dart on him makes a great
first shot, since you can switch weapons before detonating and have full auto
going on him as soon as the dart explodes.  Wasn't that hard, was it?

     \\\\\\\\\\\\\\\  ///////////////

     ----------


   * stealth *

 - There are no stealth kills on this level. -


   * knife *

You have 10 knife-kill requirements, and they're hard.  Might want to save
this mission and objective for later, just for the stress reduction.


   * dart *

Also challenging.  There are very few locations where you can take out
multiple opponents with one dart.  One idea is to put a gas dart on the first
guy to crawl under the pipe and hope that the 2nd guy crawls into the cloud,
but that's a longshot.  Also you can try to take out 2 guys with 1 exploding
dart when you're facing the enemies coming up the stairs; kill the one on
the left first then use your pop-dart on the next guy to run up and hope he
goes right.  Again, another longshot.


   * environment *

You have only 2 required, and these would come from shooting the laser mines
to take people out.  These are tricky because people step in the way of your
view of the mines, thus you end up shooting people in the guts instead of
hitting the mine.  This goal can be done, but you might think about saving it
for later on in Mission Mode if you mess it up the first time.


   * headshots *

Headshots won't work on the Final Boss, and will be very difficult for anyone
on the turret.  Otherwise, have fun.  Remember that headshots are possible if
someone is hiding behind a low object and the top of their head is visible,
although it's a challenging shot (try your MB-150).

 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


          3. ANCIENT HISTORY
          ==================


     1. Old Friends
     --------------

You're playing as Gabe, dropped off into the South American city of Iquitos.
This level proceedes through a series of events, and is essentially broken
into two parts.  Part one is getting to Addison Hargrove; part two is
escorting her.

You start off hidden, behind you is an unsuspecting young guard walking back
and forth along a platform over a large (explosive) tank.  Kill him, and
either climb a crate to get up to the roof of the adjacent building or just
creep behind the building.  There is a guard in the walkway beside the
building, and a guard at a machine gun turret on the other side of the
building.  The man walking above the tank can be killed by shooting and
exploding the tank, but this blows your cover.  If ever you shoot the tank
more guards will appear.  The platform that the guy was walking on will tilt
down to where you can climb up onto it but it's on fire.  There is a fire
extinguisher in the walkway next to the building where the guard is standing.

Standing behind the turret will trigger more enemies.  If you have managed to
operate in stealth mode there is only one more guard who will appear as you
begin to walk down the street.  Although difficult, you can creep to avoid
detection and hide behind crates or columns.  If you do anything to draw
attention you'll face a large wave of enemies.

From the roof there is an overhead pipe.  You can climb this pipe and shimmy
to a building to the side.  The door is locked but you can get into this
building by going around to the side and crawling in through a vent (shoot
the lock off the cover).  You can easily kill the lone guard inside with
stealth (his body is hidden evidence).

You will eventually see a scene where guards escort Addison to her room.
This will happen in one of two ways:
(1) you get to the end of the street, turn into the building, then look into
the large area beyond, or
(2) if you shot the tank, put out the fire and went into the room, and from
there moved the file cabinet, crawled through the vent and walked far enough
into the room that the vent opened in to.

Addison is in a room; a guard will kill her if any attention is drawn.  There
is a guard on the balcony in front of this room, and another guard on the
ground.  First you'll want to use a silent headshot on the upstairs guard,
then kill the one on the ground.  Watch your timing as the guards are
watching out for one another.  If you came from the end of the street you'll
have to sneak up on the guard on the ground: use thermal goggles and try to
use a dart when you can just see a sleeve.  If you are in the upstairs room
be sure to use crouch and snap to the wall; peek-and-shoot the upstairs
guard but work fast or he'll call out your position and Addison will be shot.
There is a battery holding up the burrito-trike - shoot the battery to make
it explode, which sends the cart reeling and will kill the downstairs guard
as he stands in front of the door.  This will break open the door, whereupon
you can climb through the window and go through the now-open door.

There is a curtain covering the window of the room where Addison is being
held.  The guard inside cannot see out but bullets go right through the
cloth, so use your thermal goggles and take a headshot (or use an EDT dart,
since explosive or gas darts will take out Addison too).

This mission ends abruptly; if you have any searching to do, do so after the
guards are killed but before going into the room to rescue Addison.  Keep
walking around to the very far end of this area and you'll see a stack of
crates hidden in a mini-walkway past the edge of a building - climb the
crates for hidden evidence.

Nearly all the enemies on this level carry uzi's; if you want ammo for any
other weapon there is an infinite ammo box near the end of the street (the
street where the machine gun is at the other end).  Once you open the door
to where Addison is there is a flak jacket and medkit.

Three guards will be waiting outside.  Defeat them, and Addison will run for
the end of the street.  Once there you'll face waves of enemies.  Although
you're her escort, she's leading the way.  Ultimately she's heading for the 
room above the tank; sometimes she shoots the tank herself, other times she
stands beside it and waits for you to blow it up which unfortunately takes
her out too and it's mission over.  So, it's always best to blow up the tank
before she gets there - either at the very beginning of the mission or while
she's busy fighting enemies at the other end of the street.  If you want
you can use the machine gun turret to take people out, just don't shoot
Addison.

If you didn't do so earlier, she'll prompt you to move the filing cabinet.
When you crawl through the vent and enter the room there will be a guy in
there on his radio; wait to kill him and he'll give out the number to open
the safe in the room (more hidden evidence).  If you didn't do so earlier
you'll have to shoot the battery holding up the burrito trike to bust open
the door.  Addison might do this herself if you wait too long.

Once she hops through the window and into the open area it's simply a matter
of fending off waves of enemies; first they come out of doors to your right
and then appear on the balconies at the end of the area.  Once the waves are
killed she'll open a door and the mission is automatically over, so there
will be no time for searching the area.

     ----------


   * stealth *

There are 7 required stealth kills.  The first one is a given: the guy
walking on the platform over the tank - just peek around the crate and pop
off a headshot with a silenced weapon (your SOCOM if you're in Story Mode).
If you need to use a dart just wait until he's at one end (stupid-easy).

The next 2 stealth kills are hard; these are the guard in the walkway next to
the building, and the guy standing behind the machine gun.  Mess either one
of these up and you've just lost your stealth.  Try placing a gas dart onto
the one on the ground; climb up onto the rooftop to see when the guard on the
machine gun isn't looking.  Given light to the fact that these two sometimes
change the direction they're looking or move a bit, a stealth technique that
works one time might not work another time.  Trying to sneak behind the guy
on the ground and using your knife only works on rare occation.

Climb up onto the pipe over the roof, onto the balcony and through the vent
to make your next stealth kill.  (Hope you didn't shoot the tank yet!)

The last 3 remaining stealth kills are the guard holding Addison (shot
through the curtain) and his 2 guards.


   * knife *

Knife kills are tough on this level.  Obviously they don't work on the first
enemy (above the tank) since you can't reach him.  Knife kills are hard when
you're facing waves of enemies.  You can make some enemies come to you if you
shoot the tank, then hide in the recess at the edge of the building, right
near the crate you'd climb to get atop the building's roof.  You only need
15, so play the mission a few times in order to get the feel of it then play
it in Mission Mode when you can choose a strategy you're comfortable with.


   * dart *

For this mission you need 30 dart kills, hence you must play it in Mission
Mode when you've achieved the maximum of darts x10.  You can try it when you
have darts x8 but that requires you to recycle the EDT's at least 6 times or
use gas/exploding darts to take out multiple opponenets several times each,
either of which will be very difficult.


   * environment *

There are only 2 environment kills on this level.  One is shooting the tank
to kill the guy walking on the platform above it.  The other is to move the
filing cabinet and crawl through the vent in order to get to the room.  You
must witness Addison being taken "hostage" from this room, shoot the guard
upstairs first then blow the battery of the burrito trike.  This trike will
take out the guard on the ground standing in front of the door - i.e. the
2nd and final environment kill.


   * headshots *

22 required, and challenging.  This is not a good time to use the machine gun
to take people out - it's powerful and has unlimited ammo but hard to aim.
The Uzi you pick up seems to have minimal effect on enemies' heads.  Use
something with single shot if you're going for this goal (including the
silenced 9mm).  You may want to save this goal for Mission Mode, when you
have something like the AK-47 or the Chinese Type 56.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     2. Memories
     -----------

This level is a good ol' fashioned shoot-em-up.  You start off on a machine
gun turret plowing down enemies in order to protect Addison and she goes
around collecting plant samples.  Pressing the zoom-in button (L1) will help
you aim a bit.  Shooting the barrels will do the obvious.  If you just wait
long enough your time on the turret will automatically time-out and you can
shoot people with other weapons if you like, assuming that Addison hasn't
died from your lack of cover fire.  If possible, try to avoid shooting
people at the last minute as they enter the room where Addison is.  For one,
they shoot her, and two their weapons end up by the door which makes it hard
to pick up the medkit by the door later on

Directly behind you is a medkit, and a small room with a sniper rifle in a
box.  Once you climb down the ladder you'll see a section on fire; put out
the fire and examine the body for hidden evidence.  If you're on Story Mode
you should still have the fire extinguisher from last time.  Across the way
you can see where sunlight is filtering through some fenceboards - there is
a "room" with goodies in it and a fire extinguisher at it's entrance.

Getting close to the room where Addison is will trigger a cutscene.  There's
another flak jacket and infinite ammo box in this room, plus a medkit by the
door.  One gunman will be on the machine gun; try using a dart to kill him.
If you'd like you can keep running back and getting on the machine gun to
plow down enemies.  There are 2 drawbacks: one, you have to climb back down
and keep running over to Addison once each wave is killed in order to advance
the next wave, and two once this wave comes out it takes time to keep running
back to the machine gun.

Eventually Addison will climb atop a tower, which triggers another wave of
enemies from the area near the sunlit fenceposts.  From there the 2 of you
will use an AZL line to reach the upstairs balcony of the buildings.  Waves
of enemies will come out when you land, and again when you begin moving.  As
for the enemies which come out while you climb the ladder to the top of the
tower, they will try to climb the ladder to get into the tower too and if you
wait you can simply shoot them when they get to the top of the ladder.

When Addison reaches her room she'll ask you to come and help her unlock a
cabinet, which is the end of the mission.  Before this happens you should do
all your exploring.  Just past her room there is a crate you can stand on,
jump and grab a pipe, shimmy around a corner and land in order to find more
hidden evidence.

     ----------


   * stealth *

 - There are no stealth kills on this mission.


   * knife *

You only need 6.  The easiest ones are the ones when you fight people on
the ground after meeting her in the downstairs room after using the machine
gun.  Stabbing people as they come up the ladder is hard but achievable, as
is stabbing people who appear upstairs once you've landed off the AZL line.


   * darts *

You need 18 dart kills.  You can't kill people with darts at first because
you're on the machine gun; after that just get all you can and either keep
count or check the stats screen if you're in Story Mode.


   * environment *

You need 6 environmental kills; these come from shooting the barrels, of 
which you have 4.  It's still a challenge since enemies' stray bullets can
hit the barrels and the machine gun can hit them when you don't want to
because it's hard to aim.  Also the enemies move around a lot, making the
timing difficult even when you hit the barrels on purpose.  You don't have to
shoot the barrels while on the machine gun, but if you're specifically
looking to get this goal that's the easiest time.  Shooting the barrel at the
top left, just when enemies start coming out is a quick way to get two with
one barrel.


   * headshots *

You need 21.  This is tricky because many of them should be done with the
machine gun.  You can use the L1 button to zoom in which makes it a little
easier.  Sometimes just try to watch their path and keep a line of bullets
trained steadily where their head will be going.  If you aim to shoot the
ones coming up the tower ladder use your thermal goggles and shoot
immediately when the top of the head becomes visible, as they tend to start
running the instant they get to the top of the ladder.


 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


          4. SAVING PRIVATE JANTZEN
          =========================


     1. Forged Under Fire
     --------------------

To start, all you have to do is kill the guy interrogating poor Jantzen.
Use any means that will not also take out Jantzen (no exploding or gas
darts; EDT is ok) - you won't need a silenced weapon so long as you make a
headshot.  If this is your first time through you'll need to get the hidden
evidence: go out the hole you came in from and the evidence is behind the
crate.  Don't step in the green goo and don't get blown up by the laser trip
mine next to the crate.  Disarming the trip mine and taking it can be handy.
In fact, taking this mine can be handy on your next go-round in Mission Mode
even though you'll already have the evidence.

Once you've killed the first guy you'd be wise the have Jantzen "come here"
to a position toward the hole where he's out of sight.  There are only 2
men in the downstairs area for now.  Stealth is your friend; laying a gas
dart trap for the first guy as he rounds the container is the easiest way to
go.  Neither enemy will call for backup if you mess up.  There is a DU
container visible from the crate you can use for cover; although you can blow
it up and kill this first guy for an environmental kill, that will blow your
stealth and also this same DU container can be used for up to 2 kills later
(so save it).

Once you enter this area if you "keep taking left" you'll find a flak jacket.
If instead you "keep taking right" you'll find a series of containers you can
climb to get to an RTL line.  Getting on the RTL and landing will trigger the
wave of enemies.  There's a couple things you need to do first.  First, tell
Jantzen to "come over here" to a secure area.  He will automatically take
cover when the wave of enemies arrive.  Your best options include either
calling him over to where the flak jacket box is or way around back behind
the containers near the rubble.  Next you can place the laser trip mine
where it will kill anyone who approaches Jantzen - he's helpless and relying
on you for protection.  Note: if you call him over to where the flak jacket
is he'll automatically take cover in the corner of the container and the
wall, leaving him slightly visible.  If you choose this location there's a
special place to put the mine.  On your second "right" after passing the DU
container you'll see where 2 containers come together making a small right
angle; place the mine here and the laser will come out at an odd diagonal
angle.  If you place the mine near the DU container it'll take out the
container too (and/or vice versa).  If you want, you can place the mine onto
the container facing down the hall where you came from: this is where the 
enemies will also come from and you can take out the first two that way.
This will bag 2 environmental kills you don't need and not do much as a last
minute safeguard for Jantzen.

Once you've used the RTL and landed it's time for battle.  You can set an
explosive dart by the DU container and set it off when people walk by.  You
can kill maybe two people at once this way, but usually only 1 will count for
the environment kill since one was technically killed by the exploding dart
first.  (Place the dart first, then climb the containers and get on the RTL.)

Once that wave is cleared, it's time to blow away the pile of rubble by
shooting the artillery shell hidden on the backside.  You'll have to be on
the last container that you can land on with the RTL to do this.  From here
just crawl through the vent (opened up behind the rubble) to get to the next
room.

You'll see two guys inside with their backs turned to you.  These are 2 easy
stealth kills.  There are also 3 DU containers and an artillery shell in this
room; shooting any of them will set them all off for 2 environment kills.
There is also a pile of grenades and a medkit; you'll blow up and lose the
grenades if you shoot the artillery shell/DU containers.  You can sneak up
behind the guys, kill them with stealth, take the grenades and then blow up
the shell/containers if need be (sacrificing the environment kills).

When you call Jantzen over he'll tell you to help him move a pipe which leads
to the next area.  Once there, tell him to take cover ASAP.  The guys you are
fighting are immune to the green goo on the ground because of their special
gear; they are also immune to poison gas darts.  There is an infinite ammo
box in front of you when you start.  When the wave of enemies is clear you
can hop on a crate and jump up to a pipe to get past the goo.  Once you do
this there's no going back, so hit up the ammo box last thing before hopping
on the crate.  When you drop down there will be 2 more men come from the 
room with the windows.  In that room there's a DU container; you can place an
exploding dart next to it and set it off when they come through the room and
nail them both.  Otherwise, one will shoot at you while crouched behind the
window at the crate, and the other will crawl through the hole.

Get into the room and call Jantzen over to fix the radio in there to end the
mission.  In this room is a medkit down the hall, as well as another laser
trip mine.

     ----------


   * stealth *

Your requirement is 4, and there are 5 total possible stealth kills.  First
is the guard holding his gun to Jantzen's head at the beginning (stealth is
a given).  After that is the next two guys in that arena of containers and
goo, and the next two are the ones in the room with the 3 DU containers at
the end of the vent.


   * knife *

There are 10 knife kill requirements.  Once you trip the 1st wave of enemies
you'll have to get back on the RTL, climb back down the containers you came
from and start stabbing.  Hint: hide behind the container where the DU is, 
and wait for them to come to you.  Obviously you can stab the 2 in the room
after the vent.  After that it's difficult to stab people wearing the goo-
proof suits because you can't get to them and they don't always rush right
out to you.  Shoot their legs to instigate them if you are aiming for knife
kills and still need some.


   * dart *

The requirement is 20 dart kills.  For the 1st 3 (Jantzen's guard + the other
two guys) you can recycle an EDT dart.  Once the wave hits after using the 
RTL you can use exploding darts to take out sometimes 2 at a time (if you
don't set off the DU container).  Remember that the guys at the end of the
level (outside) are immune to gas darts.  You'll need to wait until you've
earned darts x8 to complete this mission.


   * environment *

The requirement is 3, and technically you can get up to 8.  Using the laser
trip mine counts; if placed on the container facing down the hall you might
take out 2 guys.  Using the first DU container can take out two guys as well,
and it's better to shoot the container with a bullet than to use an exploding
dart if you're unsure.  Two more guys can be taken out in the room at the
end of the vent.  Lastly there's that DU container in the room with the
windows; placing a dart next to it will take out the last two enemies on the
level (although only 1 might count as the other is technically killed by the
dart).


   * headshots *

As always, there's not much of an explanation necessary, and headshots are
predictably tricky on this level.  You won't have to go out of your way to
draw attention in order to bring out "backup" enemies just for headshots.  As
for the 2 in the room past the vent, wait until the one at the table heads
farther back and use a silent weapon on the first if you want them to stand
still to make your headshots easier.  The requirement is 16.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

     2. Traitor In Our Midst
     -----------------------

This is probably the longest level of the game, and is broken down into
numerous small parts.  Thermal goggles will be your friend like never before
on this level, but take a check with the EDSU whenever you get the chance.

   (1)

You start off where the other mission ended, except you can't quite get back
into the room with the radio due to fire.  Tell Jantzen to find cover.
There are two men (in poison-proof suits: so no gas darts) shooting at you
from the end of the hallway to the left.  There is a DU container which can
get them both if you shoot it at the right time.  You have to get across a
board over a poison-goo pit to get to their area; careful, one slip and you
die.

Depending on how much noise you make up, to 2 men will come down to examine
the situation.  You can hide behind the wall where the DU container is/was in
order to take them out by your means of choice.  Go up the stairs and over
another zig-zag set of boards atop a poison-pit.  There is a room at the end
of the hall; this room is your objective point.  Any men which did not come
down earlier to "examine" will be up here.  You have to get Jantzen to this
room.  He will need you to shine your flashlight onto the boards over the
pits so he can see.  (This is the one and only time in the game where the
flashlight is necessary...or even useful...) 

Once he is in this room, the floor will drop.

   (2)

Go hide in the little recess, and call Jantzen over with you as soon as you
can.  Use stealth to kill the 2 guys in there.  Placing an exploding dart on
one and waiting for them to pass each other on patrol to set it off is the
easiest way to go.  Your thermal goggles should be on.

