Walkthrough for Syphon Filter: The Omega Strain
Version 1.35, last update January 16 2008

Written by Gabe Logan (aka Vincent L. Pratte)
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Go back to All On Syphon Filter

Complete walkthrough for
Syphon Filter: The Omega Strain

INTRODUCTION
============
The fallowing document is a complete guide for the PS2 game Syphon 
Filter: The Omega Strain. If you are not interested in everything being 
releaved to you, do not carry on with your reading. This guide is a 
translation of a guide I have written in French, so be aware that it 
may contain some mistakes since English is not my first language. 
Besides, although I tried to minimize their number, this FAQ may still
contain several “spoilers”.
I hope this guide will be of any help to some of you and I’ll be glad 
if I can improve your gaming experience with The Omega Strain.

HISTORY
=======
v0.05 Introduction and Table Of Content completed (2007-07-31)
v0.10 Sections B, D, E and G completed (2007-08-03)
v0.30 section H, levels 1 and 2, completed (2007-08-05)
v0.45 section H, up to level 5, completed (2007-08-06)
v0.65 section H, up to level 10, completed (2007-08-09)
v0.80 section H, up to level 14, completed (2007-08-16)
v1.00 section H completed (2007-08-20)

TABLE OF CONTENT
================
To facilitate navigation through this FAQ, use the “Find” fonction of 
your navigator (Ctrl+F) and copy/paste the letters below including 
hooks.

A. Introduction To The Game     <ITG>

B. Starting The Game            <STG>
   1. Off-line
   2. On-line

C. Controls                     <CTR>

D. I. In-game Screen            <EDJ>
   II. 3D Map                   <3DM>
E. Start Menu                   <MEN>

F. Characters                   <CHA>

G. Equipment                    <EQP>
   I. Using Your Weapons        <UDM>
   II. Description              <DPT>
       i. Back                  <AR1>
       ii. Sidearm              <AR2>
       iii. Auxiliary           <AR3>
       iv. Grenade              <AR4>
       v. Melee                 <AR5>
       vi. Autres               <AR6>

H. Missions                                                       <MSS>
   I. IPCA European Command: Training Center                      <L01>
   II. Carthage, Michigan: Quarantine Zone                        <L02>
   III. Carthage, Michigan: Warehouse District                    <L03>
   IV. Carthage, Michigan: Carthage Mall                          <L04>
   V. Pescara, Italy: St. Cetteo Square (Bonus)                   <L05>
   VI. Mazyr, Belarus: Krivorozhstal Mill                         <L06>
   VII. Mazyr, Belarus: Belaya Vezha                              <L07>
   VIII. Tash Kumyr, Kyrgystan: Saydahmat's Village (Bonus)       <L08>
   IX. Sana'a, Yemen: Arms Bazar                                  <L09>
   X. Sana'a, Yemen: Taherir Palace                               <L10>
   XI. Minsk, Belarus: International University                   <L12>
   XII. Samaschki, Chechnya: Ivankov's Home (Bonus)               <L12>
   XIII. North Atlantic: Lorelei Salavage Rig                     <L13>
   XIV. Tokyo, Japon: Murakawa Tower                              <L14>
   XV. Taguang, Myanmar: Irawaddy Basin                           <L15>
   XVI. Zurich, Switzerland: Niculescu Funds Tower                <L16>
   XVII. Budva, Montenegro: Niculescu's Villa Estate (Bonus)      <L17>
   XVIII. Kiev, Ukraine: Chechen Terrorist Base                   <L18>

Not yet completed:
I. Awards                                      <AWD>
   I. Ranks                                    <RKS>
   II. Ratings                                 <RAT>
   III. Special Ratings                        <SPR>
   IV. Commendations                           <CMD>
   V. Medals                                   <MDL>
   VI. Omega Strain                            <OMS>
   VII. Other rewards                          <ORW>

J. Hints & advices                             <H&A>

K. FAQ (Frenquently Asked Questions)           <FAQ>

L. Miscellaneous                               <MSC>

M. Conclusion                                  <CCL>

N. Credits & thanks                            <C&R>

===========================
A. Introduction to the game     <ITG>
===========================
Syphon Filter: The Omega Strain puts you in the skin of a recruit in 
the new Angency set up by Grabriel Logan, with the help of his long 
time partners. During that time, a new strain of the virus has spread 
in the hands of several terrorist organizations throughout the world.

While Gabe and his partners tries to discover whose the man behind the 
conspiracy, you are given the task to counter the attacks of these 
organisations in the field.

===================
B.Starting the game     <STG>
===================
As you start, three options will be available to you. NEW GAME will 
allow you to get to the character creation menu and to begin a new 
game. LOAD GAME will let you load an already existing agent (obvious, 
now is it...). Note : You’ll need a Memory Card connected to your 
console in order to do so. Finally, OPTIONS lets you customize the game 
options.

1. Off-line
===========
After you’ve created or loaded your agent, choose PLAY OFF-LINE and 
you’ll access to the COMMAND CENTER. From there, you can access 
missions and see your statistics from the PERSONNEL file.

2. On-line
==========
After you’ve created or loaded your agent, choose PLAY ON-LINE. To be 
able to do so, you’ll need a PS2 Network Adaptor connected in the back 
of your console and a broadband Internet connection.

You will then ben brought to the configuration selection screen. If 
you’ve already configured your Internet connection, pick the one the 
corresponds best in the list. Otherwise, press Circle in order to start 
the Net Guide Application which will let you set the correct parameters 
for your Internet connection.

Once you get to the identification screen, pick a nickname and a 
password, then select REGISTER. If your nickname is already used by 
another player, you will be asked to create a new one. Once your 
nickname has been successfully registered, choose LOGIN and you will 
access to the COMMAND CENTER. This time, along with the PERSONNEL file 
and the missions, you will be able to access the ON-LINE file from 
which you can see your contacts and cell information.

To begin a mission on-line, you have two possibilities. You can either 
create a game (i.e. host it) or join a game hosted by someone else. 
Choose among the games listed the one you want to join.

===========
C. Controls     <CTR>
===========
Coming soon...

=================
D. In-game Screen     <IGS>
=================
The setting of the in-game screen is really simple and effective. Your 
agent will always remain at the very center of the screen. In the lower 
left corner is your radar. Your character is in the middle, the blue 
arrow points North, the ennemies are represented by yellow triangles 
and ally personnel by green triangles. Objective locations are 
indicated by white or red squares (see section D-2 for more details). 
When an enemy has you in his target, a red gauge will appear right to 
the radar. When it is full and flashes, it means you can be hit by 
enemy fire. At that time, the triangles representing the enemy or 
enemies that can hit you will flash too. When you get close to fire, 
the gauge will be orange. In the lower right corner, you will first 
find the weapon you have equiped and just below are your ARMOR and 
HEALTH gauges and finally, a symbol showing either a flashlight or a 
nightvision goggle.

When you get in auto-aim (press R1), a color circle will draw around 
the enemy you are targeting. This circle will go from red to green. 
When it is read, it means you have no shot angle on the target, whereas 
when it gets green, it means you have excellent chances of hitting the 
enemy. However, it is not because the circle is green that you will 
always get a hit.

2. 3D Map     <3DM)
=========
During a mission, press Left to show the 3D Map. On this map, your 
character is represented by a blue triangle and the peak shows the 
direction you are facing. Use the left joystick to rotate the map 
around the “You” triangle and the right joystick to zoom in and out. 
Like on the radar, enemies are shown as yellow triangles and allies as 
green ones. Also, some objectives will be pinpointed as squares. Notice 
that one is blue, whereas the others are white. It is this one that 
will be colored red on your radar. Press the L1 or R1 button to go from 
one objective to the other. Finally, press Select to set back to map to 
its original position.

Note : Beware that when you bring up the 3D Map, the game does not 
pause. The enemies will therefore continue to fire at you and you won’t 
be able to return fire until you leave the map screen.

=============
E. Start Menu     <MNU>
=============
Press Start during a game to show this menu and pause the game (but 
only in single player).

OBJECTIVES: Press the X button to show the display objectives and 
            parameters of the current mission.
RADIO LOG: Press the X button to show a list of radio communications 
           that you can listen to (when a new sequence becomes 
           available, it will be written “PDA Update” at to bottom of 
           your screen).
BRIEFING: Press the X button to read to mission briefing.
EQUIPMENT: Press X to see a description of all items in your equipment 
           (weapons and others). Navigate from one item to the other 
           with R2 and L2.
OPTIONS: Press X to see the game options. You can change controls, set 
         to invert aim on or off and adjust sound volume and the screen 
         brightness.

=============
F. Characters     <CHA>
=============
Coming soon...

=============
G. Equipement     <EQP>
=============

I. Using Your Weapons
-=-=-=-=-=-=-=-=-=-=-
No matter the weapon, you fire with the Square button. However, certain 
weapons have specific fonctions.

- Sniper rifles
  These rifles are equiped with a scope that enables you to zoom on 
  your target. When you get to manual aiming (R1 button), you will see 
  through the scope. Then press Triangle to zoom in or Circle to zoom 
  out.

- Grenades
  To throw a grenade, first press on the L1 button. A target will then 
  appear on your screen, which you can move. Press and hold Square to 
  see an arc being drawn between your character and the target. The 
  longer you hold down Square, the highest the trajectory will be. 
  Release Square to throw the grenade.

- Knives
  Knives have two attack modes. Press Square for you character to 
  launch a single blow forward. However, if you happen to be behind an 
  enemy standing still, pressing square will instead trigger an 
  animation in which your agent will slit the enemy’s throat (cheerful, 
  isn’t it?). Note : Depending on the model of knife you are using, a 
  single blow (without the animation) might not be enough to kill an 
  enemy. However, the animation will take care of it each time.

- Neck Snap
  This is the only barehanded attack you can use in the game, however 
  you won’t get it from the beginning. You’ll need to unlock the first 
  bonus mission (Italy) in order to get it. Put away any weapon and 
  position your agent behind a still enemy. Press Square and, as for 
  the knige, an animation will fallow in which your character breaks 
  the enemy’s neck.

II. Description     <DPT>
=-=-=-=-=-=-=-=
Weapons are grouped into categories. During a mission, you can only 
carry one weapon of each category at the time.

Firerate and dammage are marked from 1 to 5, 5 being the best. Please 
note however that two weapons presenting the same rating for one or the 
other may actually differ a little. That means that for two weapons 
rated 5 for the dammage, one may actually be stronger than the other.

Each weapon also has a specific amunition type. Obviously, two weapons 
using the same ammo type may share it between them. This can (and 
should) be of concern when picking your weapons. The type of amunition 
will be written down beside the weapon name.

Besides, some important factors are not evaluated in the game 
descriptions, such as stability. Thus it is an element which you should 
truly consider when selecting your weapons, as it bears not only of the 
target behaviour when manually aiming (L1), but also on the percentage 
of shot that will hit the enemy. Also, the speed at which the target 
will become green (in auto-aiming) may be influenced by the stability 
of the weapon.

Note: I did not loose my time in copying the weapon descriptions found 
in the game, since you can refer to it from your game and anyways... 
nobody really cares. However, I will tell you my personnal appreciation 
of each weapon.

Note(2): The total number of ammunition (Capacity) takes into account 
the “Extra ammo” bonus (see section I for more details).

Note(3): The order I used for these lists is the order you’ll find in 
your inventory.

i. Back     <AR1>
-------
M16 A1 - 5.56 NATO
Fire Rate    III
Dammage      V
Clip Size    30
Capacity     120
->Obtain O2 rank 
A useful weapon at the time you’ll get it. The semi-automatic setting 
certainly reduces the power of the M16 A1, but it grants it more 
stability.
My rating: ***

M4 – 5.56 NATO
Fire Rate    V
Dammage      V
Clip         30
Capacity     120
->Obtain C5 grade
The M4 is one of the best assault rifle of the game: excellent fire 
rate, great stability and considerable power. Moreover, although we 
don’t see it on screen, the M4 comes with a scope.
My rating: *****

C8 Rifle – 7.62 NATO
Fire Rate    III
Dammage      V
Clip         50
Capacity     200
->Obtain ECS2 rating
This is probably the deadliest and most efficient weapon of the entire 
game. The C8 uses powerful 7.62 mm bullets (one bullet is normally 
enough to kill an enemy) and it has great range. The infrared scope 
(although the infrared aspect isn’t really useful) allows you to snipe 
and you’ve got enough ammo to not think about it. It’s one of the 
weapons you will likely use the most once you get it.

M1 Super 90 – 12 gauge
Fire Rate    II
Dammage      IV
Clip         7
Capacity     26
->Obtain ITXS rating
Slightly more efficient than the Combat Shotgun, this one still drags 
along the same disadvantages than all shotguns in general: short range, 
limited amunition, etc.
My rating: **

M-249 SAW – 5.56 NATO
Fire Rate    V
Dammage      III
Clip         200
Capacity     400
->Obtain the “Agency Medal of Valor”
More stable the the M60, it however carries less power. Yet with the 
amount of ammu you’ve got, it is not really a problem. As the M60, 
however, it takes an eternity for a target to lock on in auto-aiming.

