PS2 Walkthroughs: Syphon Filter: The Omega Strain Walkthrough

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Syphon Filter: The Omega Strain Walkthrough

Syphon Filter: The Omega Strain
Developer: SONY Bend (Formerly Eidetic)
Publisher: SCEA

I. Basics
 1. Controls
 2. Characters
 3. Weapons Overview
 4. Tips on Gameplay

II. Weapons
 1. Back
 2. Sidearm
 3. Auxiliary
 4. Grenade
 5. Melee
 6. Non-Inventory

III. Levels
 0. IPCA European Command: Training Center
 1. Carthage, Michigan: Quarantine Zone
 2. Carthage, Michigan: Warehouse District
 3. Carthage, Michigan: Carthage Mall
 4. Pescara, Italy: St. Cetteo Swaure
 5. Mazyr, Belarus: Krivorozhstal Mill 
 6. Mazyr, Belarus: Belaya Vezha
 7. Tash, Kumyr, Kyrgyzstan: Saydahmat's Village
 8. Sana'a, Yemen: Arms Bazaar
 9. Sana'a, Yemen: Taherir Palace
 10. Minsk, Belarus: International University
 11. Samaschki, Chechnya: Ivankov's Home
 12. North Atlantic: Lorelei Salvage Rig
 13. Tokyo, Japan: Murakawa Tower
 14. Taguang, Myanmar: Irawaddy Basin
 15. Zurich, Switzerland: Niculescu Funds Tower
 16. Budva, Montenegro: Niculescu's Villa Estate
 17. Kiev, Ukraine: Chechen Terrorist Base

IV. Bonus
 1. Ranks
 2. Ratings
 3. Special Ratings
 4. Commendations
 5. Medals
 6. Omega Strain

V. Blah, blah...
 1. Me, Myself, and I... and Moi
 2. Cheapness
 3. FYI
 4. Should You Get It?
 5. Version
 6. Cred


I. Basics

This section covers the basics of the game.  
Section 1 is for beginners.
Section 2 is boring, so skip it.
Section 3 is also boring.
Section 4 is something you should take a look at.


1. Controls

This section is for all you irresponsible people who lost your manual.
And, for all you cheap people who got a used copy w/o a manual.
And, for all you lazy people who didn't feel like reading the manual.

Triangle - Interacts with environment (climb ladder, activate switch, etc.)
Square - Attack with your weapon
X - Crouch
Circle - Roll (as in evade)
L1 - Switch to manual aim
R1 - Fixed lock-on to a target (must hold down, press again to cycle)
L2 - Strafe to the left
R2 - Strafe to the right
Left analog - Moves character
Right analog - Moves camera
R3 - Reload weapon
D-Pad Up - Used to talk on microphone (hold)
D-Pad Right - Turn on/off 
D-Pad Left - Bring Up Map
D-Pad Down - Option to drop current weapon.
Start - Goes to menu screen (only pauses offline)
Select - Switches weapon (Hold it down and press L2 or R2 to manual select)

Enemies will not hear you if you move while holding down X.

When holding down R1, you'll see a target around an enemy; its color will go 
from red to green.  Note that green doesn't guarantee a hit, but a high
probability of a hit.  Holding down X while targeting makes it green faster.

If you hold X while on a ladder, you'll slide down.

Hold UP on the D-Pad to activate your microphone (online only).  It'll take
a second (you'll hear static and see the mic icon change color)
and it only stays activate while you hold UP.  
Releasing UP deactivates the mic.

Pressing UP brings up a communications menu (Preset commands).

Hold RIGHT on the D-Pad to toggle between your flashlight and night vision
goggles (if you have one).

Pressing RIGHT turns either device on or off.

Remember, the R3 button is on the right analog stick.


2. Characters

Hunter, Gina
Rank: Investigative Officer
Duty: Pilot
Comments: Youngest member of IPCA
A newcomer to the team, Gina will be your pilot for Tokyo and beyond.

Crusher, William
Rank: Intelligence Officer
Duty: Pilot
Comments: Another pilot... 
He'll be your pilot from Belarus 2 to the North Atlantic 

Haddad, Alima
Rank: Field Research Specialist
Duty: Pilot
Comments: Alima is from Kuwait.  She carries a good luck charm with her, a
unicorn given to her by her mother; most of her family were killed during
the Gulf War.  She'll be your pilot at the start.

Weissenger, Elsa
Rank: Intelligence Supervisor
Duty: Researcher/Scientist
Comments: She once tried to kill Logan, and used Lian as a guinea pig...
Only in America.  Anyways, she's the scientist of the team, and you'll get
to read her depositions in the conspiracy files.

Gray, Imani
Rank: Investigative Operations Commander
Duty: Boss you around for the first 4 missions.
Comments: Ms. Attitude.  
She'll guide you from the training mission to Carthage 3.  You'll
see little of her afterwards.

Stoneman, Gary
Rank: Intelligence Operations Commander
Duty: All-Around Bad-Ass
Comments: The veteran of the agency; he has even saved Logan's butt.
He's featured in the first bonus stage (Italy), and will be your
commander during the Belarus missions.

Mujari, Lawrence
Rank: Assistant Chief of Operations
Duty: Researcher/Scientist
Comments: He'd be the white mage if this was a RPG.
Another familiar face from the previous games, you'll have to save
him early on in the game, and will see him in a couple of missions
later on in the game.

Lipan, Teresa
Rank: Deputy Chief of Operations
Duty: Intelligence/Communications
Comments: Has more lives than a cat
Apparently, after her last field run in New York with Gabe, Teresa
has given up the dangerous stuff for command station duties.  
She'll handle most of the communications from HQ.

Xing, Lian
Rank: Chief of Operations
Duty: Femme Fatale
Comments: Really, there's nothing going on between Logan and her.
A veteran of the series, Lian will be your commander for Tokyo and
Myanmar, and is featured in the second bonus stage, Kyrgyzstan.

Logan, Gabe
Rank: Commander in Chief
Duty: Gives out orders
Comments: The star of the previous three games.
You'll start hearing from the big chief from Switzerland and beyond.

Powers, Maggie
Group: British MI6
Duty: Spy stuff
Comments: She talks a lot...
Playing a small role in the third Syphon Filter game, Maggie makes
an appearance for the Minsk stage.

Gregorav, Uri
Group: Russia
Duty: Bosses Russians around
Comments: I hated chasing this guy through the park.
He's not an important player this time around...  Hard to tell
which side he is on, though (other than Russia's).

Zohar, Ehud Ben
Group: Mossad
Duty: Killing and betraying people
Comments: Double Eagle!
He's the anti-hero in the game.  Still, it's nice to see someone
from the Arab world not being portrayed as a terrorist in a game.

Pierce, Warren H.
Group: U.S.A.
Duty: President
Comments: A politician
Answer to the question: What if Clinton and Bush had a child?

Aramov, Mara
Group: ---
Duty: International Assassin
Comments: More lives than Teresa
Good Night, Sweetheart.

Niculescu, Mihai
Group: Niculescu Funds Ltd.
Duty: Art Collector...
Comments: He's always ready
The guy behind the Syphon Filter conspiracy.

Mikhas, Ivankov
Group: CDP
Duty: Bosses CDP members
Comments:  Into old-school WMD
He's the main bad guy at the start.

