SPLINTER CELL DOUBLE AGENT Elite mode stealth game V: 1.2 Title: Splinter Cell Double Agent Producer: Ubi Soft For: X Box MSWord: Courier New Created: 2/25/07 Amended: 4/7/07, 10/11/08 By: Ghidrah EMaul: [email protected] (4/10/07) This guide is dedicated to Congo, our African Grey who passed away last night. _____________________________________________________________________________ If anyone wishes to use this guide on their site, I would like to know. I don't have a problem with its use by others on Gaming forums, FAQ sites, or being copied for personal use. I'd like to know if it's to be used on a site though, just so I could drop by to ensure it hasn't been altered. So please send me your sites URL. ______________________________________________________________________________ As with all my guides, find some legit trick I missed, I'll give you credit for it in the guide and an insert amendment to the guide where it will be used. As long as the trick, shortcut, etc., etc., can be validated by me without the use of any kind of cheat codes if (codes) exist for the X Box version of the game. ______________________________________________________________________________ MENU 1. REVISIONS 2. BRIEFING (crap) 3. DISCLAIMER 4. CONTRACTIONS (often used words or phrases) 5. WALKTHROUGH (areas 1 through 9 with subsections) 6. END GAME STATS _______________________________________________________________________________ 1. REVISIONS All changes to the guide will be dated and noted at the beginning of each level where they occur in the level. A summery will be given here; I hope I don't add many. Oh well so much for hope; all of the changes mentioned below are made to increase its ghost worthiness. Most of the changes are distraction eliminations some of which are due to route changes. (4/6/07, JBA HDQS - clear game wide SO&CD issue with RBG door inspections.) (4/7/07, JBA HDQS p2 - eliminate Mercury Lab RBG KO.) (4/8/07, Snowbound Rooftops - eliminate Balcony RBG KO 1st bomb.) (4/8/07, Okhotsk - eliminate Deck RBG KO) (4/8/07, Ellsworth - eliminate Security room PG KO), (7/1/08, Iceland, - 1 Hisham kill, change routes, eliminate light dist (9/9/08, Ellsworth - spent a month on the 2 IDs, no luck. (9/11/08)JBA HDQS - 1 light and 3 cam dist (9/13/08)Money Train - 1 cam, 1 monitor, 3 light dist, 2 route changes (9/15/08)Cozumel - 2 cams, 3 light dist (9/22/08)Okhotsk - 7 light, 2 generators, 1 cam, 1 turret dist, 2 route changes (9/26/08)Kinshasa - 1 KO, 1 turret, 1 can and 3 light dist (9/29/08)JBA HDQS - 7 light dist, slight route change Red Mercury Lab (10/6/08)NY Rooftops - 5 route changes, 1 whistle and 3 light dist ______________________________________________________________________________ 2. BRIEFING SCDA has the most bugs of all the SC games; some have forced restarts from the beginning and or from Mission. From NPCs appearing and disappearing from known positions to an invisible Jamie at the end of Ellsworth. I now use "Control F" to locate specific areas of the game and subsections in each of the levels. Subsections will be shown at the top of each level. It is become increasingly apparent that the other platforms, (Sony and Nintendo, not sure about PC, haven't received any questions from them) have different game AI and level layouts. The number and placement of some AI and the offered paths to objectives are divergent from the X Box. Most of the goodies in Sam's arsenal go wasted ghosting. If you pick options different than the guide, you won't be able to maintain my route, timing or trust balance. In some instances, BG movements may be somewhat altered, but not drastically. The AI maintain and cycle through unless they're disturbed. These routes remain the same for Normal through Expert but portions may be changed slightly in Elite to increase difficulty. I have all 4 SC installments, one thing I've noticed is that the series seems to be slanting toward increased "in game" KO and or Kill counts. SCDA has more forced KOs in one half of one level, (OKHOTSK) than the total counts for any of the 1st 3 games. An issue, which may affect your game play, is whether to KO or to allow your companion, (Jamie or Hisham) to eliminate obstacles. To those with high interest in low contact numbers, (KOs or Kills), letting Jamie and Hisham remove obstacles solves the problem. Although, regarding the issue of killing logged or not may be an issue unto itself, as in the Prison. Allowing Jamie to kill guards bothers the crap out of me, but not enough to change my MO. If they're an issue for you, all can be KO'd instead of killed. You will find that tactics which served you well in the easier difficulty modes won't work in Elite. Sam's lack of lethal and non lethal projectiles in Elite mode will require you to spend more time braining a situation. Sight and sound, if you've played through Expert mode, you couldn't have gone far before noticing that you're getting bagged by the BGs doing the same thing you've always done. They can hear a Ninja Ant with owl feather sneakers at 20 yards! (Hints) SOUND: In Expert and Elite modes, jumping onto tables, out of the water, into cubby holes or vents from the crouched position makes more noise than it does in the easier modes, or it may be that the AI hearing is improved, in either case, stand before making the jump, "it seems" to lessen the noise. Sam also makes more noise landing from vents, cubby holes and into the water, so when possible look for a place to stick to out of the light and preferably away from inspection from the AI. SIGHT: Frankly you'll be seen by the AI with -0- on the light meter so be deliberate in movement. Where Sam's light meter barely registered in Normal and Hard mode and he was invisible to the AI, in Expert and Elite, they see him, much more easily. You will need to find shelter, sometimes sticking to the wall works, other times not, so choose moving time carefully. The increased abilities of the AI in Elite mode provide a much more challenging game. DOORS: Doors can be stealth opened, bashed open, or just opened. Door bashing doesn't happen on a ghost. Using SO&CD to enter a room alerts any AI that comes within 5 to 8 feet of it and may open the door for inspection. O&CD doesn't produce this effect. Knowing the effects of an O&CD or SO&CD can become useful in the game. In a nutshell unless you intend to distract use O&CD. To see deeper into a room go IR and grab the door for a SO&CD then release it for an O&CD. ______________________________________________________________________________ 3. DISCLAIMER One important point to note, the AI, in some cases, can create up to 3 or 4 routes for its avatars in many rooms. Some rooms, (small ones) may have only one route. A cycle is the duration of a route from start to finish. The route may be a kind of circle around a room and back to the starting point or a yoyo out to a spot and then backtracking to the beginning position where Sam originally saw him. The routes and their cycles are stable unless disturbed by Sam or his accomplice. What one you get may depend on the time or action spent prior to entering the room, or the number of resets/attempts to complete a room's objective. For example, you fail and or repeatedly fail in an action and reset one or more times from a save. You will notice that the AI can now hear and see much better and nab you sometimes without even moving from a well hidden position, or that the avatar route used before has changed to a different one. So, it may become quite apparent; the difference in AI movement in your scenario compared to the one described in the guide will change your actions in said room to avoid detection. Sometimes, the different routes do have a common point where they cross, in this situation; I almost always pick the convergence point of the different routes, they are usually the safest to act from. ______________________________________________________________________________ 4. CONTRACTIONS There are a few word strings and or phrases that will appear countless times in the guide, to minimize the tedium of repetition, I've created the contractions list for the most used incase there's a problem with deciphering them. Bad Guy= "BG", Bulkhead= "BKHD", Clockwise= "Cw", Counter Clockwise= "CCw", Computer/s= "Comp/s", Grab and Choke= "G&C", Grab Drag and Choke= GD&C", Electronically Enhanced Vision= "EEV", Fast Creep= "FC", Green Lasers= "GL", Infrared= "IR", Left Hand the Pistol= "LHP" Left Shoulder the Rifle= "LSR", Line of Sight= "LOS", Multi Beamed Security Laser= "MBSL", Normal Sight= "NS", Night Vision= "NV", OCP the Camera= "OCPC", OCP the Light= "OCPL", Open and close the door= "O&CD", Optical Cable= "Cable", Optically Channeled Potentiator= "OCP", Passageway= "PSWY", Prison Guard= "PG", Policeman= "PM" Rabbit Punch= "RP", Red Lasers= "RL", Roving Bad Guy/Prison Guard/Policeman/Riot Guard= "RBG","RPG","RPM","RRG", Slow Creep= "SC", Stationary Bad Guy= "SBG", Stealth Open and Close the Door= "SO&CD", Train Guard= "TG", Quick and Quiet= "Q&Q", Quick and Quiet Creep= "QQC", Quiet Creep= "QC" ______________________________________________________________ 5. WALKTHROUGH Level subsections to be given at the beginning of each level SCDA1. ICELAND SCDA2. ELLSWORTH PENITENTIARY SCDA3. JBA HDQS part1 SCDA4. MONEY TRAIN SCDA5. COZUMEL SCDA6. OKHOTSK SCDA7. KINSHASA SCDA8. JBA HDQS part2 SCDA9. SNOWBOUND ROOFTOPS ______________________________________________________________ Distract when you can't ghost, KO when you can't distract, kill only when forced. SCDA1. ICELAND SCDA1.1 Munitions Factory, SCDA1.2 Generator rm SCDA1.3 Foundry (7/1/08) Eliminated a Hisham kill, may be too much effort for some, a few requisites to succeed. Due to route changes I eliminated 1 camera and 6 light distractions. (SAVE) Zap the cut scene, and move both men into the tunnel. Drop to a QC as the short tunnel on the right appears; enter for cover and hold. Allow the RBG to complete his convo and exit the area. Move Sam and Hisham to the entrance of the blocked tunnel and complete the hoist. Run to the area in the tunnel that activates Lamberts transmission, have Hisham hold and again at a run, return outside to the crates. Just before Sam makes the last turn right to the tunnel entrance, drop to a QQC to the left side of the tunnel drop to a SC up to BG#1 on the left and hold. Once the two BGs complete their convo, do a GD&C on #1. Drag him back into the cave and hold, eventually #2 walks off, once he's about 5 feet from the body on the ground KO #1. QQC up to #2, snatch, interrogate, (or not) and choke him out. Return to the blockage for a hoist and proceed to the next room. (SAVE) (Note) Bear in mind, the following requirements to accomplish this maneuver are strict and for some pain-in-the-butt unexplainable reason just may not occur. It may be more trouble than its worth considering the kill isn't counted. However it was cool to stumble on to and when it works the event is so easy it hurts. The following maneuver eliminates one kill; one the game doesn't record, but a kill non-the-less. Normally Hisham kills RBG#3 for access to the guard shack, what follows does away with it. 1. RBG#3 must not be on alert and not aiming his rifle at the tunnel entrance once he has removed both ground RBGs. I can't figure out why he points at the entrance, however, he almost always does when #2 is killed attempting to access the platform from the pipe ramp. 2. RBG#3 must slide down the ladder and continue on the ground with a -0- alert posture, (wep pointed at the ground and to the side, standing erect and a non search walk). On a rare note, #2 and #3 can and have killed each other a couple times eliminating the need for subterfuge. Here we go! Hang and drop off the ledge there's some rough support staging with planks and further to the left, your exit from the tunnel. As you drop down into the room, you'll hear the beginnings of a conflict of interest outside the tunnel. (Note) I think they're arguing over who's gonna take Kadir's camel Misty to the Friday night "BURQA FLASH" dance. A jealous boyfriend thing, don't stop to listen. Quickly move over or under the staging and stop at the end on the left beside the buttress post. Wait for Hisham to catch up and tell him to hide, ensure he moves in behind Sam and the buttress for cover. From this position, most times you can see RBG#2 bite the big one. Once he bites it, move forward toward the entrance for a quick peek at RBG#3. He should have slung his wep and be sliding down to the ground. Move out of the tunnel to the 1st row of crates, SC to the end and stick to the leeside. #3 will eventually move from the ladder and stop at the end of and between the 1st and 2nd row of crates. As he begins walking between the rows SC out from the crates and pick up speed to the ladder. Climb the ladder, enter the shack, press the button and close the door on your way out. QQC along the walkway, enter the new tunnel and run into the darkness at the end. Go to Map and locate #3. (Note) As you make your way to and up the ladder #3 will advance on the tunnel entrance and look in, if Hisham is hiding properly #3 will eventually turn and walk away from the tunnel. He'll head back to the platform via the big honkin pipe ramp. #3 will climb the ramp, walk past the shack over to the far end of the platform and stop for a moment before returning to the shack and then repeating his route. If you don't close the shack door it will alter #3s route and likely cause Hisham to shoot #3 or be shot by him. As #3 reaches the corner of the shack with the door on his way to the far end of the platform quickly exit Map and call Hisham to you. To verify alls well go to map and watch #3 continue on his route Once Hisham enters the tunnel move over to the gate and complete the hoist. Hisham will wander off to complete some other objective. Next room, 1 RBG and some pipes for Sam to climb and shimmy about. Move into the room about 10 steps and jump legs up to the pipe. Skooch toward the lighted area, stopping just as Sam's light meter activates. As soon as the RBG begins to walk back into the dark, move Sam to the end of the pipe and a climb up. No hokey pokey OKey, there's an RBG pacing a route up above! Move quickly around the pipes and stop at the right end of the balcony. Hoist up one time shimmy right and hoist up to the level. Follow the RBG, stay to the right in the shadows to avoid the camera ahead, stick against the wall after passing the valves. Slide to the corner and hold. The RBG will pass Sam on his way back to the balcony. Move to and climb the yellow ladder. Slash the plastic and continue on. (Quick Save) SCDA1.1 THE MUNITIONS FACTORY Skip the intro, push the gate button; access the ladder, drop into the water and move into the next area. Locate the climbing pipe and climb it. Once up the pipe, slip over to the left a bit and wait for the BG to move off to the other machine. Climb up and on the QQC pass through the room to the exit. There's a short HLWY ahead and 1 RBG with a short route. Stay in the crouch, hug the big pipes and quietly position Sam almost behind him but not so he'll be seen when the RBG turns. RBG will move left to another