Elite Mode Stealth Guide - Guide for Tom Clancy's Splinter Cell Double Agent
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SPLINTER CELL DOUBLE AGENT Elite mode stealth game Title: Splinter Cell Double Agent Producer: Ubi Soft For: X Box MSWord: Courier New Created: 2/25/07 By: Ghidrah EMaul: [email protected] (4/10/07) This guide is dedicated to Congo, our African Grey who passed away last night. _____________________________________________________________________________ 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, 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. ______________________________________________________________________________ MENU 1. REVISIONS 2. BRIEFING (crap) 3. DISCLAIMER 4. CONTRACTIONS (often used words or phrases) 5. WALKTHROUGH (areas 1 through 9) 6. END GAME STATS _______________________________________________________________________________ 1. REVISIONS All changes to the guide will be dated and noted at the beginning of each level where they occur in the game. A summery will be given here; I hope I don't add many. (4/6/07, JBA HDQS, clear game wide SO&CD issue with RBG door inspections.) (4/7/07, JBA HDQS p2, eliminate Mercury Lab RBG KO.) (4/8/07, Snowbound Rooftops, eliminate Balcony RBG KO 1st bomb.) (4/8/07, Okhotsk, eliminate Deck RBG KO) (4/8/07, Prison, eliminate Security room PG KO), _______________________________________________________________________________ 2. BRIEFING If and when you decide to take advantage of anything in this guide, you've likely played at least one or two of the other difficulty levels before stepping up to Elite mode. Possibly you're into the SC series and maybe into ghosting the SC. So, you don't need to be schooled on Sam's trade tools, his objectives and or the functions of the X Box controller. Most of the goodies in Sam's arsenal go wasted in a ghosting game. I always choose the bare minimum bad options to get Sam by, so, if you're into picking JBA options instead of Echelon, there's no guarantee you'll be able to maintain my route or trust balance. You will find that tactics which served you well in the easier difficulty modes won't work in Elite. Sam's lack of lethal and non lethal projectiles in Elite mode will require you to spend more time brain working a situation. In some instances, BG movements may be somewhat altered, but not drastically. Many BGs have routes/routines, (ROVERS/PACERS) that they maintain and cycle through unless they're alerted by external sight or sound. These routes remain the same for Normal through Expert but portions may be changed slightly in Elite to make it even more difficult. Sight and sound, if you've already played through Expert mode, you couldn't have gotten far before noticing that you're getting bagged by the BGs doing the same thing you've always done. My metaphor, "They can hear a Ninja Ant wearing owl feather sneaker at 20 yards!" I have all 4 SC installments, one thing I've noticed is that the series seems to be slanting toward increased "in game" KO and or Kill counts. SCDA has more forced KOs in one half of one level, (OKHOTSK) than the total counts for any of the 1st 3 games. An issue, which may affect your game play, is whether to KO or to allow your companion, (Jamie or Hisham) to eliminate obstacles. To those with high interest in low contact numbers, (KOs or Kills), letting Jamie and Hisham remove obstacles solves the problem. Although, regarding the issue of killing logged or not may be an issue unto itself, as in the Prison. Allowing Jamie to kill guards bothers the crap out of me, but not enough to change my MO. If they're an issue for you, all can be KO'd instead of killed. I do believe the loading engine is faster than previous games, although, I think that is eaten up by all the option windows you must surf through to actually get back to the game. I suggest, unless you're hooked on them, zap all cut scenes and FMVs, to get back into the game. ______________________________________________________________________________ 3. DISCLAIMER One important point to note, the AI, in some cases, can create up to 3 or 4 routes for its avatars in many rooms. Some rooms, (small ones) may have only one route. A cycle is the duration of a route from start to finish. (The route may be a kind of circle around a room and back to the starting point or a yoyo out to a spot and then backtracking to the beginning position where Sam originally saw him). The routes and their cycles are stable unless pressed upon by Sam or his accomplices actions. What one you get may depend on the time or action spent prior to entering the room, or the number of resets/attempts to complete a room's objective. For example, you fail and or repeatedly fail in an action and reset one or more times from a save. You will notice that the AI can now hear and see much better and nab you sometimes without even moving from a well hidden position, or that the avatar route used before has changed to a different one. So, it may become quite apparent; the difference in AI movement in your scenario compared to the one described in the guide will change your actions in said room to avoid detection. Sometimes, the different routes do have a common point where they cross, in this situation; I almost always pick the convergence point of the different routes, they are usually the safest to act from. ______________________________________________________________________________ 4. CONTRACTIONS There are a few word strings and or phrases that will appear countless times in the guide, to minimize the tedium of repetition, I've created and logged contractions below for the most used, incase there's a problem with deciphering them. Bad Guy= "BG", Computer/s= "Comp/s", Grab and Choke= "G&C", Electronically Enhanced Vision= "EEV", Fast Creep= "FC", Prison Guard= "PG", Green Lasers= "GL", Infrared= "IR", Left Trigger= "LT", Night Vision= "NV", OCP the Camera= "OCPC", OCP the Light= "OCPL", OCP the Big Light= "OCPBL", Open and close the door= "O&CD", Optical Cable= "Cable", Optically Channeled Potentiator= "OCP", Multi Beamed Security Laser= "MBSL", Prison Guard= "PG", Red Lasers= "RL", Roving Bad Guy/Prison Guard= "RBG","RPG", Slow Creep= "SC", Stationary Bad Guy= "SBG", Stealth Open and Close the Door= "SO&CD", Quick and Quiet= "Q&Q", Quick and Quiet Creep= "Q&QC", ______________________________________________________________ 5. WALKTHROUGH 1. ICELAND 2. ELLSWORTH PENITENTIARY 3. JBA HDQS part1 4. MONEY TRAIN 5. COZSUMEL 6. OKHOTSK 7. KINSHASA 8. JBA HDQS part2 9. SNOWBOUND ROOFTOPS ______________________________________________________________ 1. ICELAND (SAVE) (Hints) SOUND: I've noticed that in the Expert and Elite modes, jumping up onto tables, out of the water, into cubby holes or vents from the crouched position makes more noise than it does in the easier modes, or it may be that the AI hearing is improved, in either case, stand before making the jump, "it seems" to lessen the noise. Sam also makes more noise landing from vents, cubby holes and into the water, so when possible look for a place to stick to out of the light and preferably away from inspection from the AI. SIGHT: Where Sam's light meter barely registered in Normal and Hard mode and he was invisible to the AI, in Expert and Elite, they see him, much more easily. You will need to find shelter, sometimes sticking to the wall works, other times not, so choose moving time carefully. When you combine the increased abilities of the AI sight and sound while in Elite mode the results are for a much more challenging game. DOORS: Doors can be stealth opened, bashed open, or just opened. In this stealth game, bashing doesn't occur. SO&CD and O&CD do. Using SO&CD to enter a room alerts any AI that comes within close proximity of said door, and opens the door for a vague inspection. O&CD doesn't produce this effect. In a nutshell, unless an AI is very close to a door, O&CD works. Knowing the effects of an O&CD or SO&CD can become useful in the game. If you require all RBGs to maintain their original routes use O&CD. If you require subtle alterations use SO&CD. (SAVE) Zap the cut scene, and move Hisham and Sam into the tunnel. Proceed to and enter the short tunnel on your right and behind the standing BG. Allow the BG to complete his convo and exit the area. Move Sam and Hisham to the entrance of the blocked tunnel and complete the hoist. Run to the area in the tunnel that activates Lamberts transmission and again at a run, return outside to the crates. Just before Sam makes the last turn right to the tunnel entrance, drop into a crouch. SC to the left side of the tunnel and up on BG#1 on the left. Allow the two BGs to complete their convo, once the talking stops, G&C BG#1. If you're quick and quiet enough, you can bag BG#2 before he moves off. Interrogate either or both. There, 2 down and not a scratch on Sam. Return to the blockage for a hoist and proceed to the next room. (If it didn't piss off Lambert so much I'd let Hisham kill one of the BGs to lower the KO count.) (Quick Save) There is some rough staging in here and further to the left, your exit from the tunnels. As you drop down into the room, you'll hear the beginnings of a conflict of interest outside the tunnel, (I'm thinking a jealous boyfriend thing. Don't stop to listen in). Quickly move over or under the staging. As you approach the exit, 2 of the 3 BGs outside should be down, if not wait inside the tunnel. As soon as the 1st 2 BGs are down, ensure that the 3rd BG is preparing to climb down the ladder, run to the rear of the truck and hide behind the crates. Hisham will follow and most times, quickly take out the 3rd BG without alarm, although, Hisham may die, and or it could be a protracted engagement, hence the quick save above. (You can stay in the cave on the staging and if you're lucky, the remaining BG will enter the cave and give Hisham a clear shot, more often than not, the BG kills Hisham and or Sam. The best approach is to meet him at a closer range and let Hisham take him out.) Enter the shack and open the gate. Enter the structure and complete the hoist. Hisham will wander off to complete some other objective. Next room, 1 RBG and some pipes for Sam to climb and shimmy about. Move into the room about 10 steps and jump to the pipe. Legs up and skooch toward the lighted area, stopping just as Sam's light meter activates. As soon as the RBG begins to walk back into the dark, move Sam to the end of the pipe and a climb up. No hokey pokey OK, there's an RBG pacing a route up above! Move quickly around the pipes and stop at the right end of the balcony. Wait for the RBG to move away before climbing up and into the room. Stay to the right in the shadows to avoid the camera, stick against the wall after passing the valves. Slide to the corner and wait for RBG to pass Sam on his way back to the balcony. Move to and climb the yellow ladder. Slash the plastic and continue on. (Quick Save) THE MUNITIONS FACTORY Skip the intro, Push the gate button, climb down to the water and move into the next area. Locate the climbing pipe and climb it. Once up the pipe, slip over to the left a bit and wait for the BG to move off to the other machine. Climb up and on the Q&QC pass through the room to the exit. There's a short hall ahead and 1 RBG with a short route. Stay in the crouch, hug the big pipes and slowly position Sam almost behind him but not so he'll be seen when the RBG turns. RBG will move left to another location, follow closely. Once he turns toward the wall pass by and stop just before the next corner to OCPC. Move along the corridor, OCPGL, the 2 lower ones and stop at the next corner. (Or, jump to the pipe and skooch past them) Next room at least 3 BGs, 2 of them are talking near the entry door. Move Sam clockwise through the room around the big whatever they are things to the railing. Drop down, cross to the other side and climb up. Move beside the raised platform, as close as you can get Sam and still OCP the small light on the wall above the raised platform. Climb up, creep across the platform and OCPBL hanging from the ceiling. Pack Server#1 with explosives, crouch, and move up the stairs and OCPL near the exit door. FC along the corridor to the glass doors, skip the cut scene, cross the room on the Q&QC, (sleeping guard) EEV the comp in the glass security area, solve the security code, get the goodies and then exit this room. Stop before the corner, OCPC and proceed to the next door. You're on the 2nd level of the room you placed the 1st charge in and it has 2 BGs up here. OCPL above, open and close the door, FC across the grated flooring, arousing the BGs to investigate. Stop at the railing, hop over and shimmy clockwise around till you come to the next set of railing. Climb up, look back to make sure at least 1 BG is walking toward where you came from, stick to the wall heading to the exit door and creep to the lighted area, stop, OCPL over the exit door and approach it. Pick the lock, SO&CD, OCP the laser and climb down the trapdoor. (Quick Save) (Here's one of the events that changes from the easier difficulty modes in the game. In Elite, to get RBG#2 to move from the middle of his route, you must create a distraction for RBG#1. To do this, OCPL over RBG#1s head from between the stair treads in his presence. Why? I don't know, but if you don't, RBG#2 will stop at the middle of his route and stay there. Not a good thing for ghosting. I waited through 5 cycles of RBG#1s route and RBG#2 didn't budge.) As soon as RBG#1 enters the stairwell, OCP the ceiling light from between the stair treads. While dark, move to the wall and squeeze between it and the