Jandran, Nikolai
Group: ---
Duty: Evil Scientist
Comments: aka Lukas Kaufmann, father of the Syphon Filter

Birchim, Alex
Group: U.S.A
Duty: Director, WHIA
Comments: Doesn't like Logan
It's like every Syphon Filter game must contain a
corrupt government official.

Broussard, Richard
Group: CHA
Duty: Accepting bribes and taking part in conspiracies
Comments: Most annoying voice in the game

Proust, Andre
Group: ALA
Duty: Taking bullets to the head
Comments: First bosses are always easy

Fournier, Jean
Group: ALA
Duty: Catching grenades
Comments: Second bosses are also easy

Masson, Soren
Group: ALA
Duty: Full-time terrorist, part-time sniper
Comments: Third bosses are a tad hard

Alexopoulos, Dimitri
Group: Cosa Potenza
Duty: Godfather
Comments: A sitting duck
You'll carry out a DPE order on him when you play as Stone.

Dobranski, Tekla
Group: ---
Duty: Mill foreman
Comments: If you don't already, you'll learn to hate this guy.
He's on the CDP's payroll, but is more like a criminal.

Zhidkov, Vladimir
Group: CDP
Duty: CDP Officer
Comments: He really likes trains
He's close to Ivankov and a real bad guy.  It's a shame
that you don't get to kill him with a had shot.

Pulikovsky, Mikhail
Group: CDP
Duty: Torturing Stone
Comments: Likes messy rooms
Now, this guy, you get to take down with a head shot.

Saydahmat, Askar
Group: ---
Duty: Yak Herder
Comments: He's also a pervert
An arms dealer operating out of a small village, you
don't get to kill him directly when playing as Lian.

Samaev, Dosbol
Group: With Saydahmat
Duty: Henchman
Comments: Walks slowly
If Saydahmat is the kingpin, Samaev is the dealer.

Al Dhahiri, Zayed
Group: YLA
Duty: Victim of random act of violence
Comments: Likes to sit by himself
There isn't much to this guy.  He's just sitting
around in Lian's stage waiting to be killed.

Yang, Sok-Ju
Group: DPRK
Duty: The Bad Cop
Comments: Trusts concubines
With North Korea, he was sent to buy the Omega Strain
from Samaev.

Fadhil, Ahmed Salim
Group: ---
Duty: Cosmetic surgeon to terrorists
Comments: Keeps good files
You'll see this guy in Yemen; too bad there's no
DPE order out on him.

Khorsh, Wallid Abdul
Group: YLA
Duty: Likes to talk and issue commands
Comments: Has a weak neck
Al-Hassan's right hand man.  Easy to kill
in stealth.

Jon, Thae-Bok
Group: DPRK
Duty: Paperboy
Comments: Also has a weak neck
Another North Korean agent.  You'll find 
him wandering the streets of Yemen.

Group: CDP
Duty: Delivery boy
Comments: Has car insurance
He's the main guy in the CDP that goes around
making deals for the Omega Strain.

Al-Hassan, Fatha
Group: YLA
Duty: Being assassinated
Comments: Mean guy, though I've never seen him
Zohar will take this guy down.

Matsua, Korin
Group: HNT
Duty: Criminal
Comments: At last, a regular criminal!
Head of the Yakuza's rivals.

Tamura, Akio
Group: Yakuza
Duty: Criminal
Comments: Another one!

Satou, Hideki
Group: Yakuza
Duty: Criminal
Comments: A third?

Kmura, Ichiyo
Group: Yakuza
Duty: Criminal
Comments: Number Four?

Isikawa, Makoto
Group: Yakuza
Duty: Criminal
Comments: Wait...

Tanaka, Yataro
Group: Yakuza
Duty: Criminal
Comments: How many more?

Ryusaki, Iwao
Group: Yakuza
Duty: Criminal
Comments: Make it stop!
This guy carries a really big gun.

Mori, Takeshi
Group: Yakuza
Duty: Criminal
Comments: ...

Eto, Hitoshi
Group: Yakuza
Duty: Criminal
Comments: ......

Murakawa, Sanzo
Group: Yakuza
Duty: Criminal
Comments: Tokyo isn't a safe place
Head of the Yakuza.

Kim, Yong-jun
Group: DPRK
Duty: Spy + Criminal
Comments: Seatbelts didn't help
He's a North Korean double agent.

Leonov, Yegor
Group: CDP
Duty: Officer
Comments: Likes helicopters

Petrenko, Oleg
Group: CDP
Duty: Officer
Comments: Likes rooftops

Savin, Vladin
Group: CDP
Duty: Officer
Comments: Likes to walk slowly

Ushakov, Rodion
Group: CDP
Duty: Officer
Comments: Likes big vehicles


3. Weapons Overview

The games lists weapon stats such as fire rate and damage.  However, it does
not list stats such as range and how fast it locks on to a target when 
using R1 targeting.  You should keep these things in mind when you're using
a certain weapon.

Know that all weapon ratings are not equal.  While both weapon x and y may
have a V rating for damage, weapon x may be more powerful than weapon y.
In other words, the basic stats don't tell the whole story.  So, make sure 
you play around with every new weapon you get.

You may carry up to five weapon at a time.  Even if you only use one weapon,
carry another if you can match the ammo.  For example, if you're using an
auxiliary weapon that uses 9mm bullets and you run out, you can transfer
bullets from your sidearm, provided that it also uses 9mm bullets.

There is a difference between the Soviet Rifle and NATO rounds.  Even though
they may both be 7.62mm, they're not the same.

The effects of weapons are different against some enemies.  For example, 
Masson, a "boss" character, can take multiple shots from a BFG.
In general, head shots and explosives (and gases) are best against "bosses."

Generally, they're not that great.  They hold little ammo and have a very
short range.  You really have to get up close to enemies in order to use
them effectively.  While they're good for early stages, you should move on.

Assault Rifles:
This is the meat of your arsenal.  You're really going to have to use these
weapons for par times.  

Sniper Rifles:
Good for sniping, of course.  You can forget about using these if you're
going for a par time, as it takes too much time to line up a headshot.
While accurate and powerful, they don't come with much ammo.

Slow, but pack a punch.  You only get 3 in your inventory, and
they generally have limited uses.

You should avoid using pistols early on.  The ones you get early on in the
game just don't cut it.  However, once you get the dual wield and better
pistols, they can replace the assault rifles as your main weapon.  
If you're accurate, you really can't top the dual Desert pistols.

Most auxiliary weapons are submachine guns.  Until you get a good assault
rifle, you'll be relying on these a lot.  In general, those with a high
firing rate and stability are the best ones.

They're annoying to get, but are worth your time.  You'll rely on the 
smoke, sarin, and frag grenades later on in the game.

In general, they're useless.  The one weapon you'll be using a lot later
on in the games (for the stealth missions) is the stun jack.  So, if 
you're not shooting for a high rating, don't bother with the knives or
non-lethal counts, as the stun jack is all you need.

Neck Cracker:
This is an award you get for completing the 3 Carthage missions in solo
par times.  Breaking necks is the only no-weapon attack you can have.

Dual Wield:
You earn this ability if Zohar survives the 2nd Yemen mission.  There's
not much reason to go back to single wield.  But, if you want to, you can
drop your weapon once the game starts, drop both weapons, and only pick
up one handgun.

Head-Shot Lock:
This is the award for obtainging the EDPEE special rating.
It has a short range - Think ranges at which shotguns are effective.
To use it, hold down R1 to lock-on to a target.  Then, hold down L1.
The targeting cursor should change to a triangle and lock-on to the head
of the enemy.