M4 Carbine – 5.56 NATO
Fire Rate    IV
Dammage      V
Clip         24
Capacity     96
->Obtain C2 rank 
The fire rate may be a little lower than the M4, but the power is 
similar. This version also has less amunition and does not come with a 
scope.
My rating: ****

MGL – 40mm
Fire Rate    II
Dammage      V
Clip         5
Capacity     60
->Obtain SAMTE special rating
The achievements of the MGL is similar to those of the M-79, except for 
its fire rate which is clearly higher. However, its range is rather 
limited, since the grenades have a low-arched trajectory. Besides, like 
any explosive weapons, you should must be cautious when using it, 
especially in missions where collateral dammage is a factor.
My rating: ***

ShotHammer – 12 gage Shot
Fire Rate    II
Dammage      III
Clip         10
Capacity     40
->Obtain C4 rank
You have probably fumed more than once in Tokyo seeing how fast enemies 
could tear you down with this weapon. It is indeed a very powerful 
automatic shotgun (despite the low fire rate rating above), but it 
comes with limited ammo, which should incite you to use almost only it 
in Tokyo where you can get some back easily. Besides, the short range 
of shotguns does not suit all types of missions.
My rating: ***

SSG 550 – 5.56 NATO
Fire Rate    V
Dammage      IV
Clip         24
Capacity     96
->Obtain O8 rank
I just love it’s firing sound! Apart of that, it’s a very average 
rifle, equal to its ratings.
My rating: ***

ACR – 5.56 Flechette
Fire Rate    II
Dammage      V
Clip         15
Capacity     75
->Obtain ECSS rating
There is one of the best sniper of the entire game. Powerful and 
accurate, the scope makes it even better with it’s three zoom level 
allowing you to zoom in in a split second.
My rating: *****

M82 BFG - .50 Browning
Fire Rate    I
Dammage      V
Clip         8
Capacity     40
->Obtain ECSS2 rating
This weapon is huge! I even wonder how the character can carry it 
around and roll with it on its back... The .50 bullets are the most 
powerful you’ll find out there and one is enough to kill almost any 
enemy. Actually, the M82 is undisputably the most powerful non-
explosive weapon of the game. The limited amount of ammunition and its 
slow fire rate however restrain its range of use.
My rating: ****

Combat Shotgun – 12 gauge
Fire Rate    II
Dammage      II
Clip         5
Capacity     30
->Obtain R3 rank
As it is the first shotgun that you get, you don’t except it to be too 
good. The very short range and limited ammunition make it unappealing 
for the later missions.
My rating: *

China tyoe 56 – 7.62 Soviet Rifle
Fire Rate    V
Dammage      IV
Clip         30
Capacity     120
->Obtain the “Republic of Korea Service Award”
This is some sort of a Chinese version of the AK-47, including its 
legendary lack of stability that renders it not very accurate. Since it 
is not the most powerful weapon either, you will probably make little 
use of it. Besides you will likely have many better rifles once you 
earn this one.
My rating: **

Dargunov – 7.62 Soviet Rifle
Fire Rate    II
Dammage      V
Clip         6
Capacity     30
->Obtain ICSS rating
It is likely the first sniper you will have in your arsenal. Powerful, 
the Dragunov can really do the job until you get better. Also watch for 
the ammunition which you have not a lot of.
My rating: ***

FA-MAS – 5.56 NATO
Fire Rate    V
Dammage      IV
Clip         25
Capacity     100
->Obtain ACS rating
The ratings tell the most of it. The FA-MAS is one of the average rifle 
that you will probably use sometimes only.
My rating: ***

FAL – 7.62 NATO
Fire Rate    V
Dammage      V
Clip         24
Capacity     168
->Obtain ECS rating
Large capacity and impressive statistics. Without being the best weapon 
of all, it will still be useful to you for quite a long time. It looses 
accuracy when fired repeatedly, but if you fire one or two shots at the 
time, you should do fine.
My rating: ****

Galil SG-1 – 5.56 NATO
Fire Rate    III
Dammage      V
Clip         8
Capacity     40
->Obtain the “Mossad Friend to Peace” medal
Like the ACR, the Galil SG-1 uses a three-level scope which allows you 
to zoom in or out very quickly. However its small clips limits its use 
to sniping. Keep in mind though that, despite its low capacity, it uses 
5.56 NATO bullets that are easy to find in almost any level.

G 33E – 5.56 NATO
Fire Rate    IV
Dammage      IV
Clip         24
Capacity     96
->Obtain ICS rating
A modest weapon comparable to other similar models.
My rating: ***

M-16k - .45G
Fire Rate    IV
Dammage      V
Clip         30
Capacity     120
->Obtain ETXS rating
The M-16k combines power and accuracy in addition to a good fire rate. 
Nothing exceptional, but strong points overall. Take note that it is 
compatible with ordinary .45 bullets.
My rating: ****

FAL SG-1 – 7.62 NATO
Fire Rate    V
Dammage      V
Clip         30
Capacity     120
->Obtain the “Homeland Security Service Citation” medal
The FAL SG-1 is a semi-automatic version of the FAL designed for 
sniping. I know, they gave it a V in fire rate, but this weapon is NOT 
automatic. And although it uses the same ammo type as the C8, the FAL 
has less power than the later. Nevertheless, you have there an 
efficient weapon that can serve you in both long range firing and 
intense firefights.

GAWS 12 ga. – 12 gauge
Fire Rate    II
Dammage      IV
Clip         10
Capacity     30
->Obtain T3 rank
In the shotgun category, the GAWS certainly is one step further. Its 
range is relatively good and its fire rate is above the average. What 
makes it odd though is it comes with a non-adjustable scope, which is 
rather ironic knowing it’s a shotgun! Its capacity is limited and you 
can not tranfer normal 12 gauge shells from other shotguns.
My rating: ***

DSC-1 – 7.62 NATO
Fire Rate    II
Dammage      V
Clip         8
Capacity     32
->Obtain the “President’s Official Liberty Award” medal
Excellent sniper, the DSC-1 is also equiped with a silencer. It has 
however a large recoil, even compared to other sniper rifles.
My rating: ***

C11 – 4.7 Caseless
Fire Rate    V
Dammage      IV
Clip         50
Capacity     150
->Find the cure to Omega Strain
The C11 has outstanding stability which makes it extremely efficient 
despite its high fire rate. It shots 3-round bursts and you will 
quickly see how little it takes to empty a clip. And since the C11 does 
not use a commun ammunition type, you may fall short a couple of times.
My rating: ****

VSS-Special – 9x39 special
Fire Rate    III
Dammage      V
Clip         24
Capacity     72
->Obtain SASOE special rating
The VSS is silencer-equiped and posesses a fire rate superior to other 
snipers in general. However the lock-on time in auto-aiming is very 
slow which makes it an uneffective weapon in firefights.
My rating: ***

Shot Defender
Fire Rate    I
Dammage      III
Clip         5
Capacity     25
->Obtain ATXE special rating
One step above the Combat Shotgun, it still holds on to those aspects 
that renders this type of weapon useless in some situation (low ammo, 
short range, ...) Furthermore, this one is incredibly slow between 
shots.
My rating: **

SR-15 – 5.56 NATO
Fire Rate    II
Dammage      V
Clip         1
Capacity     1
->Obtain Gary Stoneman’s commendation
At first sight, we tend to think that this is a totally useless, as it 
carries only 2 (or 1 if you haven’t got the extra ammo). Yet when you 
look closer, you will notice that it uses 5.56 NATO which are very 
common. You could simply take with you the G53 and you would enjoy 120 
rounds to use with the SR-15. And since it has very cool scope vision, 
you can have a lot of fun with it.
My rating: ***

AU300 Mod-R – 9mm
Fire Rate    V
Dammage      IV
Clip         30
Capacity     120
->Obtain ACSS rating
This version of the AU300 is mostly unique because of its thermal-
vision scope. This makes it a deadly weapon in areas where the vision 
is limited. The scope is however unadjustable.
My rating: ***

M16 A2 – 5.56 NATO
Fire Rate    V
Dammage      V
Clip         30
Capacity     120
->Obtain C3 rank
This M16 model is set to automatic fire. The 3-round bursts makes up 
for the lack of power of this weapon.
My rating: ***

M79 – 40mm Grenade Cartridge
Fire Rate    n/a
Dammage      V
Clip         1
Capacity     14
->Obtain ETES2 rating
Those who were loving the M79 in previous Syphon Filter games might be 
disappointed with this one, as it is not as efficient. Clearly its 
power is unquestionable but it takes a while to reload which can be a 
pain in the neck when coming under heavy fire. I personnaly have never 
been a fan of such weapons, as it involves almost as much danger to the 
enemies than to its user. And that goes without speaking of 
collaterals... 
My rating: **

Riot Shotgun – 12 gauge Bean Bag
Fire Rate    II
Dammage      Incap
Clip         5
Capacity     25
->Obtain Mujari’s commendation
Actually this weapon will likely be of any use to you. There are really 
no missions where you must fight a bunch of enemies considered as 
collateral targets.
My rating: **

TH3 Blaster – Termite Balls
Fire Rate    n/a
Dammage      V
Clip         20
Capacity     40
->Obtain “The Golden Cross of Russia” medal
As opposed to grenades, the “termite balls” do not kill enemies by 
exploding but rather by burning them. That means that its shock wave is 
a lot smaller than that of a grenade. In counterpart, it has better 
range and a bigger capacity. The TH3 also shows some imprecision and if 
you do not hit directly your target, there will be no effect at all.
My rating: **

Slug Defender – 12 gauge slug
Fire Rate    I
Dammage      V
Clip         5
Capacity     25
->Obtain O7 rank
The main difference between “slugs” and “shots” is that “slugs” won’t 
explode into particules like ordinary shotgun shells. For this obvious 
reason, the Slug Defender has a range far greater. And for this same 
reason, “slugs” are not compatible with normal 12 gauge.

AU300 Mod-SMG – 9mm
Fire Rate    IV
Dammage      IV
Clip         30
Capacity     120
->Obtain O1 rank
Forget about Syphon Filter 3 in which this baby could shoot through 
walls. Instead, we’re talking here about a sniper (with a non-
adjustable scope) of average power and with a good stability, which 
you’ll want to use mainly in the first levels until you get better.
My rating: ***

AU300 H-Bar – 5.56 NATO
Fire Rate    V
Dammage      IV
Clip         42
Capacity     168
->Obtain T2 rank
It’s basically the Mod-R without the thermal scope and with slightly 
more power. In short, un weapon best suited for missions in general. 
This one also has more ammo than other AU300 models.
My rating: ****

SPA-15 Shotgun – MIL
Fire Rate    III
Dammage      III
Clip         8
Capacity     32
->Obtain “Stone’s Medal of Courage”
This is one of the great shotguns in the game. Because of its high fire 
rate, it can take down an enemy in a few seconds. Just watch over your 
ammo.
My rating: ***

SPA-12 Shotgun – 12 gauge frangible slug
Fire Rate    II
Dammage      III
Clip         10
Capacity     40
->Obtain “Kinshi Kunsho: Order of the Golden Dragon” medal
It may have a lower fire rate than the SPA-15, but in revanche it has 
better accuracy and a significantly better range than average shotguns. 
You can also use normal 12 gauge shells with this one.
My rating: ***

SlugHammer – 12 gauge slug
Fire Rate    II
Dammage      V
Clip         10
Capacity     40
->Obtain T1 rank
The difference between SlugHammer and ShotHammer is again the same as 
between the Slug Defender and the Shot Defender (see above), that is 
increased range, better accuracy, etc.
My rating: ***

Sweeper 12 gauge – 12 gauge
Fire Rate    II
Dammage      II
Clip         8
Capacity     40
->Obtain the “South African Freedom Medal”
To make it short, the Sweeper as nothing good to offer: modest power, 
average fire rate and awful range. The only positive point I could find 
is that it carries more ammunition than the average shotgun, but yet it 
is not the only one to do so. Besides, it takes a while to earn this 
weapon, which means you will certainly have a lot better by then.
My rating: *

VSS-DU – 9x39 DU
Fire Rate    III
Dammage      V
Clip         24
Capacity     72
->Obtain SASOE special rating
The VSS-DU is the only weapon in the game that is equiped with a 
nightvision scope. Otherwise, it is in all aspects similar to the VSS-
Special.
My rating: ***

STAVA M70 B1 – 7.62 Soviet Rifle
Fire Rate    V
Dammage      IV
Clip         30
Capacity     120
->Obtain C6 rank
Another one of those AK-47 copies. For a mysterious reason, you can not 
transfert AK ammo into this one, although they are the same.

ii. Sidearm     <AR2>
-----------
Desert Express .50 - .50
Fire Rate    II
Dammage      V
Clip         7
Capacity     35
->Obtain Gabe Logan’s commendation
It has the same looks as the Desert Eliminator, but don’t be confounded 
between the two. The .50 bullets of this one makes it the most powerful 
handgun of the game. Make good use of it since you do not have a lot of 
ammo.
My rating: *****

Jerico-41 - .41
Fire Rate    II
Dammage      V
Clip         12
Capacity     144
->Obtain O4 rank
The Jerico packs a lot of punch and has enough ammunition to be used as 
your main weapon. It’s one of the most powerful pistols, just behind 
the Desert Express obviously.
My rating: ****

Mark 23 - .45
Fire Rate    II
Dammage      V
Clip         12
Capacity     144
->Obtain C1 rank
Although they present very similar statistics, the Mark 23 is just one 
step back of the Jerico in terms of firepower. However, it seems it has 
a better range.
My rating: ****

93R – 9mm
Fire Rate    IV
Dammage      III
Clip         13
Capacity     156
->Obtain Imani Gray’s commendation
This modified version of the 92F is a little superior than this last 
one thanks to its fire rate. Although it can not fire in full auto, its 
3-round bursts makes it better than your basic pistols. One think I 
just can’t get though... since it fires in 3-round bursts, why the hell 
give it a 13 bullet clip?!
My rating: ***

M1911 A1 - .45 ACP
Fire Rate    II
Dammage      V
Clip         8
Capacity     40
->Obtain 03 rank
Everyone knows the famous M1911, the oldest pistol still in use. Its 
ratings are interesting, but you have limited ammo.
My rating: ***

CZ Mach-9 – 9mm
Fire Rate    V
Dammage      II
Clip         32
Capacity     288
->Obtain Maggie Powers’ commendation
This automated pistol makes up for its lack of power with its high fire 
rate. Stable and accurante, it can complement a sniper as your main 
weapon.
My rating: ****

Desert Eliminator .357 - .357
Fire Rate    II
Dammage      V
Clip         12
Capacity     144
->Obtain the “Karkadann, Alima’s Unicorn Charm” medal
An excellent weapon, but which could use a little more firepower. To be 
put in the same class as the Mark 23 and Jerico-41.
My rating: ****

G-17 – 9mm
Fire Rate    III
Dammage      III
Clip         12
Capacity     144
->Obtain R2 rank
Nothing more than the 92F. It may be a little more stable than the 
later.
My rating: **