location, follow closely. Once he turns toward the wall pass by and stop just before the next corner. LHP, OCPC, move along the corridor, jump to the pipe and skooch past the lasers. Next room, at least 3 RBGs on this floor and #1&2 are near the entry door talking. Move left through the doorway; QQC Cw around the 2 large tanks to the railing. Hop over the railing, cross to the other side, stick to the wall and slide right. You'll see #3 after you pass between the wall and some pipes. Hold at this position till #3 has climbed the ladder turned left and begun walking away. Climb the ladder and follow #3 to a large raised platform. Move over to the right and stay tight to the Comp station, as #3 moves to the ladder in the middle of the platform QQC to the server rack near the stairs, plant the charge and move back to the station. Keep an eye on #2, he'll turn and move to the far end of the platform and mess with something, when he turns to walk away to the far end, QQC up the stairs, O&CD for the exit. (Quick Save) FC along the corridor to the glass doors, skip the cut scene, cross the room on the QQC, (sleeping guard) EEV the comp in the glass security area, solve the security code, get the "RED MERCURY" file and then exit the room. Stop before the corner, LHP, OCPC and proceed to the next door. Go NV, Grab the door for a SO&CD and move the door only enough to see the corner at far end of the adjacent walkway. An RBG is at the far end and walking toward the walkway intersection; he'll stop and turn away to the right for a moment and then continue on his route. As he begins to turn away enter the 2nd level of the room you placed the 1st charge in, O&CD. Turn right FC along the walkway to the railing, hop over and shimmy clockwise around till you come to the next walkway and railing. Climb up, move to the wall on the right, stick to it and slide toward the exit door. Stop within cover, OCPL over the exit door and approach it. Pick the lock, O&CD, OCP the laser and climb down the trapdoor. As soon as RBG#1 enters the stairwell, OCP the ceiling light from between the stair treads. While dark, move to the wall and squeeze between it and the stairs. Drop into a crouch and follow RBG#1 out into the caged elevated walkway. Be aware of the wider post supports along the sides of the caged walkway, they're easier to see in NV. Follow #1 and remain shy of the grab icon, once #1 stops and Sam is about 3 feet behind him split jump. (Quick Save) (Note) The RBGs routes start at the ends of the caged in walkway. RBG#1 has a route roughly 1/3 the total length of the walkway starting from the stairwell. #2 about 2/3s. Once Sam is past the halfway mark, Expect BG#2 to be the hungry dog listening for the electric can opener. This area will take 2 split jumps to get through. #1 will return to the stairwell; #2 will approach and return to the opposite end of the walkway. #1 will again pass under Sam and then return to the stairwell. As #1 passes under Sam back to the stairwell, drop down. Proceed along the right side of the walkway, when halfway to the next corner stick to the cage and slide another quarter of the way to the corner and hold, (there are what look like 2 vertical bars on the cage, this is where I stop). #2 will stop at the corner, about face and return to the exit. As #2 does his about face slide into and around the corner and follow him for about 4 feet. Release from the wall, eyeball #2, when he's about 3 steps from the end of his route split jump. (Note) If done correctly, you won't get an Alert or bass down beat and their routine will continue. If not, hang until they settle down; wait for #2 to get close to where #1 stops to drop down and QQC to the exit. Turn the corner, jump legs up to the pipe for the 1st GL, (you can drop them for the 2nd one). Drop to the floor once passed the 2nd GL and creep under the 3rd. Stop at the corner to the next room to locate the 2 BGs in the room. (Quick Save) SCDA1.2 GENERATOR ROOM There are 2 BGs talking away and out of sync, stay to the right between the wall and the 2 tanks. Stop at the space between the 2 tanks and wait for the convo to end. Once both BGs are moving away creep out into the open and follow the RBG that continues up the stairs. The other BG will crouch near the machine, face away from Sam and ignore him if Sam's quiet. Once up the stairs Q&Q over to the windows and pass the RBG on his right as he turns to the ladder. As you pass by the RBG go to a FC along the perimeter wall to the railing to the right of the stairs. As you round the corner to the railing turn the camera toward the RBG, ensure that he has grabbed the ladder and begun to climb before you hop over the railing and hop between the tanks and wall. Quickly turn to the tank and squeeze between it and the wall. Continue along the wall past both tanks to the end and don't stop or slow down between them. Once at the end of the tanks FC the perimeter to the ladder, climb up, flip the exit door switch, QQC to the server and set the charge. QQC to the railing to the left of the door switch hop over; hang and drop to the floor. Exit the room stay along the left side wall and stop at the corner. OCPC at the bottom of the stairs then approach the door to the right of the camera. (Quick Save) Switch to IR and grab the door for an SO&CD. The RBG approaches the door, turns right and moves across the doorway. As he turns go NS; release the door and grab it again for an O&CD. Enter the room and move along the machine to Sam's left stop within the shadows, LHP, OCPL above the exit door exit the room, O&CD. Turn left near the end of the corridor where the red lighted area is. Squeeze through the pipes to the next room. One man is in the room working on a machine with a grinder or what I don't know. Find and climb the red pipe shimmy over and slide down the other side. Creep under the pipe, creep to the left edge of the water pool, stand and climb out. QQC out of the room, stop just before the next corner and peek around it to see an RBG. Wait for the RBG to stop at the door to enter the Hlwy. QQC passed him to the next corner LHP and OCPC. Continue along the corridor to the caged area. SCDA1.3 FOUNDARY AREA Climb the cage and then the pipe, shimmy over to the landing and drop down. Climb the next ladder, move over to the opening and wait for the smelter crane to return. Climb aboard and ride it back to the shack. Once the crane stops QC along the walkway to the shack's roof; turn left and hold at the edge of the roof on the edge of the vent. Look down through the vent locate the BG that moves over to the server, drop off the roof to the banister as he approaches the server and hoist up into the shack. Stay behind #2 and plant the charge as he moves away from the server. QC to the door, O&CD as you exit move over to the ladder slide down and access the overhead door. Exit the room FC around the crates to the base of the next set of stairs. Locate the red climbing pipe to Sam's left, climb up and skooch halfway to the door at the top of the stairs. Turn around, legs up and skooch the rest of the way to the wall. The camera is to Sam's left; release your legs and drop to the floor. Enter the work shop, 2 BGs are hammering away on something and at the base of the stairs is server#4. Take note of the door to Sam's 1:00. Hop over the railing to the platform below, continue to the ground floor locate and pack the server with a charge. QQC back to the top of the stairs and pass through the other door. OCPGLs climb the stairs and OCPL around the corner before turning the corner. Enter the room at the end of the short Hlwy. EEV the comp, get the goodies and return to the workshop. (Note) If you don't flop around with the comp you should have enough time to QQC around the corner before the light returns, if not OCPL before moving off. LHP and OCPGLs, move to the railing above the overhead door and OCPL above it. Drop down from the railing and access the keypad. Pass under the raised overhead door ASAP, stay to the right as you move through the next large "U" shaped room. Climb over the stacks of whatever and Pipe while remaining along the wall. Drop off the stacked short pipe next to the forklift and go IR. Scan the room for BGs; flip back to NV and QQC across the room passing under the overhead door to the next room. Go hard left around the opening into the next room QQC along the wall to the stack of flat things stand and hop up. A BG is sitting on the back of the truck and RBG#2 may be walking by on either side of the truck toward Sam. Turn diagonally to the pipe, push forward and drop off the flat things. Sam will hang onto the pipe, skooch to the end and drop off. SC to the front passenger side of the truck, stick to it and hold. Both RBGs will approach and pass by the truck. Wait for the 2nd RBG to pass, as he moves off QQC away from the truck toward the 2 rows of shelves. QQC along the front of the shelves and as you reach the 2nd row hard left around the end and along the row to the exit door. O&CD as you pass through the exit. STATS KO 2 BGs, Rest -0- Time 31:00 ______________________________________________________________________________ SCDA2. ELLSWORTH PENITENTIARY SCDA2.1 the Escape p1 SCDA2.2 Unlocking the Gas chamber SCDA2.3 Disc in the Morgue and releasing Jamie SCDA2.4 to the Chapel and escape p2 (4/8/07) Eliminate 1 KO security room PG. Initial escape where Jamie kills the last 2 of the 5 prison guards in the cafeteria looking place. I used to stay in the room till he killed the 2 PGs, climbed the fence to the stairs, and used the vent. The PG would always investigate the noise Sam makes while exiting from the vent. Since I've been climbing the table to the railing and the vent, the Security room PG isn't alerted to Sam exit from the vent. (9/9/08) I spent the month trying to figure out where the 2 IDS are coming from and I can't. I spread 6 saves over the level and completed it with 2 IDs from there I went back a save at a time and KO's everyone within the save and every subsequent save and then still completed the level with 2 IDs. Through the above mentioned process of elimination I can trace them back to the point, (prior to 1st save at barrier) where Jamie and Sam hoist over the security barrier and meet the 1st pair of RPGs. Logically this says the IDs occur prior to the barrier; however regarding the AI prior to the barrier, no matter the method, ignore, KO or Kill the 2 IDs remain. I'd really like to blame the RPG on the elevated walkway above Sam to and from the walkie-talkie, but regardless of my attempts to purposely gain his attention I fail to do so. (SAVE) (Note) As mentioned earlier in the Briefing section, you can pull a few G&Cs to alleviate your angst if you have a problem with Jamie killing innocents the guards. As usual, zap the cut scenes, turn, move to the cot and climb under to the void behind the wall. Jump up and over to hook up with Jamie. Hoist over the barrier, climb the ladder and stop at the top. Get the open hatch window, back down a step and look up through the grating to the walkway above. Allow the RPG to walk back over Sam to the dark end of his route, as he walks over Sam climb out, move to the climbing pipe and climb up. Move forward stopping within the cover of darkness and wait for the RPG to begin walking to the lighted end of his route. As he passes Sam move forward and stop directly under the RPG wait for him to turn and begin walking back to the dark end to legs up and move forward, skooch through the tear in the fence. Make your way to the trapdoor and unlock it. (Quick Save) Pick the lock, drop down onto the desk and stick to the wall. Look for the RPG to walk left along the window and then return to the door to the room. As he stops at the door drop off the desk and move to the left of the door. Once the RPG is in the room he'll move toward the desk to the right of the door, stop and then move to the back of the room. Stay behind him to the desk, as he moves to the back of the room to the item on the wall move over tight to the video console and wait for him to head for the door. Follow him, pick up the walkie talkie and QQC to the table, stand on it and jump to the trapdoor ledge. Hoist up before the RPG walks left past the door. Backtrack through the obstacle course to the tear in the fence stay to the left; the RPG above will stop at this end. Wait for him to turn away to hoist up to the pipe and skooch out into the room with the ladder and trap door. Drop down, QQC back to the climbing pipe and stop. There's an RPG on the lower level once he stops below Sam drop off, hang, skooch right and drop to the floor below. Follow the RPG as he walks off, QQC to the opening in the wall, jump up and hoist through the opening to the void behind Sam's cell. Crawl back into the cell and wait for the RPG to open Sam's cell door. You should end up with 20 plus seconds remaining. Zap the cut scene with Lambert, stop before the cell block and wait for the RPG to walk off. Follow behind, turn into the 3rd cell and move away from the opening enough to see the edge of the RPG turn and continue to the end of the block. As he does move out of the cell, catch up to him, stay left and stop just behind him. As he begins to turn around move forward to remain hidden. Note just before turning to the courtyard area Sam can now drop into the creep, do so and remain hidden from the con gawking through the glass. Enter the Courtyard; zap the cut scenes and KO Barney. (Note) I suggest quick saving before every shoot out, Jamie is a douche with or without a gun. Sam has little control over Jamie and can't count on him to eliminate the PGs before they begin shooting him. SCDA2.1 The Escape p1 When the game starts back, you're in the cell with Jamie. I move over to the cot, climb up, crouch and stick to the wall away from the cell door. Once everything is over take the lock pick, open the door, get the syringe and exit the room. QQC to the 1st hoist point and complete it. (Quick Save) Drop and hang wait for the approaching RPG to near the windows across from the cells to soft drop to the floor. Move behind the standing RPG, follow him as he moves out. Cross the floor to the exterior wall, stick to it and slide forward till the light meter goes -0-, stop and tell Jamie to hide. Let Jamie kill both RPGs, ensure that the chopper has moved off before moving to the next hoist spot, complete it and get Sam onto the 2nd level of the block to follow Jamie. Once on the 2nd level ensure that the chopper is moving away to make your way to the end of the walkway. Move to the right rear of the last cell stick to the wall. Wait for the chopper to move off to exit and drop off to the main floor. QQC over to the opening to the next corridor turn and stick to the short wall on the right. Let the RRG kill the prisoner pounding on the door and return to this end of the corridor. (Quick Save) Watch the standing RRG, he makes a series of head turns to Sam's position and then scratches or rubs his face. The face rubbing is your moment to move, so watch him for a few cycles to get the rhythm. As he motions to his face QQC around the wall to and behind him and stick to the wall. Jamie will be out