SPLINTER CELL CHAOS THEORY SPEED QUIDE Expert Mode Not So Stealthy -0- ID Almost Title: Splinter Cell Chaos Theory Producer: Ubi Soft For: X Box MSWord: Courier New Original Created: 6/19/09 Revised completed: 2/4/13 By: Ghidrah EMaul: Ghidrah1@hotmail.com _____________________________________________________________________________ If anyone wishes to use this guide on their site, I would like to know. I don't have a problem with its use by others on Gaming forums, FAQ sites, or being copied for personal use. I'd like to know if it's to be used on a site though, just so I could drop by to ensure it hasn't been altered. So please send me your sites URL. _____________________________________________________________________________ As with all my guides, find some legit trick I missed, or in this case something that'll speed it up more I'll give you credit for it in the guide and an insert amendment to the guide where it will be used. As long as the trick, shortcut, etc., etc., can be validated by me without the use of any kind of cheat codes if (codes) exist for the X Box version of the game. _____________________________________________________________________________ 1. WALKTHROUGH (menu for CT1 through CT10, sub sections noted at top of levels) 2. BRIEFING (crap) 3. REVISIONS 4. DEFINITIONS 5. CONTRACTIONS (often used words or phrases) 6. WALKTHROUGH GUIDE 7. END GAME STATS _____________________________________________________________________________ 1. WALKTHROUGH MENU CT1. THE LIGHTHOUSE CT1a. Locate Morgenholt, scanning crates 1&2. CT1b. Masse kernels; scanning crates 2&3; destroy masse kernels CT2. THE CARGO SHIP CT2a. Locate the Bill of Lading CT2b. Kill Lacerda! CT3. THE BANK CT3a. Enter Bank, target comps 1, 2 and 3 CT3b. Target comps 4, 5 and 6, Authorization pads 1 and 2 CT3c. Target comps 7, 8 and 9, Authorization Pad #3, Extraction CT4. PENTHOUSE CT4a. I gotta beef with Zherky, getting to his places! CT4b. The world according to Dvorak, hacking a comp, tapping cameras 1 thru 6! CT4c. Getting the heck outta here! CT5. DISPLACE CT5a. Just flexin the pecs in the gym Jim; scan Shetys bag, hacking comps 1, 2 CT5b. Hacking comps 3 and 4, hacking doors 1, 2 and 3, getting outta Displace CT6. HOKKAIDO CT6a. Looking for bugs 1, 2&3 in all the wrong places, "Finding Nedichland" CT6b. Swatting more bugs 4, 5&6, Zherky bites the big one! CT7. BATTERY CT7a. "Going down, no love on an elevator" Shipping and Repair logs 1, 2&3 Ct7b. "Playing with phallic symbols", log #4, launch codes and I'm not afraid to use 'em. CT8. SEOUL CT8a. "Driving hard drives to the roof", cutting power to PA feed 1, 2&3 CT8b. "Locate downed pilot", disable 5 UAV comps CT9. BATHOUSE CT9a. Locate files in the Bath house owner's 2nd fl office, tap phone line #1 CT9b. Confirming dirt on Shetland, grabbing "CT" data, tap lines #2&3 CT9c. to the furnace room CT9d. Taking out the garbage, oh and disarming 3 ugly bombs CT10. KOKUBO SOSHO CT10a. Locate the hostages and access the server room. CT10b. Eaves drop on the war room, Stop the launch and retrieve Otomo. _____________________________________________________________________________ 2. BRIEFING SPEEDING For the uninitiated if there are any, in general, speeding a game is completing it as fast as possible. Few games lend themselves to speeding, like Silent Hill, early RE and Dino Crisis; SC however, isn't one of them. With games like Silent Hill, RE and Dino Crisis a minimum use of materials is required like Meds, ammo, collectable objects and most important saves. In the case of Splinter Cell, 1st of all collectable objects/objectives are required to continue playing from one mission to another. 2ndly the only way to move as quickly as possible through each mission is to stun the crap out of anything slowing you down and 3rd the NPCs kill, (ACURATELY) from a distance. For me speeding is a way to extend the life of the game, speeding brings the thrill and or fear back and then some. SPEEDING RULES For speeding sake there will be way more KOs and distractions due to running, FCing and OCP use. 1. As always the -0- ID and ALERT rule is in affect, no AI aggression, or gunfire all missions must be completed at 100%. NPC screaming in general is not allowed it almost always indicates an ID and an alert. 2. Minus the 3 forced kills, Lacerda, Nedich and Shetland, "NO KILLING"! 3. The issue with the LMRBG, I'm assuming it's a game glitch, the kill charge appears randomly; if you're charged with a kill on the BG ignore it. 4. A KO is allowed only when the results improve the fast time. Clocked fast times at the end of each level are the best times acquired while rewriting this latest version. Bear in mind, the fast time recorded on any level with multiple keypads and comp scans rely on the prior save. I always reload if I haven't solved the code when a 3rd of the allotted scan time has past. FAST TIMES ON LEVELS, (with keypad and comp hacks) Frankly multiple saving within levels goes against the principal of game speeding. My 1st defense, in general the games I've sped have pre-existing known factors, (resulting from constant playing) which provide expectations. However the random hacking calculations required in numerous keypad and computer security codes more often then not force errors. Most errors are due to slow or non-responding hacks, hacks that wiz by so fast you can't get a lock on any of the segments, wrong button presses due to anxiety/frustration, slow controller responses and or all of the above. So my least lame solution is to save every other hack. The only exception to that rule is Kokubo Sosho, there're only 2 keypads and 1 comp hack, but they're the 3 meanest sum biatches ever. Saving before each one will prevent you from damaging expensive to replace things. At 1:25:12 I wince calling this a speed guide. I'm sure there are more dexterous and clever players that'll slap this around if some haven't already but as I scanned over the array of WWW guides I don't see any speed versions and after 3 years you'd think there'd be at least one by now. =============== AMBIENT NOISE Ghosting is always slow and methodical, ambient noise rarely becomes an issue. In the speed guide however it's the main issue, the success of everything Sam does pretty much depends on being heard only when and where he's supposed to be heard to manipulate the NPCs. I don't think the "NOISE" meter is very accurate. There are too many times the ambient noise level is high and Sam's noise is below it, sometimes considerably yet he's still heard even with a -0- light meter. AMMUNITION Only the projectiles used more than 3 times in the game are mentioned below. Sticky Cameras I keep finding more victims for Cams, they're most useful against 2 or more closely bunched BGs. Foils Frankly foils are close up projectiles the greater the distance from the target the greater the chance of failure. To guarantee a take down, target a BG between the shoulders from the front or back or squarely in the head, anywhere else just pisses them off. Pistol/AR 1 AR and 5 pistol Rnds are used in the entire game. Sticky Shockers Shockers are the best unfortunately you rarely have enough to remove all distant mission targets. If the game gave the option it would eliminate many projectile changes and save more time. You can hit a BG from pretty much any distance and anywhere on the body except the head on helmet wearing BGs; they bounce off and just piss him off. There are also a couple of baffling BGs without helmets where Shocks and Foils bounce off their heads. They often deflect the projectiles with their rifle. DISTRACTIONS A distraction by definition is a purposeful or incidental action alters the usual patrol route or station of an NPC. There are 2 types of distractions, primary and secondary, primary distractions are goal oriented and secondary distractions are a consequence of running through an area to save time. Physical contact, (kills or KOs) is kept to a minimum. However if an NPC hinders Sam's movement for a time greater than the amount required to remove him Sam has permission to remove by KO, preferably by distraction when viable. HACKING Keypads and computers, being me, (as thick as a brick) I was lucky enough to finally figure out how to use the controller to lock numbers into the hacker. Till recent, I always relied on position memory, (not always good when stressed and pressed. Knowing how to use it doesn't make the task easy but better than not knowing and using it. Once you enter the device you must be fast and nimble. The left joystick controls the left and right movement of the hacking cursor, the "X" button is the cursor's segment lock. The "Hey Moe moment is this, when a segment lights up move the cursor to it and while it's still lit press "X" to lock it. Once completed all addresses that don't have that segment in that position clear from the screen and minimize the confusion. If you're lucky and quick witted, (unlike myself) even if you miss locking a segment or 2 you can crack the address with 2 locked segments if you can also remember the position of 1 or more of the missed locks. I've adopted this tactic, once I'm in the device I move the cursor right 1 or 2 positions to hedge my sloth like reflexes, it's helped me improve my solve rate. When I'm running hot, (and lucky) I can solve within the 1st 25 percent of the allotted hack time. HAND-TO-HAND COMBAT, (HTH) 1stly Sam is right handed, so all conscious targets of the LT/HLT must be completed from the right rear side. Sam is limited to what he can do in HTH. Sam has a number of slick kill techniques; I dubbed my favorite "The Reach Around". If it weren't the no-kill rule KOs Choke, LT, (rabbit punch), and stun, (by foil or shocker). As contrary as this will sound once you're into the walkthrough, the speed guide is still a minimum contact guide. The amendment to the contact rule is this. 1. If it takes longer to ghost a BG/s than it does to stun and hide the body/s (if required) then the KO is allowed. 2. If one or more BGs are in an area that requires Sam to make multiple passes. The removal of one or more BGs is allowed on any of the passes even if the removal of a BG/s takes longer than ghosting because it still improves the run time on a return pass. LOCK PICKING I don't know if all SCCT games have the same lock picking positions, (X, PS2, cube etc,) so I won't give coordinates for picking positions on locks that can't be busted. NOISE METER Sam has a noise meter connected to his monitoring hardware. The noise meter is a 2 part gauge, by a highlighted hollow square (AMBIENT NOISE) and the solid squares (SAM'S NOISE), how accurately it reflects the ambient sound ... I don't know. So, if accurate, any noise Sam makes below the highlighted hollow square is masked by ambient noise. However, for the many areas in the game I've found it faulty. Because ambient noise is the determining factor for Sam's actions there's no need for noise examples of the different creep and run speeds. All Sam's foot noise levels are relative to what he's moving over, solid ground, flooring, grass, gravel and water, they're all different. OPTIONS, (within a mission) Options are given due to the particular situations that occur. When 2 or more options are offered in a mission the order is from fastest to slowest and the 1st option is related to the most favorable situation. ORIENTATION In this guide I often point out small, distant and or obscured targets using the Azimuth and Altitude navigation method, Azimuth being a graduated horizontal circle and Altitude being a graduated vertical circle. In this guides case the graduations are the hours 1 through 12 of a clock face instead of degrees 1 through 360 of a compass. Azimuth will always be the 1st navigation point given, Altitude the 2nd, e.g. (12:00 or 3:00/5:00) Azimuth is 12:00 and 3:00 and Altitude is 5:00. 5:00 being below Sam's current position. Know that Azimuth is always oriented with 12:00 being directly in front of Sam's current position. Altitudes 12:00 is always directly above and 6:00 below Sam. Altitudes 3 and 9:00 rotate on the Azimuths horizontal plane to the given Azi direction. So 3:00/5:00 are the coordinates for an object 90 degrees to Sam's right and down 2 hours at 5:00 on the clock face. For the uninitiated this may be difficult at 1st but once you have it in your head it'll be so much faster to locate the distant or not so obvious. Lastly because Sam is changing position from standing to crouching, Azimuth is always set at the plane of his feet, thereby minimizing deviation from absolute -0-/-0-. SAVES Choose you're save points wisely, while the game clock stops when in the "MAIN" or "SAVE" Menus, there is disorientation before you enter and after you exit them. If you're in the midst of an action, (running, crawling, skooching, targeting, etc.) and you enter Main Menu, all action ceases. The distance and momentum is lost, when you exit the menus there is disorientation which then takes time to reorient and move on. So the number, timing and location of saves are important. Use lull points where the game forces -0- movement like elevator rides, where RBGs make short stops or at the beginnings of hacks. You can minimize some momentum lost by pressing "Main Menu with your right hand but the return disorientation even from a "Quick Save" is enough to throw you off. (NOTE) No one but me was physically harmed during said lapses in sanity. =============== (9/12/09) I bought SCCT on BLACK FRIDAY 06, (day after Thanksgiving) and then spent the next 2 plus weeks with the flu. Anyway as usual I'm probably the last one to figure this out, seeing how I had the game for 3 years and just discovered the maneuver. While writing this guide and in particular trying to figure a faster safer method for dealing with Neddy and his goons, I was totally face slapping frustrated with non success. So, I'm stalking a BG on his way out of the sitting room, (where Neddy and the 3 little pigs converse before the snatch) I was extremely upset for yet another failure and instead of tapping the left trigger I tried to push it inside the controller, (with much anger) and didn't let it go. To my ultimate surprise Sam rabbit punches, then grabs the BG and tosses him over his should and stands. I had a jaw dropping "WHATTHEF***" moment, then proceeded to do it again and again to make sure I didn't imagine it or that it was just another one of the fluke glitches in the game. I can't find anything in the manual I never read before this happened, so am I clever for finding the "HLT" or an idiot for not finding it for 3 years. _____________________________________________________________________________ 3. DEFINITIONS EGRESS; a doorway, cased opening, duct or ledge used as an entry or exit point ENTRY POINT; an egress to a room or area from a previous room or area EXIT POINT; the egress used to leave a room or area to another. HOLD LEFT TRIGGER; "Fireman's Carry" of BG to cover from non lethal attack WALK/CREEP WITH WEAPON; move faster past wall mines without detonation. _____________________________________________________________________________ 4. REVISIONS (11/10/12) I kind of lost interest in the speed guide in late 09 once I got in Bathhouse, noise issues created on the 1st floor while making my way to the 2nd floor office made the return to the 1st floor impossible. So I jumped forward to complete Kokubo Sosho. I never went back to complete Bathhouse and frankly shut the Xbox down for a few years for computer FPSs. Jump to 2012, I began playing the X Box again, (which is dieing BTW, the HDD is going) and completing rewrites on the SCPT and SCCT guides. I began poking around in the speed guide again, the fast times in the SCCT stealth guide are somewhat faster in the speed guide due to open doors, distractions and KOs. Any and all new junk from the existing 09 version will have a current 2012 date, (as above). (11/14/12) Cargo Ship: Maneuver change, KO sleeper. (11/15/12) Lighthouse: Tactic change access to torture chamber. (11/25/12) Maneuver change all levels, walking or creeping while armed will get you past wall mines. I can't believe it took me so many years to figure this out. It also adds 2 more contractions to the list, WW and WC. (11/28/12) Kokubo Sosho: changed entry maneuver. (11/29/12) Kokubo Sosho: changed escalator maneuver, changed entry maneuver to Red room. (11/30/12) Kokubo Sosho: Changed entry maneuver to elevator. (12/5/12) Seoul: Tactic change on the 2 elevator BGs Sticky cam instead of Gas. (12/6/12) Seoul: 2nd 1/2 mission, tactic change on 2 BGs inspecting UXB, Gas instead of wait. (12/10/12) Jump up stairs whenever possible. (1/12/13) Tactic changes on Penthouse, 2nd building, BGs#3 and 4 KO'd. No longer hide BG#3 and now KO BG#4, (sleeper). _____________________________________________________________________________ 5. CONTRACTIONS There are a few word strings and or phrases that will appear countless times in the guide, to minimize the tedium of typed repetition, I've created and logged contractions below for the most used, incase there's a problem with deciphering them. As Soon As Possible= "ASAP", Bad Guy= "BG", Best Speed Below Ambient= "BSBA", Big Honkin Object= "BHO", Cable the Door= "CtD", Cable the Hatch= "CtH", Clockwise= "Cw", Computer/s= "Comp/s", Counter Clockwise= "CCw", Drop Hang and Drop= "DHD", Electronically Enhanced Vision= "EEV", Enter Inventory= "EI", Entry Point= "EP", Exit Point= "XP", Fast Creep= "FC", Grab and Choke= "G&C", Grab, Drag, Interrogate and Choke= "GDIC", Hallway= "HLWY", Hold the Left Trigger= "HLT", Left Trigger= "LT", Make Best Speed Below Ambient= "MBSBA", National Guard= "NG", Normal Sight= "NS", Night Vision= "NV", OCP the Camera= "OCPC", OCP the Light= "OCPL", OCP the Big Light= "OCPBL", Open, Enter/Exit and Close Door= "OE&CD", Open Enter/Exit and Close Hatch= "OE&CH", Optical Cable= "Cable", Optically Channeled Potentiator= "OCP", Passageway= PSWY", Pull the Pistol= "PtP", Right Trigger= "RT", Roving Bad Guy= "RBG", Roving National Guard= "RNG", Security Ball= "SB", Set AR to Primary= "SARP", Set Pistol to Primary= "SPP", Slow Creep= "SC", Stationary Bad Guy= "SBG", Stealth Open, Enter and Close the Door= "SOE&CD", Stealth Open, Enter and Close the Hatch= "SOE&CH", Thermal Vision= "TV", Quiet Creep= "QC", Quick and Quiet= "Q&Q", Quick and Quiet Creep= "QQC", Unexploded Bomb= "UXB", Walkway= "WKWY", Weapon Creep= "WC", Weapon Walk= "WW", _____________________________________________________________________________ 6. WALKTHROUGH GUIDE THE LIGHTHOUSE Recommended CT1a. Locate Morgenholt, scanning crates 1&2. (NOTE) These are the 3 places in this mission you can be ID'd, in the order from most often to least, #1, 3 then 2. 1. 1st cell and crate 2. Running through the sleeping room with the 2 BGs between crates 3 and 4 3. Running away from crate #5 =============== You begin on a beach, EI and load Sticky Cams in the tube. ASAP press and hold forward left and tap "B" to stand and run; Sam will begin moving left around the boulder and then go right around the lobster pots. Run up the right side of the stone ramp to the left side leading edge of the ledge leading to the crack in the rock wall. Press "Y" to jump up to the ledge, (I never slip off the ledge sideways from the left), stand, press forward and look forward and down to navigate through the narrow crack in the wall and to minimize snagging on the nooks and crannies. Once you begin crawling through the low crevice train the camera up so as to be facing the 1st jumpable ledge ahead. Quickly free Sam from the crawl, ASAP press forward, stand and then jump. Hoist up and continue to jump and hoist over the next 2 ledges to the top of the cavern, (same level as the bridge). (NOTE) If this is your 1st time with the crevasse jump you'll want to remove the 2 RBGs that walk into the cave then save to give you ample time reconnoitering and practicing the jump. You need to familiarize yourself with the upper cave for repeatable successful jumps across the gap. Jump too early, too late, too far left or right and Sam dies. Once at the bridge level of the cavern walk over to the ledge, look across the cavern and a smidge left and locate the 2 greenish bioluminescent patches, (my TV) with the big dark spot in between. The dark spot is the entrance to the mini cave leading to BG #1 and the 1st cell area with crate #1. The dark perimeter wall to Sam's left turns left and supplies you with a narrow WKWY around the cave to the mini cave entrance. Look to the floor near the base of the corner and see a "V" shaped notch cut out of the ledge floor. Sam needs to be on the left side of the notch where the little clump of weeds grows out of the ledge when he jumps. He also needs to be facing the dark spot between the greenish patches. I'd practice as many jumps as needed to get it down, Sam can lose up to a 1/3 of his health on the jump but if done correctly he'll land and roll into the mini cave minimizing the damage to a 1/4 or less. I keep the camera pointed down as I run to the ledge to know exactly when to jump to maximize the distance. =============== As Sam is hoisting up to the cavern floor, (bridge level), press and hold forward. As he begins moving press stand and drift left to and along the wall toward the corner of the perimeter wall then left of the "V" notched out of the floor. As you approach the ledge and the left side of the notch turn Sam to face the middle of the dark spot between the green patches across the cavern gap. Jump at the very lip on the ledge, press and hold forward; if properly positioned Sam will land and roll into the mini cave. FC toward the ladder leading to the cell area and leap to it when you near the opening in the ceiling of the cave; there's a lull in gun fire, the BG will comment then resume target practice. Once you're at cell level remain in the crouch, ASAP EEV target crate #1 in the cell at Sam's 2:00. (NOTE) The odds on a successful run and jump to the ladder is worse than 30/70. The low ceiling and the small access hole remove any margin for error. The 2nd problem with running to the ladder is the louder noise alerts the BG in the cell to exit and investigate. This produces a 50/50 chance of getting out of the room without ID or venting. =============== Stow the EEV, stand and head straight for the right side of the XP at a run. The BG will complain again and turn to the direction of the noise made as you began moving. When you approach the right side of the XP run a tight loop left around it. Run to and jump up the steps once then left to manually scan target crate #2, (it's faster than an EEV scan). Run/jump up the next 2 flights of stairs then bear left to and through the XP. Go NS if not already in it and run down the ramp. (NOTE) If you're new to the Cam shot you may elect to save for some practice. The following maneuver is simple but tricky because you're doing it so fast. You need to be against the wall on the left side of the entryway with the steering wheel/steering column tight to Sam's 6:00 or they'll see Sam. When facing the cell, the torturer's left side is to Sam, it is the floor area beside and slightly to the rear of his left foot you'll be targeting. =============== (11/15/12) Maneuver change, no longer OCPBL from the grate. The distance to the cell door, the RBG that patrols the area and most of all being too slow create too many issues. Run down the ramp and head right to the wall at the left side of the entryway leading to the torture cell Stand facing the cell with Sam's back to the steering wheel. ASAP shoulder the AR and target the floor about 12" from the side of the torturers left foot and then 6" to the right past his heel. Send the camera, as the camera opens quickly tap "X", (CLICKER) then "B" to exit. 95% of the time the RBG shoots at the camera and activates the gas before you tap "X" knocking both BG out. The sissy will exit the room at a run for the locked XP further along in the building. Run into and through the right side of the cell, if you did well one or both will be on the way down as you enter, in either case coughing up a storm and never see Sam. Head straight for the doorway to the dark corridor and go NV. When you get to the XP the sissy has the door open and is usually standing there holding his pistol, (the metal one) as you approach he remembers that he's scared and runs to the left past tent #1. Follow the sissy out the XP at a run but hold course past the flood light then bear left into tent #2. The BG in tent #1 will mule but never see Sam. Manually scan crate #3 and exit at a run. CT1b Recover or destroy info on Masse kernels Loop left out of the tent at a run. There is a pallet leaning against the rock wall, just past the leaning pallet is a large crate with a pallet on it also against the rock wall. Use the wall as a guide into the "V" shaped niche between the leaning pallet and the crate. Press jump/forward when you contact the crate and Sam will hoist up onto the crate. Move to the rear of the crate against the wall then jump and hoist up to the ledge. At the ledge, EI, load shocks, exit, EI and SPP; stand, turn right and run through the 2 openings leading to the sleeping area. Bear left and stay in the dark through the sleeping quarters to the left side of the XP and go NS. You'll see the 2 BGs who get all bent out of shape but rarely ever see Sam as he runs into the lighted HLWY. Run through the draped XP, drift right on the elevated WKWY to the rampart outside then run along the wall to the end of the guard railing on the left side of the WKWY. Stop in the big dark spot against the parapet and save. (SAVE) (NOTE) Decision time, here's 3 good reasons to save. 1. The light above the XP is still weensy at this distance and speed, if you have pistol targeting issues you can also try sitting closer to the TV. 2. You're just over halfway to the end of the mission and if you're like me you're bound to screw something up. 3. If the BG in the comp room is missing when you enter you can reload and save 3 to 5 seconds not looking for and eliminating him. I got my best time going straight for the comp and not dealing with the BG. =============== ASAP locate and EEV crate #4 at Sam's 11:00/4:00, PtP and OCPL above the XP. Stow the wep, EI, SARP and then run into the building. Go NV on your way in and stop in front of the 1st column on the right with the posters or sheets of paper stuck to it. It has a bunch of papers spread out over the floor at its base. Turn left, shoulder the AR and target the space between the 1st 2 columns on the computer side of the room. The BG should be at the window and turning around in the guarded posture as you set sights on him. Send the Shock, stow the AR, run to the comp and press "A" for access then "B" to exit for the objective. Run CCw around the 1st column to the 2nd one then between the 2nd and 3rd columns for the draped XP. Roll through the XP and FC outside to and down the right side of the stairs. Make a tight loop right at the base of the stairs to EEV target crate #5. 