PPK - .32
Fire Rate    III
Dammage      III
Clip         12
Capacity     48
->Complete Yemen 1 and 2
This little pistol is only appreciable for its silencer. Otherwise, it 
is similar to your basic pistols (92F and G-17).
My rating: **

Desert Sniper .44 - .44
Fire Rate    II
Dammage      V
Clip         10
Capacity     50
->Obtain Ehud Ben Zohar’s commendation
Equiped with a scope, this pistol has very long range and dreaded power 
(just a little below the Jerico-41). Ammunition is rare, so use it with 
moderation.
My rating: *****

92F – 9mm
Fire Rate    III
Dammage      III
Clip         12
Capacity     144
->You have it from the beginning
This is your first pistol, so obviously we don’t except it to be too 
good. Fortunately, you’ve got enough ammo to compensate a little.
My rating: **

Mark 23 SD - .45
Fire Rate    II
Dammage      V
Clip         12
Capacity     144
->Obtain T4 rank
Combine the performances of the original Mark 23 and the usefulness of 
the PPK and what you get is a powerful silenced handgun. The Mark 23 SD 
can be used in all missions and allows you not to be handicapped 
anymore by a lack of power even when you need to be stealthty.
My rating: *****

SP-57 – 5.7mm
Fire Rate    II
Dammage      V
Clip         20
Capacity     80
->Obtain O9 rank
Strong and accurate, the SP-57 regrettably won’t serve you a lot, as 
you will certainly have better (in terms of ammo especially) when you 
get it.
My rating: ****

iii. Auxiliary     <AR3>
--------------
Tec 45 - .45
Fire Rate    V
Dammage      IV
Clip         62
Capacity     96
->Obtain “Ellison Warner Award”
Decent stability and power make the Tec 45 an efficient auxiliary 
weapon. But what is noticeable above all is its very fast lock-in time 
in auto-aim mode.
My rating: ****

G 53 – 5.56 NATO
Fire Rate    V
Dammage      V
Clip         30
Capacity     120
->Obtain Teresa Lipan’s commendation
The G 53 is undisputably the most powerful auxiliary weapon. It is also 
the only one to use 5.56 NATO rounds. Although it may not be the most 
stable, it has enough firepower to make you forget about it. And the 
lock-on time remains fast.
My rating: *****

MAK-10 10mm – 10mm Super Auto round
Fire Rate    V
Dammage      III
Clip         32
Capacity     160
->Obtain O5 rank
Nothing outstanding: average stability and power. Moreover it uses a 
unique type of ammo.
My rating: **

Air Pistol – Dart Gun
Fire Rate    I
Dammage      Incap
Clip         1
Capacity     9
->Obtain ENLFS rating
It is the only auxiliary weapon that comes with a scope (with a limited 
zoom however). The Air Pistol is silenced and non-lethal, which makes 
it one of the best for stealth missions. Yet it does not have a large 
capacity so you won’t be able to rely on it has your main non-lethal 
weapon. It is better to use it in completion with the Stun Jack.
My rating: **

Biz-9 – 9mm
Fire Rate    V
Dammage      III
Clip         32
Capacity     160
->Complete the three Carthage levels
What makes it better than the Scorpion is that is uses a more common 
ammo type. Otherwise, both are pretty similar.
My rating: ***

China Tyoe 67 – Type 64 rimeless
Fire Rate    IV
Dammage      III
Clip         12
Capacity     48
->Obtain Lian Xing’s commendation
Wlthough it says IV in fire rate, this weapon is semi-automatic. 
Combined with poor firepower and its limited ammunition, you get a 
rather mediocre weapon.
My rating: *

SSP 90 – 5.57 P90
Fire Rate    V
Dammage      IV
Clip         50
Capacity     200
->Obtain the SAECE special rating
This is on of the most efficient auxiliary weapon. It combines power, 
incredible fire rate and exceptionnal stability (same class as the 
C11). Its large clip will allow you to shot for a long time before 
having to constantly reload and you’ve got enough ammo for the need of 
a mission.
My rating: *****

Scorpion - .32
Fire Rate    V
Dammage      III
Clip         32
Capacity     160
->Complete the bonus objective “Shoot all targets in under 45 seconds” 
  in training mission.
It is most likely the first auxiliary weapon you’ll use. It has average 
stability and firepower, but unfortunately it uses a rare type of ammo.
My rating: ***

Spectre – 9mm
Fire Rate    V
Dammage      III
Clip         32
Capacity     160
->Obtain “Carthage Exemplary Service Tribute” medal
Its ratings are similar to those of the Biz-9 and Scorpion, but it does 
not have the same stability as those two. It also fires burst of 3 
rounds.
My rating: **

UNP 45 - .45
Fire Rate    V
Dammage      III
Clip         32
Capacity     288
->Obtain SACIE special rating
It uses .45 bullet which gives it some more firepower than other models 
with similar ratings. It also has a lot of ammo in reserve.
My rating: ****

MDS-7 – 4.6mm Penetrator
Fire Rate    V
Dammage      II
Clip         40
Capacity     160
->Obtain O6 rank
The MDS-7 has excellent stability and over the average fire rate. It 
fires so fast that you should keep an eye your ammo when using it.
My rating: ****

MDS A3 – 9mm
Fire Rate    IV
Dammage      IV
Clip         30
Capacity     720
->Obtain ETXS rating
The MDS A3 isn’t as stable as the MDS-7, but it has more firepower and 
virtualy limitless ammo. Its fire rate is however a little low for an 
auxiliary.
My rating: ****

MDS-k POW – 9mm
Fire Rate    V
Dammage      III
Clip         30
Capacity     720
->Obtain “Great Lakes Service Medal”
Are you the kind of player who wastes a lot of bullets? Well this is a 
weapon made for you! Outside of that, it lacks firepower and has so-so 
stability.
My rating: ***

iv. Grenade     <AR4>
-----------
DormaGen Gas
Fire Rate    n/a
Dammage      Incap
Clip         1
Capacity     9
->Obtain ANLFS rating
These grenades may really come in handy when you have to take care of 
several collateral targets at once. Ironically, the majority of enemies 
who would fall in such category will wear gas masks (in such levels as 
Lorelei, for instance). The gas cloud is of average side and will 
dissipate quickly.
My rating: **

Saring Nerve Agent
Fire Rate    n/a
Dammage      V
Clip         1
Capacity     9
->Obtain ETES rating
The neurotoxic gas is very large and takes a while before it clears 
away. Any enemy coming into contact with it will be killed 
instantaneously. Watch out so you don’t kill yourself too. Make sure 
the gas cloud is completely dissipated before you come closer. These 
grenades are especially efficient against large number of enemies who 
tries to ambush you.
My rating: *****

Smoke Grenade
Fire Rate    n/a
Dammage      n/a
Clip         1
Capacity     12
->Complete training level
Most of the players underestimate there utility, but they help you a 
lot more than you think. Put your agent in a cloud of smoke and enemies 
won’t be able to shoot you, while you can get them with manual aiming.
My rating: **

M61 frag grenade
Fire Rate    n/a
Dammage      V
Clip         1
Capacity     10
->Obtain ITES rating
The explosion is powerful enough to kill any enemy in a significant 
range. It takes a while to get them, but they certainly worth it.
My rating: ****

Incendiary grenade
Fire Rate    n/a
Dammage      IV
Clip         1
Capacity     6
->Obtain ATES rating
These grenades won’t explode on impact and won’t kill enemies on the 
spot, as opposed to M61. The circle of fire created by the detonation 
of this grenade is large enough to block an average-size corridor, but 
it does not stay active for very long.
My rating: ***

v. Melee     <AR5>
--------
K-BAR
Fire Rate    IV
Dammage      V
Clip         n/a
Capacity     n/a
->Complete training level
This is your basic knife, the one you will use in your first stealth 
missions. Quiet, you must be sure of your shot, because it is not very 
powerful.
My rating: **

E.D.T.
Fire Rate    IV
Dammage      III
Clip         n/a
Capacity     n/a
->Obtain INLFS rating
The E.D.T. is useful in somes infiltration missions (like Chechnya), 
mais be sure to know how to use it. Tase the enemy for a time too long, 
and he’ll catch fire. Don’t do it for long enough, and you won’t knock 
out your target. Also take note that it does not go through flak 
jackets.

E.P.D.D.
Fire Rate    IV
Dammage      III
Clip         n/a
Capacity     n/a
->Obtain ENLFS2 rating
This long-range version of the Taser can catch its target almost every 
time, as long as there are no obstacles between you. For the rest, it 
works like the E.D.T.
My rating: ****

Shuriken
Fire Rate    II
Dammage      V
Clip         1
Capacity     12
->Obtain ICKS rating
These little throwing stars may seem attractive when you first use them 
in the Kyrgysztan mission where they one-shot kill any enemy. But 
you’ll come back to Earth as you use them in any other level where 
you’ll need at least two hits to take down an enemy. Moreover, it has 
short range and there slow speed makes it difficult to hit a moving 
target.
My rating: *

Stun Jack
Fire Rate    II
Dammage      Incap
Clip         n/a
Capacity     n/a
->You have it from the beginning
Quiet and non-lethal, this is the perfect weapon when stealth is at 
stakes and when collateral targets are in the way. It has short range, 
but on the other hand you don’t have any ammo to care about.
My rating: *****

Stiletto
Fire Rate    IV
Dammage      V
Clip         n/a
Capacity     n/a
->Obtain ACKS rating
The Stiletto is slightly more powerful than the K-Bar, but it may still 
make a difference against some enemies. Still, it is always better to 
get your target from behind to get the animation kill.
My rating: ***

IPCA Commando
Fire Rate    IV
Dammage      V
Clip         n/a
Capacity     n/a
->Obtain ECKS rating
Finally a knife that can kill almost any enemy with one blow. The only 
problem is that you don’t really need it anymore when you get it.
My rating: ****

Vibroblade
Fire Rate    IV
Dammage      V
Clip         n/a
Capacity     n/a
->Obtain ECKS2 rating
This knife can kill virtually any enemy. But it takes an eternity to 
earn it, so you probably won’t use it a lot.
My rating: *****

vi. Others     <AR6>
----------
The fallowing weapons do not appear in your inventory, but you can get 
them in certain levels.

AK-47 – 7.62 Soviet Rifle
Fire Rate    V
Dammage      V
Clip         30
Capacity     120
->Belarus 1 and 2, Ukraine
The AK-47 is said to be the most widely used weapon in the world... and 
in video games too I’d say. It’s ridiculous stabitily is compensated by 
unquestionable firepower. But unless you have no better rifle, I don’t 
suggest you use it.
My rating: ***

Galil AR – 5.56 NATO
Fire Rate    V
Dammage      V
Clip         24
Capacity     168
->Yemen 1
The Galil AR is a modified version of the AK that uses the more 
frequent 5.56 NATO rounds. It is also a lot more stable and still has 
decent power.
My rating: ****

SKS – 7.62 Soviet Rifle
Fire Rate    V
Dammage      IV
Clip         50
Capacity     150
->Belarus 2
This is a weapon you will rarely find during the game, even in the 
Belarus 2 mission. The SKS is more stable than the AK, but it gives up 
some firepower. Its large clip is also a plus point.
My rating: ***

DSC-1 Thermal – 7.62 NATO
Fire Rate    II
Dammage      V
Clip         8
Capacity     32
->Minsk
As opposed to the DSC-1 you have in your inventory, this version is 
equiped with a thermal-vision scope (its for a matter of fact one of 
the only two weapons to have that device, with the AU300 Mod-R).
My rating: ****

SG-36 - 5.56 NATO
Fire Rate    III
Dammage      V
Clip         24
Capacity     96
->Carthage 2, Myanmar
The SG-36 is a great sniper rifle, equiped with the strongest scope 
(long zoom, but very slow), and it can also be used during firefights, 
due to its decent fire rate and stability.
My rating: ****

SG-8 – 7.62 NATO
Fire Rate    II
Dammage      V
Clip         24
Capacity     72
->Tokyo
This weapon is a copy of the C8 Rifle, except it carries less ammo and 
has a lower fire rate.
My rating: ****

Vek R4 – 5.56 Incendiary
Fire Rate    V
Dammage      III
Clip         30
Capacity     120
->Myanmar
Glaring lack of firepower and average stability. Besides, it takes a 
long while for it to lock-on a target. Keep in mind that it can use 
ordinary 5.56 NATO rounds.
My rating: **

CZ 75 – 9mm
Fire Rate    III
Dammage      III
Clip         15
Capacity     180
->Minsk
The CZ 75 could be described as a semi-automatic version of the CZ 
Mach-9. It has a little more power, the that’s nothing exceptionnal and 
otherwise it is similar to your basic pistols (92F and G-17).
My rating: **

Jerico-9 – 9mm
Fire Rate    II
Dammage      III
Clip         16
Capacity     96
->Yemen 1
The Jerico-9 is basically a previous version of the Jerico-41, this ons 
using the less powerfull 9mm bullets. The result is a pistol with an 
ordinary fire rate, but without the firepower that usally makes up for 
it with the Jerico-41. Unless you can have dual wield, this weapon is 
to avoid.
My rating: **

D229 - .40 S&W
Fire Rate    II
Dammage      V
Clip         13
Capacity     78
->Tokyo
Put it in the same category as the Jerico-41 and the Mark 23, but with 
less ammo.
My rating: ***

Makarov Pistol – 9mm Soviet Pistol
Fire Rate    II
Dammage      V
Clip         12
Capacity     n/a
->Yemen 1 and Ukraine
Excellent pistol, but unfortunately we can’t really use it since you 
won’t find any ammo.
My rating: ****

PSM – 5.45 Soviet Pistol
Fire Rate    III
Dammage      IV
Clip         12
Capacity     144
->Lorelei and Zurich
A reliable pistol that makes a balance between firepower and fire rate. 
If it can compete with the Mark 23 or Jerico-41 in terms of power, it 
is still efficient, especially when wielding two at the time.
My rating: ****

Riot Pistol – 9mm Rubber Bullet
Fire Rate    II
Dammage      III
Clip         12
Capacity     120(+?)
->Zurich
You probably won’t use it much, but it is a weapon that can be 
efficient when fighting several collateral targets. Otherwise, it is 
not a reliable weapon when stealth is at stakes, since it is not 
silenced.
My rating: ***

MDS A4- 9mm
Fire Rate    V
Dammage      III
Clip         30
Capacity     150
->Carthage 1 and 3
Slightly less powerful than the Scorpion and the Biz-9, you’ll probably 
loose more time and health trying to get it in Charthage 1 than what it 
actually worth.
My rating: ***

Tec 9 – 9mm
Fire Rate    V
Dammage      III
Clip         32
Capacity     384
->Tokyo
Nice auxiliary weapon that offers an excellent stability with large 
reserve stock of ammo to make up for the lack of firepower.
My rating: ***

Helico 960 – 9mm
Fire Rate    IV
Dammage      IV
Clip         50
Capacity     200
->Tokyo
The Helico 960 offers enough firepower and ammunition to be used as 
your main weapon (if you don’t have a better one). There is only its 
fire rate that is a little below the average, but on the other hand it 
has decent stability and a long range.
My rating: ****

Uzi – 9mm
Fire Rate    V
Dammage      III
Clip         32
Capacity     192
->Yemen 1 and 2
It is regrettable that you can’t use the Uzi in other missions. It’s 
certainly not the most powerful weapon, but its stability is well over 
the average. The lock-on time is also remarkable.
My rating: ****

ABRAM 2000 – 9mm
Fire Rate    V
Dammage      III
Clip         16
Capacity     80
->Montenegro
Very unstable and with small clips that prevent you from using it in 
long firefights. Hopefully you don’t use it much when you get it.