in a moment to kill or be killed by the RRG. Move to the end of this corridor and stop at the buttress on the left just before the cafeteria. A PG and con are dancing; the PG tires falls to the floor and the con is killed by the 2 jealous RPGS entering the Caf. (Note) The next bit can be frustrating, quite often Jamie won't follow Sam and or stops halfway to the double doors thereby alerting the 2 RPGs in the Caf. Listen for the 2 RPGs talking about the riot, peek around the buttress to see RPG#1 walking toward the corridor wall and then turn left to continue to the end of the Caf. Inch forward a tad after #1 turns left to locate #2 who will be reminding #1 why they need to stay put. As soon as he shuts up move out along the Caf corridor catch up to but don't pass #1 till you pass along the blue colored mesh on the Caf side of the corridor. Round the corner to the double doors and unlock the left side door. Look into the Caf to ensure that the RPGs aren't aiming at Jamie, if not go to Map. Ensure that Jamie's at this end of the Caf, if so exit Map and look into the Caf, if not restart from the last save. Wait for #1 to approach this end of the Caf, grab the door and hold. As #1 passes by Sam open the door, enter the Caf turn right and close the door. Move to the table ahead on the left below the walkway and climb up within the dark end. Stand turn and jump to the walkway, hoist up and enter the vent. (Note) Jamie still kills both RPGs, but so far, he makes it into the short hallway to the security door. Exit the vent drop down to the floor at the end of the lockers. Access the comps, free Jamie and quietly exit the room, No KO of the PG-O! Jamie La Douche will disappear. SCDA2.2 Unlocking Gas chamber (Quick Save) Old Cell block Proceed through the corridors till you get to the steam leak. Pass through the door and enter the Old Cell Block. Exit through the next door, locate the 2 RPGs in this area, ensure that both are either walking away and or facing away before moving Sam. Head left to the stairwell, stay in the dark and climb up halfway between the floor and 2nd walkway. Wait for both PGs to turn and walk away before proceeding up to the pipe. Shimmy across the room to the 2nd level walkway and drop to it. Once down, look over to the caged area on the left for RPG#2, wait for him to turn away before moving to and entering the vent. Proceed through the vent and climb out the other side. Slide down the ladder and enter another vent to the Workshop. (Quick Save) (Note) The reason for the save is RRG#1 is flaky, the odds are 50/50 he'll hear you exiting the vent even from the stop he makes at the left end of the enclosure. So, I have 2 options. WORKSHOP Option #1 Exit the vent, 2 RRGs, wait for them to begin walking off to Sam's left. SC left through the plastic barrier to the table, climb over and drop off behind RRG#2. #1 will stop ahead; to his right is a jointer against the wall, move up to it and hold till #1 turns around. Continue on after #2 Follow #2 and turn right where he turns left. QC to the chain link barrier with the light shining through it; stick to the fence and slide to the doorway and exit the room. Option #2 Move to the end of the vent and note 2 RRGs in the Workshop. Wait for both to move off left, RRG#1 will stop at the far left end of the enclosure, as he stops drop out of the vent. He'll alert #2, move over to the back side of the table with the lumber on it within the enclosure and wait to see which end of the enclosure #1 decides to enter from, If it looks like it'll be from the middle, whistle to get his attention. As he and possibly #2 move to the left end of the enclosure swing right around the table, through the plastic and over the 2nd table. Once on the floor move left along the wall to the jointer stay tight as you slide along it back into the dark. Continue on to the far end of the Workshop. Locate the chain link barrier with the light shining through it; stick to the fence and slide to the doorway and exit the room. Once out of the Workshop make a right and 2 lefts as you run through the corridors. Just after the 2nd left is made you'll pass the 1st door on the left and drop to a QQC. When the 2nd door on the left appears drop to a QC, move to the wall on the left stick to it and slide forward. Look at the floor, there's a clear light/shadow line stop within the shadow to maintain a -0- light meter. GAS CHAMBER In the Viewing room you'll hear 2 RPGs talking about Jamie; RPG#1 will exit the room, as he does slide to the left of the door opening, release and move into the opening as he passes Sam. Remain in the opening long enough to prevent the door from closing then QQC into the guard shack. Stick to the closet just past the entrance and hold. RPG#2 will exit the shack as he passes Sam quietly move over to the chamber lock and release it. Exit the shack, QQC to the still opened door and exit the viewing room. SCDA2.3 Disc in the Morgue and releasing Jamie Continue along the HLWY to the exit door and take the stairs down to the basement and Morgue. Once at the basement level enter the door and FC through the HLWYS till you see the Gas Chamber Office door and the Morgue sign on the wall. Drop to a SC and slide along the wall on the right to the corner, you may see a flash from the RRGs flashlight as he turns in the HLWY. Peek around the corner and follow when safe. Stay on the right side of the HLWY and follow the RRG to the Morgue door. As he enters the Morgue move over to the space between the light and door, stick to the wall and hold. As the RRG passes Sam, move into the Morgue, locate and retrieve the disc and then exit. SC to the corner to ensure that the RRG is moving along the HLWY; QQC to catch up to him then discreetly follow him around the corner past the chamber office door. Move to his right along the wall, move past and behind him as he comes to a stop, turns and faces the adjacent HLWY. Continue down the next HLWY back to the Viewing room HLWY as he turns away back to the Morgue. Once back on the Viewing room level go to Map and locate RPG#1, (he should be heading for Sam's location) switch out and peek around the corner to catch sight and follow him back to the Viewing room. The door should still be open as you turn the corner to the room and RPG#2 should be heading for the viewing window to gloat. Close the door to the Viewing room as you enter, stay right and QC down the couple steps to the lower level and hold. As #2 begins to move back to the shack approach the locked door and pick it. O&CD as you pass through, move around the corner, go to Map locate #2 as he exits the shack exit Map and look through the door portal to see him appear. As he does move down the stairs, left to the wall and stop at the edge of the door. Locate #2 through the portal, as he leaves move to the right side of the door. As the Chamber RRG moves off, he'll stop, look to the door and move on, (sometimes he'll look twice before moving off). As he moves off to the steps enter the room QC to the lock and free Jamie. Exit the Chamber room ASAP, climb the stairs and ensure knuckle nut is following. Once at the top move back one step from the top and go to Map. Locate RPG#1; you need him in the room as #2 heads for the viewing window. Once #2 stops at the window SC to the door and grab for an open. As #2 appears in the portal exit and follow him to the exit. Enter the HLWY and proceed to the stairwell, climb to the Chapel level hoist Jamie and pass through the gate. (SAVE) SCDA2.4 To the Chapel and escape p2 Enter the Chapel from the right side door, turn left, press close and QQC toward the chaplain's office. RRG#1 is walking along the upper level toward the stairs and #2 is walking the altar area. Enter the office, quickly locate and access the comp, drop to a QC and move to the doorway. Peek around the corner locate #2 and ensure that he is exiting the altar area and turning right. QQC left out of the office to the stairs, climb the stairs, move to the left and QC along the wall. Drop to a SC as you approach #1 and access the pipe as he turns away. ASAP skooch to the other balcony, drop to the floor and release the rope. Move to the altar end of the balcony and drop off to the floor below. FC along the altar area to the far side of the chapel turn left at the window wall slide past the 1st buttress and window, stick to the wall, slide to the next buttress and hold. RRG#2 will exit the office and head for the altar area as he passes by the pews leading to the rope release and SC to the rope. Grab the rope; wait for #2 to get halfway from Sam to the altar to begin climbing climb up to -0- the light meter and hold. You want #1 to be walking toward the chapel doors and #2 to be under the balcony in front of and below Sam to climb out of the chapel. (Note) With this new route Jamie has consistently appeared at the chapel door. Although, once at the blown out wall, Sam got the hoist message, hoisted and was pulled up by an invisible Jamie. I wasn't able to exit the game though. Once on the roof, crouch down and SC off the ramp to the roof, wait for the RRG to begin walking off to the far side of the roof to follow counter clockwise at a discreet distance, he hears really well. Stick to the wall slide halfway to the corner and hold. As he begins to move off back to the skylight slide to the corner and wait for him to walk into the light to release and QC to the exit door. Pick the lock and head to the chapel door for Jamie. Continue down to the opening to the parking lot. There's a dumpster past the door opening, run out to it turn around and run back into the HLWY and hold. A chopper will pass back and forth over the parking lot once it passes back toward the tower in the distance run over to the blown out wall and hoist out of the area to the extraction point. STATS Times spotted 2, KOs 0 Time 36:00 ______________________________________________________________________________ SCDA3. JBA HDQS part1 SCDA3.1 Fuse box 2&3 SCDA3.2 To Ms. Yummy's room and Fuse box 4 SCDA3.3 the Server and Extraction (4/6/07) Note change from original posted game file, I discovered that if you SO&CD the stairwell door and the door to Enrica's room, the server room RBG will become suspicious. He will open the stairwell door, quiet down and continue on a now altered route. If you just open and close the door as you move through, he stays oblivious (no verbal alert) and maintains the original route which works well with our plans. Using O&CD solves many investigatory BG problems. (9/11/08) Pretty much kept the level layout intact, eliminated 1 light and 3 camera distractions. (SAVE} The level begins in an alley, skip the cut scene, run to and enter the door on the right. Adjust the fuse box and FC around the corner. Once at the door, go IR, a BG should be moving off. O&CD turn right stay tight to the wall and climb the ladder to Sam's right. Locate and enter the crawl space and exit it at the other end. SCDA3.1 Fuse box 2&3 2 RBGs walking to Sam's right immediately drop off the crates; remain in the shadows and discreetly follow #1&2 to the far end of the room. They'll stop near the exit doors and speak for a moment; #1 will pass through the doors and #2 will hang in the room. As they stop to speak move to the left of and pass #2 to the shelving against the wall. Climb up the shelving to the upper floor area, go directly to the fuse box and adjust it. QQC across the upper floor, position Sam above the double doors and drop to the floor in front of the left side door. Turn, locate and watch #2, as he turns away from the doors pass through the door and close it. Stay tight to the doors and move right to the corner and cover, locate the camera in the nearby room and hold. As the camera begins turning away from Sam FC over to the left of the camera then under it. As you reach the camera it will be swinging right, stand and run down the corridor, drop to a FC as you reach the corner and bank left into the next area. Locate the next set of double doors, move to the right side door, O&CD as you enter the room. Stay in the dark move right through the room to the metal shelving at the base of the metal stairs. (Quick Save) Your objectives are in the room above the car and to the left of the top of the stairs. It has a security camera and an RBG that patrols the elevated walkway. There can be up to 3 BGs in the room, 2 of them on the ground floor, BG#1 routinely exits and returns. RBG#3 on the elevated walkway could be anywhere on his route as you take position at the base of the stairs. He makes 4 stops, three of them shortly after leaving the target room. One is at the door opening, the 2nd about right in front of Sam and the 3rd to Sam's right and behind him. The 4th stop is at the far end of the warehouse. Hold fast till his cycle has him moving to his 3rd stop where you must take action. Once #3 makes the 3rd stop, pull the pistol; target the camera above the room's door and listen for the sound of his footsteps to OCPC. Move up the stairs to the room. Once in the room alter the Fuse Box and return to the exit. Turn tight right at the doorway; move tight to the railing then face the room. EEV the comp then hop over the railing to the floor below. SCDA3.2 To Ms. Yummy's room and Fuse box 4 Locate and move over to the double doors that RBG#1 passes through and hold to the right side of the doors. #1 should finish up a short convo with #2 and move to the doors to exit. Follow the #1 into the room, move left to the wall and slide around the corner to the door before he begins walking again. O&CD as you enter the room before he stops and turns around. 3 MBSLs staggered through the stairwell. You can OCP them or time your moves past them to the door at the top of the stairs. (Note) I hop onto the crates over the railing and then run up to the top. Once at the door flip through IR, if clear, open and close the door to the hallway and enter Enrica's room. Load the scanner and scan the hair brush on the table at the far end of the room. Exit the room when clear; ensure that you open and close instead of SO&CD, back track to the doors at the bottom of the MBSL stairwell. Go IR and hold, the BG standing to the right could be there for some time. After about 30 seconds grab and hold (open door) as the BG turns right for the door O&CD and flip back to NS as you follow the BG through the door and along the HLWY. As you make your 1st turn left in the HLWY stop and locate the vent near the floor on the left. Enter the vent into the cold room, locate the exit and grab for an SO&CD. Open up enough to see the RBG for when he moves off. Eventually the BG will walk off, as he passes by the corner O&CD, QQC past ladder to the exit and back out to the alleyway where you began the level. Climb up the metal fire ladder to the lower roof. Stay in the dark, move CCw around the roof, pass under the camera and hoist up onto the parapet to the upper room. Locate the fuse box and alter it. SCDA3.3 The Server and extraction Move over to the door at the far corner of the upper roof, wait till clear and enter. QC around the hallway until you approach the Server room section. Stick to the wall in the dark and wait for the server room guard. He should stop near the server room door and face away from it, as he does SC around the corner and stop short of the BG. As he moves off enter the server room, OCPGLs, EEV the server, and protect Yeager for an NSA pickup. (Note) If you were a deft little infiltrator once you stun the lasers you should be able to stand and run back to the roof door and onto the roof without alerting the server room guard or the roof RBG. Just make sure you close the server room and roof doors on your way out. (Quick Save) You're going to get an old tomato from Emile on your way to the roof. Stay in the dark, drop off beside the camera and return to the starting point of the game. Report to Emile and then exit the level. Stats All -0- Time 13:00 ______________________________________________________________________________ SCDA4. MONEY TRAIN SCDA4.1 to the Control Room and the Train SCDA4.2 to the Money Car SCDA4.3 Money Car and Driver (9/13/08) Eliminated 1 camera, 1 monitor and 5 light distractions, made 2 route changes (Note) I've come across many glitches in this level, some that have forced me to restart from the earliest save or from mission instead of progress. 