4. Tips on Gameplay

Know when to use R1 and L1 targeting.  In most situations, it pays to use
a combination.  Target an enemy with R1, then quickly switch over to L1.
This way, you don't have to rely on the R1 target to turn green, as the
crosshair for L1 will be right over the enemy.  This ensures a quick kill
if the target is stationary or slow; although, it does leave you
somewhat more vulnerable since you'll be stationary for a split second.

It's best to use a rifle and R1 targeting for moving targets that strafe.
A second option would be to use L1 and a weapon with a high firing rate.

It's very important to note that after you fire a weapon using R1 
targeting, it's recoil will cause the green target cursor to go back to
red.  So, when using a weapon with a high firing rate, use L1 targeting.
Of course, there are exceptions to this (SSP 90 being one of them).

When using R1 targeting, you increase your change of hitting the enemy
if you are squatting, stationary, and facing the enemy.  If you're not
facing the enemy, your first shot will usually miss, but the second one
is likely to connect.  (by facing, I mean having your entire body towards
the enemy)

The high end weapons can take out most enemies with a single shot.  Even
early in the game, you'll only need three shots to take out most enemies.
Make sure you have a good idea of how much it takes to kill an enemy, so 
you don't waste ammo.

It's hard for you to hit a strafing enemy or ones that are rolling.  The
opposite is true.  So, if you're being targeted, strafe and/or roll.

Know the enemy AI.  Most aggressive enemies will seek cover if you keep
firing at them.  If there are multiple enemies on the screen, they tend to
move into formation, which is ideal if you have a grenade.  Enemies have 
to reload like you do.  And they usually do it in the same pattern.  So,
time your attacks for those reload times.

If you're low on armor & health, it may payoff to kill yourself.  
Sometimes you just need to be at your best, or it may be faster to die and
respawn, rather than run.

Some enemies respawn, some enemies do not respawn, and some enemies
trigger reinforcements.  The last one can get you in trouble.  So, in 
certain situations, it's best to just run past the enemies.


II. Weapons

The basic setup is:

Name of Weapon
Fire Rate: How fast it can shoot 
Damage:    How much damage the weapon does 
Clip Size: How much a single clip can hold; when it reaches 0, you reload.
Capacity:  Maximum amount of ammo you can carry for that weapon.
Ammo:      The type of ammo the weapon uses
Game Description: The description of the weapon in the game.
Obtained:  This is how you get the weapon.
Author's Rating:  My personal views of the weapons (***** is the max/best)

The first five sections list the weapons you can equip at the start
screen.  Weapons that are not available in that screen, but can be picked
up in stages are listed in the sixth section, "Non-Inventory."

Note that for the capacity, I used the amount of ammo you get after you
obtain the ammo bonus.


1. Back

Combat shotgun
Fire Rate: II
Damage:    II
Clip Size: 5
Capacity:  30
Ammo:      12 gauge
Game Description:
This semi-automatic shotgun is
designed for close range combat situations and is recoil
operated.  It has a magazine capacity of five shells and is
equipped with a wide choke that causes the shot pellets to
spread out and hit multiple targets with a single shot.
Obtained: Earn R3 Rank
Author's Rating: *
It's better than having no back weapon; replace it
once you come across a rifle.

Shot Defender
Fire Rate: I
Damage:    III
Clip Size: 5
Capacity:  25
Ammo:      12 gauge
Game Description:
This shotgun is designed for
a personal defense role and fires 12 gauge shot through a
narrow choke.  The narrow choke prevents the shot from
spreading out to far so most of the shot will hit a single
victim out to the weapons effective range.  The advantage
to this is instant incapacitation due to the powerful force
transferred from a close group of projectiles.  The victim is
usually thrown back quite a distance, which is very
intimidating to any other enemies in the area.
Obtained: Earn ATES Rating
Author's Rating: *
Shotgun for hitting one enemy at a time...  Only use if you
have no other back weapon...  Even then you should go with
your auxiliary weapon, if you have one.

Slug Defender
Fire Rate: I
Damage:    V
Clip Size: 5
Capacity:  25
Ammo:      12 gauge slug
Game Description:
The Slug Defender is a
durable pump-action shotgun that has a breech partially
locked by recoil.  Although the user must pump this weapon
to reload the ammo, the locked breech gives the weapon fast
and easy operation and long range accuracy.
Obtained: Earn O7 Rank
Author's Rating: **
Yay, another shotgun.  As usuaul, it's better if you just
ignore it.

Riot shotgun
Fire Rate: II
Damage:    Incap
Clip Size: 5
Capacity:  25
Ammo:      12 gauge Bean Bag
Game Description: 
This is a modified combat
shotgun that fires bean bags instead of standard shot.  The
bean bags inflict a non-lethal, though extremely painful,
shot.  Users of this weapon are cautioned against head and
neck shots because they will cause severe brain trauma
and, in many cases, death to the victim.
Obtained: Earn Mujari's Commendation
Author's Rating: **
It fires bean bags...  Only use to have fun or raise your 
non-lethal rating.

M1 Super 90
Fire Rate: II
Damage:    IV
Clip Size: 7
Capacity:  28
Ammo:      12 gauge
Game Description:
This is a high and semi-automatic
combat shotgun constructed of stronger materials.  It is
easy to load the 7 shells into the weapon and the action is
very fast, but the recoil is rather extreme making this
weapon difficult to control in rapid fire situations.
Obtained: Earn ITES Rating
Author's Rating: **
Good for short range combat and not much else.  Again, a
rifle will serve you better.

Sweeper 12 gauge
Fire Rate: II
Damage:    II
Clip Size: 8
Capacity:  40
Ammo:      12 gauge
Game Description:
The Sweeper is a lethal riot control
device designed to take out a crowd of hostile individuals 
very quickly.  It has an 8-round cartridge that is easy and
quick to replace.  All the user has to do to take out a rioting
crowd is hold the trigger and sweep across the crowd.
After a few seconds most individuals will flee the scene or
be incapacitated.  Due to its lethality and changing times,
this weapon is no longer considered for riot control and is
likely to turn up in the hands of any organized criminals or
Obtained: Earn South American Freedom Medal
Author's Rating: **
It has a bigger clip that the regular shotguns, but not much else.
You'll have much better weapons by the time you earn this.

SPA-12 shotgun
Fire Rate: II
Damage:    III
Clip Size: 10
Capacity:  40
Ammo:      12 gauge 
Game Description:
This is a dangerous
weapon for both enemy and user.  The SPA-12 fires a
specially designed frangible slug.
Obtained: Earn Kinshi Kunsho: Order of the Golden Dragon
Author's Rating: **
Has a wider shot radius than the SPA-15.
Again, use the better stuff in your inventory.

Fire Rate: II
Damage:    III
Clip Size: 10
Capacity:  40
Ammo:      12 gauge 
Game Description:
The ShotHammer is a 
semi-automatic gas-operated shotgun that works similar to
a revolver.  Ten rounds come pre-loaded into disposable
ammunition cylinders and this makes reloading very quick
and easy.  This model uses '000' shot, which contains a
greater quantity of shot pellets.  This allows the firer to
take down several unarmored targets in close proximity
instantly with a single shot.  This firearm uses the bull pup
design and has a recoil dampening mechanism, which makes
the ShotHammer a relatively easy weapon to control.
Obtained: Earn C4 Rank
Author's Rating: ***
A step above the other models, but still not a weapon
you want to use with high stakes.