Marz FMG – 9mm
Fire Rate    V
Dammage      IV
Clip         40
Capacity     80
->Lorelei
This weapon also made a brief appearance in Syphon Filter 3 (it was 
nammed Mars). Apart is typical look, the Marz is an average auxiliary 
weapoon. It does not carry a lot of ammo, but it uses 9mm bullets that 
are easy to gather.
My rating: ***

Stava M85 – 5.56 NATO
Fire Rate    V
Dammage      III
Clip         30
Capacity     150
->Lorelei
The only auxiliary weapon with the G 53 to use 5.56 NATO rounds, it has 
however nothing in common with the later one, especially in terms of 
firepower. The Stava M85 fires 3-round bursts and is rather unstable. 
The lock-on time is also a little slow.
My rating: **

XM-84D Flashbang Grenade
Fire Rate    n/a
Dammage      n/a
Clip         1
Capacity     10
->Carthage 1
The usefulness of these grenades is questionable. When it explodes near 
enemy, it will incapacitate them for a short while. The problem is that 
you can be affected too if you look at the flash. If you are using 
nightvision goggles at the same time, the blindness will last even 
longer.
My rating: *

M67 Delayed Frad Grenade
Fire Rate    n/a
Dammage      V
Clip         1
Capacity     24
->Carthage 3, Ukraine
Most likely you won’t get a lot of opportunities to use these grenades 
since they are hard to find. The main difference with the M61 is that 
the M67 won’t explode on impact, but rather after a 3 second delay. 
This can be both an advantage and an inconvenient, depending on how you 
use them.
My rating: ***

Anti-Armor Frag
Fire Rate    n/a
Dammage      V
Clip         1
Capacity     12
->Belarus 2
This type of grenade is the only weapon that will work against the tank 
in Belarus 2. Otherwise, the effects are similar to those of the M61 
grenade.
My rating: ****

===========
H. Missions     <MSS>
===========
There is the core of the guide. This section will tell you in detail 
how to complete each of the 19 missions of the game. Keep in mind 
however that the suggested itineraries are not the only way to get to 
end of the level. However, these are the routes I used to complete all 
objectives and parameters in addition to beating the time limits. If 
you fallow closely these instructions and that you do them quickly, you 
should also be able to beat those times. There are certainly other 
ways, and sureley some will be faster, but mines are rather easy to 
fallow, yet efficient.

At the beginning of each level, I will write down the objectives and 
paramaters. Most of the times these objective won’t be listed in your 
PDS as you start the mission, but they will be added as you proceed. 
Take note that it is possible the complete an objectif even though you 
may not have officialy received it yet. It will sometimes be essential 
to do so in order to beat par-times. As opposed to previous Syphon 
Filter games, failing a mission objective does not bring the mission to 
an end. Obviously this will bring about some consequences, but it will 
still be possible to complete the mission and jump to the next one. For 
that matter, don’t go crazy trying to complete everyont on your first 
try. Give yourself some time to learn mission terrains.

To beat those par-times, since we talked about them, you must complete 
all mission objectives and parameter. The clock never stops, even if 
you die and respawn at your last checkpoint, with the exception of the 
bonus missions.

You will come across several “Strategy” headings as you read this 
guide. They will give you indications and tips for certain battles or 
on ways to save some more time. But keep in mind that the itineraries 
given already allows you do beat the par-times, as long as you move 
fast.

Some objectives will be tagged “Team only”. As you may have guessed, 
these can only be achieved with the help of one or more teamates. When 
trying to beat a solo par-time, you do not need to complete those 
objectives.

You will find team strategies at the end of each mission below. I used 
the codenames given in the game (Cobra, Python, Viper and Dragon) only 
so that you fallow more easily. Of course, any player may actually do 
the job I’ve assigned to any of them. Since I will only specify things 
that are different from the off-line mission, pleaser refer to the main 
section of the mission for more details.

Bonus missions
##############
To unlock these mission (there are 4 of them), you need to beat the 
par-times of the previous missions. These missions fallow a more 
traditionnal patern, similar to those of the previous SF games. That 
means that all objectives must be done (except for hidden ones) to 
complete the mission. Failing one objective will have you fail the 
entire mission. These bonus missions by the way do not have any 
checkpoints, yet they are generally quite short.

=======================================================================
I. IPCA European Command: Training Center     <L01>
-----------------------------------------------------------------------
Objectives:
Enter training course
Go to the target range and equip a gun
Pick up the body
Hide the body in a discreet area
Exit the training course
Bonus - shoot all the targets in under 45 seconds
No collateral damage

Par-time: -:--

This is not really your first mission. It’s rather a training level 
that allows beginners and even more experienced players to familiarize 
with the controls and the new fonctions. Believe me, even if you think 
you know how the handle a SF game, this training won’t hurt you at all. 
Anyways you don’t really have a choice but to go through it if you want 
to get all weapons.

I don’t think I need to tell you how to complete this level. Fallow the 
instructions given and pay attention to the pannels scattered all over 
the place.

There is only one place that may be of some challenge (still...), it is 
when you get to the shooting range. If you can hit all targets in under 
45 seconds, you will be rewarded with a Scorpion. You get a DSC-1 to do 
it. Just watch out for the target located on the highest building, 
about half-way to the end. It is not as easy to spot as the other. The 
rest is a piece of cake.

Completing the mission will earn you, in addition to the Scorpion, K-
Bar and smoke grenades.

=======================================================================
II. Carthage, Michigan: Quarantine Zone     <L02>
-----------------------------------------------------------------------
Objectives:
Replace bio-data gear
Collect 5 water samples
Perform field autopsy
Scan tissue sample
Eliminate Proust
Protect CHA officers
No collateral damage
Retrieve Broussard's laptop (Team)

Solo par-time : 11:00
Team par-time : 7:00

This is your true first mission. As you start, get to the street where 
you’ll meet a first CHA officer. Help him get rid of the terrorists 
that are attacking, but don’t get to close of the CHA or he’ll fire at 
you too. Once it’s done, go towards the parking garage and turn left. 
You’ll see a container on which you can climb to reach a ladder. This 
ladder will get you to the building in which you’ll find a door with an 
access pannel to its right. There is also a CHA officer at the end of 
this corridor. There are two ways to proceed. You can either shoot the 
access pannel or sneak behind the officer and stun him with your Stun 
Jack. This one takes a few more seconds, but if you choose to shoot the 
lock the officer will hear the gun firing sound and come at you, so 
you’ll need to be quick. Whatever you did, you’ll find in the room 
behind that door your bio-data gear. Take it and leave the building the 
way you came.

Once your down the ladder, get the first water sample in the corner to 
your left where there is also a valve. Go back to the street and turn 
right to get to the shopping mall. Shoot the glass and take the stairs 
down. Eliminate the enemies down there, but watch out for the “C4 
Trigger man”. Down go passed the first corridor to your right, or he’ll 
detonate his charge located of the left wall. The Trigger man hides 
behind some obstacles ahead, which makes him difficult to target. 
Instead of loosing a great deal of time, you can simply go in that 
corridor to the right that I’ve just mentionned before. Collect the 
second sample at the fontain and keep going until you get back to the 
main hall (the Trigger man we’ll be visibile to your left).

Turn right and keep going until you meet a second C4 Trigger Man. This 
one will hide behind the next corner as you get closer. The C4 charge 
is located on the wall opposite to him (to your right). If you can’t 
kill him from a distance before he turns the corner, stick to the left 
wall and keep walking until the charge is detonated. Kill the remaining 
enemies in the area and take the nearest stairs up to the surface.

Before you is a large fountain in which you’ll find the third water 
sample. But first, you must eliminate the terrorists threatening two 
CHA officers in the building in front of you. Get back outside, take 
the sample and then turn left and kneel inside the pipe. Grab the CHA 
HAZMAT suit and go back outside once again to where you were. Cross the 
place and go in the CHA tent. Take the tissue sample from the corpse 
right as you enter and get back outside to the place where you took the 
suit.

++++++++++++
+ Strategy +
++++++++++++
This is the “normal” way to do this part, in terms of storyline. But 
there are two things you can do in order to save valuable seconds (if 
not minutes). First, as you get the the fountain area, eliminate only 
the two first enemies that are outside the building with the CHA 
officers. They will take care of the other terrorists, you can rest 
easy about it. Second, it is easily possible to do the autopsy without 
having put on the CHA suit first. To do so, you must remember to bring 
with you a non-lethal weapon, preferably the Stun Jack, plus at best 
some smoke grenades. Once you are in the decontamination room, throw a 
smoke grenade at your feet. The smoke, although it won’t seem to go 
inside the tent, will still affect the first CHA patroling near the 
corpse. If you are fast enough, he won’t be able to shoot back at you 
before you knock him down. In the case you don’t have smoke grenades, 
you can still stun him before he inflicts you too much dammage.

Back to the guide
~~~~~~~~~~~~~~~~~
This time you’re in the tent where there was the CHA suit, get out by 
the other ventilation pipe. Once on the street, you will have to 
protect another CHA. Beware of the C4 Trigger Man and the terrorists on 
the roofs. Once you’re cleared, go to the end of that street and into 
the pipe you’ll see there. It will get you in a new tent in which 
you’ll find a scanning station. But before, you must switch on the 
power supply which it outside, left to where the scanner is. Then, go 
back inside and have the tissue sample scanned. The process will one 
minute and terrorists will attack the generator during that time. Stop 
them as they do until the count-down reaches zero.

Near the scanning station, you’ll see another ventilation pipe (don’t 
worry, that’s the last one...) leading outside the tent, where you’ll 
need to protect one last CHA officer. Just watch out for the car which 
is likely to explode. Take the fourth water sample near the fire 
hydrant, then climb on the wall left to the gate (a tag will appear 
when you’re at the right place). Climb down the stairs and climb in the 
ventilation shaft. When you get out, kill the terrorists and take the 
last water sample from the drinking fountain.

Get down to the subway level while getting rid of the enemies on the 
way. As you get there, you’ll witness a spectacular train crash. Don’t 
cross the rails or you’ll get fried. Instead, take the tunnel right 
that goes under the rails and once on the other side, find the door 
that will lead you upstairs to where a power switch for the rail system 
is located. Turn it off.

+++++++++++++
+ Stratégie +
+++++++++++++
You can save another 20-30 seconds here. Before you actually get in the 
subway terminal, see a dark passage to your left. In there, you’ll see 
some stairs and up there, you’ll be able to reach a poll crossing the 
whole place. First get rid of the enemy on the other side and then 
shimmy across the where the power switch is.

Back to the guide
~~~~~~~~~~~~~~~~~
Go back down and take the subway tunnel opposite to there the subway 
car crashed (you can’t go in the other direction anyways). Eliminate 
the enemies and the way (some will throw flashbang grenades that may 
confuse you for a while). Once you get to the next station, climb the 
stairs up to where is Proust. He will stand behind a counter and is 
heavily armed. Take him down to end the mission.

+++++++++++++++++++++
+ Strategy : Proust +
+++++++++++++++++++++
Actually it a rather easy fight. Of course, since Proust stands behind 
a counter that covers him up to waist, auto-aim will not bet as 
efficient. If you got them, throw a smoke grenade before the counter 
and hide in the gas cloud. Turn-on your nightvision goggles (you should 
have found some on the way) and you should see Proust despite the 
smoke, whereas he won’t be able to spot you at all. Otherwise, a 
headshot is your best shot, but it can be tough to get as Proust will 
start running as soon as he sees you.

**********************
* On-line strategies *
**********************
The team par-time is not difficult to get, even with only one or two 
teammates.

One objective adds up to the others, that is getting Broussard’s laptop 
which is located in the bank (the building on fire right to where you 
start). You must be coordinated with one teammate, as one will have to 
open the fire valve (near the first water sample) while the other get 
the laptop inside before the water ruins it.
Finally, in order to eliminate Proust, one will have to get to where he 
is by the subway entrance located in that same area. There is however a 
gate blocking the way. You must destroy it with a C4 charge that will 
find by climbing with the help of a teammate onto the trailer (the C4 
is in a building to the left of it that you reach by jumping).

Cobra: As the mission starts, Cobra go get a bio-data gear. He will be 
        in charge of collecting the water samples. When he gets to the 
        third sample (near the fountain), he will also go perform the 
        autopsy (it is best for him to bring smoke grenades and the 
        Stun Jack to save some time here). Once he arrives a the 
        scanning station, he will put the tissu in the scanner and let 
        Dragon defend the generator. Cobra should instead focus on the 
        last two water samples.