There is a medkit in this room.  Find the vent, shoot the lock, and proceed.

   (3)

Come out of the vent and snap to the wall in front of you.  Wait for the guy
to turn the other way, then kill with stealth.  The guy hiding beyond the
boards remains stationary, but watch out for the guy patroling the hall to
his right (again, with thermal goggles).  Before the boards is a recess with
a body in it: hidden evidence.  When the guy patrolling the hallway is just
starting to walk away you can use fists or a knife to snap the neck or slice
the throat of the guy beyond the boards.  You can kick the boards or shoot
them with a silenced weapon (keep your SOCOM!) when the patrol isn't close
enough to hear the slight noise.  You may have to wait for him to make a trip
up again; follow him on his way back to the right for another stealth kill.
Remember to call Jantzen whenever you get an area clear or he takes forever
to get to where you are.  There is a DU container at the end of this hall.

Call Jantzen to the end of the hall where there is a hole in the ceiling;
help him climb up then he helps you.

   (4)

Tell Jantzen to take cover.  He'll get shot and complain no matter what; he's
a wuss.  Give him medkits to shut him up only if you find more than you need
for yourself.  You need to shoot the artillery shell in the hallway in order
to knock down a section of wall to cover the puddle of evil goo.  Since
shooting the shell will take out the two guys shooting you it's best to just
shoot this shell right off, unless you're aiming for dart kills or headshots.

Past where these guys were to the right is another DU container.  To the left
is a flak jacket.  Turn here and you'll see a hole in the floor.  There are
enemies down there.  You're lucky if you can get the slip on even one; they
will fire up at you while you fire down on them.  You can go for headshots
just to make it easier, but the easiest way is to toss grenades down the
hole.  (If you're in Story Mode you'll be glad if you got the grenades from
the room just after the vent in the first mission.)  Call Jantzen and then
drop down the hole.

Turn around and snap to the wall in front of you.  There are two guys in this
hall on casual patrol.  It's dark and their sight is limited.  Use stealth;
darts are a great way to go.  Tagging one with an exploding dart and using
him for a moving trap while waiting for them to get close - watching with
your thermal goggles - is the easiest way to go.  Two more guys will appear,
and the same method works for them.  Call Jantzen, then head for the vent.

   (5)

Keep your thermals on while crawling through the vent.  There are two guys
on patrol when you get to the end.  You may want to chill in the vent while
waiting for them to pass you; as soon as you get out of the vent snap your
back to the crate.  You can safely peek around the crate, but if you aim a
weapon you're visible and you blow your stealth.  There is a DU container
which you can shoot to kill them both; if you do this you'll alert the
attention of another nearby guard.  If you use an exploding dart on them
take note of the DU container, as the dart can set it off and make noise.

There is one last set of boards blocking a doorway.  You have to either kick
them or shoot them (preferably with a silenced weapon) in order to get past.
There is one final  guard; he will hear the noise and come to investigate and
if he doesn't see you or hear anything he gives up and walks away.  If you
made any noise earlier he can crawl under the boards and attack.  You can use
fists to push or kick him into the goo pit.

   -----

A cutscene and now you're outside.  Jantzen cannot be called yet; he'll come
out on his own in a bit - your goal is to get him to a radio frequency
hopper in an upstairs room at the other end of this area.  Again, make sure
not to step in the green goo.

You start off snapped to a crate.  Behind you are two boxes: one has an AK-47
and the other is an ininite ammo box.  There are several guards roaming the
grounds.  Although they haven't seen you yet, stealth is extremely difficult
and relatively unnecessary.  If any are facing your direction you'll be
spotted the instant you poke your gun around the crates.  You cannot shoot
anyone by peeking around to the left of this crate; small pipes will block
your shot.  One single crate is in the field to your right - this one makes
for a better vantage point.  One guard will most often hide behind a crate in
front of the tent; try to wait until he moves from behind this, since his
dropped weapon will land in front of the medkit making this medkit very hard
to pick up later on.

There is a ladder just past where you started; climb this one to get upstairs
and trigger another couple enemies - hiding behind the door/recess just past
the ladder makes for good cover.  There are two pieces of metal you can snap
to on the railing of the rear catwalk: walking past them triggers another
trio of enemies.  If you kill them and continue to walk down the catwalk
you'll come to a gap where an AZL line is; even getting near this will
trigger you to use it.  Go back to the infinite ammo box before getting even
near the AZL line.

The AZL will automatically drop you on top of the tent-building.  Jantzen
comes out and you have to shoot waves of enemies to protect him.  When each
wave is over you are free to explore until you tell Jantzen to advance, which
then triggers the next wave.  For the 1st wave you can place an exploding
dart at the corner of the tiles by the door that you originally came out of
(do this before hopping on the AZL line).

On the ground in front of the tent is another infinite ammo box next to the
crate that the 1st guard kept using for cover.  There are 2 medkits on either
side of the front of the tent, and a flak jacket just inside the tent.  At
the very back of the tent (outside) is a crate you can climb up to get back
on top of the tent.  Next to this crate is a dead body which has more hidden
evidence.

You will see a ladder nearest the crate/ammo box; the room with the frequency
hopper is at the top of this ladder.  The catwalk in front of that room
curves around.  There is a gap in it; you have to climb some crates from the
ground to get to the short section unavailable due to the gap.  Up there is
another body with hidden evidence.

Once you get Jantzen to this room, you'll contact Theresa who will give you
the code for the keypad inside the tent.  If you forget the code you can
hit the start button and it's in the notes at the bottom.

     ----------


   * stealth *

The good news is, nobody calls for backup if your cover is blown (i.e. the
number of enemies remains a constant for this level).  Stealth is still your
friend, as close-quarters combat against multiple opponents can quickly be
fatal.  Once outside, stealth is irrelevant.

Broken down by section:

(1) The first two guys are already shooting.  If you take them out silently
  you won't attract attention from the other two guys, allowing you an easy
  stealth kill - they both have their back turned in the room upstairs.

(2) Just 2 enemies, try tagging one with an explosive dart, as described

(3) Wait for the 1st guy to turn and walk away; use a fist/knife on the 2nd
  guy when the final guard is just walking away from him, then #3 is easy.

(4) 1st two, no stealth.  No stealth for the ones below you as you shoot
  down the hole.  Once you climb down the hole there's 4 more (2x2), just
  try using exploding (or gas) darts.  Use the wall for cover not the crate.

(5) As described.  Try gas or EDT darts; move quickly since the patrols
  don't stay put in one spot very long, and they watch out for one another.

(outside) - N/A

The required stealth-kill count is 12.


   * knife *

Use knife kills in conjunction with stealth as much as possible.  Shoot
people in the knees to slow them down if you must face multiple alert
opponents; use a silent weapon if necessary.  No knife kills are available
once you're outside.  You need 10 knife kills.


   * darts *

Pretty straightforward.  The guys in section 1 are immune to gas darts, and
so are the first guys in the final section outside.  The requirement is 30
dart kills; you definitely want to do this in Mission Mode when you have full
darts (x10), since you may well miss on occations and going back to retrieve
the misplaced dart is often impossible.


   * environment *

Broken down by section:

(1) The DU container can take out 2 guys.  Trying to push one into a pit
    of goo is nearly impossible, and surprisingly does not count for an
    environment kill.
(2) N/A
(3) Beyond the boards is a fire; if you can push a guy into the fire it kills
    him.  Also, following the 2nd patrol to the end of his path puts him in
    front of a DU container: shoot the container & kill him in the explosion.
(4) Shoot the artillery shell in the hall that knocks down the wall to take
    out the 1st two guys.  Down the hole is another artillery shell, but
    good luck getting to it while also being shot.
(5) Shoot the DU container (use EDSU goggle to aim, then switch back to
    thermals to get the timing).

The requirement is 5 kills; you easily have your choice of 8.


   * headshots *

You need 30.  Use a silenced weapon when you need stealth; this may be a bit
easier in Mission Mode when you can get other silenced weapons such as the
.44 (it has a scope), or the MDS-A4 silenced which has full auto.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     3. The Ultimate Sacrifice
     -------------------------

It begins in the tent and proceedes through a series of large cylindrical
containers filled with artillery shells and DU containers.  You go from down-
stairs to up, then back down and return to the tent.  An explosion rocks the
whole area; you return to the area with the cylinders.  Go up the now-broken
catwalk and through a door leading to an outside area.  Go up a ladder and
RTL twice to get to your destination.

There are no enemies until you get to the area with the cylinders.  Once
there stealth will be your friend.  You can easily see over the pipe on your
right, yet the enemy cannot see you.  You cannot at all fire over or through
the large pipe.  Thermal goggles are crucial.  The enemies patrol a long path
which snake around all the way to the ladder at the far end; know that if
one is on the ladder he's watching all the way back to the beginning.  They
don't always use the same route; some will pause and turn around about half-
way.  Killing all 3 with stealth is essentially impossible.  No more backup
will arrive when your cover is blown.

Climbing to the top of the ladder triggers more enemies to come out; they are
all upstairs and coming from your left.  Beware as there is an artillery
shell on top of the crates in front of you - if one of their stray bullets
hits it you get blown up.

After this short wave, you're free to roam until you get to the medicine
cabinet.  Opening it triggers a large wave of enemies.  There is a flak
jacket, medkit and infinite ammo box right by the medicine cabinet - take
what you need before opening the cabinet but don't take anything that isn't
crucial since these will be your last goodies for a while.

After opening the cabinet you'll find yourself by the crates; crouch if
necessary and snap your back to the crates.  There are 2 AZL lines the
enemies use to drop in: one is right behind you, and the other is across
the way right at the top of the ladder.

This is a large wave.  Once it's completed there are 2 more trigger points in
this area.  One of the catwalks in the middle is blocked off; coming from the
side where the medicine cabinet is to the blockage will give you hidden
evidence.  The trigger point is walking to the the center of either other
catwalk.  Use the one farthest back, since it has a piece of railing you can
hide behind for cover.  Take note of any artillery shells, such as the one
on the floor by the top of the ladder.  Some of the enemies will climb down
the ladder and hide behind the cylinder; there is an artillery shell on the
ground roughly underneath the medicine cabinet which can take those guys out.

The next wave occurs as you go down the ladder; enemies will appear on the
upstairs catwalk and along the ceiling.  One or two may AZL down to the
ground roughly opposite the ladder.

There is a DU container on the ground, you have to walk past where the ladder
is in order to see it.

Then it's back to the tent, which is now empty.

Return to the area with the cylinders, which will look a lot different now.
Once you've gone through the archway just past the 2nd door you'll trigger
the first wave of enemies.  There is nothing to take for cover.  Either stay
your ground and fire at people as they come to you, or make a mad dash around
the cylinder and up the broken-catwalk "ramp".  If you stand underneath the
catwalk you can shoot up into it.  These first enemies will be wearing flak
jackets, making them harder to kill.  Use headshots if you can - you can go
back later and pick up the flak jackets.  There will be more enemies come out
from that same upstairs door.  There is hidden evidence on the catwalk just
past that door.

Once you make your way through this door you're led to an outside area.
Remember that you can always go back to this area (with the catwalks and
cylinders) to pick up ammo from the guns that the enemies drop and their used
flak jackets.  There is also a fresh flak jacket and a medkit on crates in
this empty hallway.

Opening the door to the outside will give away your presence, so stealth is
not an option.  Work quickly.  There is a board covering a makeshift gap in
the catwalk above you which will eventually get knocked down in sustained
gunfire; try not to let that happen.  There is an infinite ammo box right in
front of you.

Another wave of enemies will come out when you get to the large crate that's
straight ahead; go back and use the large crate (to your right when you came
out the door) for cover.  When you climb to the top of the ladder, 2 more
will come out from the upstairs door in the middle of this U-shaped area.
Use the square of metal along the railing for cover.  More will come out when
you RTL across.

Round the corner and immediately there's another RTL line: using it will
trigger another couple guys.  If the board is still there you can use it to
get to a body; it sits next to a box with the AU-400 H-Bar rifle.  This gun
equals the AK-47 you have, plus it's even more powerful with single shot mode
and it has a scope.

Once you've used this 2nd RTL line (before the board) you can walk across
the catwalk to the other side.  Climb atop the crate and jump to grab the
crack in the column.  Shimmy around the corner and land on the other side and
you'll be at the door you're supposed to go to.  Down this hallway is another
flack jacket and medkit.  The door at the end of this hallway ends the
mission, so go back and stock up on guns and ammo if you're in Story Mode
before ending the mission.

     ----------

   * stealth *

Your requirement is only 2 stealth kills.  These would be the guys at the
very beginning of the level and even that's tricky.  You'll remain just out
of sight if you go no more than halfway across the closest column and they're
at the farthest point of their patrol route.  Try gas or EDT darts.


   * knife *

The requirement is 10.  It's just run and stab, take your pick of when you
want to get shot doing this.  The easiest stabs are when you can wait for
enemies to drop while you wait at the bottom of an AZL line.  Careful, as
some can shoot while they're dropping down.


   * dart *

The dart kill requirement is 30.  Take this one in Mission Mode with full
darts if you're looking to reach this objective.  Do your best to nail
multiple opponents at once and recycle the EDTs since missed shots are a
reality.


   * environment *

You need 5 tactical kills.  This isn't too hard with all the artillery shells
around - have fun.  Some special ones to note:
- the shell on the floor; stalk men right at the very beginning of the level
  and there's a shell by a column as they round the corner. 
- the shell on the crate by the top of the ladder; use it to kill the ones
  who RTL down after you've opened the medicine cabinet and killed the first
  large wave.  Shoot this one as you're crouched behind the metal square on
  the railing from the center of the back catwalk.
- on the ground, roughly behind the medicine cabinet: to take out the guys
  who went down the ladder in this same phase
- upstairs, where the AZL line (for enemy use only) enters nearest the
  medicine cabinet.  Shoot it from the ground floor to kill the enemies
  who appear after you climb down the ladder
- outside, 2 guys come out a door when you climb the ladder and there's a
  shell right by the door.
- outside; there's a guy who comes out upstairs on the far side and hides
  behind a square of metal: there's a shell near his cover


   * headshots *

You need 30.  It's not easy (then again it never really is).

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     4. The Trojan Horse
     -------------------

This mission ends the episode, and most of it is a Boss Fight.  The first two
enemies are easy - you're snapped to a crate, just peek out and kill.  More
enemies will come out from various doors.  Once the first two are dead you
can run out to your right and crouch behind the crate.  This will give you a
good vantage point for most of the ones who come out, and give you a chance
to learn their timing if you prefer to get a better technique.

The enemies come out in the following order:

1st: (x2) by the crate.  Shoot the shell behind them to get an environment
    kill.
2nd: (x2) they come from the towers and AZL to the ground.  The first enemy
    will come from the left tower.
3rd: (x2) they come from the doors closest to your starting point.
4th: (x1) he comes from a door farther back and to the left of the starting
    point.  He comes out once one from wave 3 is killed.
5th: (x2) again in the towers; they fire rockets.  Best to fire a dart onto
    the one in the previous stage and detonate when you can face the towers
    or you won't have time to turn around to shoot them.
6th: (x1) Kress.  He comes from the farthest back door on the left side at
    ground level.

When 2 guys come out - one in each of the far towers - they're using rockets.
Move quickly, since 1 rocket will blow you apart if it lands anywhere near
you or even whizzes past.  After that you only have to kill one last guy
("Kress").  He has on some pretty heavy armor and takes more bullets to kill
than most but otherwise is just another enemy.

Now it's time to do battle with a Tank.  Yes, a tank.

Your only "safe spot" is in the back of the truck.  You can also stand
outside the rear of the truck on the right side and usually be safe.

The secret is to use the anti-tank rocket launcher which is conveniently in
the back of the truck.  You only get 1 rocket at a time, but there is an
infinite ammo box in the back of the truck.  There are 3 panels to destroy:
one is the front of the tank, then one panel on each side of the tank.  You
can easily see each panel using the EDSU or thermal goggles.

The panels can be destroyed in any order.  Once the first panel is destroyed
the tank will begin using a machine gun as well as it's cannon; both weapons
will kill you in a heartbeat.  The machine gun takes a brief rest when it
overheats; the thermal goggles will aid in seeing this, but it's still
pretty obvious when it stops.

When the second panel is destroyed, two snipers will appear - one in each
tower.  They can be shot while standing in the back of the truck without too
much trouble.

     ////////// BOSS FIGHT \\\\\\\\\\

1. From the crate, run to the back of the truck right after the tank fires
  a round.  Grab a flak jacket or medkit if needed, but hurry.  Run up the
  stairs and stand in the back of the now-burning truck.  Grab the SMAW anti-
  tank.

2. Wait until the tank fires a round; it takes a bit to "reload" which gives
  you the brief time window you need.  Keep facing forward but run to your
  left.  Shoot the tank panel (tank's right side, your left).  Run back into
  the truck.  Refill your SMAW ammo.

3. Stand directly in the corner outside the truck on the right, at the inter-
  section of the truck and the wall.  You'll be safe from the machine gun
  fire.  When the machine gun stops, run right and take out the other side
  panel of the tank.  Run back into the corner, turn and get back into the 
  rear of the truck.  Refill ammo.

4. A guard will be standing in each tower.  Take them out while in the back
  of the truck.  Headshots will be necessary; using the zoom function will
  help.

5. When the machine gun stops, zip out to your left and take out the last
  panel on the front of the truck.  Congratulations, mission accomplished.

     \\\\\\\\\\\\\\\  ///////////////


You will die quite a few times playing this level.  Although it's tempting to
take out the panel on the front of the truck first, you may find it's best to
save the easy one for last.  From the back of the truck, turn in the
direction you're going to want to fire (right directional stick), then run
sideways in the direction you want to go.  Once you run all the way over
you'll have to walk forward a bit but you should already have your rocket
launcher aimed in roughly the proper direction.  Take out a side panel, then
return to the back of the truck for safety and a rocket refill.

     ----------


   * stealth *

Stealth?... um, no.


   * knife *

5 required kills.  Obviously you can't stab anyone on the towers.  Kress will
not die in only 1 stab.


   * dart *

9 kills are required for this objective, so it technically is possible if
you're either in Story Mode or haven't earned any extra darts yet.  This
presumes that you either recycle the EDT darts and/or don't miss.


   * environment *

2 tactical kills are the requirement.  There's a few artillery shells around
which will be the key to this.  There is one you can shoot while snapped to
the crate right at the very beginning - this bags the requirement.  There is
also a shell near the landing spot for the 2nd guy who AZL's from the right
tower.


   * headshots *

8 headshots are required.  Good luck, especially on the guys in the tower
that shoot rockets.

 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


          5. THE ROOT OF ALL EVIL
          =======================


     1. A Fist Full of Rubles
     ------------------------

There are 2 ways to go: either you use full stealth, or you don't.  If you're
trying to go for certain mission objectives other than stealth you'll have to
intentionally draw lots of attention in order to bring out the maximum number
of enemies.  If you do manage to use full stealth you get a different ending
as well as a slightly easier intro for the next mission.