stairs. Drop into a crouch and follow RBG#1 out into the caged elevated walkway. Be aware of the wider post supports along the sides of the caged walkway, they're easier to see in NV. Once RGB#1 stops stop Sam about 5 feet behind him and split jump. Stay in NV through the entire area. (Quick Save) (The RBGs routes start at the openings of the caged in walkway. The ends are roughly about 1/3 2/3s with RBG#1 having the shorter route starting at the stairwell and RBG#2 having the longer route starting at the exit end of the walkway. Once Sam is past the halfway mark, Expect BG#2 to have the hearing of a hungry dog waiting to hear the can opener. This area will take 2 split jumps to get through.) BG#1 will turn and walk back to the stairwell; BG#2 will return and leave. BG#1 will return and again walk back to the stairwell, as he passes under Sam back to the stairwell, drop down stick to the right side of the cage and slide down to and around the corner, stop even with the inside edge of the corner and split jump. One or both may become slightly agitated and go beyond their regular routes to investigate, if they don't immediately shoot Sam down, not a problem. Once they settle down, wait for BG#2 to get almost to the end of his route to drop down and Q&QC to the exit. Turn the corner to block the RBGs view of Sam, jump up to the pipe and skooch to the end, drop to the floor and creep under the last GL. Stop at the corner to the next room to locate the 2 BGs in the room. (Quick Save) GENERATOR ROOM There are 2 BGs talking away, stay to the right between the wall and the 2 tanks. Stop at the space between the 2 tanks and wait for the convo to end. Once both BGs are moving away, creep out into the area from between the 2 tanks and follow RBG#1 who continues up the stairs. BG#2 will crouch, face away from Sam and ignore him if Sam is quiet. Follow RBG#1 up the stairs, but stay in the deep shadow as you pass him by. Continue to FC past him as he begins climbing. Proceed to the end, move quickly down the stairs and hug the side of the generator to Sam's left at the base of the stairs in the dark spot. (Quick Save) Don't move for a few seconds, wait for the BG to turn and face the glass wall to SC right along the base of the stairs and squeeze Sam between the wall and the next set of tanks. Continue along the wall and stop before the break between the tanks, eventually the RBG will turn and begin walking toward the server. Look up at the walkway, note Cunnin Punkin is taking a boo at the tanks; wait for him to move on before continuing along the tanks to the end. Wait at the end of the tanks for the BG to climb down and walk away, as he does, move out to the ladder and climb up. (He may also walk around the elevated walkway instead of climbing down the ladder). Activate the door, set the charge on the server and climb back down to the main floor below. Exit the room. (Quick Save) OCPC at the bottom of the stairs, approach the next door, switch to IR and grab the door for a stealth open to see deeper and more clearly into the room. Wait till the RBG has approached and moved across the doorway, SO&CD and follow the RBG to where the metal fence begins. Wait for the RBG to pass the door on his route to OCPL. Move to the left of the door and hide against the wall. RBG will likely enter the door to inspect the disturbance. Once he returns, wait for him to be in the corner of the room where you entered to OCPL again. Now you can exit the room in safety. Turn left near the end of the corridor where the red lighted area is. Squeeze through the pipes to the next room. One man is in the room working on a machine with a grinder or what I don't know. Find and climb the red pipe shimmy over and slide down the other side. Creep under the pipe, creep to the left edge of the water pool, stand and climb out. SC out of the room, stop just before the next corner and peek around it to see an RBG. Wait for the RBG to begin to enter the room. Q&QC passed him to the next corner and OCPC. Continue along the corridor to the caged area. FOUNDARY AREA Climb the cage, climb the pipe, shimmy over to the landing and drop down. Climb the next ladder, move over to the opening and wait for the ore crane to return. Ride the crane over to the monitoring shack, SC over the top of the shack and drop down beside the door. Pick the lock, Cable the door to ensure no one is walking toward it and open the door. Move back left to the corner and hoist up twice to clear the light meter. (Quick Save) (It could take some time for one of the BGs to notice the open door so be patient) Once the guard walks out of the shack, drop down and OCPL inside the shack. Move to server#3 and plant the explosive on it. The BG will turn toward Sam but will not see him. Crouch, SO&CD, OCPBL and climb the ladder to hide. One probably both BGs will pass through the door looking for the light disturbance and then leave. As the BGs prepare to leave the area, OCPBL, SC to the ladder and climb down. One of the BGs should still be just walking through the door as Sam begins climbing down the ladder to the floor below the shack. (This area is the 2nd example in Elite mode to differ from the easier modes. In all other modes, as soon as I closed the door, I would OCPL, peak around the corner to ensure BG#1 was walking back into the shack and as soon as he passed out of sight I climbed down the ladder to the lower floor and exited through the door to the next room. In Elite if you try it, you're either shot before exiting, or a stage 1 alert is sounded.) Open the door; pass through the next room to the other side and stop before the corner and OCPC at the top of the stairs. Climb them to the exit door. This is the work shop, 2 BGs are hammering away on something and at the base of the stairs is server#4 go pack it with a charge. Climb back up the stairs and pass through the other door. OCPGLs, and then the light near the door around the corner before entering the room at the end of the hall. EEV the computer, get the goodies and return to the workshop. Move to the railing above the exit door and OCPL above it. Drop down from the railing and access the keypad. Exit the room, move into the next room and climb the stacks of whatever and OCPBL. Now move Sam into the next room, pass the forklift, and stop near the wall, pallets and truck to OCPL next to the truck. OCP the distant light to the right, move over to the exit door and exit the room. (Quick Save) STATS Times Spotted; 0 time, KO 2 BGs, ______________________________________________________________________________ 2. ELLSWORTH PENITENTIARY (4/8/07, Eliminate 1 KO security room PG. Initial escape where Jamie kills the last 2 of the 5 prison guards in the cafeteria looking place. I used to stay in the room till he killed the 2 PGs, climbed the fence to the stairs, and used the vent. The PG would always investigate the noise Sam makes while exiting from the vent. Since I've been climbing the table to the railing and the vent, the Security room PG isn't alerted to Sam exiting the vent.) (SAVE) (As mentioned earlier in the Briefing, you can pull a few G&Cs to alleviate your angst if you have a problem with Jamie killing innocents, ((the guards)) As usual, zap the cut scenes, turn, move to the cot and climb under to the void behind the wall. Jump up and over to hook up with Jamie. Hoist over the barrier and move through the obstacle course to the trap door. (Quick Save) Pick the lock, drop down and SC to the desk, don't be seen by the RPG. Pick up the walkie talkie and Q&QC to the table, stand, climb up on the table, jump to the trapdoor ledge and hoist up before the RPG enters the room. Backtrack through the obstacle course to the room with the ladder and trap door. Drop down through the railing and shimmy to the right, drop down one more time and wait for the RPG to walk off. Drop to the floor, Q&QC to the opening in the wall, stand and jump up to and through the opening to the void behind his cell. Crawl back into the cell and wait for the RPG to open Sam's cell door. Zap the cut scene, and make your way to the Courtyard. Zap through the next series of cut scenes. KO Barney. (Note, I suggest quick saving before every shoot out, Jamie is a douche with or without a gun. Sam can't count on him to eliminate the PGs before they begin shooting him.) When the game starts back, you're in the cell with Jamie. Take the lock pick, open the door, get the needle and exit the room. Proceed to the 1st hoist, complete it and do a soft drop down in the shadows on the other side. (Quick Save) Pick up the can and throw the can past the cage to the opposite side of the room to gain the attention of the 2 RPGs. Let Jamie kill both. Move to the next hoist spot, complete it and get Sam onto the 2nd level of the block to follow Jamie. Once back on the lower level, Q&QC to the corner. (Quick Save) Wait for the PG to begin walking toward the inmate further along the corridor, as he does, Q&QC across to corridor to the corner on the left and hide. Jamie usually takes out the PG. {In the instance when he doesn't and Sam seems to get shot up a lot or Jamie gets vented, Try following the PG to where Sam can jump up to the pipe. Move further into the corridor and Jamie will follow. Stick to the corner and whistle. There are also times when Jamie Le Douche just won't take the bit and Sam is forced to KO the PG. There have been times when the PG has entered the next area to help the 2 PGs beat an inmate, and then, returns to the current room) Traverse the next series of corridors to the locked double door and pick it. (Quick Save) Enter the, cafeteria, I think? Move to the right side, Climb the first table on the right near the door, stand and jump to the railing for the elevated walkway. This puts you at the vent to the guard room. You may hear one or both of the guards in the cafeteria wonder if they heard anything, if you can make it into the vent before you hear any shooting, you will be good to go. (Jamie still kills both of them, but so far, he makes it into the short hallway to the security door.) (Quick Save) Exit the vent drop down at the end of the lockers. Access the comps, free Jamie and quietly exit the room, No Mo KO of the GUARDO! Jamie La Douche will disappear. Proceed through the corridors till you get to the steam leak. Pass through the door and enter the Old Cell Block. OLD CELL BLOCK (Quick Save) Exit through the next door, locate the 2 RPGs in this area, ensure that both are either walking away and or facing away before moving Sam. Head left to the stairwell, stay in the dark and climb up halfway between the 1st and 2nd platform. Wait for both PGs to turn and walk away before proceeding to the pipe and the shimmy across the room to the 2nd level walkway. Once down, look over to the caged area for the 2nd level RPG, wait for him to turn away before moving to and entering the vent. Proceed through the vent and climb out the other side. (Quick Save) WORKSHOP 2 RPGs, wait for them to walk off to Sam's left, then exit through the slice in the plastic, cross the room, hug the wall to Sam's right and stop just behind both PGs. #1 to the left will return to his original position, #2 will continue on. Follow #2 along the room and turn right where he turns left. Exit the room. Travel the corridor and enter the 1st door on Sam's left. Access the wall vent and stop at the exit. GAS CHAMBER (Quick Save) (2 ways to get through here) 1. 2 blabbing RPGs here wait for them to stop. One will exit the room, the other will return to the control room. Wait for the RPG to enter the room before exiting the vent move to and behind the chair. Wait for the RPG to exit the room and then disable the Gas Chamber door lock button on the console. Follow the RPG down to the lower viewing area. Move to his right, as he turns left to move away, slide along the railing to remain out of his sight. Move over to the door and pick the lock as the RPG returns to the Control room. SO&CD then climb down the stairs to the Gas Chamber room door and wait for the RPG to leave the room. He will make a false start and then leave. SO&CD as he is walking down the stairs but don't close it. Open the chamber door and exit through the door Sam entered this room from. Return to the Viewing room door, stick to the wall on the left and move toward the door until you get a clear shot of the exit door. If you can't see the other RPG near the exit door as the Viewing room RPG walks toward the glass wall, you'll have to go to map to locate him. He must be either in this room or heading to the room Sam entered the vent from to get into the Control Room. If neither of these two scenarios is correct, you'll have to wait for one of them as the Control Room RPG is walking away from the viewing glass. Once out into the corridor, head to the stairwell that leads to the basement and the Chapel. Once in the stairwell, make Jamie stay while Sam drops down to the basement for the Disk in the Morgue. Once at basement level, follow the corridor till you see the 1st Morgue sign and the old style radiator on the left. An RPG will be in the next corridor, be quiet and hide. If the RPG doesn't appear in the hallway, go to map to find him. Once the RPG has turned and moves away. Follow on the Q&QC at a discreet distance. Stick to the wall in the dark area, just before the left turn he makes into the Morgue and wait for him to return. (It looks like the dark area is the end of a series of holding cells) Wait for him to pass, move Sam into the Morgue, locate the disk and return to the dark spot. As soon as the RPG passes back into the Morgue, Q&QC back along the hallway to the stairwell and Jamie. (In a number of runs through this level, there have been a few instances where the Viewing Room guard and or the Gas Chamber Room guard won't allow Sam to enter the Gas Chamber without getting suspicious and investigating. It seems that the RPGs here have the ability to see and hear through concrete walls. Sometimes neither option 1 or 2 works, forcing me to restart from a considerably earlier save. I have also restarted the level over when neither work. This isn't the only place where this happens in this level, the Chapel is the 2nd place. In this case, Jamie won't move over to the exit door on the 2nd floor of the Chapel.) 