Python: First, he helps the first CHA officer. Then, in cooperation 
        with Viper, he turn the fire suppressor valve on. After, he 
        goes to the trailer, climbs on it and get a C4 charge. He 
        blows the gate blocking the subway entrance and sneaks into 
        the terminal to where Proust is. Python will have to take care 
        of him.

Viper: After having secured the bank area, he gets Broussard’s laptog 
       when the fire suppressor system is turned on byt Python. He can 
       then go assist his teammates, especially Dragon near the 
       scanning station.

Dragon: He is mainly in charge of providing cover fire. He should 
        Protects the CHA officers and when it’s done, get to the 
        scanning station. He turns on the power generator and defends 
        it while the tissue sample is being scanned.

NOTES:
Near the first water sample is a valve that you can turn on. Don’t 
worry about it if your playing off-line, since it’s only purpose is to 
complete the team objective. It is absolutely impossible to complete 
this objective when playing solo (unless you use the roll/jump trick; 
see section L for more details), since you be able to get to the laptop 
before it is dammaged by the water.

In the first section of the level, you’ll find a ventilation pipe. 
It’ll lead you inside a tent where a CHA officer stands. Near him is a 
box containing a MDS A4. You can always take it, but the CHA won’t give 
it so easily...

When playing on-line, it may be useful to note to existence of a second 
power switch for the subway rail system. It is located in the second 
station (the one where Proust is). Once you’ve killed him, go down to 
the rail level and you’ll see a door in both corners of that station. 
They are linked to each other by a corridor crossing under the rail and 
half-way in it, you’ll see the said switch.

=======================================================================
III. Carthage, Michigan: Warehouse District     <L03>
-----------------------------------------------------------------------
Objectives:
Stop 3 ALA from contaminating water
Collect 3 viral containers from the ALA
Eliminate all 4 ALA death squad assassins
Eliminate unidentified female ALAAssist Imani by distracting Fournier
Eliminate Fournier
Provide Imani covering fire
Protect CHA officer
No collateral damage
Hidden objective: Obtain Mujrai's recorder

Solo par-time : 8:00
Team par-time : 5:00

This second mission might get you desoriented the first few times. The 
best way not to get lost without having the memorize the entire level 
is to find a route and always use it afterwards (this works well 
especially when trying to beat the par-time). Eventually, you’ll happen 
to know all possible itineraries and you’ll be able to choose whitch 
one works best for you.

Your first concern as you start this level is to find the three ALA 
that are threatening to contaminate the water system, since you’ve only 
got 5 minutes to do so (which happens to be well long enough). First, 
fallow the rails to the right and cross the the other rails as soon as 
you can. Take the first passage left. 

Take the stairs down and when you get to a dead end, take your right 
(ignore the ladder to the left). At the next crossing, go left and 
you’ll eventually get to a large room, refered to as the pumping room. 
You are currently on the lower level and the first ALA is located on a 
platform higher to your left. Normally, he should not have heard you 
yet and he is having a conversation with another terrorist. You of 
course have to kill him, however you must to it in a way that his body 
will fall off the platform. One efficient way to do it is to first get 
his attention. Either shoot a shot in the air or hit him to the body 
(avoid headshot or using a powerful weapon). Once he is alerted, he 
will turn to face you. Get him at this moment and he should fall. Climb 
the stairs while dealing with the other terrorists spawning in the 
giant pipes around the room and collect the first viral container on 
the ALA body.

++++++++++++++++++++++
+ Alternate strategy +
++++++++++++++++++++++
If by some bad luck the ALA doesn’t fall to your level, there is still 
a way to get the viral container, but the process will take longer and 
be more dangerous. Par-time is still possible under those 
circumstances, but you must really fly to get the other objectives 
done. On the other side of the room, opposite to the platform with the 
ALA guy is another similar platform, yet a little lower. This will let 
you reach it if you stand near one of its edge and press Triangle. 
You’ll then be able to grab a small pipe to the ceiling that goes 
across the room up to the platform with the ALA. However, enemies will 
shoot you from the pipes on each side and there they’ll respawn 
endlessly. In order to have a better change of survival while crossing 
the room, get wo the machinery room (accessible from the sewers) and 
shut down the generators. This will result in every issues to the 
pumping room being shut, including the pipes were the enemies are. They 
only way to get in or out of it now is from the lower entrance. By the 
same token, this will also prevent you from reaching the exit I will 
indicate next.

Back to the guide
~~~~~~~~~~~~~~~~~
Left to the platform where the ALA was standing is a ladder leading to 
the sewers. Turn right as you get in them and the second ALA will stand 
just before you. Kill him and take the second container. Keep going 
while take care of the enemies falling from above. When you reach the 
end, turn right into a second sewer. The last ALA is at the end of this 
one. Eliminate him and the countdown will stop. Take the last viral 
container from his body.

About half-way into this sewer, you’ll see an exit to you right. Take 
it and go up to a furnace room. Kill the terrorist waiting for you 
there and climb the ladder to the surface. 

The next part may proove a little more difficult. As soone as you get 
out to the surface, the four ALA death squad assassins will start 
running from the area you arrived in. They are all heavily armed and 
equiped with flak jackets. Try to kill them as quickly as possible, 
otherwise you’ll have to chase them as they try to run away. If you’re 
not fast enough, they might just succeed, so try to get them before 
they can even leave this area.

Once you’re done with them, you’ll have to eliminate a women ALA. She 
will also hangs out around the basketball court. She does wear an 
armor, but she’s still armed with an M-16k. You can also get one from a 
box inside the house from where she got out. Kill her without waiting.

When you’re done, get inside the appartment building at the other end 
of the street. Keep fallowing the same corridor until you get to the 
exist (to your left). You’ll end up near the theater where Fournier is. 
Make a few steps right and you’ll see him on the roof of the theater. 
Eliminate him with a headshot and get back in the alley up the the rear 
of theater. A door you let you in. Eliminate the four enemies and climb 
up to the second floor. Open the second door to get into the stage. 
From the balcony, take out the two terrorists holding up the CHA 
hostage. You must act quick before the kill him. Go down to the first 
floor and the CHA will open a door as he escapes. Get inside and grab 
Mujari’s recorder on the stage. Leave the theater.

Come back to where you killed Fournir and turn right. And the end of 
the street, you’ll see terrorists preventing Imani from getting in the 
wharehouse. Don’t bother with them. Instead, find the alley to the 
right of that building. After you’ve turned the corner, you’ll see an 
emergency ladder being lowered. Killed the terrorist above and climb 
this ladder. Inside you’ll meet three terrorists wearing flak jackets. 
Kill them to end the mission.

**********************
* On-line strategies *
**********************
Again a rather easy level on-line. Two players may easily beat this 
time limit. There are no additionnal objective, so nothing really 
changes from the solo mode.

Cobra: He is in charge of getting the three viral containers, starting 
       by the one in the pumping room. He of course must make sure the 
       ALA will fall off its platform using the method suggested 
       earlier. Is he fails, he must hurry to shut down the power 
       generators, yet making sure his teammates are all on the surface 
       so they won’t block their way doing so.

Python: He fallows Cobra at the beginning, but ignores the ALA. Once he 
        in the pumping room, he climbs the ladder to the far left of 
        and get to the surface by the nearest exit (to his left as het 
        get in the sewer). He should end up near Fournier. He takes 
        care of him as soon as he appears and then saves the CHA inside 
        the theater and get Mujari’s recorder. He goes to the 
        wharehouse and eliminates the three terrorists inside.

Viper: As the mission starts, he turns right on the rail and goes up to 
       the station. He takes the corridor to the left and gets to the 
       furnace room. He exits to the surface and deals with the ALA 
       squad and the female ALA.

Dragon: Dragon almost gets the day off for this one. He may help Viper 
        getting rid of the ALA squad and then assists Python at the 
        wharehouse.

NOTES:
There are three exits to the surface from the sewers. The 4 ALA 
assassins will start running as soon as you get out, whatever the exit 
you used.

When Imani tells you to distract Fournir to she can enter the 
wharehouse, you’re theorically not supposed to kill him yet. At least, 
that’s not what the developpers intended as the normal scenario. You 
are rather supose to distract Fournir so he stops shooting at Imani. 
There are two ways this can be done.
First, you can simply show yourself open so to draw his fire to you (a 
rather arguable strategy). Otherwise, you’ll see some building with 
black windows that seem to be 3D. Throw a M61 grenade inside on of 
these and the building with catch on fire. There are windows of this 
kind around the theater. This may also works as a distraction. 
Furthermore, Fournier might jump off the theater roof to a building 
next to it and try to escape your grenades (refer to a Zeus file 
concerning this).

While playing on-line, it is possible to climb with the help of a 
teammate on the subway car near the beginning of the level (on which a 
terrorist is standing). You’ll then be able to grab a C4 charge and 
then use it in the furnace room. This will cause the building above to 
be partly destroyed by the explosion, there killing off the ALA squad. 
However, the debries will also block this exit, forcing you to make a 
slight detour. Finally, again with the help of your teammate, you can 
climb inside that same building by a whole in its left wall. Inside 
you’ll find a box with some items, including a MGL.

=======================================================================
IV. Carhage, Michigan: Carthage Mall     <L04>
-----------------------------------------------------------------------
Objectivess:
Lock down mall entrances
Disarm both viral explosives
Complete DPE order on Masson
No collateral damage
Rescue injured SWAT officers (Team)

Solo par-time : 5:00
Team par-time : 3:00

This is probably the shortest and smallest missions of the game. Don’t 
take it easy though, because the smoke filling up the entire space will 
make seem bigger than it is. Use your map if needed. I also strongly 
suggest that you take smoke grenades with you, especially if you are 
trying to get par or 0 deaths.

As you start, go right to the first doors to lock. When you get close 
to it, a few terrorists will attack you. Either eliminate them or throw 
a smoke grenade near the door which will cover you up as you lock it.

When you’re done, turn around and go to the right of the stairs where 
you’ll see the first of two bombs. Here it’s almost vital to use a 
smoke grenade as you disarm it, because in addition to terrosit 
attacks, one of them will throw grenades at you from way above. Disarm 
the bomb and leave the place ASAP.

Get to the second bomb which in a similar spot in the other half of the 
mall. Watch out for the passageway above which will collapse as you 
cross under it. Use the same strategy with the second bomb.

The second entrance is located the left of the stairs in front of you. 
Lock it and climb to the second floor. The last two entrances are on 
this level. Terrorists will keep attacking you as you get close to 
them. Once there both locked, prepare for your first real boss fight.

Masson will be firing from the third floor, which you can’t climb to. 
He is heavily armed and wears a flak-jacket. Additionnaly, you’ll have 
to deal with Snipers, armed with AU300 Mod-R. Consider kiling a few of 
them to get there weapon if you don’t have better against Masson.

+++++++++++++++++++++
+ Strategy : Masson +
+++++++++++++++++++++
See the two passageways on third level crossing the mall East to West? 
Masson will tend to stand on one of these. Use the many obstacles 
(columns, information panels, etc.). It is best to use a weapon equiped 
with a scope (the AU300 for instance) which will facilitate a headshot 
in this fog. Again, smoke grenades might come in handy, especially used 
in combination with the AU300 Mod-R and its thermal scope.

**********************
* On-line strategies *
**********************
This level requires a lot of coordination between players. Even though 
it’s small, you need to act rapidly and with precision in order to beat 
the par-time. All players should brind smoke grenades along, because 
there is no time for a teammate providing covering fire.

Cobra: He gets to the nearest stairs and saves the first SWAT. On the 
       way, it would be good to disarm the bomb on the passageway, 
       which will make it easier for Python later. He takes care 
       of the second SWAT, located on the first floor.

Python: He locks the first door, then climbs to the second floor and 
        locks the second door, the one on the same side as the SWAT. He        
        gets ready for the fight against Masson.

Viper: He fallows Cobra, but does not cross the passageway. He instead 
       goes to the door ahead and locks it. Then, go gain some time, he 
       should break up the glass on the edge and lower himself to get 
       on the first floor (he won’t loose any health if he first 
       suspends him to the edge). He then locks the last door.

Dragon: He takes care of the two viral bombs. Before he crosses under 
        the passageway, he must make sure that Cobra has disarmed the 
        bomb. Once he has disarmed the second bomb, he can get to the 
        second floor and gets ready to fight Masson.

NOTES:
Enemies on this level are a lot stronger than in the two previous 
levels. Not only are they better armed (with G 53s), but they alos aim 
better and faster. Fortunately, there are many boxes with flak jackets 
around the place. Don’t be afraid to get them if needed.

It is possible to rescue the two injured SWAT officers and complete the 
objective even when playing off-line. You must however be extremely 
fast and fallow a specific course of action. You’ll need smoke grenades 
and the Stun Jack.
1) Start off by locking the nearest door.
2) Get to the second bloor and cross the passageway without disarming 
   the bomb.
3) Take the first SWAT officer and carry him to the safe zone.
4) Do the same with the second officer.
5) Lock the door near where the second SWAT was.
6) Take the nearest stairs to the second floor and turn right to get to 
   the third door. Lock it.
7) Finally, cross once again the passageway to get to the last door and 
   wait a few seconds. A third SWAT will enter by this door. As soon as 
   you can, knock him using the Stun Jack. Lock the last door and the 
   objective will be completed.

You may have been frustrated by these grenades falling from the sky as 
you were disarming the viral bombs. These grenades (M67 Delayed frag) 
are actually thrown by a terrorist on the third floor. You can spot him 
if you pay attention. What is really odd about him is that he has 
phenomenal strenght. For obscur reasons, he is almost invincible and 
you’ll need a lot more ammo than for a normal enemy without a flak 
jacket. Still, a headshot will work as usual. If you can kill him early 
in the mission, you won’t be bothered by grenades after that.

=======================================================================
V. Pescara, Italy: St. Cetteo Square (Bonus) <L05>
-----------------------------------------------------------------------
Objectives:
Set decoy explosives
Assassinate Dimitri by the bell tower at 3:00 PM
Move to extraction point
Maintain stealth

Solo par-time : 7:00

This is the first bonus mission. You’ll be playing as Stone and you 
can’t pick up your equipment. You will be armed with his precious SP-15 
(charged with only one bullet) and you won’t be able to pick up enemies 
weapons.  However, you can (and will have to) use the Neck Snap 
ability. Get behind an enemy and press Triangle or Square when 
barehanded to break his neck. If you fail any objective or parameter, 
you will have to start over from the beginning, like in old Syphon 
Filter games. There are also no checkpoints during the entire mission, 
which in revanche isn’t very long. Actually, if you complete this level 
you are almost certain to beat the time limit too.

You have five minutes to get to the church tower from where you’ll take 
your shot, which is way enough. Even if you rush there, you can’t take 
out Dimitri before exactly 3:00. When the mission starts, go in the 
tunnel, but don’t turn the corner. Wait for the two guards to finish 
there conversation and for one of them to leave. Then, get behind the 
remaining guard and neck snap him. Bring his body further inside the 
tunnel.

Wait there for the second guard to complete his round and leave again 
before getting out of the tunnel. Go a little bit right and you’ll see 
some barrils, behind which there is a ladder that will brind you down 
in a sewer. Fallow the pipe until you get back outside. Before you is a 
small bridge. As you get closer to it, two guards will appear on your 
radar. The first one is standing to your left and the second is foind 
back and forth on the bridge. Stay low and get near to the bridge (as 
long as you kneel, no one will spot you). When the patroling guard 
turns away, leave your spot and go right.

To your left you’ll see an alley. Just after that, there is a small 
alcove. Go hide there and what for a guard to stop in front of you. 
Kill him and move his body in the alley (don’t worry about the guard on 
the bridge, he won’t see you). Set the C4 in the corner and get back on 
the main street. Turn left and keep going until you the next enemies. 
One is standing on a terrace to your right, a second one is also 
standing further ahead and a third one is patroling yet further in the 
street. First get closer to the guard on the terrace and climb the wall 
near the bicycle. Eliminate him and hide his body behind the wall so 
that the third guard won’t notice it. Also remember this place as it 
will be involved later on.

Climb down the stairs a go behind the second guard. Kill him and wait 
for the third guard to approach. When he turns around, fallow him 
silently. You’ll eventually cross under a large passageway on which 
another guard is standing. To your left are some more alcoves in which 
you must hide while the patrolling guard passes in front of you. You 
can fallow him again and eliminate him when he stops, but that’s 
unecessary. As for the guard on the passageway above, wait for him to 
come to the bottom of the stairs and to climb up again before you go 
any further.

The church tower is just in front of you. Climb to the top and wait for 
the bells to ring 3 o’clock. Dimitri will be just on the pavement of 
the church, talking with his bodyguards. On the third bell ring, kill 
him.

Stone will then detonate the decoy C4 and you’ll only have to come back 
to where you started. Climb down to the street level and fallow the 
same path you came in by. The guard that was on the passageway should 
attack you and he is very heavily armed. Roll to avoid taking dammage 
and keep on running. When you get to the terrace where you took out a 
guard earlier (I told you to remember this place), climb on the wall 
behind the table and you’ll end up near the gutter near the sewer pipe.
Find your way to the extraction zone (you should be clear of guards).

NOTES:
The par-time is 7 minutes, and you need inetitably need 5 to kill 
Dimitri. This leaves you with 2 minutes to get to the extraction zone. 
Unless you do it on purpose, it is almost impossible not to beat the 
time limit, as I said earlier. Why don’t you take advantage of this 
small gift...

=======================================================================
VI. Mazyr, Belarus: Krivorozhstal Mill     <L06>
-----------------------------------------------------------------------
Objectives:
Shut off overloading machinesDisarm stacks explosives
Escort some workers to safety
Save Dobranski
Tale mill documents from safe
Eliminate CDP soldiers
Eliminate Zhidkov
Escort all workers to safety (Team)

Solo par-time : 18:00
Team par-time : 13:00

As opposed to the last level, this one is huge and you may easily get 
lost. Take your time. The itinerary I’ll suggest down here is not the 
one I would recommand to use your first time through. You should 
instead use it when you’re ready to try to get par.

The cow carcasse will disapear after a little while, so that’s the 
first objective you’ll have to deal with. Jump the wall in front as you 
start the mission and turn left on the other side. Roll under the fence 
(there’s a big hole you can’t miss). Keep going straight and eliminate 
the soldiers chasing the workers. But don’t waste your time trying to 
save them because they’ll get kill each time no matter what you do. 
You’ll quickly get to a train with a few soldiers around. Eliminate 
those in your way and turn left as you get to the level of the train. 
Open the door that you’ll see in front of you to get inside the slag 
pit building. You’ll find the carcasse in there and a few enemies. 
Eliminate them and take the sample.

Climb the stairs to your left which will lead you to the first worker. 
Just beside him is also the first machine you’ll need to shut. Do it 
and take the worker with you to the elevator just below. Getting to the 
worker will trigger a few enemies to attack you. Stay near the worker 
and kill them as quick as possible. Leave the worker at the elevator 
(the area is now safe). Take the stairs in front of it and fallow this 
passageway out of the room. You’re now in a dark stair case. Go down 
and open the door in front of you (you’ll se a soldier standing to your 
right, but don’t go in that direction).

++++++++++++++++++++++++++++++++++
+ Strategy : Protecting a worker + 
++++++++++++++++++++++++++++++++++
It’s vital you know how to protect the workers you’ll need to escort 
down to the elevator, because almost all of them will trigger enemies 
that will try to stop you. Eventually, you’ll end up knowing enemy’s 
locations and you’ll be able to anticipate their attacks. Most of all, 
don’t ever let a worker leave your sight. At best, you should always 
keep them in radar range. On the other hand, don’t sticked on them 
either, because wild enemy shots my just hit him. The ideal is to place 
yourself half-way between the soldiers attacking and the worker. You 
must above all draw enemy attention and fire to you. Even though they 
are not very smart, the enemies will first answer to the biggest threat 
to them. 

Back to the guide
~~~~~~~~~~~~~~~~~
You are now in the melt foundry and you’ll find the second machine 
there. Shut it down, then climb the stairs and fallow the corridor 
until you get outside. Watch out because there is one sniper on each of 
the two towers. Eliminate them and climb the ladder. Go disarm the two 
explosive charges and climb down to the ground. 