You start off in an outdoor courtyard; there's two unaware enemies and a
floodlight.  If you want the most attention, let one of them see you before
you make a kill (i.e. you want them BOTH to call for backup).  Stealth is
quite challenging.  Best to move forward through the columns; you don't have
to snap to them, just use crouch and hide behind them.  Put a gas (or EDT)
dart on the one farther away, detonate when he's on the other side of the
statue and the closer guy is walking away.  Shoot out the light when you're
through, and stay out of it's light until the 2 guys are dead.  There is a
flak jacket in a box on the wall by the opposite set of columns.

There are 2 ways to get inside the building (this level isn't purely linear,
unlike everything else Syphon Filter).  One, you can just walk through the
door right in front of you.  To the right of this door is a ladder; going
up the ladder leads to a "junction box" which gives access to the video
cameras for your friends back at base.  This isn't necessary.  To the left of
the big door is a body - hidden evidence.

The other way in is to go to the other ladder diagonally opposite the first.
Once on that ledge go to the other end, where there are vines on some lattice
work.  Climb up to a ledge, turn and stand on big square, jump up and grab
the pipe to shimmy over to the balcony.

Ultimately you're trying to get to a room in the upstairs area, closer to the
balcony entrance.  Going in through the front door is the long way around but
it's a little easier.

Take note that there are laser mines; they can be quite useful in the next
mission.  Therefore if you are on Story Mode you'll do well if you have a
couple laser mines in your inventory at the end of this mission.

   -- In the front door: max attention --

There will be people waiting for you inside, kill them.  There is a laser
trip mine between the 2 statues up the stairs; you can shoot it to kill
people in the blast with correct timing.  Be sure to set off the metal
detector.  Once you reach the end of the metal detector room, snap to the 
wall to take out the waves of enemies that come for you.  If you decide to
make a mad dash, go around the perimeter of the floor on the ground level.

The next wave of enemies will come when you get to the landing portion of the
giant staircase.  Going back downstairs will make killing them easier.
Ultimately you want to get to a door that's upstairs and to the left of where
you entered the area with the giant staircase.  There is a small empty room
past this door, which leads to the upstairs hallway.  Men will be waiting for
you in this hall.  Take note of the laser mines attached to the bases of the
statues.  Once you make a left in this hall, go into the first door on your
right.  In this room is an open window you can walk through; two security
guards will appear at this window.  Careful as they're packing some strong
weapons.  The 2nd guy (the "Security Chief") has a flak jacket you can pick
up once he's dead.

Use the outside balcony to get into the next room, and take the keycard off
the table.  You can unlock this door from the inside.  Go back into the hall
and head to the end of it; you'll find a bedroom where there is a .357 under
the pillow of the bed, and past it a room where you can take a fingerprint
from either a vase or a cigar box.

Go back the way you came.  When you get to the room with the giant staircase
you have to fight another wave of enemies, then the mission is over.

   -- In the front door: stealth --

Only 1 unaware enemy will be at the top of the stairs.  Disarm the laser mine
and kill him silently.  Turn off the metal detector (shoot the box on the far
wall with a silent gun).  Unaware enemies will appear; snap to the wall and
place a gas or EDT dart on the one to your right.  Using thermal goggles
detonate it when he walks down the hall and out of sight.  Go down his path
in order to sneak up on the other downstairs guy, then hide behind the
columns to kill the guy upstairs.

Once upstairs open the door (far left, opposite the door where you came in
downstairs - use the HUD) and go into the empty room.  Use your thermal
goggles to watch the position of the guard patrolling in front of the door.
If you open the door while in the crouched position he won't hear you; if you
snap to the wall in this small room he won't be suspicious of the open door.
The door won't automatically close if you're standing next to it, snapped.
Use a dart to kill him; be patient and wait until he's closest to you and
farthest from the hallway which comes in on the left.

Using thermals, watch the next guard.  Kill him as he starts to walk away.
Don't try to snap to anything; if you peer around the statue your gun barrel
will trip the laser mine.  Go down the hall and disarm (don't destroy!) the
laser mines.  Go get the fingerprint from the bedroom at the end of the hall.
Take that gun under the pillow if you want; you may need it in the next
mission if you're in Story Mode.

Now go back and enter the last door on your left before the hall turns.  The
two guards outside will remain outside, oblivious to you.  There are some
goodies in this room, including a shotgun.  Creep out the window and kill
the two guys with pure stealth.  (Some weapons make "only a little noise" -
such as a tazer, or silenced weapon; don't use them now.  Just snap the
closer guy's neck or use a gas or EDT dart.  The 2nd guy you can kill however
you like as long as it's instant.)

By the way, take note of the crying woman half buried in the snow.  You can
make her stand up by giving her a quick jolt from your tazer - just don't
kill her.  This is totally pointless, but fun.

Get the keycard off the table in the adjacent room.  Open the door into the
hallway, and head back to the room with the giant staircase.  Snap to the
wall when opening the 2nd door of the small empty room.  There will be a
lone guard at the far end; he patrols to the right if you wait.  Stalk him
and make a silent kill.

Your objective is the keycard-operated box downstairs near the door of the
metal detector room.  If you do everything correctly you'll see a scene where
the prostitute (from the upstairs balcony, half-buried and crying) freely
comes down the stairs and out the front door.  Otherwise two men will pop out
and kill her.

   -- In the balcony: max attention --

You needn't worry about shooting out the spotlight after killing the wave of
enemies downstairs.  Grab the fingerprint, and (optional) the gun under the
pillow.  A man will come for you when you get near the door leading to the 
hallway.  Fight everyone in the hallway; use the laser mines for environment
kills (you have to shoot the mines, as the enemies can just walk right
through them).

Take the last door on your left, enter the room and shoot the guards.  Go get
the keycard, head back to the hallway and around to the room with the giant
staircase.  Take care of the waves of enemies, and use the keycard to end the
mission.  The prostitute will come down the stairs and get shot.

   -- In the balcony: stealth --

Make sure the spotlight is shot out before getting to the balcony.  Get the
fingerprint, and the .357 if you want.  Now here comes the hard part.
There are 2 unaware guys patrolling the hallway.  You will want to shoot a
dart onto the guy farther back, and detonate it when he walks out of view.
When you place the dart on him make sure that (a) he's on the return trip
in the direction of the empty room, and (b) the main guy walking the hall
is walking/facing the other way.  Then run back into the bedroom; use thermal
goggles and detonate the dart when the guy is where his body will be out of
view.  Stealthily kill the other guy.  Disarm (don't shoot!) the laser mines.

Go into the last room on the left, stealthily kill the 2 guards (closer one
first, must be done in pure stealth mode - a tazer will be too loud).  Take
the keycard, open the door going into the hallway and head for the end.
When you get to the empty room, crouch before opening the door.  Snap to the
wall, then stalk the patrol at the far end of the hallway.  If you've done
everything stealthily you should see the prostitute safely out the front door.

     ----------


   * stealth *

Stealth is your friend; see above for instructions.  The kill count in
stealth mode is 8 enemies - your stealth requirement.  You'll have to go in
the front door.


   * knife *

You'll need 10 knife kills, and you'll have to attract attention to draw
more enemies out in order to do this.


   * dart *

The requirement is 25 kills for the dart objective, so you'll have to attract
a lot of attention - starting in the opening scene outside.  You'd be wise
to wait until you have darts x10.  Darts x8 will work if you recycle the
EDT's, but (1) that's a good way to get shot, and (2) oftentimes you'll miss
and not be able to get your dart back.


   * environment *

The tactical (environment) kill requirement is only 2 kills.  This comes from
shooting the laser mines in the hallway.  Obviously this can't be done in
stealth mode, so you'll want to do this mission on Mission Mode sometime
solely for this purpose.


   * headshots *

The requirement is 24.  Attract full attention right from the get-go.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     2. Blood Money
     --------------

This mission technically has two introductions: in one case, the enemies are
shooting at you from the start, and in the other case they're unaware of you.
The first half of this mission can be done in full stealth only in the first
case.  You'll know which case you're getting based on whether or not the
prostitute made it safely out the door in the previous mission (good) or got
shot (bad).  If you're on Mission Mode you'll always get the good scene once
you've obtained the "good" ending for the previous mission.

If they are not aware of you at the start, this game has a weird glitch.
You'll want to shoot the one farther away FIRST, even though the guy in the
back can clearly see him.  You must use an EDT dart, exclusively.  Once done
you can quietly kill the remaining one closer to you.  Sometimes they'll be
standing next to each other, in which case a gas dart will take them both out.

You'll see a guard standing in the corner with his back turned to you, if
you're in stealth mode.  You can silently kill him.  If you're not in stealth
mode (messed up, or started with the "bad" intro) you'll have several guys
coming at you.

From the library if you turn on your EDSU goggles and walk up to about the 
third bookcase back, it's a secret door which you can push open.  Your next
objective is to kill Yavlinsky; you can go through the secret door or just
go down the natural hallway - just be sure to disarm the laser mine in the
hallway attached to the base of the statue.  If you are in stealth mode you
can hear Yavlinsky talking on the phone; he will give out the passcode for
the keypad in the hallway (it's 4-1-5 ).  Use thermal goggles and be quick
but crafty in killing him.

There are a total of 3 laser mines in the hallway.  One you'd have to disarm
in order to get to Yavlinsky if you didn't take the secret room.  Right
before you get to the 3rd and last mine a guy will appear from where the
hall curves.  Use thermal goggles to see him, and wait until he's walking
away to disarm the mine.  Kill him silently.  Crouch when proceeding forward
and if you've maintained stealth so far the guy in the coat closet will be
idly facing the other way.  Be quiet when killing him; there's other guards
nearby.  There is hidden evidence in the pocket of the coat hanging on the
right.

If you are  aiming for goals other than stealth then proceed forward from
here.  You're in for a firefight.  Using the stairs is a trigger point for
more enemies to appear.

If you're wanting stealth (or just an easier level) go back around to the
security room (where you killed Yavlinsky).  Across the hall you'll see a
keypad, enter 4-1-5 and go through.  When you get to the safe upstairs the
code is 9-1-9.  (This code can be seen on the scale/calculator in the
security room, lit up in bright green.)  In the safe is hidden evidence.

You'll get to a room where you can take 3 of the 6 recording devices.  You
don't have to pick them up; if you want you can open the door and kill the
guards downstairs.  Based on their position they watch out for one another
and stealth is hard.  If you do pick up the devices first, they change
positions where stealth kills are easy.  There are 3 more devices you have
to find downstairs.  One is along the ledge by the bar, where the beer tap
is.  The next one is along a large gambling table - it's the last one
on your left.  The last device is on the statue closest to the door, on the
right.

From here you have to return to the security room.  Depending on what your
goal is, now is the time to plant the laser mines.  (Do this before using the
computer in the security room.)  Know that after using the computer the
passageway where you put the code in will be locked again at both ends.  All
of the enemies you fight will be wearing full armor, so headshots will not
be an option.  You'll want to take out as many as you can with well-placed
mines.  If you're in Mission Mode you'll have only 3 mines; if you're in
Story Mode AND you picked up 2 mines in the previous level you'll have 5.

- The first two enemies will be behind you, coming down the hall headed in the
  direction of the casino.  One will be in the far back corner to the right,
  and the other peeks out from a statue on the left.
- The next 2 enemies appear just as you round the corner past the statue
  where the one was crouched
- The rest are in the casino

It is not possible to take out both of the first enemies with one mine.  You
may find it easier to take out the one on the right.  Placing a mine at the
base of the statue facing down the hall will get him as he passes by.

The next 2 enemies can be taken out with one mine.  Go through the doorway
from the statue-hall and place the mine on the left-hand side.  There are
rectangular shapes as part of the wallpaper, place the mine on the 5th one
down - it will go down the hall towards the coatroom at a slight angle.

Experiment with where you like to place mines around the casino; this is
simply a matter of practice combined with trial and error.

     ----------


   * stealth *

The requirement is 7 kills; you absolutely must have the good beginning. You
will not have stealth once you're on the final part of the mission.  You can
get a grand total of 8 (although only 7 will show as counted on the stats).


   * knife *

Playing with your knife will blow your stealth right off the bat, which is
fine since you have to draw attention in order to bring out enough enemies in
order to stab them all.  Knives will work on the heavy armor worn by the bad
guys at the end, but you should have enough knife kills by then anyway.  The
knife requirement is 15.


   * darts *

The dart kill requirement is 25.  So, you'll have to play in Mission Mode
when you have at least darts x8 (preferably x10), and you'll have to draw
lots of attention.  If you're in stealth mode from the beginning you can
recycle your 2nd EDT dart (not the 1st).  Use an exploding dart for the guy
standing at the corner to draw attention.


   * environment *

You only need 2 environmental kills.  If you draw enough attention you can
shoot the mines lining the statue-hallway at the proper time.  Careful, as
the enemies tend to land stray bullets on them.  Better yet, just use stealth
then disarm and take the mines to use them later as described.  This will bag
you more tactical kills than you need.


   * headshots *

The requirement is 15.  You'll have to draw attention right from the get-go,
and using a headshot on either guy in the library will get this attention
even with a silenced weapon.  Headshots won't work on the men at the end
wearing the body armor, so take opportunity in the beginning.  Good idea to
go through the coat locker straight into the casino without using the special
passage; the gunfight will bring out the enemies you need.


 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


          6. TOUCHSTONE
          =============


     1. A Meeting With Fate
     ----------------------

This is a special level.  It's very long, and has the most enemies.  You also
get the most number of different kinds of weapons to pick up.  You'll want to
have your thermal goggles on pretty much the whole time.

When you start turn immediately to your left and use the MB-150 (6mm) to take
out the sniper on the roof of the building in the distance.  Although any
weapon will work you'll need a scope and the MB-150's precision will be a
lifesaver; go for a headshot, and make it quick.

The 2nd sniper will be to your right, on the roof above you.  Walk back until
you can see him, preferably his legs.  If you use something explosive (the
exploding dart is perfect) he'll most often get knocked off the roof and you
can pick up his weapon - it's a BFG rifle (sweet!).

Once you go down the ladder you'll see an infinite ammo box to your right.
If you climb up the quarter-dome "skylight" thing you find a hidden crevice
with a box containing a full-auto shotgun in it.  If you pick up one of these
shotguns later this box will refill the ammo for it.  To your right you'll
see a gate where you can blow the lock off.  You're welcome to take this path
but it's much easier to save it for a bit.

Proceed around the building & snap to the last wall on your right before
turning.  Two guys will come out; the one on the left will be harder to kill.
Past them the path turns right again and there's a set of stairs going down.
There is a sniper on a tall roof way off to the left.  Again use the MB-150
and take him out first.  Men wearing full armor will run around the open area
at the bottom of the stairs.  Run back and forth along the walkway, where
you peek out then are covered by the building.  Take out the men as they get
to the left; use the most powerful gun you have (like that BFG) and aim for
chest shots instead of headshots.  Leg shots will slow them down and kill in
2 hits - also a decent way to go.  Hit pause and go to inventory to look up
info about your weapon - if it mentions something about being effective in a
"locked bolt" position for semi-auto, then set it for single shot instead of
full auto or 3-round burst.  Shotguns will be ineffective, because of the
distance required.

Beware, as the last sniper has been up on the roof to your right the whole
time.  You'll be in his sights if you go into the area where the men in
armor just were, or the edge of the landing where you are.  Again, if you use
an exploding dart you can sometimes knock him off the edge of the building
and take his BFG.  Stay on the landing and look for a sleeve.

Once you enter this open space at the base of the stairs you'll see a box
with a flak jacket.  Don't grab it yet; you can take flak jackets from the
bodies you've killed.  In front of you is a stack of crates with a ledge
above it; men will appear on this ledge.  The best way to kill all or most of
them is by blowing up the barrel.  An exploding dart will do the trick,
although it's better to just shoot the barrel (you get more environment kills
by shooting it).  Run around on the ground in front of the crates to grab
their attention and make them come forward, so that they stand closest to the
barrels.

Climb the crates to get to this ledge.  There's a medkit on the column on the
right, and a box with grenades.  Take the grenades.  Men will appear below
you.  Kill them as you please (those grenades will come in handy).  They're
wearing full armor.  Exploding darts work well too, since they tend to move
around and then regroup.

Getting to the gate where you'd climb down the crates will trigger 2 more to
appear on the landing you came from.  Kill them as you please.  An exploding
dart (with thermals on) is an easy way.

If you're still on the ledge you can walk farther down.  There is a gate
where you have to shoot the lock off.  Do so and climb down onto the skylight
thing.  That orange body has hidden evidence.  Then go back the way you came
to the gate on the ledge where the barrel was.  Climb down the crates.

When you get back to the landing, you'll have another guy appear in full
armor at the other end of this walkway.  Kill him.  He carries a .357 sniper
pistol - it's not silent but it's powerful and has a scope.

When you get to the landing where he was (you're headed back to your starting
point) there will be many men.  All will be wearing full armor except for the
one on the top.  When they are dead, head for this area.  Men will appear
behind you.  You can head back up the ladder to your starting position for
a good vantage point.  If you have any guns you really like and they're low
on ammo, and not the kind that people drop then remember the ammo box.  The
guy who appeared in your starting point drops an AU-300 H-Bar; it's a great
weapon if you didn't manage to snag a BFG.

   -----

Now's the time to open that gate and take care of the portion of the mission
on the lower level.  Once you've opened the gate and climbed onto the "roof"
turn to face the gate - now head to your right (away from the rest of the
facility).  In the corner is a nook you can climb into for some hidden
evidence.  Yes there is a ladder you can climb down, but hold off on that.

Go along this "roof" until it curves right.  Stop.  Peer down below and
you'll see where you've triggered men to come out.  You have a great vantage
point to sniper them out.  Beware of the one that rushes past and gets below
you and out of view (told you to keep those thermal goggles on!).

Note: once you go down, you're in an area where you can score environmental
kills.  The ledges are easy to fall off, and if you use a melee attack you
can push them over the edge where they fall to their death.  Careful as you
run along because you can fall off too.

Now you can go to the ladder and go down.  When you get to the bottom there
will be a man waiting for you and another on the way.  Once they're dead your
path is clear for a bit, since the men that you would have normally triggered
have already been snipered.  Those two guys are the easiest (relatively) to
push off the edge if you're looking for those environmental kills.  It's not
easy.

When you get to the point where you sniped them off and walk forward you'll
see a ladder on your right.  Up the ladder and to the right is a dead body
with a keycard and flak jacket.  If you climb over a pipe and go all the way
down you'll find more hidden evidence.  It's best to ignore this ladder for a
while.  When you get about even with it 2 more men in full armor will come
out.  They're carrying full-auto shotguns and can kill you quickly especially
as you get closer.

When you get to the point where they were (the walkway turns right) there
will be more men appear wearing full armor from the left.  Proceed down the
path and deal with waves of enemies until you get to the end.

If you took the keycard off the dead body, you'll trigger a scene.  A bad guy
is holding two civilians hostage.  Use a gun with a scope to get a headshot
when he pokes his head to the left of the hostage he's holding.  You have the
option of ending the mission there by simply going through the door.