2. After disabling the Gas Chamber door lock, instead of following the RPG to the glass wall, exit the room through the upper level door. Cross the hallway to the dark corner, stick to the wall and wait for the RPG to pass. Continue along the corridor to the stairwell that leads to the Morgue and the Chapel. Head to the Morgue and stop at the 1st Morgue sign you see and stick to the left side wall near the radiator. Wait for the RPG to move away and follow him at a discreet distance. Stop in the dark spot on the left, just before the RPG turns into the morgue area. As he passes Sam on the way out, Q&QC into the Morgue locate the disc and return to the dark spot. Wait for the RPG to pass Sam on his way to the Morgue Q&QC to the Gas Chamber room and enter. SC into the Gas Chamber room, stick to the right side wall and stop about half way into the room at the vertical white support column. Be aware of the RPG in the room and the one that may appear above through the Execution viewing window. Once the RPG leaves the room, open the chamber door and exit the room through the door near the gas chamber. Pick the door lock at the top of the stairs and then stick to the left side wall for a clear look at the exit door. If the 2 RPGs are in the viewing room and the Viewing Room RPG returns to the lower level, laughs and turns back to the guard shack, grab the door for an SO&CD. When the 2nd RPG opens the exit door to leave, enter the Viewing Room and head for the exit door via the right side of the room. Exit the room and head straight for the stairwell. Once there, proceed to the Chapel. Do the hoist thing at the bars. (If the 2nd RPG is not in the Viewing Room, go to map to locate his position. If he's on his way to the room Sam uses to enter the vent, then exit the room as the RPG walks away from the glass wall. If not, wait for him to return to the Viewing room before executing this maneuver.) (Quick Save) CHAPEL Enter the Chapel, Wait near the double doors, there are 2 RPGs, 1 spends most of his time on the balconies the 2nd, stays on the 1st floor, and enters the chaplain's room. Turn left, stick to the wall and slide about 1/3 the distance to the Chaplin's room. Wait for the RPG that patrols the area where the pulpit and alter is to exit the area and walk around the perimeter of the chapel. He will be heading for the Chaplin's room. The other RPG will be up on the balcony area. Follow the RPG into the Chaplin's room; stop at the doorway for a second longer after the RPG moves deeper into the room, to prevent the door from closing. He'll peel off to the left as Sam continues to the computer. Complete the records change drop back into the creep and move to the doorway as he exits. Stay inside the room and only into the doorway enough to prevent it from closing behind the RPG. The second RPG will likely walk by the door, after he passes the door exit the room, turn to the stairs and stick to the wall on the left. Wait for the balcony RPG to pass Sam before climbing the stairs for the pipe skooch. Climb the pipe skooch across and free the rope. Turn back toward the front of the chapel and drop off the balcony. Q&QC counter clockwise around the perimeter to the rope and climb it. (Quick Save) (Note, I'm not sure if they're glitches or what, in this section. In the 7 times playing through for writing and pleasure, 3 times Jamie wouldn't be waiting at the balcony door, he'd wait till Sam opened the door, then he would sprint to the balcony from the lower floor causing a shootout with the 2 RPGs and die or be dead already. In one play through, he survived, but wouldn't pass through the door to the stairwell. In one game Jamie wasn't at the door, so I restarted from a couple of earlier saves till he appeared. In another, he wasn't at the door; I went down to the exit area anyway trying to call him and to make him wait. Once at the blown out wall, Sam got the hoist message, hoisted and was pulled up by an invisible Jamie. I wasn't able to exit the game though. In the last play through, he wasn't there, I called him, he was killed trying to get up, restarted from the same save he was there but wouldn't enter the door, I tried calling him and he went back to the Chapel entry point and was killed. After I think 5 restarts from the same save point Jamie appeared in the proper spot and followed Sam out to the exit point for the level. I at 1st attributed it to getting one of those "Did I hear or see something" alerts. In all other cases of playing the game, these types of alerts are inconsequential. I thought it might be a save bug, but I would restart as far back as entering Old Cell Block and it still happened, so I really have no idea what the problem is.) Once on the roof, crouch down and SC counter clockwise around the roof behind the RPG, but, at a discreet distance, he hears really well. Once clear, head for the door and pick the lock. Head down stairs to the 1st door and let Jamie enter. Continue down to the parking lot. As long as Jamie passes through the Chapel door, you're good to go. Just try not to fall from any high parts. STATS Times spotted 2, KOs 0 ______________________________________________________________________________ 3. JBA HDQS part1 (4/6/07, Note change from original posted game file, I discovered that if you SO&CD the stairwell door and the door to Enrica's room, the server room RBG will become suspicious. He will open the stairwell door, quiet down and continue on a now altered route. If you just open and close the door as you move through, he stays oblivious (no verbal alert) and maintains the original route. The original route has him pacing from the server room door to the corner near the door to Enrica's room. The altered route is more convoluted and actually gives Sam more albeit (unneeded) time to act, but also requires more time spent waiting in the server room. The new route still follows most of the original, but now has the RBG stopping at the corner near the end of the server room, making multiple stops into the server room and a number of faux moves in the hallway outside the server room door. I prefer the original route, it's simpler. I believe the O&CD method will solve many investigating BG problems regarding doors.) (SAVE} Skip the cut scene, the level starts in an alley, turn to the end of the alley; see the light on the right with the door below. Enter the door, adjust the fuse box and proceed around the corner. Once at the door, Cable it to see if a BG is about. If clear open the door and OCPC. Enter the room, climb the ladder to Sam's right and enter the crawl space. If the room is not clear, switch to IR, and grab the door for an SO&CD, (clearer look into the room). Wait for the BG to exit the room and then open the door. Once in the room, climb the ladder to Sam's right, enter the crawl space and exit it at the other end. (Quick Save) Immediately climb down, stay in the shadows as much as possible and discreetly follow the 2 BGs to the other end of the warehouse. One BG will pass through the doors the other will hang in the room. Move to the left of the double doors, climb up the table and boxes to the raised platform. Approach the fuse box while remaining in the dark. Eyeball the BG in the room to ensure that he is walking away from your direction and then adjust the fuse box. Position Sam above the double doors, Move to the wall and drop or slide down against the wall to the right of the doors. Allow the BG that left to return to the room, SC Sam through the doors and OCPC. Enter the room with the camera and locate the next set of double doors. OCPL on the wall, SO&CD and enter the next room. Stay in the dark move right through the room to the metal shelving at the base of the metal stairs. (Quick Save) Your objectives are in the room to the left of the top of the stairs. It has a security camera and an RBG that patrols the elevated walkway and enters it as part of his route. At the moment, there are at least 3 men in the large room, 2 of them on the ground floor. The RBG on the elevated walkway could be anywhere on his route, you must sit and wait till his cycle has him exiting the room. He makes a series of stops along the route, three of them after leaving the room. One is at the door opening, the 2nd about right in front of Sam and the 3rd to Sam's right. Once the RBG makes the 3rd stop, pull the pistol. As soon as you here the RBG start to walk away, OCPC and then do a Q&QC into the room. Once in the room, climb up onto the table, EEV the comp and then stick to the wall. Wait for the RBG to reenter and then leave the room before quietly climbing off the table and then sticking to the wall near the opening. Wait for the RBG to walk away from his 3rd stop before adjusting the fuse box. Return to the table, stick to the wall and wait for the RBG again. This time, as he walks away from his 3rd stop OCPC and do a Q&QC back to the ground floor. Move over to the double doors on the left and to the right side of the double doors. Go to map, if the BG isn't in the room, enter and pass through the double doors on the left. If he is in the room, it may take a bit, but eventually the BG will emerge from the double doors, pass through the open door before it closes. Move to the left of the new room pass through the doors into a room with 3 of the MBSLs. You can OCP them or time your moves past them to the door at the top of the stairs. Once at the door cable it, if clear, open and close the door to the hallway and do the same to the door to Enrica's room. Load the scanner and scan the hair brush on the table at the far end of the room. Exit the room when clear; ensure that you open and close instead of SO&CD, back track to the beginning of the level in the alleyway. Climb up the metal ladder to the lower roof. Stay in the dark, and make your way along the left wall past the penthouse to where the large horizontal pipes are. Hoist up, check to ensure the RBG is either walking or facing away and climb up. Stay in the dark, jump over the low wall and adjust the fuse box when clear. Move over to the door at the far corner of the upper roof, wait till clear and enter. SC around the hallway until you approach the Server room section. Stick to the wall in the dark and wait and watch the movement of the server room guard. This is the part of his route you are interested in. (Quick Save) (He exits, reenters the server room and exits again. He fakes a return to the room and then moves to the end of the hallway where you are hiding. He makes a fake withdrawal from the end of the hallway and then eventually walks toward the camera and then past Enrica's room) Once the RBG reenters the server room SC along the hallway and stick to the wall near the door. When the RBG exits the room slip past and stick to the wall to the left of the door. The RBG will make his fake return and then head down the hall. When he does, move to and OCPGLs, then move to the dark corner of the room. If no alarm, (SAVE) EEV the server, and make your decision. I protect Yeager for an NSA pickup. OCP the 1st laser, stick to the wall on the left and slide along it to the corner. The RBG will return to the room and break the laser connection, wait for him to turn before doing a SC around to his rear. Follow him out of the room and exit the area back out on to the roof. Stay in the dark and return to the starting point of the game. Report to Emile and then exit the level. Stats All -0- ______________________________________________________________________________ 4. MONEY TRAIN (SAVE) Skip the cut scenes and open the level standing next to Miss Yummy. Exit the tight fitting clothes ... I mean room and give Enrica a boost up. Once up, drop back down to the floor and proceed into the next room where you get to do it all over again. Move over to the fan and wait for it to stop spinning. Climb up and through to the other side. Drop down; wait for the electrician to saunter by and SC to and along the short corridor. Stick to the left wall at the end, wait for the RBG to leave and then follow him into the next room. (Quick Save) Once in the room, you must turn right and exit the room. There is a welder in the room, don't dawdle or pass too close to him. Close the door as you leave. Q&QC through the corridor, find the Policeman and follow him down the stairs, stick to the wall on the right and move close to him, (under the med kit) while remaining hidden in the dark. Listen to them banter, as he moves to the left, (near the floor grate) follow him and stay close to the portable outhouse. When he begins climbing the stairs, move to the grate and drop down into the sewer. Q&QC along the trough till the door above opens stop and switch to "MAP". Use the map to note when the 2 whatever they are leave the area through the door around the corner. They hear too well to risk an alert. Once they're gone proceed along the trough to the intersection, go right to the metal bars and climb up. There are 2 men in this room, a guard and a welder. The guard may be