180, stand and run, drift left to the wall and run down the steps past the whiny welder. Continue running all the way to the lighthouse, run CCw around the base of the tower, drop to FC at the towers 3:00 to the lighthouse door. The RBG is almost always within LOS of the doorway and comments. Enter the lighthouse; leave the door open and MBSBA up the spiral staircase to the lens platform ladder. (NOTE) Do not disturb the radioman as he hails the Maria Narcissa, do so and you can't complete the game. Even if you access the file cabinet for the file Grimsdottir won't confirm the info. You will stand outside the lens room tapping away at the extraction icon till Grim confirms the info on the Narcissa. =============== Do not peak the interest of the radioman on your way to the lens platform ladder; wait until the Maria Narcissa responds to his hail. Once she responds and he confirms stand and run to the ladder, jump to the ladder and go NS as you mad climb to the platform. Quickly hop onto the platform shoulder the AR, locate, target and Shock the RBG through a broken window. Stow the AR stand and run a tight CCw circle around the lens to the switch at the XP, flip the switch on your way out and fast tap for extraction. Grimsdottir is always slow to confirm the Maria Narcissa info. (NOTE) As of the current rewrite and pace of the guide the lighthouse RBG is just coming to a stop as Sam reaches the lens platform. I did get a 3:09 time with an ID. =============== Best time 3:10 KO 3/4 Dists 9 Shockers 1/2 Cameras 1 All objectives complete 100 percent. _____________________________________________________________________________ CT2. THE CARGO SHIP Stealth CT2a Locate the Bill of Lading (NOTE) There're 16 doors Sam must open in this mission, 8 sliders and 8 swings. 4 of the doors Sam passes through twice. This does not take into account all of the 26 doorway openings he passes through one or more times only the ones he has to open. Everything including, wall corners, tables, etc, are snags points for Sam's face, shoulders and elbows to get stuck on. I swear the M. Narcissa is the worst mission for bumping into and getting snagged on junk! For my sake anyway, I believe the positioning and number of save points I've placed allowed me to get the best time I could. I also believe were I more dexterous I might knock another 5 or 6 seconds off the time. =============== EI and load shocks stand and back out from the windlass. Sidestep left and run aft along the windlass for the gap between the cargo containers. Leap from the bow into the gap between the containers, (if done right Sam will roll) stand and run, drop out onto the port side deck and head aft along the bulkhead at a run. Run to and around the barrels then drift left enough to line up with the stairwell. Stop just before exposing Sam's position to the RBG aft of the stairwell, shoulder the AR then decide which target is quicker to line up on, (for me usually the RBG). Shock both, stow the AR, EI and SPP. Quickly run to and roll down the stairs, ASAP stand and run to and pass through the XP. Tap "B" while on the ladder to drop to the deck. 180 and move forward to the crate; jump to and hoist up onto the crate then stand and run. Remain tight to the crates on the left, as you round the crate locate the gap in the bulkhead, (BKHD) at the far side of the cargo bay. Bear right to the edge of the crates then jump at the gap. Stand and slide through the gap into the forward cargo bay, locate and tag crate #1. ASAP stand and run, make your way through the narrow dark crates to the ladder. Run and jump up the ladder and climb, stand and run to and through the XP at Sam's 3:00. Stay left as you run through the PSWY to the end, the XP is on the right. Open the hatch and enter the room at a run up the BGs 6. Begin tapping LT on your approach to catch him before he can turn around. Run to the duct and hoist up and crawl through it. (NOTE) If you made enough noise on your way to the duct you should hear comment from 1 of the 2 BGs in the pump room. Even if you don't hear it assume they did, my game seems to let the info slide on many occasions. To avoid an ID on your way out of the pump room it is imperative the BG be anywhere but on the XP deck on the XP side of the pump room. If you can't reliably push forward from the railing for a soft landing on the pump deck go for the DHD. =============== As you exit the vent onto an elevated WKWY inside the pump room, turn left, run 5 or 6 feet then turn to and OCPL swinging overhead. Hop onto the railing and push forward to soft land behind the BG on the deck below. QQC to the pump panel and start it. Regardless of where the BG is, begin at FC for your 1st right turn to the end of the pump, (it'll have started by then), then stand and run to the XP. (SAVE) Listen to the pump; tap "A" to open the XP when you hear the guttural sound of the pump stalling out. Run through the PSWY to the sliding hatch on the right; enter the cargo bay and locate the "Bill of Lading". Head to the right around the lower crates then jump to the slightly higher crate. Jump and hop your way up to the top tier of crates then stand and run to the target container. Turn to the EP, run off the crates toward the EP and hold "B" to roll across the deck to the EP. Sam will take a smidge of damage, (a little less with the roll) but he's good. CT2b Kill Lacerda! Stand and run back to the PSWY, head right and run the length of the PSWY toward the Engine room XP, while running look to the end of the PSWY and a smidge right for the leading corner of the 2nd niche on the right, (where the 2nd trapdoor is). When you're about 6 feet from the niche's corner drop to FC and do a tight right around the corner to the BKHD. Quickly turn left, look up to the light on the BKHD, PtP and OCPL. Again just as quickly stow the wep, EI and SARP. ASAP as the light goes out stand, go NV and walk quietly around the trapdoor to the other end of the niche, ensure you don't protrude into the PSWY. The RBGs are close together instead of separated, ASAP as #2 passes by run to the Engine room XP, open and enter. From the opened XP run to Sam's 1:00, hook right and run squarely at the shaft between the shaft railing on the left and motor on the right. About 4 feet from the shaft jump onto it, turn left, stand and run the 15 plus feet along the shaft and jump to the cross beam above. (NOTE) You'll likely hear comment from everybody in both levels of the engine room from EP to the XP. If you do the jumps to the shaft and cross beam correctly it's like one fluid motion, it's especially smooth on the cross beam jump. =============== Turn left on the beam, run to and hop onto the railing, hold "B" as you move over the railing to hit the floor standing. Run up the stairs at Sam's 11:00 to the upper level. At the top of the stairs hook tight left around the railing. Ambient noise and darkness cover Sam to the XP on this level so you can run the whole way. An RBG will likely be somewhere on this level but can be ignored completely unless he's directly in front of Sam. To date this has not happened. (NOTE) Listen as you run into short lighted PSWY and head left, if you hear muted comment it's from the RBG in the next PSWY. I prefer scenario #1 over #2; I think it's faster and safer. =============== 1. Comment Run to and open the XP in the short lighted PSWY, shoulder the AR, swing the barrel 90 degrees right and sidestep left into the PSWY. Send the Shock as the sights pass over his body then stow the AR. Run through both PSWYs and the Berthing area to the small room at the end and tag crate #2. 2. No comment Run to and open the XP in the short lighted PSWY. Turn right and run toward the next PSWY on the right. Never stop moving toward the intersection on the right, about 5 feet from the intersection shoulder the AR then switch shoulders. Swing the barrel right as you sidestep into the intersection, step into the intersection just enough to have the RBG pass into its sights and Shock the RBG. He can be anywhere along the PSWY to the berthing area hatchway. Stow the AR, run to and enter the small room at the end of the Berthing area to tag crate #2. 180 and stand, exit the Berthing area at a run. Run up the stairs to the next deck, I look down a couple feet in front of Sam to judge when to turn into the stairway. Do a left-right-left-right into the small dark room and head toward the lighted XP. At the corner of the counter to the left of the XP shoulder the AR and swing the barrel left as you sidestep toward the right side of the XP. Shock the BG as he steps into the sights. Quickly stow the AR, EI and load Foils then run to the comp for access. Run to and open the XP at the end of the room, shoulder the AR and swing the barrel left 90 degrees. Sidestep through the XP into the PSWY and Foil the approaching RBG. Stow the AR, EI, load Cams, exit, EI and SPP. Run along the PSWY to and through the next XP to the big outside. Turn hard left out the XP for crate #3. Slide out from under the stairs, stand and swing around them; run up to the XP at the top and on the right. (SAVE) Run the PSWY and stop just before the XP on the right, PtP and OCP the overhead light, stow the wep, EI and SARP. Move to and open the XP, shoulder the AR and WW into the room. Target the middle of the BKHD low to mid chest high between the fire extinguisher and the doorway to crate #4 and hold. Once Thomas stops near the fire extinguisher send the Cam. Tap "X" a couple times, the RBG usually lights a flare and waves it in front of the Cam, when he does tap "Y" then "B" to exit. Begin walking left to the aisle leading to the crate, hopefully Thomas will walk right into the gas and begin choking. Sometimes the RBG is holding his pistol instead of a flare, when this occurs Thomas usually appears in the camera lens, if so quickly tap "Y", this produces a faster mission time. (SAVE) (NOTE) The reason for the save above is that Thomas doesn't always respond swiftly and or properly, it seems that he almost always walks into the gas on your initial attempt, so if he does just walk right into the gas "SAVE" "ASAP"! The odds are you'll Biork something down the road and end up back here where Thomas usually becomes overtly obstinate. =============== ASAP run into the small room and tag crate #4. Exit at a run, turn right at the end of the Mess deck and run through the PSWY to the intersection on the left and to the XP. Leave it open, run up the stairs and left through the 1st doorway, roll into a QQC and pass through the 2nd doorway into the Berthing area PSWY. MBSBA along the right side of the PSWY and no more than 2 cubes lit as you climb the left side of the stairs. Hook hard left around the railing to the starboard side bridge XP. Bear right for the captain's 6 and grab him, drag him left and around the side of the panel he was standing at, push him into the BKHD, speed talk him and choke him out. The bridge hand will investigate but see nothing as long as you stay still and wait for him to turn away. Head for the end of the railing near the XP, hop over and drop to the bottom of the stairs. MBSBA through the berthing area PSWY, once past the berthing area PSWY you can stand and run to the hatchway leading to the Captain's Quarters. QC into the Captain's galley, shoulder the AR and sidestep right to the edge of the narrow partition at the end of the sink leading to the Captain's quarters. (NOTE) You want to see the very edge of Lacerda's left arm and leg any more and you have an ID, alert and venting all in one. Look down to the left side of the threshold and take note of the blue and white floor tiles. From the left corner of the threshold into the captain's quarters the pattern is Blue, White, Blue, White; you want to place a Camera in the middle of the 4th tile, (which is white) from the threshold. This level could be over 12 seconds faster if you weren't forced to listen to Lacerda's ranting regarding the secondary objective. Your cue is to listen to and hear Lacerda yell "Vice President Senor Segundo Blah, Blah, Blah," (Lacerda's Panamanian contact) =============== Look to the left corner of the threshold, count 4 tiles into the room and place a Camera in the 4th, (white) tile. Tap "B" to exit the Camera, QC over to the light switch, stand, turn to face the hatchway, hold and save. (SAVE) Once Lacerda gives the name of his hated contact; ready your left thumb over the down portion of your "D Pad" and your right thumb over "A". Then when you hear Lacerda say, "Ha! I'll show him", quickly tap "A" to shut the galley light off then "DOWN" on the "DPAD" to activate the camera in the next room and then "X" for the CLICKER. The Camera looks straight up and allows you to see Lacerda and BG #1 once he rises from the table. When you activate the "CLICKER" with "X" BG#1 stands up and begins turning around. Quickly press "X" a 2nd and 3rd time and he almost always looks straight down at the Camera and or waves to BG#2. When he looks down at the camera count to 2 and press "Y" for the gas, sometimes BG#1 takes care of it for you by shooting the Camera. (NOTE) I think shutting the galley light off gets BG#2 up from the table, the clicker and probably the gas gets him moving around the table and puts him close enough to be affected by the gas. Omit the light, he stays put and alerts everyone to a man down. Sometimes even though the light is turned off BG#2 isn't taken out by the gas and in some of these instances he apparently neglects to inform anyone about the downed men. =============== ASAP exit the galley for the PSWY at a run, tag crate #5 near the stairwell and return to the stairs leading to the bridge at a run. The BGs in the berthing area may or may not whine, run up the stairs to the bridge, run along the railing to and through the XP. Run along the deck to and up the stairs, it is highly possible an RBG will be approaching from Sam's 3:00 at the top of the stairs but be far enough away not to be an issue. Continue running to the aft section of the ship, drop to FC as you round the corner to the ladder, (the only one I've fallen to my death on so far) on the aft BKHD and slide down to the lower deck. About 6 feet from the deck hop off to the railing then down to the main deck. Stand and head right at a run to the rear of the large dark crate at mid fantail. Locate and tag crate #6 then mad hop up onto the large crate. Stand, bear left at a run and leap off the corner of the crate diagonally to the railing. Hoist up and over then run and jump to the short ladder to Extraction. (NOTE) Sometimes BG#2 in the Captain's quarters isn't KO'd; non-the-less he remains quiet. The 3 areas you're likely to be ID'd, 1. Exiting the pump room if the BG is on same side and level as the XP. 2. The S1 Deck RBG just as you shock him in the PSWY leading to the Berthing area. Sometimes he spins around wicked fast. 3. The Deck 1 comp BG just as you Shock him. If you see him jerk/spaz a fraction of a second before the stun takes him he's your ID. =============== Best time 7:08 K 1 KOs 10/11 Dists 8 Shocks 4 Foils 1 Cameras 2 All objectives complete 100 percent. _____________________________________________________________________________ CT3 THE BANK Stealth CT3a, Enter Bank, target comps 1, 2 and 3 (SAVE) (NOTE) Odd note, odd because I don't remember it being an issue 3 years ago, issue because, if you play Bank from mission mode you get an extra primary objective that is acquired in the flooded compartment on Cargo ship. This adds much time to Bank; most of which occurs from the extra dialog between Lambert and Fisher and not the acquisition of the data. This dialog precedes Turtles and Sam can't set the charge on the vault until Turtle is done talking, so he stands around WAITING! Another oddity, when I 1st got the idea for the beginning of Bank, once the 3 RBGs were removed I went straight to the front step, popped the 4 lights surrounding the entry busted the lock on the left door, opened it shocked the BG at the desk then OCPC on the wall behind the desk. It worked for 3 or 4 runs, (improving on the time each go). From that time on I can't open the door without an alarm. So this pushed me back to shutting all the lights off via the switch outside the bank. I believe my time could be at least 10 seconds faster. Regarding the walk up to RBG#1 at the beginning of the mission, you can go a cube or 2 above ambient without upsetting RBGs #2 and 3. If you go above 2 cubes RBG#2 lights a flare and #3 begins walking toward the front of the bank. In that case I still take #3 before he walks into the dark. If #3 does move off lead him for an ambush shot. As previously mentioned in (BRIEFING) the fast time on this level is due to multiple saves, between 5 and 6. =============== Load shocks in the tube then walk briskly up the 6:00 to RBG#1 and tap LT, quickly shoulder the AR and Shock RBG#2 then RBG#3 standing against the perimeter and below light. If #3 does walk away, lead him for an ambush Shock. Stow the AR, EI, load Foils then head around the left side of the bank for the light switch. Flip the switch then return to the Bank front at a run. Run up the steps to the left side door of the XP. Bust the lock, stand, shoulder the AR and Foil the BG as he stands up from behind the desk. Stow the AR, EI, SPP then PtP and OCPC behind and above the desk. Stow the wep; head for the left side of the desk relative to Sam and close the door on your way. Run around the desk for LOS on the target comp, EI load Shocks and SARP, EEV target computer #1 on the floor near the BG and save as it worms its way in. (SAVE) Check off "Upload Fake Email" for the objective then X out. 180 and run around the partition then into the teller room. Stay left of the teller station and head for the lighted glass wall. Aim for the door as you near the wall, open and run the perimeter Cw to the 2nd door at the far left end of the room. Make your last 2 steps a walk to the XP, enter the room, turn left and ignore the RBG as you take a quiet step toward the counter, EEV target comp #2, check off the fake email and X out. Turn, run a wide CCw loop around the partition and run to and up the stairs. Run into Laser Grid Room#1 and stop on the carpet about 3 feet from the 1st laser line. Shoulder the AR, target just left of the right edge of the XP chest high and hold. Send a Shocker to the RBG as he steps into your sights. He drops in the dark HLWY but his ID chip deactivates the laser line near the XP. Stow the AR, EI and load Foils. Turn right, locate and EEV the target comp on the desk. As the EEV worms its way in save. (SAVE) Access target comp #3 for the fake email objective then run between the 1st laser line and the column on the right and leap onto the reception desk. FC across the top, just before you drop off the desk press and hold "B" to stand when you land then run along the back of the desk and jump over the last laser line at the other end of the desk. (NOTE) It's a difficult action for me; I seem to hit the edge of the desk or the wall far too often; however it can be done with a little practice. =============== CT3b, Target comps 4, 5 and 6, Authorization pads 1 and 2 Run left or right around the column and into the HLWY. Grab and hoist the RBG to Sam's shoulder then haul ass through the HLWY, XP and into Laser Grid Room#2. Head to the right corner of the room where the shadow from the mini kitchen area extends furthest into the room. Once Sam is in the dark and the last grid line has been deactivated tap "Y" to dump the body. Run through the kitchen and out the opening at the far left end. Stay close to the glass partition as you approach and run through the XP, drift right to the wall and run to the corner at the end of the HLWY. Make a tight right at the corner and turn into the dark room. Follow the dark lane along the floor, leading to the draped opening at the far left end of the room. Roll through the opening, QQC straight to the security room door and save. (SAVE) (NOTE) To succeed the info that follows must be completed as fast and quietly as possible. Sam has a lot to do and little time to do it. I obtained the security room door passcode from the 2nd comp on the 1st floor and tried it several times, redesigning the tactics but it still took longer to acquire the code and use it on the door than it did to just hack the door. =============== Hack the keypad, OE&CD, bear left a couple 3 steps then turn right toward the sitting BG and shoulder the AR. Foil the BG then stow the AR, turn left and EEV comp #4; check off the fake email item for the objective. Tap Authorization Pad #1 minus a 180 and head for the EP then choose bash the door to take out the RBG standing on the other side. Stand and run, head left around the door and security room and then right at the corner to the next XP and keypad. Quickly solve it, move tight right into the office, (wall cam above the EP) then tap "SWITCH". Run to the XP and bust
the lock, run to target comp #6 on the desk at the far end of the room, EI 
and load your last Shock in the tube. 