When you get to this area where the keycard/door is, you've automatically
triggered the lower levels to reset with enemies.  If you are playing for any
specific mission objective you'll likely need to go back through the lower
levels and clear them out.  This is why you should save getting the keycard
for later.  If you're on Story Mode, make sure to hit up that ammo box last
thing.  Use the guns that enemies drop for your primary refills first, and
use the box to refill the special weapons (like your 6mm darts).

     ----------


   * stealth *

 - There are no stealth kills on this level. -


   * knife *

The requirement is 10 knife kills.  You may find it easier to do on the lower
levels; they'll be a pain in any event.  Knives will work on the full armor
but the enemies wearing that armor also tend to carry bigger weapons.  When-
ever you can snap to a corner of a wall/column and wait for enemies to come
to you, this is the best time to go for knife kills.


   * darts *

Darts are sometimes naturally the way to go with certain enemies, such as
using exploding darts to knock snipers off the roof.  Some enemies will be
immune to the gas.  The dart-kill requirement is 25, and there's way more
enemies than that so choose your kills carefully.  You don't have to go 
gung-ho with darts on every single enemy right from the get-go like you
do in most other levels.


   * environment *

Up to 3 can be killed by shooting the lone barrel; that leaves another 3 to
be pushed off the ledge.  Trying to bring a fist to a gunfight tends to be
suicide, so the environmental kills are most challenging on this level.


   * headshots *

The requirement is 15.  You may want to turn the thermal goggles off here and
there if you're going for the headshots goal, so that you can easily see the
difference between enemies with and without the full body armor.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     2. Into the Abyss
     -----------------

This level is a relief compared to the last one.  There are quite a few
enemies in full armor; for close-quarter combat you'll find your tazer quite
handy.

The last part of the level is a boss fight; make sure to have a full flak
jacket and hopefully a medkit before going out the door.  Also be sure to
have powerful weapons - collecting the .357 pistols near the end is a great
idea unless you're on mission mode with more powerful guns.

   -----

To start, there's a man in full armor right in front of you, but he's not
aware of you.  Snap to the wall on your right and stay there.  Two more men
are walking around on patrol.  Their path is never exactly the same.  There
are laser mines on the wall where you see the planters.  Stealth is very
difficult but must be used on the enemy in full armor.  Shooting the laser
mines will bag your 2 required environment kills if you use them to get the
2 patrols.

From the starting point there is a window if you look up; toss a grenade in
there to easily kill the enemy.  The "wall" in front of you is actually a
room; the window faces into the open area.  There will be another enemy come
out on your level from the opposite side.  There's also another enemy walking
the walkway down below in full armor.  For him, don't waste your time with
headshots because of his armor.

When you finally make your way around the ring and into the next hallway, a
civilian will come running out (don't kill him).  A man in full armor will
pop out and try to kill the civilian (don't worry) or you.  Another enemy is
behind him.

Going down this next hallway will trigger an explosion.  You'll see flames
coming out an elevator shaft; also you'll see a ledge with a ladder next to
it.  Aim well and take a flying leap to get the ledge - you may have to catch
the edge and pull yourself up.  Slide down the ladder and land on top of the
elevator.  You have to shoot the release latch on top to save the people
inside; you can use your EDSU goggles to help you find it.  The tazer is a
suggested means of shooting the lock since it won't use ammo.  If you hurry
you can follow the people into the room they enter - just for kicks, it does
nothing.

Two men will appear in the corner in full armor; your tazer is the easiest
weapon to kill them with.  Aim for the neck or legs, since the tazer doesn't
always stick to other locations.  Two more men are in the hallway behind.

Proceed on and you'll see a door both right and left.  On the left is the
bathroom.  In there you'll find hidden evidence, a medkit and some grenades.
Using your thermal goggles you'll also see a dude taking a dump.  The only
way to kill this guy is by tossing a grenade into the stall and running out
the door before you're killed in the blast.  If done properly his .357 will 
appear.  Mostly it's just fun.  The grenade will take out anything else in
the room that you didn't pick up, namely the other grenades and the evidence.

The door to the right enters the ground floor.  Enemies are walking around and
there are also some in the walkways upstairs.  If you crouch when you open
the door and snap to the wall beside it before going through, the door will
stay open.  With luck you can open the door without arousing suspicion if
you snap to the wall fast enough.  (Use the thermal goggles to get the timing
right, when nobody's looking at the door.)  This method will allow you all of
one more stealth kill with patience, skill and luck.  After that you'll have
to face a series of men who come out the door in the corner and come for you.
If you're going for knife kills, now's the time to wait and let them come to
you.  As always, try shooting them in the knees to agitate them and slow them
down.

     ////////// BOSS FIGHT \\\\\\\\\\

TOUCHSTONE
   This battle requires more luck than skill.  The primary boss is Touchstone
himself.  There is a Ski-Lift type cart which will bring in enemies in full
armor throughout the level.
Touchstone is tricky because he grabs your MB-150 and uses it against you.
For the most part he uses the 6mm darts; they hurt but aren't immediately
fatal.  He can also launch the gas and exploding darts.  Sometimes he uses
strategy and will kill you as you walk near a dart, other times he just sets
them off at random.  You can use your EDSU goggles to help you see the darts,
although overall these aren't the goggles of choice for this mission.  If he
pegs a dart on you, you can count on losing the battle.  If you are on Easy
difficulty you'll see the location of the darts on your HUD if you pay
attention.

The secret to defeating him is very simple: use a powerful weapon.  If you're
in story mode, hopefully you managed to use an exploding dart on one of the
two first snipers in the previous mission to knock them off the roof and grab
their BFG (and refill the ammo).  Otherwise, you can use the .357 you pick up
in this mission.  If you hit him with a powerful round from a gun such as one
of these you'll knock him down with every hit.  Just keep knocking him down
and pounding him as fast as you can.  He takes numerous hits but will 
eventually be defeated.

As mentioned, there are enemies in full armor which appear via the Sky-Cart.
If you take out Touchstone quickly enough you won't ever see any of them.  If
you do encounter them, the first rule is to go underneath the balconies from
which Touchstone fires at you so that you don't get hit by him.  One easy way
to protect yourself is to use the laser mines picked up at the beginning of
the level (if you did so).  Simply place them on the columns at either side
of the cart's entrance so that they get blown up as they exit the cart.  This
will protect you from up to 2 enemies only.

     \\\\\\\\\\\\\\\  ///////////////

     ----------


   * stealth *

Stealth is very difficult in this level.  The very first guard should be
taken out with stealth.  As mentioned, the other two on patrol don't always
walk the same path; sometimes you can take out one or two stealthily but not
usually.  Taking this mission in mission mode solely for stealth would be
wise.  You only need a total of 2 stealth kills, but they absolutely must be
in the beginning of the level.


   * knife *

You need 10 knife kills.  The most challenging are the ones in the very
beginning.  The first guy can be killed by knife; usually the other two will
see this (or his body) and come running for you - just stay behind the wall
at your starting point.  Be sure to destroy/disarm the laser mines.  After
that you cannot knife-kill anyone at a distance (e.g. across a ledge).  Mad
dashes will work in the hallways.  Once downstairs, entering the "atrium"
area just stay behind the door and wait for them to come to you (beware of
ones on the ledges a level above).


   * dart *

Use an EDT on the first guy.  Exploding darts work well on the two patrols.
Know that at the end of the level you won't have your MB-150, so there's no
need to reserve darts for the boss fight.  The requirement is 20 dart kills.


   * environment *

You only need 2 environmental kills; these come from the 2 laser mines.  It
is possible to disarm them and take them for use later on, but so much easier
to just shoot them as the patrols run past.


   * headshots *

The requirement is 12.  Otherwise pretty self-explanatory.  Best to know
ahead of time which enemies will be wearing full armor.  Focus your attention
to the downstairs area (the "atrium") across from the bathroom.  Stay snapped
to the wall and use a scoped weapon (esp the MB-150).

 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


          7. SINGULARITY
          ==============


     1. Red Section
     --------------

This is not a very long section, but takes practice in order to master.  For
starters, place an exploding dart onto the back of the spotlight - you can
detonate it just as soon as the "protect Lian" section starts.  This will
save you a couple seconds in the beginning of the fight; otherwise you just
shoot the light out (which technically you don't even have to do, but taking
the light out sure makes this mission easier).  Don't waste the dart if
you're worried about having enough for dart kills.

You'll see a truck to your right; beside it is a lift and a button.  Lian
will lead you to this point.  Press the button, hop on the lift, then climb
again and give Lian a boost.  After a short cutscene you'll find yourself
shooting enemies as they run across a balcony; they're shooting at Lian and
you have to take them out before they kill her.  The secret is to either use
a powerful weapon (i.e. you have to be in mission mode), use darts (esp gas -
you'll need far more than the 3 you would have in story mode) or go for head
shots.  For headshots, don't use a scope because it takes too long to aim in
and Lian will die in this time.  Your SOCOM will do just fine if this is the
method you take.  If you use exploding darts, the enemies will get knocked
off the ledge and their weapons will be available once this part is over.
(They all carry the SSP-90.)

Once she's across you have an empty field for a while.  If you crawl under
the truck near the starting point you will find a box of grendes in the
corner, and hidden evidence inside the truck (you have to crawl under it to
get inside).  There is a hidden keycard on the body of the last man to fall
off the ledge in a cutscene, near the back of the other truck.  Use this card
to enter the small room near the starting point.

In this room is a medkit and more grenades.  There is also a button to
activate the crane - press it.  The crane will lower a beam; climb onto the
beam.  Press the square button to have Lian raise the crane.  Drop and move
to the other end of the box where there is an RTL line.  Take this and land
on top of the truck, hop into the hole to get in the truck.  Inspect the
cargo of the truck by walking up to the box with the gear in it.

Outside 3 enemies will apppear.  One will walk directly behind the truck
you're in, another walks up and back a hall where the gate was previously
closed (by the room with the crane-lift button), and the 3rd patrols around
the crate near the starting point.  Stealth will make killing these three
safer, but it takes practice and timing.  Thermal goggles are crucial.

Go down the hall where the 2nd patrol was and climb up the ladder.  Once on
top there will be another patrol.  You can hide behind either crate and
easily get a stealth kill when he walks away.

You'll see a door; next to the door is crates and a vent-cover behind them.
If you shoot the lock off the vent-cover you automatically destroy the crates
(or you can shoot the crates first).  Crawl through the vent and come out
into an area where you find an unlimited ammo box, hidden evidence, and a
button which disables a large fan in the room behind the door.  It's actually
best not to press this button if you're aiming for stealth.

Crawl back through the vent, and go through the door.  If you did not press
the button to disable the fan, and you act quickly and quietly, you can kill
the lone guard behind the door before he sees you.  You can use your tazer
to disable the fan by shooting the motor at the center of the blades.

Snap to the wall while walking through the blades (note: you don't really
have to crawl, in spite of the prompts).  Peer out into the hallway to kill
the wave of enemies that come from the other end.  On your right you'll see
a crate; on the wall in the niche behind it is a button.  Shoot the button
to activate a power cord - as enemies run across the floor they get zapped
for environmental kills.

Once this wave is cleared you can run back out the way you came and go back
to the ammo box.  The enemies in the hall all carried SSP-90's, so pick one
up and collect full ammo before heading to the box if you want this weapon.

Once you get to the end of the hallway (be sure to turn off the power line if
you used it!) you go through 2 doors and onto a boss fight.  The fight starts
as soon as you hop off an AZL line, so be ready.


     ////////// BOSS FIGHT \\\\\\\\\\

You're ready to do battle with the first person wearing the special electro-
magnetic armor.  This is not a difficult battle once you know the technique.
All you have to do is to disable the armor electrically; it won't stay down
long.  Kill the enemy during the brief time the armor is disabled.

The easiest way is to fire an EDT dart onto him.  When it detonates not only
will his armor be down, he will also be knocked to the ground.  Use your
most powerful weapon on him, especially something full-auto.  You'll likely
have to repeat this process.  Once his armor powers back up he's immune to
your bullets.

Another method is to shoot him with your tazer instead of using an EDT dart.
This will disable the armor, but he will still be standing (and pretty
angry!).  Then you can switch to your knife and just stab him to death.  One
stabbing will not kill him, but his armor will not power back up if you keep
on him constantly.  If he crouches you'll kick him over instead of stabbing
him - it's a pain because it's slow-going but you can eventually kill him
with repeated kickings.  Again, his armor will never recharge if you keep
kicking him constantly while he tries to stand.

There are a couple other things to take note of in this battle: Lian, and
goodies up for grabs.  As for Lian, she will have no more health than what
she left with after the "protect Lian" scene in the beginning of this level.
So, most likely she has very little health.  The boss will be firing at her
if not at you and if she dies it's mission failed.  Be careful in deciding
whether or not to (press square) ask for cover fire.

Also there are goodies up for grabs.  On the other side of the truck are some
crates.  The one nearer the rear of the truck has hidden evidence on top.
Climb the other crate and there's ammo.  Inside the truck is a weapons box
with an RPK.  It's a full-auto rifle with powerful rounds, very similar to
an AK-47.  If you're in story mode you'll continue into the next mission with
whatever weapons/ammo you have at the end of this mission, so think seriously
about snagging this.  Be sure to get the ammo.  When the battle's over, the
mission is immediately over and you won't have time to run to any box.

Also, this boss carries the C11 rifle.  If you're standing directly on top of
him when you kill him you can press the triangle to pick this weapon up.  You
won't have time to run to the ammo box.  If you're lucky enough to grab this
C11 you can take it all the way into the final battle at the very end of the
game.  If you want the C11 try the tazer-and-stab method.

     \\\\\\\\\\\\\\\  ///////////////

     ----------


   * stealth *

Stealth is either easy or it's not an option for certain enemies.  The
first scene where you protect Lian doesn't offer stealth.  The next enemies
come out after you've inspected the truck cargo; these 3 can be killed with
stealth but it's tricky.

Place a gas dart onto the ground behind the truck with the cargo before
hopping on the crane.  As you're facing the rear of the truck while on the
ground, place it to your left about where the splotches on the ground are.
Once inside the truck, don't open the doors, and turn your thermal goggles
on.  Watch the movement of the patrol that's behind the truck, closest to
you.  He won't be near enough to the gas dart at first; you'll have to
detonate the dart once he walks to your right.  You can use the EDSU goggles
to locate where the dart is, and thermal goggles to watch his movement.
Keep the thermals on and watch the movement of the other two enemies.  Don't
open the back doors of the truck until one has gone behind the crate and 
the other has gone back down the hallway.  Use gas or EDT darts to stalk and
kill them.  The one near the crates carries a full-auto shotgun and he will
cut you down if he sees you.

Once up the ladder, hide behind either crate.  Wait for the patrol to stop
and turn back the other way before attacking.  You can lay an exploding or
gas dart trap, or just attack him in the back while he isn't looking.

For the one in the room, stealth kills are easy.  Don't press the button to
disable the fan (in the area through the vent).  Open the door slowly, then
get him with a tazer, a fast headshot, or run up and stab him.  There are no
more stealth kills after this.

The requirement is 5 stealth kills.


   * knife *

It is possible to get 1 or 2 knife kills during the "protect Lian" scene, but
not necessary.  You can get 3 knife kills on the patrols after you inspect
the cargo, but you'll have to blow your stealth and you'll likely get shot up
in the process.

You can easily knife the one at the top of the ladder, as well as the one
just inside the door.  Although you can technically stab the ones that come
down the hallway after going through the fan, this again is a good way to get
shot.  Know that you cannot earn stab kill points if the enemies crouch, as
you'll kick them instead of stabbing them.

The requirement is 5 knife kills.


   * dart *

You have to get 21 dart kills.  You'll almost certainly want to do this on
mission mode with darts x10.  Many of your darts will miss during the Protect
Lian scene.


   * environment *

There are no barrells or laser mines.  All environment kills come from luring
enemies onto the live power cable.  You may have to shoot the button off and
on, since many will be smart enough not to run onto a live cable.  Using a
rifle with a scope makes hitting the button easier.  If your gun doesn't have
a scope, aim for a spot slightly lower than where the light is.

The requirement is 4 environment kills.


   * headshots *

You need 24.  This is one of the hardest challenges in the game, especially
during the first battle where you protect Lian.  The enemies are much better
shots, and you just don't have time to use a scoped rifle.  This mission -
solely due to this battle - should be taken in Mission Mode when you have a
full auto rifle with a large capacity and fast rate of fire.  The Chinese
Type 56 will be your best bet.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

     2. Drowning
     -----------

Once again you get to play using Lian.  She starts off in a room with 3
enemies, none of which know she's there.  Knife kills are the easiest way to
go, unless you're going for dart kills - in which case recycle 3 EDT darts.
Stealth kills are easy for these first 3 - just don't use a tazer or head
shots even from a silenced weapon.  Kill them in order from right to left.

Go out the door and down the hall.  The hall makes a left turn, and 2 more
guards will appear.  Turn on the thermal goggles and snap to the wall.  If
you work quickly you can run up and stab both of them with stealth.
Otherwise just make good use of gas or EDT darts, watch their timing and you
can get two more stealth kills.

   -----

Once you go through the next door it will shut behind you.  There are three
enemies: two are below you to the right, and another is far below you at
about 11-o'clock.  Start with this lowest one first; otherwise he will keep
running in a circle once he sees you and he's very hard to hit.

Know that all enemies in this area carry the desert sniper .357 pistol.
While this is a truly great gun to pick up, it's also very bad to get shot
with.  Try to take out enemies at a distance, where their aim is poor.

Once these 3 are killed you can run down the catwalk.  Before you get to the
end, 2 enemies will come out onto the ledge at the end.  There are two
explodable tanks at either side of the ledge - shooting one tank will kill
both enemies for environmental kills.

From here you can AZL down to the area where you shot the two guys earlier.
You'll find a flak jacket and two pieces of hidden evidence in the room.  You
have to RTL over to the next area; an enemy will appear at the drop point as
you go across.  You can shoot him en route.  If you need a dart kill, hop off
the line at your starting point since you can't use the dart gun while on an
RTL.  If you need a knife kill, just shoot his leg and use your knife when
you hop off.  Work fast so he doesn't shoot you with his .357.

When you land, 3 more enemies will appear on the "ring" below you.  If you
crouch immediately they may hide behind the small walls.  Otherwise they
run in circles and are very hard to hit.  Laying a trap with exploding darts
may help if this happens.  You can also climb down the ladder (to your left)
and chase them for knife or tazer kills - just don't get shot.

   -----

Now it's time to save Blake.  She's at the very bottom.  Just go down the
ramp, and when you get to the bottom be sure to turn the valves to drain the
water first.  Notice the box with the fresh flak jacket.

After setting Blake free you're back in battle mode.  Take note of the bad
guy that repels down a line straight for your area.  Kill him first.  There
is a nook in the wall right near that point.  You can use that for a hiding
point where you're hard to kill, and take out the ones running around the
ring up above.  Beware as some will run down the ramp and surprise you, so
keep your thermals on.

   -----

Once everyone is dead another door will open between the top of the ramp and
the ladder leading to the drop zone of the RTL.  You can go as far back as
the room where the evidence and flak jacket were.  There is a medkit at the
drop point of the RTL.  Once you go through the door into the next area, it
will shut behind you - so grab armor/ammo/medkits now.  There is a medkit
right at the door, before you go through it.