next to the manhole, so be quiet when you climb up. Turn right and SC to the corner, the guard should walk to and under the train car to the other end. Wait for the welder to move to the next work area, before crossing the gap to the next dark area, SC around the end of the train car and stop near the exit door just behind the guard. Position Sam near the guard, if he indeed walked under the train car, when the guard moves away, pick the lock and exit the room. Pass through the next door to the big drain room, rappel down, pass through the crawl space, climb the pipe and enter the crack in the wall. Locate the vent and crawl into it. Wait for the guard to leave, exit the vent and OCP a monitor in front of the remaining guard, as soon as the OCP has recharged, OCP a different monitor, also in front of the guard. (Sometimes you may only have to OCP one monitor to get him to move toward them). As the guard moves toward the monitors, SC around the corner and stick to the wall before he mock turns around, otherwise, Sam gets shot. As soon as the monitor guard settles down, SC over to the left side of the door and wait for the guard that exited the room to appear through the glass in the door. He may be walking passed your door, or he may be pacing back and forth along the far side of the room. In either case, watch and wait for him to be walking and or facing away before exiting the room. Once out of the room, Q&QC along the right wall of the next room to the corner, and slip along the short hallway, locate the keypad and then do a split jump up the wall. (Quick Save) A train guard will exit the next room wait for him to pass and drop down, access the keypad and solve the pass code. Cable the door to locate the Director monitoring the comps in the room. Wait for him to walk to the left, SO&CD, SC across the room and stick to the wall between the comps and the exit door. EEV the comp for the keypad code and stick back to the wall, wait for the Director to walk away from the keypad before moving to it and using the code on the door. Exit the room, SC around the corner and stick to the wall. Wait for the 2 guards to stop talking and for the one that remains to move to his final position. Cross the doorway and SC through the cell to the vent. Enter the room and SC over to the base of the stairs. Slide past it to the corner. Wait for the guard that left the room to climb back down the stairs and exit the room before climbing up and stopping in the shadow to OCPC. Climb the stairs, stop before the platform, OCPC and continue up to exit the room. Stay along the right side of the room in the dark, stop behind the standing guard and wait for him to leave. SC down the stairs while crossing over to the other side and stop at the base. Wait for the 2 guards to meet before doing an SC along the wall and then dropping down to the track level. If you can jump up to the train car without being seen, do so. Otherwise, wait for the guard to pass Sam before climbing up onto the back of the train car. IN THE TRAIN Enter the train car, one guard sitting on the right; there is a small niche on the right just before the guard SC to it and OCPL to your left. Turn right and OCPL above the guard. Hit "WHISTLE" and Q&QC to the left, stop at the metal railing and stick to the wall. Wait for the guard to pass and then move to and through the exit sliding door. Enter the 2nd car, 2 guards, about half way through the car, talking. Stop just before the security camera and OCP the little light at the far right end of the car. Turn left and OCPL near the 2 guards, Q&QC to the right and creep between the wall and the crates. Snake around the crates and exit the car before the guards return. 3rd car, OCP all the lasers required to exit the car and detach it from the rest of the train. (Quick Save) ON THE TRAIN Climb the ladder onto the car and begin creeping toward the front. There are a series of 6 small box thingies on the top outer edges of the train cars spaced 3 per side. One box located at each end of the car and one at the middle. Use them as guide points. If Sam is hanging from the side of the train car he can skooch to a box thingy but must climb up and over once he reaches it. There are 4 guards in all, stay to the right and start creeping. Once Sam passes the middle box thingy on the right, drop off the side and skooch to the front of the car. By the time Sam makes it to the end of the car, both RPGs will have climbed up and passed his position. Climb up and drop down between the two cars. To date, I haven't had an RPG turn and see me or shoot, mostly because the guard smackers usually get them 1st. Climb up onto the 2nd car, stay to the right and drop off as soon as the RPG climbs up. You'll hear the thump of the guard smacker, climb back up and continue to the front of the car. The final exterior guard will be standing on the platform between the two cars. OCPL to Sam's right to get the guards attention. He will begin to climb the ladder, as he does, drop off the car and climb up onto the next one. You'll likely hear him getting a taste of the smacker. Make your way to the car behind the engine and enter it. (Quick Save) Sam should have about 00:4:30 left on the clock, more than enough time. Creep into the car, OCPGL, enter and exit the crawl space, grab the guard and choke him out. (Quick Save) (For me, this is one of the hardest spots in the game. The timing must be perfect, I suggest saving at all the points I do for safety sake) Drop into the crouch, pull the pistol, and switch to NV, OCPL near the guards creep out onto the open floor a few steps and "WHISTLE". Q&QC over to the med kit, stick to the wall and creep onto the fork lift. Wait for both to walk by, and then make your way to the circuit. Adjust the circuit; turn back toward the light, ready Sam to OCPL it again as soon as the 1st EMP wears off. Begin backing up, OCPL, the guards may be coming back already, and one of them may have said, "Did I see something?" Move back toward the gold and the very dark spot, the guards will single up coming at you in a single line, move to the left and hug the wall and proceed past both guards. Continue back to where you KO'd the first guard. (If they aren't close to or past the forklift, and haven't become anxious, OCPL and return to the forklift, wait for them to pass and return to the spot where you KO'd the guard) (Quick Save) OCPL, the laser, enter and exit the crawl space and exit the car. (Quick Save) Skip the cut scene and enter the next car. 2 guards and one engineer, this may also be a cojones buster. SC past the narrow partition on the right, Sam will kind of be in the dark, stick to the wall. (Quick Save) Enter the engine car, move Sam to the right and into the little niche. OCPL to Sam's left, turn and OCPL near the guards. Q&QC up to and beside the cart with the bag on it on Sam's right, "WHISTLE", and Q&QC past the closet thing on the left and stick to it. Wait for the 2 guards to pass, then Q&QC to the door and open it. (What makes this area so difficult is the engineer, he seems to be able to see and or hear you and begins crying like a sissy, which gets Sam ventilated. I seem to have better luck sticking to the closet thing than sticking to the wall, which in reality would put Sam further away from the guards.) STATS Times Spotted, 0, (Sometimes the guards on top of the train see you before you drop off or they get KO'd by the guard smackers) KOs 1 ______________________________________________________________________________ 5. COZUMEL (SAVE) Skip the cut scene, switch to pistol, enter and exit the room. There are 2 guards in the hallway, move over to the right side of the hallway near the luggage carrier, OCPL on the wall down the adjoining hallway and Q&QC to the end. Turn left; continue to the end of this hallway open the door to the next room, OCPC, cross the room and exit. FC to the first door on the left with a green light and enter. FC through this connecter hall and slow down just before the double doors, open the door, OCPC, close the door and Q&QC to the left as Manny wakes up his buddy. FC through the lounge to the sliding doors, OCPL above the double doors with the twin waves painted on them. Creep into the pool area, move to the left, locate the light switch to the pool lights and shut them down. Move over to the pool, find a safe place to drop down into the water and wade toward the other double doors. When you get to the other side, climb out when it's clear and exit the room. Turn left, SC to the top of the winding staircase, OCPL on the wall on the left just before the glass partition. Q&QC forward, OCPL on the right and then SC past the glass partition on the left. Stick to the wall and slide toward the exit door, the guard may stop at the doorway, but Sam can slip by him to the open deck. Creep over to the Conning tower and climb up to meet with cutie muffin. Complete the task, climb down and assist her with the hoist over the barrier. Make your way back to the doorway Sam used to exit out onto the open deck. (Quick Save) There should be one guard patrolling the deck and the 2 inside. One of them should be near the door and the other will be walking back and forth from port to starboard. OCPL near the door and SC into the hallway, I prefer to have the 2nd guard to the right of the opening, it seems to allow me to creep behind the 1st guard to OCP the next light just past the glass partition. Once done, SC your way to the stairs and down. Retrace your steps through the pool area and back into the lounge/bar. Creep over to the edge of the corridor where the 2 guards are, switch to map to locate the patrolling guard. Ensure that he has stopped at your end and turned away. Once done, creep out enough to EEV the comp on the table for the passenger manifest. As soon as it's safe to approach the exit door, turn around and exit the room through the door with the green light. Don't rush around and down the stairs, the lower deck RBGs can hear dust drop. When you get to the double doors with the green light on the lower deck, exit straight out the door and to the railing. Turn left, the 2 guards should still be walking ahead in the same direction. Stay in the dark and stick to the railing before they stop and turn around. Wait for both to pass before moving to the end and sticking to the rail again. Once they have turned back for the 2nd time, enter the double doors and wait for Enrica to transmit the pass key. Enter and exit the elevator (Quick Save) Q&QC along the hallway till you come to the box on the wall on the right with the cables coming out the top, stick to the wall and wait for the RBG to pass. As he passes, Q&QC to the left, stop just after the corner and OCPL. Q&QC down the next hallway and enter the niche on the right. Wait for the RBG to pass and creep to the end, turn right and locate the Engine room door. Cable the door, if clear, SO&CD, stay in the dark, turn right, hop over the railing hang and drop to the lower level. If clear drop down to the deck, turn left and exit the Engine room through the cage and Engine room doors. Once out turn left and SC around the corner, 1 guard, a laptop and a light. Stay to the left side of the corridor and stick to the wall. Move as far left as possible and OCPL. Q&QC past the area to the next exit door and pass through it into the caged storage room. Hack the keypad and do a Q&QC to the end of the large storage area. Wait for the guards to clear out then jump the railing into the water and wade to the stern of the small boat. When clear, climb up and access the bomb, exit when safe, return to the spot you jumped into the water from and climb out. (Quick Save) Climb the ladder and stop just before the top. Wait for the guard to approach the end of the walkway and turn away before climbing onto the elevated walkway. Stay about 20 feet behind him the entire way around the walkway to the door leading to the camera records computer. SO&CD, move to the little niche across the room, stick to the wall. Ensure that no one moves back toward the door and opens it. Once clear, access the comp, move back to the niche and click map again to locate the 3 RGs. Make sure that at least 2 of them are on the lower level and either walking away or are under the elevated walkway. Ensure that the 3rd guard is walking away before creeping out. Once out, turn right, Q&QC to the railing, hop over, locate the trap door on top of the cage and drop down. Exit the Storage area; Q&QC along the corridor till you get to the corner that leads to the corridor with the lone guard. (Quick Save) Wait at the corner till you see him exit the little room, SC out and around the corner, while staying in the dark, stick to the wall on Sam's left and slide down as far as possible while staying in the dark and stop. The guard will slowly walk past Sam, SC across the corridor, stick to the wall on the opposite side and slide down till you bump up against the metal partition. The guard will return to the room, once he turns into the room, SC into the next corridor and stop at the Engine room door. Cable the door, ensure its clear, enter and exit the caged room, proceed down to the end of the engine, turn left and stick to the wall close to the metal shelving. Check the map to see where everyone is, as soon as it is safe to move, cross the engine room. Turn right continue along the short walkway to the crawlspace, enter and exit to Enrica's position. Complete your task with Enrica, skip the cut scene, and download the virus to her phone. Exit the crawl space when clear and move to the console with the engine controls, stick to the wall if any guards are near, once