FAQ/Walkthrough by Norgor
Tom Clancys Splinter Cell Chaos Theory on SuperCheats.com
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                          Splinter Cell:Chaos Theory
-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-

Hello there, my name is Norgor. Welcome to my very first FAQ. I'll be 
guiding
you through the beautiful and deadly world of Splinter Cell:Chaos Theory. 
This
walkthrough covers the Playstation 2 version of the game and will be
referencing the PS2 controller. This walkthrough will NOT be covering the 
coop
or online aspects of the game.

This FAQ is hosted on multiple sites but the latest version will always be 
on
GameFAQs. If any other sites want permission to host it, email me and I'll 
let
you as long as you don't change the FAQ in any way.

Contributed by: Tyler McGrew a.k.a. Norgor
Email for questions, comments or suggestions: shyty02@hotmail.com

Version History:
-------------------------------------------------------------------------------
Version 1.01 - Removed north, south, east and west to prevent confusion
Version 1.00 - Completed the walkthrough and all of the sections


===============================================================================
-------------------------------Table of 
Contents-------------------------------
===============================================================================

SC1  Getting Started
	SC1.1  Equipment
	SC1.2  Controls
	SC1.3  Moves List
SC2  Mini-games
	SC2.1  Lock-picking
	SC2.2  Hacking
SC3  Statistics Overview
SC4  Walkthrough
	SC4.1  Lighthouse
	SC4.2  Cargo Ship
	SC4.3  Bank
	SC4.4  Penthouse
	SC4.5  Displace
	SC4.6  Hokkaido
	SC4.7  Battery
	SC4.8  Seoul
	SC4.9  Bathhouse
	SC4.10  Kokubo Sosho
SC5  Conclusion

To search quickly between sections, press Ctrl+f then type in the SC# next 
to
the section you are looking for and press enter.


===============================================================================
SC1-----------------------------Getting 
Started--------------------------------
===============================================================================

For those just starting the series, Splinter Cell is a stealth combat game
where you control one of the US government's secret operatives. His name is 
Sam
Fisher and he is the best at what he does; covert, secret government
operations. Equipped with an arsenal of gadgets and information, Fisher is 
sent
into hostile situations that require a pair of unseen eyes and ears.

However, Fisher can't do his job alone. He is given his orders by Colonel
Irving Lambert who will often stay in contact with Fisher to update mission
objectives. For computer prowess, look no further than Anna Grimsdottir or 
Grim
for short. She is a computer genius and will often require Fisher to hack
various computers for information. The last man on your team is William
Redding, your information expert. He will provide background information on
your objectives and will help Fisher by providing any relevant data to his
current situation.

===============================================================================
SC1.1------------------------------Equipment-----------------------------------
===============================================================================

In addition to his team, Fisher has a lot of gadgets to help him complete 
the
objectives. Fisher's goggles are equipped with thermal, night and electro-
magnetic frequency (EMF) vision modes. Thermal shows all heat traces 
including
an enemy's body heat. Night vision allows Fisher to see in dark places with
ease but can wash-out in brightly lit areas. EMF shows all active 
electronics
in the area such as computers, cameras or booby-traps.

Fisher's main weapon is the SC-20K rifle which can be customized for any 
given
situation using various attachments. The first (default) attachment is the
launcher. Using the launcher allows Fisher to load one of four different 
kinds
of ammo: sticky shockers, sticky cameras, gas grenades or ring airfoils.

Sticky shockers and ring airfoils are relatively silent, non-lethal ammo 
that
can bring enemies down quickly. Shockers can be shot anywhere on the 
opponent's
body to be effective while airfoils are best if shot at the head. Gas 
grenades
are used to knock out multiple targets in an area who aren't wearing 
protective
gasmasks. Sticky cameras are used like a second pair of eyes. Shoot the 
camera
at the wall and Fisher can see from the camera's point of view. While in 
this
view, Fisher can move the field of vision, change the vision mode, make a
distracting noise or release a poisonous gas to knock out foes. If the 
camera
hasn't released its gas, Fisher can also pick up the camera for reuse.

The other SC-20K attachments include the foregrip, the shotgun and the 
sniper
attachments. The foregrip attachment allows for precision aiming of the NATO
rounds, even during full automatic firing. Using the shotgun attachment 
allows
Fisher to shoot a highly concentrated shotgun blast for close combat but 
makes
a lot of noise. The sniper attachment allows for greater zoom capabilities 
as
well as armor piercing. These shots are loud but can penetrate almost any 
kind
of cover.

Fisher's backup weapon is the 5-7 Pistol with Optically Channeled 
Potentiator
(OCP). This pistol is a single shot weapon but is silenced. The OCP is a 
handy
addition to this gun because it has the capability to disrupt electronics 
from
a distance. Unprotected lights, cameras, computers or anything else that 
shows
up while in EMF vision can be disrupted but each use of the OCP requires it 
to
recharge for a short period of time.

A variety of explosive devices are also at Fisher's disposal. Frag grenades 
are
used as a lethal explosive that is thrown into an area. Flash grenades 
create
a blinding flash of light to anyone who sees the explosion temporarily
disabling their sight and hearing. Smoke grenades provide a non-lethal cloud 
of
smoke that provides cover from being spotted. Finally, wall mines are 
available
to Fisher once he disables them during a mission. The mines are motion
sensitive but can be deactivated by sneaking slowly up on them and 
disabling.

Another important piece of hardware is the Electronically Enhanced 
Vision(EEV).
This binocular-type device allows Fisher to scan various objects as well as
hack into computers or other electronics from a distance. The EEV is also
equipped with a laser microphone to listen in on conversations from far 
away.

===============================================================================
SC1.2------------------------------Controls------------------------------------
===============================================================================

Here is a list of basic controls for the game taken from the manual

Square: Equip Item, Draw Weapon
X: Interact (Pickup, Open, Grab, etc)
Triangle: Jump
O: Crouch/stand
Up on D-pad: EMF
Down on D-pad: Sticky Camera
Right on D-pad: Thermal vision
Left on D-pad: Night vision
Select: OPSAT menu (Objectives, Notes, Maps)
Start: Pause menu (Save, Load, Restart, Quit)
L1: KO attack (Non-lethal)
L2: Whistle
L3: Back against wall
R1: Lethal attack
R2: Quick Inventory (Hold for inventory selection)
R3: EEV
Left Analog: Movement
Right Analog: Camera

===============================================================================
SC1.3-----------------------------Moves 
List-----------------------------------
===============================================================================

This is a list of some basic moves Fisher can do that will help along the 
way

Mantling - Climb onto ledges or objects by pushing towards them and pressing
   triangle

Close Attack - When in close to an enemy, use L1 for a non-lethal attack or 
R1
   for a more lethal solution

Ledge Hanging - To hang from a ledge, carefully drop off the ledge. From 
there
   Fisher can shimmy left and right, climb back up or drop down by pushing O

Hanging Throw - While on a ledge below an opponent, push X to grab him and
   throw him off the ledge. If he falls a sufficient distance, he will die

Bar Hanging - Under a horizontal bar, jump up to grab onto the bar. Push X 
to
   tuck in Fisher's feet. Push O to drop down/untuck. Can draw a weapon 
while
   hanging tucked or untucked

Inverted Neck Snap - While bar hanging from a tucked position over an enemy,
   push L1 to choke the victim unconscious or R1 to snap his neck

Water Kill - When in water close to an enemy, use the interaction menu to 
kill
   the enemy by drowning him

Zip Line - Under a sloped wire, jump to grab hold and slide down. X tucks in
   Fisher's feet and O drops off the line

Rolling - While standing and running, hold O to engage in a roll

Split Jump - In a narrow corridor, face the wall and push triangle. While 
split
   jumped, Fisher can draw a weapon or drop down on unsuspecting foes

Rappelling - While near a hook point, use the interaction menu to start
   rappelling down the wall. Press triangle to kick off the wall or down to
   climb down slowly. Fisher can draw a weapon while rappelling

Switch Shoulder - When aiming a weapon, use L3 to switch shoulders for 
better
   coverage around corners

Grabbing - Get behind an opponent and use the interaction menu. Some enemies
   can be interrogated by pressing X. Fisher can draw a weapon while 
grabbing
   to use the enemy as a human shield. Push L1 for a silent knockout or R1 
for
   a lethal takedown. Using R1 near ledges will throw the body off the ledge

Force Cooperation - While grabbing, move an enemy near a retinal scanner to
   make them open the door

Move Body - Near a downed body, push X to pick up the body. Pressing O while
   carrying a body will cause Fisher to stand up but remain silent. Press X 
to
   silently put someone down or triangle to drop them in a hurry


===============================================================================
SC2-------------------------------Mini-Games-----------------------------------
===============================================================================

Splinter Cell has two mini-games: lock-picking and hacking. Here I will 
explain
how to play both mini-games as well as some general tips for success.

===============================================================================
SC2.1----------------------------Lock-Picking----------------------------------
===============================================================================

Encountering locked doors forces Fisher to play this mini-game if he wants 
to
enter silently. There is always a choice to by-pass lock-picking by breaking
the lock but lock-picking is really easy and isn't as loud as breaking in.

When lock-picking, a close up of the lock mechanism is shown on the screen.
This view shows the pins that Fisher has to set into place to pick the lock
successfully. To do so, move the left analog stick in a circular motion 
until
the pin begins to move. You will know this is happening by the movement of 
the
pin onscreen and a small clicking sound. As soon as this happens, continue
moving the analog stick in the general direction that caused the clicking.

If you are in the right area for long enough the pin will lock into place 
and
Fisher will move onto the next pin. Repeat this process for each pin until 
the
lock is picked!

There is a special lock-picking occasion that requires some extra 
explanation
but I will explain that fully in the walkthrough so I don't spoil any plot.

===============================================================================
SC2.2-------------------------------Hacking------------------------------------
===============================================================================

Hacking occurs when trying to open a computer's secure access area, using a
retinal scanner without forced cooperation from a guard or trying to open a
keypad door without knowledge of the code. Hacking a computer can also be 
done
from a distance by looking at it through EEV but is much harder than hacking 
up
close.

Much like lock-picking, hacking shows a special interface over the current
layout. The interface shows a list of possible port combinations on the top, 
a
countdown bar below that and four fragment squares that are scanning the 
ports.
To the right of the fragments are the number of locks available. Up and down
navigate among the list of possible combos while left and right move the 
cursor
among the fragments. Square tries to lock a fragment while X chooses the
currently selected combo. Triangle exits the hacking sequence.

The object of hacking is to find the correct sequence of ports that will 
hack
the computer, scanner or keypad before time runs out. To do so successfully,
you have to eliminate the choices of possible combos until you can safely 
pick
the correct one. Getting rid of the wrong answers involves using the 
fragments.

Sometimes a number will light up in one of the fragments signifying a 
correct
number in the sequence. This number can be locked into place by moving left 
or
right onto it and pushing square before it dims. If you locked it, the list 
of
possible combos will automatically get rid of any that don't have that 
number
in them. By locking as many fragments as possible, Fisher can narrow down 
his
combo choices down to the correct one. Sounds okay, right? Well there are 
some
twists thrown in to make it harder.

First on the list of worries is that countdown bar. Slowly but surely the 
bar
will drain until it turns red signifying the point of no return(I believe it
starts when the bar is 3/4 empty). Once you reach this point, you cannot 
cancel
out of the hack without setting off an alarm but you can still keep trying 
to
hack the system. If the bar empties completely, the hack will exit and an 
alarm
will sound. To keep from setting off any alarms, just press triangle when 
the
bar gets close to the point of no return and start the hack over.

Another worry is the number of locks available. Sometimes the hack won't let
you lock all four fragments so you can't always narrow the choices down to 
the
one correct combo. Though you can't lock them down, the lit up numbers are
still correct so use that brain of yours and remember the number. Next, look
over the list of possible combos still left and mentally eliminate the ones
that don't have the number you remembered.

Perhaps a sample run through will help explain better. I go to hack a keypad
and notice I have three locks and five possible combos
         (selected)-->123|45|79|22
                      122|45|27|10
                      123|45|79|19
                      122|55|34|10
                      122|45|34|22

The first fragment I lock down is 45 in the second slot so now I'm left with
                   -->123|45|79|22
                      122|45|27|10
                      123|45|79|19
                      122|45|34|22

The next fragment is 123 in the first slot leaving me with
                   -->123|45|79|22
                      123|45|79|19

I'm down to 1 lock and I wait a long time for the third slot to lock 79
                   -->123|45|79|22
                      123|45|79|19

Drat, both have all 3 fragments, I'm out of locks and I'm past the no-return
point. Thankfully, the final fragment lights up as 19. But since I can't 
lock
it down, I have to manually select that combo
                      123|45|79|22
                   -->123|45|79|19

I press X and proceed through the hacked door.

Though it may sound really hard, hacking isn't so bad once you get the hang 
of
it so keep trying and eventually you'll get it. In the mean time, here are a
few quick tips for success:

--Lock-down as many fragments as fast as possible
--Don't try to lock down a fragment that isn't lit or you'll waste a lock
--Sometimes the list will leave only the correct answer after 2 or 3 locks
--Random guessing is bad because incorrect guesses will cause alarms
--Don't be afraid to quit before the point of no return to start over


===============================================================================
SC3---------------------------Statistics 
Overview------------------------------
===============================================================================

New to the Splinter Cell series is the Statistics received after each 
mission.
Though the statistics don't seem to unlock anything to my knowledge, they do
serve as a small bragging right so going for 100% is mostly for personal
satisfaction. Each mission is graded on several factors including objectives
accomplished, alarms triggered, intruder identifications, etc.

Objectives are the first things to take away from your score if any of the
objectives are left incomplete. That means primary, secondary and even
opportunity objectives will count against you if you leave them unfinished.
However, certain missions will cancel an objective but this does not affect
you negatively. Also, there are bonus objectives that can be achieved but I
think these add to your final score if completed but don't take away from it
if they aren't.

Another thing that takes away from your score is the number of people you 
kill.
That's right, even when you have the fifth freedom to kill the enemies, you
will lose percentage points for all those really great looking kills. 
However,
knocked out enemies or civilians don't negatively affect your score nor does
killing an enemy that an objective specifically tells you to kill.

Other things that take away from your score are being identified as an 
intruder
(meaning the enemy starts shooting at you), bodies being found and alarms 
being
triggered. This means that getting 100% for each level requires complete
stealth as well as compassion to not kill everyone who crosses your path. 
Think
you can handle it?