You're to the point of doing battle with another enemy wearing the special
electromagnetic armor, plus an array of other normal enemies.  As soon as you
walk into the room there's flak jacket in a box in front of you.  In the
middle of the room there's a glass wall and you can snap to the base of it.
On either side is a box with EMP grenades, and an unlimited ammo box.  Best
to stay snapped to the walls and not go further than this area until all
enemies are cleared.  Take note that some of the enemies will charge at you.

The enemies are still carrying .357 pistols - if you've picked one up feel
free to use this gun since there will be plenty of ammo to pick up after the
battle.

The "boss" is an easy battle.  You can use EMP grenades to disable the armor,
or use an EDT dart.  Once he's down killing him is easier than the boss Gabe
had to fight in the previous mission.  Again, your tazer will also disable
the armor.  The easiest way to kill him is by stabbing him once his armor is
down, thus the tazer is actually the easiest way to go.

If you want, you can pick up his rifle and refill it using the ammo box. It's
an RPK.

   -----

You probably thought the battle was over, but there's still one stage left to
go.  You enter another room, and there's several enemies on the left.  Just
snap to the wall and shoot them with the sniper pistol you picked up.  Again
these guys are still using the same .357 sniper pistol, so there's more ammo
to pick up.

You're asked to destroy all of the computers in the area.  Once they are
destroyed you'll have to fight one last battle.  There is a locked room with
3 more computers in it; you can't destroy these until after the last battle
(destroying the last three computers ends the mission).  If you just feel
like taking the computers out one at a time you should use your tazer since
this won't deplete your ammo.  The faster way is to just use the EMP
grenades.  You'll need to use two of them; toss the first one down to the
middle of a lower level, and the next one nearer the upper level.  Shoot out
any remaining computers if any didn't get destroyed.  Your EDSU goggles will
help you locate computers needing destruction, although you can easily find
them without any goggles just by looking for lit screens and the gray
triangles above them.  The last enemies won't come out until all computers
(save for the last three in the locked room) are destroyed.

The last battle consists of two enemies in flak jackets, and one wearing the
special armor.  The difficult part is chasing them.  The easiest method is
to wait in the upper room, and snap to the wall in the middle.  The .357 will
go through the flak jackets.  The "boss" with the special armor will hide
when his armor is down, making him hard to kill.  Again, the easiest method
is the tazer and knife.

     ----------


   * stealth *

Five stealth kills are the requirement.  The first three are so easy they're
basically a given.  The next two enemies are very easy.  After that, stealth
is not an option.


   * knife *

The requirement is 10.  Again, the first three are a given, and the next two
are easy.  After that just take your pick for the remaining five.  Be careful
since everyone is packing a hand cannon.  You can get about 2 to come to you
in the battle in the hallway where you fight the first of two enemies with
the special armor.


   * dart *

You have 25 dart-kills to meet the requirement.  Recycling the EDTs in the
very start will give your first 3.  You can do the same for the next two.
After that it's just a matter of using good aim.  You should wait until you
can take it in Mission Mode with darts x10 since it's very easy to miss your
targets, especially the ones that run in circles around the ring.


   * environment *

You only need two; this can be done by shooting either tank at the end of the
catwalk.


   * headshots *

You need 15.  Don't try it on the very first 3: even a silenced weapon will
draw attention and the other two remaining will blast your with their hand
cannons.  Beyond that, there's far more than 15 enemies, so take your pick.
Try to knock headshots out quickly if this is your goal, since many of them
will be difficult

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     3. Event Horizon
     ----------------

Ah, the last actual "level" of the game.  Are you ready?  It's relatively
short, and can be fairly easy once you get the hang of it.

The very beginning requires a certain technique: you absolutely must not let
the guard on the other side of the glass see you.  Run to the wall on your
right, snap to it and crouch (or crouch then snap, whatever).  Creep with
your back to this wall towards the window.  When you are prompted to ask Lian
to advance, do so.  She'll sneak into the room and kill the guard.  Once this
is done you're in the clear; otherwise if he sees or hears you he'll turn on
some poison gas valves.

Once the guard is dead, Lian will open the door.  From here it's a matter of
whether you want to use stealth or not.  Pure stealth gives you 3 enemies,
and by attracting maximum attention you get six.

The computer towers in this area offer "hidden" evidence; you can use the
EDSU goggles to help you find them.  You can crawl through the vent into the
room where the guard was to grab a tek-9.  Once you press the button in the
elevator you're out of this area.

Once off the elevator you're in the centrifuge room.  You have to run around
the room counter-clockwise (i.e. to your right) and hide in the cubbyholes to
keep from getting splattered by the spinning centrifuge.  There are two times
when you'll want to wait for the centrifuge to make an extra spin: one is in
the triangle-shaped cubbyhole, and the next is where you make an extra-long
run to the following cubbyhole.

When you make it to the hallway you face three guards; first two, then one
more.  They will eventually charge at you; don't use a scoped rifle for
headshots as it will take too long.  You can wait behind a column if you're
aiming for knife kills.  There will be one more guard in the room after the
hallway makes a right turn - he opens the door when you're about halfway down
this last hall.

   -----

Now it's time to help Lian with the centrifuge.  First take note of the boxes
in the corners of the room.  One has a flak jacket which you shouldn't need
yet, and the other has a BFG.  You'll switch whatever weapon you have for the
BFG and you can always switch back.  That BFG is a great weapon for the
upcoming fight.

Turn on your EDSU goggles.  Take note of the four computer towers in the
corners of the room, and the lines on the floor connecting them.  Go to any
tower and ask Blake to press the button, then go to the tower connected to
that one and press the button when Blake tells you she's ready.  Repeat this
process for the other pair of towers.  You can turn your EDSU goggles off
now.

Use the computer to turn off the centrifuge, and Lian will come out to plant
an explosive charge on it.  Enemies will come out and try to kill her; your
job is to kill them to protect her.  They will be at a distance and hard to
hit.  You can wait until they get down on one knee so that they are still in
order to get headshots or dart kills.  Otherwise use that BFG and kill them
while they are still running.  Attempting to lay traps with darts is very
difficult and a waste of time, and you cannot kill two enemies with one dart.

The last section is very easy: when the enemies are dead Lian will be through
and run out of the way.  Use the computer again to get the centrifuge
spinning.  You'll have to wait for it to make a full extra spin; when the end
of it passes by the locked door just press the button to detonate the bomb
that Lian planted on it.  There will be a gray triangle above this door to
show you which one it is.

   -----

The battle's almost over; there are only 2 enemies left and they're wearing
the special armor.  Decide if you want to keep the BFG or switch back to
whatever weapon you traded it for (if any).  Go out the way you came in, back
to the centrifuge area and into the hallway you blasted open.  Note that
there is hidden evidence on the head of the centrifuge.

The enemies are down this now-open hallway.  You'll find a box of EMP
grenades on the left.  The method is the same as always; disable the armor
and kill the enemies while their armor is down.  You can leave this battle
and go back to pick up ammo or that flak jacket if you need to, but know that
the enemies' health will return to full if you do this.  Try to kill at least
one of them if you need to do this.  The fastest way is to toss an EMP
grenade and then just run down and stab both of them.  Their armor will not
recharge if you do this quickly.  They will each have to be stabbed twice.

   -----

The mission isn't over until you collect the keycard off the dead body from
one of the two last enemies, and use it to open the door.  If you're in
Story Mode, be sure to collect a fresh flak jacket and all the ammo you want
before opening the door.  The next mission is the final battle of the game.
That BFG is a great weapon.  Unfortunately there are no "infinite refill"
boxes on this level, and no medkits.

     ----------


   * stealth *

The requirement is 3 stealth kills, which happens to be the total number
available.  These are all in the beginning.  You still have to get Lian to
take out the guard.  Using a gas-dart "trap" is the easiest way to kill them.
Once you've gone in the elevator stealth is no longer an option.


   * knife *

You need six knife kills.  So long as you attract attention you can get your
six knife kills in the beginning.  If you are too stealthy or work too fast
you can get the remaining knife kills in the hallway(s) once you've gone past
the centrifuge.  As a last resort you can stab the final two wearing the
special armor.


   * dart *

You need 17 dart kills.  Using the EDT-recycling trick is possible but
difficult in the beginning.  You'll want to attract the maximum attention in
the beginning; try using an exploding dart for the final ones that come out
of the elevator to nail two at once.

While protecting Lian, you can only get one kill per dart.  Take care not to
use up the EDT darts if you want them for the final battle of this mission;
each of the two enemies with the special armor will need multiple darts.
While protecting Lian you'll want to wait until the enemies get down on their
knee - otherwise they're very hard to hit.

Know that in the final battle it is possible to use up darts when killing
them, but it's still not a dart kill.


   * environment *

There are no environment kills in this level.


   * headshots *

You need 17 headshots for the requirement.  If you use a silent weapon you
can get 2 stealth kills in the beginning, and therefore 3 headshots.  You'll
want to grab the most attention, since stealth limits the number of enemies
and you won't be able to meet the requirement.

While protecting Lian at the centrifuge it will be easiest if you wait for
the enemies to get down on their knee, and use a rifle with a scope.  The
MB-150 with 6mm darts is the best way to go.  Be careful if you choose to
use the BFG - it's a one-shot kill even without a headshot, therefore you can
think you're nailing headshots when you're really not.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


     4. Matter's End
     ---------------

The final battle!  This isn't a "level" so much as it is simply a giant
"boss" fight.  There are two train tracks in between your area and the area
where the enemies come out.  The final boss ("Singularity") has the special
armor, and there are about 20 other enemies who come out 2 at a time to
protect him.

There are two trains, one on each set of tracks.  You'll get run over if you
stand on the tracks when the train passes.  Once the trains have passed you
(and the enemies) have free passage.

The only thing that's tricky for this level is knife kills.  If you wait long
enough the enemies will cross the tracks and come for you, and you can stab
them once they make their way across.  Be sure to pick up their flak jackets.
It is also possible to make you way over to their area and just run around
stabbing them as they appear.  If you do this, hang out in the very back -
there's a U-shaped hallway hidden there.

This battle should be taken in 2 stages: (1) kill all the normal enemies, and
(2) kill the final boss.

   -----

     (1)

Killing the normal enemies is more time consuming than difficult.  You can
hide behind the columns in the area where you start, or you can cross the
first set of train tracks and hide behind the directories (posters?) if you
want to get closer.  Beware of the ones that cross the tracks to come for
you; they're more dangerous to you if you hide in the middle behind the
directories.

Generally the fastest way to defeat them is to snap to a column in the
starting area, then peek out and make headshots when they peer out from
behind the columns in their area.

They are all wearing flak jackets.  If you're playing in Mission Mode you
can take a weapon powerful enough to go through their jackets (such as the
BFG, the silenced .44 or the .50 pistol).  If you don't have one of these,
you can shoot their legs to slow them down.  They have a bad habit of dodging
your shots, so you'll want to play in Mission Mode with darts x8 or x10 if
you're going for dart kills.

The enemies all carry the SSP-90, if you want to collect refills from their
dropped weapons.  If you're in Story Mode this is most likely the weapon you
have.  If you're lucky, you collected the C11 from the final boss at the end
of the mission "Red Section".  Another good choice is the BFG, available in
the mission before this one ("Event Horizon").

  *Weapons*

- There is a box in your starting area with a fresh flak jacket.

- There are two boxes in the middle, between the two train tracks.  One has
  a C11, and the other is an infinte ammo refill box.

- There is a box with a BFG in the U-shaped hallway over in the enemies'
  area.  You can save this for the final boss and it's very easy to obtain,
  or you can make a mad dash for it while attacking the wave of guards.

- There is a box with EMP grenades in the enemies' area.  This box is always
  well-guarded and difficult to get to.

     (2)

The final boss (Singularity) is not very difficult, surprisingly.  The
technique for killing him is the same as for any enemy with the special armor
save for the fact that he takes many bullets to kill.  He is immune to your
knife even when his armor is down.  He will fall to the ground if you use an
EDT dart on him.  EMP grenades and your tazer will temporarily disable his
armor but not knock him down - therefore the darts are the best way to go.

If you cross to the 2nd set of train tracks and snap to the ledge below him
he can't see you.  Eventually he'll get bored looking for you and stand mind-
lessly over to the right and look away to the right.  He's easy pickings from
this point.  Climb up the ledge, fire an EDT dart on him and nail him with
your biggest gun when he goes down.  Then just either hide behind the columns
or go back down and snap under the ledge and wait, then repeat the process.

Once he gets bored and resumes his mindless position you can go back to pick
up the C11, the BFG, fresh armor or more ammo and he won't see you.

For whatever weapon you choose you'll want to stand right on top of him to
shoot him while he's down; the closer you are the more powerful your shots
are.  If you take this in Mission Mode be careful about using any gun with
exploding ammo, such as the Calico HE, the jackhammer or the MGL.  You'll
blow yourself up if you stand too close.

     ----------


   * stealth *

 - Fortunately there are no stealth kills on this level. - 


   * knife *

The requirement is only 5.  The game has a glitch: if you wait for enemies
to cross the tracks and come to you and you stab them, you get fewer enemies.
You should still be able to get your kill requirements; just shoot a few in
the legs to let them know you're still there.


   * dart *

You have a requirement of only 10 dart kills.  You'll want to save the EDT
darts for the end.  Plus, you'll frequently miss; therefore you'll want to
save this mission for Mission Mode with at least darts x8.  If you're aiming
for dart kills you'll do better to hide behind the columns in the starting
area rather than behind the directories in between the tracks.  Enemies that
come out for you can kill you too if you fire an exploding or gas dart onto
them and detonate it while standing too close.


   * environment *

Fortunately there are no environment kills on this level either.  Don't worry
about the dangerous looking tank in the enemy area, it doesn't do anything.


   * headshots *

You need only 10 headshots.  This is easy and self-explanatory.  A gun with a
scope will make this easier but isn't absolutely necessary.  You can pick up
ammo for the SSP-90 from anyone you kill, which is easiest from the ones who
come rushing for you.  If you don't already have it, there's a C11 in the box
on the right side between the train tracks, and the box on the left has
infinite ammo refills for any weapon except special darts.



          **********  CONGRATULATIONS!!  YOU WON!  **********


==============================================================================


      +----------------+
      | BONUS MISSIONS |
      +----------------+

This game does have one bit of a letdown: the actual "ending" occurs when you
beat the game in Story Mode.  After that, it's simply a matter of gaining
100% on your mission objective goals and unlocking & beating the bonus
missions.  If you want to satisfy your need for an ending, you can always
replay the final mission ("Matter's End") in mission mode and watch the same
final scene again, assuming you're willing to wait through the end credits.
Otherwise, you simply keep checking your stats screen from the home menu
until everything says 100% and acknowledge "Gee, I guess I beat the game."

   -----

The bonus missions will have to be unlocked in a certain order, but it's not
the order in which they appear on the screen.  The bonus missions will appear
in the Mission Mode screen.  The first time you play a bonus round you'll
have to do so in Story Mode.  This means that you'll only start out with
basic weapons, and not have the option of choosing ones from a weapons
select screen.

- Most likely the first bonus mission you'll unlock is Narbonne, "Goodnight
  Sweetheart".  Theoretically you can wait until after you've played bonus
  mission #2, "Up a Column Without a Paddle" to play this level and proceed.

- You unlock bonus missions #4 & 5, Bangkok parts I & II when you beat the
  game in Story Mode on either Normal or Hard difficulty.  As mentioned, you
  will have to play Bangkok part I in Story Mode the first time, and you'll
  automatically proceed to Bangkok part II (Story Mode).  You cannot unlock
  Bonus Mission #3, "Up a Column Without a Paddle" until you get 100% dart
  kills.  So, you have to get the dart kills in Bangkok Part I (you lose your
  MB-150 before the start of Part II).

- The next Bonus Mission you unlock is #3, "Up a Column Without a Paddle".
  You must get 100% dart kills in order to unlock this one.  This means you
  have to get all dart kills in Bangkok Part I as well as everything in the
  rest of the game (regular Story/Mission Mode).  You do not need to play
  Bonus Mission #1 "Goodnight Sweetheart" in order to open this bonus level,
  since there are no dart kills available in it.

- The last Bonus Mission you unlock is Sana Yemen.  You need 100% headshots
  in order to unlock this, including the whole game and all other Bonus
  Missions.

Barring the actual order in which they're played, following is details on
each level according to how they appear on-screen.


 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


     Bonus Mission #1: Goodnight Sweetheart (Narbonne, France)
     ---------------------------------------------------------

This is likely the first bonus mission you'll play.  It's unlocked by
completing all 3 training missions.  You can take the training and play this
mission before ever starting the actual Story Mode of the game.  It's an
incredibly simple bonus mission; don't worry, the other bonus missions are
a bit more interesting.

As mentioned, the first time you play this mission you default to "Story
Mode" - meaning you don't get to choose weapons.  You play as Gary Stoneman,
aka "Stone".  Your only weapon is Stone's Rifle.  Even when given a choice of
all the weapons available in the game, this rifle is the very best for this
mission.  For one, it's silent.  It has a very unique scope; instead of
having zoom levels, it's zoom moves back and forth.  You'll want to move it
up to maximum zoom and leave it there.  If you haven't done so already, you
can press the start button and bring up the options menu.  Select to toggle
on the function labelled "zoom remember" - this means you'll start off at
full zoom every time and not have to re-zoom back in.

You'll be asked to choose your difficulty level.  Taking it in easy level is
perfectly fine.  The only reason to take this mission on hard is for getting
headshots; stealth is nearly impossible on hard mode.

There are 3 pieces of evidence; two of them come in the form of situations.
The first piece of evidence is the toilet in the bathroom.  No, there's
nothing in the toilet - it's the toilet itself.  Stone's an old man, and
needs to know where the important things are.  The next piece of evidence is
"discovered" if you use stealth on all 3 guards: you get a cutscene.  After
that, you have the option of killing Mara and Elsa either together in one
shot, or one at a time.  One method offers the environmental kill, another
offers the other piece of evidence, and the remaining method gets your
stealth kill maximum.  You have to use all 3 methods in order to get all of
the mission objectives.  Have fun.

There are essentially two stages to this mission: (1) take out the guards,
(2) take out Mara and Elsa.

Stage 1 - Stealth is your friend.  Take this mission in either Easy or Normal
  difficulty.  Use a silenced weapon (preferably Stone's Rifle) to make head-
  shots on the guards in the proper order.  First, take out the one in the
  window to your right.  Second take out the one on the roof up to your left.
  Last take out the one on the ground in the archway behind the sign.  You
  don't really need any goggles on for this mission, but you can use thermals
  to help you find the bad guys if you can't see them at first.  If you
  succeed in using stealth for all 3 you get a cutscene, which is evidence.
  If your goal is to bag all 5 required stealth kills, take out Mara and
  Elsa together in one shot.  Incidentally, Stone has bad sway with his aim.
  Be sure to get out on the balcony on the left side and use crouch.