SPA-15 shotgun
Fire Rate: III
Damage:    III
Clip Size: 8
Capacity:  32
Ammo:      MIL
Game Description:
This is one of the most powerful shotguns
available.  It fires special MIL rounds that are so powerful
they would rip apart any other shotgun.  The MIL slug
contains a center core composed of a Steel/Tungsten alloy.
Unfortunately, due to the power of the round, this weapon
is quite difficult to handle in rapid fire situations.
Obtained: Earn Stone's Medal of Courage
Author's Rating: ***
Looks like a rifle.  Nice firing rate.  This shotgun and
the ones rated higher are ones you can depend on when
the stakes are high.

GAWS 12 ga.
Fire Rate: II
Damage:    IV
Clip Size: 10
Capacity:  30
Ammo:      12 gauge
Game Description:
This is a close combat weapon that uses
specially developed ammunition.  The shells are loaded with
eight tungsten-steel alloy pellets, which penetrate 20mm of
pine of 1.5mm of steel plate at its effective range.  The
great advantage of this weapon is fast fire rate.
Obtained: Earn T3 Rank
Author's Rating: ****
Pretty much the same as the ShotHammer, cept with more power
and less ammo.  Strangely enough, manual aiming brings up a
scope view, but there's no zoom.
Probably a typo - it should be CAWS.

Fire Rate: II
Damage:    V
Clip Size: 10
Capacity:  40
Ammo:      12 gauge slugs
Game Description:
The SlugHammer uses the same
design as the SlugHammer, except it fires heavy sabot
slugs instead of a shot.  The slugs can cover a greater
distance and are incredibly powerful.  However, the slugs
lose accuracy over long distances at an exponential rage.
Obtained: Earn T1 Rank
Author's Rating: ****
Upgrade over the ShotHammer, but still not the best
shotgun in the game.

Fire Rate: V
Damage:    IV
Clip Size: 25
Capacity:  100
Ammo:      5.56 NATO
Game Description:
The FA-MAS is the standard French
Army infantry rifle and employs the very efficient bull pup
design with the magazine inserted into the stock.  This
greatly improves accuracy for semi auto fire.  The FA-MAS 
loses this improved accuracy during sustained full auto 
Obtained: Earn ACS Rating
Author's Rating: **
Most likely the first assault rifle you'll come across.  It's 
reliable, but nothing special.

SSG 550
Fire Rate: V
Damage:    IV
Clip Size: 24
Capacity:  96
Ammo:      5.56 NATO
The 550 is the official Swiss Army
rifle and comes equipped with a folding stock, additional
storage space for extra clips, and is set to automatic fire.
Obtained: Earn O8 Rank
Author's Rating: **
Nothing special about this rifle.  Most of the ** assault
rifles are about the same.

G 33E
Fire Rate: IV
Damage:    IV
Clip Size: 24
Capacity:  96
Ammo:      5.56 NATO
Game Description:
The 33E is a full auto version of the G3 
rifle chambered for the 5.56 NATO round.  It has less recoil
and is slightly more accurate than the G3, but less deadly
due to the smaller cartridge size.
Obtained: Earn ICS Rating
Author's Rating: **
Another one of those mid-range rifles.

M16 A1
Fire Rate: III
Damage:    V
Clip Size: 24
Capacity:  96
Ammo:      5.56 NATO
Game Description:
This is a greatly improved model over
its predecessor, although it still has a high failure rate when
used in extreme environmental conditions.  It is controllable
and accurate during semi auto fire and has been the main
infantry weapon of the US and other countries for several
decades.  Comparisons are often made between the M16 and
the Russian AK-47.  While the AK has better stopping
power and functions reliably in extreme environments, it
cannot stand up to the M16's precision accuracy at long
Obtained: Earn O2 Rank
Author's Rating: **
Easy to control with both good range and lock-on times.  But, it 
has an average clip and the 5.56 rounds are relatively weak 
compared to the other rounds featured in the game.
Don't let the sound of the M16 models fool you - They are not

Stava M70 B1
Fire Rate: V
Damage:    IV
Clip Size: 32
Capacity:  128
Ammo:      7.62 Soviet Rifle
Game Description:
Further proof that the 
powerful and deadly AK-47 has earned the reputation
of the most manufactured and widely distributed rifle in
history, the M70 is more or less a direct imitation of the
classic AK.  Manufactured throughout the Balkans, the M70
has only a few subtle differences that set it apart, such as
a slightly lower firing rate and a rise compensator to help
control the muzzle climb.
Obtained: Earn C6 Rank
Author's Rating: **
Yep, another basic rifle.

AU300 Mod-SMG
Fire Rate: IV
Damage:    IV
Clip Size: 30
Capacity:  120
Ammo:      9mm
Game Description:
This weapon uses the very efficient
bull pup design which places the magazine in the stock of
the rifle.  This allows for a longer barrel to be placed into a
shorter weapon.  It has an integral optical sight and a
forward grip, which both aid in aiming and accuracy.  The
long barrel and bull pup design makes this weapon easy to
control and endures a high hit probability.
Obtained: Earn O1 Rank
Author's Rating: **
The most basic AU300 model.  Nothing special.
The small zoom on the rifle makes it more useful than the
other ** rifles, but it has too much recoil for it to be
effective during continuous fire.  Since it uses the common
9mm ammo, you may want to use this to get your head shot 
count up.

Fire Rate: V
Damage:    IV
Clip Size: 42
Capacity:  168
Ammo:      5.56 NATO
Game Description:
This is another modification of 
the AU300 rifles that has a heavier barrel for the light
machine gun role.  It has a flash suppressor that reduces
recoil and rise during sustained firing and it has an
attachment for a night vision scope.  The AUG/HB fires
from a closed bolt position making single shots extremely
Obtained: Earn T2 Rank
Author's Rating: ***
Not a bad weapon, but the weak rounds just don't cut it.
Despite the description, it is not outfitted with a night
vision scope, but rather the standard single, preset scope.

AU300 Mod-R
Fire Rate: V
Damage:    IV
Clip Size: 30
Capacity:  120
Ammo:      5.56 NATO
Game Description:
The benefit of the AU300 family
is interchangeability.  This rifle is basically an AU300
Mod-SMG with a longer barrel made to fit the standard 5.56
NATO round.  This version is a standard infantry rifle of
several international armies and fires in full auto.
Obtained: Earn ACSS Rating
Author's Rating: ***
All of the AU300 rifles comes with a single, preset zoom 
setting.  What makes this one special is that switching to
manual aim will give you thermal vision.  This is the only
weapon in your inventory that has thermal vision.  (A DSC 
you find in a box also has thermal vision)  Thermal vision
is both a blessing and a curse.  It allows you to see in the
dark and through walls...  But if you're not careful, you'll
end up shooting at a wall.

China type 56
Fire Rate: V
Damage:    IV
Clip Size: 30
Capacity:  120
Ammo:      7.62 Soviet Rifle
Game Description:
This is another obvious 
clone of the AK-47 with the main difference being a reduced
rate of fire.  This quality makes this rifle easier to control
in full auto fire situations and also increases the damage
dealt at close ranges.  Most other AK models will blow
through a close-range target, and while it causes a great 
deal of trauma, most of the bullet's energy is never
delivered to the victim.  The slower rate of fire gives the 
China 56 a higher close range incapacitation rate than its
Obtained: Earn Republic of Korea Service Award
Author's Rating: ***
Just like the AK-47, this rifle tends to jump and lacks accuracy.
You'll have much better weapons by the time you earn this.