===============================================================================
SC4-------------------------------Walkthrough----------------------------------
===============================================================================

Finally, I get to what you really came for, the walkthrough. But first, some
important things to note. I will be assuming you know basic controls and 
moves
since I told you them in a previous section. I'm also not going to tell you
when and where to save. It is entirely up to you whether you want to try an
entire level without saving or whether you want to save every few steps.

This walkthrough will not ensure a 100% on every mission since I don't know
everything and it is up to you not to get caught. This guide was written 
while
playing on Normal so playing on Hard or Expert will probably be different.
When choosing equipment, pick whatever suits your playing style the best. 
And
finally, I'll try to layout the easiest solution as possible but I can't 
think
up everything so improvising is okay. Without further ado...


===============================================================================
SC4.1-----------------------------Lighthouse-----------------------------------
===============================================================================

PRIMARY OBJECTIVES: Recover or destroy information about the Masse Kernels,
  Rescue Morgenholt
SECONDARY OBJECTIVES: Eliminate Hugo Lacerda
_______________________________________________________________________________
AREA: The Dungeons

Pull out your night vision and proceed to the cave on the far left end of 
the
beach. Short bursts of gunfire will be heard while heading through the cave 
and
you'll receive a new objective.

NEW PRIMARY: Discover where the guerillas got their arms and equipment.

Continue in the cave and enter the crawl space. Exit out the other side and
climb up the ledges. Stop short of climbing the last one and duck down. Let 
the
two men talk it out until one of them decides to "head back". Climb up the 
last
ledge and slowly move around the bend to the left. Grab the guard, 
interrogate
(for a Metal Gear Solid 3 reference) and dispose of him as you see fit.
Sometimes there is a little bug where you can't grab him directly in the 
back,
just back up slowly and try again. Afterwards, walk across the bridge and go
through the hallway to the next room.

Here is the source of all that gunfire. Proceed into the room and stay in 
the
dark areas. Sometimes the guard with the gun will look back your way but you
won't get caught if you are in the shadows. After he turns his back to you 
and
starts shooting his gun again, move through the light and grab him. The
generator nearby will allow you to make some noise and the man in the chair
won't notice that you grabbed his buddy. Interrogate but hide his body in 
the
dark by the room entrance you came in. Ignore the man in the chair. While 
you
were doing all this, Lambert gave you a new mission objective.

NEW OPPORTUNITY: Scan the SSCC bar code of the delivered crates

The first crate(1) is in that room. Along the left wall there are many 
crates
but only one is painted in camo. Use your EEV (R3 button) to scan the crate.
One down, four more to go. Proceed down the hallway on the right. As soon as
you get to the bend, check the corner for another crate(2). Proceed left and
meet your first door and lock-picking. Pick the lock and enter the room. 
(NOTE:
I always make it a point to close doors. Not because it has anything to do 
with
being born in a barn but because enemies will notice open doors and become
alerted).

Once in the room, use the med kit if needed. Next, go down the stairs and 
wait
by the large crate until one of the men goes for a walk. By now the 
Morgenholt
primary objective will be cancelled. Wait for the guard to pass you and grab
him. Interrogate and hide him behind the crate. Go around the bend and 
towards
the torture chamber. Move quietly into the room and ignore the body and the 
man
in the corner. The exit is near the spotlight in a little alcove.

_______________________________________________________________________________
AREA: The Fortress

Fisher starts with a tent on his left. Using your thermal, you can see that 
the
tent has an occupant. Move to the near side of the tent and cut the fabric 
by
using the interact menu. Sneak up behind the man and grab. Interrogate to 
find
out information that cancels the Lacerda secondary objective. Dispose of 
him,
head out of the tent the way you came in and go towards the lighted area on 
the
right. Use your OCP to knock out that light and cautiously enter the room 
below
it. A guard may be patrolling the room so sneak behind and grab him or wait 
for
him to come then surprise him.

Proceed to the next open area and head right. Don't worry, no guards are 
here
if you dispatched the one in the previous room. Head to the tent on the 
right
and look in the back left corner for another crate(3). Now head outside of 
the
tent and towards the spotlight. There is a semi-hidden crawl space around 
here
that will help you bypass two unnecessary guards. Enter and exit a total of
three crawlspaces in a counter-clockwise fashion and head up the stairs to 
the
left. Pick the lock and enter the room.

Against the left wall is a med kit; use if needed. Ignore the sleeping man 
and
the man in the chair and stay in the shadows near the fire. There is some 
ammo
on the crate next to the fireplace if you want it but be careful not to let 
the
man in the chair spot you. Proceed to the left and down the stairs. Go 
through
the long corridor and don't worry about the music popping up, you didn't get
caught by anyone. Climb the stairs at the end and enter the room.

Sneak behind the man at the computer and grab him. Interrogate and dispose. 
Use
the computer to complete the Kernels primary objective. Check the wall by 
the
"door" you came in to find another crate(4). Exit this room and continue 
along
until you pick another lock. Enter the room and go around the crates to 
leave
this area behind.

_______________________________________________________________________________
AREA: The Lighthouse

Look straight ahead and notice the last crate(5). Scan it to successfully
complete the crate opportunity mission. However if you wait, you can hear 
the
whole story told by the guards. Wait for the story to finish and one of the
guards to approach the door. After he turns his back, walk behind the crates 
on
the left side. Wait behind the crates until the soldier stops at the top of 
the
stairs on the left. Grab him and hide him behind the crates. Ignore the 
other
guard unless you want to interrogate him for a moderately funny 
conversation.
Either way, head down the stairs on the left.

Open the gate, climb down the ladder and approach the next gate. You will
notice that it is broken and won't open. Just approach it and jump, Fisher 
will
climb right over it. If you move fast, but silently enough you can catch the
next guard. If not, just wait in the shadows for him to make another pass 
then
grab him. Proceed around the cliff to the lighthouse proper. There is a 
guard
who patrols the outside perimeter so be careful. Wait for the guard to 
patrol
past the light then go across the bridge. Sneak around behind him and take 
him
out. Enter the lighthouse on the side opposite the bridge but do so quietly.

Hide in the shadows by the ladder on the right side of the room and listen 
to
the radio man. This will complete the arms primary objective and give you a 
new
one.

NEW PRIMARY: Exfiltrate to the primary extraction point

Sneak behind the radio man and grab him. Interrogate him and knock him out 
or
kill him. After he is down, shoot the radio to complete a bonus objective
(Thanks to Chandler07 for this information). After that is done, climb the
ladder. There is a med kit at the base of the stairs if you need it. Climb 
the
long winding stairs (gotta love the upkeep on this lighthouse) and climb the
ladder at the top. Start climbing the ladder in the next room but stop on 
the
top rung. There is a guard patrolling the outside of the lighthouse that we
have to deal with first.

After you see the guard pass by the windows in front of your view, climb up 
but
stay behind his position. Circle the room counter-clockwise following behind
the guard until you get to the opening that leads outside. Grab the guard 
while
he waits at the opening or wait until he passes by and sneak up on him. Take
him out then return to the opening, flip the switch and complete your
extraction primary objective and the mission.


===============================================================================
SC4.2-----------------------------Cargo 
Ship-----------------------------------
===============================================================================

PRIMARY OBJECTIVES: Recover the bill of lading for Lacerda's arms shipment,
retrieve the ship's transit ledger for Lacerda's shipment, eliminate Hugo
Lacerda
SECONDARY OBJECTIVES: Find the name of Lacerda's Panamanian contact

_______________________________________________________________________________
AREA: Lower Decks

Wait at the starting location until two guards talk about Lacerda. Continue
waiting until one of the guards walks around the left side of your cover. 
With
his back turned, grab him and interrogate. Hide the body then look over the
ledge to locate the other guard. If you see him, wait for him to duck into 
the
room. If you don't see him or he just went into the room, climb down the 
right
staircase. Wait on the right side of the door for him to come out then grab
him. Dispose of him then enter the room and head down the long corridor.

Head down the stair quietly. Approach the man in the chair and hit him with 
a
close attack (L1 or R1). Open the door and climb into the cargo hold. You 
will
receive a new objective.

NEW OPPORTUNITY: Place tracking devices on any illegal weapons crates

Make your way through the cargo hold by climbing over the boxes or between
them. Squeeze your way into the next cargo hold and look at your feet. The
first crate(1) is right here. Interact with the box to place the tracking
device and move on. Continue climbing or squeezing your way until you reach 
a
ladder. Climb up and use the med kit on the left if you are hurt. Open the 
door
on your right.

Move past the door outpouring water on the right until you get to another 
door.
Slide open the door and sneak up on the man doing some saw work. Grab him 
and
put him out cold. Go back to the door and hit the switch to turn off the 
lights
if you want. (NOTE: I always shut off lights and electronics when I get the
chance just so I can have more dark to sneak around in. Also helps hide 
bodies
better). Go back into the room and enter the crawlspace in the corner.

Exit the crawlspace and wait for the guards to finish talking. A guard on 
the
catwalk will approach your position but stay calm. Hide against the wall
opposite the crawlspace and grab the guard when he passes by. Dispose of the
body and jump over the catwalk railing to the ground floor. Sneak up behind 
the
guard fiddling with the pump and dispose of him. Activate the pump then 
enter
the door on your right.

Go through the hallway till you reach the first door on your right. Open it 
and
look at the top of the pile of crates. See the bill of lading attached to 
that
top crate? Climb up there and get it to complete the lading primary 
objective.
Drop down and open the door you came from but don't go out into the hall. 
Two
guards are now outside so stay in the room and on the right side of the 
door.
Don't worry when one of the guards says he saw something, if you followed my
instructions he won't be talking about you.

After the guard passes by the door, go right down the hallway. Approach the
lighted area on the right and drop down beneath the floor. Walk among the 
pipes
underneath the guards and exit out the other side. Go right down the 
staircase
and into the next area, don't worry if the guards became suspicious because 
you
will leave them guessing.

Enter the next room and heed Grim's warning: DO NOT FIRE ANYTHING IN THIS 
ROOM!
That includes sticky shockers, sticky cams or airfoils. And don't get 
spotted
either because the guards will shoot and blow the whole room to kingdom 
come.
Go around the cover on the left and wait for a guard to come to you from the
far side of the room. Dispose of him silently. Head to the far side of the 
room
and hug the wall with the light on it. Wait for the man on the catwalks to 
move
all the way across the walk above your position before proceeding across the
room. Turn right and grab the guard holding position near you. Interrogate 
him
to discover the intelligence of your enemy. Dispose of him and head straight
towards the stairs.

OCP the hanging light before going up the stairs. The guard may see the 
light
go out but if you wait by the top of the stairs he won't see you. Wait until 
he
calms down then sneak up behind him and dispatch him. Go across the catwalks
and up the next set of stairs. Cross the room again and enter the hallway.
Squeeze past the crates and enter the upper decks.

_______________________________________________________________________________
AREA: Upper Decks

Move up the stair on your left. Ignore the door on your right and enter the 
one
on your left. Use the computer if you wish but hear out the conversation 
going
on in the next room. Climb into the crawlspace near the entrance to this 
room.
Exit out the other side and grab the man looking over the maps. Interrogate 
and
dispose then do the same for the man at the computer. Use the computer to
complete the ledger primary objective.

Go through the door and down the short hallway. The room on the left has a 
non-
essential computer and a med kit if needed. Proceed to the door at the end 
of
the hall. Enter the area and notice the crate(2) underneath the stairs. 
Plant
the tracking device then head up the stairs. On the next floor, open the 
door
and proceed down the hallway. At the end, open the door quietly so you don't
alarm the guard. Staying in the doorway will prevent even the patrolling 
guard
from seeing you. Notice how the guard in the corner is impossible to sneak
around? Your best bet is to just airfoil him in the head or sticky shock 
him.

Once he is down for the count, head across the room and to the right. Be 
sure
to stay out of the light as much as possible due to the patrolling guard. 
Once
in the kitchen area, sneak up behind the man by the crate(3) and grab him.
Bring him into the dark corner by the kitchen's entrance next to the large 
pipe
and out of the light. Hide in that exact spot for the patrolling guard to 
come
around. He will enter the kitchen where you can grab him. Hide the bodies 
and
place the tracker on that crate. You've tagged half the crates now.

Alternately, if you are worried about the patrolling guard, wait in the 
dining
room for him and sneak up on him there with more room to maneuver. Head out 
the
other door in the dining area and down the hall. At the end of the hall is a
little lounge with two guards and a box of ammo. I would advise steering 
clear
of that room because the guards don't provide any valuable information and 
they
are more than likely going to spot you. Instead, head down the left hallway 
and
slide open the door. Go up the stairs and into the next area.

_______________________________________________________________________________
AREA: The Bridge

Immediately turn towards the stairs and notice another arms crate(4). Do 
your
tracking thing and head down the hall. Ignore the boxes on the left for now 
and
wait at the beginning of the right hallway. A guard is patrolling around 
here
so wait until he comes halfway down the hall and stops. Once he turns his 
back,
head down the hall after him. Wait at the other end of the hall in complete
shadow. He will enter a room on the left but will come out shortly. Grab him
when he passes by and hide him in the room he entered (the one on the 
right).
The other room has a sleeping guard whom we won't disturb. Go out of the 
room
and to the end of the hall. Open the door and notice the med kit on the 
left.
Climb to the top of the stairs and wait for the captain to finish talking.

Once he passes by you, follow him and grab him. Interrogate to complete the
cabin primary objective. Also sneak up behind the other man in the room and
dispose of him as well. Now it's time for a little backtracking. Go back 
down
the stairs you came up and through the door. Head down the hallway and to 
the
left. Go to the right and squeeze past the boxes. Open the door quietly and 
go
down the hall. Approach the door at the end of the hall but do not open it.
Listen in on the conversation to complete the Panamanian secondary objective
(Thanks to Plsch for this information)

Wait for Lacerda to start raiding the fridge in the room on the right and 
for
him to kneel down. Grab him and start interrogating. You will have to
interrogate him multiple times in order to get information and to calm the
guards down in the next room. During the interrogation, you will complete a
bonus objective. While still holding him hostage, drag Lacerda back to the 
door
you came in. Once Lacerda starts repeating himself, kill him to complete 
your
Lacerda primary objective and to receive a new one.