Stage 2 - Take out Mara and Elsa.  There are 3 ways to go.  You can try to
  kill them both in one shot, or take them out one at a time.  Elsa will
  stand still in a window, while Mara paces back and forth.  The only gun
  that will kill Mara is Stone's Rifle.  Aim on Elsa's head and fire when
  you see the girls roughly nose-to-nose as Mara passes by.  If you aim to
  kill Mara only, Elsa will run out of the building giving you the environ-
  ment kill.  If you kill Elsa only, then Mara will run out of the building
  and shoot at you while she runs zig-zag down the street.  She's an
  incredibly good aim and packs a powerful pistol.  If you try to snap to a
  wall inside the apartment she can get a headshot and kill you immediately.
  If you miss enough shots while Elsa stands still and Mara passes by, then
  Mara will get suspicious, kill Elsa and then run out of the building to
  shoot at you.

     ----------


   * stealth *

Don't take the mission in Hard difficulty.  Use headshots from a silenced
weapon (again, preferably Stone's Rifle).  Shoot the guards in proper order
(window, roof, ground).  Take out Mara and Elsa together in one shot.


   * knife *
N/A

   * dart *
N/A


   * environment *

Kill Mara while she paces back and forth; don't shoot Elsa.


  * headshots *

You have to take the mission in Hard difficulty.  The guards will patrol and
check various directions, making stealth nearly impossible.  You may want to
forego a silenced weapon and take something full auto instead.  Granted,
there are a few full-auto silenced weapons which can be earned if you take
this level in hard mode later on for this goal.  Make a serious effort to
kill Mara and Elsa in one shot.  If you only kill Elsa in the window it is
still possible to kill Mara as she runs down the street but it's extremely
difficult.


 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


     Bonus Mission #2: Up a Column Without a Paddle (KemSynth Tower)
     ---------------------------------------------------------------

Remember the last portion of your very first mission ("Insertion Point
Alpha") where you had to protect Lian?  This is a version of that same
mission.  Lian isn't there and the enemies are shooting at you, plus they're
coming from a greater range of areas.

This mission is pretty self-explanatory.  There are two barrels you can use
for environmental kills; one is partially hidden on the ground near a wall
and the other is up on a ledge in front of you (think back to where you shot
the very first enemy attacking Lian in the first mission of the game).

The final boss of this mission is just like Red Jack: he's wearing heavy 
armor and carries a flame-thrower type weapon.  You have to shoot the tank
on his back to kill him.  You can place an exploding dart on the ground to
knock him over and buy yourself some time.

     ----------


   * stealth * \
   * knife *    }-  N/A
   * darts *   /

 You play as Gabe.  The first time you play this mission it will be in
 Story Mode; as such you'll have your MB-150 and 3 each of the special darts.
 After that it's always in Mission Mode and you'll have 10 each of the
 special darts.  Since you have to get 100% dart kills in order to unlock
 this level, there are automatically zero dart-kill requirements in it.



   * environment *

As mentioned there are two environment kills for the requirement.  These come
from shooting the 2 barrels.  Count on only getting one kill per barrel.


   * headshots *

The requirement is 20.  A rifle with a scope will help immensely.  Since you
already have the MB-150 it's your choice if you want to take another gun with
a scope.


 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


     Bonus Mission #3: Trapped in the Hornets Nest (Sana Yemen)
     ----------------------------------------------------------

Once again you get to play as Stone.  This will be the last mission in the
game that you unlock.  It's unlocked by getting 100% headshots in everything,
including all other bonus missions.

As always, you play this round initially in Story Mode.  Again, this only
means that you don't get the weapons select screen at the beginning.  Your
chance of getting survival in Story Mode is slim to none.  Highly suggested
that you take this round in Easy difficulty the first time.  Your only weapon
is Stone's Rifle.  Headshots are easiest with this weapon, but there are no
headshot kills required (since you have to get 100% headshots just to unlock
this level).

All of the shots are at a distance, making them difficult, topped off with
the fact that enemies don't always stand still.  Also, bullets tend to be
less powerful with distance, so take your biggest guns once you've beaten
this round once.  The BFG is an excellent choice, along with the flare gun.
Shotguns have little to no effect, save possibly for the Jackhammer, which
again still doesn't work well except for the (relatively) closest enemies.
Be sure to use crouch, as Stone has a lot of sway with his aim.

There is an ammo refill box on the far end of the balcony (the right as you
face outwards).  Do NOT refill your ammo after doing battle with the enemies
in the towers on that end (the screen will say "2 enemies remaining").

The final two enemies both use rocket launchers.  In the next-to-last battle
you should snap to the wall closest to the flak jacket box.  When those
enemies are dead run like mad to the far end of the balcony, past that box.
Walk in just close enough to where you can see the enemy that comes in from
the right.  He will likely take numerous hits to kill.  Use a building to
block the shots of the rockets: the rockets only need to come near you in
order to kill you.

When the one on the right is dead, then go for the one on the left.  You'll
have to poke yourself out just far enough to see him, take a shot, then run
back to the left to avoid the blast of the rocket which will hit your
balcony.  Aim for chest shots, and know that he will likely take several hits
to kill (and most often you'll miss anyway).

* Weapons Selection:
  Once you've beaten this round the first time (in Story Mode) you
  automatically play in Mission Mode.  You should have just about every
  weapon in the game available at this point.  You'll want to use the guns
  with the most powerful shot.  Good choices include:

 - the BFG
 - the .50 sniper pistol
 - the silenced .44
 - the flare gun

The flare gun may not have immediate killing power, but it's very effective
since it sets enemies on fire and they die after a short delay.  It's a
good weapon for the very last enemy or two (with the rocket launcher(s)).

     ----------


   * stealth * \
    * knife *   > N/A
    * darts *  /


   * environment *

There are 2 barrels; each one is good for one environment kill.  Both are
on the ground relatively close to your starting position.  One is just inside
the archway, slightly to the right.  The other is just outside the wall, to
the left of the said archway.  You may have to be patient since it will take
time for enemies to get near the barrels; if you kill them too soon they
won't make it near the barrels and hence you can't get the environment kills.


   * headshots *

None required.  If you use any weapon with less than massive power, aim for
their heads anyway because it's a faster and easier kill.  Once you get this
mission in Mission Mode (e.g. you've beaten it once) then take something
powerful so that all you have to do is hit them anywhere.

 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


     Bonus Mission #4: Bangkok Part I: Birds of a Feather
     ----------------------------------------------------

This is a really fun mission.  In addition to killing enemies you also get to
blast some birds.  If the mission is taken in pure stealth you will have a
few less enemies.

There are required kills on this level, and different methods for playing in
order to get them.  Thus, descriptions will be provided under the proper
corresponding sub-heading below.

Some mission goals can be combined; stealth can overlap with anything.  You
cannot get the 2 knife kills and the environment kill in the same game.  You
cannot get both the headshot and dart kill requirements in the same game.
You can mix 8 headshots with either the 2 knife kills or the one environment
kill.  Full dart kills will have to be in it's own game.

   Evidence:
   ---------
The hidden evidence is tricky to find in this level.  Once piece of evidence
is on a short extention of roofing to the right of your starting point.  You
will have to climb up to get it.  The game has a glitch where you have to
hold down the triangle while walking over it AND it's on the very edge.  The
next piece of evidence is under the scaffolding that holds up the billboard
on the rooftop you're standing next to as your staring point, on the far
left.  The last piece of evidence is hard to get; you must RTL across to the
next building from the catwalk in front of the billboard.  From there you're
to RTL again (the one that goes to the drop-zone, which ends the mission).  
You have to drop down off this RTL line onto a balcony below, built into the
building you're coming from.  It's very easy to misjudge the drop and fall to
the street and die.  If you do manage to get to this balcony, climb up and
grab the ledge.  Shimmy to the left and around the corner, and drop onto
another balcony.  There you'll find your last piece of evidence.

   Pidgeons:
   ---------
You have to kill 10 infected pidgeons in this level.  For the sake of
simplicity, this description will assume that all rooftop security has been
killed.  If so, feel free to use any weapon you like on the birds.  If there
are still guards on the roof you'll have to use silent weapons if you want to
maintain stealth.  There is no proper order of killing either the guards or
the birds first, save for having to kill the five birds in the cage first if
using stealth.  Use your thermal goggles to help you find the birds; they
appear as (small!) orange dots. Weapons equipped with a scope will also help.

Moving on... the location of the birds are:

#1-5 are in the cage on the other side of the rooftop.  There is an opening
 in the cage if you crawl around to the back of it.  You cannot toss a
 grenade into the cage.  Using the MGL or SMAW will blow you up.  You can
 place a grenade below the cage.  You can fire a gas or exploding dart to kill
 all five at once.  The Calico HE will kill all 5 at once.  Otherwise you can
 use single bullets to pick them off one at a time.

#6: From your starting point, look towards the street.  You'll see a
 billboard featuring a woman in a headpiece with a blue background.  The bird
 is on top of this billboard.

#7: Stand on the rooftop where the first two guards were.  Turn around and
 face the direction opposite the billboard on the roof.  The bird is high on
 top of a building (according to the HUD, to the north).

#8: Sits atop a flashing pink arrow, like what you'd expect for a parking
 garage or cheap motel.  Stand near the birdcage, face the street and look
 right.

#9: On a small balcony right near the ultimate drop zone.  If you stand on
 the catwalk in front of the "central" rooftop's billboard look across the
 street and to the right.

#10: the hard one to find.  There is a platform near the birdcage.  There is
 an RTL line going over this platform.  Stay on the RTL line past the
 platform so that you're headed to the next building over; you shoot the bird
 while on the RTL line.  It's behind the yellow letters, and you can't see it
 unless you're on the RTL line.

     ----------


   * stealth *

  requirement: 2 kills

Stealth is the way to go, but certain techniques require practice (read:
trial-and-error).  Initially there are two guards on the roof right behind
you (you start with your back snapped to the wall, & they're behind you). One
guard remains stationary (facing your direction) and the other one patrols.
Act quickly before the patrol starts moving your way.  Go around the AC unit
onto the corner of this balcony-area you're on by the street (still next to
the building of the rooftop they're on).  Look left and you'll see a box on
the wall.  Shoot this box with a silent weapon and the AC unit will shut off.
The patrolling guard will come to check this out, and remain stationary right
by where you started off.  Grab the ledge above you and shimmy around the
corner.  The camera angle pans out, and you can see the orange billboard for
the rooftop they're on.  Shimmy around the next corner and drop as soon as
you can.  The birds in the cage (now in front of you) will start squawking if
you get too close, so you must silently kill the birds first.  There are 5 in
the cage, and you can kill all 5 with a single gas dart.  Use your thermal
goggles, and you'll see the infected ones as small orange dots.  If you miss
the birds (target) your dart will fly through the cage.

Now you can take out the guys on the roof however you like.  You can crawl
under the cage and climb onto the roof to get knife kills.  You can use gas
or EDT darts (never-ever use exploding darts if you're going for stealth!).

If you've done everything correctly so far, you won't see any other guards on
any of the rooftops.  Go to where the billboard is, and on the right side (as
you face it's rear) is a catwalk.  Climb onto the catwalk and only two guards
will appear on distant rooftops.  They won't see you if you don't do
something to grab their attention.  Continuing to use gas and EDT darts is
probably the easiest way to go.  If you're in Mission Mode you can use the
silenced .44.  In Story Mode you can theoretically use your silenced 9mm, but
you have to make headshots which is very difficult due to the distance.

In full stealth, you only have a total of six guards to eliminate.  If you
draw any attention you'll have four more to deal with, for a total of ten.
So, you can actually get six stealth kills, but the requirement is only 2
and thus your count on the stats screen stops at 2.


   * knife *

You need the stealth intro for knife kills.  Shoot the box on the wall in
your starting area to disable the AC unit; the patrolling guard will come to
inspect it.  Climb up onto the ledge and shimmy around the building.  Land
and use a gas dart to kill the 5 birds in the cage.  Crawl under the cage.
Climb up onto the roof and kill the guards with your knife.  Technically you
can just climb up onto the roof from your starting point and make a mad dash,
but there's no reason to blow your stealth if you don't have to.


   * environment *

There's only one, and it involves using the stealth intro.  First, shoot the
box on the wall in your starting area.  The patrolling guard will come to
inspect it and remain by the now-broken AC unit.  Shimmy around the building
and kill the birds in the cage (gas dart), then the guard that's now closest
to you (the one that was always stationary).  You can climb up onto the roof
but you don't have to.  There is another box on the wall near where the guard
was.  If you shoot this box the AC unit will electrocute and take out the
guard standing next to it.  If done correctly, you still have full stealth.


   * headshots *

Oddly, the required number is 8.  You cannot use full stealth or you only get
six enemies total in the game.  Therefore, you have to blow your stealth by
using a non-silenced weapon.  You cannot wait until the 6th enemy for a
non-silent headshot, since there will be nobody left to hear the shot.  When
you lose your stealth, the total number of enemies jumps to ten, so you're
allowed 2 misses.  Remember, you have to be in hard mode to make headshots
count, and the enemies are good shots in hardmode.  The best way is to use
silent headshots on the first five, hide in a doorway, then fire a non-silent
weapon just to grab attention before killing number six.


 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


     Bonus Mission #5: Bangkok Part II: Jimmy Zhou's Army
     ----------------------------------------------------

This level is just a pure shoot-em-up.  When you play Bangkok Part I the
first time it will be in Story Mode, and then this level will automatically
load (again, still in Story Mode).  There are a few required kill types,
which ultimately will be necessary to unlock the KemSynth Tower and Sana
Yemen bonus levels.

From your starting point there is one enemy off to your left and one in the
doorway in front of you.  Take care of these two, then go through the door-
way.  There will be a non-stop wave coming ultimately from the end of the
farthest hall.  Take care of the wave in this first hallway, then during the
brief break make a run to where the hall turns right.  Take care of the
remaining enemies.

The very last enemy carries a chain-gun.  He can mow you down with it, but
he's pretty easy to kill.  He's a little tougher than most enemies, but isn't
wearing any armor.  Be sure to pick up the key off his body; this key opens
the door to Jimmy Zhou's room.  The final "boss" of the level is Jimmy Zhou
himself (please tell me you're not surprised).  He's holding Lian at gunpoint
and will kill her in three seconds if you don't kill him first.  All you 
have to do is zoom in and get a headshot.  A gun with a scope will help but
isn't absolutely necessary.  There's a .50 sniper pistol in a box right
outside his room.

   Goodies
   -------

There are a few bits of weapons and armor to pick up.  From your starting
point you can turn around and go into the kitchen, where you'll see a box
with ammo for your 9mm SOCOM pistol.  Head farther that way, and past the
kitchen (by the incense) is a box with a flak jacket.

Down the first hallway is a box with another flak jacket.  As you go down
the next hallway (after the right turn) is a box with a specter in it.  This
is utterly redundant, since every enemy in the level (except for two of them)
carries this gun, and the floor is littered with them.

The last enemy in the first hall carries a .50 sniper pistol.  Unfortunately
you cannot pick up the chain gun off the last enemy.  There's a box by the
very last door on your left with another .50 in it.  You can switch for it
or use it to replenish ammo.  By this point you only need one more bullet
to finish the mission.

   Evidence
   --------

The evidence in this level is tricky to find.  The first piece is the incense
at the end of the hall in your starting area.  The second piece can be found
by looking at the buttons for the elevator controls.  The final piece is the
hardest to find, since it tends to get destroyed before you ever get to it.
It's the very first vase on your left when you enter the first hallway out
of your starting area.  The vase has to be completely intact.  There is
a wave of enemies coming and they're all shooting at you, and it only takes
one stray bullet to shatter the vase - which frequently happens before you
ever enter the hallway.

     ----------


   * stealth  *

 - N/A -


   * knife *

Only 5 knife kills are required.  This will be much easier on Easy or Normal
difficulty.  Best to hide in a doorway on the first hallway, use your thermal
goggles to see when enemies are coming, then just pop in and out to stab the
first 5 guys you can.  It's your game, stab whoever you want.  You can stab
anyone except Jimmy Zhou (if you get too close, he'll kill her).


   * dart *

 - N/A - (Gabe loses his dart gun, so dart kills aren't an option.)


   * environment *

2 are required.  These are very unique in this level: the air inside of the
vases is very old, and when the vase first pops you'll see a small cloud of
poison gas come out of it briefly.  If an enemy walks into this cloud he
dies and you get your environment kill point.  This can frequently happen
purely on accident - you may find that you get your environment kill points
eventually and not even know how you got them.  The enemies in this game
shoot wildly and you can count on them destroying all the vases for you.


   * headshots *

There are 25 for the requirement.  The only thing that makes this goal
difficult is the fact that most of the enemies rush out at you (moving
targets) or hide in the doorways.  The best way to nail the headshots
requirement is by sweeping at head level using a full auto gun.  The spectres
they drop will work, but there's plenty to choose from in the weapons select
screen prior to taking this level in Mission Mode.


 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


      /===============\
 V.  <  WEAPONS GUIDE  >
      \===============/

* Note: a full description of the weapons available as bonuses in the stats
screen is provided in section III of this guide ("Mission Objectives"); it
will not be repeated here.

The following two lists contain a list of "secret" bonus weapons not listed
in the normal stats screen and then a description of those weapons.  The next
list describes weapons available in the game you pick up from enemies when
they die and drop them.

     ----------


     Obtaining Secret Weapons
     ------------------------

Complete training 1 in under 1:35: .................... SP-57
Complete training 2 in under 3:00: .................... FAMAS
Complete training 3 w/o waste: ........................ UNP-45

Destroy all DU containers in Episode 4 Mission 1: ..... M1 Super 90
Destroy all DU containers in Episode 4 Mission 2: ..... M16-A2
Destroy all DU containers in Episode 4 Mission 3: ..... M4 Carbine
Destroy all DU containers in Episode 4 Missions 1-3: .. SMAW

Obtain 25 headshots (Hard mode) in Episode 6 part 1: .. AK-47
Obtain 10 headshots (Hard mode) in Episode 7 part 4: .. M4 Silenced

Defeat Bonus Mission #2 (KemSynth) in under 2:42: ..... M249 SAW
Defeat Bonus Mission #3 (Sana Yemen) in under 3:39: ... Shot Defender

  * Note: Episode 4 is the "Saving Private Jantzen" series; there are 5 
    containers each in the first three missions.


     Description of Secret Weapons
     -----------------------------

SP-57 - A powerful pistol.  It's loud and has no scope, but packs a wollop.

FAMAS - Rifle, no scope.  Shoots either single shot or 3-round burst.  Has
  fairly moderate power, and it's not silenced.  Not a weapon of choice.

UNP-45 - A pretty handy gun.  Has good power, and a scope.  Choice of single
  shot, 3-round burst or full auto.  Only downside is that it has some recoil
  especially in full auto and most especially when looking through the scope.

M1 Super 90 - Simple shotgun.  Like all shotguns in this game, power is
  greatly diminished with distance.  More of gimmick than a useful tool.

M16-A2 - Another good rifle.  It has good power, and a choice of single shot,
  3-round burst or full auto.  No scope.  Not really noteworthy, given light
  to the number of similar weapons available.

M4 Carbine - Yet another good rifle.  It has good power, and a choice of
  single shot, 3-round burst or full auto.  No scope.  Once again, there's
  many guns with similar qualities in this game, although this one's above
  average for it's class.