Fire Rate: V
Damage:    V
Clip Size: 24
Capacity:  168
Ammo:      7.62 NATO
Game Description:
This heavy hitting weapon is one of the
most recognizable rifles in the world.  Second only to the
AK-47 in terms of units produced, this firearm has been
adopted by over 70 armies and can easily be modified to 
user specifications.  The FAL is a light weapon and
therefore difficult to control in full auto firing mode.  Most
users fire single shots, which greatly improves accuracy.
This version is set to fire full auto, but sustained fire is not
Obtained: Earn ECS Rating
Author's Rating: ***
Like the description says, don't fire on full auto, as the hits 
to misses ratio doesn't work out for you.  In the same league 
as the AK-47.

M16 A2
Fire Rate: V
Damage:    V
Clip Size: 30
Capacity:  120
Ammo:      5.56 NATO
Game Description:
This is an improved M16 A1 with a
heavier barrel, built in flash suppressor, and is set to fire
full auto and in 3-round bursts.  The A2 is the current
service model of the US military and it gave soldiers
fighting in the second Gulf War the advantage over the
AK-46 because they could dig in outside the effective range
of the enemy and pick them off with little fear of being hit 
by the inaccurate Iraqi weapons.
Obtained: Earn C3 Rank
Author's Rating: ***
An all-around good weapon.  Lacks power, but the three-round
bursts are pretty stable.

M4 carbine
Fire Rate: IV
Damage:    V
Clip Size: 24
Capacity:  96
Ammo:      5.56 NATO
Game Description:
The M4 is a carbine version of the 
M-16A2.  The M4 is better suited to close quarters and urban
combat than the M16 due to its shorter size.  It is easier to
maneuver through tight spaces and is easier to acquire
close range targets.  This particular model has the stock
fully collapsed and can fire full auto.
Obtained: Earn C2 Rank
Author's Rating: ***
Unlike the M4, this one doesn't have a sniper scope.

Fire Rate: V
Damage:    V
Clip Size: 30
Capacity:  120
Ammo:      5.56 NATO
Game Description:
This is a shorter barreled version of the
M16 A2 and is fit with a sliding stock.  This particular model
has the stock fully extended and is set to full auto.
Unfortunately, due to the shorter size of the weapon, the 
flash suppressor has been replaced with a rise compensator
to handle the extra recoil of a lighter weapon.
Obtained: Earn C5 Rank
Author's Rating: ****
Even though it's not shown on the model, this gun has a sniper 
scope, which makes it very versatile and effective.

Fire Rate: IV
Damage:    V
Clip Size: 30
Capacity:  120
Ammo:      .45G
Game Description:
This submachine gun is a modified M16 that
fires .45 caliber pistol rounds from a closed bolt, improving
its semi-auto accuracy.  Specific ammunition, called Glazer
Rounds, are used in this weapon.  The interior of a Glazer
bullet is filled with buckshot sealed by a breakaway plastic
cap.  This cap bursts upon impact causing the buckshot to
tear apart unarmored flesh.
Obtained: Earn ETES2 Rating
Author's Rating: ****
More stable than the average rifle, and the scope is a plus.
However, its rounds are relatively weak (compared to 7.62)
You can load this with regular .45 ammo (eg// from Mark 23)

Fire Rate: V
Damage:    V
Clip Size: 30
Capacity:  120
Ammo:      7.62 NATO
Game Description:
This is a modified FAL assault rifle
with a heavier barrel for extra stability in a sniping role.
It's set to single fire only, but can fire several rounds a
second.  It's only limited by how fast the firer can pull the
trigger.  The FAL SG has quite an intimidating sound when
fired and is also very effective in an assault rifle role.
Obtained: Earn Homeland Security Citation
Author's Rating: ****
Even though they both use the same ammo (7.62), the FAL is
weaker than the C8.  If they had the same power, the FAL's
faster firing rate would've made it a superior weapon.

C8 Rifle
Fire Rate: III
Damage:    V
Clip Size: 50
Capacity:  200
Ammo:      7.62 NATO
Game Description:
This is one of the most versatile
weapons ever made.  It has a heavy barrel so it can be used
for assault or double as a sniper rifle.  It can fire semi-auto
or 1-round burst and can accept a drum magazine.  The
heavy hitting 7.62mm caliber and reliable accuracy makes
this weapon a formidable foe to any on the other side of its 
Obtained: Earn ECS2 Rating
Author's Rating: *****
Has power, can snipe, and comes with a lot of ammo.  This is the
weapon to use for most of the stages in the game.  The scope has
an infrared view, which just makes everything red.

Fire Rate: V
Damage:    IV
Clip Size: 50
Capacity:  150
Ammo:      4.7 Caseless
This weapon is a product of decades of
research and is one of the most advanced weapons ever
made.  The main demand behind its development was the
need for a rifle with high hit rate.  The C11 uses specially
designed caseless ammo that consists of a ball round
imbedded into a solid propellant.  Because of this the C11
can fire a 3-round burst before the rifle has a chance to
recoil.  This ensures that the entire burst will hit their mark
exactly where the user intended.  The IPCA version of the
C11 comes preset to 3-round burst, has an integral scope
and has a 50-round magazine capacity.
Obtained: Earn United Nations Peace Award
Author Rating: *****
Here it is, the fastest, most stable weapon in the game.  The 
rifle comes with a scope similar to the ACR's, but only has two
zoom settings, as opposed to the ACR's three.
Note that it should be G11; and yes, this bad-boy does exist.

US M60 E3
Fire Rate: V
Damage:    IV
Clip Size: 200
Capacity:  400
Ammo:      7.62 NATO
Game Description:
This is an improved M60 that has a
forward grip that helps stabilize the weapon during
sustained firing.  This weapon has been the US Army's
general-purpose machine gun since the early 60's and it
uses the same feed system as the German WWII MG42.  The
M60 maintains its accuracy during sustained fire due to
better barrel design that vents the heat away more
efficiently.  This model comes fit with a 200-round belt that
is stored in an ammo box attached to the feed system.
Obtained: Earn Medal of Distinction
Author's Rating: *****
It's all about the ammo.  I actually prefer this gun over the
M-249 SAW, as it uses more powerful rounds.  Forget about 
using R1 targeting with this or the SAW, as it takes forever
to lock-on to a target.  It's also quite jumpy (AK-47), so
it's best for mid-range targets.  Works best against groups.

M-249 SAW
Fire Rate: V
Damage:    III
Clip Size: 200
Capacity:  400
Ammo:      5.56 NATO
Game Description:
This machinegun was adopted by
the US military in the early 1990s and comes equipped with 
a 200-round box.  The most significant difference between
this and the M60 is the ammo size.  It may pack less of a
punch, but has greater accuracy and distance over the M60.
Obtained: Earn Agency Medal of Valor
Author's Rating: *****
The seemingly infinite ammo on this monster is nice, but it
takes a long time for it to auto-lock.  But when you have 
that much ammo, who cares?