NEW PRIMARY: Exfiltrate to the extraction point

Open the door and take his body into the dark hallway. Leave him by the 
boxes
and close the door you came from. Squeeze past the boxes, go down the right
hallway and up the stairs. Now that you are back in the bridge, go across 
the
room and open the door in the left corner. Proceed down the hall and ignore 
the
first door on the right. Approach the second door on the right. This is a
tricky area because of a guard that is patrolling. The best I have found is 
to
exit the door and quickly grab onto the ladder on the right side of the
doorway. Climb up and head to the left. Hide around this area as it is the 
only
one with the cover of darkness. Wait for the guard to patrol by you and grab
him.

This is all about lucky timing I'm afraid. My recommendation is to save when 
at
the door and try my method. If you get spotted, load your progress and wait 
for
a bit before trying again. If anyone has a better strategy for this area,
please email me and I'll post it here while giving you credit for it.

Once the guard has been taken care of, return to the door you began this 
area
at. If you look near the staircase by the door, you will notice another
crate(5). That leaves one more left. Head up the stairs and to the left. Go 
all
the way to the end and turn right around the corner. Stand at the top of the
ladder leading down. This was another tricky spot for me since the 
patrolling
guard below typically sees me climbing down the ladder. My best suggestion 
is
to watch the guards below and take out the patrolling one with a sticky 
shocker
when he is in the far right area.

Climb down the ladder and head left away from the second ladder down. In the
darker area, jump over the rail and drop down to the ground. Near the center 
of
the area you will find the last crate(6). Place your tracking device to
complete the crates opportunity objective. Take out the guard down here and
climb up the ladder next to him. Go across the catwalk and to the far 
ladder.
Climb it then extract to finish the extraction primary objective and the
mission.


===============================================================================
SC4.3--------------------------------Bank--------------------------------------
===============================================================================

PRIMARY OBJECTIVES: Enter the bank, determine who MCAS bank purchased the 
arms
for, steal $50,000,000 in French government bearer bonds
SECONDARY OBJECTIVES: Look for any suspicious transaction records
OPPORTUNITY OBJECTIVES: Plant a series of false emails to make is look like 
an
inside job

_______________________________________________________________________________
AREA: North Wing

First off, wait for the guards to finish their little talk. After they are
through, sneak up on the patrolling guard while in the dark. Dispose of him 
and
move towards the wall on the right side of the courtyard. Sneak behind the 
tree
next to the guard to grab him. No interrogations yet so proceed to the door
along the right-hand wall. Open the door, go through the hall and exit out 
the
door on the other side. This new area will introduce your first camera. Move
forward till you get to the archway and stop there. Put on your EMF vision 
and
OCP the camera on the left wall. Run across the area to the ladder along the
far wall. Climb up to the rooftop.

On the roof, head to your left and follow the path to the windows. Go to the
door on the right and pick the lock. Once inside, turn the magnetic locks on
the windows off by using the switch in front of you. Leave the room and go
towards the open window. Grab onto the rope conveniently placed there and 
climb
down. Once at the bottom, don't move around a lot because of the lasers.
Instead you should access the computer remotely using your EEV to turn off 
the
lasers. You will also have passed the enter the bank primary objective and
received a new one.

NEW PRIMARY: Authorize the vault access from three officers' panels

Now then, open the door in the corner quietly so you don't wake the sleeping
guard. He is in the hall to the left sleeping in a chair. (NOTE: For some
stupid reason, Sam will not grab enemies in chairs while in a crouched 
position
on this level. Just get behind the seated guard and stand up to grab him. If
you aren't close enough yet, be sure to duck back down before moving 
closer).
Grab him from behind and interrogate him. Be sure not to knock him out yet
since he can unlock a retinal scanner nearby. Force his cooperation on the
retinal scanner next to the door in this area then take him out.

Head back into the skylight room and go across to the other side. Go through
the small hall and through the right door. You are in the lobby and you only
have one job here. Turn the corner to the left and remotely access the 
computer
by the sitting guard. Don't try accessing the monitor, point your EEV at the
tower under his desk. Check the cameras if you want but be sure to read the
emails and hack the security access area to plant the first false email(1).
Retreat back to the area with the retinal scanner and enter the second door 
on
the right.

_______________________________________________________________________________
AREA: East Wing

This room has a camera but you are probably better off just shooting out the
light with your pistol. Move towards the windows ahead but don't stand in 
front
of them. Two guards are in that room conversing so sneaking in there would 
be a
bad move. Instead, use your EEV to access the computer on top of the lockers 
in
that room. Read the emails and hack the computer to plant the second 
email(2).
Nothing else in that room is important so continue down the hall. A med kit
lies just before the stairwell so use it if needed then climb the first set 
of
stairs.

Stay in the dark because a guard in the room above will look down on your
position. Stay in the shadows until he turns his back and make your way up 
the
rest of the stairs. Wait just inside the room for the guard to return. Once 
he
turns his back again, grab him and interrogate to find out the reason he
doesn't set off the lasers. While holding him hostage or after you take care 
of
him, drag him across the room through the lasers. Wouldn't it just be easier 
if
Sam just took his clothes? Though he might have some explaining to 
do...Anyway,
once on the other side of the room, go behind the desk and access the 
computer.
Hack, plant another email(3) and leave the room via the dark hallway.

Stop in the hall and wait for another guard to cross the new laser area. 
Once
he turns around, grab him and proceed across the lasers. Hide his body in a
dark corner and continue across the room. Enter the hallway to find another
med kit. Just around the corner on the right is another camera. Use your OCP 
to
knock it out and take the right path around the glass room. Guards are in 
there
and one is discussing his fondness for one of the men on camera. Approach 
the
door and enter the keycode you found in one of the emails (a little pop-up
window appears in the bottom right corner of the screen to remind you).

Wait for the men to stop talking before taking them both out. One of the men
offers up information about the vent above you leading to the outside but I
never found out how to get in there so ignore it. There are two computers in
the room that need to be hacked. One will turn off all the cameras in the 
area
while the other will plant another fake email(4). The camera computer will 
also
delete the camera archives which will provide you your first successful 
bonus
objective. Also, near the door is a switch to allow access into the main 
vault
so use it and exit the room.

Proceed down the hall you didn't enter from to find another keypad door. 
Unlike
the previous one however, you don't have the code so you are going to have 
to
hack it. Enter the secretary's room and pick the lock on the far door. Go 
into
the new room and approach the computer on the desk. Hack it and plant 
another
porn site bookmark...I mean fake email(5). Look in the back right corner of 
the
room beside the bookshelf for another main vault access panel. Flip it and
leave the room.

Now backtrack to the last room that had the lasers in it. Don't worry about 
the
camera this time since you turned them all off earlier. Grab the guard's 
body
you hid in this room and cross the laser field. Hide the body in the hall 
and
do the same guard-body trick in the next room. Continue down the stairs, 
past
the room with the two untouched guards and back to the previous area.

_______________________________________________________________________________
AREA: North Wing

Turn left and enter the door by the retinal scanner. Shortest paragraph yet!

_______________________________________________________________________________
AREA: West Wing

Go down this long hallway and ignore the first door on the right. Keep going
until you get to the corner going left. Peek around the corner but stay in 
the
dark. A guard is here fixing the door on the right. Listen to him talk to
himself to get the code for the door he is fixing. After he leaves, approach
the door and use the code to get in. Search the file cabinet on the far side 
of
the desk to complete the records secondary objective. Also, hack the 
computer
on the desk for another phony email(6) plant and use the final main vault
access panel along the far wall to complete the vault access primary 
objective.

Exit the room and continue down the hall. Turn left down the side hall and 
look
to the left for a room filled with guards. While I would normally discourage
you from entering that room, there is a computer you need in there that 
can't
be hacked remotely through the glass door. I suggest using the keypad to 
unlock
the door then silently opening it. As soon as you open the door, move back 
into
the hallway and, with some luck, the guards won't be alerted. Now hack the
computer on the left side of the room remotely from the hallway and plant an
email(7). Be sure to close the door from the hallway side once you are done 
to
not arouse suspicion.

Alternately, you can open the door silently and use an airfoil on the 
standing
guard while in the hallway. Be sure to hit him in the head and he should go
down without alerting his friends. Take these two out silently and hack the
computer manually.

Next up, move past the opened glass door in the hall and go around the right
corner. Here is the safety deposit box room. Move along the boxes until the
interact menu says you can open one. Do so then grab the equipment inside.
Check the little room next to the entrance for a computer that will have a 
file
showing Lacerda's Panamanian contacts if you failed to complete the 
objective
during the last mission.

Leave this room and head down the right hallway. You will go down some 
stairs
and through a long hall to get to the main vault. See the two locks on 
either
side of the vault? Pick one and place your telemetric lockpick on it 
(doesn't
matter which one). Move over to the other lock and start picking. Now this
telemetric lockpick needs to sync up with your movements every time you 
place a
pin so as soon as you hear the pin fall into place, hold the analog stick in
that position until the red light turns green. If you did it right, Fisher 
will
move on to the next pin. If you failed to wait for the telemetric lockpick 
to
catch up, Fisher will go back to the previous pin. Repeat the process for 
each
pin using patience as your guide.

After that ordeal, move up to the vault door and plant a charge on it. Move 
to
the other end of the room and detonate the charge. Bingo! Now move to the 
back
end of the vault and access the computer. Simply accessing the computer will
complete the purchase primary objective. Be sure to open the cage to set up 
the
theft part of the mission and also hack the computer to plant the last fake
email(8). This will complete the email opportunity objective. You can also 
turn
off the floor lights in the room but I don't recommend turning on the 
sprinkler
system.

Now that the cage is open, turn around and go down the right side of the 
vault
a little ways to find the bonds you need to steal. Pick them up to complete 
the
bonds primary objective and to get a new primary.

NEW PRIMARY: Exfiltrate to the primary extraction point

With money in hand, exit the vault and head back through the hall you came 
in.
Once up the stairs, proceed back through the hall on the right and keep 
going
until you find a door on the left with an exit sign and a shut off camera 
above
it. Enter this room and go across the room to the fire door on the other 
side.

_______________________________________________________________________________
AREA: North Wing

The fire door will place you back outside on the side of the bank where you
climbed up to the rooftop. Go forward through the archway and back through 
the
door. Exit out the door on the other side of the hallway and make your way 
back
to the gate on the left side of the area. The extraction point is along the
wall on the right side of the gate. This completes the extraction primary
objective and the mission.


===============================================================================
SC4.4------------------------------Penthouse-----------------------------------
===============================================================================

PRIMARY OBJECTIVES: Get to Zherkezhi's penthouse in the adjacent building,
access Zherkezhi's server to determine who Dvorak is

_______________________________________________________________________________
AREA: Abandoned Building

NOTE: DO NOT KILL ANYONE IN THIS MISSION. IF YOU DO, YOU WILL FAIL THE 
MISSION.
The National Guard is sent to patrol this area so killing them is 
unacceptable.

First things first, move to the other end of the fence in this alley. A
guardsman will patrol into the alley and turn his back to you. Grab him and
interrogate but be sure to only knock him out (L1) rather than kill him. Go 
to
the end of the alley and head left towards the trashcans on the ground. Look 
up
to find a fire escape ladder which you should climb up.

Continue up the fire escape until you get to some boxes. Jump on the boxes 
and
grab onto the building's ledging above. Shimmy to the left and around the
corner. Continue shimmying left until you are directly above a zipline
connected to the ledge below (it is between the last two windows). Since 
this
is a little tricky, I would recommend saving real quick. Now push O to drop
down and Fisher should grab ahold of the zipline and end up on top of a 
truck.

In front of the truck is a patrolling guard who will see your shadow if you 
get
in front of those headlights. When he moves into the building on the right,
drop down off of the truck and move into the shadows on the far end of the
alley. Hide here until the guard comes back at which point you should sneak 
up
and grab him from behind. Knock him out and proceed into the parking garage.

Enter the door on the right and move into the hallway. Head down the left 
hall
and peek around the corner. There will be a man fixing the elevator. Grab 
him
he isn't looking and bring him into the dark part of the hallway. 
Interrogate
for a funny conversation then knock him out. Wait in the dark for a guard to
appear on the other side of the elevator hallway.

Retreat back down the hall a little ways and take the only hall you haven't
taken yet (the left one). Follow the hall around the long way while ignoring
the few rooms along the way. After taking the long way around, sneak up 
behind
the guard and knock him out. Hide his body in a dark part of the hallway and
enter the elevator. It is still broken so look for the open hatch in the
ceiling and climb upwards. If Fisher won't climb up, just trying shimmying
to a different side of the hatch and try again. Once on top of the elevator,
grab the ladder in front of you and start climbing.

To save you from climbing all the way to the top, the elevator will begin
moving up towards you. Don't worry because the elevator will pull you off 
the
ladder without causing any damage. Once the elevator stops on the top floor,
climb back down into the elevator via the hatch. If you don't hear any
footsteps then open the door by pushing the bottom button on the elevator
console.

Sneak out of the elevator and into the shadowed area on the left. Wait in 
the
far corner for the guard to come by and put his back to you. Grab him and
knock him out. There is a med kit located in this room along the left wall 
if
you need it. Cross this room and head up the stairs to a door leading out to
the rooftop helipad. Open the door and head to the left a little ways. Hug 
the
right wall and stay in the shadows because there are guards all over the 
roof.

Stay on the right side of the roof while in the dark. Wait in this area for 
one
of the patrolling guards to pass by. Grab him and hide his unconscious body.
Staying on the right side of the roof, climb over the pipes rather than 
risking
being caught on the walkway by the light. Once over the pipes, sneak up on 
the
guard to the right of the helipad. Knock him out and hide his body in the
shadows. It is now safe to move towards the neon light and climb the ladder 
to
the left of it. Once on the platform, move to the right and across the sign 
to
get to a zipline and the next area.

_______________________________________________________________________________
AREA: Zherkezhi's Pad

Entering this area will complete the penthouse primary objective. You are 
also
allowed to kill guards once again so if you don't mind losing some mission 
stat
points, just go about your homicidal spree.

Wait at the start of the mission for the guard to come close to you. By then
you should have a new primary objective.

NEW PRIMARY: Find out who the mercenaries are working for

Once the guard turns his back, be sure to grab him and interrogate him to
complete the mercenary primary objective you just received. You will also 
get a
new secondary objective.