SMAW - A good ol' rocket laucher.  On the positive side, this has immense
  power.  It also has a scope, not that it really needs it.  On the downside
  you can easily blow yourself up with it.  Make sure you have a completely
  clear path before firing, as you don't want the rocket to even come close
  to any obstacles between you and your target.  It also has a low ammo
  capacity and a very long lag time to reload.  Basically, it's the ultimate
  super-gimmick.

AK-47 - A really great gun.  It has very powerful bullets, a fast rate of
  fire and a choice of single shot, 3-round burst or full auto.  It also has
  a pretty good ammo capacity.

M4 Silenced - This is basically the M4 Carbine with a silencer.  Compared to
  other silenced weapons this one is very good because of the bullets'
  power.  There's only one downside: when you're in mission mode, this weapon 
  is in the same category as all your really good weapons.  Full auto 
  silenced weapons are available in other categories, thus this one tends to
  get used less often.  Still, if you're going into mission mode and plan to
  rely solely on a full-auto silenced weapon (with no scope) this one is a
  prime choice.

M-249 SAW - The ultimate machine gun.  The rounds are quite powerful, the
  rate of fire is good (not the fastest in the game), and it's ultimate
  redeeming quality is the enormous ammo capacity.  You get 200 rounds in the
  magazine, plus 200 more.  It's kinda like a portable version of the machine
  guns mounted around the game but without the overheating problem.

Shot Defender - another shotgun.  As always, power diminishes quickly with
  distance.  Seriously, the game designers could have come up with a much
  better bonus weapon, considering this is the prize for the very last bonus
  mission, and hence essentially the last "grand prize" for beating the game.
  Sana Yemen isn't exactly an easy mission either.

     ----------


     Weapons Picked Up In-Game
     -------------------------

 * The following list includes all of the weapons which can be picked up
during gameplay.  Some of them are also available as bonus weapons, and many
are the same from one mission to another.  This list will be much more useful
when playing the game in Story Mode.  Remember, weapons and ammo (as well as
armor and health) carry over from one mission to another within the same
episode.  Descriptions of these weapons will follow the list.

     ----------


     1 FIRE & ICE
     ============

1 Insertion Point Alpha
-----------------------
   Spectre
   M1-Super 90  - found in upstairs room
   Dragunov  - top of tower; "Squad Leader" gun
   Grenades  - in room

2 Red Jack
----------
   Spectre
   Dragunov  - from the very first enemy you shoot, except you can't grab his
       dropped weapon until you get to it.  Also from "Sniper across the way" 
       after using the computer in the security room
   Tek-9  - when you RTL from starting point, shoot the guy who appears

3 Finding Freeman
-----------------
   Makarov  - guy at power box in opening
   Spectre

4 A Man Without Power
---------------------
   Tek-9  - man who RTL's to catwalk #1 plus 2 of 4 that come upstairs
   Galil AR  - wave who goes to catwalk #2
   Makarov  - two guys in upstairs room, shot while crouched at window
   Spectre  - other 2 of the 4 that come from downstairs
   M1 Super 90  - shoot out the glass of the case by the painting/safe

5 Freeman's Files
-----------------
   Spectre
   Makarov
   Galil AR  - last two in mission, in the "pipe" room
   Desert Sniper .357  - in the safe, once it's opened


     2 BLOOD & OIL
     =============

1 Under NORAD's Nose
--------------------
   Tek-9
   Galil AR  - dropped by security inside the plane
   Dragunov  - in wall of plane; + if you can use an exploding dart to knock
       the guys off the ledge while shooting from atop the plane

2 Security Section D
--------------------
   MDS-7
   Galil AR  - use an exploding dart to knock the guard off the roof outside
   Dragunov  - 
   Mak-10 9mm
   Makarov  - guard placing laser mine, before entering vent
   Laser Mines (x7)

3 Kreisler's Garden
-------------------
   Mak-10 9mm
   M4 Carbine  - in a box, in the "maintenance room" just past the elevator
   Spectre  - in a box, room where Kreisler is
   MDS-7
   Laser Mines (x5)

4 Freeman's Answer
------------------
   Galil AR  - in the "trench" (room full of pipes)
   MDS-7
   EMP Grenade (x1)  - only 1, in a box; room on upstairs catwalk (beginning)
   Laser Mines (x4)


     3 ANCIENT HISTORY
     =================

1 Old Friends
-------------
   Uzi
   Jerico-41  - guys downstairs after rescuing Addison

2 Memories
----------
   Uzi
   Dragunov  - in a box in the room behind the machine gun; plus from the
       guys on ground that you shoot while on catwalk at end of mission
   Chinese Type 56  - from "White Scorpion" at gun turret, after finding
       Addison in room downstairs (you must climb back up the ladder)


     4 SAVING PRIVATE JANTZEN
     ========================

1 Forged Under Fire
-------------------
   MDS-A3
   Jerico-41  - amongst dead UN soldiors & gas-suit guards outside, near end
   CZ-Mach 9  - amongst dead UN soldiors & gas-suit guards outside, near end
   Grenades  - in room after crawling through vent, destroyed if you shoot
       the DU containers or shell in that room
   Laser Mines (x2)  - one if you crawl out the hole you came in (beginning)
       another at very end of mission; both blocking hidden evidence.  1st
       one is useful; 2nd one should not be swapped for the superior grenades

2 Traitor In Our Midst
----------------------
   FAMAS
   CZ-Mach 9
   AK-47  - one is dropped by a guard: keep it, since there is also a box in
       the outside area which either offers one or refills the ammo
   Jerico-41

3 The Ultimate Sacrifice
------------------------
   MDS-A3
   AK-47
   AU-300  - in a box across the boards near the body; probably the last gun
       you'll pick up when there's no more enemies for that mission, but it's
       useful to pick up for the next mission if you're in Story Mode
       although not vastly superior to the AK-47

4 The Trojan Horse
------------------
   MDS-A3
   AU-300 H-Bar  - from Kress
   SMAW Anti-Tank  - in back of truck.  Note that it's not a regular SMAW; it
       works like one except the "clip" size is only 1 and it has no more
       room for ammo so must be refilled from the ammo box.  If you're in
       Mission Mode the regular SMAW has no effect on the tank.


     5 THE ROOT OF ALL EVIL
     ======================

1 A Fist Full of Rubles
-----------------------
   UNP-45
   Mak-10 .45 ACP
   Desert Sniper .357  - under the pillow in Yavlinsky's room and from the
       Security Chief
   Shot Defender  - in room coming off of upstairs hallway behind a dresser
       (where you shoot the Security Chief)

2 Blood Money
-------------
   UNP-45
   Mak-10 .45 ACP
   AU-300 H-Bar  - from guys in full armor at end of mission, and Yavlinsky
   Laser Mines (x3)


     6 TOUCHSTONE
     ============

1 A Meeting With Fate
---------------------
   M82-BFG  - from the Sniper; knock him off the ledge with an exploding dart
       (works best on 1st sniper; only sometimes on 2nd one and never on the
       3rd.  Very worthwhile weapon if you can get it - be sure to hold on to
       it and keep it for the next mission if you're in Story Mode!)
   Sweeper 12-Ga.  - climb atop the 1/2-dome right at the very beginning;
       next to the infinite ammo box.  Also dropped by occational bad guys.
   RPK  - one of the guards on the upstairs ledge, where the barrel is
   Mak-10 .45 ACP
   SSP-90
   DS .357  - very few; 1st "lone guard" when you go back the way you came
       after defeating the "ledge" scene; also from full armored guards once
       you get to the "end" door, if you go back

2 Into the Abyss
----------------
   RPK  - found in the "ring" from the only guard who comes to inspect from
       the back hallway
   Mak-10 .45
   SSP-90
   DS .357  - very useful against Touchstone; so pick these up


     7 SINGULARITY
     =============

1 Red Section
-------------
   SSP-90
   RPK  - in box in the back of the truck when fighting the final "boss" of
       this mission
   Sweeper 12-Ga.  - one of the 3 guards that come out after you "inspect"
       the truck's cargo
   C-11  - picked up from the final boss.  Use the tazer-and-knife to kill
       him since you only have about 1 second after killing him until the
       mission is over.

2 Drowning
----------
   DS .357
   RPK  - from the 2 "bosses" in the special armor.  Only useful to pick up
       this weapon from the first "boss"; be sure to use the infinite ammo
       box.  After defeating the 2nd boss this mission is over & you'll never
       play as Lian again during Story Mode.
   EMP Grenades  - both found in boxes before fighting the "bosses" in the
       special armor.  2 EMP grenades will take out all of the computers in
       the room much faster than shooting each computer individually.

3 Event Horizon
---------------
   SSP-90
   Tek-9  - in the beginning area, crawl through the vent; found in a box
   M82-BFG  - found in box in "Centrifuge Control Room"


4 Matter's End
--------------
   SSP-90
   M82-BFG  - found in a box, in the "hidden" U-shaped hallway behind
       Singularity (where the waves of enemies come from)
   C-11  - found in a box, between the 2 sets of train tracks (box on rt.)


     ----------

     Description of Weapons
     ----------------------

 * The list contains "numbers" arranged as xx-xx-xx/xx.  These stand for the
rate of fire, the bullets' power, then the "clip" size and remaining magazine
capacity.  These figures are taken straight from the game, viewed under
"inventory" when checked from the pause menu.  Thus, an example number for
the Spectre is 5-2-30/60.  The rate of fire is "5" (out of 5); it's a full
auto with a rapid rate of fire.  The "2" is the bullets' power; 2 (again out
of 5) is pretty weak.  The 30/60 means you shoot 30 rounds before you have to
reload.  If the weapon starts out full, there's still 60 rounds to go after
your first 30 (total of 90 rounds).

This list is presented in roughly the order of appearance in the game.


Spectre  5-2-30/60  - techincally a "weak" gun, but still likeable.  Damage
  is still good because of the fast rate of fire.  A very common gun through-
  out the game.  Get used to it if playing in Story Mode.

M1-Super 90  1-5-6/18  - Simple shotgun.  Good at close range; useless at 
  a distance.

Dragunov  1-5-10/20  - Sniper rifle.  Very powerful; single shot with a lag
  time between shots.  The scope goes out quite a distance in full zoom.
  Noisy.  Quite a few can be found throughout the game.  The first one is
  found at the top of the distillation pit in mission 1-1; excellent choice
  for the ensuing "protect Lian" scene.  Good to hold on to for the rest of
  the episode if playing in Story Mode.

Grenades  - always found in a box.  Also available as a Mission Mode bonus
  item once you've achieved 50% of the total number of available headshots.

Makarov  2-4-8/16  - powerful pistol.  Works better up close.  Single shot
  only.  No scope or silencer.  Nice, but has limited application.

Tek-9  5-3-32/64  - Offers single-shot or 3-round burst.  An OK gun but not a
  prime choice.  Not overly powerful, but holds a fairly nice amount of ammo.

Galil AR  5-3-25/50  - plain rifle.  Moderate power.  Offers single-shot,
  3-round burst or full auto.  Pretty good rate of fire on full auto mode.
  No scope or silencer.  Ammo capacity is not so good compared to other
  rifles.  Plenty are available during the game; not available as a Mission
  Mode bonus.  You'll likely try using it a few times in Story Mode; try to
  hold on to better weapons you pick up (like a Dragunov).

Desert Sniper .357  2-5-8/16  Absolutely awesome, for a pistol.  The rounds
  are incredibly powerful; they kill enemies with flak jackets on and knock
  down the ones in full armor, killing them on the 2nd shot.  It has a scope
  with a pretty good range.  Downside is the recoil, especially when using
  the scope.  It's also a very noisy gun.  Single-shot only.  This is a
  highly recommended gun to pick up in Story Mode.

MDS-7  5-3-20/40  - This is a good gun to pick up in Story Mode.  Although
  the bullets aren't very powerful, it has a super-fast rate of fire.  It's
  also cool-looking and has a unique sound.  Not exactly a "must-have" gun
  but certainly worthwhile to pick up.  Downside is that it tends to run out
  of ammo quickly, between the relatively low capacity, the low power, and
  the tendency to waste shots given the high rate of fire.  No scope, no
  silencer; offers single-shot, 3-round burst or full auto.

Mak-10 9mm  5-2-30-60  - Technically it has the same specs as the Spectre.
  Given the weak firepower of each bullet, you use up a lot of ammo quickly.
  The rate of fire is slightly faster than that of the Spectre; this will be
  the gun to take (instead of the Spectre) because when enemies start
  carrying these, you'll be picking up many off the ground to replenish the
  ammo.

M4 Carbine  5-4-30/60  - There's only one to be picked up in the game (in
  Story Mode); it's in a box in the Maintenance Room after you get off the
  elevator in Episode 2 Mission 3 ("Kriesler's Garden").  Best to hold on to
  the Galil you've got, and hold off on grabbing this weapon until before the
  "sprinkler" scene.  If you've got the Dragonov, take this Carbine but be
  sure to go back to this box and switch back to the Dragonov before the
  final fight of this mission.  Also available as a Mission Mode "secret"
  bonus weapon: destroy all the DU containers in Episode 4 Mission 3.  This
  is a pretty nice rifle.  It has no scope or silencer.  It has a good rate
  of fire and fairly powerful bullets.  Choice of single-shot, 3-round burst
  or full auto.

Uzi  5-3-32/64  - technically it has the same stats as the Tek-9, plus the
  option of full auto.  The bullets are incredbly weak, and for some reason
  it doesn't usually nail headshots, especially on full auto.  This weapon
  appears exclusively in Episode 3.  Get used to it if you're playing on
  Story Mode.  One of the least usable guns in this game.

Jerico-41  2-5-10-20  - another powerful pistol.  Better than the Makarov.
  Powerful rounds.  Single-shot only.  No scope or silencer.  It will
  outperform your silenced SOCOM pistol in a firefight, although your SOCOM
  is overall more useful.  This gun has the same stats as the SP-57, both
  available as Mission Mode bonuses.

Chinese Type 56  5-5-50/100  - Great gun!  This game features the AK-47 and
  two variations; this is one of them.  This one is the best: the rounds are
  very powerful and it has a very fast rate of fire.  It also has a very
  good ammo capacity.  There's only one available to be picked up in the
  game; it's from "White Scorpion" - the guy who mans the machine gun in
  Episode 3 Mission 2.  You won't get to hold on to this gun very long or
  use it much but it's worthwhile.  It's also available as the 2nd Mission
  Mode bonus item under the "knife kills" category.  No scope or silencer.
  Offers single-shot, 3-round burst or full auto.

MDS A3  5-3-30/60  - This weapon is found exclusively but extensively in
  Episode 4 (the "Saving Private Jantzen" missions).  Offers single-shot,
  3-round burst or full auto.  Overall not a very powerful gun; plan on
  either getting good at headshots or having to replenish ammo frequently.
  Given light to the abundant availability, get used to using this one in
  Story Mode.

CZ-Mach 9  5-4-16-32  - Quite an interesting gun.  It looks just like a
  normal pistol, but offers single-shot, 3-round burst or full auto.  The
  rounds aren't quite as powerful as the Jerico-41 but still pack a good
  punch.  This pistol holds more ammo than other pistols in it's class.  The
  only downside is the lack of both scope and silencer.  Works wonders in a
  close-quarter firefight.  It may or may not be useful compared to your
  standard SOCOM, if you're in Story Mode and seeking stealth kills.  This
  gun appears mostly in Episode 4 Mission 2.

FAMAS  5-3-25/50  - A rifle; it's just an OK gun.  Doesn't offer full auto;
  has single-shot or 3-round burst.  Technically it has the same stats as the
  Galil AR, save for the lack of full auto.  No scope or silencer.  The
  rounds aren't very powerful.  There are only a couple times in the game
  where this gun can be picked up, and you can usually pick up something
  better.  For example, in Episode 4 Mission 2 you can pick up one near the
  beginning of the level, but then pick up the much-superior AK-47 shortly
  thereafter.

AK-47  5-5-30/60  - A really good gun.  The rounds are powerful and the rate
  of fire is fast.  This gun appears in Episode 4, missions 2 & 3.  Once you
  are in the outside area at the end of Mission 2, this is what everyone
  carries - so feel free to pick it up and use it since there's plenty of
  ammo available.  There are two variations of this gun which make their
  debut in this game: the RPK and the Chinese Type 56.  The only difference
  is the ammo capacity; the RPK holds 40/80 and the Chinese Type 56 holds
  50/100.  There's no scope or silencer.  Offers single-shot, 3-round burst
  or full auto.

AU-300 H-Bar  5-5-50/100  - A really great gun.  This is a rifle with a scope
  and offers single-shot, 3-round burst or full auto.  You get more power out
  of the bullets if used in single-shot mode.  The gun has some recoil effect
  if looking through the scope and using full auto.  It is available in a box
  at the very end of Mission 4 Episode 3, but there will be no more enemies
  to shoot by the time you get it.  If you're in Story Mode you can take this
  gun with you into the next mission, in lieu of the AK-47.  In that next
  mission (Ep.4 M.4) you can also pick up one after killing Kress.  The gun
  also makes an appearance in Episode 5 Mission 2 (the latter of the 2
  missions in Russia); one can be picked up after killing Yavlinsky, and more
  from the fully armored guards at the end of the level.  For this mission,
  it's the best gun to use in Story Mode although you'll have others such as
  the UNP-45, the Mak-10 .45, the Desert Sniper .357 (if you got one in the
  previous mission and carried it over) or the Shot Defender (likewise) -
  which all work well also.  Make good use of the laser mines in addition to
  picking up the AU-300 from the armored guards.

Mak-10 .45 ACP  5-4-30/60  - A pretty good gun.  Much more powerful than the
  Mak-10 9mm (and oddly, it looks different).  Offers single shot or 3-round
  burst; downside is no full auto.  Bullets pack a good punch, and it has a
  nice ammo capacity.  There's neither scope nor silencer.  Any mission where
  this gun is available usually has a good supply.  This gun appears in
  Episodes 5 & 6.

UNP-45  5-3-30/60  - A fairly useful gun.  It has a scope, and choice of
  single-shot, 3-round burst or full auto.  Downside is that the scope shakes
  significantly when using full auto.  The bullets have moderate power; it's
  primary usefulness is the scope - it's good for headshots.  The scope does
  not "zoom in" as much as most other scoped weapons.  This gun is available
  as a Mission Mode bonus item if you can beat training level 3 without
  wasting a shot.  This gun makes it's appearance in the game in both
  missions of Episode 5; if you're in Story Mode you'll end up picking this
  gun up.

Shot Defender  2-5-8/16  - Another shotgun.  Very similar to the M1-Super 90
  picked up in Episode 1 Mission 1, save for the fact that you can pump out
  rounds a little faster.  As with all shotguns it's useless at a distance,
  and packs a punch up close.  Although it works well in a firefight, using
  strategy works better.