clear, stop the engines and exit the Engine room. (Quick Save) SC around the corner, stick to the wall on the left side of the corridor in the dark, wait for the guard to turn away and EEV the comp in the little room. If he is still walking along the corridor and isn't close to the end, cross the corridor and stick to the wall on the right in the dark. Otherwise, wait for him to return and repeat his route, and then follow him and likewise stick to the wall on the right about half way between the metal bulkhead posts. Wait for him to pass Sam and then exit the corridor for the Storage room and the small boat. Once in the Storage room, keep to the wall on the right and in the dark. Once at the end, jump back into the water and board the small boat. Extract. STATS All zeros across the board ______________________________________________________________________________ 6. OKHOTSK (4/9/07, I finally brained out how to deal with the Deck RBG on the way to the bridge. The maneuver begins in the Engine room. Instead of exiting the engine room from Bomb #4, cross the engine room and return to the vent. Exit the vent, the RBG is gone; you are on the main deck level where you started the boat section of the level. It takes a bit of work, but it eliminated another KO from the game.) (SAVE) Skip all the cut scenes, FC to the ledge and wait for the BG, drag him off the ledge like a hungry crock waiting for a stupid fat and slow Gnu. If not, catch up with him on the path and G&C him. Creep around the corner, climb up 2 levels, wait for number 2 to walk under Sam and drop down onto him. Climb back up, creep up and over the crevasse to the other side, and position Sam beside the big honkin icicle. Wait for the next BG to pass under Sam for another drop down. Crawl through the tunnel wait for the BG to move away, crawl out, G&C him through the ice sheet. Move to and grab the rope, slide down and drop onto the RBG, if not, G&C him. Creep around the tent, cut the material, SC up to the opening and do a G&C, and then disable the Radar console. Exit the tent SC past the wall mine, locate the green lasers and wait for the RBG, he will approach, and block the laser. Once he turns, SC and G&C him. Move over to the right of the machinegun, stay close to the rock wall, wait for the RBG to begin his return leg of his route and do a Q&QC and G&C him. Disable the radar console, and backtrack past the machinegun, SC past the 2 wall mines. FC out into the open, slow down as you approach 2 of the 3 BGs in this area. Stay in the dark, SC around and between the snow mound and truck. Wait on the small hill for RBG#1. SC up to and grab him, pull back into the dark swing out to the snow wall and then pull him back to the Detonator before choking him out. Disable the detonator and SC to the rear of the mobile drill rig. Note the RBG at the far end of the area, wait for him to turn and walk away before creeping out to grab BG#2. Drag him back to the detonator and choke him. Move to the right side of the truck, in the dark, wait for #3 to turn away before creeping out and to the left of the radar console. EEV the Radar console, wait for #3 to return and do a G&C on him. Jog over to the flare, crawl into and out of the tunnel, creep over to the crates and wait for RBG#1 to approach, grab him as soon as he turns away to avoid RBG#2, drag him back into the exit tunnel and choke him. Move back out to the crates and wait for #2, creep up behind him and G&C. FC over to the water near the flags while staying in the dark, SC over to the crate, climb over it and sneak to the rear snow wall. Wait for him to walk by for a G&C. Exit the area through the crevasse, continue to the next area. See the Generator truck, stay in the dark against the snow wall. Wait for RBG#1 to walk by for a G&C. Move around the rear of the truck, between the truck and the tent and to the rear of the tents. SC around the rear of the tents, following RBG#2, let RBG#2 pass BG#3. G&C BG#3. Backtrack around the tents and hold up between the boxes, old truck and snow wall. Q&QC up to RBG#2 and G&C him. Enter the middle tent for the radar console; exit the area through the rear by way of the high crawl space. (Quick Save) Exit the tunnel and disable the mini generator. Move over to the right side of the cave entrance and wait for RBG#1 to enter, grab him from behind and drag him to the far side of the cave to choke him. Move out to the entrance of the small cave and OCP the light bulb. Creep out into the larger cave and disable the 2nd generator. I prefer to follow and KO the RBG that walks around the pool of water first. Then wait for RBG#3 to exit the radar console area, follow and KO him. I EEV the radar console, then continue around the walkway to a position about 20 to 30 feet from a stop point for RBG#4, I wait for him to turn and walk away to Q&QC for a G&C. Once completed, I backtrack to the generator truck area and locate the codes on the cot in the first tent then make my way back to the ship for a rope climb up the starboard side stern of the ship to end this portion of the level. Even though this section is one of the easiest levels to do, I like it the least because of all the KOs involved. Part 2, OKHOTSK, TANKER You begin at the stern of the tanker, there are 3 BGs in the area, 2 on the port side, 1 on starboard, and we're going starboard. Stick to the wall, listen to Lambert and wait for the BG to stop at the end of his route. Once he turns and begins to walk back, follow him, Q&QC up the stairs and wait at the top. Once the BG begins his route again, SC down the stairs, turn, move over to the other stairwell, and then Q&QC down 2 levels to the 02 deck. Locate the crawlspace, enter it and crawl to the end. Wait at the end of the crawlspace till the RBG walks by, climb out, grab him, drag him back into the dark, interrogate then KO him. Re-enter and exit the crawlspace, turn left and continue on till you find the engine room sliding door. OCPL, enter the engine room and close the door. There are 3 BGs in this area, stay in the dark, jump the rail near the door as soon as the BG passes under and by Sam's position. Hang, ensure that it is clear and drop down to the lower deck. Creep forward to the bulkhead and wait for the 2 BGs to walk off. Q&QC past the stairs on Sam's left, to the rear of the engine room. Slide along the wall till you come to the ladder and climb up. Locate the light to the right of the ladder, OCPL it. Creep over to the ladder, climb up into the vent plenum, locate the crawlspace near the big fan, enter it, crawl to the end and wait. (Quick Save) There is an RBG pacing back and forth in front of Sam he also makes a momentary stop at a doorway to Sam's left. The flashlight on the wall kind of pointing at Sam isn't an issue. Wait for the RBG to walk past Sam to his left or right, climb out and Q&QC through the doorway to Sam's left. Keep going left into the next corridor and stop at the Captains door for a boring convo. I suggest the quick save; because there is another RBG that patrols the corridor to the right of the corridor you enter on your way to the Captain's room. The RBG may be at the doorway as Sam walks through. Once you've skipped through psycho puppies blathering, backtrack to the Engine room via the vent. (Quick Save) (Reason for save, most often, if you move Sam quickly enough, you can creep straight to and enter the vent without notice, sometimes not, the save gives you the opportunity avoid the Captain's speech again) Leave the Captains door, stop before the corner to ensure that neither of the 2 RBGs is standing in a doorway at the connector hallway. Once you are clear to move, Q&QC to the crawlspace and return to the Engine room and le boombs. DISARMING THE BOMBS (The Engine room RBGs can be anywhere in the engine room, so much of this maneuver will rely heavily on the vents under the two front engines and the map. I've played through here umpteen times from mission starts and there is no set positioning for the RBGs, or what direction they'll take under the conditions of the moment. I'm going to describe my last event through the area. I'm going to delineate the effected area of the engine room and your entry point at the ladder as the front "A" side of the engine room. The engine closest to Sam is Moan and the one beside it Groan. Groan and Moan have an "A" side and a "B" side. Sides "A" are facing the elevated walkway at Sam's entry point and sides "B" are facing the other elevated walkway. I think this will help orient and lower the confusion of defusing the bombs. Bomb #1 is on the walkway Sam is on, Bomb #2 is on the "A" side of Moan, Bomb #3 on the "B" side of Moan and bomb #4 is on the other elevated walkway. Is everything clear?) Once in the Engine room, OCPL near the ladder, FC toward the end of the walkway and defuse Bomb #1. Return to the ladder before the light comes back on. (Quick Save) OCPL near the ladder, drop, hang and release from the ledge. 2 RBGs this side of the engine room. Creep around the front of Moan, OCPC and defused Bomb #3. Enter the vent under Moan, peeked around, saw 1 RBG switched to map, located all 3 RBGs. Backed out from Moan, entered and exited vent under Groan. Climbed the ladder and defused Bomb #4. (Quick Save) Map, located 3 RBGs, waited for RBG to pass railing, dropped down and crept along front of engine room to "A" side of Moan and defused Bomb #2. Find a safe dark space to stick. When clear, OCP the flashlight climb the ladder, OCPL near the camera, FC to ladder and climb up into the vent. Exit the vent, the RBG is gone never to return. The Captain's suite is now open, good thing too; it needs to be aired out. Enter the Captain's room, grab a bottle and return to the doorway to the room with the flash light. Turn right, enter the dark room, slide the door open to the next room. Position Sam far enough into the room to break the light, break the light and FC back into the dark room and stick to the wall. The RBG will open the door investigate or not and leave. He will likely drop back down into a crouch facing the stairwell. (Quick Save) (I tried tons of ways to get him out of the doorway; bottles, whistles, jumping, and OCPL. The best you get is for him to enter the room for a very short time and often thoroughly venting Sam. The trick is to get Sam past the door before it closes.) Once big boy has settled into his crouch, move back into the room, just past the doorway. Arm with the OCP and get a good bead on the light outside the room. Switch to NV, OCPL, and "WHISTLE". Holster the pistol, creep right to the wall and slide along it to whatever the dark thing is. Allow the RBG to enter the room and turn toward the spot where you made the sound before getting too close to the door. Exit door, creep about 5 feet out of the doorway, jump up to and legs up on the pipe and then mad skooch to the other end before he comes back out and or the light comes back on. (Quick Save) Drop down and SC to the other side of the ship. Climb up 2 decks through the stairwell, as you begin the 3rd deck, you'll hear the whine of the turret gun. Turn around and do a run and jump up to the 3rd deck, ending up beside the machinegun. Move to and cable the purple door behind the machinegun. Wait for the RBG to turn away before exiting. Follow him around the deck and stop behind the winch. The RBG will return to his route in a second, when he does, enter the red door to Sam's right with an O&CD. Pass through the 1st door, but only slide open the 2nd door; the RBG may be standing at the doorway. Wait for him to move off, follow him and enter the short corridor on the left. Slide open and close the door and then stick to the wall to the left of the door to Sam's right. 