NEW SECONDARY: Discover who is in charge of the Zherkezhi protection detail

With that guard out of the way, approach the light ahead. OCP it and enter 
the
path on the left. Hide in the shadows by the table for a guard to approach 
the
one fixing the elevator and begin talking to him. After their discussion, 
the
guard will eventually fix the elevator door and begin moving towards your
position. Grab him and dispose of him. Make your way around the right corner
and towards the sleeping guard. Take him out just to be safe (you may have 
to
stand up to grab him) and hack the computer in the corner. This will 
complete
a hidden bonus objective.

Head back out of the building and take a left. On the far wall you should 
find
a crawlspace that you should enter. While crawling along you will receive a
new objective.

NEW OPPORTUNITY: Tap the penthouse video cameras

Once you get out of the crawlspace, look around and notice your first 
infrared
camera. These cameras, unlike their traditional counterparts, can see you in
the dark. To see the field of vision on these cameras, use your night vision
and notice the cone of light. Step in that cone and you will be spotted. Go 
to
the right side of this balcony and wait for a guard to come patrolling by. 
Grab
him but be sure not to step into the camera's cone of vision to do it.
Interrogate him to find out what a real mercenary should act like then 
dispose
of him. Next, head left along the wall and underneath the camera to tap(1) 
into
it.

Once that is done, head back to the right and grab ahold of the pole to 
climb
up to another balcony. Shimmy left along the ledge a little until you can 
climb
up. In front of you should be two guards, one looking over the balcony while
the other is sitting on his butt. Grab the standing guard and take him out. 
As
for his friend, he is impossible to grab so just hit him with a close 
attack.
Use your EMF vision to spot a camera up ahead (it is the device on the 
right).
OCP it and get right under it for another camera tap(2).

After the tap, hug the wall and enter the door on your right. There is a med
kit in this kitchen if needed. Head across the neighboring dining room and 
into
a hallway on the left. Once you get to the corner going left, be sure to 
take
note of the camera in this well lit hall. This camera is tricky so I suggest
saving here. Hug the right wall (L3) that the camera is hanging on. Get 
under
the camera and OCP it from here. Immediately start the tap(3) and hug the 
wall
again once you are done. Move to the end of the hall and quietly open the 
right
side door.

Another camera is in this room so sneak to the right and tap(4) it. While 
the
camera is moving to the right, sneak across the room on the left outside its
cone of vision. Be sure to stay quiet or you will wake the sleeping guard in
the room. Hide behind the pillar and OCP the camera so you can make your way 
up
the stairs without it catching you. Open the next two doors and enter 
Zherk's
bedroom. Unfortunately, there is another camera in here.

Move left towards the bed and remotely access the computer in the far right
corner. Next, OCP the camera and get under it to tap(5) it. After that is 
done,
move into the walk-in closet on the left but be sure not to let the camera 
see
you. On the left side of the closet is a "hidden" room so enter through the
door and approach the computer. Use it to unlock the magnetic doors and
complete the server primary objective. A new primary will pop-up.

NEW PRIMARY: Locate Dvorak

Go back to the bedroom and go through the door on the left while avoiding 
the
camera. Go around the left corner and through another door. There are two
guards in the next room so move forward a little to get them talking. After
they finish, a guard will enter the hall you are in so be sure to back up to
the shadows by the door you entered. Hug the wall near the corner and wait 
for
the guard to go to the door near you. Grab him and interrogate to complete 
the
protection secondary objective.

Sam sure is touchy when it comes to his friends isn't he? Well, move into 
the
room that the guard came from. Move just far enough into the room to close 
the
door so you can tap(6) the last camera. This completes the camera 
opportunity
objective. There is a med kit on the left side of this room but it is too 
risky
to go after because of the guard and the camera. Exit back out of this room 
and
backtrack to the room with the staircase. Go along the balcony on the left 
and
jump over the railing at the very end. Drop down to the main floor and OCP 
the
camera and quickly make your way over to the guard so you can grab him. Drag
him behind the stairs on the right side but do so quickly or the camera will
spot you. Interrogate is you wish but leave his body in the dark.

OCP the camera again and leave the area via the double doors. Do the same to
the camera in the next hall just to be safe. Head all the way back to the 
first
camera you tapped (be sure to OCP another camera on the balcony along the 
way).
Once back near the first camera, OCP it and move up the stairs towards a 
door.
Open the door and go through the hallway to the now-unlocked magnetic door.
Proceed into the room to find a kind old man who won't freak out when he 
sees
you.

Approach the man in the doorway and talk to him. Follow him around and talk 
to
him a few more times to complete the Dvorak primary objective. Talk to the 
old
man again to get a new objective.

NEW PRIMARY: Retrieve a hardcopy output for a single Dvorak execution cycle

This is the infamous punch card puzzle. Talk to the old man again to get his
help. Ok, the old man is going to work the servers on the right side of the
room while you do the left side. Go to the middle of the room where the
interact window says "Start Main Server". Put on your thermal vision goggles
and start the server. Move to the left side of the room and look for a 
growing
heat source on one of the servers. Go up to it and interact with it. After
that, the old man will do one of his servers. Repeat the server search twice
more and you will have completed the puzzle. Move to the right corner of the
room and retrieve the outputs. This completes the output primary objective 
and
gives you a new one.

NEW PRIMARY: Exfiltrate to the primary extraction point

Leave the way you came in and proceed back up to the balcony and past some
cameras. Go across the dining room again and into the hall with the 
difficult
camera. Don't go down the hall, rather you should go into the open elevator
door on the right. Proceed to the hatch in the back right corner to complete
the extraction primary objective and the mission.


===============================================================================
SC4.5-------------------------------Displace-----------------------------------
===============================================================================

PRIMARY OBJECTIVES: Don't kill anyone, retrieve the server access algorithm,
access the central server in the server room

_______________________________________________________________________________
AREA: Second Floor

NOTE: DO NOT KILL ANYONE ON THIS MISSION. IF YOU DO, YOU WILL FAIL THE 
MISSION.
Displace is your ally so killing any of its employees would be bad juju.

Move to the end of the alley and go in the little space to the right. Move 
into
the next area and wait in the shadows on this end. A guard will eventually
patrol around this area where you can grab him. Interrogate him and knock 
him
unconscious. Go to the fenced off area on the far end and climb the fence on
near the left wall. Once on the other side, grab the man in this area and 
knock
him out. Approach the breaker switch along the left wall and flip it.

Leave the fenced off area and get on the fan in the middle of the room. Pick
the lock on the trap and open it. Move by the control panel and interact 
with
it to rappel down the fan. Once on the bottom, enter the airshaft and head 
to
the right. When you reach a grate near the end of the shaft, use your optic
cable to spy two men having a meeting. Wait for them to both leave the room
before opening the hatch and climbing down.

Leave this room via the double doors and head out of the secretary's office
when the coast is clear. Head to the left and enter the door quietly. You 
will
receive a new objective.

NEW OPPORTUNITY: Insert tracer programs into Displace's division servers

Sneak into the room a little and work your way to the computer on the right
side of the room (don't go down the stairs because a man is working in 
here).
Hack the computer to place your first tracer(1). Leave the way you came in.
Head down the hall while staying close to the right wall. Approach the 
second
door on the right but stop as soon as you hear a man talk. Watch what he 
does
with the window near you.

You can do the same thing by OCPing those kinds of windows but don't do it 
yet.
Wait for the men to leave the little room then approach door and hack the
keypad. Enter the little room and exit out the other door. Be sure to close
both doors when you go through them. In the next room, hide by the plant on 
the
left side of the entryway. Wait for the men to move by you and back into the
little room. OCP the window near you so you can see through it. Now look at 
the
man's briefcase using your EEV through both windows. Hack it remotely to
complete the algorithm primary objective. They may notice that you hacked 
the
door earlier but it doesn't matter at this point. OCP the window back to 
solid
and let's move on.

Go around the window and into the lobby area. OCP the camera above the light 
so
you can cross the room on the right side. The guard will notice you a little
and will come to investigate the room. Stay be the doors he enters from and
grab him from behind. Interrogate and drag him into the room he came from.
Force his cooperation with the retinal scanner on the right side of the room
then knock him unconscious in a dark corner.

Enter the training room door on the left side of the room. Keep going 
through
the locker room to the workout center. Sneak on the right side of the room 
past
the man on the computer. Go towards the treadmill runner and OCP his 
machine.
It will knock him out instantly. Now climb up onto the little platform area 
as
close to the med kit as possible. Grab the computer man from behind and 
knock
him silly. Hack the server computer by the med kit to place another 
tracer(2).
Use the med kit as needed and exit the room.

Return to the room with the retinal scanner and enter the door to Research &
Development. This hallway is infested with lasers. Save if you want and put 
on
your thermal vision to see where they are. Use your OCP to take out a laser 
at
its starting point, move past it, then OCP the next one. Do each laser one 
at a
time until you reach the end of the hall. Lasers will not stay out of
commission for long so try to avoid them as best you can.

Go through the automatic door on the left and approach the room on the 
right.
There is a man in the room so wait until he leaves. Ignore the gunfire 
because
it has nothing to do with you yet. Go through the room and into the small 
dark
hall he entered. Hide in the far side of this hall for the man to come back
around and grab him. Hide him in the hall and peak into the next room. Wait 
for
the man in the next room to start heading to the left. Follow him and knock 
him
out as well.

Return to the dark hallway for the med kit if needed. Hack the computer in 
the
second room to get a report which completes a bonus objective. Move into the
red hallway and in the door to get to the turret room. Hack into the turret
computer then toggle the IFF off. Proceed across the turret room in front of
the deactivated turret to get to a ventilation shaft at the end. Jump into 
the
shaft and make your way through it.

_______________________________________________________________________________
AREA: First Floor

Proceed down the shaft and grab onto the convenient rope placed here. Climb
down to the room below. Use the algorithm on the server in front of you then
use the computer that activates. This will complete the server primary
objective and give you two new ones.

NEW PRIMARY: Find information linking Displace and Zherkhezhi
NEW SECONDARY: Discover the real identity of Milan Nedich

Grab back onto the rope and start climbing up. The room will light up and a
guard will enter. He will start accessing the computer at which point you
should climb back down and grab him. Interrogate then knock him out. Proceed
out the door the man came in and into a server hallway. Go around the right
side of the hall and look out for a patrolling guard. Sneak up behind him 
and
do your interrogation thing. Knock him out in a dark area and continue along
the room and out the other end. Keep going down the hall and use your optic
cable on the door. Check the right area for a patrolling guard. If he is no
where to be seen, open the door and proceed into the area.

Hug the right-hand side of the room to avoid the camera and enter the small
hallway. Go into the lobby area over here and wait on the lighted side of 
the
doorway you just came in. A guard will pass by and you want to quickly grab
him. Interrogate then knock him out in the lobby area. Go across the lobby 
area
to the hall on the other side. Head through the hall and OCP the camera to 
your
left. Duck into the area on the right and approach the door on the left.

Enter the room and ignore the first door on the left. Go to the right door 
and
choose open stealth but don't open the door yet. A patrolling guard will 
walk
close to the door and stop there. Perform a bash door to knock him out. It 
will
make a lot of sound but no other guards are close enough to hear it. Enter 
the
hall the guard was in and proceed to the next room. Grab the man at the
computer in the corner and take him out. There is a med kit in this room but
more importantly is the last computer to hack and trace(3). This completes 
the
tracer opportunity objective.

Retrace your steps to the room with the camera in it and OCP it once more. 
Get
underneath the camera and call the elevator. Once inside the elevator, use 
it
to go up to the third floor.

_______________________________________________________________________________
AREA: Third Floor

Open the elevator door and wait in this area to overhear a conversation. 
Once
they are finished, head to the area on the left and shut off the 
lightswitch.
A guard will happen by and notice the lights have been turned off. He has a
flashlight so don't try anything just yet. Wait at the end of the hall until 
he
gives up and turns his back. Now grab him and interrogate. Stash his body in 
a
dark location before moving on.

Go to the end of the hall and look left. There is a ladder in a lighted 
area.
Don't go across it just yet because there is a guard patrolling the far 
side.
Once you see him and he leaves again, make your way into the open and well 
lit
office on the right. Shut off the light and wait in that room for the guard 
to
come around again. As soon as he turns his back, grab him and hide him in 
that
room. Head down the hall the guard was patrolling to find a room on the 
left.

Quietly enter the door and sneak up on the man in the chair on the left.
Interrogate him for a James Bond reference and a door code. Knock him out 
and
leave him in this room. Head back to the hallway where you first turned off 
the
lights. Open the automatic door on the side of the hall but don't go in yet.
A camera is in the corner so OCP it then quickly make your way through the 
room
quickly to the other automatic door. Go to the keypad on the next door and
enter the code.

As soon as you enter the next room, put on your EEV and listen in on the
conversation occurring in the second room to the left. If you hear the
important part of the talk, you will complete the identity secondary 
objective.
Ignore the two rooms here since they don't contain anything important. Head
down the hall and turn the left corner to get to the office you're looking 
for.
Open the door with the keycode you got from the suited man.

Enter the room and search the computer on your right to complete the linking
primary objective. Also, be sure to read the other file on that computer for 
a
doorcode. You will also get another objective.

NEW PRIMARY: Exfiltrate from the primary extraction point

You are done in this room so head back down the hall and past the camera 
room
(don't forget to OCP the camera). Once back in the dark hall, go to the 
right
and right again. Enter the door at the end of this hall and proceed to the 
next
one. Unlock it with the keycode and head up the staircase to the extraction
point. This completes your last two primary objectives and the mission.


===============================================================================
SC4.6-------------------------------Hokkaido-----------------------------------
===============================================================================

PRIMARY OBJECTIVES: Eliminate Milan Nedich, abduct Abrahim Zherkezhi
OPPORTUNITY OBJECTIVES: Retrieve the hidden microphones

_______________________________________________________________________________
AREA: Common Area

Welcome to the most atmospheric level in my opinion. Enjoy the scenery as 
you
make your way through this beautiful level.

Anyway, make your way forward by crouching under the fallen tree. In this
makeshift staircase area, there is a guard overlooking your position. Stay 
in
the shadows by hugging the right side of the area (this requires you make a
jump onto a small ledge). Approach the ledge that is lower than the one the
guard is on. Hop up there and stay crouched. Make your way to the left side 
of
the guard and against the left wall. When the guard has his sights on your
starting position, jump onto his ledge and grab him. Interrogate to show the
guard's true nature then dispose of him as you see fit.