Get passed the second machine you shut down earlier and take the door 
to the right. In the next room, go under the big industrial machines 
(you can’t go anywhere else) and use the door to your left to get 
inside the coil room. The third machines is just in front of you. As 
you enter, beware of the soldiers located on the passageway above 
because one will throw grenades at you (he’s the one without a flak 
jacket). Kill them quickly and shut the third machine.

Go to the far left of the building and go outside where there are big 
coils. You’ll find a second worker there. Escort him the elevator. On 
the way, you’ll also come across another worker (in the statue 
courtyard) and he will be attacked by two soldiers as soon as you get 
in the area. You can simply ignore him. If he survives, you can come 
back and escort him in case you failed with another one. Leave the 
worker you are escorting at the elevator with the first one (watch out 
for that dark staircase where enemies can spawn right in front of you 
without further notice).

Leave the slag pit building by the door to the left (by which you first 
came in) and fallow the train track to the right. When you get to where 
it meets another railway, go place a C4 charges there (you took them on 
the towers). If for some reason you didn’t get them, there are other C4 
charges inside the wagon you just passed by.

Fallow this new railway right until you get near those towers on which 
on disarm the explovises. Under them, you’ll find your third worker 
(use your map if you need it). He will trigger a few enemies, but that 
should be no big deal. Escort him to the elevator, but this time, take 
them three down to their shelter. Once they’re off the elevator 
platform, go back up.

Get back outside and fallow the same path you did to find the last 
worker. This time however, keep fallowing the track and you’ll 
eventually get to a large tunnel. Two soldiers will attack you there 
and of them usually has some nightvision goggles on him. Kill them and 
take pair with you. Half-way in the tunnel, you’ll see an entrance to 
your left (it may be difficult to spot with the nightvision). Fallow 
this passage and climb the ladder at the end. You’ll get to a room 
where Dobranski is hold up by two soldiers. First kill the one that is 
directly in front of you and then the one to your left. Wait a little 
and a third one will rush in by the left door. Kill him and go untie 
Dobranski. He will then open the safe door so you can take the 
documents inside. If Dobranksi ever get killed before he can do so, use 
the other C4 charge you got from the tower to blow the safe (leave the 
room until the explosion).

Ignore Dobranski even though Stone will tell you to escort him to 
safety. You’ll also learn the Zhidkov is trying to escape by train. 
Actually, you have nothing more to do. Zhidkov’s train will go through 
the tunnel and to the jonction where you put a C4 charge. This will be 
enough to blow him apart. Enjoy the show!

**********************
* On-line strategies *
**********************
This is one of the thoughest team mission, truly. Each team member will 
have to execute his task without a mistake, otherwise one worker may 
get killed (they die a lot more easily then when you play alone). Also, 
do not trigger a worker if you’re low on health. If you die escorting 
him, you can bet he’ll almost certainly get killed shortly after. 

It is possible to beat the par-time with three players, but I strongly 
recommand that you try with a four-player team.

Cobra: He first gets to the tunnel (East entrance) and saves Dobranski. 
       He then escorts him to the elevator (after he took the papers 
       from the safe). On his way, he shuts the machine in the coil 
       room. When Dobranski is safe, he comes back to that room and 
       escort the worker near the coils. When this one is safe too, 
       Cobra shut the last machine, the one in the slag pit (the 
       elevator room) while Viper should be escorting the last workers 
       down to the shelter.

Python: He goes to the worker under the two towers and escorts him to 
        safety. He then disarms to bombs on these same towers. When he 
        is back down, he goes to open the large door near the East 
        entrance of the tunnel and escorts the worker whose hidding 
        nearby. Finally, he sets one of his C4 charges in the rail 
        tracks.

Viper: He quickly gets to the slag pit building and takes the sample. 
       He then goes to the first machine but he DOES NOT shut it right 
       away. For now, he just takes the worker to the elevator and 
       makes sure this area is secured. He will then be in charge of 
       taking the workers that the other players brought down to the 
       shelter. He should wait for three or four workers to be on the 
       elevator before he takes them down, otherwise he’ll loose too 
       much time. 

Dragon: He fallows Viper to the train but does not go inside the 
        building. Instead, he keeps fallowing the tracks until he gets 
        to the West entrance of the tunnel. He’ll find one worker there 
        and must escort him to the elevator. He then goes to the statue 
        courtyard, shut the second machine (the one in the melt 
        foundry) and escorts to worker there, making sure he doesn’t 
        get killed by the two soldiers if Cobra has not eliminate them 
        yet.

NOTES:
There is a total of six workers, plus Dobranski (which makes seven, for 
those with math problems). When playing solo, you can use your map to 
locate any of them if one you tried to escort died on the way. The 
“Escort some worker to safety” only requires you to save three of them.

Never try to escort two workers at the same time. If you let one go out 
of your sight before he gets to the elevator, he may die even if there 
seems to be no soldiers around.

The workers won’t move when soldiers are firing near them, so you must 
eleminate every enemy in his way.

Even though it is fairly easy to save all workers and Dobranski when 
playing off-line. However, it won’t earn you the team objective “Escort 
all workers to safety”.

When playing on-line, it may be hazardous to wait for all workers to 
get on the elevator before taking them down. Because of frequent bugs, 
especially in that level, it may happen that one of the dies without 
reasons. This is way I suggest in my team strategy that one player 
stays in the elevator room and takes a few down at the time. Still, you 
probably won’t get any problems most of the time.

=======================================================================
VII. Mazyr, Belarus: Belaya Vezha     <L07>
-----------------------------------------------------------------------
Objectives:
Retrieve equipment from crash site
Destroy power substation
Destroy communications truckDisable AA tower
Shut down gas main
Destroy Scud missile
Eliminate Pulikovsky
Rescue Stone
Destroy tank
Obtain sewage sample
Retrieve Ivankov's papers
Destroy bridge to stop tank (Team)

Solo par-time : 15:00
Team par-time : 7:00

You may think at first that the 15 minute par-time is impossible to get 
the first time you try this mission. Indeed, the level is huge and 
objectives require a lot of travelling. Obviously, the less you die, 
the better it will be. Yet, some players consider this a good way to 
get back quickly to a checkpoint area you need to get to. However, 
that’s not necessary at all.

You’ll start only with your pistol(s) and melee weapon. Still, don’t 
jump the weapon choosing part because you’ll find them back latter. 
When the level starts, move forward until you get to the road. In front 
of you should be a first enemy soldier. Kill him and take his clothes 
if you want (however, the next enemy who’ll see you will recognize you 
and the disguise will be obsolete for the rest of the level). Still, 
try to kill him without alerting him of your presence and you’ll have 
one less sniper to deal with. Fallow the road until you reach the C4 
location. One soldier stands near it and is wearing a flak jacket. Kill 
him and a second one will come at you from a power station ahead. Kill 
him too, take a C4 charge and set it in that power station. Go take 
another C4 after that.

Fallow the electric lines up to the crash sites (some snipers will 
attack you from the cliffs above). Also for now ignore the “climb down” 
tag you may see on your way. On the crash site you’ll meet four more 
enemies, all equiped with flak jackets. Eliminate them and go to the 
left of the chopper to get your gear from two boxes you’ll find there 
(one contains equipment and the other your weapons).

Fallow the river to the other side of the cave and turn left under the 
arch. You’ll see the AA tower ahead. Two guards are at the top of it 
and one of them will fire at you with a SMAW rocket launcher. Keep 
moving and try to get rid of the as fast as possible. Other enemies 
will also attack on the ground, but don’t waste too much time with 
them. Climb to the top of the AA tower, destroy the computer and get 
back down.