3 points in particular entering the security shack from the vent, crawling over the gold in the money car to the 1st PG and defusing the circuit in the same car. (SAVE) Skip the cut scenes and open the level standing next to Miss Yummy and ensure that you have the pistol chosen as primary. Exit the tight fitting clothes ... I mean room and give Enrica a boost up. Once up, drop back down to the floor and proceed into the next room where you get to do it all over again lucky guy. Move over to the fan and wait for it to stop spinning. Climb up and through to the other side. Drop down; FC forward toward the tunnel entrance, slow to a QC and move left into the dark near the boxes below the "Red Firebox". Begin moving as the electrician passes by; go from a SC to QQC through the tunnel and into the short adjacent corridor. Drop to a QC into the next room. You'll likely hear a comment from the RPM who will be moving toward the opening, locate the exit door and O&CD as you exit the room. There is a welder in the room, don't dawdle or pass too close to him. QQC through the corridor stop at the top of the stairs and locate the RPM. Allow him to reach the bottom of the stairs then stand and run down the stairs. Leap up to and climb to the railed platform above. Run and jump to the pipe above the platform and make your way past the void above the security gate, RPM and welder. Once in the (storage room I guess) stop and drop to the floor as the welder heads for the exit. Stay to his 6, follow him and break off to cover to the right of the exit and hold in front of the blue tanks. Allow the welder to exit and the door to close to move over to the door. Go IR and look left. (Note) Holding fast till the door closes creates a preferable route for the welder once he enters the repair area. If you follow him to the door before it closes he'll walk back toward the door shortly after the RPM passes and then turn to the train. This forces Sam to hold position until the RPM is well past the door on his return to the end of the repair area. Locate the approaching RPM; go NS as he passes in front of the door, exit and O&CD. Turn right pass behind the RPM and follow the perimeter to the locked exit door, pick it and exit. Follow the path to the rappel point, the climbing pipe and the hole in the wall. (Quick Save) SCDA4.1 To the Control Room and the Train Locate the vent and crawl into it, as the RPM turns to leave the room exit the vent, locate and OCP the 2nd monitor from the right in the middle row. Quickly holster the pistol, turn left and QC around the corner before the PM looks back toward the exit. Do a 180, LHP and OCP the 1st monitor on the right in the middle row. Wait for the guard to settle then move left of the exit, go to Map and locate the RPM in the next room. When clear O&CD out of the shack turn right, slide along the wall to the corner and QQC into the short and narrow HLWY. Locate and stop just before the keypad and split jump up the wall. (Note) OCP any other monitor and the remaining PM will either alert the RPM or spin around and shoot Sam. Another difference between expert and elite, in expert once out of the vent and the 1st monitor is OCP'd you may QC out of the shack behind the RPM. An RPM will exit from the control room wait for him to pass to EEV the keypad or drop down and access it. Cable the door to locate the Director monitoring the comps in the room. Wait for him to begin walking toward the control console, O&CD, QC across the room to the opposite wall, stick to it and slide to the console. EEV the comp for the keypad and vault codes, stick to the wall and slide toward the exit and hold. Move to the keypad as the Director walks back to the console, use the code and exit the room. SC around the corner; stick to the left wall slide forward and stop before the opening. Wait for the 2 guards to stop talking and for the one that remains to begin moving to his final position near the gate. Cross the doorway and SC through the cell to the vent. Enter the room, locate and climb the pipe to the "UP" elbow near and level with the stair platform and hold. Wait for the RPM to turn away to climb to the top near the camera. Legs up, move to the door and hold till the RPM begins to walk away and the camera is turning away. Drop to the platform O&CD and enter the next area. Stay along the right side of the room in the dark, stop behind the standing RPM and wait for him to turn away. QQC down the stairs while crossing over to the left side and drop to an SC at the base. Squeeze around the corner as the RPM approaching from the left passes by. Stay tight to the wall and continue on along it to the bench, graze off the corner of the bench and head straight for the pallet lined up with the break in the railing. QQC to the edge of the walkway drop down to the track level and hop up onto the car. SCDA4.2 To the Money Car 1st car, Enter the train car, 1 TG sitting on the right; there are 2 partitions on the right just before the TG, SC over to and between them. Move to the partition closest to the TG. Turn to face the cart against the opposite wall move out to the edge of the partition. Tap "WHISTLE"; creep around the partition and into the darkness. Stick to the wall, slide to the bench the RPM was sitting on and release. He'll rise to investigate, (if he grabs the flashlight restart) as he passes, move out beginning at a SC work up to a QC and increase speed to a QQC once past the bench, (not too much he hears extremely well), to and through the exit door. Once outside quickly move to the side for cover, allow the TG to sit back down to close the door. 2nd car, Enter the 2nd car O&CD, 2 TGs talking about half way through the car. Move right to the wall as you approach the TGs, slide between the wall and crates to the end, round the corner and hold. As TG#1 turns to walk away continue on to the exit O&CD. 3rd car, OCP all the lasers required to exit the car and detach it from the rest of the train. (Note) If you don't detach the cars from the train, you won't get the TGs to appear on the roof of the cars. Make a decision, save some save none! (Quick Save) ON THE TRAIN 4th car, Climb the ladder onto the car and begin creeping toward the front. There are a series of 6 small box thingies on the top outer edges of the train cars spaced 3 per side. One box located at each end of the car and one at the middle. Use them as guide points. If Sam is hanging from the side of the train car he can skooch to a box thingy but must climb up and over once he reaches it. There are 4 guards in all, stay to the right and start creeping. Once Sam passes the middle box thingy on the right, drop off the side and skooch to the front of the car. By the time Sam makes it to the end of the car, both RPGs will have climbed up and passed his position. Climb up and drop down between the two cars. To date, I haven't had an RPG turn and see me or shoot, mostly because the guard smackers usually get them 1st. 5th car, Climb up onto the car, stay to the right and drop off as soon as the RPG climbs up. You'll hear the thump of the guard smacker, climb back up and continue to the front of the car. The final exterior guard will be standing on the platform between the two cars. OCP one of the flood lights for the guard's attention, drop off the side of the car for about 8 seconds and climb back up. He will begin to climb the ladder, once on the roof you'll likely hear him getting a taste of the smacker. Drop off the car, climb the next one and drop off at the end. You're behind the engine, turn around and enter the money car. (Note) As Sam enters the money car he should have between 4 and 4 1/2 minutes left on the clock, more than enough time, however for me, this is one of the most difficult maneuvers in the game. The timing must be near perfect, and then you'll likely fail. Alone, each action is simple; the short strings of actions again are simple. Combining the 4 main strings into a seamless event proves to be a frustrating endeavor that worsens with each failed attempt. I suggest saving at all the points I do for sanity sake. Train Light Intel, From the sound the OCP makes till a train ceiling light goes out is 2 seconds. A ceiling light is out for 17 seconds before it flashes back. The light flashes 1 time and then shines continuously. From the time the light goes out till it can be OCP'd again is 22 seconds. When counting time leave no gaps between numbers. SCDA4.3 Money Car and Driver Crouch and enter the car; move over to and OCPGL. Crawl through and exit the shelving, G&C TG#1, drop to a crouch and move out beside the money cart. Take note of the Med Kit and forklift ahead and to the right, pull the pistol, target the ceiling light above the TGs and go NV. (SAVE) OCPL, holster the pistol and begin counting to 6. As you reach 6 "Whistle" and move right over to the Med Kit. Stick to the wall and slide past the Med Kit onto the forklift and hold at its backstop. As TG#2 passes by Sam make your way to the wall box. Go NS, adjust the circuit and pull the pistol as soon as Sam makes the completed task motion, (backs away from the circuit). The ceiling light should have flickered by now, face and target the ceiling light. Begin counting to 5 after the 1st flash, OCPL at the count of 5 and hold. (Note) If you hear anything other than, "Nah I guess it was nothing!" as the 1st thing said from the TGs restart from the last save. After that statement you'll hear, "Well whatever it was it ain't here now!" and "I guess we can write that one off!" Once you hear "Nah!" holster your wep and move over onto the forklift, stick to the wall and slide past the Med Kit to the money cart. Allow both TGs to pass then move back to the shelving. (SAVE) OCPGL, move right; locate the end of the ceiling light past the shelving OCPL, do the crawl space and exit the car. Skip the cut scene and enter the next car. 2 TGs and one engineer, this may also be a cojones buster. Locate and QC into the niche on the right; OCPL near the TGs, holster, move into the aisle and "Whistle". QC forward and right into the space between the safe, (money bags on it) and the bench the TG was sitting on. When both TGs pass by Sam move to and access the exit door. (Note) What makes this area so difficult is the engineer, he seems to be able to see and or hear you and begins crying like a sissy, which gets Sam ventilated. STATS Times Spotted, 0, KOs 1 Time 18:00 ______________________________________________________________________________ SCDA5. COZUMEL SCDA5.1 Enrica and the Conning Tower SCDA5.2 Engine Room SCDA5.3 Planting the Virus SCDA5.4 Exfiltrate (SAVE) (9/15/08) Eliminated 2 camera and 3 light distractions As Sam receives the low down from Emile and Lambert go to Map and locate your 1st objective, "Enrica at the conning tower". RFB Williams informed the local Gov of a possible terrorist threat and they have flooded the ship with police. Switch to pistol, O&CD, enter the cabin and locate the exit. O&CD, there are 2 Police Guards in the PSWY; move forward toward PG#1 and the metal grating on the left then cut right and cross over to the right side of the PSWY. Stop between the corner and the portable luggage rack. PG#2 will approach the cabin Sam exited, comment on it being unlocked and #1 will turn toward the cabin. As #1 turns continue past the luggage rack to the end of the PSWY. Turn right and FC to the end of the PSWY, turn left and open the door to the sitting area. As the camera on the BKHD sweeps right run to and under it, as it sweeps left exit the room. Run to the first door on the left with a green light and enter. FC through this connecter hall to the double doors; O&CD, QC left along the doors to the BKHD take note on which way the camera is swinging. FC into the PSWY, bear left and cross to the opposite BKHD then into the lounge. Bear right around the bar to the sliding double doors. (SAVE) (Note) The most preferable situation for what follows is to enter the pool area with RPGs1&2 standing at Sam's end of the pool and #3 standing or just stopping at the halfway mark on the right side upper level. This positioning benefits Sam's cover as everyone begins moving. Move to a corner at either side of the niche leading to the sliding doors, pull the pistol and OCPL. SCDA5.1 Enrica and the Conning Tower Enter the pool area, remain on the upper level, QQC to the right; locate the corner arc in the floor between the 2 levels and the bench below. If you hear talking as you enter RPG#2 may already be walking toward the bench, hold above the bench. Drop down onto and off the bench as he moves away. RPG#2 will circle the pool CCw follow him. Move over to the very edge of the pool and stay about 4 feet off his 6, look left to ensure that #3 is moving off before creeping through the lighted area. When #2 gets to the far corner he'll peel off right, you continue left up the stairs to the double doors. QQC up to the right side door and pass through. Turn right, stick to the BKHD, slide forward about 3 feet and hold. Let the doors close, FC into the next area, turn right, locate the stairwell and climb up. Drop to a QC as you hit the stairs and come to a stop before Sam's head breaks the floor plane. (SAVE) (Note) For this maneuver to succeed (for the trip back through this PSWY) the 2 RPGs must not be alerted to your presence. As you pass the RPGs at the opening verify -0- alert postures from both. They may not make a sound but are alerted just the same. If they're in guarded postures, (crouched and weps forward) you've failed, restart from the stairwell. The 2 PGs will talk and settle to station on either side of the exit, once done move to the right side of the stairs, QC up into the dark area, stick, slide to the edge of cover, pull the pistol and OCPL ahead on the right side of the PSWY. With pistol drawn creep forward, stop under the light, target the light over the display on the left side of the PSWY and OCPL. Holster the pistol and QC along the BKHD to the glass doors, drop to a SC around the glass, past the RPGs and onto the open deck. QC left or right onto the deck then swing wide back to either side of the conning tower to meet up with Ms. Yummy. Complete the task, climb down and assist her with the hoist over the barrier. Make your way back to the doorway Sam used to access the deck. (Quick Save) SCDA5.2 The Engine Room Go to Map and locate your next objective, "The elevator to the Engine room level". 