Make your way along the right wall to the house ahead. Enter the house and 
go
down the hallway. The next room has a guard and your first encounter with a
candle. Candles can be blown out but guards will notice and they can relight
them. Work your way into the room and, if you are fast enough, you can grab 
the
guard before he leaves. If not, don't fret. When he leaves the room, blow 
out
the candle and wait by the door he left from. He will return to this room so
grab him once he enters. Interrogate if you wish and dispose.

Make your way out the door and into the small courtyard. Drop off the porch 
and
circle the first car on the right. If you didn't find out Nedich's real
identity last mission, Redding will ask you to scan the license plates of 
these
cars. Just look at them through your EEV to scan them and complete the 
identity
primary objective. There should be a guard leaning against the other car in 
the
area. Move between the two cars and around the front of the second one to 
get
to the house on the far side.

Go in the house and enter the crawlspace on the right side of the room. A 
guard
will walk by the other end. Get out of the crawlspace behind the guard and 
grab
him. Interrogate to learn more about the mics and hide him in a dark corner.
Make your way through the brightly lit hallway and go past the circular 
doorway
to a living room area. By the light here is a phone with a mic hidden 
against
the wall near it. Use your EMF or thermal vision to spot the mic(1) and take 
it
off the wall.

Retreat back down the light hallway and enter the room at the other end 
(near
the crawlspace). This bath area has a patrolling guard that can be dealt 
with
easily. For the homicidal players, use the water kill by enter the bath and
waiting for the guard to get close. For the sneaky spies, just grab the 
guard
when he is looking towards the bath. Be sure not to drop the man into the 
water
if you are going for a good mission percentage because he will drown.

Go around the corner to the left and past the cool looking samurai armor. 
The
room on the left has another candle and another guard. After the guard 
lights
the candle and goes running from the room (not sure why, he just does), 
enter
the area. Hug the left wall and hide by the plant. The guard will come back
into the room and patrol so grab him when he passes by you. Interrogate for
information then stash him away somewhere. Head to the small hallway on the 
far
side of the room to enter the next area.

_______________________________________________________________________________
AREA: Temple & Garden

Go through the doorway and into the area with two guards discussing mics. 
Hide
in the area on the right till they finish their conversation. One of the 
guards
will patrol to your area so grab him and hide him. Go towards the next room
that the other guard went into. OCP the light along the left wall then open 
the
door. The guard will be circling the perimeter of this room so make your way 
to
the middle by going right. Stay by the paper wall in the center of the room 
for
the guard to come around. Grab him and revoke his breathing privileges.

There is another mic(2) in this room by the phone along the far wall. Grab 
it
and move to the hallway on the left. The next room is a kitchen with a med 
kit
available if you are wounded. Head across the room and use your thermal 
vision
to make sure the door is clear of hostiles. Open when the coast is clear and 
go
down the small steps in front of you. Two guards are patrolling the area: 
one
on the porch and the other in the courtyard. The one on the porch has a
flashlight so wary of him.

Go after the courtyard guard first. It should be simple to sneak up and grab
him since his entire area is in the dark. Once he is down for the count, 
turn
to face the door you came from. When the guard on the porch turns around, go 
up
either of the stairs and grab him from behind. The left stairs is preferable
because it has more shadows to hide in. With both guards out of the picture, 
go
across the courtyard and to the next building.

Enter the building and follow the hallway to the main temple room. Ignore 
the
chatter and go across the room to the right corner. Enter the right-hand 
door
and be sure to close it behind you. Do the same for the next door in the 
small
room. You should now be in a bedroom with a phone along the right wall. Grab
the mic(3) near it and proceed through the nearby door. Close the door then 
go
left a little ways to find another door. DO NOT OPEN THAT DOOR!

Inside that room are three men that will spot you instantly. Use your 
thermal
vision on the door to prove my point. Instead of opening the door and 
getting
caught, enter the crawlspace to the right of the door. Don't crawl anywhere
just yet. Listen in on their conversation. When the guard directly above you
drops his change, exit out the back of the crawlspace. Wait out the rest of
their conversation in the hall but be sure to hide in the corner opposite 
the
door before they finish.

Two guards will exit the room. Wait for the second one to walk by and grab 
him.
Interrogate if you wish but be sure to hide his body in a dark corner. Next,
enter the crawlspace again but this time go all the way through to the other
side. Once you get out, put on your thermal vision to spot a man in the room
up ahead. To safely get him, stay on the right side of this room and move up
close to the wall that he is on the other side of. Grab him through the 
paper
wall and say hello to Nedich. Interrogate him and kill him as per your
instructions. This completes the Nedich primary objective.

Grab the mic(4) in this room as well before you head out. Go back through 
the
waiting room to the dark hallway. Remember that first guard we didn't grab? 
He
is now in the main temple room. To avoid him, make your way through the two
rooms on the right. Once out of the rooms and back on the far side of the 
main
temple room, go through the door on your right. Go through the small hall 
and
into the next area.

_______________________________________________________________________________
AREA: Living Quarters

Head through the door on the left and enter the area with the enclosed 
trees.
This area is a little difficult not to get spotted in. Head straight ahead
until you get to the far side of the room. You may get spotted by a guard on
your right but don't fret. He will come to investigate the area so you 
should
hide in the dark corner on the left and grab him when he comes by. If he 
wasn't
alerted, just sneak up on him for the grab. Hide him in a convenient 
location.

Enter the hall on the right side of the room and proceed down the left. A 
guard
will be seated here watching the television. Sneak behind the TV and switch 
it
off. Oddly enough, the guard will not be suspicious of this and will remain
seated. Quietly make your way along the left side of the room and approach 
him.
Hit him with a close attack and stash his body somewhere. Be sure to grab 
the
mic(5) in this room and use the med kit if you need it.

Head out of the room via the large doorway and grab the last mic(6) in this
little waiting room. Doing so completes the microphone opportunity 
objective.
Head to across the room and through the hall to the next area. Be very quiet 
as
you open the door as there is a guard overlooking the area you are in. Don't
go up the stairs either. Instead, jump over the rail on the ground floor and
head towards the door in the corner.  Next to the door is a pole you should
climb up. Once at the top, shimmy to the right and wait on this ledge.

A guard will look over the ledge you are hanging from. Use the interaction 
menu
to perform a hanging throw. I'm not sure if the guard dies if he falls to 
the
ground floor because my guard always gets caught on the steps to the right 
thus
saving his life and knocking him out. Climb down from the ledge and slide 
open
the door next to you. A guard is patrolling this area so if he is no where 
in
sight, head to the left and hide among the shadows at the base of the 
stairs.
When the guard comes down or when he has his back to you, grab him and 
dispose.

Go up the stairs and enter the room on the left. Proceed forward to another
room and enter the crawlspace on the left. Exit the other side and turn off
all your enhanced vision modes. Look to your right and watch the scene play 
out
in the next building via cast shadows. When the lights go out, the Zherkezhi
objective is cancelled and you receive a new one.

NEW PRIMARY: Eliminate Douglas Shetland

Climb down from the roof and into the building the drama occurred in. Head
across the room to the area on the far right. Turn left and go down the hall
to the door at the very end.

_______________________________________________________________________________
AREA: Common Area

Turn right and head down the path. The Shetland objective will be cancelled 
and
you will, once again, receive a new one.

NEW PRIMARY: Exfiltrate to the primary extraction point.

Up ahead is the car area but with three fresh new guards awaiting your 
arrival.
Don't fret though because they are not alerted and they all their positions 
to
a fault. Tangoing with these three can be dangerous so let's avoid them 
shall
we? Head straight towards the nearest car. Maneuver between the car and the
guard on the right. Move between the cars and around the rear of the right 
car.
Climb onto the small porch and proceed into the building. Now just backtrack
your way to your initial starting point with no additional guards to worry
about. This completes the extraction primary objective and the mission.


===============================================================================
SC4.7-------------------------------Battery------------------------------------
===============================================================================

PRIMARY OBJECTIVES: Determine if the Koreans intentionally launched the 
missile
OPPORTUNITY OBJECTIVES: Recover shipping and repair logs

_______________________________________________________________________________
AREA: Main Base

Grab onto the rope in front of you and start climbing down into the 
warehouse.
There are two workers in this area but neither is important enough to worry
about. Head to the left side of the room and towards the truck. In front of 
the
truck is a small maintenance hatch in the floor. Drop down in the hatch and
take your first left. At the end of the tight passage, squeeze into the 
passage
to the right and then take a left at the end. Take the next right and head
around the corner to a ladder. Climb up and open the trap door.

The computer and the man in this room are unimportant. Grab the man and hide
his body if you want to but enter the hallway on the right. Ignore the right
path and head down the dark left one. Open the door silently and head along 
the
right wall of the room. Grab the man preoccupied with the computer and
interrogate for a funny (one-sided) conversation. You can use the computers 
in
the room if you want but neither is crucial to any objectives.

Open the door in the right corner of the room and head right into the next 
room.
Ignore the man at this computer (these guards sure slack off a lot don't 
they?)
and just use your EEV to access it. You will receive your first log(1). Head
back to the previous room and take the door on your right. The room on the 
left
is empty and useless so head down the hallway to the right. Go to the end of
the hall and approach the double doors.

Open either door but wait in the doorway. A guard is patrolling the area and 
a
camera is also keeping watch. Go a little right and hide by the crate. When 
the
guard moves near you and starts looking over the shelf of boxes, grab him 
from
behind. Don't worry about the camera, it won't see you as long as you stay 
in
the shadows while grabbing him. Interrogate if you want but hide the body in
the dark. Now head to the right, brightly lit area.

Pick the lock and enter the room on the left (the camera can't see you way 
over
here). There is a med kit to the immediate right if you need it. Head to the
right side of the room and into the door on the right. Head left in this 
small,
dark hallway and approach the next room. Remotely access the computer using
your EEV to get another shipping and repair log(2). Backtrack to the room 
with
the camera. Go down the stairs to the left and enter the door at the bottom.

_______________________________________________________________________________
AREA: Command Center

Head straight through the hall and stop before reaching the light. Listen to
the conversation in the next room. Dealing with these guards is troublesome 
so
I recommend saving before attempting this room. The best way I have found is 
to
turn the corner to the left and hug the left wall. OCP the light and the 
guards
will start searching for anything suspicious. Sneak past the men on the left
and head to the opposite end of the room and turn to face the area you just
came in from.

Wait for the light to come back on and the men to calm down a little. They 
will
separate with one staying by the camera while the other patrols around the
missile on the right. Stay in the shadows and grab the man under the camera 
on
the left. Interrogate and ditch his body in a dark area. Hug the right wall 
and
climb onto the small platform quietly. Wait for the other guard to pass by 
and
grab him and dispose of him.

Head into the right area but on the left side of the truck. There will be a
small circuit box that you should bypass. This will cause the missile 
hanging
from the ceiling above you to start moving across the camera room. Climb 
onto
the truck and turn on your thermal vision. Grab ahold of the hot bar above 
you
and follow the missile through the camera room. Keep moving along the pole
until you are right next to the missile.

Drop down from the pole and turn around to find a ladder leading into the 
area
below. Climb down that ladder and drop down the open hatch to end up on 
solid
ground again. Make your way through the hall but stay in the shadows when 
you
approach the end. There is a guard seated to the right and a patrolling one 
as
well. My best approach to the situation is to OCP the light on the right and
make your way to the left side of the room.

One or both of the guards may notice the light and come to investigate. Lure
them over to the left side of the room by whistling (L2). When they both 
come
to check out the noise you just made, sneak behind them and grab the guard 
that
is walking behind the other one. Dispose of that guard's body in a corner 
then
sneak up on the other guard and do the same.

With those two out of the way, approach the middle door in this area. Hack 
the
keypad then call the elevator to your floor. Enter the elevator and shoot 
out
the light in here (you will know why in a minute). Use the console in the 
back
to take the elevator up. When you get to the top, there will be a room with 
a
man on the right and a camera just above you. Head into the left side of the
room and stay in the dark.

This room is a little tricky so another save may be in order. OCP the camera 
by
the elevator and the guard will go to investigate. Make your way across the
room to the far right corner. While hiding in the dark by the retinal 
scanner,
whistle to attract the guard's attention. He will come around to investigate 
so
move towards the corner and sneak up behind him. Force his cooperation with 
the
retinal scanner then ditch him in the dark corner. OCP the camera one more 
time
and enter the door the guard just graciously opened for you.

Head down the hall to the right and listen in on the conversation in the 
next
room. Wait by the door at the end of the hall for the talk to end abruptly.
This will complete your intentional primary objective and give you a new 
one.

NEW PRIMARY: Tap the launcher bios to trace routing data for the Dvorak
algorithm fragments

I know the objective isn't a logical sentence but that's what the game gives
you. Anyway, wait for Grim to finish talking before enter the room silently.
Ignore the room on the left for now and enter the command center in front of
you. Stick close to the control panels on the left to grab the commander 
from
behind. Interrogate him to complete a bonus objective. Hide his body in this
room and use the computer to get another log(3).

Head back towards the door and go into that room I told you to ignore 
earlier.
Sneak to the other end of the room to grab the man at the computer. Hide him 
in
the corner and hack the computer he was at for a technician's report. Now 
head
all the way back to the elevator and take care to OCP the camera before
entering the room it is in. Use the elevator to go back down.

Once out of the elevator, head to the door on the right. Go through two 
doors
to the west missile control room. Go up the small set of stairs and grab the
man using the computer to the left. Interrogate him to find out something 
you
already knew and hide his body. There is a med kit in the room if needed. 
Next
to the med kit is a hallway you should enter to get to the west launcher.

_______________________________________________________________________________
AREA: West Launcher

Go around the left corner and stay in the shadows. There is a camera here 
but
it is relatively easy to navigate around due to the large amount of 
darkness.
Sneak up on the guard to the left and grab him. Hide his body in the shadows
then approach the half-missile that the forklift is carrying. Bypass the
circuit to tamper with the Korean warhead. Now start heading to the other 
end
of the room. OCP the light along the way so that camera won't see you.

Enter the door along the right wall and go through the door at the end of 
the
hall as well. Open the next door on the left as well and make your way to 
the
door at the end of this hallway. DON'T OPEN THIS DOOR YET. Use your optic 
cable
to spy on the launcher area. There is a patrolling guard out here circling
around the launcher. He may be a little difficult to see so use your thermal
vision. Once he passes by the door you are hiding behind, silently open the
door and follow him. Grab him as soon as you can and hide his body on the 
left
side of the launcher.