(SAVE)


(NOTE)
The maneuver that follows the comp solve must be done accurately, without 
error and super fast. As of this rewrite 90% of the time the RBG patrolling 
the court yard below has always been between Sam's 10:00/5:00 and 12:00/5:00, 
(left bottom corner of the railing to the middle). Sometimes if you're a 
smidge fast he'll closer to Sam's 10:00/4:00. TV will help ID and target him 
much faster than NS or NV. The drop to the ground will take much health from 
Sam but not kill him.
===============

Solve the comp and check off the objective, run to and tap Authorization pad 
#2, go TV, (if you need the help) and run to the open double doors with the 
railing. About 4 feet from the leading double door go to FC and side step 
right as you turn the camera left and down. Quickly shoulder the AR, locate, 
target and Shock the RBG below. Stow the AR and hop out, push forward and 
press "B" to drop to the ground, Sam will survive with about 25% health.

CT3c, Target comps 7, 8 and 9, Authorization Pad #3, Extraction

Run to the base of the stairs and up the left side to the top, leap once or 
twice to the top, locate the duct at the upper left area of the entry and 
crawl through. Maintain ambient along the wall to the last authorization pad 
and tap it. FC to and access the file cabinet then FC to the comp.

(SAVE)


(NOTE)
I believe Sam moves faster up stairs with the leap. Try to place your last 
leap so that Sam glides up and over the last couple steps onto the platform.

Paco doesn't always have his amigo with him. If undisturbed, the RBG that 
usually accompanies Paco returns to the security office out side the one 
you're currently in. It's the noise you make that keeps him in the HLWY. This 
requires removal of both. 
===============
 
Access the comp for the objective, when complete stand and run around the 
desk toward the duct then left, stop at the leading edge of the sofa then 
MBSBA to the left side of the XP. EI, load the last 2 Foils in the tube then 
shoulder the AR and stand. Paco will call out to the RBG and also remember 
the pass code. Once the door is open target 2 feet past the right side of the 
door and chest high. 

Take Paco once he walks into your sights then sidesteps right while you swing 
the barrel left to target the RBG in the HLWY. Send the Foil when he slips 
into your sights then stow the AR. FC out of the room, slow to ambient to 
cross the HLWY and pass by the front of the security room to the dark spot 
against the wall. 

Turn, stand and EEV the comp through the window for the 7th fake email then X 
out. When complete, turn to Sam's 4:00 and run through the opening to the 
safe deposit box room. Run to the box and take the goodies. Exit at a run 
bear right around the opening and continue running down the stairs to either 
side of the vault. Place the 1st pick turn and run to the other side of the 
room for the 2nd pick. Pick the lock as fast as the device will allow, when 
complete run to the vault door and place the charge once Turtle shuts his pie 
hole. 180 and run away till the "DETONATE" window appears and do so. EI, SPP 
while waiting for the vault to open. 

(SAVE)

Enter the vault, locate and move to the target comp at the far end of the 
room.
Access the comp check off all the items and then enter the dark enclosure for 
the goodies. Run to the vault entrance and OCP the invisible security beam 
emanating from the small black square on the right side of the vault door 
jamb. Stow the wep and run back toward the last security room. Leap up the 
stairs at least 2 times, the last putting Sam over the last couple steps to 
the top. Run right for the corner of the security room and stay close to it 
until you enter the dark HLWY. 


(NOTE)
I think it drives the BGs mental, fortunately I also believe they follow the 
sound around to the back door which keeps the RBG in the HLWY hidden.
===============

Once you're in the dark HLWY run to the XP on the left with the camera above 
it. Enter the room and run to the last XP, open it and run down the right 
side of the steps, run in front of the nearest ground flood light and behind 
the 2nd light. Run along the wall heading for the front of the bank. Everyone 
is sleeping so there's no one to fear. I slide past the corner of the bank 
then the corner of the perimeter wall, I then line up with the far left end 
of the rectangular reflecting pool. Hook right around the end of the pool and 
make a bee line for the extraction point.

  
Best time 7:09
KOs 10
Dists 5
Shockers 4
Foils 4

All objectives complete 100 percent.
_____________________________________________________________________________

CT4. PENTHOUSE
Stealth
CT4a I gotta beef with Zherky, getting to his places!


(NOTE)
If you play Penthouse on mission mode you must collect an extra set of files, 
the "Transaction Records" are originally obtained on the Bank mission. 
Acquisition will add about 6 to 8 seconds to the mission; the computer files 
must be accessed manually on the 2nd floor of the apartment in the same room 
as the 4th camera tap. As you enter the room from the short HLWY you'll see 2 
monitors and a keyboard across the room it's a "P.I.T.A."!

There are 3 to 4 places Sam can usually be ID'd in this mission and you're 
unlikely to find out till the end stats. The reason being the ID takes place 
as Sam leaves an area before the ID'er makes noise, (if he ever does). 3 of 
the instances can occur during the KO of the ground floor NG working on the 
elevator, the sleeper or the snatch of the Displace guard exiting the 
Arboretum.
===============

When clear from the (AUTO) save EI and SPP, turn and FC between the dumpster 
and building, once Sam is past the dumpster stand and run past RNG #1 who is 
approaching the dumpster to Sam's right. Run past the fire escape ladder on 
the right to the small garbage pile about 15 feet before the next dumpster, 
stop at the far side of it, turn to the flood light and OCPL. 

Stow the wep, run a Cw loop toward then past the flood and RNG #2. Continue 
running along the driver side of the box truck, make a tight right at the 
front of it.

Option 1 
If RNG#3 is standing near flood#2 continue running along the front of the 
truck and into parking garage#1. Run to and roll through the XP leading to 
parking garage#2, QQC up the steps to the building and ensure you remain just 
under ambient until you pass through skyscraper #1s XP and make your 1st left 
turn into the HLWY.

Option 2
If RNG#3 is walking into garage#2 as you round the nose of the truck go into 
a roll as you enter garage#1, then QQC to and through the XP leading to 
parking garage#2, QQC up the steps to the building and ensure you remain just 
under ambient until you pass through skyscraper #1s XP and make your 1st left 
turn into the HLWY.   


(NOTE)
Option 1 gets RNG#3 looking and walking straight to the front of the truck as 
soon as Sam passes by. If you're using option 2, RNG#3 may stop for a second 
or 2 but rarely heads back for the truck. Preferably you don't want RNG#3 
looking Sam's way as he passes through the buildings lighted XP, but if he 
sees something as you turn left at the end of the partition into the HLWY you 
don't want to hear more than "Did I just see something?". Option 2 slows the 
guide by about 3 to 4 seconds but can eliminate an ID.
===============   

(11/20/12)
Change tactic on NG electrician working on the elevator.
 
FC through the 1st half of the "S" shaped HLWY then slow to below ambient as 
you approach the elevator area. QC directly to the NGs 6:00 for an HLT then 
walk into the elevator directly below the elevator's trapdoor. Tap "Y" once 
to dump the NG and again to jump up to the trapdoor. 

Skooch left to face the elevator shaft ladder and hoist up onto the top of 
the elevator. FC forward and hop to the ladder, keep climbing till you hear 
the loud click and shaft lights go off. Slide back down, about 10 feet from 
the top of the elevator tap "B" to hop back and drop into the elevator. EI, 
load foils in the tube then SPP. Hoist the NG back onto Sam's shoulders, move 
to the left rear corner and face the rear of the elevator. Swing the camera 
to face the doors and watch for the top floor.

(SAVE)


(NOTE)
The reason for this save is for the practice you're probably going to need 
leading to the zip line coming up in a few seconds it can be very difficult 
and frustrating even with practice. 

The clue that the top floor is coming up is the solid dark gray of the top 
floors door sliding into view. 

If you leave the NG on the elevator floor he bounces all over the place and 
more often than not is discovered by the RNG. Positioning Sam as mentioned 
and dumping the NG when directed keeps the NG hidden.

80% of the time the top floor RNG is far enough back in the room to hear or 
see something but not to ID Sam. 

"Do NOT RUN" until you are past the end of shelf row #2 near the foot of the 
stairs, it's one of the possible ID areas without hearing anything from the 
RNG. The only way to know for sure is if he fires on Sam.
===============

Tap "Y" to dump the NG as the elevator rises to the top floor and move to the 
door. As the door opens run out and bear right from the door, roll to FC 
before reaching the corner on the right and loop left around the boxes as you 
pass them drop below ambient and move into the dark past shelf row #1. Once 
you're in the dark and in the aisle move tight to the right side of shelf row 
#2 then QC toward the stairs. 

Look for the RNG; he's likely somewhere between the foot of the stairs and 
shelf row #1. Wait for the forward looking RNG to be halfway between shelf 
row#2 and shelf row#1 to QC to the end of shelf row#2. Once the RNG is at the 
end of shelf row#1, stand and run to and up the right side of the stairs. Go 
NV on your way to the XP. Once outside run toward the big honkin horizontal 
pipes, stop about 20 feet from the EP and OCP the big red neon sign to the 
right of the XP ladder. Run toward the pipes, about 5 feet from the pipes 
leap to and land standing, hop onto and over the upper pipes then press "B" 
as you drop to the roof deck to land standing. 


(NOTE)
The maneuver below is way hard for me to do even with a couple practice runs. 
The WKWY is narrow and the rear part of the sign sticks out preventing Sam 
from standing. This forces Sam to drift left along the edge of the WKWY and 
dangerously close to falling. You're pretty much blind whether you're NV or 
NS so it's pretty much a feels right time to lurch left and jump to the zip. 
This does cut a couple seconds off the mission time though.
===============

Run toward the neon sign, run into the gap between the OCP'd neon sign on the 
right and the bump out structure to the left. Leap to the ladder; climb it 
turn, FC, stand and run to the cable connecting the 2 buildings. About 5 feet 
from the cable drift/jump left to the cable and zip across. Go NS as you zip 
from skyscraper #1 to skyscraper #2, slide down the conduit and drop off 
about 10 feet from the gravel roof. Turn right and OCP the flood light 
closest to the opposite end of the flat roof. Stow the wep, EI and SARP.

CT4b, The world according to Dvorak, hacking a comp, tapping cameras 1 thru 
6!

Run along the wall toward the corner, about 3 feet from the corner shoulder 
the AR, swing the barrel around the corner and Foil the approaching RBG. Stow 
the wep, leap over to the railing, tap "B" as you push forward to land 
standing and run to the XP at the far left end of the WKWY. Enter the room at 
a run then roll into FC halfway to the table to Sam's 12:00. 

(NOTE)
If you do not disturb BG#2, (elect working on the elev.) on your way to and 
from BG#3 he'll never know #3 is down.
===============

(1/12/13)
Tactic change on BG#3 and #4.

Drop below ambient as you pass the table and continue into the next HLWY. 
Head straight for the RBG, MBSBA up his 6:00 for an LT. Head right to the 
aisle between the table and the counter then accelerate from QC to QQC to the 
end of the table then to FC to the XP. From the XP stand and run to the 
sleeper, begin tapping LT on your approach to catch him before he can turn to 
see Sam. EI, SPP then save.

(SAVE)


(NOTE)
The 2nd of the 4 standard saves in this mission, I can't get through it 
without them and where they're put.

You must be quick with your weapon change and accessing the comp so you can 
run around the table and enter the short HLWY before the tech working on the 
elevator finishes his task. He always turns to his right and faces the 
current EP for a split second. If Sam is anywhere in the room when he turns 
he "Sees something" then "Man down". I stuck a cam on the wall in the comp 
room to look through the EP to the tech and watched him from several places 
in the room and in the short HLWY. The HLWY was the only place Sam could be 
and not get the call outs from the tech.
===============

(VERY IMPORTANT NOTE)
If you've been clever and fast up to now well and good, you're a 1/3 of the 
way, through the mission. What's coming up is extremely important to the time 
posted at the end of the mission; 3 things must take place for everything to 
tie up neatly at the end and they're all relative to Ver's position on the 
veranda when Sam enters and moves through the LMR.

1.
As you begin to tap the camera at the base of the fire escape the camera 
needs to be rotating from the mid span toward the EP. I think it ties into 
the patrol timing of Ver. I can't tell "IF" the OCPC in option 2 puts Sam 
ahead, even with or behind Ver's schedule.

2.
When you exit the foyer Ver needs to be approaching the Arbor end of his 
patrol. This is a major reason for not alerting him as you round the 
partition leading to the foyer.

3.
Before you move around the potted fern against the wall leading to the Living 
room Ver needs to be at the kitchen end of his patrol and Kit needs to be at 
and or opening the glass door to the veranda.
===============

Quickly access the comp for the "Architectural Plans" to complete the 
objective and do it before 1/3 of the allotted Hack time expires. Press "Y" 
to leap onto the table, as you FC over it press and hold "B" to stand when 
you land on the floor. Run to the XP, go NV on your way to the door then bust 
the lock. Stand and run right along the wall to the wall camera. As you 
approach the camera look up to locate it, (it'll help target it faster) keep 
your eye on it and follow one of the suggestions below.

1. If the camera is pointing from the middle position and rotating toward the 
EP as you approach tap the line. Swing Sam's camera 180 toward the fire 
escape and press forward as the tapping process takes place. Watch the 
cameras IR beam swing to the right of the stairs as Sam finishes up with the 
tap. Stand and run up the stairs. 

2. If the camera is between the middle and rotating left as you approach PtP 
and OCPC then begin the tap. Swing Sam's camera 180 to the stairs to be ready 
to stand and run when complete. Stand and run up the stairs. 

As you approach the top of the stairs go NS and drop to FC. PtP as you enter 
the building, once inside move left to the partition with the light switch. 
Slide right just enough to target the light in the middle of the Lousy Music 
Room, (LMR).


(NOTE)
You do not want to disturb Ver or Kit, (short for veranda RBG) and (short for 
kitchen RBG) until you're in the kitchen area on this pass. You will move 
through the veranda 3 times; to retain free movement you must remain under 
the RBGs radar for the moment.

If you're very fast, Ver may still be approaching the left end of his patrol 
when you enter the LMR and will see Sam if you move too far past the end of 
the partition. If Ver sees Sam it'll Biork future passage through the veranda 
and screw the speed.

If you go above ambient while at the end of the partition leading to the 
foyer it'll produce the same effect. If you're very noisy there Ver will 
comment loudly enough to alter Kit's patrol, again forcing you to kiss the 
speed run goodbye.

LMR BG
There is an inconsistent issue with my game regarding the LMR BG; sometimes 
the game does not want Sam/me to touch him in any fashion while he's sitting 
and enjoying his lousy music. On the last bunch of runs and the fastest time 
it allowed me to LT him without the kill charge I just don't know why I get 
it. 
===============

OCPL and quickly flip the light switch off. Go NV, FC to the sitting BG, LT 
him then stand and run to and then left along the partition separating the 
LMR from the foyer. 4 feet from the end of the partition drop below ambient. 
Once you're around the partition and in the foyer run to and through the XP, 
leave it open, run across the veranda to the duct at the dark right corner.