2 RPGs and 1 PG, 1 RPG will patrol the open deck the other will remain and patrol the PSWY. The PG will station opposite and to the right of the opening and face it. I prefer to have the RPG moving from Port to Starboard, (there's cover at the port side stairwell). (Note) If you failed to notice the results of your actions earlier, you'll know when you OCPL, both guards assume an alert posture and you won't ghost the PSWY. OCPL opposite the opening just as the RPG meets up with the standing PG. They maintain a relaxed posture, dance around each other and the RPG will continue on to the starboard stairwell. As the RPG passes Sam, QC out to the opposite BKHD passing to the left of the standing PG. Turn right at the BKHD, SC behind him and continue to the stairwell at a QC. Pick up the pace to a QQC as you pass the glass doors. No clod hopping to the stairs you'll get vented, once at the stairs return to the pool area. (Note) If you're ahead of or behind my pace there's no simple way through the pool area this time the RPG routes remain unaltered and un-synced, so you end up with a waiting game. "DO NOT SLIDE ALONG THE EDGE OF THE HALF ROUND BAR!!!" It has snag points that'll hang you up for a venting. Go NV before entering the pool area, bear right and down the steps to follow RPG#2. Stay close on his 6:00 to mid pool then break off at the steps to the half round bar. Stay dark and tight to the bar, #3 is oblivious; he'll stop, stare at the pool and move on. RPG#1 has stopped at the right end of the pool with his back to the exit and #2 is on the far side of the pool walking left. Once #1 comes to a stop he'll make a couple of motions, he'll stretch his arms and inspect his rifle, as he begins this motion QQC around the bar and into cover. Quietly move over to the side of the exit and hold. As #1 moves off exit the room for the lounge. Be aware that #1 may make his motions while #3 is standing beside Sam so be ready to move. (Quick Save) FC through the lounge, stop before reaching the PSWY where the 2 RPGs and computer are. Move out across the room until the table with the computer appears, EEV the comp for the "PASSENGER MANIFEST". Exit the lounge ASAP through the door with the green light. Don't rush down the stairs, the lower deck RPGs can hear dust drop. When you get to the double doors with the green light on the lower deck, O&CD, exit straight out and to the railing. Turn left and follow the 2 guards they should be walking ahead in the same direction. Stay in the dark and stick to the railing before they stop and turn around. Wait for both to pass before moving to the end and sticking to the rail again. Once they have turned back for the 2nd time, enter the double doors and wait for Enrica to transmit the pass key. Drop down and enter the elevator through the trapdoor. Go to Map and locate your next objective, "The small boat". Descend and exit the elevator on the Engine room deck. Run along the PSWY move right, stop and stick just before the corner behind and facing the buttress. Crouch and turn the camera to face the direction the RPG comes from, there's a security camera on the BKHD. A 2nd RPG will appear near the camera wait for him to turn away to OCPC. QQC after the RPG, slow down as you near him, once you make the right turn into the PSWY move right into the dark, stick to the BKHD and slide to the buttress. Wait for the RPG to exit to QQC to the end of the PSWY, turn left and locate the Engine room door. O&CD turn right, hop over the railing hang and drop onto the engine. When clear drop down to the deck. Turn to the gate, O&CD and likewise to the Engine room door. (SAVE) SCDA5.3 Planting the Virus Once out SC around the corner; stay on the right side of the PSWY and stop before the lighted opening. Jump for some noise; move left to cover and stick to the fencing. The RPG will enter the PSWY to investigate and turn toward the spot the noise came from. Once he turns slide past him, release from the fence, QC to the end of this PSWY and to the end of next one. (Note) Making noise or whistling instead of OCPL elicits a relaxed response from the PG instead of an alerted one. Take the door on the left and enter the small caged storage room. Hack the keypad, exit, turn right to the BKHD and do a QQC to the end of the large storage area. There's 3 RPGs, 2 ground level RPGs and 1 on the elevated walkway. Ensure the RPGs clear out then hop the railing into the water and wade to the stern of the small boat. When clear, climb aboard, pick the lock and take possession of the bomb. Climb the rope and hold. #3 will be along in a bit as he moves away hop the railing, stay about 1 floor panel back to his 5:00 to the dark corner. Stay close and along the Camera Records room wall to the hatchway. O&CD, (it's very squeaky) retrieve the records and return to the door; go to Map locate the RPGs and hold. (Note) There are 2 basic ways to get out of the records room. 1. OCPL in the room; open the door, OCPL above the door exit, close the door and hop the railing. You'll get the alert bass down beat, but no one is very interested. 2. Move to the door go to Map and locate the 3 RPGs. Once #3 passes the door ensure that #1&2 are facing away to exit. O&CD move to and hop over the railing. Once the chosen option is made and a favorable setup has occurred O&CD, turn right, QQC to the railing, hop over and drop onto the small caged storage room. Locate the trap door on top of the cage and drop down. Exit the Storage area; QQC along the PSWY to the corner leading to the lone guard. (Quick Save) QQC around the corner; locate the RPG while he faces away from Sam move along the PSWY and right to the fence. He'll make a bunch of turns then walk to the end of the PSWY. QC past him back to the Engine room door. Cable the door, ensure it's clear, enter and exit the caged room O&CD, proceed down to the end of the engine, turn right and peek around the engine. Look for RPGs, one should appear shortly follow him across the engine room and to the crawlspace. Enter and exit the crawlspace to Enrica's position. Complete your task with Enrica, skip the cut scene, and download the virus to her phone. SCDA5.4 Exfiltrate Exit the crawl space when clear and move to the console with the engine controls and hold. Ensure the position of the RPG so that you don't run into him as you exit the Engine room. If you're lucky you followed the RPG from the crawlspace and broke off to the engine's control console as he rounded the engines. If so wait for him to make his turn toward the caged area to stop the Engines. FC to catch up to the RPG drop to a QC as you approach him at the gate. Follow him into the caged area and break hard right tight around the gate into the room and exit the Engine room. If not so lucky to follow the RPG once you stop the engines, look up check the walkway for RPGs if clear FC back to the BKHD and stick to it near the metal shelving. Emile gets pissy and wants you to send him an email or something. Once the path is clear to exit do so. QQC to the corner and peek around for the RPG, if safe move forward and left to the fence and stick to it. Wait for the guard to turn away to EEV the comp in the little room. If he is still walking along the PSWY and isn't close to the end, cross the PSWY and stick to the BKHD on the right in the dark. Otherwise, wait for him to return and repeat his route, and then follow him and likewise stick to the BKHD on the right about half way between the buttresses. Wait for him to pass Sam and then exit the PSWY for the Storage room and the small boat. Once in the Storage room, keep to the BKHD on the right and in the dark. Once at the end, jump back into the water and board the small boat. Extract. STATS All -0- Time 23:00 ______________________________________________________________________________ SCDA6. OKHOTSK SCDA6.1 Radar Consoles 3, 4&5 and disabling detonators 1&2 SCDA6.2 Part 2, Tanker, Ships cargo, Captain's Quarters SCDA6.3 disarming the bombs and gaining the upper decks SCDA6.4 planting a Tracker in the Comm. Shack finding Nemo (4/9/07), I finally brained out how to deal with the Deck RBG on the way to the bridge. The maneuver begins in the Engine room. Instead of exiting the engine room from Bomb #4, cross the engine room and return to the vent. Exit the vent, the RBG is gone; you are on the main deck level where you started the boat section of the level. It takes a bit of work, but it eliminated another KO from the game. (9/22/08) Eliminated 7 lights, 2 generators, 1 camera, 1 turret distraction, 2 Route changes (SAVE) Skip all the cut scenes, stand and run left over the snow and up the slope; QQC along the rock wall to where it narrows to the path, QC up to RBG#1 and hold. Locate the flashlight beam of #2 ahead, once it turns away count to 2 and RP #1. QQC to and around the corner, drop to a QC as you approach #2 you should catch up to him before he rounds the corner. Grab him move forward and left, tight around the rock face into the dark and hold. #3 will flop around for a bit and move back to the ice fall, as he turns toward the fall back around the rock face to the flare and KO #2. Move to and stop before the corner and hold. #3 will be flashing about for a bit then turn to his little ice tunnel. Once he turns away stalk him for an RP. Crawl through the ice tunnel, and hold at the corner where the opening comes into view. #4 approaches the opening, crawl forward to the opening as he inspects its surroundings and exit as he begins to move away. If you're dexterous enough you'll catch him for an RP, if not take him at the fall. Locate the rope, slide down hold and drop onto #5, #6 will likely hear something and move to investigate, swing around him for an RP. If he doesn't move over to the side of the tent and follow him as he moves off. Enter the tent and disable Radar Computer#1. FC to and over the ledge at the end of #6 route, SC past the wall mine, locate the green lasers and hold for #7. He'll approach, and block the lasers, once he turns away, QC for an RP. Move over to the turret gun, locate, EEV and disable Radar Comp#2. Move right to the rock wall and follow #8 as he approaches the dark narrow crag for an RP. Pick up and carry #8 forward along the narrow path past the lasers and then drop him. Continue on to the corner with the deactivated turret gun, drop to QC and move to the base of the steps. (SAVE) SCDA6.1 Radar Computers 3, 4&5 and disabling detonators 1&2 Locate RBG#9's silhouette and flashlight beam deep in the cave, as he turns to move away enter the cave. Move right around the pool of water, (go figure) to the big ice fall shielding #9. Scope the EEV and skooch left past the fall to scan Radar Comp#3. Move back into the cave to the left of the smaller fall and onto the patch of snow against the cave wall. Go NV and hold for #9. As he nears the cave entrance move forward he'll stop for a couple of seconds, so go for a GD&C drag him off the ramp for the KO. If you try for an RP you'll likely deal a death blow instead. FC back to the big ice fall, drop to a QC stay dark and cross over the ramp to Radar Comp#3 locate the crawl space and exit the other end. Turn around and return to the comp but don't exit hold for #10. Allow him to stop and turn around to exit for a G&C. Return to the walkway and hold at 5:00 to the bright post ahead and left for #11, advance for an RP as he stops at the pool. Back onto the walkway; FC along the walkway and drop to QC before the hanging light, stay tight to the right side railing and move quietly up the ramp where the angle change is. #12 is ahead and to the left, he'll turn and walk away, treat him to some gloved knuckles. Back track the walkway to the intersection and move over to the hanging light bulb where #11 used to stop. Enter the small cave with the generator, locate the crawlspace and exit at the other end. Exit the tunnel and eyeball #13 near the generator, QQC for a GD&C back to the tunnel entrance. Go to Map, locate #14, and exit. Stay to the right, move forward half the distance to the tent and hold for 14. Advance on and RP 14 before he rounds the tent. QC CCw around the tent and eyeball #15 in the light. Follow and RP him beside the truck, locate and disable Radar Comp#4 and the codes in the 2 tents and exit the area via the crevasse. Once out at the other end SC to the right of the crates and hold # 16, 17, and 18 are ahead. 16 and 17 will approach the opposite side of the crates; take 16 for a GD&C behind the crates. Approach 17 along the right for a GD&C about 15 feet behind the snow mound thing he was standing near. Stalk 18 to the rear of the area and RP him near the detonator then mess the detonator. FC to the exit tunnel once out EEV Radar Comp#5, RP #19 and advance to the right of the crates, as #20 moves off follow and RP, (preferably near the front of the truck and in the dark. As #21 turns back from the rear of the truck follow for an RP. Mess the detonator, return to the tunnel and exit, locate the rope hanging from the tanker and climb up. Part 2, OKHOTSK, TANKER SCDA6.2 Ships cargo, Captain's Quarters (Quick Save) You begin at the stern of the tanker, there are 3 BGs in the area, 2 on the port side, 1 on starboard, and we're going starboard. Stick to the wall, listen to Lambert and wait for the BG to stop at the end of his route. Once he turns and begins to walk back, follow him, QQC up the stairs and wait at the top. Once the BG begins his route again, SC down the stairs, turn, move over to the other stairwell, and then QQC down 2 levels to the 02 deck. Locate the crawlspace on the left just past the hatchway, enter it and crawl to the end. (Note) You can exit the vent turn left, stick to the corner and wait for the RBG, it's faster than crawling out as he passes but 20% of the time he sees Sam and stuns him Hold for the approaching RBG, snatch him as he passes for a GD&C drag left as far as you can go, interrogate and choke him out. Re-enter and exit the crawlspace, turn right and QQC up one deck move to the side of the next set of stairs and hold for the deck RBG to move off. If he isn't at the head of the stairs wait for him to return and move off again to QQC up and through the hatch at the head of the stairs. Pass through both small rooms swing left into the short wide PSWY and hold at the light. An RBG will exit and move to the far end of the PSWY giving Sam the space to QQC to the Captain's Quarters. Deal with the captain. (SAVE) SCDA6.3 DISARMING THE BOMBS and gaining the upper decks QQC back to the short wide PSWY, drop to a QC as you enter the PSWY leading to the short wide one. The RBG has passed the hatchway, locate the vent near the floor and enter it before the RBG turns around. Enter the large duct and use the ladder to enter the Engine room. ENGINE ROOM