Fallow the cave ahead to the Comm Truck. Eliminate the enemies around 
(they wear flak jackets) and place your C4 charge to blow the truck. 
Fallow the road to the left and go back to the power station area to 
pick another C4. Fallow again the electric lines, but this time climb 
down the cliff where it says so. Keep fallowing this crevasse up to the 
sewage sample. Then come back up to the Comm Truck area.

Go passed the truck and fallow the road up to a checkpoint where some 
soldiers will be standing. Eliminate only the more threatening ones and 
turn right in direction of the tunnel. Once you’re on the other side, 
quickly turn around and eliminate the sniper on the edge above you. 
Then find the valve to your right (if you’re facing the tunnel) and 
turn it off.

Further ahead is a tank, just before a bridge. Run passed it (stay 
close to it and it won’t be able to shoot you) and cross the bridge. 
Two enemies will then try to ambush you. Kill them and quickly take 
cover, for the tank will probably try to shoot you now. Keep going and 
place your C4 under the Scud missile you’ll come across. Then come back 
towards de bridge and climb on the low wall to its left. Climb down on 
the three branch and then down to the ground. Cross under the bridge 
and you’ll see an enemy ahead. Kill him and climb to where he stood 
before. Enter the building in front. You’ll see a door to the right 
that leads to the castle courtyard (if your low on armor, you can get a 
new one by getting in a duct opposite to that door). 

Once you’re in the courtyard, find your way the the castle entrance. 
Two guards are watching over it, but more will come when they spot you. 
Eliminate them and get inside the castle. Other guards will be in that 
living room. Kill them too and go through the door in front of you.

Fallow this hall up to its end and turn right (you don’t have a choice 
anyways). You’ll see a room with piano ahead and just before, to your 
left, is a another small room. Is you see two guards in it, it means 
that one is carrying Ivankov’s papers. It it is indeed the case, take 
them and come back in the corridor. If the papers are not there, you’ll 
find them later.

Go towards the piano and turn left. Jump over all the obstacles and 
keep going until you get to a large hall with scaffolds all over. Take 
the large stairs to your left and fallow the balcony until you find a 
wood plank that allows you to get on the scaffolds. Make your way up to 
the highest point (there is an item box over there containing an AK-47 
and a flak jacket). At the right end, you’ll be able to climb up in the 
attic. If you see two soldiers up there, again it means that one will 
be carrying Ivankov’s papers. If not, the attic will be empty. Go 
forward and turn right. You’ll find the entrance of a ventilation 
shaft. Press Triangle to kneel and get in it.

Inside the shaft, you’ll get to an intersection : keep going straight. 
You’ll eventually get to a large room where you can see Stone and 
Pulikovsky. From the duct where you are, you should have a clear view 
on him. Headshot him. If if spots you, he’ll be a fiery adverseray to 
take down. When he’s dead, climb down the scaffholds and go free Stone.

If you still haven’t found Ivankov’s papers, you must climb up the 
other scaffolds on the other end of the room. You’ll find a similar air 
duct that’ll lead you inside a second attic. You’ll find the soldier 
carrying the papers there. Take them and get back to Stone.

In the same box Stone his SMAW from, you’ll find Anti-armor frags. 
You’ll need that against the tank. Fallow Stone to the courtyard. Stone 
will stop and fire from that position to serve as a distraction. Go to 
the left end of the balcony and hide behind the low wall. The tank 
rockets will hit the wall and shouldn’t hurt you. If you walk back a 
few steps from the wall, you should have enough space to throw a 
grenade and still be protected from the rockets. Otherwise, you can 
stay hidden until Stone fires up and draw that tank’s attention to him. 
Use that time to get up and throw a few anti-armor grenades on the 
tank. You must hit the top section of it, so try to aim just above the 
tracks. You’ll need around 5 hits.

**********************
* On-line strategies *
**********************
Like when you play solo, the key in this level is to make to most out 
of one trip. I strongly recommand that you be four players to beat the 
time limit. It is possible to do it with three players, but it’s a 
great challenge. One objective adds up, which asks you to destroy the 
bridge before the tank crosses it. Remember that you’ll need TWO C4, 
meaning that two players must get to the bridge foot and climb to the 
platform. Moreover, from the moment you get near the bridge, you’ll get 
a 2-minute count-down before the tank crosses the bridge.

Some players won’t have the luxury of getting the equipment back from 
the chopper crash site, so they’ll need to play it smart. Finally, it 
is important that all players show good timing so that Stone isn’t 
freed before you get Ivankov’s papers. Stone won’t talk as long on-line 
if you’ve stopped the tank, so keep that in mind too.

Cobra: He goes get a C4 and destroy the power station. Het gets a 
       second charge and goes to the AA tower (without going by the 
       crash site: there is another passage that goes directly from the 
       power station area to the AA tower). After he destroys it, he 
       meets Python in the bridge canyon and togher the climb to the 
       platform under the bridge and place their charge. He then 
       infiltrates the castle by the canyon entrance and goes looking 
       in the South attic for Ivankov’s paper.

Python: Python need to take grenades with him, as he’ll need some for 
        the Scud missile. As the mission starts, he also fallows Cobra 
        and take a C4, then goes to the crash site to get his equipment 
        back. He fallows the river through the cave and up to the 
        bridge canyon and waits for Cobra (he is careful not to trigger 
        the tank countdown if Cobra is taking a little while to meet
        him). He and Cobra then goes to the bridge foot and they set 
        their C4. He climbs to the bridge level and rushes to the 
        castle through the main entrance. On the way, he throws a 
        grenade at the Scud. Once inside, he kills Pulikovsky Stone 
        after having made sure Ivankov’s paper have been found.
Viper: He gets a C4 and come back to the Comm Truck to blow it. He 
       keeps fallowing the road up to the gas main and shuts it down. 
       Then he must cross the bridge before it is blown up (he should 
       have plenty of time). He then gets inside the castle by the main 
       entrance and goes loking for the Ivankov’s papers with Cobra (he 
       should not have entered inside the castle by the room where 
       Stone is).

Dragon: He fallows the other players but does not take a C4 charge. He 
        goes with Python to the crash site and takes his equipment 
        back. He comes back in his footsteps to where he can climb down 
        in the crevasse and goes for the sewage sample. He then goes to 
        the castle (preferably through the canyon entrance and looks 
        for Ivankov’s papers around the piano room and the first 
        attic).

NOTES:
As it’s been discussed in the team strategy, you can also enter the 
castle by its front gate, located passed the bridge and the Scud 
missile. However, it is safer, especially in single player, to use the 
canyon entrance, although it may take you a little longer afterwards to 
get to Stone. The par-time is still easy to get this way.

Stone talks a lot after you’ve freed him. Count at least one minute 
(which you can use to go look in the second attic if you have not got 
the papers yet). Whatsoever, you must untie him around 13:00 if you’re 
hoping to get par.

=======================================================================
VIII. Tash, Kumyr, Kyrgystan: Saydahmat's Village (Bonus)     <L08>
-----------------------------------------------------------------------
Objectives:
Locate arms deal
When Samaev has the container, eleminate him
Obtain container from Dosbol Samaev
Change into a concubine outfit to fool Yang
Give the bio-weapon containeur to Sok-ju Yang
Eliminate Yang
Get the container from Sok-ju Yang
Locate a more revealing outfit
Poison Saydahmat's water chalice
Locate sherpa outfit
Rendezvous at the extraction zone
Maintain stealthHidden objective: Locate Yushchenko's papersHidden 
objective: Eliminate Zayed Al Dhahiri

Solo par-time : 13:00

This is your second bonus mission and this time you’ll be playing as 
Lian. This one is a little more complex than your first one: there are 
more objectives, more enemies to deal with and you must be really 
careful not to leave their bodies where they can be spotted. Lian wears 
a sherpa disguise which allows her to remain incognito if you stay at 
some distance of the guards. Your only weapons are 10 shurijens that 
you must use wisely. Like in Italy, you can’t take enemy weapons.

You’ve got 2 minutes to locate the arms deal, which is more than you 
need. Fallow the path until you see the first guard patrolling. Beyond 
him is a second one, standing still on the porch of a house. When you 
get there, he should be talking with Samaev. Ahead and left of you is a 
tree which is a “Descreet Area”. These are areas outside of guard’s 
sight. You can hide bodies or yourself in those spots. Go hide under 
that tree and wait for the patrolling guard to pass in front of you. As 
soon as he is gone, leave your hideout and throw a shuriken at the 
standing guard. Go take his body and hide it under that same tree.

Fallow Samaev to the village square. While the deal is in process, 
slowly move to the left and take the stairs up. You’ll come across 
another guard patrolling around a building in the middle of this area. 
Another one is standing a beyond him, and a third one is even farther 
to your left, patrolling in front of a large open door. Wait for the 
first guard to go away and eliminate the one standing. To your left 
will be an alcove with piles of boxes, forming a discreet area. Hide 
the body there.

Hurry through the large door. If you’re fast enough, the guard should 
be at the back of this area. Get behind him and eliminate him. He 
carries the Yushenko’s papers. Get them and hide the body in a corner 
near to door.

Come back to the discreet area with boxes and wait there for the 
patrolling guard you haven’t eliminated yet to stop in front of you. 
Kill him, leave his body and get back to the village square. There are 
two guards there, plus Yang who is waiting for Samaev to come back and 
in a corner ahead, you’ll find Zayed. Of the two guards, one is 
patrolling and the other is standing. You must get to him and eliminate 
him without attracting too much attention. 

+++++++++++++++++++++++++++++++
+ Strategy: Eliminating Zayed +
+++++++++++++++++++++++++++++++
The best place from which to kill Zayed is in the entrance of the 
village square by which you came the first time. From there, you’ll 
have a clear view of the two guards and Yang, and slightly to your 
right will be Zayed. Use manual aiming and aim just above Zayed’s head, 
who is kneeling. With its arched trajectory, this is how you can reach 
your target. Generally, unless you’ve got real bad luck, if you go away 
right after you’ve killed Zayed, nobody should notice his body and 
you’ll be on your way.

To save more time, you can also eliminate Zayed as soon as you get to 
the square the first time. While Samaev and Zang meet, stand at the 
same place and throw one star at Zayed. Then, keep going as you would 
for the rest of the mission.

Back to the guide
~~~~~~~~~~~~~~~~~
Meanwhile, you should get a note saying Samaev as got the viral 
container. Go back and up the stairs and wait in a corner. Get behind 
Samaev, kill him and get his container. You can leave his body there, 
since there are no more guards around.

You then have 3 minutes before Yang leaves the village. Go to the 
discreet area with the boxes and climb of those to reach the roof. Keep 
climbing until you reach a balcony. One guard will be walking showing 
you his back. Kill him before he gets inside the house and leave his 
body on the balcony.

Infiltrate the house and go up to the folding screen. Press triangle to 
switch clothing and get back outside. While you wear this concubine 
outfit, no guard will blow your cover up. Go the the village square and 
give Yang the container. Fallow him and as soon as he gets out of the 
guards sight, kill him. Take back the viral container.

Go back inside the house using the same path and fallow the halls all 
the way downstairs until you find another folding screen. Change 
outfits again and go back up to Saydahmat’s room (two guards a standing 
at the entrance). When they see you, they’ll move away and let you in. 
Go pour the poison in Saydahmat’s chalice, to the left of its bed.

All you need to do now is get back your sherpa disguise (from the first 
folding screen) and get all the way back to the place where you began 
the level. You’ll only have to eliminate the very first guard you meet, 
who should now be standing still. 

NOTES:
Don’t leave the house with the provocative outfit or you’ll fail the 
mission.

The only tougher part in the mission is when you have to eliminate 
Zayed. You must act quickly to avoid being detected, but at the same 
time you must be careful not to make to much noise. The rest is rather 
easy.

You may have noticed you can take the torches hanging on the walls. 
It’s a rather ineffective weapon as you need to be very close to your 
target. What’s more, you’ll need to throw down your shuriken since they 
both count as a melee weapon.

=======================================================================
IX. Sana'a, Yemen: Arms Bazaar     <L09>
-----------------------------------------------------------------------
Objectives:
Eliminate VIP to obtain credentials
Enter the arms market with credentials
Destroy communications equipment
Eliminate Khorsh's thugs
Eliminate Khorsh
Obtain Zohar's explosives
Deliver explosives to Zohar
Eliminate Yushchenko's bodyguards
Eliminate Yushchenko
Obtain video tape evidence
Maintain stealth
Hidden objective: Photograph Fadhil's files
Hidden objective: Obtain Thae-bok Jon's credentials

Solo par-time : 18:00

This may be your first true challenge. Not the the mission itself is so 
difficult to go through, but you’ll need to master every aspect of it 
if you hope to complete all objectives and parameters (especially 
maintaining stealth and obtaining the cassette).

First, take note that you CAN carry weapons as long as you don’t equip 
any in front of a guard. You start this mission near a bus and the 
V.I.P. is walking in your direction. He’ll soon take the stairs to the 
ruin to your right. After about 2 minutes of wandering, he’ll go down 
of a slope in a Discreet Area. Kill him when he stops there, either 
using the knife you started the mission with or the Neck Snap ability 
if you got it. Don’t worry about all that time it took: it is taken 
into account in that 18 minute time limit. Take his credentials and 
leave the body there.

Still in those ruins is an unstable piller (it is sustained by wooden 
beams). Kick these down to destroy the pillar (press Triangle) and an 
enemy who was guarding a tunnel entrance at the end of the ruins will 
be leaving his position to come see what happened. Use this distraction 
to get inside the said tunnel. Just as you enter, you’ll see a box 
containing two precious items: nightvision goggles and a VSS-Special. 
Turn on your goggles and fallow the undergrounds. There is only one 
open path, leading toe Fadhil’s office, so you can’t really get lost. 
You’ll also meet two guards in the tunnels, that you can easily kill 
with one VSS shot (you don’t even need a headshot). Notice that the 
hole tunnel system is a discreet area, so you can just leave the bodies 
as they are. Keep going until you get to a gate. Open it and eliminate 
the only guard in Fadhil’s office (you can also leave his body there). 
Then go take a photograph of Fadhil’s files and come back outside using 
the same path.

++++++++++++++++++++++++++++++++++
+ Strategy: Saving a lot of time +
++++++++++++++++++++++++++++++++++
It is possible to rush these steps in order to gain precious minutes. 
First, you can kill the V.I.P. a lot earlier. Wait for him to get near 
the tunnel entrance (he does so before he goes in the discreet area 
where this guide suggests to get him) and go near the unstable pillar 
meanwhile. Use your radar and when he gets a few meters before the 
entrance, destroy the pillar. The tunnel guard will then leave his 
position and, providing you had good timing, you should be able to 
catch up the V.I.P. just as he stops in front of the entrance. Kill him 
and hide his body inside the tunnel. 

Back to the guide
~~~~~~~~~~~~~~~~~
When you’re back near the bus, take the street to the right and use 
your map to get to the market entrance (you should go through the 
graveyard, it’s the fastest route). Show your papers to the soldier 
there and you’ll be granted access to the bazaar. You’ll come across 
four individuals there: two guards patrolling, Korsh and a merchant. 
The last will keep shadowing you as long as you stay in the market 
area. You’ll see in front a pile of boxes and behind is a discreet 
area. Go there and wait for the merchant to fallow you. Kill him and 
leave his body. Than take out your VSS and, from that same place, shoot 
down the antenna on top of the mosque.