(NOTE)
Sometimes Kit is a little behind, if he isn't near the left end of the 
counter as you exit the duct use the fern on the counter to cover Sam as you 
approach said counter, if this still gives you grief quickly turn right and 
stick to the wall beside the planter until he's a bit closer to the kitchen.

If Kit heard comment from Ver and is not heading for the veranda to talk to 
him any fast time is kaput. You can either continue following the guide or 
reload from a previous save. I'd reload.

While you're moving through the Kitchen HLWY, tapping the 2 cameras and 
heading for the stairs, "DO NOT EQUAL AMBIENT NOISE"! If either Kit or Liv, 
(living room BG) hears anything loud enough they'll investigate and ruin any 
chance of a fast time.
===============

Enter and crawl through the duct, as you exit the duct. Quickly use the fern 
on the counter for cover as you approach the right end of the counter. Kit is 
likely approaching from the HLWY. Hop over the counter; continue along the 
wall in the shadow to the potted fern. Stop at the fern and look back to the 
kitchen door, you need to see Ver near the arbor and kit at and or opening 
the door. 

QC around the potted fern to the left side of the HLWY, you should hear, 
"What was that?", although sometimes you don't. Once you're in the dark 
continue forward, drift right and tight to the left side of the hanging 
drapes and continue into the living room to tap camera #2. Ver and or Kit 
will begin moving through the kitchen to the HLWY.

As you tap #2 swing Sam's camera 180 to face the extraction HLWY, you want a 
bee line to camera #3 and to see where the 2 RBGs are when you make your run.  
When you complete the tap stand and run about a 1/3 of the way to the 
extraction HLWY then roll through the carpet drape things. MBSBA to camera #3 
and tap it. Liv will investigate the noise and head Cw around the column for 
the drapes. When complete stand and run to the spiral staircase and up to the 
next floor. If you look left as you head for the stairs you should see one or 
both RBGs near the potted fern. Run through the anteroom and into the room 
with wall cam#4. 

Bear left along the wall and run to and around the glass divider on the left. 
Open the doors and run into the small unoccupied room at the end of the long 
and narrow HLWY. Access the comp in the room for the objective and the 
passcode for the Dvorak room keypad. When complete backtrack to the big room 
with the glass divider and wall cam#4 at a run.


(NOTE)
To get the time shown at mission stats the guide assumes you played Bank 1st 
and already have the "Bank Transaction File" between Dvorak and the Bank. If 
you're playing Penthouse on mission mode then the file is in the comp on the 
2nd floor in the room with the glass divider and wall cam#4.

When you're in the small unoccupied comp room ensure you tap "A" one time 
after accessing the comp then tap "B" twice to exit. Doing so will make the 
Dvorak room keypad code available on screen when you get to it.
=============== 
 
Locate cam#4 and tap it. When complete turn right, stand and run along the 
wall to and through the XP at Sam's 12:00. Bear right, a 1/4 of the way along 
the narrow HLWY drop to fast walk. Stop and stick to the wall past the door 
near the hinge crouch, EI, SARP and hold.

(SAVE)


(NOTE)
To speed talk the Arboretum RBG rapidly tap the "A" button till you hear Sam 
say "GOOD", then choke the RBG out. Sometimes Sam may not vocalize "GOOD", so 
remember 10 distinct presses guarantees success before the choke out. 

The remaining BG in the arboretum occasionally looks right and may see the 
legs of the RBG, so it's important you move him past the door enough to hide 
the RBG.
=============== 

Eventually an RBG exits the Arboretum, inch along the door after it opens to 
see the RBG come to a stop. As he begins to turn away move around the end of 
the door and grab him. Grab him as close to the door as possible once he 
turns to walk away to keep the door open. After the grab drift right and 
forward a couple 3 steps to the left side of the Arboretum door so that when 
you release him he'll fall away from the door. Speed talk the RBG for the 
info then choke him out. QQC into the arboretum, tap wall cam#5 and exit. QQC 
out of the arboretum and close the door, ASAP stand and run into the next 
room and head straight for the open window.

4 feet from the window jump to it, press and hold "B" to land on the arbor 
standing. Run to and off the ledge, maybe DHD, (sometimes I make it to the 
deck without the DHD or noise).


(NOTE)
OK, you need to know how close Ver is to the Kitchen door to decide whether 
to tap cam#6 or to shoulder the AR and Foil him. So get the best and fastest 
look into the kitchen possible then determine your strategy. If you Foil Ver 
as he is passing through the doorway he sometimes falls away from the door 
toward the duct wall and the door closes on its own. As long as he falls and 
is covered by the dark it doesn't matter if the door closes.
===============

Option 1
FC toward cam#6, look through the kitchen door for Ver, he's 10 feet or more 
from the door; tap cam#6 then shoulder the AR and face the glass door. Target 
chest high and Foil Ver as he passes through the door, stow the AR.

Option 2
FC to cam#6, look through the kitchen door for Ver, he's 10 feet or less from 
the door; shoulder the AR and face the glass door as it opens. Target chest 
high and Foil Ver as he passes through the door, stow the AR and tap the 
camera.


(NOTE)
You're now heading for side 2 of sky scraper #2, if you alert the RBG outside 
of or either of the 2 inside on the 2nd floor of the building you won't make 
it out without major issues.
===============

Stand, go NV and run back to the fire escape, the previously locked XP on the 
fire escape is now ready for access. Go NS as you exit the LMR, open the XP 
and run to the opposite end of the dark room and open the XP. The door will 
close on its own, stay tight to the door as you run around the end of it. Run 
straight to the middle of the low shed roof, 4 feet from it leap and hoist 
up.


(NOTE)
You can leap to the shed roof anywhere from the right side eave to the middle 
without alerting the RBG.

Ensure you are no more than 1/4 the length of the window from its left side 
when you jump through into the building to avoid a big badda boom.
===============

Shoulder the AR stand and WW toward the left corner of the window opening 
ahead. Switch shoulders and aim at the right side of the window, locate and 
target the RBG as you approach the window, Foil him as you bump into the 
window. Stow the AR, EI and load Shocks. Hop through the left side of the 
opening into the room. QQC to and down the stairs at Sam's 11:00; shoulder 
the AR just before you round left onto the platform and Shock the SBG. Stow 
the AR, hop off the platform and run to the security door at the end of the 
HLWY.

Use the passcode on the keypad; enter the room at a run, run past the 
oblivious standing man to the machine thing that starts the aging comp at the 
middle of perimeter wall at the far wall. Start the machine up then run left 
to the 1st unit and save.

(SAVE)


(NOTE)
Hopefully you know the route back and forth to each of the overheating units 
in the room, every time I try writing the moves down they sound confusing to 
me. Basically it's a left right thing, L-R-L-R-L-R then to the card stacking 
machine.
=============== 

Wait for the unit to light up, flip the switch then run back and forth to 
reset the rest of the fuses as they light up to prevent them from over 
heating. When the final unit, (#6) is reset run to and pick up the stack of 
punch cards. 

CT4c, Getting the heck outta here!

Backtrack to the stairs and platform, hop up and begin tapping "B" to stand 
as you FC up the stairs. Backtrack to the window opening. Hop out onto the 
shed roof; shoulder the AR and WW to the low left corner of the roof, the 
drop off point. Most often the roof RBG is to Sam's left at the far end of 
his patrol and heading Sam's way but has also been walking past the shed roof 
to Sam's right as Sam reaches the drop off point.

1. If the RBG is standing at the far left end of his patrol and facing away 
as Sam gets to the drop off point ignore him and drop off. Stand and run to 
the XP.

2. If the roof RBG is anywhere between the far left end of the roof and 
walking toward Sam's drop off point when you get to the drop off point Shock 
him. Continue to WW off the roof, stow the AR on the way down and run to the 
XP.

3. If the roof RBG is anywhere to the right of Sam's drop off point continue 
to WW off the corner of the roof and stow the AR on the way down and run to 
the XP.

Stand and run to the XP, run through the small dark room and go NV if you 
aren't already. When you get to the XP open it, turn right and sidestep out 
onto the fire escape. Run through the LMR to the glass XP leading to the 
kitchen. 


(NOTE)
2 different events can occur as you open the XP; both are dealt with the same 
but #2 takes about 5 to 8 seconds longer.

1. Kit is anywhere from 5 feet from the door to the kitchen counter on the 
left. Go NS and open the door, shoulder the AR and Shock Kit, stow the AR, EI 
and SPP. Run to the left side of the HLWY leading to the extraction HLWY, 
about 4 feet from the dark shadow line in the HLWY PtP. Switch hands and WW 
tight to and along the wall, (if you hear comment from Liv). ASAP target and 
OCPC, stow the wep and run to and into the Extraction Elevator.

2. Kit is missing from the kitchen and still deep in the HLWY leading to the 
extraction HLWY. Go NS and open the door, shoulder the AR and take a step 
into the kitchen. Look to Sam's 1:00 where the kitchen counter turns back to 
the left side of the HLWY leading to the extraction HLWY. Target to the right 
of the potted plant on the counter, Kit will appear in a moment, send the 
Shock. Stow the AR, EI and SPP then run to the left side of the HLWY leading 
to the extraction HLWY. About 4 feet from the dark shadow line in the HLWY 
PtP. Switch hands and WW tight to and along the wall, (if you hear comment 
from Liv). ASAP target and OCPC, stow the wep and run to and into the 
Extraction Elevator.

  
10 KOs on 8:57  
===============

Best time 8:57
KOs 10/11
Shocks 2/3
Foils 3  
Dists 10

All objectives complete 100 percent.
_____________________________________________________________________________

CT5. DISPLACE
Recommended
CT5a Just flexin the pecs in the gym Jim; scan Shetys bag, hacking comps 1, 2


(NOTE)
Just so there is no misunderstanding, my desire to improve on the time for 
this level bordered on mental. I had so many restarts and reloads from 
botched keypads and comps I stopped counting after 20 and the fun got wrung 
out of it somewhere around 30. Bear in mind, the fast time recorded at the 
end of this and any level with multiple keypads and comp scans rely on the 
prior save.

There're 9 hacks in this mission, unlike the "BANK" level after the 1st 3 
hacks were complete I saved every 2nd hack. I usually restart if I haven't 
solved the code by 1/3 the allotted scan time. I screwed up so much by 
pressing the wrong buttons and or the controller's buttons didn't respond to 
my presses fast enough. 

3 or 4 seconds added onto each scan adds up at the end of the level. So I 
ended up with 5 saves in this short mission.

This mission could be done 10 or more seconds faster, if I were able to leave 
once Nedich's name was revealed but I'm forced to sit through the convo and a 
sentence worth of speech after the sound volume rises. Then an issue arises 
if I begin running from the "NEDICH" recording something snaps in the game 
coding and prevents recognition of the Nedich data. The result is a faster 
level but at 85 percent instead of 100.
===============

Sam begins the level in an alley, stand, run to and through the short and 
narrow ally to the large enclosed area. 2 RBGs, a chain link fence and a big 
honkin air vent in the center of the open area. Once in the open run to and 
along the left leading corner of the air vent, break away at the far left 
corner of the vent, cross the walkway and leap to the fence. Climb over and 
drop to the ground. 

This agitates the crap out of the 2 RBGs and pulls them away from the target 
switch and gets both heading outside the cage. The switchbox is on the panel 
wall beside RBG #2, QC to the switchbox and flip it before RBG #1 exits the 
cage. 180 and FC along the panel, bear left and then stand and run back to 
the fence; leap to the fence, climb over and drop to the ground. 

This momentarily pulls RBG#1 back toward the cage gate. Run to the leading 
edge of the vent, hop up and FC for the trap door. Fast pick the lock 7:00, 
4:00, 8:00 and 10:00 open the trap and rappel down. FC to the 1st drop and do 
so. QC toward the vent, scope the EEV and look between the slats to locate 
and access Julian's briefcase. 

(SAVE)

Speed isn't as important as getting the segments correct, as long as the 2 
men are talking you have plenty of time. If you botch the 1st attempt exit 
and try again for the 2 files in the briefcase. EI and SPP then cable the 
vent and swing it toward the XP, when all 4 men are near the XP "X" out. Open 
the trapdoor, drop and hang, as soon as the last 2 men exit the room drop to 
the floor. Move to the left side of the XP to prevent the door from closing 
then follow the men using WW.

Follow the BGs to the intersection and break away at the Ops server farm. 
Stow the wep; enter Ops at the far left end of the room and MBSBA. Hook right 
around the partition then drift left to the target comp between the 2 aisles. 
When the "Use Computer" icon pops up on screen, look right to the end of the 
row of computers, scope the EEV and locate the last comp case, (just to the 
right of the brightly lit monitor). 

(SAVE)

EEV and access the distant comp 1st, when complete manually access the one 
Sam is at to complete the objectives. 

CT5b Hacking comps 3 and 4, hacking doors 1, 2 and 3, getting outta Displace

Head right and run out of Ops; hook left around the opening and toward the 
security door. 1/3 the way to the XP roll to QQC and continue along the wall 
to Sam's left, 2/3 along the wall drop to QC, move to the front of the door 
to the left of the Keypad. Access the keypad with the file taken from the 
briefcase, do not attempt to open the door. Open the door after Julian walks 
away and begins talking. Stand, PtP and move to the edge of the door just 
enough to see Julian stand, turn and walk away. Move a bit more into the room 
to locate and target the "LEVEL 2" sign in front of the elevators. Wait for 
Julian to cross left through Sam's pistol sights to OCP the sign and then 
follow Mayor whoever he is. 


(NOTE)
Flipping the light switch would be great but it doesn't seem to shut the 
Level 2 light off, glitch or what I don't know.
===============

Stow the wep MBSBA and creep toward the fern; turn left between the table and 
sofa then bear right to the wall; slide past the light switch to the railing. 
About 4 feet from the Mayor MBSBA to the elevators; remain tight along the 
front of the elevators to avoid the camera. When you get below the camera 
between the 2 elevators stand and run along the elevators. Everybody will 
freak out but Sam will remain at -0- ID. Ignore the sitting RBG and continue 
to and through the exit. 

Drop to QQC through the short HLWY and into the locker room, (to distract the 
BG sitting on the bench). Make a hard left around the partition and slow to 
QC as you enter the exercise/computer room. Move left to the corner near the 
user and hop over the railing. QC along the wall past the user and locate the 
target comp at the end near the railing.

(SAVE)


(NOTE)
If you were too noisy and overly upset anyone on your way into comp/exercise 
room you can expect the locker room and the comp BG to be looking for Sam. 
You can still get out of the room but it's slower and the odds of venting are 
much greater.
===============

1. Access the comp, move to the corner of the wall and railing and hop over; 
turn right, QQC along the railing, at the halfway point, (Sam's meter drops 
to -0-) stand and run to and through the duct in the locker room. 

2. If you upset someone on the way in, access the comp, move to the corner of 
the railing and wall and hop over; crouch, "STICK TO THE RAILING" and slide 
toward the XP. Once you're back in the dark release, stand and run to the 
duct in the locker room.


Pop out at the other end of the vent, stand and run/jump straight for the XP. 
Run through the XP, the 2 men will freak but it'll slow them down enough for 
Sam's needs. Continue running, bear left then right, there's a set of stairs 
above and to Sam's left, look deep into the room to the far glassed wall, 
there may be a BG with his back to Sam. Continue running to and up the stairs 
to the security door and save. 

(SAVE)


(NOTE)
To date I get shot by the BG at the gun range window 2/10 times. Ensure you 
close the security door as you enter the room; I get shot 4/10 with an open 
door.
===============

Hack the security door, enter the room, close the door then hack the comp.
Go NV and enter the vent. Turn right, run to the trapdoor/vent opening and 
rappel down. Halfway down drop to the floor and access the comp, (which 
fails); 180, move to the middle of the right side sliding door and EI. Load 
Cams in the tube then shoulder the AR set the bottom of the sights on top of 
the horizontal bar at the middle of the sliding door. Once the doors slide 
open send the Cam to the base of the sliding door at the far side of the 
room. ASAP as the Cam opens press "X" a couple 3 times then "Y" to gas the 2 
BGs.

"X" out, stand and run for the XP, run through the 2 sliding doors at the 
other end of the room to the swing door. Crouch, open the door and move left 
past the side of the door for cover. IF the RBG is missing, MBSBA straight to 
the closest elevator and enter. Fast press for the 3rd floor and hold at the 
rear till the elevator passes the 2nd floor, (may be seen by BGs on level 1 
and 2). Move to the doors, stand and EI then load Foils.

Exit ASAP, turn right and run into the dark HLWY. Drop to QQC just before the 
2nd right turn and enter the sitting room. Scope the EEV on the glass walled 
room to Sam's right just to the right of the room's door. Remain locked on 
the target to maintain "RECORD", as you cross the sitting room to the wall 
leading to the next HLWY and hold.


(NOTE)
There seems to be an issue with the game, it doesn't want Sam to run from the 
Nedich recording. Anything above FC before you pass the 1st door on the left 
and the game doesn't log the info recorded from the room.
=============== 

"X" out of the convo between the 2 men in the room when the convo volume 
rises and the BG says, "You'll get the VIP package". Turn left and FC past 
the 1st doorway on Sam's left then stand and run through the rest of the 
short HLWY and then bear right into the 2nd intersection on Sam's right. Look 
up above the XP at Sam's 11:00 as you proceed; determine which direction the 
camera is rotating, (usually to Sam's left) then run a loop in the opposite 
direction to the XP.  

(SAVE)

Hack the Keypad, leave the door open and walk briskly through the HLWY to the 
security door on the left at the end but do not alert the BG in the 2nd room 
on the right. Hack the door, enter the room EEV the comp on the table then 
stand and run to the EP below the wall camera.

1. Shoulder the AR and send a Foil to the RBG in the HLWY while he's still in 
the dark. Stow the AR and run left to and along the wall back into the dark.

2. If he enters the light before you Foil him you'll be forced to wait it out 
in the dark till he swings away from the door. As he begins turning away move 
into the doorway and look up at the camera for its direction, wait for the 
RBG to be in the dark then Foil him. Exit the HLWY opposite the swing of the 
camera and into the dark. 

Drift left then break off to the XP and Access the keypad. Use the code from 
the last comp, open the door and run to extraction.
  
Best time 8:12   
KO 3   
Dists 9/10
Foil 1 
Cam 1  
All objectives complete, 100 percent
_____________________________________________________________________________

CT6. HOKKAIDO
Stealth
CT6a Looking for bugs 1, 2&3 in all the wrong places, "Finding Nedichland" 


(NOTE)
Hokkaido is yet another mission that when played from "MISSION" mode requires 
you to locate additional info normally acquired in the previous mission. In 
this case you're required to EEV the license plates from the 2 SUVs in the 
courtyard. The BG leaning against the 2nd SUV must be moved no less than 10 
feet from the plate for the EEV to work. Like all previous missions this 
slows the fast time down from the "PROGRESSIVE" mode, in the case of Hokkaido 
a considerable slowdown.   