ORIENTATION (Note) This is not going to be easy; creep too fast or too slow, do the bombs too slow, get too close to RBGs 2&3, take off too quick from the pipes. You name it, it will go wrong, I whimpered often. To make matters worse, my last Microsoft S controller bit the big one during this rewrite and you just can't find a new one anywhere. I bought a Pelican, I don't like it, it doesn't have the finesse the old MS controller had plus they messed with the layout. Face it there are times when the game will not cooperate and nothing you do will make it work, so if the AI isn't cooperating just OCPC on your way out of the engine room and take the distraction. RBG#1 is below the ladder, #2 paces between engines#3&4 from the BKHD to the intersection of the 4. #3 maintains an aft to forward route on the portside elevated walkway. (SAVE) Slide down the ladder, move to the railing, OCPC near the ladder. QC behind and around the ladder to the side of the manifold; do not alert #1, stay tight and QQC to and defuse "BOMB#1". QQC to the edge of the walkway past the ladder; drop off; hang and soft drop to the deck below. QQC to the port side of the engine room, #2 should be near the aft BKHD between engines 3&4 and walking forward as you pass the gap between Engines 1&2. Turn left between engine #1 and the stairs. QQC along the side of #1 to the portside ladder, drop to a QC through the gap between engines 1&3 to slick RBG#2. Climb the ladder; #3 should be nearing or at the stairs. Defuse "BOMB#2". Once complete move to the aft BKHD and hop over the railing to the lower deck. (Quick Save) (Note) From this point on until you're climbing up the ladder to the duct your actions and timing must be perfect. No gaps between actions, they must flow into each other as one continuous thingy. Tapping out the defusing sequence for the last 2 bombs must be perfect. You can do bomb#3 without steaming the camera but you need to stay tight to the engine to avoid an alarm it takes too long and screws the timing. Move over to the aft end of engine#3 and turn the steam valve to mess the camera. Crouch, #2 will be in front of Sam turning forward and moving off. Follow #2 as he moves off to "BOMB#3" and defuse it, (anything slower than 19:00 is dangerous to the timing). Go aft around engine#4 to its starboard side for the final bomb. #1 will be standing off to the side of engine#4 and facing "BOMB#4". Pull the pistol as you round engine#4. Target the flashlight as you slide along #4 and OCPL before losing cover. Holster the pistol as you move to "BOMB#4", defuse it and begin tapping action. Climb through the vent ASAP to avoid RBG#2 who should be rounding between engines 3&4 as you scoot under and through the vent. Exit, remain in the crouch, turn right move to the end of the engine and ensure that RBGs 2&3 do not see Sam and are heading for bomb #4. QQC forward to the BKHD round engine#2 to the starboard ladder and climb up. (Quick Save) (Note) Locate RBGs #1&2 for their direction as you approach and climb the ladder to the walkway. You may or may not be able to see them as you reach the top of the walkway. Hopefully they are heading 1 of 2 ways, either between engines 2&4 or moving to the forward BKHD along the engines from 4 to 2. Look over to RBG#3; ensure that he is on the walkway and heading aft toward the ladder or forward to the stairs as you stick to the manifold and slide aft. Stop before the pipe to engine#3; ensure #3 is still on the walkway and walking toward the ladder or toward the stairs. Turn, drop off the walkway, mad skooch to the BKHD hoist up and stick to the railing. Verify success. (Note) There is an easier and less distractive method for moving through the engine room this pass but it requires the indirect removal of RBG#1. Once you defuse the 1st bomb and drop off the walkway, locate the steam valve on the starboard BKHD and turn it. RBG#1 drops like a rock, defuse the remaining bombs, return to the walkway and drop off it at your leisure. The game doesn't credit it as a KO or kill. (SAVE) When clear climb the ladder into the duct, through the vent and back into the PSWY. The RBG is gone never to return. The Captain's quarters are now open, good thing too; it needs to be aired out. Enter the Captain's quarters, grab a bottle and return to the hatchway to the room with the flash light. Turn right, enter the dark room, slide the hatch open to the next room. Position Sam deep enough into the room to break the light with the bottle, break the light and QC back into the dark room. Move around to the side of the door and hold. The RBG will open the hatch investigate or not and leave. He'll likely drop back down into a crouch facing the stairwell. The hatch will still be inside the room exposing the exterior BKHD light to the right of the hatchway. Once big boy returns into his crouch cross over the hatchway, get a good bead on the light and switch to NV. OCPL, holster the pistol and jump. QC to the BKHD and over to the hatchway, allow the RBG to enter the room and turn toward the spot where you made some noise. QC onto the starboard deck halfway along the stairwell railing, jump up to the pipe legs and all then mad skooch to the other end of the pipe. (Note) About half the time I go through this area the 2 standing deck BGs past the foot of the stairs shine Sam with their flashlights and turn their heads to follow him as he passes over. (Quick Save) SCDA6.4 Planting a tracker in the Comm. shack, finding Nemo Drop down and SC Portside, climb up 2 decks through the stairwell, as you begin rising to the 3rd deck, you'll hear the whine of the turret gun. Remain in the crouch continue up till Sam's head is level with the floor. Turn around face the missing railing, look right through the railing to note when the turret is turning away from Sam's position. Stand, run and jump up to the 3rd deck past the turret gun. Disable the turret, cross to the opposite end of the PSWY and enter the room. Move to the next hatch and go to Map, an RBG in the next PSWY and he may be standing at the hatchway. Wait for him to move off, follow him and enter the short PSWY on the right. Go to Map locate the 2 BGs in the next room, one walks back and forth through the door to Sam's right the other seems to be reading gauges on a control panel. When clear O&CD; move to the left side of the hatchway on the right, pick up the bottle and stick to the BKHD. Once the RBG enters the back room move toward the console in the middle of this room throw the bottle over the console and to the right. The 2nd BG will investigate long enough to approach and by-pass the circuit. Return to the hatchway stick and hold. (Quick Save) Once the RBG returns to his seat exit the room, O&CD stick to the BKHD next to the sliding hatch and go to Map. Locate the PSWY RBG allow him to pass to the left slide along the left side BKHD to the hatchway. As he passes to the right move left to the hatchway, exit the area and return to the turret. Rearm the turret move to the exit hatch and go IR. An RBG, will appear from around the corner, stop and move off. As he returns to the opposite side of the ship O&CD turn left locate and defuse the wall mine and climb the ladder. Stop short of the deck to skooch left around the railing look for the dark area between the storage box and deck vent to climb up to 4th deck. Go to Map there's an RBG on patrol and approaching from the left. He'll stop at the deck vent and return to the far end of his route. Follow him hold at the corner take note of the turret gun and wall mines ahead. Allow the RBG move around the corner to OCP the turret gun. QQC after the RBG, move to the center of the deck to avoid the mines, once past move right to and around the corner into darkness. Once he begins to walk away from the only hatch this side, move to it and enter. "Enter the Command Center" to end the level. Times spotted 0, KO's 22, Time 29:00 (Note) No way to get around the 21 from the 1st half of the level. As for the one aboard the ship, you must KO the one RBG for the drug cargo info. ______________________________________________________________________________ SCDA7. KINSHASA SCDA7.1 Keycard, Scanner and Emile SCDA7.2 Load out in the elevator, Kitchen and Hisham's escape SCDA7.3 Extraction (9/26/08) If you're playing the "Xbox" version of SCDA and getting hit with 1 or 2 elusive IDs, the RBGs in the parking garage at the beginning of the game and or the 2 spotlights covering the 6 garden areas are the likely cause. To date, at the beginning of the level, I can find no other distractions to get out of the 1st room except to either KO both of the RBGs that patrol the major portion on the garage or to bust the light above the exit. Take out either of the RBGs and the other will ID Sam. The affected area of the spotlight is greater than the diameter of its footprint. Take note at the openings between the gardens. To be safe stay at least twice the diameter of the circular footprint from its edge. Eliminated 1 KO, 1 turret, 1 can and 3 light distractions (SAVE) Zap the cut scenes and move forward to activate the car alarm. Once done, move to the corner for the bottle and over to the rear passenger door of the black SUV near the window wall. Throw the bottle at the light above the exit; move over to the trash barrel and hold. Allow the RBGs to investigate and move off to O&CD and exit the room. Make 2 right turns through the HLWY, drop to a QC as you enter the room with the talkers. Stay close to the window wall through the room and into the narrow HLWY. There will be a sleeping BG here, SC past him to the elevator, enter and rise to the 8th floor. While in transit climb onto the box, be ready to hoist up when the elevator stops. Quickly hoist up onto the cage and the 9th floor; QQC a wide right half circle to the exit, O&CD before the light returns. On the very rare occasion with no blackout, once on the elevator cage turn left to enter and exit the vent, slide along the tank thing to the corner and hold for another blackout then exit the room, O&CD. SCDA7.1 Keycard, scanner and Emile Once out of the room go right to the stairs and climb up to the 10th floor. If the lights return before you get to the 10th, hug the railing on the right to the opening. Be careful not to be seen by the RBG near the middle of the corridor. Once he faces the sitting room QQC to the 1st door on Sam's left, hack the keypad and enter the room. Use the comp FC into the bathroom and hold, 2 BGs will enter the room, one to the comp and one to the living room near the TV. As the RBG enters the kitchen exit the bathroom, close the door, slide along the wall to the next door on the left, enter and leave the door open. Rifle the cabinet and QC out of the suite close the door as you exit. Slide along the wall, O&CD as you exit the suite to its HLWY alcove. (Note) If I enter the bedroom before the RBGs enter the suite and begin talking, they stay together near the kitchen blocking the exit. Once in the HLWY FC toward the sitting room, hold to the left of the opening and wait for the RBG patrolling this area. Once you know which direction he is moving, pass through the sitting room or move around it. Once you're in the elevator HLWY QQC on the right side, be extra careful there's shattered glass all over the floor the noise will give you away. Enter the 1st door on the right, suite 1002, locate and grab the key card in the room and return to the HLWY O&CD. Turn right, stay close to the right wall, (there are cameras) and QQC to and stop at suite 1001, ensure that the RBG is off to pass the opening to the end of the HLWY. QC to the corner, turn right, another RBG at the end of the HLWY, QQC to his position, he'll move off into an adjacent HLWY to the left. (Note) The comp in suite 1001 tells about a rat at Langley? HMMMM? Williams? HMMMM? (Quick Save) As he moves off follow him at a discreet distance, (broken glass on the floor). Take the 1st door on the right, use the key card and enter the suite. Move around the giraffe stay tight to the wall; slide to the bathroom. If a blackout begins shortly after you enter the suite continue to the opening of the next room and hold position, if not enter the bathroom, face the opening and press close. The RBG sitting at the desk in the next room will approach the balcony railing and speak to the RBG on the lower floor. If there is a blackout enter the room and hide in the adjacent room on the left, if not hold in the bathroom until the RBG motions away from the railing and again faces it. As he begin the motion exit the bathroom, enter the next room and hack the scanner for the documents. If another blackout as you complete the scanner go directly to the balcony railing and hop over to the floor below, if not, when done with the scanner move over to the right side of the opening to the balcony stick and hold. The RBG will return and face the railing as he does SC around to his left side and wait for him to move off again. As he does hop over the railing to the floor below, keep the wall on Sam's right and move toward the comp on the table. Hold at the pillar closest to the computer and wait for a blackout. Quickly deal with the security, get the data and hop over the railing next to the exit door. Go to Map; locate the HLWY RBG wait for him to pass the doorway or for a blackout to exit the room. Once in the alcove locate the RBG, stick to whatever inside corner of the alcove needed to cover Sam and ensure that Sam is tight into the corner and stuck in the standing position. Be mindful of the camera at the end of the hall. When clear grab the RBG as he passes, to the camera during a blackout or the lighted end when not for a choke out. Hide him from the camera and visit Emile. If at the opposite end of the HLWY when completing the GD&C return to the alcove, stick to the wall past the alcove and slide to the embedded post. When the camera begins to turn away from Sam FC to the camera and visit Emile. When done with Emile, exit the room, wait for a blackout or crouch to the left of the camera and as it swings right stand and run. Drop to an FC as you approach the suite and travel the corridor to the elevator area. SCDA7.2 Load out in the elevator, Kitchen and Hisham's escape As you approach the elevator area note the trouble light at the right hand corner of the HLWY and the shadow crossing the HLWY to it, FC through the shadow and stick to the wall beside the light. There are 2 RBGs, #1 at the far end of the HLWY and #2 usually on the other side of the elevators within the reception area. #1 will move off and eventually #2, will cross to the elevator alcove at this end of the HLWY or out into the middle of the HLWY in front of the elevators. In either case once he settles move into the alcove, (beside him and against the picture if he's in the alcove) or beside the pillar if he's in the HLWY. Keep an eye on the camera, as he moves off ensure the camera is swinging away from Sam to enter the elevator and Sam's load out. (SAVE) Run right until Sam comes upon a grand staircase, drop to a FC as you round the corner, move right to the low wall and hop over it. QQC into the room, drop off the planter to the floor and move over to the 