2 BGs in this room, one walks back and forth through the door Sam is next to, the other seems to be reading gauges on a control panel. Wait for the walker to enter the room, pick up the object near Sam and throw it over the structure in the middle of the room to distract the 2nd BG long enough to by- pass the circuit. Return to the spot where Sam stuck to the wall and do so again. (Quick Save) Wait for the walker to reenter the room and move away from Sam. Exit the room, stick to the wall and wait for the RBG in the corridor to show himself. Once you know which direction he is walking, stick to the same side he is walking to so that he won't see Sam when he slides close to the opening. Exit the area and return to the door leading to the exterior. Move Sam up to the door and go to map, locate the Deck RBG, when he comes around to the area where Sam is, exit map and switch to IR. Wait for him to turn and leave. Wait until the RBG has left the area before creeping out to the ladder leading to the next higher deck. Once on the upper deck, SC over to the flag pole and wait for the next RBG to arrive. When he begins to walk away, OCP the machinegun and follow him to the other side of the ship. Creep right around the ship till you see the 2 rows of life raft containers, stop at the 2nd row and wait for the last RBG to appear. When the RBG turns and begins to walk away creep away from the rafts and OCP the machinegun at the other end of his route. Follow him to the other side, while being careful passing the wall mines and stay in the dark to his right. Once he begins to walk away, move to the door end enter, then "Enter the Command Center" to end the level. Times spotted 0, (KO's 22,) (No way to get around the 21 from the 1st half of the level. As for the one aboard the ship, you must KO the cargo RBG for the drug info.) ______________________________________________________________________________ 7. KINSHASA (SAVE) Zap the cut scenes and move forward to activate the car alarm. Once done, move into the garage; locate the bottle on the curb and position Sam for a clear shot at the light above the exit door. Once safe, kill the light, once clear, approach and SO&CD. Turn right 2 times stick to the wall on the left side of the short hallway just before entering the room. 2 BGs will be talking; one will enter the room walk over to a table and stare through the window linking the 2 rooms. Once he passes Sam, follow him, SC past him into the narrow corridor. There will be a sleeping BG here, SC past him to the elevator, enter and rise to the 8th floor. When the elevator stops, wait for the BG to stop yapping then climb up onto the cage, jump up and hang from the 9th floor elevator opening. Wait for the next blackout, climb up, Q&QC across the room to the door and exit. (Quick Save) Peek around the corridor to locate the RBG, stick to whatever side of the suites entrance niche that will cover Sam from being seen by him when he passes if he does. As soon as it's clear, make for the stairwell to the right and climb up to the 10th floor. If the lights return before you get to the 10th, be careful not to be seen by the RBG near the end of the corridor. Once clear, locate the 1st door on Sam's left, hack the keypad and enter the room. Use the comp, soon, 2 BGs will enter the room, one to the comp and one to the living room near the TV. If you have the time before they enter the suite, locate and enter the bedroom, locate and search the file cabinet. If not, book into the bathroom and wait for a blackout to creep out, enter the bedroom and access the file cabinet. Wait for a blackout, SO&CD and exit the suite. Check the hallway for RBGs, if unseen, go to map to locate the RBG patrolling this area, determine which direction he's moving to make the best decision for cover in the open sitting room. Turn left and enter the open sitting room on the right side of the hallway, be very careful if the RBG is close and or you're tailing him, the floor in the sitting room is covered with glass. Move over to the other opening. The RBG may be coming or going depending on when you arrive in the sitting room. Regardless of which direction he is traveling, creep out and enter the 1st door on the right, suite 1002. However, if he is already at the opening where you entered the sitting area stick to the wall and pray he doesn't see Sam. Once in suite 1002, kill the lights. Locate and grab the key card in the room. Move to the door linking the 2 suites, stick to the left side and wait for the BG to approach the comp, from this point he may do one of 2 things, either enter the room Sam is in or walk back to the entry door of said room. If it's Sam's room, wait for him to pass Sam, SC into the next room, over to the entry door, switch off the light and exit the suite. If he walks back to the entry door, Q&QC over to the left side of the short hallway and stick to the wall at the corner, just before the bathroom door. As the RBG passes, move into the hallway, kill the light and exit the suite. Stick to a side wall in the suite's niche, likely a RBG will be roaming about the corridor and or foyer. If there is, as soon as he moves off or another blackout occurs, Q&QC out, turn right twice into a new short hallway, locate the niche with the fern on the left, stick to the wall and wait for the next RBG. (The comp in the last suite tells about a rat at Langley? HMMMM? Williams? HMMMM?) (Quick Save) Wait for the next BG to arrive turn around and leave. As he does, follow him at a discreet distance, (broken glass on the floor), Take the 1st door on the right, use the key card and enter the suite. From this point, you have two options. 1. Crouch near the giraffe and wait for the next blackout, if it comes soon, creep around the balcony position Sam behind the BG and grab him as soon as he stops talking. 2. Enter the suite, slow creep around the fern, stick to the wall and slide down to the bathroom. Open the door, enter and wait for another blackout The BG may approach the balcony railing before another blackout occurs, if you made it to the bathroom, SC out, position Sam behind the BG for a grab as soon as he stops speaking. Once you have the BG, drag him to the Retinal scanner, and then into the bedroom for a choke out. (More than one time I've had a blackout occur as I enter the suite, crept along the balcony, made it into the room and grabbed the BG before he walks to the balcony to talk to the BG on the lower floor. If you allow him to complete his convo with BG#2 he may walk off along the balcony, I never got that far into the scenario, so I haven't ever found a solution beyond the points mentioned.) Grab the stuff from the safe, move to and over the railing of the balcony at the opening to the room with the Retinal Scanner. Drop down to the floor, if the 2nd BG is climbing the stairs, move to the table and pick up the throwing object. Return to the darkness and throw the object at the light over the table, when done, access the comp. When done, creep to the railing, hop over and wait for a blackout to exit the room. Once in the hallway, locate the RBG, stick to whatever side of the niche needed to cover Sam. Be mindful of the camera at the end of the hall. When the RBG passes during a blackout creep out grab him and drag him to the closest end of the hallway for a choke out. Hide him from the camera and visit Emile. When done, exit the room, wait for a blackout and travel the corridor, stopping just before the elevator area. Stick to the left wall and wait for another blackout, preferably when the RBG is at Sam's end of the elevator area. Enter the elevator when safe and scoot to the ground floor. (You can creep out to the dark cove on the right at Sam's end of the Foyer, the BG may or may not see Sam, but he will eventually make his way to Sam's hiding spot. You can sneak around the column and lights, but I find it more difficult than the reward, and I hate multiple restarts not to mention that a 2nd RBG patrols the far end of the corridor. At worst, and there are no blackouts, follow the RBG as he leaves the dark cove from your position at the corner. Enter the elevator and drop to the next level.) (Quick Save) FC left until Sam comes upon a grand staircase, hop over the left side into the ferns, SC to the left and stick to the wall near the end. Someone will yell, "Find cover there might be more!" This will prompt the BG close to the turret gun to walk past Sam and into the center of the room, when he does, move to the turret and disarm it. SC back into the darkness, stay in the shadow and stick to the walls as you make your way counter clockwise around the room to the exit opening. As soon as it is clear SC along the hallway to the intersection, enter, move to the right side and SC into the niche. Stick to the wall and wait for the RBG to stop talking. (Quick Save) When he does, he'll turn toward the double doors, and eventually walk the length of the hallway. As the RBG passes by Sam SC to the doorway enter the room and stick to the wall on the left. You're now in the kitchen. (Quick Save) This part is going to take patience; you must wait for both BGs to be walking away from Sam before making your move to position him below the pipe on this side of the kitchen and hoisting up to it. Once on the pipe, skooch almost to the end, stop as soon as the light meter acts up, there is smoke or something coming out of one of the pipes or the ceiling to assist in concealing Sam. I recommend a quick save here if you fail on attempting the next part of the maneuver. (Quick Save) The waiting game returns for the opportune time to drop and Q&QC out the exit door. Once you make it out the door, move quickly, but stay along the left side of the hallway and turn left at the corner. Stick to the wall and ensure that the RBG you passed by at the other end of the hallway is not walking in Sam's direction. When clear cross the hallway to meet up with Hisham. Q&QC through the shower room stop at the corner to the pool area and tell Hisham to hide. There are 2BGs in the pool area; one of them patrols the end of the pool where the 2 of you are. Wait until he is looking toward the pool at your end before you SC out along the wall on Sam's right to the corner near the exit door. As the RBG passes Sam at that point, move Sam to the door and pick the lock. Once completed, return to Hisham, direct him to follow Sam. Wait for the RBG to return to the pool end and begin to leave, as the RBG moves away from your end of the pool, follow behind and pass through the exit door. Take the door at the end of the new hallway you're in and tell Hisham to hide. Position Sam at the opening to the 1st garden area and go to IR to locate the RBG. Find him and then pick your route to the next opening to garden #2. (I prefer going to the right side, but the RBG doesn't always give me the option) Ensure that the spot light doesn't spot Sam. (In this game, it doesn't sound an alarm, but it doesn't leave you either, as bad or worse.) I also prefer to move about the 2nd garden in a clockwise manner to avoid the SBG guarding the opening to the 3rd garden. Move Sam to the left of the standing guard, but far enough away to prevent the spot light from tracking him. Note an RBG that paces from front to back in the 3rd garden, you must time your entry into the 3rd garden when he is walking to the rear of and the spot light is moving away from the 3rd garden. Attain a safe position in the 3rd garden against the inner wall and near the door to the parking lot. (Quick Save) Lastly, when clear to do so, (either when the RBG is walking to the rear or to the front, but after he passes the tree in the middle of the garden), enter the left side of the double doors and leave it open. The next set of doors leads to the parking lot where Hisham will make his exit from the game. The 2 BGs in the parking lot are easy to KO, I wait behind the car with the rear end facing the exit gate, KO him as he passes, then sneak around the area to KO the 2nd BG. Locate the throwing object in the glassed in area and bring it along with you. Open the left side door of the double doors so it swings out and leave it open. Make sure the RBG is walking away from Sam; hug the wall on the right with the fern and SC into the darkness. (Quick Save) Move over to the inner garden wall toward the front, you need cover from the RBG when he's there and a clear shot at the SBG. Once set, wait for the RBG to walk back to the rear of the garden and chuck the can at the SBG. Move forward into the dark and stick to the wall behind the fern. Both will investigate, the RBG will return to his route and the one hit by the can will move over to the double doors leading to the parking lot. Once you have a clear shot out of garden #3, back track to Hisham and then have him follow Sam back to garden #2. (Quick Save) Stop at the left rear corner of garden #2, you need to be able to tell when the RBG is at the front of garden #3, once he turns away, SC around to the front of garden #2 near the opening to garden #3. Slide along the inner wall far enough to see the steps that the RBG walks up, otherwise, go to map to locate him. As soon as he turns away, enter garden #3, move left all the way over to the dark spot. Tell Hisham to hide. (Quick Save) Stick to the wall and slide over to the fern niche. (Eyeball the BG near the door, he gets fidgety and then settles off and on, make your move into and out of the fern niche as he settles down) SC into the niche on the left and stick to the wall behind the fern. Watch for the RBG to be walking toward the front of garden #3, as soon as he passes the tree, SC along the wall and pass through the double doors to the parking lot. Once into the glassed area, call Hisham to you and help him over the gate. (Quick Save) Take your time and return to the room just before garden #1. Creep to the other end of it and exit into garden #4, Q&QC to the right side of the garden, stop at the corner of the inner wall and switch to map to locate the RBG in garden #5. Figure out the pattern of the BGs route. Place Sam in his path so he can intercept him at one of the far corners. Sam should KO the BG as far away from the 3 BGs in garden #6 as possible, garden #4 will do for safety. Return to garden #5, proceed counter clockwise through the area and approach the entrance to garden #6 from the right side and in the dark. (Quick Save) There are 3 BGs to take out in this garden before you can end the level; one of the BGs is standing close to the entrance to the garden. Once the spot light has exited garden #6, SC across the entrance to the left inside corner. There is a narrow space for Sam to slide into, take your time. (Note: on one occasion, I was unable to enter garden #6 without RBG#1 lighting a torch and having a look. I'm not sure if it has anything to do with the RBG in garden #5, I think he heard me, lit a torch and then dropped it at the far end of garden #5 across from the openings from gardens #5 and 6.) SC through the narrow area to an opening on the right, it faces the center of garden #6. One of the RBGs will eventually walk toward Sam, when he comes to a stop creep up behind him, grab him and drag him into the narrow area. Choke him out during a barrage of gun fire, do the same thing to all 3 BGs. When all BGs are sleeping, plant the demo charge on the AA, detonate and request for extraction. Times Spotted, 0 (A couple of times playing through here, I got spotted 1 time, although, I haven't figured where) KO, 8 (No way to get around these