++++++++++++++++++++++++++++++++++
+ Strategy: Saving yet more time +
++++++++++++++++++++++++++++++++++
Here again you’ll have a chance to save some more time. First, as I 
suggested, you should have come across a cemetery on your way to the 
mosque. One corner in that cemetery is a discreet area. Find it and 
from there, you can see the top of the antenna. You can destroy it 
right now with your VSS and now guard will see or hear you.

Then, when you get to the market, you can kill Korsh immediately 
instead of waiting near the end of the level, like I tell you to in 
this guide. As you enter the marketplace, turn right and go right in 
the corner near the tank. Korsh patrol route should bring him there 
soon. As soon as he stops, get behind him and kill him. If you leave 
his body there, no one should see it.

NOTE: If you destroyed the antenna from the cemetery, you won’t have to 
eliminate the merchant, which will save you a couple more seconds.

Back to the guide
~~~~~~~~~~~~~~~~~
Leace the bazaar through the path to your righ (if you are facing the 
mosque). When you get to the other side of the tunnel, you’ll come 
across Thae-bok Jon. There are two spots where you can kill him without 
attracting suspicion. Either you wait that he get inside the tunnel you 
just came from (it is a discreet area), or you fallow him inside the 
building where he should stop in front of a locked door. Take his 
papers when he’s down. That door has a padlock you can shoot to open 
it. Inside you’ll find your gear in several boxes. I strongly suggest 
that you keep the VSS though. 

Keep fallowing the path you were on until you get to a house where the 
first radio is. One guard is patroling in and out of the house. Wait 
for him to come outside and then get in the house. Climb the stairs and 
turn in the room to the right, where the radio is. Destroy it and then 
go hide in the room on the opposite side. The guard should be back 
inside the house. Kill him because he can not see you here. Exit the 
house through the window.

From this point, you must avoid being seen by any enemy at all. A first 
one is to your left below. Climb down the roof and fallow him until he 
gets inside a dark ruin. Kill him and leave his body. There are three 
more guards you need to take out now. The first one is patroling the 
area on the other site of the ruins in the center. Also on the other 
side is a house where the second radio his (use your map to locate it). 
The two remaining guards are in there. Wait for the first one to get as 
far as possible from that house (he should stop around a corner 
somewhen) and kill him. As for the two guards inside the house, one is 
on the first floor and the second one is on the second floor. You can 
easily get to them. Once the house is clear, take the video cassette in 
the camera on the second floor. In the next room, you’ll find the 
second radio to destroy. Also don’t forget to take the keys on the 
table. Besides, there is a Desert Sniper in a cabinet if you want it.

You don’t have to worry about stealth anymore. Exit the house and start 
taking out the thugs. There are at least five in that area you’re in. 
The others are around the marketplace. Use your map to pinpoint them.

Now here is a little hint if you haven’t killed Korsh yet. When you 
eliminate the last of the thugs, Korsh will try to escape towards the 
beginning of the level. If he does so, it’ll cost some a lot of time to 
chase him. The trick then is to leave at least one thug alive and take 
out Korsh before. Then you can eliminate the last thugs.

Zohar will then ask you to get him the explosives. From the 
marketplace, use the left exit (when facing the mosque) and fallow this 
path until you come across some stairs to your right. You’ll find the 
explosives in a box downstairs. Get back to Zohar who’s waiting in the 
bazaar.

While Zohar sets up the explosives, stack up with ammunition. When he’s 
done, get yourself in position so you have a good view at the upcoming 
enemies. I’d suggest using M61 grenades (if you don’t already have 
them, you can find some around the market). As a car comes breaking the 
gate, start tossing grenades at the enemies. This way, you’ll likely be 
able to get Yushenko even before he can do anything. You’ll probably 
take out most of his bodyguards too. Don’t worry about Zohar, even if 
he gets in your line of fire: he won’t take any dammage from you or 
your grenades. If Yushenko is still alive, you’ll have to chasse him up 
to where you began the level. Once he and all his bodyguards are down, 
the mission will be over.

NOTES:
At the beginning of the level, you can climb some stairs in front of 
you. To your left will be a shop in which you’ll meet Dr. Fadhil. This 
will also reveal the hidden objective. You don’t have to do this 
however, but it may fill your time as you wait for the V.I.P. is taking 
a walk.

Killing the merchant that fallows you in the bazaar can be quite tricky 
if you only have the knife. When you lure him in the discreet area 
behind the boxes, you must kill him before he blows your cover up. With 
the knife, it is not always easy, because you have no room for errors. 
After you’ve taken out your knife, you must kill him in the second. 
Fortunately, it seems one hit (even with the K-Bar) is enough in his 
case. With the Neck Snap, it is obviously a lot easier. All you have to 
do is get behind him and kill him before he can turn around.

If you ever get spotted before you’ve destroyed all communication 
equipment, you’ll get a five-minute countdown to complete that 
objective. Otherwise, there are no time limits.

Picture the level as being made up of two distinct sections. The first 
one is the one you have access to with the V.I.P.’s credentials and the 
second is the restricted area (the one you access through the window of 
the building with the first radio). These two sections are somehow 
independent one of the other. I’ll explain. If you get spotted in the 
first section, the guards in the second section won’t be alerted. That 
means you can still get the video cassette. You must be very careful 
not to be spotted by the guards in the second section though. Keep in 
mind that the house with the first radio counts as part of the second 
section too. This is why you can’t be seen in there even without a 
weapon in your hands.

If one of the two last guards does spot you, you can still try to kill 
the one upstairs before he destroys the cassette (you have a few 
seconds only).

=======================================================================
X. Sana'a, Yemen: Taherir Palace     <L10>
-----------------------------------------------------------------------
Objectives:
Eliminate security room guards within 5 minutes
Retrieve weapons from security cage
Provide cover fire for Zohar
Jump to extraction chopper
Do not sound alarm before al-Hassan is dead
No collateral damage
Destroy Scud firing mechanism (Team)

Solo par-time : 17:00
Team par-time : 15:00

This rather particular level will most certainly remember you some 
arcade games. And because the action is mostly straightfoward, the par-
time is easily reachable, providing you are not too bad of a sniper. It 
is also one very small level which doesn’t have too great difficulties 
to offer.

The first part of the mission will have you take out the guards in 
under 5 minutes. There are four of them. Your first target will be the 
one guard patroling outside the cage. Fallow him up to the stairs and 
when he stops, kill him. Leave the body where it is.

Climb the stairs up to the balcony. Before you will be a guard walking 
in your direction. He will stop at a door to the right. Catch him at 
this moment and kill him as he is still. Get inside the building and 
eliminate the guard patroling on the inside balcony (he will make long 
pauses by the railing).

Climb on the railing and get down on the top of the cage (try making as 
less noise as possible). Climb down the ladder and get behind the last 
guard to eliminate him. The countdown will then stop and you’ll be able 
to take your equipment from the item boxes. Unlock the cage door and 
find your way back to the balcony.

You won’t be covering Zohar from this balcony. You’ll first need to 
open an large wooden door inside the building, on the second floor. 
You’ll access a new balcony from where the action will start.

You must provide Zohard with cover fire while he moves from on section 
of the palace to the other. A tag over him will tell you how much 
energy he has left. Each hit taken makes him loose 10%. Watch for 
snipers on the roof, as they may also fire at you. Zohar will be more 
endangered by the enemies on the ground than by snipers. Also beware of 
enemies who might climb ladders to get to the balcony where you’re 
standing. When looking into a sniper scope, you might have a tendency 
to forget about them.

Finally, when Zohar is finished searching the palace, he’ll meet you on 
the balcony. You must then eliminate new ennemies that will try to take 
over your position. Stone’s chopper will arrive shortly after and you 
must jump in it after he has blown out a part of the railing. Take a 
good run-up and make sure you aim correctly (your agent will jump of 
its own).

**********************
* On-line strategies *
**********************
Even for two players, this level is a piece of cake. One the stealth 
part is over, the rest is nothing to worry about. Try not to implicate 
more than two players in this first part, because too many people tend 
to mess things up.

Cobra: As soon as the mission begins, he climbs to the balcony and 
       deals with the two guards there. He makes sure he waits the 
       right moment to proceed (e.i. when the guard outside reaches the 
       end of the balcony). He then gets inside the cage and eliminates 
       the last guard. He quickly opens the door for his teammates 
       (BEFORE he takes back his equipment) and climbs to the balcony 
       to cover Zohar.

Python: He waits for the guard on the lower level to reach the stairs 
        and eliminates him when he stops. He waits for Cobra to open 
        the cage door, get his weapons back and climbs to the balcony 
        to cover Zohar.

Viper: He waits the cage door is opened, then get his equipment back. 
       He fallows his teammates to the balcony and helps Dragon to 
       climb up to the Scud missile.

Dragon: Same as Viper. He disarm the Scud after he’s been lifted up by 
        Viper.

NOTES:
When Zohar is inside a building, he can not be reached by enemy fire. 
Use this time to eliminate as many enemies as possible (especially 
snipers). You’ll know that Zohar is inside when he tells you he is 
searching an area.

When you have to jump in the chopper at the end, it is possible to 
complete the objective even if you miss the hold. It happened to me a 
couple of times. Even though I barely missed the hold, I still got 
credited for the objective (you must be just slightly off target).

Zohar is heavily armer and can defend itself a little, when you take 
too much time taking out an enemy in his way for instance. However, try 
to avoid that, as you can waste a lot of time when Zohar has to stop 
and fight a bunch of enemies. This is why you need to act fast, 
obviously, but most of all learn which enemies to eliminate in 
priority.

When Zohar meet you back on the balcony near the end of the mission, he 
warns you not to let enemies reach the balcony. This is not an official 
objective and you won’t get any penalty for letting one or two enemies 
to reach you. If you success in preventing any to climb up to you, 
you’ll get Zohar’s congratulations, but nothing more.

Saving Zohar will earn you the Dual Wield ability, which lets you use 
two handguns at the time.

=======================================================================
XI. Minsk, Belarus: International University     <L11>
-----------------------------------------------------------------------
Objectives:
Retrieve mission gear from safehouse
Deploy viral sniffers ar marked locationsDownload MetaGlobal's records
Deploy a beacon inside the refrigerated truck
Bogue all MetaGlobal containers
Use elevator to enter the labs
Plant Agency surveillance gear
Acquire Omega Strain serum
Use emergency gas shutoff valve
Fall back to the streets for extractionMaintain stealth
No collateral damage

Solo par-time : 20:00

This mission may cause you a lot of frustration and it is fundamental 
that you take your time your first times through so that you get to 
eventually know the terrain by heart. This is personnaly one of my 
fabourite missions, as it combines all aspects of the gameplay: 
stealth, collateral dammage and fierce firefights against powerful 
enemies. Not the mention speed required to beat the par-time! You’ll 
need a non-lethal weapon, preferably the Stun Jack.

You begin in the streets of Minsk, where your transport left you. 
You’ll see as you start one of Jandran’s bodyguard walking to your 
left. Pass by him and go plant the first viral sniffer on the wall at 
the top of the slope. Turn around and fallow that same guard until he 
stops. Wait for him to turn away and go set the second viral sniffer in 
the alley to your right (NOTE: If you don’t wait for the guard to go 
away and go to the end of the alley, he’ll keep watching you and 
eventually unmask you for having being seen in a suspicious place).

Get back to the street and go straight along the fence. You’ll get by 
the thirt viral sniffer location, but don’t plant it just yet, because 
there talking towards a building door nearby. Quietly sneak behind him 
and stay close to him as he tries to remember the access code. Once 
you’ve learned it, fallow him inside before the door shuts and 
eliminate him. You can destroy the camera, but it’s been deactivated as 
the guard entered the access code. Go in the next room and download the 
MetaGlobal files from the terminal. Exit to the streets by the side 
door (which is NOT the one door you came in by).

To your left is another one of Jandran’s bodyguard. Kill him and hide 
is body inside the garage beside. In that same place, you’ll find a 
large thin box containing a DSC-1 Thermal. Take it and position 
yourself equal to the garage door. From there, you should be able to 
shoot down the sniper above the third viral sniffer location. When it’s 
done, don’t forget to put the DSC-1 back in its box, then go place the 
third sniffer.

Get back in front of the garage and go right. To your left, you’ll see 
a crawlspace you can climb to. When you get to the other side, keep 
going straight until you pass before the University entrance (the 
fourth viral sniffer location is over there). The entrance is however 
protected by two guards considered as collateral targets, so just 
ignore them for now. A little ahead, you’ll see a Jandran’s bodyguard. 
Fallow him into the alley and eliminate him when you get out ot sights. 
You should be near a ladder. Climb to the roof and find another DSC-1 
in a box. Your target is just in front of you, but you must be careful 
that he does not see you with a sniper