M82-BFG  1-5-10/20  - Beast of a gun.  It's a sniper rifle lover's dream.
  The appeal of this gun is the sheer power; it takes out people in the
  toughest of armor.  The only time it won't kill an enemy in one shot is
  when up against the Big Bosses (Touchstone and Singularity).  It has a
  scope with a long-range zoom (not quite as much as the MB-150, but close).
  It's single-shot only, and there's no silencer.  There are only 2 times in
  the game where one can pick up this weapon in Story Mode, and both are
  tricky.  The first time, you have to knock a sniper off the roof in Episode
  6 Mission 1 ("A Meeting with Fate").  For this, try using an exploding
  dart.  The first sniper is fairly easy, the second one requires luck.  The
  only other time in the game you can find this one is at the very end of the
  final battle against Singularity.  It's in the U-shaped hallway across the
  tracks, where all the enemies come from.

Sweeper 12-Gauge  2-5-12/24  - It's a full-auto shotgun.  It will cut enemies
  to pieces up close, but unfortunately doesn't work well at a distance.
  This gun is pretty useful against enemies that take numerous shots to kill
  (e.g. bosses, especially ones in the special armor) when you can get up
  close.  You'll find this gun in Episode 7, mission 1.  If picked up in
  Story Mode you can carry it into missions 3 & 4.  If you get it in the
  mission "Red Section" it works well against the final boss for that mission
  unless you opt to seek out the RPK.

RPK  5-5-40-80  - The "upgraded" variation to the AK-47.  Great gun; fires
  powerful rounds with a fast rate of fire.  No scope, no silencer.  Offers
  single-shot, 3-round burst or full auto.  It makes an appearance in
  Episodes 6 Missions 1 & 2, and Episode 7 Missions 1 & 2 ("A Meeting with
  Fate", "Into the Abyss", "Red Section" and "Drowning" respectively).  If
  you pick this one up in Ep.7 M.1 you can carry it all the way to the final
  battle.  However, you can also get the C-11 if you pick that up off the
  body of the special boss, which is an even better weapon.  In "Drowning"
  Lian can take this gun off of the first "boss" with the special armor, and
  use it against the next (and last) boss with the special armor.

SSP-90  5-4-50/100  - Great gun, especially compared to others in it's class.
  The bullets have moderate power, the rate of fire is pretty quick, and the
  real appeal of this gun is it's large ammo capacity.  It's also really
  cool-looking.  No scope, no silencer; choice of single-shot, 3-round burst
  or full-auto.


 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


       /=================\
 VI.  <  HIDDEN EVIDENCE  >
       \=================/


Information regarding the location of hidden evidence is sometimes given
in the sections for each individual mission.  Since you may well be looking
specifically for just the location of evidence, all information is located
centrally here.


    1:  FIRE & ICE
    ______________


 1-1  INSERTION POINT ALPHA
      ---------------------

 - On dead body on the radio tower.  Blast the barrel from your starting
   point to open the gate, find the ladder on the building on your left.
   Keep climbing up.

 - In the "secret" room.  Blast the barrel to open to open the gate, and
   either RTL across from the building described above, or shoot the handle
   for the ladder to lower it.  Use any goggles in this room to see; you'll
   need the security keycard from the dead body right at the beginning.

 - At the base of the ladder right when you first enter the bottom of the
   distillation pit, next to the flak jacket (box) and medkit.


 1-2  RED JACK
      --------

 - From the starting point, go down the ladder and to your left.  You'll see
   a fence along the wall; jump and grab a pipe to shimmy over the fence.
   Examine the dead body in the field back there.  You also grab a keycard.

 - The keycard (info above) opens the room B-11.  It's right below the
   security room, near the machine gun, and marked B-11 on the door.  Inside
   this room is a flak jacket and your evidence.

 - From the starting point take the RTL over to the next building.  Go around
   and before you'd use the next RTL look atop a box on your left.


 1-3  FINDING FREEMAN
      ---------------

 - After RTL'ing down the hallway and climbing through a vent you land in a
   room with a flame jet that you must turn off before landing.  Look right
   near the pipe that the flame jet was spewing from.

 - Note where the two guards are messing with the TV.  There's a remote
   control on a coffee table, and the evidence is on the couch next to it.

 - Search the lockers at the end of the level; one requires keycode 9-3-8.  


 1-4  A MAN WITHOUT POWER
      -------------------

 - Directly in front of you when you start the level.  Look for a box with
   valves in it; the evidence is just left of that box.

 - From the room with the windows, you must turn off the flame jet in the 
   adjacent area by shooting a button to the left of the flame.  This will
   allow you passage to a dead body once you RTL from one catwalk to the
   next.

 - At the other end of this same (2nd) catwalk.  It's in a doorway, next to
   a flak jacket, before the ladder leading up.


 1-5  FREEMAN'S FILES
      ---------------

 - From the starting point go out the door, out the hall and up the stairs.
   From there you can go either through the vent or through the hall into the
   "central" room where there are the two guards and the lockers.  The
   evidence is in this room; it's the far right computer tower, across from
   the stairs/flak jacket box.

 - After getting Freeman's access code in the painting/safe, go back to the
   "central" room and have the electrician open the door.  Once through the
   door, look to your left.  It's on the nose of the deer head.

 - In the final room of the mission.  NOTE: this evidence gets destroyed if
   you shoot the gas pipe (usable for the environmental kill).  Under the
   pipe you'll see a laptop.  Check it.



    2:  BLOOD & OIL
    _______________


 2-1  UNDER NORAD'S NOSE
      -------------------

 - From the starting point, go past the nose of the plane.  Use goggles, look
   behind a small rock.

 - Use the EDSU goggles.  The flaps of the wings are yellow once you can
   stand on top of the plane.  Stand behind a flap, and press the triangle.

 - See above: behind the other flap.


 2-2  SECURITY SECTION D
      ------------------

 - In the "outdoor" area, atop a stack of crates.

 - While crawling through the vent, check near the vent-cover that pops open
   to block your path before shooting the button to close it.

 - Once you reach the ground floor, during the final section (timed portion)
   of the mission.  Head towards a stack of crates; climb down the ledge and
   shimmy right.  Get up and grab the evidence, then climb back down the same
   ledge and shimmy left to go back the way you came.  One, you're on a timer
   and shouldn't do this unless you've hurried through the mission and have
   time to spare (at least about a minute).  Two, Gabe will frequently fall
   off the ledge in spite of your best efforts and plummet to his death.
   You might want to save this mission for a special effort just to grab this
   piece of evidence when you're not otherwise attempting any special goals.


 2-3  KREISLER'S GARDEN
      -----------------

 - Once you have shot open the ceiling vents you must press a button to turn
   the gas off.  The evidence is near this button; look to your left, near
   the weapons box.

 - After you step off the elevator there's a room to the right, which you can
   open with the maintenance key found on the dead body below Kreisler.  Look
   in the far right corner, as part of the computer station (use the EDSU).

 - Amongst the planters of the garden.  If you enter from the ground floor
   (i.e. going down the stairs, not the ladder) go to the far left wall. Look
   in the first planter.


 2-4  FREEMAN'S ANSWER
      ----------------

 - Upstairs, after you use the short RTL but before going down the ladder
   look left and go through the door.  Evidence is on the table just past the
   EMP grenade.

 - Once you go down the ladder, look for the doorway on the right where the
   guards came out.  In there you'll see some grafitti - "check" it to get
   it as evidence.

 - After you go through the "trench" of steam pipes, and into the area with
   the laser mines, look left.  Disarm/destroy the mine on the water fountain
   and check the ground near the box containing the flak jacket.



    3:  ANCIENT HISTORY
    ___________________


 3-1  OLD FRIENDS
      -----------

 - From the starting point, climb the onto the roof of the building
   immediately to your left.  Grab the overhead pipe directly before you'd
   climb up to the next roof layer.  Shimmy right along this pipe and land on
   a balcony.  Go around and shoot the lock off of a vent cover, then climb
   through.  At the end of the vent is an guard you can easily kill with
   stealth.  Once he's dead, check his body.

 - Shoot the explodable tank right at the starting point; use the fire
   extinguisher and enter the room.  Push the file cabinet and crawl through
   the vent.  When you come out into the room, there's a safe.  The code is
   6-9-4.  If Addison is with you, there will be a guard in the room who
   calls out the code over the radio if you wait.

 - Go find this evidence after you've killed "Black Viper" but before
   entering the room where his body is (where Addison is tied to the chair
   and calling for help).  Go all the way down the new "street".  At the very
   end (somewhat hidden) is a stack of crates: climb them and examine the
   body.


 3-2  MEMORIES
      --------

 - From the starting location at the machine gun, climb down the ladder in
   front of you.  Look right, and see the stack of burning crates.  Use the
   fire extinguisher, climb the crates, and examine the body behind them.
   Note: if you're in Story Mode you should still have the fire extinguisher.
   If not, there's an extinguisher right near another piece of evidence; see
   below.

 - When you're in the open area you'll see sunlight streaming in through some
   slats in a fence.  Go to this fence and turn right (there's a fire
   extinguisher there).  You'll see a body, along with a box containing a
   flak jacket.  Check the body.

 - At the end of the mission you'll follow Addison through a window.  Before
   you do so, keep going down the walkway.  Stand atop a crate, and grab a
   ledge.  Shimmy around the corner of the building, and drop onto another
   crate.  Look to your left.



    4:  SAVING PRIVATE JANTZEN
    __________________________


 4-1  FORGED UNDER FIRE
      -----------------

 - From the start, turn around and climb out the hole above you.  Locate the
   laser mine by the crate; the evidence is just behind it.  (By the way,
   the laser mine is kinda handy if you want to disarm and grab it.)

 - Once you've killed Jantzen's captor and entered the area with the crates
   and toxic goo, stay left and find the box with the flack jacket.  Climb
   the giant crates (twice) and look on top.  You can see this evidence with
   your EDSU goggles in the scene where you fight the wave of enemies after
   dropping off the RTL line (if you haven't picked it up already).

 - At the very end of the mission.  You find the radio that you need Jantzen
   to "fix".  There is a DU container in the room.  At the back of the room
   is a hallway with a medkit, followed by a laser mine.  Shoot or take the
   mine, and past it is the evidence on the floor.


 4-2  TRAITOR IN OUR MIDST
      --------------------

 ** Due to the length of this level, describing the locations of things    **
 ** such as hidden evidence is a challenge.  Descriptions of where to find **
 ** the bits of evidence are contained within the walkthrough section.     **

 - Noted as "section 3" in the walkthrough on this guide.  You're facing an
   enemy behind a set of boards, and beyond him is fire.  Look into a hallway
   on your left; there is a trash can and a body.  Check the body.

 - The last 2 pieces of evidence are outside.  When you land atop the tent
   after using the AZL line, walk right and just fall off the rounded tent-
   top (it doesn't hurt).  Turn around and go to the back of the tent; look
   for a body.

 - Nearby is a ladder leading up to the room where the radio is.  That
   catwalk has a gap; climb atop some crates on the ground to reach the other
   part of the catwalk which is otherwise unaccessable.  Look for a body.


 4-3  THE ULTIMATE SACRIFICE
      ----------------------

 - In the large "main arena" there are two catwalks made of grating along the
   walls, and 3 concrete walkways connecting them.  One of those concrete
   walkways is blocked with beams.  Check near those beams, coming from the
   side where the medicine cabinet is (not when you come up the ladder.)

 - When you come back into the arena after revisiting the tent where Kress
   and Jantzen were, go up the "ramp" catwalk.  Before you enter the doorway
   keep walking to the end of the catwalk, and look for an electronic device.

 - Found in the outside area.  When you fist walk outside, notice the board
   above you.  Make sure this board doesn't get shot or blown up with the
   nearby warhead (enemies will shoot the warhead out of carelessness).  At
   the very end of this area you'll be able to cross this board, where you
   find the hidden evidence on a body (just before a box with a weapon).


 4-4  THE TROJAN HORSE
      ----------------

         - no evidence available in this level -



    5:  THE ROOT OF ALL EVIL
    ________________________


 5-1  A FIST FULL OF RUBLES
      ---------------------

 - In the open area where you start, look for a body to the left of the main
   entrance door.

 - Upstairs, in the room right before you shoot the security chief, on the
   right of the bed.

 - Look for a weird greenish painting downstairs, along the back wall behind
   the giant staircase.  Now check the painting to the right of it (a blue
   sailboat).  You may want to use your EDSU goggles; the evidence is just a
   small chip along the bottom of the sailboat painting.


 5-2  BLOOD MONEY
      -----------

 - In the pocket of a coat in the coat closet.  (The coat closet is in a
   hallway downstairs connected to Ottokar hall.  It's also at the end of the
   main, laser mine-armed hallway, after a zig-zag.)

 - Come from the main hallway and into the room where you shoot Yavlinsky.
   Go through this room and through a door into the next room.  The evidence
   is on the table.  Another way to get to this room is by turning on your
   EDSU goggles while in the "library" - there's a secret door if you check
   the wall about 2 bookshelf-units before the doorway into the main hall.
   The secret door opens into a secret room which in turn leads into the room
   where the evidence is.

 - From the starting point, enter the main hall and take the first door on
   your left.  There's a keypad and the code is 4-1-5.  Go upstairs and enter
   code 9-1-9 into the safe.  This will be quite a challenge to find on your
   own.  You would have to beat the previous mission in pure stealth; this
   earns the stealth introduction to this mission.  If you haven't alerted
   attention by the time you get to Yavlinsky, he will call out the code for
   the door's keypad while he talks on the phone.  The code for the safe is
   also a challenge to find; there's a calculator in the security room (where
   you shoot Yavlinsky) which has the number "91.9" onscreen.  This happens
   to be the code for the safe.



    6:  TOUCHSTONE
    ______________


 6-1  A MEETING WITH FATE
      -------------------

** This is a long and complex level, making it difficult to describe the  
 location of things.  Full details on where to find the hidden evidence are
 in the walkthrough portion of this guide.  Note that the info given here
 only describes locations, and not the order in which to go seek out the
 evidence.  Kill the enemies first, then seek out the hidden evidence.  Read
 the walkthrough; this is just a summary.                                **

 - There is a ledge with a barrel on it.  Get on this ledge, and keep going.
   At the end is a gate where you shoot the lock off.  Go through and hop
   down onto the rounded "skylight".  Examine the body for evidence.  This
   will likely be the first piece of evidence you gather; you reach this
   ledge relatively early in the mission.  This will be right after killing
   snipers number 2 & 3.

 - From the starting point, head down the ladder.  Shoot the lock off the
   gate to your left and go through.  Land on the "rooftop" and turn to your
   left.  Go all the way down and look into a crevice on the left.

 - Starting from the area listed above, go down the ladder onto the lower
   levels.  The walkway will turn right, then left, then right again.  You'll
   see a ladder on your right.  Go to the top, where the body in orange (with
   the keycard & flak jacket) is.  Climb over the pipe near the top of the
   stairs and keep walking.  Where this passage ends you'll find another
   piece of evidence.


 6-2  INTO THE ABYSS
      --------------

 - From the starting point you fight your way around the "ring", and down a
   hall which makes a right.  A door explodes and civilians are trapped in
   an elevator below.  Once you open the trapdoor to let them escape, you
   can enter the elevator yourself.  A purse is on the floor - this is your
   evidence.

 - From this area go down the hallway.  After it turns left, look for a door
   on your left for the bathroom.  Hidden evidence is on the counter in the
   bathroom next to the grenades.  Tossing a grenade into the stall to kill
   the bad guy taking a dump will destroy your evidence.

 - Across from the bathroom is a door leading into the "atrium" area at the
   base of the "ring".  The last piece of evidence is in a planter.  From the
   door you use to enter the area, it's the planter on your right farthest
   away.



    7:  SINGULARITY
    _______________


 7-1  RED SECTION
      -----------

 * Information about evidence is also in the walkthrough section *

 - From the starting point there is a truck to your right, in the area where
   you boost Lian.  You must crawl under the truck to find a door on the side
   of the trailer.  Evidence is just inside this side door.  You can open the
   back of the truck to get out.

 - After "examining the cargo" of the other truck (and making 3 kills) go
   down the skinny allyway and up the ladder onto the roof (and kill the
   patrol).  Before going through the door, take note of the crates at the
   end, left of the door.  There is a vent cover behind the crates.  Destroy
   the crates and shoot the lock, then crawl through the vent.  You come out
   into an area; look into the first recess on your right and find the
   evidence.

 - The last piece of evidence is picked up in the middle of battle with the
   final boss of this stage.  Run around behind to the other side of the
   trailer, and climb on top of the first stack of crate.  The evidence is on
   top of the stack.  You can ask Lian for cover fire if need be.


 7-2  DROWNING
      --------

 - The first two pieces of evidence are found almost next to each other. Once
   you've cleared the initial room and gone down the hall you come into "the
   ring".  Go down the catwalk and AZL to the platform where the two bad guys
   were.  An automatic door will open; in the room it opens into are the
   first two pieces of evidence - one on the left of the desk, one near the
   right side.

 - See above :)

 - The final piece of evidence is found in the last portion of this mission.
   While you're destroying the computers, examine the very last one (very
   bottom right.)  Use your EDSU goggles, since this is easy to miss.  It's
   only a small square on the corner of the desktop.


 7-3  EVENT HORIZON
      -------------

 - The first piece of evidence is the computer towers directly in front of
   you when the doors open right at the very beginning (use EDSU goggles to
   help you see it).

 - The next piece of evidence is identical to the first; just look for the
   other computer tower at the end of the hallways.

 - The last piece of evidence is on the head of the centrifuge once it's been
   blasted off.


 7-4  MATTER'S END
      ------------

          - no evidence available in this level -



    [ BONUS MISSIONS ]
    __________________

  B.1  Goodnight Sweetheart
      ---------------------

 - The toilet in the bathroom

 - Use stealth on all 3 guards; this triggers a cutscene which gives the last
   two "pieces" of evidence


  B.2  Up a Column Without a Paddle
      -----------------------------
          - no evidence available in this level -


  B.3  Trapped in the Hornet's Nest
      -----------------------------
          - no evidence available in this level -


  B.4  Birds of a Feather
      -------------------

 - Atop the awning to your right from your starting point (hold the triangle
   while walking over it, otherwise the "press [triangle] to pick up
   [evidence] prompt zips by and won't stay up).

 - Behind the billboard on the roof behind you, on the left side.  You can
   get a glimpse if it when you shimmy around the billboard.

 - RTL to the building across the street from the catwalk on the roof's
   billboard.  While on the RTL leading to the destination point, look down.
   Drop onto a balcony below you (careful!).  Grab a railing and shimmy
   around the corner of the building, and drop onto another balcony.
   Check out the dead bird.


  B.5  Jimmy Zhou's Army
      ------------------

 - The incense at the end of the hall in the entrance/starting area

 - At the elevator button

 - The first vase once you enter the hall.  Make sure it doesn't get shot.


 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


       /=========\
 VII  <  CLOSING  >
       \=========/


On a final note: for nearly every site with which I register, I use the
screen name "MasterBart".  Upon attempting to register with Gamefaqs.com, this
name was already taken so I used "Master_Bart".  I know nothing of this other
"MasterBart"; he (she?) may have registered and rarely or never visit or
contribute to this site, may be a regualar and well respected member, or a
nuisance.  Still, we are not one and the same.

_____________________________________________
copyright 2012, Nathan Martin - "Master_Bart"


                           ~ end of document ~