KOs) ______________________________________________________________________________ 8. JBA HDQS part2 (4/7/07, Change from original game file. I was able to figure a work around for the 2 RBGs in the Red Mercury Lab area this morning, very frustrating. JBA HDQS p2 is now KO free. The solution is quite convoluted and takes a bit more time to complete, not to mention many more saves within the area. The RBGs get very agitated throughout the event, Sam must do some clever maneuvering to stay clear of both and is able to ghost the area and level without being seen or confronting any of the BGs in it. In the Lab area, I suggest saving to different files each time, don't rely on overlaid quick saves, you're likely to want to restart from a safer save, different files allow for this. I have also slightly modified Sam's route through the bunker area, cutting down the distance and rooms entered.) (SAVE) Enter the building; take the stairwell down to the closed door, leave it open, it will make your life easier on the way back to Emile later in the game. Approach and OCPGL, ignore the MBSL run down to the next opening, drop to a crouch, another MBSL, slip around it and stick to the wall in the dark spot beside the wall bump out. (Quick Save) Most likely an RBG is standing outside the window to the Control Room, wait for him to pass Sam on his route, OCPL in the floor grating at the Control room corner from the darkened bump out area, Q&QC along the left side of the corridor to the bump out and then to the right side of the corridor at the corner. Follow the darkness across the floor to the bump out to the left of the Control room door and right of the Control room window. The BGs in the Control room will become excited and move to inspect the area. Do a Q&QC around the bump out, past the Control room door and down the ramp. Turn left, stick to the wall and listen for an all clear from the Control room BGs that enter the hallway. O&CD the Lab room door. Once in the Lab, move forward and then stick to the boxes on the Red Mercury room side. Locate RBG#1, he could be anywhere in the Lab area. It's safest to wait for him to be walking up to or be on the elevated platform. EEV the 2 comps on the elevated platform for the pass codes to the Red Mercury Lab. (SAVE) Once done and clear, move down to the lower area and locate the throwing object, (can). Position Sam for a throw at the wall light near the Green Laser and break it. Once done retrieve the can and maneuver around BG#1 when he comes to investigate. Odds are BG#1 will make a fake move to return to the platform and then walk down to inspect the lower level, when he does, move back to the boxes and break the lights to the elevated platform. (SAVE) When safe, OCPGL, creep to the top of the stairs and Cable the door. Locate BG#2, he could be anywhere in the room, Allow him to complete his route for 2 cycles to get a feel for his route and the time he spends at each stop. This is my solution to grab the files from the cabinet and book clean from the room. (Problem; BG#1 is the problem. If he's on the elevated platform, walking from it to the lower level, turning to go up the short steps or climbing the stairs to the platform, Sam will be seen in the 2nd level room whether he's at the file cabinet or not. You'll either hear a Bunker Wide Alert calling everyone to the Lab or an audible bass down beat alerting you to the fact that BG#1 is now on active prowl looking for Sam.) Go to map, watch the movements of both BGs, for a few cycles and note even though BG #1 is now on alert with wep in hand, he still maintains his route, albeit at a slower pace, (which is a good thing) This is the pattern you're looking for; BG#1 has left the elevated platform and is walking toward the short steps to the lower level, (he always stops at the med kit on the wall). BG#2 has walked around the desk and is approaching the entry door, (he looks at some posters on the wall). This pattern gives Sam the time he needs to access the file cabinet and slip out of the room clean. Exit map. (Quick Save) Grab the door for a SO&CD, enter the room but do not close the door. As BG#2 turns and begins to move away, follow him closely, being nearly beside him to his left side. You can actually move past him as he approaches the blue wall thingies. As Sam is accessing the file cabinet, turn the camera to face the exit door so that as soon as he's done you can Q&QC him to the door and close it. (SAVE) Creep to the bottom of the stairs, OCPGL, climb down to the lower foggy level and locate the 2nd can. Position Sam for a throw at the light near the camera, break it, retrieve the can and play keep away from BG#1 as he comes down to investigate. (SAVE) Position Sam along the exit door wall; watch as BG#1 eventually makes his way down to the lower level and the med kit. BG#1 will either make a short walk up to the 2nd level and come back or return directly to the elevated platform. Be prepared to move clear if BG#1 uses the walkway near the exit door to return to the platform, if not, position Sam near the med kit and break the light. This will likely call both BGs to investigate, stay around the boxes, for more maneuvering options. (SAVE) You can no longer OCPC when BG#1 is anywhere but the lower level or the stairs to the 2nd level. Wait for either of these opportunities to OCPC, enter the door code into the keypad and open the door. Move back to the boxes to reconnoiter. Go to map, the next move requires BG#1 to be on the platform and BG#2 to be near the desk. Exit map, turn to the camera and wait for it to begin turning toward the exit door so that you can move Sam into the Red Mercury Lab and into the escape vent. (SAVE) Go to map, watch the movements of both BGs. BG#1 must be secure on the elevated platform and BG#2 must be rounding the desk heading to the 2nd level door before you can move Sam out of the vent to sample the Red Mercury. Once out of the vent, access the keypad and sample the material. Turn the camera toward the escape vent so as soon as the event has concluded you can re-enter the vent. (SAVE) One or both of the BGs will now be moving down into the lower area. Wait for BG#1 to pass the exterior section of the escape vent to open it and drop down to the lower level. OCPC, climb up to walkway and move around the boxes to the exit door wall. Locate both Lab BGs to maintain safety, Cable the exit door to ensure that the hall RBG isn't there and exit the room. (Quick Save) (It took some time and was quite frustrating, but worth the effort to lower the KO count to -0- for the JBA HDQS p2.) Go to map and locate the hallway RBG, ensure that he is walking back to the top of the bunker, if not, move further along the corridor and around the corner to hide. Once it is safe, backtrack to the control room level. As you approach the top of the ramp, move to the right side and stop. Wait for the MBSL to give you a clear shot at the Control room door then enter. Do a SO&CD, Q&QC to the darkened inside corner of the room near the door and then stick to the wall. Go to map to locate the hallway RBG, you need him to be at or still be walking up to the top of the bunker or walking down the Control Room area ramp to the Lab door. This will give you the time you need to access the comp, do the right thing and safely exit the Control room. Once any of these conditions are met, EEV the comp and pass on Lamberts data. (Quick Save) Emile will get pissy yet again and ask to see Sam pronto. Slide to the door and grab it for a SO&CD. Push it open a little look for the MBSL, if it isn't at the door exit the room. Move Sam over to the ramp, by hugging the wall to Sam's left side. OCPL in the floor grate, and backtrack to the Control Room door and the bump out. The Control Room BGs will be on their way out to see what's up. Proceed across the area to the MBSL and stick to the wall in the darkened area at the bump out. (Quick Save) If the Hallway RBG was at the Lab room door, proceed past the MBSL and up to the next MBSL, deal with it and speak to Emile. If he was in the upper level then wait for him to pass Sam on his way back to the Lab area. Pass the MBSL to the next level, deal with it and then talk to Emile. In either scenario, you'll have more than enough time. DEFUSING THE BOMBS Don't waste any time, head outside and climb the ladder to the roof. Creep clockwise around the lower roof jump up to the penthouse roof near the big pipes. Go left and climb over the low wall. If you made good time, the 2 BGs should be over near the fuse box talking, which will give Sam more than enough time to defuse the bomb. (Quick Save) Q&QC over to the bomb and defuse it. (If you dally at Emile's door, the RBG could be anywhere on the roof, near the bomb, the welder or the sign. I have been able to defuse the bomb and get back to cover in the time it takes him to walk from the low wall near the chopper to the sign, or from the sign to the welder, however, I had to fail a number of times figuring out the disarm sequence first before I could rip through the disarm sequence) Once complete, while staying in the dark, return to the lower roof and enter the vent opening at the base of the penthouse. Exit into the warehouse area, drop down to the floor and locate the double doors to Sam's right. Stay in the shadows, FC to and exit the area through the doors. Continue left, see the MBSL, avoid it and move to the right of the door. (Quick Save) Move to and Cable the door, an RBG will approach and then leave the doorway. He will move out into the dock area about 10 to 20 feet and stop. Open and close the door turn right, jump over the railing and crouch. Wait for the RBG to move past the crates before you OCPL above the door. Stay along the fence, jump over the debris into the darkness near the tanker. The other BGs on the dock will be alerted to the light and some may investigate. It is possible that they all will converge at the door with the RBG, but more often, 2 remain near the bomb. Creep to the left of the crates and "WHISTLE". Both BGs will investigate, slide along the tanker, slip over to the bomb and defuse it. Odds are 3 of the BGs will return to the bomb area of the dock. Stay along the tanker and move as you can as they disperse. Emile will give you a hoot and ask for you to show yourself, so time to get back to the tyrant. (Quick Save) Climb over the debris along the fence and position Sam to OCPL when the RBG moves away. OCPL, it will alert the BGs, but Sam will get to, climb up and exit the area through the door before any of them will discover the problem. (You can also OCPL, wait for the RBGs to investigate and do it again as they leave) Return to the alley, I'm backtracking through the warehouse and penthouse vent to the lower roof. Slide down the ladder to ground level, and report to Emile, then Extract. Times Spotted 0 KO 0 ______________________________________________________________________________ 9. SNOWBOUND ROOFTOPS (4/8/07, I brained out a work around for the RBG on the 2nd floor balcony pacing between Moss and the bomb. The maneuver is simple, but the AI senses are very high and it relies much on the map. After today, it looks like Rooftops is now -0- KOs) (SAVE) Cut off the heads of the snake and the body dies. Zap the cut scenes. Once on the roof, move forward to the wall and wait for the 2 RBGs to begin walking away. Follow them, move to the middle of the area with the laser to walk under it. When you approach the lighted area with the fenced in transformer thingy, move to and hug the wall close to the shed style glassed roof on the left. Wait for the 1st, 2nd and then a 3rd RBG to pass Sam heading back before creeping out and continuing on. OCPRL and enter the door. Stop at the next door and Cable it, wait for the RBG to walk away from Sam before entering the room, preferably not until he passes the square white column in the middle of the room. Once in the room, locate the wind blown curtain, SC through the curtain, up the ramp and through the door. Stay close to the door and in the dark, there are 2 RBGs in this large room. Move to the railing, hop over it to the floor. Ensure that neither RBG is facing and or moving in Sam's direction and climb up unto the metal shelving. You'll have a clear line of sight on the RBG on the elevated walkway, ensure that he and the floor RBG are looking away from Sam and move Sam into the next set of metal shelving. Again, ensure that both are either moving and or looking away from Sam and move him over to the stairs leading out of the room. Climb up the railing to the right of the stairs and exit when safe. (Quick Save) Exit through the next door straight over to the wall, hug it and slide along the wall to the end. There may be one or more RBGs to the far right. Locate the rappel point and do so the lower roof top. Proceed to the next corner on the right, mindful of the wall mine. Listen to Sykes and Jamie as they argue over who will kill Sam. SC over to the staging and wait for Jamie to present himself for a grab, drag him over to the wall and choke him out. (Be aware, in this level, Sam will deliver a death blow to all important characters regardless of what trigger you pull.) Defuse the bomb, climb the ladder and stop before reaching the top. Allow Sykes to stop near Sam and then begin walking away before climbing onto the staging and Doing a G&C. Locate the zip line and proceed to the next building and Enrica. ROOF TOPS part 2 Locate the elevator and Enrica, skip the cut scene, exit the elevator, turn right and locate the next door. SO&CD, move to the corner and wait for the RBG facing Sam to move off before climbing up onto the raised area with the water falling into