OK, like all the missions in this guide moving Sam around is difficult when 
in close quarters, in Hokkaido it isn't just the BGs but the whole 
environment. It's full of small tight rooms with tons of obstacles, nooks and 
crannies, hoops to jump through all over the mission. Sam can get snagged on 
just about everything. Just as frustrating is a controller that doesn't 
respond as quickly as it should.
===============
 
Sam begins the level in a dark swampy place; EI and load shocks then stand 
and run along the path toward the RBG standing up on the rock ledge ahead. 
Roll under the dead fallen tree and stand, shoulder the AR and send one to 
the RBG. Stow the AR, EI, load foils, exit inventory, EI and SPP. Run along 
the rock wall to Sam's left and go NV. 

Jump up onto the ledge, stand and run the shortest route to the steps and 
leap up them into the building. Continue running through both rooms and run 
to the right side of the support post. Bear hard right out the XP onto 
porch#1 then left off it to the rear of SUV#1. Stop and turn left to face the 
lantern lighting up the front of porch#1, PtP, shoot the lamp out and stow 
it. 

Turn right, run straight for the right side end of porch#2. As you head for 
porch#2 line up with the window at that end of it. Leap over the bench onto 
the deck then hop through the window opening. Stand and run to the floor 
level duct at Sam's 12:00, stop in front of the duct, EI and SARP. Crawl 
through the duct and exit. 

(SAVE)


(NOTE)
The next 3 moves appear simple but are deceptively difficult, nevertheless 
must be completed smoothly and fast to succeed. I suggest saving before you 
exit the vent.
===============  

Go NS before you exit the vent, ASAP shoulder the AR and Foil the RBG at 
Sam's 12:00. Stow the AR, stand and run left along the HLWY to the large 
cased opening, quickly face it, shoulder the AR and Foil the RBG at the far 
end of the room, (searching for bugs). Stow the AR, hop through the opening 
and run straight for the Mic to the left of the potted plant. ASAP run back 
to the cased opening and hop through. Turn left, run along the HLWY to and 
through the draped XP. Stay left as you pass through the room to the XP; stop 
at the left side of the XP and shoulder the AR.

Sidestep right into the XP, locate the RBG in the next room and Foil him. 
Stow the AR, EI and load shocks, exit, EI and SPP, exit and run. Go NV and 
run through the next 2 rooms to the veranda then run along the railing to the 
corner post. Roll past the corner post to the wall then QQC right to the XP 
window opening and hop through into the room. The 2 RBGs will hear Sam 
running along the railing and exit the room to investigate. 

From the window, QQC to the next bug at Sam's 10:00 and pull it from the 
painting on the wall. Stand and run through the short HLWY into the kitchen; 
go NS, turn right, run along the wall on the left toward the XP, (sliding 
door) and flip the light switch as you pass by. Slide the door open, PtP, 
target and OCPL at Sam's 12:00 at the far end of the courtyard. Stow the wep 
and begin running across the porch and onto the grass.


(NOTE)
If you stay tight along the right past the sitting bench to the tree then run 
or leap over the boulder into the shadow lane I make it into the building 70% 
of the time without ID.
===============  

Bear hard right when you pass the tree then leap up the steps into the 
building. Continue running for 2 left turns which bring you to the Buddha 
room. Drop to QC and turn right; hook through the draped opening into a short 
wide HLWY and bear left along the wall toward the sliding doors. Open the 1st 
sliding door, do a tight FC left around the door and pull the Mic. 

(SAVE)


(NOTE)
There're a number of ways to alert the BGs in the next room, as of this 
rewrite I've probably seen every possible response from them, most of which I 
never saw before. The one attention getter that seems most favorable is the 
one used below. Normally a FC to the corner of the room before entering the 
duct is sufficient to get 2 of the 3 out and 1 back. On this rewrite all 
efforts failed except the once mentioned.

If you allow Neddy to come to a full stop in the small well lit room you 
won't be able to grab him but he'll be able to shoot you.
=============== 

Exit the room at QC, head to the corner near the duct of the room Neddy is in 
and "WHISTLE". Enter the duct and exit the other end ASAP. Crouch and go 
after Neddy, you must grab him before he comes to a stop in his room. Drag 
him back into the dark room and to the right side of the doorway, opposite 
the duct. 180 and push Neddy into the dark corner to speed talk him, (fast 
tap "A" many times until interrogate reappears in the comms window).
Kill Neddy then QQC back to the duct and mad crawl for the other end.

CT6b, swatting more bugs 4, 5&6, Zherky bites the big one! 


(NOTE)
Most often 1 BG remains in the room near the doorway, sometimes not then 
slowly walks back toward the dark room. Quite often BG#2 returns to the room 
and passes by the duct opening as Sam reaches it, sometimes he's already in 
the room. As long as he has passed by the opening you can exit without 
concern. Sometimes all 3 RBGs have been huddled at the doorway to the room 
vibrating against each other.
===============

Pop out of the duct and bear left through the HLWY at a run, run into and 
through the right side of the Buddha room. RBG#3 is in the room Mic#3 was in. 
Run to the right side of the support post and then straight for the air duct. 
Enter and then hop out the vent; run forward and right to the climbing pipe. 
It doesn't matter if the RBG in the glassed room sees or hears Sam. 

Climb the pipe, fast walk or FC and MBSBA around the corner to the end then 
drop to the floor. MBSBA out of the room and head right, go straight through 
the open doorway ahead for Mic#4. Pull the bug off the wall between the 
doorway and the bed. Exit the room, turn right and drift to the left side of 
the next HLWY for the cased opening on the left.

Hook hard left around the opening to the Mic#5, snag it then stand and run 
through the cased opening and head left along the wall. At the end of the 
wall near the doorway flip the light switch to off for the next room. Run 
across the room to the sliding glass door, open it and exit. QC left down the 
steps and hold at the end of the stair rail, an RBG is standing behind the 
door ahead and another walking across the veranda above. 

(SAVE)

EI and SARP, as the RBG turns away from the sliding glass door QC toward it. 
Stand after a step and walk to the door slide it open, shoulder the AR and 
enter the room. Move forward and to the left or follow the RBG to acquire 
target and Shock him near the base of the stairs. 


(NOTE)
If you make just the right amount of noise on your approach to the glass door 
the RBG will stop and comment giving you the time to open the door and stun 
him less than 10 feet away. However, know this if he looks up to the glass 
ceiling as he comments you might as well reload from your last save. The RBG 
above will slow his walk into the building forcing you to creep instead of 
run and killing any fast time.
===============

Stow the AR, run to the Mic and pull it. 180 and exit the room at a run. Run 
all the way to the sliding door on the veranda. Enter the room and turn left, 
fast walk or FC toward the RBG, when you get to the same floor level as he 
slow down enough to allow him to turn the corner ahead. As he reaches the end 
of the HLWY and disappears around the corner stand and run toward the 
bathroom at the end of the HLWY. Roll through the opening and hard left to 
the duct opening and enter hopefully without getting vented. 

(SAVE)

Ensure you're in NS, ASAP exit the vent, shoulder the AR and sidestep left to 
clear the tree between Sam and the RBG at the far side of the courtyard. Try 
hard to send the Shock before he begins walking away. Stow the AR, stand and 
run to the edge of the roof and jump into the courtyard. ASAP stand and run 
to the sliding door to open it, go NV and run through the next 2 rooms to the 
opening in the wall. Roll through the opening, stand, turn right and run 
through the gate.


(NOTE)
There's an inconsistent issue with running through the gate and past the 2 
BGs standing just past the corners of both buildings. Sometimes the 2 BGs at 
the corners of the buildings ahead are waiting for Sam to pass by. It doesn't 
matter whether you're running or in stealth mode they mow Sam down. I can't 
brain out what causes it to happen.
=============== 

Once you're past the gate move to the middle of the walkway and head straight 
for the SUVs. As you approach the SUVs bear to the right of the closest one 
then loop right and jump onto the porch in line with the window. Hop through 
the window and run to the extraction point to end the mission.


(NOTE)
The fast time when acquiring the extra Nedich file is 6:26.
===============

Best time 6:06 
Kills 1, Nedich
KO 6
Shocks 3
Foils 3
Dists 10  
All objectives complete, 100 percent
_____________________________________________________________________________

CT7. BATTERY
Stealth


(NOTE)
If there is any shooting, screaming and or "There he is" from either of the 2 
BGs as you navigate the trough, (channel from the truck to the trap door into 
the building) you have been ID'd. Restart.

If BG#1 from the far end of the really large room is walking toward BG#2 near 
the trough area while you're lowering down the rope you'll be ID'd in the 
trough. Restart.  

Why can't Sam slide down rope?
===============

CT7a "Going down, no love on an elevator" Shipping and Repair logs 1, 2&3

Load Cams in the tube, FC to and open the trap, grab the rope and lower Sam 
into the complex; when Sam has re-grabbed and lowered himself for the 5th 
time drop to the floor. He'll take a little damage. Turn and run to the nose 
of the stake bed truck ahead. Hook tight around the driver's side front 
fender and drop into the trough below. FC and zigzag through the trough until 
you locate the ladder and the trap door. Climb up and enter the room above.


(NOTE)
There are a couple 3 ways through this room and adjacent HLWY; they're in the 
order of fastest to slowest. 
===============

1. The BG is sitting at the comp near the XP, stand and run through the XP, 
drift to the right side of the HLWY and run through the next XP. A step or 2 
into the room roll between the cubicle and the glass walled office. QC to the 
wall to the left side of the door then left around the bumpout. Face the 
office door; activate the EEV and turn right to the middle of the monitor 
then down to EEV the comp in the office as the BG walks by.

2. The BG isn't in room, FC to the XP, if the HLWY is clear drift to right 
side of HLWY at a run. Head left through the XP at a run then 1 to 2 steps 
into the room roll to the left of the cubicle. QC around the cubicle and 
avoid the BG as he stands and moves off to investigate. EEV the comp in the 
office as the BG walks away. Follow the EEV instructions from option 1.
 
3. BG isn't in room, FC to XP, if HLWY isn't clear hold at right side of XP 
till BG is in room. ASAP run through XP, drift to right side of HLWY and run 
through the next XP. A step or 2 into the room roll between the cubicle and 
the glass walled office. QC to the wall to the left side of the door then 
left around the bumpout. Face the office door; activate the EEV and turn 
right to the middle of the monitor then down to EEV the comp in the office as 
the BG walks by.


(NOTE)
From the dark wall do not change the camera, angle, (up or down) as you turn 
the EEV to the right past the door to the center of the monitor then lower it 
a smidge for the scan.

When you slide the EEV onto the monitor it'll begin scanning but fail, so 
ensure you lower the EEV targeting icon down once you're in the middle of the 
monitor.
===============

"X" out, 180, stand and run through the XP into the lighted HLWY, roll just 
as you bear left around the corner and you'll roll to the next XP. Enter the 
sleeping quarters, ambient is cube 1, don't light it up till you're past the 
sitting sleeper to Sam's right. Once past the sitting sleeper stand and walk 
to the left side of the double doors of the XP, you can go above ambient no 
more than 2 cubes to the door. Open the left door. 


(NOTE)
Here are 4 options for the different locations of the BG when entering the 
storage room.
===============

Option 1 
As you enter the storage room the BG will be at the middle of far left set of 
shelves across the room. Head right and run along the shelves to the locked 
door next to the stairwell railing, bust the lock and enter the room.

Option 2
The BG is on the far side of the middle row of shelves. If you have every 
move from option 1 down, the odds are 70/30 you'll make it over the railing 
without being seen. Run, bust the lock and enter the room. 

Option 3
If the BG is at the shelves to Sam's 3:00, QC up his 5:00 and tap LT. Run to 
the locked door, bust it and enter the room.

Once you're through the locked XP take 2 running steps into the room, turn 
right toward the computer table which is to the right of the sitting BG. 
Scope the EEV and scan target comp #2 below the monitor for the 2nd 
objective. Run out of the room, turn left, hop over the railing and drop to 
the floor below. Stand, and run tight right around the 1st wall then tight 
left around the 2nd wall into the large open area. 

Stay to the left along the wall, stop just the steps and shoulder the AR. 
Locate the 2 RBGs talking on the raised platform near the missile truck. 
Target and send a Cam just right of the BGs shoulder, (most times one of the 
BGs takes a shot at the cam and gasses both BGs) if this doesn't occur as the 
camera opens up quickly tap "X" then "Y" then "B". EI, load Foils and exit, 
run up the stairs to the electric box and patch it. As you patch the panel 
rotate Sam's camera back toward the flat spot on the tractor to orient for a 
fast and accurate approach when done with the fuse. 

ASAP stand and run to the flat spot behind the trucks cab and hop up then hop 
up onto the cab. 180 the camera then run/jump to the missile rail and mad 
skooch after the missile. If you don't contact the missile 1st pull Sam's 
legs up before the camera to Sam's 2:00 catches sight of them. If you contact 
the missile Sam will automatically pull his legs up. Once Sam goes legs up 
rotate his camera to be looking at the camera, it doesn't appear to rotate, 
once you're past the scanning angle drop legs and mad skooch after the 
missile. 
    
If done right you won't have to stop more than twice and only enough to keep 
Sam from going legs up. Do not accidentally bump the missile when close to 
the end; it takes too long to recover. Once you're above the ledge to the red 
light area drop down and quickly move to and through the trap door to the 
floor below. Stand, run and drift left to the wall. Round the corner into the 
dark and come to a stop where the railing of the raised platform in Control 
Room #1, (CR#1) meets the wall.

The BG on the raised platform is visible from this position, quickly shoulder 
the AR and drop him with a Foil. Stow the AR, run to the trap door leading to 
the top of the elevator at Sam's 3:00 then jump to and hoist up. FC through 
the duct to the (RED) electric panel and repair it; move right to the corner 
and ride the elevator up. 

(SAVE)

Look out level and straight forward, "WHISTLE" as the duct comes into view to 
attract the RBG in the elevator room. Crawl into the duct when the elevator 
stops, exit the vent, stand and run left into the dark PSWY to the ladder. 
Drop from the ladder to the floor then open the duct gate, stand and run the 
length of the HLWY to the intersection on the left. Slow to a brisk walk as 
you round the corner and drift right to the wall, stick to the wall just 
before you walk out into the light. Slide the length of the wall back into 
the shadow then crouch and release beside the top of the steps. MBSBA to the 
end of the console swing past the seat to target comp #3 and access it for 
the objective.



(NOTE)
Look left to the lower floor as you slide along the wall to the steps, if 
you're very, very lucky BG#4 will be walking down the steps to the lower 
level with the other 3 BGs. You're merely lucky if only 3 BGs are below. The 
best situation is to have BG#4 standing at the lighted board and facing away 
from the console. If BG#4 is at the same long console and within 8 feet of 
Sam odds are greatest he'll be vented before or after accessing the target. 
===============

Ct7b, "Playing with phallic symbols", log #4, launch codes and I'm not afraid 
to use 'em.
 
Swing Sam's camera left for a clear line into the dark and once the objective 
is complete backtrack to the wall. Halfway to the wall stand and walk to it, 
stick and slide along the wall into the short dark HLWY. Look down at the 
floor as you slide into the HLWY; do not pass by the corner into the adjacent 
HLWY or into the lighted area, stop within the shadow and remain stuck to the 
left wall and hold.


(NOTE)
There is an issue; the game does not want Sam to pass by the end of said HLWY 
corner until the Officer shoots the Captain. If you do so the 2 large Missile 
storage room doors leading to the 2 missile launcher areas will remain down.
===============
 
The RBG from the elevator room will be out in a sec; ensure the captain dies 
and the RBG passes by before you head out. Usually the RBG passes by Sam then 
a few seconds later the colonel shoots the captain. Once the RBG passes by 
Sam move to the right side of the HLWY, when you hear the shot run to the 
elevator room. Run through the doors and along the right side of the room to 
the elevator door. Press to open the doors then press for down once you're 
inside the elevator. Move away from the doors, face them and hold. 

DO NOT TOUCH THE ELEVATER DOORS AS THEY OPEN THEY MAY GET STUCK AND NOT OPEN 
ENOUGH TO LET SAM OUT. 

When the doors open run out and right, run to and jump up CR#1's steps. Run 
across the room to the XP and leave it open, fast walk down the steps into 
Missile Storage Area #1, (MSA#1) then head right. Leap forward into the dark 
and run to and around the corner near the missile trough. Just before you 
pass the right side railing of the bridge leap forward into the trough, stay 
close to the wall on the left but do not touch it. ASAP after Sam comes out 
of the roll press "B" to stand and run, Scrape the corner on the left, head 
for the middle of the blast and roll under it. 


(NOTE)
There is an issue with the LA#1 RBG; half the time you can foil him half the 
time you can't without creating an alert. I can't figure out why. The same 
thing happened with the Banks 1st floor BG and the 2nd floor RBG. I tried 
going back to previous saves in Bank with no results but when this happens in 
Battery going back 2 saves seems to work so far.

As for foiling the RBG, you need to listen carefully as you stun him; there 
are 3 options for you at this point.

1. If you hear screaming from the 2 BGs in the LCR below you can go back the 
2 save points and restart. 

2. If you don't hear screaming you can enter the SAVE part of MENU and save 
the moment. The rational is this, if you biork the run anywhere from the save 
to the blast door to LA#2 and LCR#2 you won't have to go back the 2 save 
points. The down side to the save is the disorientation when coming out of 
the menu; I believe it slows the mission time.

3. Or you can go back the 1 save point and adjust for using a shocker on him 
then switching back to foils on the 2 LCR#1 BGs then switching back again to 
shockers for the last 2 stuns.

Option #3 obviously uses up the most time switching back and forth and at 
least for me compounds any errors that inevitably arrive due to bad button 
pushes or neglecting to reset the projectile or the correct projectile.
===============

ASAP from the roll, stop to the right side of the missile tracks and in line 
with the stairwell, stand and shoulder the AR. Quickly Foil the approaching 
RBG, stow the AR, turn and run at the steps leading to LCR#1. When you reach 
the top of the stairs leap, continue to press forward and steer Sam toward 
XP#1. Begin tapping "A" as you roll up to XP#1, open the door, shoulder the 
AR, stand and press forward. Keep moving toward the comp BG as you target and 
Foil him regardless of where he is. 

EI, load Shocks and proceed past the big dark box thing in front of the 
turret on the left. Swing the barrel left to face the big box thing and begin 
sidestepping to the right past it. BG#2 is crouching at the right side the 
big box thing, lower the barrel to 115 to 120 degrees, when the BG comes into 
view send the Shock. Stow the AR, run to the malfunctioning circuit and 
repair it. Swing Sam's camera to the target comp as he makes the repair then 
run to it and access it for the objective. 

Backtrack out of the control room to LA#1, halfway up the stairs jump, (its 
faster) access the rear section of the launcher turret for the data. Turn and 
run toward the blast door and roll under it; stand and run to the bridge 
steps. Jump up the steps and cross the bridge. Continue running to CR#1, if 
you hear the MSA#1 BG comment as you run up the stairs to CR#1 close the door 
on your way by. Run through CR#1 to CR#2, run to and jump up the steps into 
CR#2 and head for the XP at the right side end of the short dark HLWY.