Fire Rate: II
Damage:    V
Clip Size: 1
Capacity:  1
Ammo:      5.56 NATO
Game Description:
This rifle belongs to IPCA IOC Stoneman
and is the earliest model of an M16-type weapon produced.
Stone cracked the scope 15 years back and never bothered 
to repair it; he feels it gives the rifle character.  Upon
handing his rifle over to a new Field Agent, he removed the
clip and gave the rookie a single bullet, saying: 'A
professional needs one bullet to do a job.  You need two?
Get a new line of work.'
Obtained: Earn Stone's Commendation
Author's Rating: *
Headshot or bust!

Fire Rate: II
Damage:    V
Clip Size: 6
Capacity:  30
Ammo:      7.62 Soviet Rifle
Game Description:
This rifle is based on the 
Kalashnikov and is chambered for the 7.62mm Russian
cartridge.  The western world first learned of this weapon
in Vietnam when Russian Spetznan ran several covert
operations in the region.  This is one of the most accurate
and reliable sniper rifles in the world.  It usually comes
equipped with the PSO-1 scope, but can accept other
Russian optics as well.
Obtained: Earn ICSS Rating
Author Rating: **
Probably the first sniper rifle you'll get, the Dragunov
is a nice weapon for taking out those distant enemies, but
its recoil makes it an undesirable weapon if you have to take
out multiple enemies in a short amount of time.

Fire Rate: I
Damage:    V
Clip Size: 8
Capacity:  40
Ammo:      .50 Browning
Also known as the 'Light Fifty',
this weapon is semi-automatic equipped with a muzzle brake
that reduces recoil by 65%.  The .50 caliber bullet is close
to 3 inches long as is one of the most powerful rounds
Obtained: Earn ECSS2 Rating
Author Rating: ***
The most powerful, non-explosive, single shot weapon in the game.
While one shot kills are almost a sure thing with this weapon, its
limited ammo and slow firing rate only makes it useful for limited

Fire Rate: II
Damage:    V
Clip Size: 8
Capacity:  32
Ammo:      7.62 NATO
Game Description:
This is considered one of hte best long
range rifles.  The DSC-1 uses the same roller-locked delayed
blowback system as most other rifles from this marker, but
the components are of much better quality.  It has a heavy
and long barrel and uses a four-groove polygon system
which reduces bullet friction.  This, combined with the long
and heavy barrel, allows the bullet to reach higher velocities
and have a much better effective range.  It has a very
comfortable pistol grip, adjustable cheek rest and a hair
Obtained: Earn President's Official Liberty Award
Author Rating: ****
This is a silenced sniper rifle.  It has a relatively large
recoil compared to other sniper rifles.

Fire Rate: III
Damage:    V
Clip Size: 24
Capacity:  72
Ammo:      9x39 special
Game Description:
The western world first heard of this
weapon in 1994 and is in line to replace the Dragunov as the
standard sniping rifle of the Russian Federation.  The VSS
fires a special Russian made 9mm Rifle bullet and the entire
barrel of the weapon serves as a silencer.  Equipped with a
high power scope, this rifle is highly suited for sniping.
Obtained: Complete Montenegro
Author's Rating: ****
Comes with a silencer and a standard sniper scope.
On the negative, it has a slow auto-lock.

Galil SG-1
Fire Rate: III
Damage:    V
Clip Size: 8
Capacity:  40
Ammo:      5.56 NATO
Game Description:
The barrel of this weapon is heavier 
than most and has a strong bipod to support it.  The Galil is
so accurate that it can put all of its shots into a 4-inch
circle at 300 meters.  It has a muzzle brake to reduce recoil
and the brake can be removed to equip a silencer in its
place.  Its trigger system can be adjusted for various
pull-off pressures and the stock has a shoulder pad cheek
rest for greater accuracy.
Obtained: Earn Mossad Friend to Peace Medal
Author Rating:****
The scope on this rifle is the same as the ACR's.  But, this 
weapon also has a slow auto-lock and low ammo.

Fire Rate: III
Damage:    V
Clip Size: 24
Capacity:  72
Ammo:      9x39 DU
Game Description:
The VSS fires a very heavy 9mm bullet
infused with depleted uranium.  This model is equipped with
an integral silencer that has the additional ability to hide the
muzzle flash.  It's also equipped with a 3rd generation NV
scope making this rifle the best firearm suited to a covert 
sniping role.
Obtained: Earn SASOE Rating
Author's Rating: *****
In addition to the ridiculous rounds (uranium?!), this is the only
gun in your inventory that comes with a night vision scope.
The VSS seem to be the only rifles capable of a double head shot..
If you're wondering, VSS = Vinovka Snaiperskaja Spetsialnaya.

Fire Rate: II
Damage:    V
Clip Size: 15
Capacity:  75
Ammo:      5.56 Fleschette
Game Description:
The Advanced Combat Rifle looks
similar to the AU300 series and serves in an anti-material
role.  It fires a small fin-stabilized Steel-Tungsten alloy
flechette at an extreme velocity with a relatively flat
trajectory, making this the most accurate and destructive
light firearm in the world.
Obtained: Earn ECSS Rating
Author's Rating: *****
This is probably the best sniper rifle in the game.  Its scope
has three preset zoom levels, allowing you to zoom in on a target
faster than other scoped rifles.

Fire Rate: ---
Damage:    V
Clip Size: 1
Capacity:  14
Ammo:      40mm Grenade Cartridge
Game Description:
weapon fires a variety of 40mm grenade cartridges, but the
most commonly used one is the M79 Fragmentation Grenade
Cartridge.  This grenade is filled with Composition-B and
has a kill radius of 5 meters, but can substantially wound
and incapacitate out to 15 meters.  The M-79 is a break-open
weapon that fires from the shoulder and requires reloading
after each round fired.
Obtained: Earn ETXS2 Rating
Author's Rating: *
Not a huge advantage over the frag grenades; you can 
fire it at a lower angle for the same distance, but you had
better hit your target with your first shot, as it takes
seemingly forever to reload.

Fire Rate: II
Damage:    V
Clip Size: 5
Capacity:  60
Ammo:      40mm
Game Description:
This weapon is a revolver system that accepts
the same 40mm explosive grenade cartridges as the M-70.
The cylinder can hold 5 cartridges and it cycles the next
round after the current one is fired.
Obtained: Earn SAMTE Rating
Author's Rating: ***
It's fun to play with, but has a small range.
It has a very low trajectory with low velocity, so often
the grenade will land in front of the target.

TH3 Blaster
Fire Rate: ---
Damage:    V
Clip Size: 20
Capacity:  40
Ammo:      Thermite Ball
Game Description:
This is an experimental Chechen firearm that
operates similarly to common paint ball guns.  It has an air
compressor that launches a thermite ball at a velocity of 
300 feet a second.  Upon contact with air the thermite is
converted to molten iron and burns at over 4000 degrees 
Fahrenheit.  If the projectile travels about 100 feet or
impacts with a hard surface, then it bursts and ignites
everything within an 8 foot radius.
Obtained: Earn The Golden Cross of Russia
Author's Rating: ***
This is an interesting weapon.  If you can actually hit
your intended target, they're as good as dead.  But, since
it's slow, you'll have trouble hitting moving targets. 