There is a camera along the right wall from the door you entered so be 
cautious
out here. Peaking around the launcher, disable the camera and approach the
panel that is colored in your thermal vision. Grim will make a Half-Life
reference and tell you to enter the command center below your position. OCP 
the
camera again if needed and head down the stairs underneath the camera's
position.

Enter the door at the base of the stairs. There are two guards in this room
that need to be taken care of. Wait in the dark corner by the door for the
guard working at the computer to get up. Sometimes this guard will patrol to
your area and start checking the servers. This may take a little bit of time
but be patient. Grab him when he does and hide him in the corner.

Now the other man in the room. Head around the left bend behind the 
structure
in the middle of the room. Turn to your right and you will see him working 
on a
panel. Grab him from behind and dispose of him. Bypass the circuit in that
panel to open up the launcher above. Also be sure to use the computer 
nearest
the door you came in to get the last log(4). This completes the log 
opportunity
objective.

Use the med kit in the far left corner if needed and head out the door next 
to
it. Go up the stairs and move towards the launcher. OCP the camera again and
access the panel on the launcher that was closed earlier. This completes the
bios primary mission and gives you a new one.

NEW PRIMARY: Stop the missile launch

OCP the camera again if needed and head to the door you entered this area 
from.
Head back through the multiple doors to the command center area. Don't 
forget
to OCP the camera or the light in the room with all the missiles.

_______________________________________________________________________________
AREA: Command Center

Go back through the two automated doors and enter the second door on the 
left.
Proceed through these automatic doors and enter the hallway on the far side 
of
the room. Enter the door at the end of the hall.

_______________________________________________________________________________
AREA: East Launcher

This area is much like the other launcher area only flipped. Once you enter 
the
missile room, OCP the camera above you on the right. Grab the guard on your
left and bring him back into the shadows. Hide him somewhere dark then OCP 
the
light or the camera again and make your way to the door on the left side of 
the
room.

Go through the first door and the door at the end of the hallway. In the new
room, do not enter the door on the right. Instead, head around the area on 
the
left side and approach the control panel in the far right corner. Bypass the
circuit to open the blast door next to you. This will cancel the launch 
primary
objective and start a new one.

NEW PRIMARY: Acquire the missile abort codes

A countdown will start in the lower left corner of the screen so be sure to 
not
waste too much time on this part of the mission. Lean out the doorway and 
OCP
the camera above you on the left. Head down the stairs beneath the camera 
and
enter the door at the bottom silently. Head to the right and notice the med 
kit
if you are hurt. Turn to the left and head across the room. Turn left again 
and
notice two men checking up on the missile's status.

Grab the standing man first and take him down. Then sneak up on the seated 
man
by the computer and do the same to him. Use the computer on the right side 
of
the computer consoles to get the abort codes and complete the codes primary
objective and get a new one.

NEW PRIMARY: Abort the missile

Leave this room via the door you came in and OCP the camera above you. Go up
the stairs and back through multiple doors to the previous area. Stand up 
and
run if you need to make up for too much lost time. And just like before, be
sure to OCP the light or the camera in the missile room.

_______________________________________________________________________________
AREA: Command Center

Move forward into the room and use the lit up computer on the left to abort 
the
missile. This stops the timer, completes the abort primary objective and 
gives
you a new objective.

NEW PRIMARY: Exfiltrate to any available extraction point

Now that the excitement is over, go back to the east launcher area.

_______________________________________________________________________________
AREA: East Launcher

Darn all these inconvenient mid-level loads. Oh well, what can you do? For 
some
reason the game glitches and won't let you OCP the light in the missile room
anymore. Instead, disable the camera and make your way back through the
multitude of doors to the launcher area. OCP the camera on your left and 
cross
the room to find a guard on the far side. Grab him and take him out. If you 
try
to interrogate him, you will notice another glitch because he won't say
anything. Once he is down for the count, turn towards the area you entered 
from
and make your way to the corner on the right. Exfiltrate to complete the
extraction primary objective and the mission.


===============================================================================
SC4.8--------------------------------Seoul-------------------------------------
===============================================================================

PRIMARY OBJECTIVES: Locate and retrieve data drives from the NDT
OPPORTUNITY OBJECTIVES: Stop the North Korean propaganda broadcasts

_______________________________________________________________________________
AREA: East Market

NOTE: To make this mission easier on yourself, choose either Redding's
Recommendation for non-lethal or Assault for lethal equipment. DO NOT CHOOSE
THE STEALTH EQUIPMENT LAYOUT! Trust me on this.

Fisher starts in a nursery (listen to the happy little melody playing). Exit
the only door the room has to enter a whole different scenario. Go to the 
right
and approach the edge of the ruined building. Rappel down the wall by 
selecting
it from the interaction menu. When you reach the bottom, there should be a
guard in this area. Sneak up behind him and dispose of him as you see fit.

Do you hear that annoying chatter in the air? Let's deal with it right away. 
Go
to the wall opposite the burning tank and find a circuit box near the alley.
Bypass the circuit to take out the first broadcast(1). Make your way down 
the
alley next to your position. Climb over the wire gate and listen to what
Lambert has to say. He will give you a new primary objective that relates
directly with the coop missions.

NEW PRIMARY: Interrogate a special forces agent to determine the location of
Jong

Once on the other side of the gate, put on your EMF vision to notice the 
wall
mine on the right wall. Approach it very slowly and disable it through the
interaction menu. Go to the end of the alley and overhear the special forces
discuss their location. When one of the men decides to take a bathroom 
break,
stay in the shadows and sneak up on him. Grab and interrogate to complete 
the
Jong primary objective.

Ignore the other man who stayed by the vehicle and proceed to the left wall
behind the dud bomb. There is another broadcast(2) box here for you to shut
down. Next to the box is a pipe that you should climb to get to a door you
should go through. Grab ahold of the vertical pipe above you and make your 
way
to the right and over the boxes. Drop down on the other end and Grim will 
give
you a new objective.

NEW SECONDARY: Tap a mobile command center

Approach the "door" on the left and cut through it. Enter the room on the 
other
side. Around the bookshelves to the right is a man carelessly looking out 
the
window. He will spot you in all this light so use the lightswitch to the 
left
of the fabric door inside the room to make things more opportune. The guard
will notice the lack of light and will come to investigate. When you have 
the
chance, sneak behind him and grab him.

Hide his body in this room and look out the window if you want a glimpse of
what is ahead. Go back out of this room and enter the room on the right. 
Turn
the corner to the left and head out the door. Make your way along the roof 
on
the right but hug the wall so the lights don't give you away. At the end of 
the
roof, jump over the rail and drop down. There is a guard that patrols this 
area
as well as a wall mine against the dumpster in front of you. Ignore both for
now and turn right to find another broadcast(3) box to take down. This
completes the broadcasts opportunity objective.

With that taken care of wait till the patrolling guard is away from you then
move to the dumpster and disable the mine. With the explosives in check, 
wait
for the guard to come back around then grab him. Interrogate him then dump 
him
in the corner. Now approach the truck to your left. Occasionally a man will
come out of the back and start messing around with a panel on the side of 
the
truck. When he does this, grab him from behind, interrogate and dispose of 
him.

Enter the back of the truck and access the computer to place the tap. This
completes the command secondary objective. Exit the truck and head back to 
the
dumpster where you picked up that lovely wall mine. On the right side of the
dumpster is a ladder that you should climb. Once on top of the roof, head 
into
the crawlspace and out the other end. Climb down the ladder here and open 
the
trap to enter a server room.

Drop down to the room and flip the lightswitch around the corner to the 
right
to put the entire room in darkness. Approach the only lit computer in the 
room
and retrieve the hard drives. As soon as you do, make your way back to the
ladder leading up to the trap. Those men sure know how to make an entrance!
You will have complete the drives primary objective and you will receive a 
new
one.

NEW PRIMARY: Get to the rooftop to transfer the data to the EA-68

Make your way back to the area with the mobile command center. Go down to 
the
ground floor and enter the door to the right of the truck. Go down the hall 
a
little way and find burning rubble blocking your path. Look up to find a 
pipe
you can use to make your way over the mess. When you reach the end of the 
bar,
stay on it and keep your feet tucked in. A guard will come to patrol the 
area
so perform an inverted neck snap (L1 or R1) when he is right below you.

With the guard out of the way, make your way through the hall on your right.
The first room on your left has a med kit in it if you need health. 
Otherwise
just keep making your way across the metal walkway. Turn the corner and 
ignore
the first door on the left (it's the same room as before). Keep going and 
turn
down the hall to the left. Turn off the light along the left wall for good
measure then proceed to the end. Call the elevator to your floor then push 
the
button inside to complete the rooftop primary objective. To Be Continued...

_______________________________________________________________________________
AREA: Rooftops

Did those three words scare you into thinking that was the end? For better 
or
worse my friend, there is much more to come. You have three new objectives.

NEW PRIMARY: Get to the EA-68 crash site
NEW OPPORTUNITIES: Disable portable radar reconnaissance receivers, gain
information about NK UAVs

Look at the area in front of you. Do you notice that thing in the sky with 
the
light source? Welcome to the UAVs, the nastiest piece of hardware in the 
game.
If a UAV spots you in its light, it will open fire on you with its machine 
gun.
They can be disabled temporarily using the OCP and can be shot down using 
the
SC-20K's shotgun or sniping attachment. You should have at least one of 
these
attachments if you followed my advice while picking your equipment.

However, this area will be the easiest UAV encounter ever. Jump over the
railing on your left and drop down to the rooftop. Look along the underside 
of
the catwalk you just dropped down from for a computer. Use your EEV to 
remote
access it and shut down your first P3R(1). Now make your way under the 
catwalk
to the zipline ahead. Use the zipline to leave the UAV and an untouched 
guard
behind.

At the end of the zipline, Fisher will grab ahold of a fence. Climb over the
top and go through the door on your left. The guard on the previous rooftop 
may
notice you over here but if you move fast enough, he will never identify you 
as
an intruder. Turn the corner on the right and go through the door. Squeeze
between the pipes on the left and head to the end of the platform on the 
left.

Jump up while against the left wall to grab ahold of a pipe. Go to the end 
of
the pipe and drop down onto a crate. Stay on top of this crate until a
patrolling guard walks by. He will stop by the railing to admire the view at
which point you should drop down off of the crate and grab him. Dispose of 
him
then jump up onto the tall crate along the right wall. Go to the end of the
crate to find two guards; one patrols the area below while the other patrols
the walkway up top.

Drop down the left of the crate while remaining in the shadows. The guard on
the bottom will eventually make his way into the dark corner on the left. 
When
he is over there, grab him and interrogate. Hide his body in this corner and
turn your attention to the light above the door near you. OCP the light and
make your way to the ladder to the right of the door. Don't climb up the 
ladder
yet. Wait for the light to turn back on then OCP it again before climbing 
up.
With no light on this upper walkway, sneaking up on the guard and taking him
out should be fairly simple.

Once the guard is down, use the computer up here to turn off another P3R(2).
Also, there is some ammo on top of the fan just beyond the computer. Keep 
going
across the walkway and turn to the right when you reach the end. Jump into 
this
alcove and make your way to the end to find a trap leading into the room 
below.
Open the trap door and drop down. Once in the hall, head to the left and 
ignore
the door on the right along the way. Go around the next corner as well and 
open
the door on the left.

Another UAV is in this area but it will not spot you just yet. Look to your
right to see a guard and a computer on the far rooftop. Use your EEV to 
remote
access the computer and turn off another P3R(3). Now take out that far guard
with a lethal bullet or a non-lethal sticky shocker. Next, pull out your 
pistol
and OCP the flying UAV. While the UAV is temporarily malfunctioning, make 
your
way to the rooftop with the computer and downed guard by dropping down a 
floor
and going across the makeshift ramp. Once on the rooftop, go in the door on 
the
far end quickly before the UAV reactivates.

Once inside the room, jump up to the pipe on the ceiling and make your way
across the debris and to the next area.

_______________________________________________________________________________
AREA: City Streets

Head into the left hallway and into the next room. Two guards below will be
discussing an explosive discovery. Lucky for you and them, the bomb is a 
dud.
When they finish talking, drop down into the room below. A guard will be
positioned behind the bar in the corner of the room with his back to you. 
The
best way to sneak up on him is to jump on top of the bar, drop down behind 
him
then grab him. He has no information to interrogate for so dispose of him in
your fashion of choice.

Once he is out like a light, open the door in the right corner and enter the
hallway. There is a med kit here if you need healing. Make your way across 
the
hallway to the door on the other end. The guard in the next room is tricky 
so
save if you want. Open the door quietly and OCP the light in the room. The
guard will become alert but will only move one step towards your position.
After he takes that step, sneak close to him and wait for him to turn his 
back.
You will have only a second to grab him before he turns his back to the 
wall.

Interrogate for some useless jabber then knock him out. Use his computer to
complete the UAV opportunity objective. Now, along the wall opposite the 
door
you came in is a crawlspace next to the plant. Enter the crawlspace and exit
out the other side. Below you, two soldiers will open fire on each other. 
Jump
onto the pole above you then make your way across until you are above the 
man
who survived the gunfight. Drop down on him to knock him out and hide his 
body
in the alley on the right.

When exiting the alley, head to the right and climb the chain-link fence to 
the
left. Once on the other side, head down the alley and enter the area on the
right. Head down this alley and stop once you round the left corner. A 
gunfight
will break out in the street so wait until the last bullet is fired. There 
will
be one man left standing on the left side of the street as well as a tank to
back him up. Peak around the left corner for the man and take him out with a
bullet or sticky shocker.

Now all there is to worry about is the tank that will open fire on you if 
you
are spotted. Head to the right of the car in front of you and use it as 
cover.
Make your way to the left hiding behind cars until you see a dumpster along 
the
far right wall. Hide behind the dumpster and peak around the edge with your
pistol drawn. Use your OCP to take out the tank and run along the right wall
towards the light on the right side of the tank. There is a pole here that 
you
should climb to get to the area above.

At the top, there is a guard coming towards you from the left so hide in the
right corner. He will stop in front of the computer so hug the wall behind 
him
and grab him. Interrogate then dispose. Use the computer to turn off another
P3R(4). Also, if you really want it, there is a frag grenade on the far 
corner
of the boxes up here. Pick it up or leave it, either way head towards the 
left
and into the next building. Turn the corner to the right and enter a new 
area.