(NOTE)
At the pace of this guide the majority of the time 70% and better the CR#2 
RBG is in MSA#2 and heading for Sam's XP. To date I have enough time to stop 
at and open the XP and Shock him at the base of the stairs, the security ball 
doesn't see him. 

For the other 15%, where I don't make it to the XP I end up shocking him from 
the middle of CR#2 as he passes through the XP. I also got my fastest time 
with that maneuver. 
===============

Option 1
The XP is closed but opens as you begin running across CR#2 toward the XP. 
Shoulder the AR in the middle of the room and target leg height, Shock the 
RBG as his legs appear in the doorway. Stow the AR and run to and through the 
XP.

Option 2
The XP is closed, run to the XP, open it, shoulder the AR and Shock the RBG 
at the base of the stairs, stow the AR and run through the XP.


(NOTE)
2 options arise as you descend the steps into MSA#2, the MSA#2 RBG will be 
LOS or not. Option #1 below follows option #1 from above.
===============

Option #1
Run down the steps turn left and run into the dark. Locate the MSA#2 RBG on 
patrol at Sam's 1:00 then shoulder the AR and Shock him. Stow it and run to 
the blast door fuse panel. 

Option #2
The MSA#2 RBG is at Sam's 11 to 12:00 or missing, continue running along the 
wall toward the missile trough. As you approach the corner to round it 
shoulder the AR and WW around the corner, locate, target and Shock the RBG. 
Stow the AR then run to the blast door fuse panel.

As you run to the fuse panel be sure to run off the raised WKWY between the 
missiles nose cone on the right and the debris on the left so you can roll to 
the fuse panel. From the repaired fuse panel FC to and roll under the blast 
door as it rises, ASAP tap "B" to stand and run over the middle of the 
missile cradle to the right of launcher#2. Run toward the stairwell blast 
berm and leap over the top for a DHD to XP#1 below.


(NOTE)
As you pass by the launcher look forward and down, notice the long line that 
parallels the blast berm. You want to be running over the line when you make 
your jump to and over the berm. You want Sam to be just left of the end of 
the line to land in front of the XP#1 to LCR#2. If you make the jump 
correctly and release forward at the right time you float over the blast berm 
and 180 at the edge for a DHD to the bottom of stairwell#1 and in front of 
XP#1.

A couple options appear to Sam as the LCR#2 XP#1 opens, BG#1 from LCR#2 can 
be anywhere from the control panel at Sam's 11:00 to walking to the front of 
LCR#2.
===============

Option #1 
If you're very lucky BG#1 is sitting in his comp chair at Sam's 3:00 or 
walking to the front of LCR#2. QQC into LCR#2 head right to the target comp 
and LT BG#1 if he's sitting then access it for the objective. Backtrack to 
the EP, halfway there stand and run to and up the steps of stairwell#1 to the 
launch area, try your best to stay in the middle of the stairs for 2 jumps to 
the top. Too close to the sides and Sam will stop and will do a split jump.

Option #2
BG#1 is at the control panel at Sam's 11:00 when you enter LCR#2, QQC to the 
target comp to access it for the objective. QQC back to the EP, QQC through 
it then stand and run up the stairs. Stay in the middle of the stairs for the 
2 jumps to the top. 

Run all the way back to CR#2 and access the target comp for the objective. 
180 and backtrack to MLA#2. Once in MLA#2 turn left and run along the berm 
protecting stairwell#2 and XP#2 stairwell berm wall, locate the red beacon 
light and hop onto the blast berm for extraction. 


(NOTE)
Most times I'm lucky enough to get through Battery with 8 KOs, when not so 
lucky it can be up to 11. The 8:16 time was done with 8 KOs. There was some 
major swearing at this mission, my wife and dog preferred watching a movie at 
the other end of the house.
=============== 

Best time 8:16  
KO 8/11
Foils 3
Shocks 3
Cams 1   
Dists 6


Minus 1 main objective complete 100 percent.
_____________________________________________________________________________

CT8. SEOUL 
Recommended
CT8a "Driving hard drives to the roof", cutting power to PA feed 1, 2&3

(NOTE)
Regarding the 2 tanks and their Vulcan turret guns, this is what I know.
1. The operator visible atop the tank has nothing to do with the turret. 
2. The turret guns are not NV, IR or TV capable.
3. So far as I can tell they are motion sensor capable only.
4. Smoke grenades cover Sam's movement but how if #3 is true?
5. They are not affected by sound or light.
6. To date I can find no other way to fool the tank except smokes.
7. If you hear the turrets whir and immediately stop moving you can avoid 
death for a few seconds until you move again or the light returns and a BG 
sees Sam.
8. It's been aimed at Sam while he's moving and not fired and been pointed as 
far off as possible only to whir back and fire on Sam.
9. I was in the dark corner where the RBG usually crouches between the pole 
light and the ally I dump the pilots. I stood in said niche directly in front 
of tank #2 for nearly 4 minutes jumping and crouching and never got shot.
===============


(11/25/12)
Shouldering the AR and walking past wall mines is much faster than doing it 
manually tres useful.

Load Shocks in the tube, run to the XP and out of the room, bear right 
through the HLWY and about 10 feet from the ledge roll and release forward 
for a DHD to the ground. 180 and head into the blocked off ally to Sam's 
11:00 at a run. Run around the corner into the ally and shoulder the AR when 
you reach the black garbage bag on the left. WW to the wall mine, stop when 
the mine is at Sam's 9:00, stow the AR then press and hold "A". From this 
position you'll clearly see the mine, release "A" as the mine flashes 
"GREEN". 

Turn right, hop onto the barrier wall and press forward, (hopefully Sam will 
drop and roll to the head of the ally. Bear left a foot or 2 and "WHISTLE", 
180 then head left around the debris to the left side of the camou net and 
hold. Both BGs will exit from the net, grab BG#2 as soon as he makes room to 
creep his 5:00 for a GDIC. ASAP drag him to the wall at Sam's 3:00 and speed 
talk him, choke him then quickly shoulder the AR and Foil BG#1, stow the AR 
and run to PA feed#1. When complete head for the end of the long ally at a 
run, continue past the UXB; locate the climbing pipe in the right corner of 
the niche ahead. 

Enter the left side of the niche then loop Cw to the pipe and jump to it, 
climb up, skooch to the fire escape and hoist up. Stand and run toward the 
ladder, shoulder the AR and Shock the BG standing on the flat roof at Sam's 
1:00/4:00. Climb onto the ladder and begin to slide down but release from the 
ladder after a foot and drop to the ground, Sam will be standing. Run around 
the stacked boxes and "WHISTLE" as you bee line it to PA feed#2, the RBG and 
Truck will investigate the noise. 

Disable #2 then head for the stacked boxes to Sam's 3:00, hoist onto them 
before Truck exits the truck and walks around them. QQC to the stacked boxes 
to Sam's 3:00, hop up onto them then drop off against the wall to Sam's left 
and stick. Once both BGs passed by Sam, QC into the back of the truck and 
access the target comp. 180 Sam's camera to be ready to stand and run when 
you complete the task.

Stand and run out of the truck, veer right and drop off the side of the ramp 
and continue running past the row of boxes on Sam's left. Run left past the 
boxes toward the lighted ally at Sam's 11:00 past the boxes then straight for 
the XP ladder. Leap to the ladder and climb to the roof; at the top, locate 
and disable PA feed #3. Enter and exit the other end of the duct. FC to the 
ledge and DHD to the trapdoor level, (Sam will take some damage), open the 
trap and drop to the floor. 

Stand and run to the HDDs at Sam's 9:00 then return to the ladder and load 
Foils in the tube. Stick to the wall to the right of the ladder then slide a 
smidge into the gap beside the server rack and wall. The doors to the room 
will be blown off in a moment, once the doors pop, continue sliding between 
the wall and server and slip over to the wall to the left of the blown 
opening. Stick, crouch, release from the wall and hold. 


(NOTE)
Stay away from and do not look out past the corner of the blown opening for 
RBGs#1&2. Not sure if it's related but when I look they do a little Ring-
Around-The-Rosy dance. Instead of Flashlight entering 1st it's RBG#2, this 
slows the maneuver down and allows the 3rd RBG patrolling the floor above to 
get further along the HLWY before you can get to him.

As for RBG#3, once I started taking him out with the LT I was getting an off 
and on again ID at mission stats which I believe came from him. I'm pretty 
sure Sam's ID'd when he delivers an open palm uppercut instead of an LT. To 
date, FCing up the stairs then running to #3s 6:00 catches him off guard and 
an LT is delivered. 
===============

Upon seeing the beam from Flashlight, move to the left edge of the XP ASAP 
then locate the 2. As Flashlight passes over the threshold move onto it but 
remain on the server room side. When #2 is about 6 feet from the XP exit and 
head straight for the foot of the stairs, accelerate from QC to QQC. At the 
stairs FC to the top then stand and run a hard left around the railing then 
into the dark HLWY. Head straight into the middle of the HLWY and straight up 
#3s 6:00 to LT him before he can turn around. Run to and left around the 
corner ahead into the connecting HLWY.


(NOTE)
Stopping at the bathroom door provides cover from the RBG in the elevator. If 
you run to position across from the bathroom doorway before you arm Sam the 
elevator door opens immediately and the RBG begins to exit before you can tap 
"X", (CLICKER). He still turns to the camera but when he's gassed some part 
of his body always falls past the plane of the elevator doors and prevents 
them from closing.
===============
 
Stay tight to the wall on the left, halfway to the door shoulder the AR and 
come to a stop across from the bathroom doorway. Target the middle right side 
of the elevator doors at eye level, as soon as the elevator doors begin to 
open and clear the AR's sights send it. ASAP after the camera activates press 
"X" then "Y" then "B". ASAP run into the elevator to the floor menu, stop 
only long enough to press for up then run to the opposite rear wall. EI, load 
Gas in the tube, exit then EI to SPP. When the "PRESS [A] TO CONTINUE" window 
appears on screen do so.

(12/5/12)
Tactic change on elevator BGs
(NOTE)
I was gassing them but it took too long to dissipate causing much more damage 
to Sam and more often than not the BG closest to the doors would drop in a 
way that prevented the doors from closing forcing me to pick him up on the 
way in. The Sticky Cam drops them where they stand and dissipates much 
faster, plus it's fun to watch them react to the camera click and drop from 
the gas. 
===============   
      
CT8a, "Locate downed pilot", disable 5 UAV comps

From the WKWY head left and hop over the railing, press for crouch on the way 
down. FC under the WKWY then left to the leading right side of the small dark 
structure beside the stairs, locate and EEV the UAV comp. FC around the 1/4 
rounded duct thing, in front of Sam then to the right at a 45 degree angle to 
the outside corner of the flat roof and to the zip line. Press forward as you 
zip to the other building. Go NV as you skooch right then climb over the 
fence. Once Sam is over the fence continue to press and hold forward and "B" 
to drop straight to the ground. 

(SAVE)


(NOTE)
On the zip line maneuver mentioned above I average between 1 in 3 to 1 in 4 
sometimes much better, sometimes much worse. To succeed, the angle of 
approach to the corner of the roof can be no more than a blonde pube either 
side of 45 degrees and at a FC. Any other angle or speed and the odds of 
failure rise dramatically. I swing the camera sort of up to the underside of 
the WKWY and try to orient Sam to the spot where the outer edge of the WKWY 
and the zip line meet. I think too far left, the zip is too high and too far 
right the zip is too far away.

As to pressing forward on the zip, at times you may notice an odd look to 
Sam's grasp above the zip line and or his legs sticking straight out in front 
of him. If this occurs pushing forward on the LEFT CONTROLLER TOWER more 
often than not prevents Sam from falling to his death when he auto releases 
to the fence. Once grabbed, if Sam's hands are above the fence climb down one 
step before proceeding to the right. 

If the jump to the platform railing, (beside the wall mine), is executed as 
written Sam hops up and over the railing in a much faster and fluid move.
===============
  
Stand and run around the corner of the building, stay tight left along the 
wall then jump to and over the platform railing. Stand and run down the 
steps, drift left and cross to the wall on the right. Bear left along the 
wall toward the ledge, at the last second jump the gap and land on the 
railing. Continue to press forward through the jump and landing to ensure you 
slide off the railing and onto the roof deck.

Stand, turn right, leap to the building and hoist up. Your landing on the 
roof deck made enough noise to pull RBGs 1&2 from their convo and 
investigate. Stand and move to the AC unit on the roof, locate the target 
comp on the far right end of the distant roof, quickly scope the EEV and 
access the comp for the objective. QC to the wall, slide between it and the 
AC unit to the other end then walk to and off the ledge for a DHD to the roof 
below. Odds are 70% both RBGs will investigate the anomaly. QQC to the XP, 
bust the lock, stand and run into the building and to the right. Run into the 
short dark HLWY and to the XP on the left

(SAVE)


(NOTE)
Regarding RBG #1 who normally unlocks the XP when not alerted. Now, most 
times RBG #1 follows RBG #2 to the anomaly, (1 to 2 whistles). 

As to the BG on the far roof, if undisturbed, he repositions behind the radar 
scanner as you hoist to the middle structure. 
===============

Open the XP, enter the blown out bathrooms, run right to the ledge, scope the 
EEV and scan the comp on the roof deck of the building across the ally and 2 
floors down. "X" out, PtP and OCP the UAV. EI, SARP then run left along the 
ledge to the other side of the bathroom where a shallow half round of the 
floor is missing and preferably drop 1 floor, otherwise DHD to the floor 
below. Stand and walk a couple 3 steps deeper to the interior then 180, run 
and leap across the ally at the gap in the low perimeter wall.


(NOTE)
50% of the time I can land and roll over the gap in the wall and almost to 
the middle of the deck. The rest of the time I must hop over the low wall.

When you stick to the wall to the right of the XP keep Sam's nose 2 full 
tiles from the side of the XP.
===============

Sam will take a little more damage, hop over the parapet if you didn't roll 
over the gap, MBSBA to the right side of the XP and stick closer to the 
window than the XP. The RBG will exit looking up at the malfunctioning UAV, 
release, stand and run behind him and through the XP. Head right and then 
through the open doorway into the next room. Leap over the gap in the floor 
to the far side of the planks. 

(12/6/12)
Tactic change Gas 2 BGs instead of wait.


(NOTE)
The hole starts at the roof and travels down to the ground floor to what 
appears to be restaurant where a UXB is wedged in a self made hole. Waiting 
the BGs out used to be a 20 second bottleneck. Cams only take one out and the 
other ventilates Sam. Sam does take a smidge more damage dropping through the 
holes and running through the gas. Yes the smidges are adding up to a rather 
large smudge of damage but Sam will still complete the mission.
===============

Once you're at the other side of the hole quickly turn and look down through 
it to the ground floor where 2 BGs are inspecting the UXB. Shoulder the AR 
and locate the side-by-side planks spanning a side of the hole and set sights 
on the planks. Slide sights up just past the planks to the undisturbed floor 
and send the Gas. EI, load Shocks and exit. From this position try not to DHD 
but push forward to drop down each floor to the restaurant. Quickly run past 
the 2 gassed BGs to limit the damage to Sam. Run into the kitchen and access 
the UAV comp. 

Run to the XP in the far wall past the table and exit the kitchen for the big 
outside. ASAP turn left, shoulder the AR and switch shoulders, quickly move 
forward and left along the wall. Stay quiet and dark and you can ignore the 
BG to Sam's 9:00. Locate and target the BG at the far left end of the blocked 
off dark ally just below the neck. Send the Shock ASAP, stow the AR, EI and 
load Foils then run for the chain-link fence. About 6 feet from the fence 
jump up, climb over and drop to the dumpster.

(SAVE)


(NOTE)
I highly suggest the save; this area and the crash site are the 2 most 
frustrating areas of the mission. 
=============== 

Stand and run off the dumpster into the lighted ally. Continue running Cw 
around the dumpster, halfway along the dumpster shoulder the AR. Ignore the 
wall mine as you WW forward and drift to the right side of the ally toward 
the corner ahead. Ignore the SBG firing away at Sam's 12:00; he'll drop from 
an enemy round. Look to the left of the truck's cab for BG#2, quickly target 
him from his 8:00 and send the Foil.

(SAVE)

Stand and target BG#3 who should be this side of the corner to Sam's 10:00 or 
past the corner behind the tipped over sign. Foil him ASAP then take #3's 
position at the corner if he was there. EI and load Shocks, sidestep right 
only enough to target the head of the BG above the IFV and Shock him. Quickly 
target the RBG who most likely has seen something by now and Shock him. Run 
past the tipped over sign to the turned over car then run to the right across 
the front of the IFV. Head straight for the XP ladder and climb to the top.



(NOTE)
Sometimes the game is particularly brutal, when it is you may elect to FC to 
the UAV comp instead of run to avoid a sniper round.
===============

Once you complete the objective EI and SPP. Turn, stand and run through the 
building, roll through the hole in the wall and drop to the floor below. Go 
NS if not already, stand, run to and hop through the window opening leading 
to the porch outside. PtP and shoot the closest neon sign then shoot the 
large blue and white neon sign close to the car in the street below. Turn to 
the oncoming UAV, OCP it, stow the wep and hop over the railing, push forward 
to prevent a DHD and drop to the roof below. Go NV and head right to the wall 
then DHD to the ground.

180 and locate RBG#1, head toward the rear drivers side corner of the truck, 
about 3 feet from the truck "WHISTLE". MBSBA Cw around #1 to the right rear 
passenger side of the car and "WHISTLE" to gain the attention of RBG#2. As 
you QQC Cw around the rear of the car and along the drivers side RBG#1 will 
be heading back. QQC to the driver's side door then head left and squeeze 
through the narrow space between the corner of the building and the skinny 
vertical rod things. Climb the ramp into the electronics truck, access the 
comp and exit when done. Turn tight left off the ramp; QC between the van and 
the BG. 

Accelerate to FC along the passenger side of the truck then diagonal away 
from the truck as you pass by the door. Accelerate to run about 8 feet from 
the truck and continue into the long narrow and lighted ally. Turn left at 
the end of the long narrow ally into the really, really even narrower dark 
ally. Drop to QQC, go NV and stop at the head of the ally. 

(SAVE)


(Note)
I suggest saving hear, the light and BGs are tres unpredictable and worse is 
the turret gun on the tank. Like the previous tank encounter, regardless of 
whatever clever thing I believe I'm about to do through the pilot recoveries, 
it more often than not vents Sam to the ground and then adding insult to 
injury it continues pushing him to the wall with extra rounds. 

Some say wait till the turret is turning and or facing away from your 
position, but after more attempts/tests than I kept track of, (well over 50 
for each tank I'm sure) I believe I can say with authority that it doesn't 
matter which direction the turret is turning to or facing, how quiet Sam is 
or his direction; the odds are at best 25/75 the turret will swing back and 
vent Sam. Saving behooves us all.
===============

Another tank and at least 3 RBGs strewn about the area wearing their new 
jackets with, "I just want to eat Sam Fisher's internal organs", stitched 
across the back. Move to the right side of the ally and QC along the wall 
toward and or into the dark niche. An RBG will be approaching at a trot and 
the pole light should go out in a second. 