Fire Rate: III
Damage:    III
Clip Size: 12
Capacity:  144
Ammo:      9mm
Game Description:
In the 1980's this pistol was chosen to replace
the US Army's M1911 pistol.  It has a reversed trigger guard
suited for two-handed grip and it has improved grip plates.
The interior of the barrel is chromed for greatly improved
accuracy.  During the first Gulf War in 1991 US Army
soldiers complained this pistol didn't have the stopping
power of their old .45 Pistol and requested to be reissued
the M1911's.  The 92F's tenure as the US Army's standard
issue pistol was short lived as it was later replaced by the
more powerful US Mark 23 SOCOM Pistol.
Obtained: You start with this weapon
Author's Rating: *
Of course the default weapon isn't going to be good.
It'll take 3 shots to kill the enemies in Carthage 1
with this weapon.

Fire Rate: III
Damage:    III
Clip Size: 12
Capacity:  144
Ammo:      9mm
Game Description:
This is a very efficient design made of
synthetic materials and metal.  This weapon has the largest
magazine capacity of any conventional pistol made and is
currently in service by various armies and law enforcement
agencies.  Because of its light weight, there is a substantial
amount of recoil from this weapon.  This can affect
accuracy, which can be compensated for through practice.
Obtained: Earn R2 Rank
Author's Rating: *
Same as the basic handgun (92F)

Fire Rate: IV
Damage:    III
Clip Size: 13
Capacity:  156
Ammo:      9mm
Game Description:
Because machine pistols are difficult to control
during full auto firing, the manufacturer opted to drop the
full auto and go to a three round burst.  Each trigger pull
fires a burst of three rounds at a rate of 1100 rnds/sec.
This weapon has a 13-round box magazine and a forward
grip the user can hold with their left hand.  Hooking their
thumb through the trigger guard will greatly increase
Obtained: Earn Imani's Commendation
Author's Rating: **
Not very accurate.  Only a step above the basic models.
Arguably the 3-round bursts makes it an inferior weapon, as
your efficiency will probably be lower than it would be if
you use the other basic handguns.

Fire Rate: III
Damage:    III
Clip Size: 12
Capacity:  48
Ammo:      .32
Game Description:
This is a very small, concealable pocket pistol
equipped with a silencer.  It is reliable and inexpensive, but
doesn't deliver a great deal of stopping power.  It is most
effective when used in stealth scenarios, but may perform
inadequately during protracted shootouts.
Obtained: Complete Yemen 2
Author's Rating: ***
Doesn't have great stats, but considering it's silenced...
Just make sure you line up a head shot.

M1911 A1
Fire Rate: II
Damage:    V
Clip Size: 8
Capacity:  40
Ammo:      .45 ACP
Game Description:
This was the US Army's standard
service pistol from 1911 to 1985 and is now the oldest pistol
design still in service.  It is very reliable and accurate in the
hands of an experienced user, and has enough stopping
power to take down most targets with a single shot.
Obtained: Earn O3 Rank
Author's Rating: ***
Not too shabby, but where's the ammo?

Fire Rate: II
Damage:    V
Clip Size: 20
Capacity:  80
Ammo:      5.7mm
Game Description:
The 57 uses the same ammo as the SSP90 and
is destined to become a major service pistol throughout the 
world.  The firing mechanisms are designed to balance the
recoil with the forward friction and torque of the bullet.
This creates a very unusual reloading cycle with very little
recoil.  The bullet cartridge is longer than most other pistol
cartridges and the bullet is very thing, being only 5.7mm in
Obtained: Earn O9 Rank
Author's Rating: ***
Not too bad when you first get it, but not something you'll 
continue to use.  You may want to carry it with you if you use 
the SSP 90 a lot, so you'll have extra ammo.

Fire Rate: II
Damage:    V
Clip Size: 12
Capacity:  144
Ammo:      .41
Game Description:
The Jerico-9 can be easily converted from a
9mm barrel to a .41 barrel for firing the .41 AE.  Because of
its low weight, the Jerico-41 has a large amount of recoil
making it hard to control while firing.  It should be reserved
for those experienced and trained in its use.
Obtained: Earn O4 Rank
Author's Rating: ***
A nice handgun that'll you'll use often, but there are better.
This is probably the first handgun that you can rely on to use
as your primary weapon, as it'll take out a lot of enemies
with a single shot and comes with plenty of ammo.

Mark 23
Fire Rate: II
Damage:    V
Clip Size: 12
Capacity:  144
Ammo:      .45
Game Description:
This is the cadillac of .45 caliber pistols.  It's
very similar to other modern .45's but has a reversed curve
trigger guard to help increase stability and accuracy during
Obtained: Earn C1 Rank
Author's Rating: ****
A step up from the Jerico and similar models.

CZ Mach-9
Fire Rate: V
Damage:    II
Clip Size: 32
Capacity:  288
Ammo:      9mm
Game Description:
This is a converted CZ75 with a built-in
muzzle compensator to reduce recoil.  The addition of the
compensator allows the user to accurately fire at full auto.
This makes it easier to control than the G-18 but it has a
much reduced rate of fire.  It is best suited for defensive
situations and close range combat.
Obtained: Earn Maggie's Commendation
Author's Rating: ****
This weapon is closer to a sub-machine gun than a handgun.
It has a high firing rate, is rather stable and can be 
fired in single round bursts.

Mark 23 SD
Fire Rate: II
Damage:    V
Clip Size: 12
Capacity:  144
Ammo:      .45
Game Description:
A silencer can be threaded into the muzzle
of the Mark 23 that reduces noise by 25 db.  Also, this
firearm has a slide lock that eliminates unwanted mechanical
noise in stealth scenarios.  The heavy .45 bullet combined
with precision accuracy makes this weapon an ideal choice
for the silent soldier.
Obtained: Earn T4 Rank
Author's Rating: *****
Takes the best Non-Desert model pistol and adds a silencer.

Desert Sniper .44
Fire Rate: II
Damage:    V
Clip Size: 10
Capacity:  50
Ammo:      .44
Game Description:
The Desert Sniper is a long range high
powered sniping pistol with a 10 inch barrel extension and
mounted scope.  The .44 Magnum round makes this weapon
difficult to handle for novice users, but with practice, the
user can hit long range targets with deadly accuracy.
Obtained: Earn Zohar's Commendation
Author's Rating: *****
The scope isn't that good (minimal zoom), but it's better
than nothing.  Like the Desert Express .50, this weapon sends
enemies flying.

Desert Eliminator .357
Fire Rate: II
Damage:    V
Clip Size: 12
Capacity:  144
Ammo:      .357
Game Description:
The .357 round makes this a 
powerful defense weapon and its size and weight makes it
easy to control.  The power of this round is strong enough
to stop most close range enemies with a single shot, but it
is less effective against body armor when compared to
other desert models.
Obtained: Earn Karkadan, Alima's Unicorn Charm
Author's Rating: *****
Has the most ammo out of the Desert models. 
Unlike the other two Desert pistols, this weapon will not
send your targets flying.

Desert Express .50
Fire Rate: II
Damage:    V
Clip Size: 7
Capacity:  35
Ammo:      .50
Game Description: 
The Desert Pistols are the only
gas-operated pistols in service and the .50 caliber is the
most powerful.  The Desert Express is often referred to as
a hand cannon due to its size and the power of the round.
Only users experienced with great recoil forces will be able
to handle this weapon effectively.  Anyone hit within its
effective range will be knocked to the ground instantly even
if they are wearing heavy armor.
Obtained: Earn Gabe's Commendation
Author's Rating: *****
One of the most powerful weapons in the entire game.  Combine
it with the dual wield and you're a powerhouse.