_______________________________________________________________________________
AREA: North Market

Go around the left corner to find a med kit. Heal up as needed and climb out
the window. On the balcony, go right a little and notice the zipline above 
you.
Zip across the area below and onto a fire escape on the other end. Head up 
the
stairs in front of you and find a dark spot at the top. Pull out your SC-20K
and tap R2. This will equip your shotgun or sniping attachment. There is a 
UAV
in this area that we are going to take down to make our lives simpler.

With the sniping attachment, you can hit the UAV from afar but the shotgun
attachment requires close range to actually down the UAV. It will fly by the
fire escape you are on so you will get a clear shot at it. To fire your
alternate bullets, push L1. Use your EMF vision for a clear view of the UAV 
and
take it down.

Even though you made a lot of racket, the guards below won't know it was you 
if
you were in the shadows. Move back down the stairs and then down the ladder 
to
your left to get to the ground floor. There will be two guards in this area.
One of the guards will be another mobile command center that is parked in 
the
area while the other will probably be near the fire escape. Take out the
wandering guard first when he enters the shadows near you. Next, make a wide
sweep to the right to get behind the man by the truck. Grab him and dispose 
of
him as well.

If you didn't tap the first mobile command center or you want to do it 
again,
go into the back of this truck and use the computer. There is also some ammo
in the truck if you want it. When you are ready, head past the right side of
the truck and start going down the street. At the end of the lighted area is
another wall mine hanging from the left wall. Approach slowly and disarm it.
Continue to the end of the street.

Head through the alley way and around the left corners. Climb over the tall
chain-link gate and proceed to the end of the alley. Along the way you will
complete the crash site primary objective and receive a new one.

NEW PRIMARY: Prevent data aboard the EA-68 from being recovered by North 
Korea

The plane is to the right, another tank to the left and a guard patrolling
around the plane. Peak to the left and OCP the tank. Next, run to the right 
and
hide between two pieces of the downed plane while in the dark. The guard 
will
patrol this area so grab him and take him out when he passes by you.

Head along the left side of the plane to the cockpit on the far end (away 
from
the tank). When near the cockpit, you will complete the prevent primary
objective and receive a new one.

NEW PRIMARY: Designate the wreckage of the EA-68 for aerial bombardment

Move towards the two pilots on the ground and pick one of them up. Move back 
to
the spot between the two plane parts and put the pilot down. Ignore 
Lambert's
harassment and OCP the tank. Quickly pick up the pilot and take him to the
alley you entered this area from. Drop him off near the gate at the end of 
the
alley and do the same sequence for the other pilot. Ignore Lambert 
throughout
this entire process.

Now that both pilots are in the alley you just completed a bonus objective
despite Lambert's whining. OCP the tank one last time and head towards the
plane again. Move towards the light on the left side of the plane and turn 
left
around the corner. You will find a pole in the corner to climb up. Once at 
the
top, use the computer to disable the last P3R(5) and complete the P3R
opportunity objective.

With that accomplished, head to the small shingled ledge near the edge of 
this
perch. Do a running jump over the hole on the right to the other side of the
shingled ledge. Make your way across this little ledge to a zipline on the 
far
end. Use the zipline to get to the scaffolding. Head to the right on the
scaffolding and climb up two tiers to get to the top. From here, use your 
EEV
and look over towards the plane wreckage. Scan the plane long enough to
complete the bombardment objective and complete this long mission.


===============================================================================
SC4.9------------------------------Bathhouse-----------------------------------
===============================================================================

PRIMARY OBJECTIVES: Gain entry to the bath house, discover who Shetland's
contact is
OPPORTUNITY OBJECTIVES: Tap the bathhouse telephone lines

_______________________________________________________________________________
AREA: Reception

Head straight out of the alley and turn around the right corner. Hide on the
right side of the boxes and listen in on the conversation between the two
guards in the area. After the talk concludes, wait for one of the men to sit
down on the boxes near you. When his other buddy isn't looking, grab the 
seated
man and interrogate him. Hide his body behind the boxes and look at the wall 
on
the right. Use you EMF vision to spot the first phone line(1) box so you can
tap into it.

Now use your OCP to take out the light almost directly above you. The other 
man
in the area should notice the light go off and come to investigate. Sneak
behind him, grab then take him out. After dealing with him, head across the
room and around the right corner. On the other side of the dumpster is a 
trap
door that you should open and head down into. Make your way to the other end 
of
this tunnel and along the way you will complete the entry primary mission.
Lambert will also remind you not to kill the civilians inside the bathhouse.

Once at the end of the tunnel, climb up the ladder and open the trap door. 
In
the room above, make your way to the left and wait behind the chair here. 
Grab
the guard as soon as he sits down. If you wait too long, he will get up and
turn on the lights to this area. When you grab him, interrogate then hide 
his
body. There is another guard patrolling the other end of the room. Be sure 
to
wait in the shadows on the right side of the blowing cloth until he turns 
his
back then grab and dispose. Now head up the stairs in the far left corner.

Open the door at the end of the stairway hall to enter the lobby area. Two 
men
will begin talking so wait out their conversation (zombie ninjas? WTF?). 
After
the man on the right starts to patrol the right area, sneak to the left and
grab the seated guard. Interrogate to get a layout of the area then dispose 
of
him. Now enter the right area where the other guard is patrolling. Stick 
close
to the wall you entered by and wait for the guard to pass by before grabbing
and disposing of him.

Ignore the various halls leading out of the area and enter the sole door on 
the
left wall. You should be in a closet of sorts that contains a med kit along 
the
left wall. Heal up if you need to then go across the room to the right and
enter the crawlspace. Exit out the other side and move towards the far end 
of
the room. Listen in on the conversation in the next room. After they finish,
use your thermal vision on the cloth covering the doorway to view what the 
men
are doing. One will sit right outside your room. Peak your head out and grab
him. Bring him back into the closet and dispose of him.

Next, leave the room and hack the computer at the desk. You will be able to
turn off the cameras in this area. Head towards the double doors on the 
right
and open one of them. Wait in the doorway for a guard to come by and stop
briefly by the doors. Grab him when his back is turned and hide him the in 
one
of the corners on the right. Climb onto the boxes in the right corner to 
find
a pipe that Fisher can climb up. Climb to the top then zipline across the 
way
towards a ledge. Shimmy left along the ledge to the open window and climb 
in.

Once inside, move forward to the end of this hall. There will be a civilian
sweeping the floor of the next hall. Get behind him and grab him. 
Interrogate
to find out a lot of useful information then be sure just to choke him (L1). 
DO
NOT KILL THIS MAN OR YOU WILL FAIL THE MISSION. Now that he is unconscious,
hide him in a dark part of the hallway.

Head to the hall the man was sweeping and go to the right. Approach the door 
on
the left and use the keycode you just received to open the door. Enter the 
room
and use the computer behind the desk to complete the contact primary 
objective
and to receive a new one.

NEW PRIMARY: Eavesdrop on Shetland's meeting

Look in the corner to the right of the small cabinet and plant. There should 
be
a crawlspace that you should enter. You will receive a new objective while
crawling through the vent.

NEW SECONDARY: Find out who gave the I-SDF assault team their orders

Exit the crawlspace at the other end and listen to the men talk. After their
discussion, both men will sit down at different desks in the room. Go 
between
the two bunkbeds and grab the man seated in front of you. Interrogate him to
complete the I-SDF secondary mission. Make sure to knock out this man as 
well
or you may fail the mission. You can also grab the other man in the room and
use both of the computers but doing so would gain you nothing. Head back
through the crawlspace to the previous room.

Exit the room to the hallway and head to the right. Go to the end of the 
hall
and go down the stairs. Proceed straight across the room and enter the door.
Make your way through the hall and enter the door at the end. You will now 
be
back in the lobby of the bathhouse. Head through the dark area of the room 
and
into the door in the far left corner. Head through the next door to a new 
area.

_______________________________________________________________________________
AREA: Public Bath

Head right around the corner and enter the locker room. Go past the two rows 
of
lockers to the bathroom part and use your thermal vision to spot the man in 
the
left stall. If you are fast enough you can use the door to bash him or wait 
for
him to come out and wash his hands and get the drop on him from behind. If 
you
grab him and interrogate, you will learn that the public baths are well 
guarded
while the pool area isn't. We will be using his information shortly. Hide 
his
body then proceed out the door by the bathroom stalls.

Take your first left to head towards the pool. Cut the material then head to
the end of the hall. Enter the next room to find the pool is empty of water 
but
not so empty of guards. Two guards are patrolling the perimeter of the pool. 
As
soon as they finish talking, hide in the structure on the left. A guard will
eventually patrol by on the left so grab him when you get the chance.

Hide his body in the structure then use the ladder in the corner of the pool 
by
the door you came in. While on the bottom of the pool, make your way across 
and
jump out of the pool on the far end. There will be a guard patrolling this 
side
of the pool so wait for him to walk by then seize the opportunity to grab 
him
and dispose. Now head to the corner of the room nearest the bright 
spotlights.
The second phone box(2) is located along the wall so tap into it. Next, 
squeeze
past the barricade in front of the door in the nearest corner and exit the 
pool
area.

Turn around the corner on the right and cut the material. Head to the end of
the hall and stand by the door. A guard will patrol past the door. Follow 
him
into the room and use your thermal vision goggles to get behind him. Grab 
him
and interrogate to find out what Shetland's men are packing. Dispose of his
body and head back to the door you entered from. You'll want to start 
heading
towards the other guard in the area so you can dispose of him as well.

The easiest way for lethal players is to get in the pool behind the man and
perform a water kill. For non-lethal players, try to stay on the ledge that 
the
man is on and sneak up behind him in order to grab him and take him out. I
would suggest a close kill over the harder-to-do grab but the guard always
seems to fall in the water for me so he counts as a kill. Once you have 
taken
care of the guard as you see fit, approach the corner of the room he was
nearest to and enter the well lit hallway. Proceed through the two well lit
halls and open the door at the end.

_______________________________________________________________________________
AREA: Private Baths

Continue heading down the halls till you turn the corner to the left and 
enter
the dark hallway. Stop short of the cloth door at the end and listen to the
conversation in the next room. Wait for the pep talk to end and wait for the
second guard to approach the door then turn around before you grab him. Use
your thermal vision to show where the guard is through the cloth. Hide his 
body
in the previous dark hall then re-enter the room you grabbed him in.

Go behind the desk in front of you to find the last phone box(3) that needs
tapping. This completes the tap opportunity objective. Now turn off the 
light
switch that is back here to attract the guard patrolling the area ahead. He
will come to investigate so fall back to the previous dark hallway and grab 
him
when he passes by the cloth door. Interrogate him and hide him in the dark 
hall
with the other body.

Go through the hall on the right and turn the left corner. Go through the
doorway on the left and proceed through the next hall. Once past the moonlit
hall, face to the right to listen in on a conversation. Once they finish
talking, enter the vent along the left wall near the corner. Exit on the 
other
end and watch the man patrol the area. For lethal players, use another water
kill when the guard walks by. For non-lethal ones, climb out of the pool and
hide in the far right corner and grab the guard from behind.

Once the guard is dealt with, enter the glass area with the trees on the far
side of the room and enter the crawlspace at the end. Crawl to the end and
watch the meeting in the next room. When the meeting has ended, you will 
have
completed the eavesdrop primary objective and you will receive a new one.

NEW PRIMARY: Eliminate Shetland

After the dust has settled, use your EEV to remotely access Shetland's left
behind laptop. Hack the secure access and read the file to complete a bonus
objective. Back out of the crawlspace and head back through the other one as
well. When you exit the second crawlspace, you will notice fighting going on 
in
the hall to your left. Don't get involved unless you want an early grave.

Instead, head into the hall in front of you and turn the corner to the left 
at
the end. Enter the doorway on the right and proceed through the empty hall.
Turn left when you reach the new hall and notice you the fight now raging on
your left. Enter the door along the opposite wall to find a room with a med
kit. Use the kit if needed and enter the next hallway. Carefully approach 
the
wall mine along the right wall and disable it. MAKE SURE TO SAVE BEFORE 
TURNING
AROUND THE LEFT CORNER!

You are about to enter the fight of your life so be prepared with your 
weapon
of choice (I recommend sticky shockers because they will instantly take a 
man
down no matter where you hit him). There are three heavily armed, thermal
vision wearing mercenaries in the shower room ahead. Typically there is one 
in
the far right corner and two behind each of the pillars straight in front of
the door on the far end of the room. Your best bet is to peak carefully into
the room and try to spot the guard on the right first.

This guard is lousy with his duck and cover skills because his head sticks 
out
on the left of the pillar he is hiding behind. Turn off your vision modes 
and
you should be able to spot the top of his head if you stand up. Take him out
first. The other guards will notice their buddy go down and will start 
shouting
at you. One of the men will move his way along the right side of the room 
and
poke out from between the two desks in the area. Stay on your side of the 
door
and hit him when he decides to pop out. Two down, one to go.

The other man will advance on the left by moving to the pillar closest to 
the
door. Peak around the corner and try to catch him if he pops out. If you 
wait
a little longer, he will move to the right behind the nearest desk. When I 
say
behind though, I'm not saying he is doing a very good job of it. In fact, 
from
your side of the doorway, you can spot him while he hides behind his cover 
so
make him pay for not covering his vitals better.

There is no guarantee that this method will work every time but it works 
fairly
consistently for me. The guards may move in unpredictable patterns but 
always
remain in the hall and use the door for cover. Use the sticky shockers to 
take
one down at a time and only try to hit him when he pops out from behind 
cover.
If you keep a cool head and use your cover wisely, you will prevail.

With those three down, head across the room to the door in the far right
corner. Go through the door to enter a hallway. Around the first turn is
another wall mine along the right wall so move slowly and disarm it. I would
recommend saving here as well because the next area is as tough as nails. 
Turn
the next corners to enter a furnace room where Shetland will start playing a
dangerous game of hide and seek.

There is now a countdown timer on the screen that will only stop when you 
find
each bomb. There are three bombs in total but each bomb gives you a full
minute and a half to find it. There are two guards in this area that like to
shoot you to death while you are disarming the bombs. To combat these guys,
try to follow my guide exactly because any variation will cause the guards 
to
pop up in different locations. When you see the guards, take them out
immediately with a sticky shocker, an airfoil round to the head or just pump
them full of NATO rounds if you don't care about mission percentage.