Wait for the RBG approaching from the right to pass the tail section then 
head out between the tail section and the fuselage at BSBA. Stand and run 
about 5 feet past the tail section run between the wall and fuselage toward 
the 2 airmen. If you hear the turret begin to whir while moving through the 
gap, (turret's tracking sound) try rolling past the tail section, although 
you may yet end up as bloody Swiss anyway.


(NOTE)
I still have no absolute method of hitting the pipe for a proper jump up, 
more often than not I end up to the left or right of the pipe and one time 
ended on top of the dumpster, I haven't figured out how that happened yet.
===============

As you pass the corner of the wall on your left loop left into the dark left 
of the dumpster, "MOE LOOK!" a climbing pipe. Jump to the pipe and climb up, 
locate the UAV comp from the ledge, EEV it for the objective, "X" out then 
PtP, sidestep left and switch hands. Locate, target and shoot the large white 
light at the top of the extraction platform. Stow the wep and climb down to 
the pipe, slide a 1/3 way down then tap "B" to fling Sam off the pipe and 
onto the dumpster below. Run across the dumpsters and toward airman#1 at the 
corner below the light. Sam will roll up to him for the pick up, stand and 
backtrack to the narrow ally via your previous route.

(SAVE)


(NOTE)
This is where the brutalities return.
===============

While walking back along the fuselage take note of the street light, 
(recently on or off). If it just came on move over to the wall and slide 
halfway to the tail section. An RBG will exit the target ally; as he passes 
behind the tail section walk toward the ally side of the tail section. If the 
light goes out, as you approach the ally side of the tail continue to the 
ally. Dump #1 about 3 feet into the narrow section of the ally, (dark spot 
near the head of ally) then return to airman#2 at a run. 

Option 1
Run back to airman#2, if the area is lit up or lights up before you pass 
through it about 4 running steps into the area roll into a FC; once you're 
past the tail section stand and run to airman#2. 

Option 2
Run back to airman#2, if the area that lights up remains dark drift toward 
the tail section and "WHISTLE" before passing by it to grab the attention of 
the RBGs. Continue to airman#2.

At airman#2, EI set smoke as primary then hoist #2 onto Sam's shoulder, stand 
and walk around the nose of the downed jet and stay close to it.

(SAVE)

As you approach the middle of the fuselage take note of the light colored 
welcome mat looking things in front of the doorways, move to the 2nd mat then 
dump#2, (yes ... I typed #2) ready the smoke.

Imagine a straight line from the left edge of the tail section to the base of 
the light pole. Now locate mid span on the line and about 4 feet past the 
line, "X" marks the spot. You want to put the smoke there if nobody is in the 
way. If one or more of the RBGs are in the way do your best to send it 
between 2 of them somewhere close to the "X". 

 
(NOTE)
Oft times the 2 RBGs and sometimes all 3 RBGs are mulling and or vibrating 
about the target area instead of going about their prescribed business. 
===============

Retrieve #2, stand and head for the ally. Go TV to see any and or all the 
RBGs and maneuver through the tangle if it exists to the ally. Tap "Y" to 
dump #2 on #1. 180 and run along the left wall toward the tank; hook hard 
left around the corner of the wall for a step then jump to the scaffolding. 
Climb up the 1st section then run and jump to the ladder to the 2nd section. 
Do the same thing for the 3rd section and begin tapping away at "A" to target 
the jet for removal.

(NOTE)
If you placed the smoke just right you'll avoid getting shot in the back by 
the RBG that may climb the 1st ladder or the rat in the IFV. I have often 
been shot while running across the top of the postman scaffolding even after 
popping the light, if this is happening to you, you might consider changing 
the position of the smoke you placed on the ground. If that doesn't work for 
you toss a smoke at the dark postman sign, it gives great cover on the 
scaffolding.

Move tight to the wall and sign and call the Postman. 


(NOTE)
Fastest time is 11:01 with 13 KOs

Best time 11:01
KOs 13
Shocks 4
Foils 3
Sticky Cam 1
Gas 1
Smoke 1
Rnds 3
Dists 12

All objectives complete, 100 percent
_____________________________________________________________________________

CT9. BATH HOUSE
Stealth


(NOTE)
Bath House is the 2nd longest mission and in my opinion is the most difficult 
one to speed. Anyway this is as tight a mission as I can produce with only a 
few anomalies and with them options to deal with them.

Lastly to reiterate, do not target the head of any BG with head gear, it'll 
bounce off it and just piss him off.  
===============  

CT9a, Locate files in the Bath house owner's 2nd fl office, tap phone line #1 

CT9b, Confirming dirt on Shetland, grabbing "CT" data, tap lines #2&3

CT9c, to the furnace room 

CT9d, Taking out the garbage, oh and disarming 3 ugly bombs

Sam begins in an alley, what a surprise!
EI, and load Foils, exit, EI and SPP. FC to the 1st left MBSBA from it to the 
head of the stairs. Turn right stay in the shadows and ignore RBG#1, (the 
electrician) for the moment. QQC along the shadowed wall; about 3 feet past 
the corner of the dark niche head to the top of the stairs, then toward the 
wall box just enough to have the "TAP PHONE LINE" window appear. Tap the 
phone line when #3 walks behind the boxes. 


(NOTE)
Most of the time, (60% and better) RBGs #2&3 respond to the noise Sam makes 
in the stairwell, however sometimes not. So, if the 2 RBGs are not heading 
toward the stairwell as Sam rises from it, move forward and around the 
bumpout to the right of the multicolored lighted sign and "WHISTLE" then 
proceed along the perimeter wall to the manhole.
===============

Go NV, stand and run down the stairs; jump up to the ledge and hoist up to 
the alley. All 3 RBGs will investigate the noise, use the perimeter wall, 
crates, boxes and shadow to the awning at the end of the ally. By now 
everyone should be behind Sam, QC under the awning then drift left behind 
RBG#3 for cover and drop into the manhole. Run to the corner and roll through 
it then FC to the ladder, climb up and save.

(SAVE)

Open the trap and climb out into the laundry area. Stand, bear right and run 
into the room with the long table in the center. Run to the left side of the 
table and roll to FC as you pass by the leading edge. When you come up from 
the roll MBSBA toward the XP, from the end of the table to the RBG ambient is 
-0-. BG#1 may comment and continue into the room; circle to his 6:00 then LT 
him. 


(NOTE)
You do not want BG#1 to comment a 2nd time, it alerts BG#2 in the laundry 
ironing room who ends up killing Sam and setting off an alert. 

You can rise to 1 cube above ambient from the XP to the dark narrow HLWY, 
past the hanging sheets.
===============

Stand and run into and through the short "U" shaped HLWY. Roll from the XP to 
and behind dumpster#1, the sitting BG will comment and head for the noise. 
QQC at ambient, no more than 1 cube over it, continue past dumpster#2 then 
left behind the 2 hanging sheets to the perimeter wall. When you reach the 
middle of the 2nd sheet stand and run into the dark and through the XP into 
the narrow HLWY. 


(NOTE)
Sometimes there's a problem with the maneuver above, even when noise isn't an 
issue, it may be due to the sheet billowing too high and the BG sees Sam's 
legs, I don't know. No matter how slick I am the BG fires Sam up. If and when 
this occurs reload from the trapdoor.

As for below, 1 in 4 or 5 times RBG#1 is still at or between the desk and the 
"OPEN" storage room door. The last part makes no sense, if he's at the desk 
and facing the HLWY how does the door open, when none of the other NPCs use 
it.
===============
 
Run to and open the XP, fast step into the room enough to get the light 
switch icon, flip the light switch then run behind the desk and into the 
short "L" shaped HLWY. Run along the right side of the HLWY and stop halfway 
between the storage room door and the corner then PtP. Target the light at 
Sam's 10:00 and OCPL, stow the wep and crouch. Once the light goes out QC 
around the corner to the left side of the adjoining HLWY, the RBG will be 
anywhere from the corner and approaching the draped opening to the lobby. If 
close, QC Cw to his 6:00 for an LT or follow him for a G&C before he gets to 
the draped opening. 


(NOTE)
If you get too close to the corner to OCPL or you make too much noise running 
into the HLWY, RBG#4 is very close to the intersection and facing the 
intersection. This makes it nearly impossible to get to his 6:00. If and when 
this happens there's nothing much you can do, you can't wait him out, the 
HLWY light will come back on, you can't LT him, it alerts RBG #3. If you're 
really fast you might try switching to the AR and try a Foil, if you don't 
cause an alert you'll probably have to pick him up and move him which will 
kill the speed.
===============

Crouch and MBSBA across the lobby to the 1st flight of stairs stopping just 
before the platform, PtP, shoot the light and stow it. EI, SARP then run up 
the left side of the 2nd flight of stairs. Roll onto the 2nd floor, FC the 
perimeter Cw to the bumpout, stand and shoulder the AR, target RBG#5 at the 
far end of the HLWY and hold. Wait for the Redman to enter his bedroom to 
Foil #5, stow the AR then run through the middle of the HLWY to the security 
door at the left end. 

(SAVE)

(NOTE)
Pretty much any hit from the lower back/chest down or a side hit will just 
piss a BG off. 

Regarding Red and RBG#5 on the 2nd floor; 

1. If #5 is closer to the office door than the bedroom door you can send the 
foil before the bedroom door closes. 

2. If #5 is closer to the bedroom door than the office door then you must 
wait for the bedroom door to close before foiling him.
=============== 

Hack the security door and enter the room, run to the wall duct and hop into 
it. Do not crawl into the duct, EEV the comp directly in front of Sam then 
exit the duct. 180 run across the office to the file cabinet, when done exit 
the office at a run. Run along the right side of the HLWY to the bumpout and 
then drift left to the corner at the head of the stairs. About 3 feet from 
the left edge of the stairs roll to and over the top steps and down. Cut back 
to the left side of the stairwell then stand and run when you come out of the 
roll, stay to the left down the stairs and along the lobby desk. 


(NOTE)
You can avoid an OCP of the 2nd floor camera, with the above method. It works 
60+% of the time, if you're lucky and fast, 20% of the time you can run the 
entire way. 
===============

Run into and through the "L" shaped HLWY and past the reception desk. The 
large room is still dark and at least one RBG is to Sam's right and just left 
of the EP you left open earlier. As you approach the intersection near the 
reception desk you must be alert to the lighting in the dining area between 
the desk and the scaffolding.

Option #1 is the general scenario, option #2 hasn't occurred since the 
rewrite 
 
1. If the area is dark continue straight to the right side end of the 
scaffolding then left along the front of it to the XP. Run to then roll 
through the narrow lighted area near the XP. FC through the XP and into the 
"U" shaped HLWY, stand and run to the 1st corner. Shoulder the AR switch 
shoulders and WW around the 2nd corner just enough to target Mr. Locker 
Room's head then foil him.

2. If the area lights up on your approach, continue past the intersection 
then left between the 2 low dividers in the sitting area to the wall then 
right to the XP. Run through the XP into the short "U" shaped HLWY to the 1st 
corner. Shoulder the AR and WW around the 2nd corner just enough to target 
Mr. Locker Room's head then foil him. 
===============

Stow the AR, EI, load Shocks, exit then EI and SPP. Run through the locker 
room and lavatory then left into the HLWY. Turn hard left as you enter the 
HLWY and run to the plastic sheet blocking passage. Cut the sheet, stand and 
run to and through the next XP. Run along the side of the pool to the corner 
near the scaffolding; turn left PtP and OCP one of the double emergency 
lights at the other end of the room.


(NOTE)
Poolroom RBG#1 provides 2 different reactions to OCPing the light. Option 2 
is the more dangerous of the 2 and is a bit slower; however both options must 
be followed closely for either to succeed. I prefer option #1 it seems to 
occur more often and it removes 1 RBG from close quarters. For option #2 to 
succeed you must be close enough to smell #1's 6. 
===============

1. From the OCPL, FC along the pool toward the light, locate RBG#1 under the 
scaffolding, he'll turn to and head for Sam's OCPL position. Drift right to 
the perimeter wall, pass by #1 then drift back to the side of the pool. RBG#2 
will be approaching from Sam's 10:00, as you pass the plane of the XP head 
for the phone line for the tap. As Sam taps the phone swing the camera to 
face the XP, from the tap stand and run to and through the XP, #2 will likely 
hear and head back to the XP to no avail. 

1.1. This follows option 1 but RBG#2 is ahead of himself and rounds the 
corner of the pool prematurely. When this occurs drift right to the right 
side of the XP and hold till #2 passes by then head for the phone line. As 
Sam taps the phone swing the camera to face the XP, from the tap stand and 
run to and through the XP, #2 will likely hear and head back to the XP to no 
avail.

2. From the OCPL, FC for about 10 feet along the pool toward the light, 
locate RBG#1 under the scaffolding and move tight to his 6:00 as he heads for 
the OCP'd light. ASAP drift right toward the XP and then #1s 3:00 as cover 
from RBG#2. #1 will move to the lights and stop, QC past him to and tap phone 
line #2. Swing Sam's camera to the XP, when complete QC to and through the 
XP.


(NOTE)
Through the next XP is Steam room#1, there're 2 RBGs and a Redman in it. RBG 
#1 is close to the XP and RBG #2 is usually at the far right end of the room. 
He's heading toward the XP that leads to steam room #2. The issue if there is 
one is with RBG #2, and I have no solution for it. Sometimes #2 is already at 
the XP leading to steam room #2 when Sam enters steam room #1 and by the time 
you 180 and stick to the wall #2 is already on his way toward Sam. In said 
case I suggest reloading.
===============

From the EP run toward the XP at the opposites end of the HLWY. Roll at the 
leading edge of the radiator then PtP when you come out of it. Switch hands, 
at the XP sidestep left into Steam room #1 just enough to clearly see, target 
and OCPL near the XP. RBG #1 is at Sam's 9:00, sees something and is 
advancing on the XP. Hold at this position till the light goes out then 180 
and take the few steps to the dark corner. ASAP stick, stand and PtP.


2 possibilities occur from Sam's stick position.

1. If RBG#2 is missing, (to the right side of the divider wall separating 
pools #1&2 from #3&4) hold till RBG#1 is at Sam's 2:00 and then run toward 
the XP. Go into a roll about 4 feet from the XP and roll through it.

2. If RBG#2 is below the light to the right of the XP or between it and the 
XP, PtP ASAP, target and OCPL, stow the AR and hold. Once RBG#1 walks past 
Sam's 2:00 run to and roll through the XP at the far side of Steam room #1.

Roll through the XP into the "U" shaped HLWY, make the 1st left and stop, EI, 
SARP and load Shocks. FC to and around the next left and into Steam room #2 
make a hard left through the XP to the steam valve. Halfway to the valve 
stand and run, turn the valve then FC back to and past the EP. About 4 feet 
past the EP stand and run the perimeter to the draped opening. 

Roll through the draped opening and quickly shoulder the AR before you get to 
the corner of the short HLWY. Stand and sidestep into the intersection. If 
the RBG is there Shock him before he turns, (rarely ever happens) if he's 
missing WW into the next area. Switch shoulders and swing the barrel right. 
Sidestep left through the XP into the reception area; send the Shock as the 
AR's sights pass over him.

Stow the AR, EI, SPP then run around the desk to the last phone line and tap 
it. Run around the desk and head left into the short HLWY; hook hard left 
into and through the anteroom. Stop before the XP, PtP then sidestep right 
through it and shoot the candle. EI, SARP then run to the open duct and 
enter.


(NOTE)
You must shoot the rectangular looking candle below the flame not the flame.
===============

Exit the duct and stand and walk along the left stone wall thing toward the 
planks. Halfway to the water spout diagonal right to its tip then head for 
the left end of the planks. Don't slide along the spout, Sam seems to get 
hung up on it. The BG that was sitting on the bench will arise, head for the 
exit and be out of the room by time you get to the planks and hoist up. 

Hoist up, stand and run into the glassed enclosure, run along the left wall 
to the duct and enter. Your noise may attract the BG back into the room with 
the noise but it doesn't matter, when you exit the duct he's gone. EEV the 
briefcase then back away to where the game forces you to stop. Let the convo 
take place and the S*** hit the fan. When Shetland begins talking to one of 
his henchmen save. 

(SAVE)

When free back out of the duct, 180 the camera to orient faster as Sam backs 
out of the duct and run to the planks crossing the water. Leap from the 
planks over the water spout and roll up to the duct. As soon as the sound of 
the explosion begins enter the duct and exit into the small HLWY.


(NOTE)
1. "DO NOT STAND" in front of the duct before the sound of the explosion. If 
so Sam is Jell-O, you can stand in front or be in the duct when the 
percussion hits and be fine. 

2. "DO NOT STAND" AFTER YOU EXIT FROM THE DUCT TO THE HLWY, even if there are 
no BGs in the HLWY you can be seen by the opposition's opposition and or take 
lead.
===============

 "DO NOT STAND" as you exit the duct! Look left toward the firefight as you 
FC toward the flaming room. 

1. If there are any BGs at the door and looking to Sam's position he'll be 
vented and they never stop with the screaming, reload from the previous save 
and try again. 

2. If they're looking up or out to the firefight continue into the flaming 
room at FC. Don't be surprised if there's an ID for each BG in the room at 
stats.

3. If no one is in the HLWY with Sam continue at FC into the flaming room.

4. The only way to ensure a -0- ID is to smoke the HLWY but that's too slow. 

Once in the flaming room stand and run through it, head left out of the room 
and right into the lavatory. Continue to and roll across the HLWY at the 
opposite end of the fire fight into the anteroom. Stand and run through the 
XP to the right and then bear right into the small room. Halfway between the 
EP and the corner in the small room shoulder the AR and WW to the wall mine. 
Stop, stow the wep and disable the mine. Arm Sam with smokes crouch and save.

(SAVE)


(NOTE)
Another anomaly, it seems the sweet spot (target) on the far wall near the XP 
of the shower room moves around a little from one new game start to another. 
It may take a few test runs to find it.
===============

Head right to the edge of the XP at a FC, stop and ready a smoke. Look to the 
far right end of the shower room for the XP. Take note of the vertical brown 
panels on the perimeter walls of the entire room and the even darker brown 
vertical trim strips separating each panel. Count 2 full panels to the left 
of the XP, (equals 2 full and 1 partial) and place the targeting icon within 
said panel. Slide the icon up till the top of it contacts the top of the 
panel then throw the smoke. Hold position, ASAP EI and SARP.

Hold, listen and look for the smoke to pop. Allow the cloud to expand and 
cover the shower room XP and BG standing closest to it. FC out and right 
behind the low divider, turn left at the end of the divider and head to the 
right side of the square column at Sam's 9:00. Get back on the WKWY, look for 
the ceiling light in the exit HLWY and aim just to the right of it as you 
advance. 

If you haven't been vented and or screamed at by this point stand and run 
through the smoke and into the HLWY. If there's screaming and shooting 
reload. Just before you reach the 1st corner left in the HLWY, shoulder the 
AR and WW. WW past the wall mine and around the next corner, once you're 
around the 2nd corner stow the AR and run to the locked gate.
 
(SAVE)

Bust the lock and run left between the 2 Big Honkin Objects then left into 
the narrow lane leading to bomb #1. 