1st of 2 pillars partially embedded within the wall. Move to the 1st one, stick to the wall slide to the 2nd pillar and locate the turret gun. As it swings left QC around the 2nd pillar and stick to the pillar facing into the room. There are 3 RBGs in the room and 1 turret gun near RBG#2. RBG#1 near the fire yells out, "Find cover there might be more!" This will eventually prompt RBG#3 to move out into the room; #1 will then tell both to return to position. Once said ensure that all RBGs and the turret gun are pointing away from Sam before moving into the connecting HLWY and right into the intersection of the next HLWY. Stay right and enter the niche. Wait for whinny boy to get off the phone and face the kitchen to cross the niche stick to the wall in the standing position and push as tight into the corner and end table as possible. Allow Ninja sissy to pass Sam to exit the niche and enter the kitchen. O&CD; slide right along the wall past the fire extinguisher to the cart, slide off the cart to the dark then hop legs up to the pipe and skooch toward the exit. When you get near the end look right and adjust Sam to align his back with the right side door and hold. (Quick Save) RBG#1 walks off and #2 paces back and forth this end. #2 will be near the exit as #1 walks off to either direction preferably to the left, as #2 begins to move drop to the floor QC to and through the exit O&CD the right side door. Move left past the corner of the alcove into the hallway, enter the locker room and meet up with Hisham. QQC through the shower room stop at the corner to the pool area and have Hisham hide. There are 2BGs in the pool area; one of them patrols this end of the pool. Wait until he is looking toward the pool or moving off at your end before you QQC to the exit door. Pick the lock, move back to the lounge chair and hold. As the RBG returns call Hisham, follow the RBG as he moves away, peel off and pass through the exit door. Stop at the next door at the end of the new hallway you're in and tell Hisham to hide. (Note) Stay a good 20 feet from the spotlights to ensure it doesn't stop near and or lock onto Sam. Open the door, move into the dark HLWY and to the opening to garden#1. The RBG near the opening to garden#2 will turn left and move into the dark corner on the left. FC along the right side of the enclosure in garden#1 to garden#2; QQC up the right side of the steps to garden #2 and bear left toward the high wall. Stay close to the enclosure in garden#2 as you move CCw around the enclosure. As you begin your 2nd right turn, (just past the flare) diagonal left to the fern against the high wall, along the fern and back to the 3rd corner of the enclosure. Drop to a QC before the 3rd corner, stay in the middle of the lane and move over to the wall to the left of the opening to garden#3. Allow the spotlight to move off toward garden#2 to QC through the ferns to the opening to garden#3, peek around the corner to locate the RBG patrolling garden#3. As he turns to return to the rear of the garden enter #3, head left along the enclosure to the exit, ensure the RBG is walking up the steps to cross the gap to the exit. Enter the right side DD and leave it open, move to the next DDs and open it. (Quick Save) The next set of doors leads to the parking lot where Hisham will make his exit from the game. There are 2 BGs in the parking lot; RBG#1 circles the perimeter of the room in a mad scamper, #2 crouches at the tailgate of the red SUV. Scamper boy should be moving right as you enter the room, QQC after him, around the white SUV and hold tight to the right of the pillar and the rear of the SUV. Angle the camera so that you can see #2; as #1 approaches Sam will adjust his stance alerting you to him. QC around the pillar for a GD&C on #1 when he comes to a stop near the pillar, drag#1 back around the car past the drivers door for the choke. Call Hisham, QQC the perimeter CCw to RBG#2 for a G&C and move over to the security gate. Send Hisham on his way and exit the parking lot to garden#3. SCDA7.3 Extraction Keep the RBG in front of you to the front corner of the enclosure. Move out from the corner as he begins his return to the rear of the garden, QC out and right from the opening into garden#2 and through the ferns to line up in the center of the lane beside the enclosure. Stay in the middle of the lane past the corner of the enclosure and retrace your route back to the 3rd corner of the enclosure and hold at the high wall buttress and go to Map. Locate the RBG from #1, if he and the spotlight are in favorable positions enter #1 and make your way to the vent or doorway. Crawl and or creep into garden#4. Seek cover to the right side of the opening to garden#5. Go to Map, locate the RBG in garden#5, if he and the spotlight are in favorable positions enter #5. I prefer to take the RBG as far from the openings to gardens #5&6 as possible to avoid noise and spotlight. There are 3 RBGs in garden#6, #1 is standing close to the entrance to the garden, #2 paces back and forth on the platform and #3 circles the platform. As the spotlight swings out of garden #6 QC in and around RBG#1. GD&C #1, drag him into the narrow hidden walkway to the left of the platform for the choke. #3 will be approaching this side of the platform if not already standing. QQC to #3 for a GD&C and drag him to his sleeping friend for the choke out. Move around the platform Cw and position Sam for cover behind the animal hedge, wait for RBG#2 to stop and turn away for a GD&C drag him to his friends and sleepy time. Set the charge on the AAA move back to the sleepers to detonate. Times Spotted, 0 KO, 7 24:00 ______________________________________________________________________________ SCDA8. JBA HDQS part2 SCDA8.1 Sample the Red Mercury SCDA8.2 Send info on Lambert, return to Emile and defuse bomb#1 SCDA8.3 Defuse bomb#2 and return to the stoop for Extraction (4/7/07) Change from original game file. I was able to figure a work around for the 2 RBGs in the Red Mercury Lab area this morning, very frustrating. JBA HDQS p2 is now KO free. The solution is quite convoluted and takes a bit more time to complete, not to mention many more saves within the area. The RBGs get very agitated throughout the event, Sam must do some clever maneuvering to stay clear of both and is able to ghost the area and level without being seen or confronting any of the BGs in it. In the Lab area, I suggest saving to different files each time, don't rely on quick saves. I have also slightly modified Sam's route through the bunker area, cutting down the distance and rooms entered. (9/29/08) Eliminated 7 light distractions and made a slight route change through the Red Mercury Lab. (SAVE) Enter the building; take the stairwell down to the closed door, leave it open, it will make your life easier on the way back to Emile later in the game. Approach and OCPGL, ignore the MBSL run down to the next opening, drop to a crouch, another MBSL, slip around it and the concrete buttress. Stick to the wall halfway to the next buttress and slide to it. (Quick Save) An RBG is standing outside the window to the Control Room; wait for him to pass Sam on his route. There are 2 BGs behind the security window in the Control room, one standing and one who's sitting at a computer. As the standing BG begins to walk off release and step out from the buttress, the sitting BG will stand and walk to the control room door, (you may have to move about and or jump to get his attention) as he passes the edge of the window QQC along the right side wall onto the steps and down to the lower level. Locate the next door, cable it and enter the Lab when clear, O&CD. SCDA8.1 Sample the Red Mercury and send the info on Lambert Once in the Lab, move forward and left, stick to the boxes on the Red Mercury room side. Locate RBG#1; when clear stand and EEV the comp at the far right side of the elevated platform for the Red Mercury container code. Turn to the Red Mercury enclosure and EEV the security keypad then hold. (SAVE) Eventually RBG#1 will descend from the platform and enter the lower level, allow him to pass Sam, once he's on the lower level move to the railing to the left of the steps and hop over. Move forward to the wall and to the right of the stool and stick to the wall. Let RBG#1 pass by Sam and then move Sam up to the base of the stairs to the upper level office. OCPGL and hold at the office door. Go to Map, locate the 2 RBGs Look for this pattern; RBG#1 has left the elevated platform and is walking toward the short steps to the lower level, RBG#2 has walked around the desk and is approaching the entry door, (he looks at some posters on the wall). Exit Map; and go IR once #2 stops and faces the wall open the door, go NS, enter the room and hold to the left of #2. Do not close the door as you follow #2 across the room, stay in the dark lane that leads directly to the cabinet and QC past #2 to it for the files. #2 will stop at the blue wall as you rifle the cabinet; turn the camera toward the exit before Sam finishes with the cabinet so you have a straight line through the exit. Close the door as you exit the room. Creep to the bottom of the stairs, OCPGL, climb down to the lower foggy level and return to the boxes and hold. (Note) Begin keeping track of the camera's swing left and right, each time it stops and begins it return it makes a noise listen for it and memorize its current direction I use "Good Swing & Bad Swing". Wait for #1 to return to the lower level, move behind him as he passes Sam at the boxes and stops at the lab door. As #1 moves off to the steps look up into the office to ensure that #2 is not standing in the window then move forward till the "Push Button" icon pops up. As the camera makes the "Good Swing" sound enter the Lab, move into the vent and then pop the trap door. (SAVE) You'll hear a comment from #1; he'll approach the Lab door and then retrace his route back to the lower level, eventually returning to the platform. As #1 is passing the boxes to the stairs to the platform #2 should be returning to the desk near the blue wall, QC out to the cabinet across from the vent and use it as cover from #2. Look up over the file cabinet in the upper office for the silhouette of #2 moving around the desk and past the cabinet to the door. As #2 rounds the desk QQC to the Red Mercury security pad, access the device and scan the material. The door to the room will close and the room will fill up with gas, QC back to the vent and drop out. (SAVE) (Note) The save suggestion is due to RBGs1&2, sometimes they become so agitated that they make it extremely difficult for Sam to exit the vent or hop over the railing to the boxes. #1 will pass the trap door and #2 will come down to the lower level and exit the Lab. His new patrol will be between the exit and the stairs to the office. As #1 passes Sam's position to the lower level ensure the camera is swinging away to hop over the railing. Move to the boxes and hold, ensure that the camera is in good swing then QQC over to the left of the exit and hold in the dark spot. #2 will reenter the room, as he passes Sam, slide tight left around the door jamb and hold just past the door behind the HLWY RBG. The door will close and eventually the HLWY RBG will move off up the stairs toward the Control room. SCDA8.2 Send info on Lambert, return to Emile and defuse bomb#1 Follow the RBG on his 6:00 peel away to the Control rm. door, SO&CD, move into the dark corner, quickly EEV the comp do the right thing and SO&CD. Once out of the control room FC toward the steps to the stairs, this'll get the attention of the Control rm. BGs and they'll make for the door. Move around the MBSL and down the HLWY to the dark buttress near the MBSL, as soon as the HLWY RBG has cleared the corner and the MBSL has cleared a spot quietly catch up to the HLWY RBG. Stick to the wall on the right once you're on the ramp and follow him to the top. Allow him to stop and turn toward the adjacent HLWY to slide to his right side and hold. Wait for him to get a few steps away and for a clear side under the MBSL to advance on and OCPGL. Stand and run to Emile. Hop over the railing climb the ladder and QQC the perimeter CCw to the stairs. QC under the camera, hop up onto the parapet and drop to the roof. FC along the wall to the end of the AC units turn hard left drop to QC as you approach the bomb and the RBG near it. Wait for the RBG to move away and the welder to get back to work to disarm the bomb. SCDA8.3 Defuse bomb#2 and return to the stoop for Extraction Once complete back off from the bomb, move to the parapet, hop over and make your way to the big honkin pipes. Drop off to the lower roof, FC around the penthouse to the vent and crawl through. Exit at a FC and roll to the floor run through the warehouse area and locate the double doors to Sam's right. Stay in the shadows, mindful of the camera on the right, run to and through the DDs. Continue left, careful of the MBSL, drop to a FC and then QC to the door count to 3 and open it. (Quick Save) RBG#1 will be walking away to the dock from the front of the stoop. O&CD and exit, turn right, jump over the railing and crouch. Lookup at the camera; wait for it to begin turning left QC along the fence to the low dark boxes, (not too fast). Drop off the boxes; continue left along the edge of the dock to the bollards. #1 will be at the bollard and will move off as Sam approaches. QC along the dock and hold about halfway between the bollard and the bomb. RBGs 2, 3 and 4 will be near the bomb, #2 will walk off and say something to the remaining BGs. As RBG#3 move right around the bomb FC for a few feet to grab their attention, continue along the pier past the 2RBGs and swing back to bomb#2. RBG#2 will join 3&4 to investigate, quickly defuse the bomb and assess the area for a clear path back to the ship. There will likely be a tangle of RBGs between Sam and the 1st bollard he passed. Move on the QQC past the bollard back to the crates you used to reach cover from the steps. Stop to the middle of the crates, RBGs1&2 will be approaching shortly. Move away from the crates and jump as RBG#1 appears near the bollard. Climb up onto the crates QC right to the end and drop off. 1&2 will circle around to the rear of the crates as you drop off. QC toward the building; stay to the left side of the crates abutting it. Turn left up the steps to the exit, O&CD and backtrack at a run through the large storage area previously traveled to bomb#2. Run through the DDs, swing wide right to avoid the camera and to the far end of the room. Backtrack through the large vent to the lower roof and exit the vent, slide down the fire escape to the ally and to the stoop for extraction. Times Spotted 0 KO 0 Time 19:00 ______________________________________________________________________________ SCDA9. SNOWBOUND ROOFTOPS SCDA9.1 Eliminate Jamie, Sykes, defuse bomb#1 SCDA9.2 to the Lounge SCDA9.3 Eliminate Moss and Defuse bomb#2 SCDA9.4 Eliminate Emile and defuse bomb#3 (4/8/07) I brained out a work around for the RBG on the 2nd floor balcony pacing between Moss and the bomb. The maneuver is simple, but the AI senses are very high. After today, it looks like Rooftops is now -0- KOs) (10/6/08) 5 route changes, 1 whistle and 3 light distractions (SAVE) Cut off the heads of the snake and the body dies. Zap the cut scenes. SCDA9.1 Eliminate Jamie, Sykes, defuse bomb#1 Once on the roof, move forward to the wall and wait for the 2 RBGs to begin walking away. Follow them, move to the middle of the area with the laser to walk under it. When you approach the lighted area with the fenced in transformer thingy, move to and hug the wall close to the shed style glassed roof on the left. Creep around and onto the glass move up to the wall and QQC to and OCPRL. Enter the door, stop at the next door and Cable it, wait for the RBG to walk away from Sam before entering the room, preferably after he passes the square white column on the right. O&CD, once in the room, locate the wind blown curtain, SC through the curtain, up the ramp and through the door. (Note) The RBG may turn left and patrol up the ramp, letting him pass the pillar 1st gives you time to alter your course around the table. Stay to his 5:00, once at the top of the ramp SC right to the far left corner and hold, if undisturbed he'll turn left to exit the ramp. Stay close to the door and in the dark, there are 2 RBGs, #1 is on the upper catwalk and #2 is on the other side of the room on the floor. Quickly move to the railing and hop over to the floor. Stay tight to the wall on the right and climb into the 1st row of metal shelving. (Note) 2 options crop up to exit the room quickly, the decision is made while on the 1st set of metal shelving. Quickly locate RBG#2, determine his position and direction. 