a trough. Creep along the water line about 3/4 of the way and stop. Wait for the 2nd RBG to turn and walk away before climbing out and following the 1st RBG around the partition. Stick to the left side of the stairs in the light and wait for the 1st RBG to return to the room. Once his back is turned to Sam, move along the corridor and OCPRL. Continue around the corner, locate the pipe, and jump up shimmy to the wall, turn and legs up. (Quick Save) Wait for the RBG#3 to pass by, drop down and approach the next door. Cable it, ensure that RBG#1 is walking toward and passing on Sam's right to the end of RBG#1s route. SO&CD creep around the railing and stick to the 1st lighted column, exactly in the middle in the standing position. (2 things, 1. In this case, you want to call attention to the entry door by SO&CD-ing it. Once RBG#1 calls interest in the door, it then causes RBG#2 to alter his original route by approaching the stairs near the offending door. It also causes RBG#3 to freak out at the door when he returns to the room. From that event on, RBG#2 will always extend his route to the stairwell eventually giving Sam a clear and safe line to the exit door from the 3rd lighted column. If you O&CD, RBG#1 is not alerted, RBG#2 continues on his original route stopping in front of the 3rd lighted column. This is a bad thing if Sam is stuck to it. You can still pass through this room if you O&CD the door. Once you move Sam to the middle column save. Wait for RBG#2 to walk toward the exit door and RBG#1 to pass Sam on his return route; you then creep off to the exit door behind RBG#2. Move to the left side of the room and exit door, wait for RBG#2 to head back to the corner, hop over the railing and exit the room. The problem pops up in the next room, with the long bar if you O&CD in the previous room. RBG#3 continues on his route into the next room down with the long bar. This messes Sam's MO big time by putting 2 RBGs in the next room instead of one. RBG#3 usually enters the room while Sam is creeping down the hallway with the RL to the room near the stairwell. This most often causes Sam to become vented. 2. I seem to have better luck not being seen by any of the 3 RBGs when standing and stuck to the middle of the columns instead of crouching. I also let the RBGs make one pass after each move before quick saving to ensure the maneuver is correct. There's nothing worse than getting killed immediately after quick saving.) (Quick Save) Have patience, this is going to take a little time. At points, you "MAY" have to deal with 3 RBGs in close quarters. Ensure that the RBGs are facing and or walking away from Sam's position before doing an SC to the 2nd lighted column. Once stuck to the middle column adjust to the center. (Quick Save) The same MO for the 3rd lighted column, however, once there, the 3rd RBG "MAY" be back in the room. Stand your position and wait; he'll exit the room leaving the 2 pacers. As RBG #2 follows RBG #1 along his route, do a Q&QC to the exit door. (Quick Save) Enter into the large room; locate the stairs and the light pattern on the floor to the right of the stairs. Slide along the bar to about 2 feet from the end of the stairs, stop, turn left and creep forward about 2 feet off the bar. Swing the camera around to get a face on of Sam, make sure he's bathed in light and the light meter is reading about 3/4 full. Swing the camera around to see from behind Sam; you see the end of the stairs to the right and the string of chairs to the left. You want to have Sam facing about 60% of the distance toward the chairs. This should light Sam up enough to obscure him from the RBG's optics. (Quick Save) Wait for the RBG. As soon as the RBG passes Sam, SC up the stairs, OCPRL, then stop at the corner and stick to it. Wait for the RBG in the small room to appear. (Quick Save) (He could be at either side of the room, wait for him to turn either toward the door or back into the room, you'll be heading for and through the door on the other side of the room.) Once through the door creep up the stairs, allow RBG#3 to exit and for the door to close, approach it and go to map. RBG#3 exited the stairwell, will walk across the room and exit. RBG#2 paces from the entry door to the Security room and exit door. RBG#1 circles a desk set up at this end of the room. You need to wait until RBG#1 walks away from the entry door toward the desk and RBG#2 heads toward the Security room, preferably at the same time before moving Sam into the room. (There is a bug or what, I don't know, it seems, RBG #2 often gets stuck against a column on his route back toward the entry door. I can either restart from an earlier save, some times multiple times till he doesn't get stuck or I have run back and forth along the walkway till one of them becomes alerted. I don't care for this option.) O&CD turn and follow RBG#2 to the security wall, always staying behind and to the right. Stick to the glass wall and follow him to the exit door. Slide past him as he turns and walks away. Move to the lighted corner, turn and EEV the comp through the glass wall. Get the pass code for the security door and enter the code as soon as RBG #2 has passes the lighted corner heading back to the other end of the room. (Quick Save) Enter the next room; position Sam behind the BG and against the wall in the light. "WHISTLE" and creep across the room toward the light on the wall. The BG will turn say something stupid and begin walking toward the door. Q&QC to the end of the room, look up and see the ceiling tiles, jump to and climb up. Q&QC along the ceiling tiles into the room with the 1st bomb and 4 RBGs. Stop at the last corner to the room for a quick survey. The RBGs are all lit up with NV goggles, and I think they've all had cross species ear transplants with dogs. (SAVE) (This room will likely test your patience and hand control ability, I suggest saving to different files often incase you decide to start from an earlier save if you begin to get punished by the AI. Truly, it is an easy set up, and you'd think a piece of cake, which in the end will likely have deceived you into a possible conniption fit. Always remember, your Xbox is too expensive to kill.) You are currently at the corner and above the turret gun, 2 RBGs are close by, "WHISTLE" before moving out from its cover. SC counterclockwise over the ceiling tiles around the room. Locate the lighted area of ceiling tiles on the far opposite corner of the room. It seems too close to the RBG who happens to be Moss I know but he can't see you, the glass and the light blinds his optics, however, he can hear dust hit the floor. At least one of the main floor RBGs will stay in the room moving about, so be alert to his position through the next series of maneuvers. (SAVE) SC over to the edge of the ceiling tile above the base of the stairs and switch to map to locate the floor RBG. Ensure that he's away from Sam's position and the balcony RBG is near the door to the stairs and the bomb before dropping to hang from the tiles. "WHISTLE" and drop to the floor. The two balcony BGs will complain, Q&QC up the stairs and enter the balcony. Position Sam so that his right shoulder is against the lighted column and his rear abuts the coffee table. (SAVE) Sam's light meter should be at least 3/4 lit up. The RBG will return to the doorway, stop and then repeat his route. Go to map; locate the floor RBG watch the pattern of his route. He paces to the exit door area and out into the room. You want him to be out in the middle area of the main floor and the balcony RBG to be near the bomb and stairs. As the Balcony RBG begins to walk away, creep out to the left and along the coffee table to the back of the room. Stay behind his left side just enough to stay clear of his scan. Follow him over to the desk behind Moss, quietly slide against the box and stop at the desk. The RBG, if not alerted will turn left as he leaves. As the RBG moves away SC over to the glass wall and stick to it. Quickly go to map, locate the floor RBG, and ensure he is walking away from the exit door area. Go after Moss, grab him and Drag him back to the rear of the caged area. You must turn Sam into the corner and wait for the main floor RBG to be at the other end of his route and the balcony RBG to be near the bomb to kill Moss. You will likely hear Man down, but everyone will remain calm. Pick Moss up and snug him into the corner. (SAVE) Now you must return to the lighted column and coffee table. Wait for the RBG to return to the desk and turn away for his walk back to the bomb. Retrace your route back to the column. (Quick Save) Once the RBG has begun to move across the room to the desk, SC out to the bomb, defuse it and creep back to the column and table. (Quick Save) As the RBG walks to the far end of the room, SC to the doorway, down the stairs and stop at the corner. Locate the floor RBG, once safe, move to the exit door, pick it, enter, place the charge, exit to a safe distance and detonate. Exit the area. Locate the climbing pipe near Sam, climb and shimmy over to the elevated walkway and drop down. Locate the fuse box and bypass the circuit. Move back to the big and long walking pipe and do an FC almost to the end, stopping short of the lighted area. Wait for the RBG to walk off toward the other end of the walkway and jump over to the walkway and climb onto it. Exit the area. Continue along the narrow corridors till Sam meets up with a wall mine. Locate the light switch and kill the lights. Move to the door, pick it then Cable it, locate the 2RBGs in the next room and decide when best to exit this one. Once in the next room, stay along the right side wall in the dark and creep over to the monument thingy near the exterior glass wall. Drop down between the monument and the glass wall, creep to the end and drop down into the water. Move to the railing and climb up when safe. Creep around the partition over to the exit door. (Quick Save) Grab the door for an SO&CD and switch to IR. Wait for the two RBGs to move off before exiting to the outside. Turn left, creep to the end of the railing and jump over. Stick to the wall and wait for the 2BGs to start back. Let them get excited and move off, then jump the railing, continue to the other end and retrieve the Flash Bang and back track to the other end again. Sit and wait for them to move down to the entry door before you OCPBL in the middle of the area. They'll go to investigate, while you creep over to the 2nd level railing and OCPBL near Sam as they walk off to the far end of the area. Jump over the railing, climb to the upper level and over to the exit door. OCPL over the exit door and enter the building. Q&QC right to the next door, switch to map to locate the 2 RBGs in the room, make sure that both are facing away and preferably moving away from Sam's position. SO&CD, stay to the left, jump the railing, creep over to whatever the heck the thing is and climb up onto it. SC across the bridge like thing to the opposite end and stick to the glass wall. (Quick Save) Wait for the 2 RBGs to be facing away before climbing down, if possible, before the 3rd RBG enters from the opposite end of the room. Drop down and SC to the door, pick it and exit the room. Exit the building, skip the cut scene. (Quick Save) Sam is without any weapons except 1 Flash/bang canister. Emile will be at the far end of the area and shooting up a storm. This is my solution, let Emile empty a few clips to get the feel of his shooting rhythm, then as soon as it sounds like Emile is close to emptying a clip; move Sam to the left park seat. (Quick Save) Pull the flash/bang out, while in a crouch, creep right to the edge of the stone park seat. You need a line of sight for a throw at Emile, aim for the base of Emile's feet by having the throwing icon placed about 2 feet over his head and throw the F/B. As soon as the F/B goes off, jump over the seat; move to the seat just ahead and to the right, Sam's pistol is near it. Climb the seat, stand and run to Emile, get to him ASAP, eliminate him and defuse the bomb. Skip or don't skip the cut scenes, and check out the stats for the final level. STATS KOs 0 Dead 4 ______________________________________________________________________________ 6. END GAME STATS Total KOs 33 Total Kills 4 Regarding the KO count in SCDA, Okhotsk with (22) and Kinshasa with (8) 30 out of a game total of 33 KOs come in two levels. Of Okhotsk 21 of the 22 BG KOs are inescapable, you can't progress to the second half of the mission without KO or kill. 1 of them can surely be avoided although it would affect the mission objective. In Kinshasa, 7 of the 8 KOs are mandatory to complete the level. 1, the Retinal Scanner BG is to complete the mission objective. I (personally) can't allow Hisham to die, so I don't know if the 2 RBGs in the garage must be eliminated to complete the level. If one counts, as I see it all forced KOs in the game, meaning all contacts mandatory so that the game can continue one must include the train guard in the car where Sam disables the breaker. That brings the count up to 30. 30 out of 33, that's an enormous amount of contact compared to the 1st 3 games in the series, although preferable to forced killing. Of the remaining 3 BGs, (2 Iceland and 1 Kinshasa); are NSA mission objectives and truly can be avoided, however, because Sam is a loyal Echelon operative I believe he is ethically compelled to attain as much insurance as possible to protect the country. As for the train guard, I just haven't been able to figure a work around to deal with him and I don't believe there is one. If anyone spends the time and figures it out let me know. Ghidrah