(NOTE)
This room is the Big Honkin Objects room and designated as the BHO room and 
the objects as BHO#1, 2, 3 and 4. I suggest saving before you begin defusing 
bombs#2&3, the reactions of the 3 NPCs after seeing the broken lock are 
random. They may slow down considerably or speed up their movements through 
the BHO room. RBGs #2&3 may bunch up together which is good or spread out to 
where #2 is rounding the end of BHO#1 above bomb #1 while RBG #3 is still 
climbing the stairs to the upper WKWY. Sam gets holed from both sides.
===============

Option #1
NOT FROM A RELOAD! 
Best case scenario, defuse bomb #1 and FC back through the narrow lane to the 
wider gap between BHOs#1&3. Quickly pull the AR, switch shoulders and stand, 
WW toward the opening between BHO#1&2. 80% of the time you should be able to 
Shock RBG#1 between the base of and mid stair, he'll slide back to the base 
before you get to it. 


(NOTE)
There are times when RBG#1 sprints up the stairs on a 1st run, the problem is 
he doesn't begin the sprint until you're just about out of the narrow lane. 
When it occurs 2 consecutive times; follow option #2 on the 3rd.
===============

Option #2
FROM A RELOAD!
It seems RBG#1 sprints up the stairs more often from a reload. Defuse bomb 
#1, "WHISTLE", FC back through the narrow lane to the wider gap between 
BHOs#1&3. Quickly pull the AR, switch shoulders and stand to WW toward the 
opening between BHO#1&2. Stop about 4 feet from the left corner of BHO#1 and 
hold. Target the corner of BHO#1 down angle just above the bumpout; this will 
catch RBG#1 in one of his legs. You'll see the IR beam from his headgear 1st, 
send the Shocker as soon as his lower body or legs appear and he'll never ID 
Sam.   

Stow the AR, stand and run to #1, hoist him up, take him back and dump him, 
"Y" to the left between BHOs1&3. Run back to the top of the stairs, leap from 
the WKWY railing for a quick jump onto BHO#2, FC across the top and fall off 
to bomb #2. Sam will take some damage loosing about a 1/4 of his health. 

(SAVE)


(NOTE)
This save may come in handy, this is where it can get really sticky, there's 
no way to tell where RBGs #2&3 will pop up. If you're very lucky both BGs 
will be close together and less than halfway to the end of the WKWY. If 
you're unlucky #2 can be rounding the end of BHO#1 while RBG#3 is climbing 
the stairs. You can survive this scenario by taking #3 halfway up the stairs 
then drop off BHO#2, QC to the side of BHO#1 and stun #2 as he crosses the 
gap between the 2 BHOs. You can also kiss a fast time goodbye. 

Listen to the 2 RBGs as Shetland babbles, the rapidity of RBG#2s foot steps 
lets you know what you're up against and whether to abort.
===============

FC to bomb #2 and swing the camera back to the climbing pipe as you defuse 
it. When you finish and Sam begins to back away from bomb #2, he'll 180 
instead, allow him to take 1 step toward the pipe then press "Y" to jump to 
it. It's the fastest way to the pipe and silent. Climb the pipe to the top 
and skooch right 1 time. 

1. Best case scenario, the RBG's footsteps are slow, quickly hoist onto 
BHO#2, shoulder the AR and target the stairwell for RBG#3. Shock him at least 
3 steps from the top of the WKWY then sidestep left, switch shoulders swing 
the AR right to the back of RBG#2 and Shock him. 

2. If the footsteps are a bit faster skooch right 3 times and you may see 
RBG#2 walking past the gap between BHO#1&2 and hear the footsteps of #3 
climbing the stairs to the WKWY. Skooch back once and hoist up, shoulder the 
AR and switch shoulders; drift left to the edge of BHO#2 and take #3 then #2 
farther along the WKWY. 

Stow the AR, FC right and drop off BHO#2 to the WKWY. 


(NOTE)
For the best time possible you need to FC off BHO#2 to the middle of the WKWY 
and roll then stand and run to the right side BHO#4. If you're just a smidge 
right or left as you drop off BHO#2 you end up in a crouch and or on the 
railing. As you try to get off the railing you end up in a crouch on the WKWY 
absorbing 3 to 5 seconds.
===============

Stand and run, do a left, a right and jump left to bomb#3 attached to the 
right side of BHO#4. Do your best not to grab the top of BHO#4. Begin 
defusing bomb#3, swing the camera to face the XP then point it down to Sam. 
Align Sam to the corner of the platform and roughly to the XP then raise the 
camera just enough to see the tip of the platform corner, the WKWY and the 
bottom of the XP.

(SAVE)

Press and hold the left tower forward, as soon as Sam finishes defusing 
bomb#3 he'll 180, and head for the corner of the platform. Press jump at the 
last second to maximize distance, he'll land on the WKWY at a run. 

Run the perimeter of the room Cw, stop just past the boxes and shoulder the 
AR. Target the edge of the doorway just below the doorknob and take RBG#4 in 
the leg as it appears past the XP. Stow the AR and run to and through the XP 
follow the HLWY to the ladder and jump up to it. Burst through the XP for the 
show down with Shetland. As soon as Shetland begins backing away and lowering 
his pistol begin fast tapping RT.


(NOTE)
When mission time dropped below 15 minutes I picked up an ID and could not 
figure out where it came from. It was still there after the total number of 
KOs topped off at 10. It was still there after I had refined the route. I had 
a time of 13:09, no screams except the shocked and no gunfire period, yet I 
had 1 ID. So I ran it again on (12/16/12) and got 13:01 and -0- IDs. Then 
began working on eliminating saves when I got down to 7 and 12:53 the ID came 
back. When I got down to 6 saves and 12:28 I got -0- IDs till I got down to 
12:15. Went away at 12:10 then came back at 12:04. 

Fastest time is 12:04 with 1 ID, did not occur after Chaos copy duct save and 
could not figure out where it came from. I was hoping to bring this mission 
below 12:00 but I can't, even when doubling the saves. I don't have the 
skills reflexes or a controller that responds fast enough.

Best time 12:05      
K 1
KO 9  
Rnds 2
Dists 13
Shocks 5
Foils 2

All objectives complete 100 percent.
_____________________________________________________________________________

CT10. KOKUBO SOSHO
Recommended
CT10a. Locate the hostages and access the server room.


(11/28/12)
Changed entry maneuver, much faster


(NOTE)
You may have noticed by now that the game may advance a start point time from 
a save. Dialogue or an action that took place before and as the save was made 
continued chronologically from "RESUME" but disappeared from a reload. The 
game often advances a start time a second or 2 from the original "RESUME" 
point. So, if the IR camera is catching Sam as he slides around the bumpout 
leading to the niche and column you might try forgoing the AR load-up till 
you get to the top of the climbing pipe.
===============

FC diagonal right from under the pipe then stand and run along the left wall 
to the door switch. Activate the switch as you run by it then bear right to 
the right side of the XP, (overhead door). At the side of the door crouch 
then MBSBA Cw around the side of the door and past the 2 small bumpouts. 
Drift right to light switch wall, flip the switch as you pass it to the next 
bumpout. 

RBG#1 will stop to activate his flashlight then swing the beam past the light 
switch as Sam reaches the bumpout. Remain in the crouch and MBSBA around the 
bumpout, dip right into the niche a couple feet then head for the free 
standing column at Sam's 12:00. About 2 feet from the column stand and run 
tight to the left side of the column and railing to the end of the tunnel. Go 
NV, locate the open duct/crawlspace on the right and enter.


(NOTE)
Know that my best time comes from the maneuver mentioned above; I think it 
saves a couple 3 seconds over the rail hop maneuver. The maneuver below, 
unless Biorked, always works especially if you're a little behind rounding 
the column into the niche the IR camera is in. 

Flip the light switch, MBSBA around the bumpout and into the niche. About 4 
to 5 steps into the niche stand and run CCw around the free standing column 
to the railing then hop over the railing. From the railing turn right and 
head to the end of the tunnel at a run. Go NV, locate the open 
duct/crawlspace on the right and enter.  
=============== 

Go NS and press full forward through the duct, before you reach the end of 
the duct rotate the camera to Sam's 1:00/2:00. Once Sam has popped out of the 
duct allow him to begin moving right then double tap "Y", Sam will head for 
and leap to the pipe about 8 feet off the floor. 


(NOTE)
If I don't double tap "Y" out of the duct Sam would rather hop around like a 
bunny with nothing to do and no where to go.

You need to catch the Jazzman from his 6 for the overhand right rabbit punch 
if Jazz begins to turn around forcing Sam to use an open palm uppercut odds 
are you'll either get an "ID" and or a "Body Found" at game stats.
===============
 
Get to the top of the pipe ASAP, once on the floor EI and load Shocks. Walk 
briskly to the door and hop up. FC off the ledge diagonally left to avoid a 
DHD then MBSBA to the SBG for a G&C. Orient Sam's camera to the Jazzman, as 
soon as Sam drops the SBG run to the Jazz, begin fast tapping the LT to catch 
him before he turns. Run the length of the HLWY and left through the XP to 
the right side of the next HLWY. Stop about 8 feet from the RBG and within 
the dark, shoulder the AR, Shock the distant SBG then the closer RBG who is 
beginning to turn and head for the XP.

Stow the AR, EI and SPP, run to and through the XP then loop left through the 
dim room to the GI to Sam's 11:00. Speed-talk the GI, then backtrack through 
the EP. 

Once you're back in the HLWY head left to and through the "S" shaped section 
to the balcony area. Run along the wall on the right to where the balcony 
railing meets the wall, stop, sidestep left one time then jump over the 
railing. From a hanging position press back and left or right on the left 
tower and press and hold "B". Sam will push away from the railing and rotate 
slightly in the direction you were pulling to and fall to the floor below.


(NOTE)
Most of the time, the rotation prevents Sam from trying to grab railing on 
the way down thereby forcing a DHD.
===============

He'll take some major damage losing up to 3/4 of his health. Stand if not 
already and run through the glass security doors to the light switch at the 
top of the escalators. Flip the switch to "OFF" then turn left and run down 
the right side escalator against the right side wall. Take 4 or 5 steps onto 
the floor, PtP and OCP the Security Ball, "SB", stow the wep, EI SARP and 
shoulder the AR. 

Target the space below the SB, sidestep left and stop between the 2 
escalators. Wait for RBGs#2&3 to walk back to and under the security ball, 
(within 2 feet from center). Shock both, stow the AR then 180 Sam's camera to 
the up side escalator, go NV and shoulder the AR. Target and Shock RBG#3. 
Stow the AR, EI and SPP, 180 and head right at a run to and down the stairs 
to the security pad and save.

(SAVE)


(NOTE)
RBG#2&3 don't always drop straight to the floor when shocked, if they're more 
than 2 feet from the center of the ball the odds are high some body part will 
drop within the SBs rotating IR cone.
 
Stowing the wep then rotating Sam's camera is much faster than swinging the 
AR or pistol to target.

The level gets brutal at the 1st keypad; the 1st keypad is blisteringly fast 
on manual hack let alone EEV and doesn't allow you to lock segments. It takes 
me many reloads before I luck out and get one right. The 2nd keypad to the 
server room is slower but only allows 2 lock attempts. Lock an empty segment 
and TOO BAD! The 3rd hack, (a comp) near Otomo is faster than the 2nd hack 
and only allows 1 "CORRECT" lock. Keep your cool so your old lady, neighbors, 
or your dog doesn't call the cops on me ... I mean you.
===============

Access and solve the keypad, then run through the glass security door. Stay 
tight left along the wall to the steps ahead. Drop to QQC as you climb the 
steps to avoid trouble from the guys in the room on the right. When Sam is 
1/3 of the way to the keypad stand and run to it and save.

(SAVE)


(NOTE)
Excluding the hack adding insult to injury, you may not be able to see the 
scanning IR beam in NV and may inadvertently Biork the maneuver while opening 
the XP, for speed sake I look through the door's window for signs of the IR 
beam. It also blows that you can't pop open the door from the side to avoid 
the IR. However, (HINT, HINT) failing on the 1st attempt will let you know if 
the beam is advancing or not and give you an advantage on your next try.

The 2 SBs in the server room can change direction from one play through to 
another so don't assume they always spin right or left. On the current run 
they were rotating Cw. 

I do sort of cheat with NV, if I can see the tracks of both beams upon entry 
and they provide an entry and exit route that eliminates the need for the 
OCP, I have reloaded and replayed. However that option is rare, more often 
than not the action below occurs.
=============== 

Solve the passcode, go NV, stand, move to the right side of the door's window 
and look through. If you can see the beam retreating from the door open it, 
(looks bright white haze on my tube). If no IR beam is present open the door, 
look up above the 1st server row, PtP, target and OCP the closest SB. 

Stow the wep, run Cw around the server towers to the target server for the 
objective then exit left between the 2 rows and through the EP. Backtrack to 
the elevator HLWY stairs, approach the glass security door on the right and 
leap up the stairs. Head right at the top of the stairs to the Big Honkin 
doors on the right  

CT10b. Eaves drop on the war room, Stop the launch and retrieve Otomo.

Run to the leading right side of the right side door and slide along it to 
the middle, it gets them to open a little earlier. Before you get to where 
the middle is both will be open enough to slide between them. Once you're 
through the doors head left and around the corner into HLWY#1, run halfway 
down the middle of the HLWY and stop about 8 feet before the SB. PtP, OCPC, 
stow it and run to the ledge above the corner ahead. About 4 feet from the 
corner leap to and grab the overhang and hoist up.


(NOTE)
Outside of the run to the ledge which may save a second or more, the one 
other point is it may help keep both BGs closer to and or below the spot 
where Sam whistles as Sam exits the overhang and heads for HLWY#2. I've been 
able to stand and run much earlier without getting shocked and have avoided 
ID.
===============

QC right to the open duct and climb in, crawl to the end, target the brightly 
lit laptop at Sam's 2:00/4:00 with the EEV and hold. There will be a bunch of 
blah, blah, blah, crap then Grimm will ask for a scan of the comp, once done 
back out as far as the game will allow. Listen to the Ronan action and as 
Otomo returns for his 2nd blah, blah, blah save.

(SAVE)

When all is said and done back out to the overhang, QC right to the end of 
the overhang then stand and jump or "WHISTLE". The 2 RBGs will move to and 
position below Sam's current, QC along the left wall past the duct and drop 
to the floor. FC a few steps then stand and run left for cover then head 
right to the wall where the pipes meet for LOS on the SB in HLWY#2. OCP the 
ball, stow it then run into HLWY#2, backtrack to the elevator HLWY. 

Run to the right side elevator, begin fast tapping "A" as you approach the 
elevator door and enter. Move to the floor menu and press for the bottom 
floor. Move onto the floor grate and face the back of the elevator, EI, load 
Foils and hold. Just as the BGs whine about another assault press forward to 
begin creeping against the back of the elevator, when the power is cut, 
instead of grabbing at the floor of the elevator Sam will bypass it for the 
2nd grab point. 

Quickly do multiple DHDs to the bottom of the elevator shaft then 180, take 2 
FC steps then leap to the floor above. Head left out the elevator and 
maintain ambient halfway to the standing RBG. Shoulder the AR, stand and Foil 
the BG. WW past the downed BG and corner then left to the right side of the 
security door. 

As you approach the right side of the door swing the AR to the right so that 
Sam begins facing back toward the downed BG and sidestepping left. As the 
doors begin to slide open stow the AR, you want to be tight to the right side 
door jamb as you sidestep left over the threshold. If done correctly when Sam 
is about halfway through the opening the "SWITCH" icon will appear on the 
interactive window. Tap "A" then turn left and run the length of the narrow 
HLWY.

Run through the door, turn hard right and hop onto the railing, press and 
hold "B" to land standing on the raised platform. Run the length of the large 
screen to Sam's left, roll toward the table at Sam's 11:00 as you pass the 
end of the screen. When you come out of the roll move at ambient to the 
table, hop onto and over the table to the ledge, shoulder the AR, Foil the 
closest and then the farthest BG. Stow the AR, push forward and press and 
hold "B" to stand on landing. Stand and run to the step at Sam's 4:00 then 
leap up them to the raised platform. Head left to the target comp on the 
right and press "SET CHARGE" then move left to the security comp and save.

(SAVE)


(NOTE)
The following bit in itself is very simple but difficult for me at least to 
get right; every action must be completed exactly and as fast as possible for 
a good fast time. 

If you don't solve the address within the 1st 5 or 6 seconds reload.

If you press into the railing before pressing "Y" Sam most often lands 
standing.

As for targeting the F/B when in position, there's a wide bumpout to Sam's 
1:00, (ahead of the steps leading to Otomo) and the corner column of the 
raised platform Sam used to enter the room. You will set the targeting icon 
on the floor between the wide bumpout and the corner column. Move the icon 
left from the base of the wide bumpout 1/3 the way to the corner column and 
throw the F/B.
===============

Quickly access and discover the correct IP address, acquire the objective 
then exit the comp. EI and set F/Bs as primary then turn left and run into 
the railing. Press forward then "Y" to hop over and land standing, run to the 
front of the over turned table BG#1 was behind and tap "A" to "DETONATE". 
Quickly tap "B" to ready the F/B, set the targeting icon on the floor against 
the base of the wide bumpout then left 1/3 the distance to the corner column 
of the raised platform. Quickly throw the F/B, count to 2 then run.


(NOTE)
If you run ASAP after throwing the F/B you'll be too close to the F/B when it 
flashes, blinding the **** out of Sam. If you are WELL PRACTICED you can make 
it past the BGs to Otomo maybe 1 to 2 seconds faster. However if not odds are 
you'll get stuck/trapped on everything on your way.
===============

You should be about halfway to the BGs when the F/B flashes, they'll be 
stunned to **** for maybe 5 seconds but Sam will have all his faculties at 
100%. If the BGs stop for the flash close to the wide bumpout head Cw around 
them to the steps. If they're spread out or past the bumpout go CCw to the 
steps. Run right up the stairs and hard right past the corner for cover and 
head straight to Otomo. 

Just before Otomo stabs himself, rotate the camera toward the XP to the glass 
enclosed server room and press forward. ASAP run to the door, once Sam is at 
the door ensure Sam does not touch it. Ensure the light above the door 
flashes on; run into the room, go NV then turn into the aisle to the opened 
trapdoor. Drop to FC just before you drop down, FC through the tunnel to 
Otomo and yank the knife, pick him up, walk to the target window, plant the 
charge and move to the right to the wall. Once it blows move to the crack and 
begin pressing "A".


(NOTE)
Big beef with the game, the end stats consider the last 2 F/B'd BGs to be 
KO'd, not smacked, foiled or shocked unconscious so what gives?
===============

FINI!

Best time 12:41
KOs 10
Shocks 5
Foils 2
Dists 10

All objectives complete 100 percent
_____________________________________________________________________________

7. END GAME STATS

Time	1:24:45                
  
Kills,		 3	  Cameras,	    6 
KOs,		81/86	  Smokes,	    2/3   
Shocks,		31	  Foils,	   22
Rnds,		 6	  Gas Gs,	    1
Dists,		92/93