1. If he's closer to the middle of the room and walking toward the pillar at the far end of the room near the exit stairs turn right. Move onto the ladder and look up at #1, as he turns and walks away climb up to the loft QQC to the back and around to the ledge above the dolly and cage gate. Drop down; quietly move to and over the railing beside the steps and hold at the corner of the door and wall. As #1 returns and moves past the corner exit and O&CD. 2. If #2 is to the right of the pillar at the far end of the room near the exit stairs or moving left away from it move over to and onto the combined 2nd and 3rd rows of shelving. By then #2 will be walking left past the pillar toward the center of the room or toward the cage, when he's about 2 to 3 feet past the pillar drop to the floor. Stay close to the gate and dolly as you move toward the stairs. Remain under cover to the foot of the stairs, climb up to and through the exit O&CD. (Note) A QQC up the stairs is faster than hoisting up over the railing by 2 seconds, which most of the time is needed for a clean exit. (Quick Save) Exit through the next door, peek around the corner, there may be one or more RBGs to the far right. Ensure that the RBGs are looking and or walking away from Sam. Stand, turn left and run along the wall to the wall to the rappel point. Once on the lower roof proceed to the next corner on the right, mindful of the wall mine. Listen to Sykes and Jamie as they argue over Sam. SC over to the staging and then close in on Jamie; take him after a few steps away from Sykes. Drag him for a few steps for the kill. (Note) Be aware Sam will deliver a death blow to all important characters regardless of what trigger you pull. If you're quick with Jamie you can catch Sykes before he reaches the ladder. Defuse the bomb, climb the ladder, locate the zip line and proceed to the next building and Ms. Yummy. ROOF TOPS part 2 SCDA9.2 To the Lounge Locate the elevator and Enrica, skip the cut scene, exit the elevator, turn right and locate the next door. O&CD, move to the corner 2 RBGs having a boyfriend/girlfriend fight. Angle left, QC to the low small wall light, wait for RBG#1 who's facing Sam to move off to continue along the back of the room to the counter at the far left side. There are 2 lights along the counter, stick to the counter and slide past the 1st one to the bump out. #1 will pass by Sam and #2 will turn away and walk toward the entry door. As #2 turns away release and follow #1 up the steps, hold until #1 turns into the HLWY then follow closely. ASAP jump legs up to the pipe and mad skooch past #1 and the laser, drop to the floor and move around the corner. Follow the HLWY to the exit door; locate the small light ahead of the exit on the right near the floor and the bright white pillar across from it on the left. Do a standing stick to the pillar and hold. RBG#1 will enter and be forced to the far side of the HLWY by the opened door passing Sam unnoticed. Move to the exit, go to Map and locate RBGs2&3. Once RBG#2 is moving right toward the intersection where RBG#3 stops and #3 is turning back to patrol toward the exit from the corner, exit map. Go IR, grab the door for a SO&CD, turn right and wait for #2 to disappear to the right. As soon as #2's image disappears to the right, go NS; enter the room ensure that the door is closed and follow #2. He'll stop just past the corner on the right, approach him, pass on his left and hold at his 9:00 against the divider. He'll jerk his head left and hold it for a second or two, once done QC past him to the 3rd lighted column and do a standing stick exactly in the middle. Do not flop around, #3 has come about and advancing. (Note) In this case, you want to call attention to the door, how they know I can't figure but they do. Once RBGs2&1 notice the door has been opened stealthily the patrol routes of 1&3 will change. RBG#1 will no longer patrol the bar area in the next room and #3 will extend his route to the edge of the stairwell at the entry point. The good part about the change for #3 is that it pulls him away from the 3rd column as he rounds the corner to the stairwell. (Quick Save) As #3 approaches he'll move closer to the wall on his left, round the corner and stop a foot or so past it. As he rounds the corner release and crouch, #3 will spin around to look back toward the exit point but will then continue on to the stairwell. As #3 turns away head for the exit at a SC, once #3 is out of site gradually increase your speed to a FC to the exit, O&CD. Pass through the lounge area, OCPRL. Stay right, QQC to the corner, SC past the corner to the wall with the small lights and stick. Slide along the wall to the exit and hold at the last light near the door, wait for the 2 RBGs to meet up and move off to exit the room. SCDA9.3 Eliminate Moss and defuse bomb#2 (Quick Save) Once through the door creep up the stairs, if RBG#1 is about allow him to exit the stairwell and close the door. Approach the door and go to map. RBG#1 will walk through the room and exit, #2 paces from Sam's entry point along the Security room to the exit point and back. #3 moves from the entry point around a desk and or chairs this end of the room and back. As you go to Map #1&2 should be heading for the exit point and #3 toward the desk. Enter the room turn right and cross to the opposite side. There's a long, narrow and low glass table, move around to the left side and hold within the bright spot. Locate and EEV the comp in the security room for the passkey. As #2 heads right along the glass wall to the right side of the security room, #3 will begin another cycle of his route. Wait for #2 to turn and face the security room to QQC toward the exit point, stick to the bright corner to the left side of the exit and hold. Let #2 pass beyond the corner to access the keypad and exit the room. (Quick Save) (Note) The save here is for the BG in the next room, there's no guaranty which side of the room will initiate a violent reaction from him when you distract. So, save and distract from the door side if he swings around shooting, restart and move to the opposite side of the room to initiate the distraction. Enter the next room; position Sam behind the BG and against the wall in the light. Jump up, QC across the room through the light path toward the small wall light; turn left past the advancing RBG and QQC around the corner and out of the room. Once around the corner stand and do a running jump from the top of the steps to the suspended ceiling tiles. Hoist up, FC along the ceiling tiles to the 1st right, drop to a QQC to the 2nd right and to a QC into the room with the 2nd bomb and 4 RBGs. As you make the 2nd right you'll pass over 2 RBGs and a turret gun. Locate the bright ceiling tile across the room and hold within the light. The RBGs are all lit up with headgear, and I think they've all had cross species ear transplants with dogs. (Note) The last half of this room may test your patience, I suggest cascading saves incase the AI begins to punish you. Remember, your Xbox is too expensive to kill. It seems too close to the RBG who happens to be Moss but his headgear prevents him from seeing Sam, however, he can hear dust hit the floor. At least one maybe both of the main floor RBGs will stay in the room one of them patrols the room, so be alert to his position through the next series of maneuvers. (SAVE) Face the stairs, the floor RBG should be somewhere close to the turret gun, the balcony RBG can be pretty much anywhere on his patrol if correct exit Map. Soft drop to the floor and move to the base of the stairs; jump for noise and creep up the stairs to the bright spot. Moss and the RBG will complain the RBG will reposition near Moss and both will look out and down into the room below. As the RBG turns to look out into the lower room move to and defuse the bomb. As you finish up on the bomb the RBG will move away from Moss and position to the left of the opening of the glassed enclosure. As the RBG moves away from Moss go NV and QC to the table. Remain on the RNGs 6:00 until he makes his jerky head turns; they can be left or right. Once done situate between the RBG, table and desk chair. The RBG, if not alerted will turn left as he moves off. As the RBG moves away QC to Moss for a grab and drag into the glassed enclosure. Sandwich Moss into the dark corner at the far right side and spin the camera around to locate the RBG. As the RBG turns back toward the bomb count to3 and kill Moss. (SAVE) You may hear Man down, but everyone will remain calm. To prevent discovery ensure Moss is snug in the corner before the balcony RBG sees him. Take note of the lighted area toward the ceiling tiles, once the balcony RBG begins to move away from the glassed room QQC to the lighted area and drop to the floor. Locate the floor RBG if clear move to the exit, pick the lock enter the room and plant the charge. Return to the door and go to Map locate the floor RBG and when clear exit close the door and detonate. SCDA9.4 Eliminate Emile and defuse bomb#3 Locate the climbing pipe near Sam, climb up and shimmy over to the elevated walkway and drop down. Locate the fuse box and bypass the circuit. Move back to the big and long walking pipe and FC almost to the end, stopping short of the lighted area. Wait for the RBG to move past Sam to continue to the railing hoist up and exit the area. FC along the narrow corridor till Sam meets up with a wall mine, SC by it to the door. Pick the lock, cable the door and locate the 2RBGs in the next room. When both RBGs are walking back to the far end of the room enter, O&CD and move over to the far right side of the room. Hop over the low wall and behind the stone monument thingy. Drop down between the monument and the glass wall, QC to the end and drop down into the water. Move to the railing and hoist up when safe. Turn right, QQC around the partition to the exit and hold. (Quick Save) Grab the door and go IR. Wait for the two RBGs to move off to the right, O&CD, go NS and follow the RBG#1 to the raised platform. As he reaches the steps stop and hop over the railing. Quietly move forward to the side of the steps, face them, stand and hop onto the canisters or whatever and face #1. As he walks off the platform hop up onto its railing and then down to the platform. Grab the FB, turn up slope to face the next building and hop off the platform. QQC to the elevated walkway, hoist up onto it, bear right and up the steps to the building. Take cover, slide along the wall toward the exit point and hold at the short railing just before the exit. It will take a minute for the proper setup; you need #1 to be near or climbing up the steps to the platform and #2 to be nearing the end of his route on the far right side of the area to enter the building. Go to Map locate the 3rd RBG he patrols between the 2 side rooms and the exit in the building you're about to enter, he may appear from the exit door so don't be too close to it. (Note) I prefer using the room on the right; I think it's the easiest room to pass through. Ensure you know the location of #3; you may need to alter your path to the room on the right to avoid him. When your setup occurs, O&CD, pass through the exit, QQC right to the next door, go to map, locate the 2 RBGs in the room and make sure that both are facing away and preferably moving away from Sam's position. O&CD, stay to the left, jump the railing, creep over to whatever the heck the thing is and climb up onto it. QC along the wall, stop at the ledge above the waterfall turn to 2:00 drop off skooch right and drop down to it. Continue moving forward to the ledge again face 2:00 and do a series of quick mini drops to the water level without alerting the RBGs. Continue forward to the landscape thing and hoist up to above floor level. The 2 RBGs will pass each other back and forth a couple of times and then both will be moving away from Sam's position. As the RBGs move off, drop down, pick the lock and exit. (SAVE) Once outside Sam is stripped of all weps except the FB, so pull it out before moving outside. Emile will be at the far end of the area and shooting up a storm. This is my solution; let Emile empty a clip or 2 to get the feel of his shooting rhythm. Each burst lasts about 6 seconds, at 5 seconds FC to the left park bench. (SAVE) While in a crouch, creep right to the edge of the stone bench. You need LOS on Emile for a throw, aim about 2 feet over his head for a throw that lands the FB at the base of Emile's feet and then throw the canister. Move left to the middle of the bench; as soon as the canister flashes stand up, jump over the seat; move to the seat just ahead and to the right, Sam's pistol is near it. Climb the seat, stand and run to Emile, he'll still be on his knees move around to his back grab and eliminate him. Defuse the bomb, skip or don't skip the cut scenes, and check out the stats for the final level. STATS KOs 0 Dead 4 Time 29:00 ______________________________________________________________________________ 6. END GAME STATS Total KOs 32 Total Kills 4 Regarding the KO count in SCDA, Okhotsk with (22) and Kinshasa with (7) 29 out of a game total of 32 KOs come in two levels. Of Okhotsk 21 of the 22 BG KOs are inescapable, you can't progress to the second half of the mission without KO or kill. 1 of them can surely be avoided although it would affect the mission objective. In Kinshasa, 7 of the KOs are mandatory to complete the level. I (personally) can't allow Hisham to die, so I don't know if both of the 2 RBGs in the garage would have to be eliminated to complete the level. Ghidrah