Head to the gate and pick the lock (trust me, don't break it just pick 
fast).
Don't go up the stairs, go left and around the generator. Once on around it,
head to the end of the passage. After squeezing past a narrow section, turn
around to find your first bomb. Disarm it as Shetland taunts you.

Head back to the stairs and take them up. Follow the catwalk around a left
U-turn bend and then a right one. When the catwalk turns left again, don't
follow it but look to the left to find your first guard. Take him down 
quickly
then approach the edge of the catwalk at the left turn where there is no
railing. Drop into the little hole area here to find the second bomb. Disarm 
it
while taking more crap from your old friend.

Next, back up a little and jump up to climb onto the catwalk you dropped 
down
from. Make the following turns while on the catwalk: right, left, right. 
Stop
at the next corner and look ahead on the catwalk to find the second guard of
the area. Take him down then turn off your vision modes. Turn to your left 
to
see a red blinking light on a structure. From the catwalk next to it, 
perform a
jump to reach it and start disarming. If you fall to the ground below, just 
hug
the structure the bomb is on, turn around and jump back up to climb onto
catwalk to try again.

With that last bomb diffused, take a deep sigh of relief. No more timer to
worry about. Jump back onto the catwalk and make your way to the door in the
corner that Shetland escaped out of. Head down the hall and climb the ladder
at the end. Open the door and watch the scene. During the end of the scene, 
you
have a choice to make (R1 or square) but I'll leave that one up to you...


NOTE: I'm not sure why but I can't ever seem to get 100% on this mission. I
think it has to do with the three mercenary room but I can't be sure. I 
always
have one intruder notice and one body found. If anyone knows how to get 100%
on this mission, send me an email and I'll put your solution in this guide 
and
give you full credit for it.


===============================================================================
SC4.10---------------------------Kokubo 
Sosho----------------------------------
===============================================================================

PRIMARY OBJECTIVES: Do not kill anyone, contact the detained American 
officers

_______________________________________________________________________________
AREA: Reception

NOTE: Like the objective says, DO NOT KILL ANYONE IN THIS MISSION! YOU WILL
FAIL MISERABLY IF YOU DO. These are Japanese troops who are your allies and
killing them means World War III

At the start of the mission you will encounter a UAV in the open area on 
your
right. Don't try to tango with it, instead head straight through the 
darkness
behind the pillars. Once you get to the second to last pillar before the
stairs, make sure the UAV isn't anywhere near you and head across the room 
to
the right. There is a crawlspace along this wall that you should enter and 
make
your way through. If you feel the need to you can OCP the UAV for a safer 
time.

Now, the next part has the most non-linear paths this game has to offer. 
There
are numerous ways to head to the office the American's are being held in. 
Check
out your map to try them all if you would like but I'm only going to cover 
the
one that will be easiest and will allow you to proceed to the next area 
easily.

Head to the doorway on the far side of the room. Pull out your night vision 
to
notice a camera in the next area that can see in the dark. When the camera 
is
looking away, head through the doorway and directly to the right. You will 
find
a locked door that is hidden from the camera's view. Pick the lock and 
proceed
into this closet. Climb the ladder in the back of the room and proceed 
across
the catwalk. There will be a crawlspace near the red toolbox that you should
enter.

On the other side you will come out in a bathroom with a man in one of the
stalls. Go in the dark area to the left by the last urinal and wait for the 
man
to wash his hands. When he does grab him and interrogate. Remember, don't 
kill
him so just knock him out and hide him in a dark corner. Leave the bathroom 
via
the hallway in the corner. This hallway has a med kit along the left wall if
you need it. Head to the end of the hall and into a meeting area of sorts. 
Be
sure to admire the cool looking waterfall logo on the right.

Immediately upon entering the room, head to the small hall on the left and 
go
through the door at the end.

_______________________________________________________________________________
AREA: Offices

Continue down this hall and to the open room ahead. Two guards will discuss
something so don't interrupt them. Wait until they finish and the guard in
front of you heads to the desk on the right. Now that he is in darkness, 
grab
him and knock him unconscious. Go behind the desk on the right and hack into
the computer. Access the file to get a doorcode. Now head to the left part 
of
this room and start climbing the stairs.

Wait on the last set of stairs before the third floor. A guard will be
patrolling the area and he will eventually step onto the stairway balcony to
overlook the room below. Grab him when he does, bring him into the safety of
the hallway he was guarding and knock him out. We don't want him to fall 
over
the edge now do we?

Head down the hallway to the right and enter the door here. Continue down 
the
hall till you get to the doorway to the left. Turn the corner and hide in 
the
shadows but stay near the doorway. A guard will talk to the men in the next
room and, when he is finished, will come back out into the hallway you are
hiding in. He will stop in the hallway and turn his back to you, inviting 
you
to grab him. Do so then interrogate and knock him out. Enter the automatic 
door
on the left but do so quietly.

In this room are the two detained Americans and a camera overlooking them.
Don't try OCPing the camera then talking to the men because they talk too 
long
and you'll set off an alarm. Instead, go to the edge of their lighted area
while staying in the dark and whistle. One of the men should start heading
towards your position so you can talk to him while staying hidden from the
camera. This completes the contact primary objective and gives you two new
ones.

NEW PRIMARIES: Gain access to the war room, record the meeting in the war 
room.

Now, backtrack to the room with the staircase. Along the way, Fisher will 
make
a case for fifth freedom rights (pretty much the right to kill to preserve 
our
basic freedoms of speech, religion, etc). Lambert will NOT grant them to you 
so
keep knocking those guards unconscious for now. Head down the stairs and 
notice
the new guard on the first floor patrolling around. Wait on the last set of
stairs for him to patrol by then grab him and knock him out.

Approach the automatic double doors on the right and enter the hall. Make 
your
way to the end to enter the underground base area.

_______________________________________________________________________________
AREA: I-SDF Base

In this area, the guards will be using non-lethal weapons to take you down. 
If
they do, they will hold you hostage and interrogate you. And as soon as you 
get
out, the entire place will be on full alert.

A brief explanation of what to do if you get caught: wait out the foul play
until there is only one man in the room. Use your interaction menu to choose
pick the lock on the cuffs they have you in. The typical interface will not 
pop
up so the only clue you have to unlock the cuffs is the sound of the pins. 
Pick
the locks then grab the man in the room. Interrogate then choke him
unconscious. Approach the door leading out and bash it open to knock out the
soldier on the other side. Your equipment is in a box on the right on the
ground.

Now then, it is in your best interest not to get caught. Peak around the 
left
corner and wait for a lone guard to come towards your position. When he 
does,
head backwards into complete shadows then whistle for him. Use a sticky 
shocker
to take him down when he rounds the corner (he won't move to your position 
so
you have to take him out from a distance). Remember that you can't kill 
these
guards so only use non-lethal means.

Go to the breaker box along the left wall and bypass the circuit to make the
escalator hall the guard came from go dark. Make your way down this hall and
stop at the bottom. There are two guards patrolling this area and a camera
keeping watch over them. I would recommend saving before attempting this 
area.
Hug the right corner and enter the thin strip of darkness in the hallway. 
When
one of the guards passes by, grab him and interrogate (for a Metal Gear 
Solid
reference). Drag him back to the escalator hallway making sure to hug that 
dark
corner or the camera will spot you. Knock him out then do the same for the
other guard.

Now that the guards are disposed off, OCP the camera and head down the right
side of the hallway. Go down the stairs and hack the retinal scanner on the
left wall. Enter the newly unlocked door and proceed through the next one as
well. Head down the hall and approach the door on the right. There are two
guards in this room and two sticky rounds but I don't find it worth it to 
enter
this room. If you want the rounds then go ahead and enter the room, it 
really
isn't that difficult of a room. When you are ready, head to the door on the
left side of the hall and use your doorcode to open it.

This is the server room. There are two cameras here that can see in the 
dark.
In addition if the cameras spot you, the servers will sink into the floor
forcing you to hack two retinal scanners in the room to bring them back up 
(one
is on the same wall as the door you came in and the other is on the opposite
wall). One thing to note about the cameras is that they cannot see through
walls even though their light in night vision may look like it can.

You have to access the computer between the two nearest rows of servers on 
the
right. As soon as you enter the room, head to the right and hide behind the
closest server row. Head to the right side and peak around to spot the 
computer
you need to access (it is on the next row of servers). When the coast is 
clear,
peak around the corner again and OCP the camera in between the first and 
second
row of server. While the camera is out of commission momentarily, access the
computer fast. Access both files but don't take the time to read them. 
Retreat
back to your hiding spot behind the first row of servers and you completed 
the
access primary objective.

Head back out of this room and return to the hallway with the camera by the
escalators. While on the set of stairs, OCP the camera and head down the 
right
hallway. Turn the left corner and proceed through the sliding door on the
right. Head to the left or the right, it doesn't matter because both hallway
are similar and lead to the same place. Turn the corner and look down the 
long
red hallway. Notice the camera in the hall? OCP it and go all the way down 
the
hall to the far end. Do so quickly but quietly because there are guards up
ahead.

Turn the corner to spot two guards holding position against the wall. Since 
you
can't sneak up behind either of them, I recommend putting some airfoil 
rounds
upside their heads (sticky shockers are too loud and one of them will notice
the other getting zapped). With both guards down, look up and notice the 
small
catwalk area above you. Jump onto the one on the right and enter the 
crawlspace
here. Head to the end of the shaft and use your EEV to record the 
conversation
in the next room. After awhile, Grim will give you a new objective.

NEW PRIMARY: Access the G-SDF general's laptop

Access it and tap into the file to complete the new objective. Wait out the
rest of the meeting until Lambert tells you to go after the servers. This 
will
complete the record primary objective and will give you a new one.

NEW PRIMARY: Cripple Otomo's I-SDF servers

Head back out of the crawlspace and drop down to the floor with the downed
guards. Peak around either corner and OCP the camera again. Head back down 
the
hall and out the sliding door. Go into the open elevator on the right and 
use
it to head to the lower levels.

_______________________________________________________________________________
AREA: Lower Levels

Wait at the starting location to hear Lambert grant you the fifth freedom. 
You
are now allowed to kill anyone you find except Otomo. Of course if you are
going for mission percentage, you still can't kill anyone (what a drag). 
This
will also cancel the kill primary objective and give you a new one.

NEW PRIMARY: Capture Otomo alive

After a bit, the elevator will stop working and the light will go out. Look 
on
the floor for an open hatch and drop down to hang from it. DO NOT DROP DOWN 
ANY
FURTHER. Instead, shimmy to the side of the hatch opposite the elevator 
door.
>From this side, you can drop down safely to another ledge. Do so a total of 
six
times to end up in a pool of water on the bottom floor.

Head to the right and climb over a railing to get to the solid floor. A 
timer
will start counting down until you take out those servers so this next area
needs to be done fairly quickly. Saving now would be a good plan of action 
and
don't save again until you take out that server.

Head to your right and grab that guard when his back is turned. Take him out
then continue till you reach the corner going right. Enter the shadows 
silently
so the two guards to the right don't spot you. Slowly make your way along 
the
left wall and disable that first wall mine. Sneak slowly again till you 
reach
the door on the left behind the guard. Ignore the guard and proceed through 
the
door.

Turn the corner going right and exit through the next door. This next 
corridor
is lined with lasers. What you need to do is zigzag your way underneath and
between the lasers. Go along the right path for the first set, sneak between
the two sets then hug the left side to sneak underneath the next set. 
Rotating
your view to face where Fisher needs to go will greatly improve your chances 
of
making it past these things. Continue zigzagging until you pass them all and
proceed to the end of the hall.

Go through the next two doors and enter the room containing the server. 
Moving
along the ceiling is a turret that will open fire on you if it sees you. To
avoid it, look along the left wall for an open hatch that leads below the
floor. Enter the hatch and make your way to the other end of this tunnel. At
the other end, climb out and go up the stairs in front of you. U-turn to the
left and approach the servers against the wall. Hack the server and access 
the
file to complete a bonus objective. Now plant the charge and head back into 
the
under-floor tunnel.

Once in the tunnel, detonate the charge to complete the cripple primary
objective. Now head back to the other end of the tunnel that you first 
entered
from. Three men will swarm into the room and hold position around the 
destroyed
server looking for you. Climb out of the tunnel and ignore the men entirely
(they won't notice you). Head to the stairs on the left and leave the men to
wonder where you went to.

Climb up the stairs and go down the hall. Ignore the right passage for now 
and
continue going straight ahead. Fisher will have a nice conversation with 
Otomo.
When the talk abruptly concludes, head to the hall I told you to ignore. 
Enter
the room at the end and go around the servers to find another hatch leading
into the floor. Go down and follow this tunnel straight to the end. Turn 
left
and continue down the tunnel till you get to a spot where you can climb out.
Do so to find yourself in the room Otomo is in and move towards him on the
right.

Save Otomo using the interaction menu to complete the capture primary 
objective
and to get a new fallback one.

NEW FALLBACK: Exfiltrate to the only available extraction point

Though it may sound crazy, go into the room you climbed up from. Go to the
windows overlooking the ocean and plant a charge on one of them. Head to a 
safe
spot so the explosion doesn't hit you and wait for the window to crack. This
completes the fallback objective, the mission and the game.

Congratulations on beating Splinter Cell: Chaos Theory!


===============================================================================
SC5-------------------------------Conclusion-----------------------------------
===============================================================================

This concludes my FAQ on the solo missions for Splinter Cell: Chaos Theory. 
I
hope this guide was helpful to you and was descriptive enough that you never
felt lost. In an effort to make this guide even better I will be accepting
emails from anyone giving me constructive criticism on how to improve this
guide.

If any part of the guide is unclear or you have found a better solution to a
certain situation in the game, please email me at shyty02@hotmail.com

I will post your solution verbatim and give you full credit for the
contribution. I had planned on writing a walkthrough for the Coop missions 
as
well but my playing partner wasn't patient enough with me to try out every
possible solution to a room. Therefore, I will not be adding a coop section 
to
this FAQ.


Thank you:

Chandler07 for the first mission bonus objective information
Plsch for the second mission secondary objective info
gameon_2005 and WarGameJunkie for the FAQ writing suggestions
Blockbuster for its new late-return policy
Everyone at the GameFAQ's SC:CT Message Board for miscellaneous insights
And you for reading my first guide


Till the Next
Copyright 2005 Tyler McGrew