China type 67
Fire Rate: IV
Damage:    III
Clip Size: 12
Capacity:  48
Ammo:      Type 64 rimless
Game Description:
This is an improved 
version of the Type 64.  It fires a special subsonic 7.62mm
round called the Type 64.
Obtained: Earn Lian's Commendation
Author's Rating: *
Little ammo, not full auto, and weak.  It's weird, but you
can use PSM ammo with this weapon.

MAK-10 10mm
Fire Rate: V
Damage:    III
Clip Size: 32
Capacity:  160
Ammo:      10mm
Game Description:
This is the same weapon as the MAK-32
except it is chambered for the 10mm Super Auto round.
Obtained: Earn O5 Rank
Author's Rating: **
It fires in 3-round bursts, but is very unstable.
Stick with the Biz.

Fire Rate: V
Damage:    III
Clip Size: 32
Capacity:  160
Ammo:      9mm
The Spectre uses a four column magazine
design which allows for 50 cartridges to fit in the length of
a normal 30 round clip.  It comes equipped with a folding
stock and a forward grip to increase accuracy.  It is very
popular among European Police and Security forces.
Obtained: Earn Carthage Exemplary Service Tribute
Author's Rating: **
Fires in three round bursts, with so-so stability.

Fire Rate: V
Damage:    III
Clip Size: 32
Capacity:  160
Ammo:      .32
The Scorpion is a very popular terrorist
weapon with a high rate of fire.  One design flaw is its low
32 caliber round, which is a rather weak round.  This makes
the Scorpion a more effective defensive than offensive
Obtained: Complete target course in the training center
Author's Rating: **
Not too shabby and easy to earn.  Use until you get the Biz.

Fire Rate: V
Damage:    III
Clip Size: 32
Capacity:  160
Ammo:      9mm
Game Description:
The Bizon is an SMG with a large tubular
magazine that runs parallel underneath the barrel of the
weapon.  It is easy to control when firing full auto and
maintains a high degree of hit probability at very high firing
Obtained: Complete Carthage
Author's Rating: ***
You'll earn this weapon early, and will be using it for a long
time.  It's the most stable auxilary weapon you get early on.

Air pistol
Fire Rate: I
Damage:    Incap
Clip Size: 1
Capacity:  9
Ammo:      Darts
This IPCA weapon is designed to shoot
very narrow steel fleschettes, which are specially engineered
for high accuracy.  Agents are issued fleschettes containing
a non-lethal tranquilizer which instantly incapacitates most
targets.  While this device is intended to be non-lethal,
Agents are cautioned to aim below the neck to prevent
unwanted fatalities.
Obtained: Earn ENLFS Rating
Author's Rating: ***
Comes with a (limited) scope, making it a nice weapon to use for 
stealth missions.  But beware, as it will not penetrate armor.

Tec 45
Fire Rate: V
Damage:    IV
Clip Size: 32
Capacity:  96
Ammo:      .45
Game Description:
This is a modified version of the Tec 9
chambered for the .45 caliber round.  It has a forward grip
and an extended barrel that serves as one large 
compensator.  These two traits allow this weapon to be
equally accurate to the less powerful 9mm version.
Obtained: Earn Ellison Warner Award
Author's Rating: ****
Fast lock-on time, and nice .45 rounds.

UNP 45
Fire Rate: V
Damage:    III
Clip Size: 32
Capacity:  288
Ammo:      .45
The UNP is an extremely reliable and
lightweight weapon that has precision accuracy and low
recoil making it relatively easy to handle, even for
lesser-experienced users.  Like the MDS family, the UNP also
fires from a closed bolt position and comes set to full 
automatic.  The large caliber and small size of this weapon
makes it a very deadly and effective weapon that can be
used in many different hostile situations.
Obtained: Earn SACIE Rating
Author's Rating: ****
More powerful than the lower end models, and a good sized
magazine.  But odds are you'll have better guns by the time
you earn this.

Fire Rate: IV
Damage:    IV
Clip Size: 30
Capacity:  720
Ammo:      9mm
Game Description:
This is similar to the MDS A5 version except
that it has a sliding butt and is set to fire single shot or full
Obtained: Earn ETES Rating
Author's Rating: ****
It doesn't have the stability or the firing rate of the MDS-7, 
but the extra ammo makes up for that.

Fire Rate: V
Damage:    II
Clip Size: 40
Capacity:  160
Ammo:      4.6 Penetrator
The MDS-7 blurs the line between 
pistol and submachine gun.  It is pistol sized and shaped and
can be holstered like a standard pistol, but fires full auto
with the accuracy and stability of the MDS series of SMGs.
This weapon was originally designed for a personal defense
role, but due to its remarkable performance it is also used
effectively in offensive roles.
Obtained: Earn O6 Rank
Author's Rating: ****
Stability is on par with the SSP 90.  Downside is that it fires
so fast that you'll run short on ammo before you realize it.

Fire Rate: V
Damage:    III
Clip Size: 30
Capacity:  720
Ammo:      9mm
Game Description:
Just over 12 inches in length, this is the
most compact version of the MDS.  It has a forward grip for
added stability and can be easily concealed.  The size of the
weapon increases its rate of fire, making it best suited for
close quarters.
Obtained: Earn Great Lakes Service Medal
Author's Rating: *****
This is what you get when you take the MDS A3 and make it more
stable and faster.

G 53
Fire Rate: V
Damage:    V
Clip Size: 30
Capacity:  120
Ammo:      5.56 NATO
Game Description:
This is an extremely small and compact
rifle.  It is often considered a submachine gun but it packs
the punch of an assault rifle because it's chambered for the
5.56 NATO standard rifle round.  Often mistaken for a 
submachine gun due to its short length, this weapon can be
stored in the thigh holster to make room on the back for
additional rifles or gear.
Obtained: Earn Teresa's Commendation
Author's Rating: *****
A compact rifle...  You can't go wrong with this baby.  Best
used with an explosive or sniper back weapon.

SSP 90
Fire Rate: V
Damage:    IV
Clip Size: 50
Capacity:  200
Ammo:      5.57mm P90
Game Description:
A unique appearing weapon, the SSP90
has a 50 round clear magazine loaded into the top of the
weapon.  Its ballistic performance is vastly superior to the
9mm round.  This weapon fires from a closed bolt which
allows for perfect accuracy while firing semi auto.  Its
ergonomic design makes it easy and comfortable to fire and 
helps add to its deadly accuracy.
Obtained: Earn SAECE Rating
Author's Rating: *****
In my opinion, the best auxilary weapon in the game.  Its
stability during continuous fire is only topped by the C11.



Incendiary grenade
Fire Rate: ---
Damage:    IV
Clip Size: 1
Capacity:  6
Game Description:
This canister is filled with White
Phosphorous, which burns around 5000 degrees Fahrenheit.
The canister has a bursting radius of 15 feet and it
produces intense heat and flame that cannot be
extinguished, even if submerged in water.  This is a dual
purpose weapon that serves to provide cover or to 
incinerate enemy personnel or assets.
Obtained: Earn ATXS Rating
Author's Rating: *
It doesn't explode on impact, the flames don't kill instantly,
doesn't last as long as the sarin, and you don't get many.
And, to top it off, it really doesn't help you up your grenade
kills count.

Smoke grenade
Fire Rate: ---
Damage:    ---
Clip Size: 1
Capacity:  12
Game Description:
This canister emits a dense
cloud of white smoke for 20 seconds.  This cloud is useful
for providing temporary obstruction of enemy vision.
Obtained: Complete the training center
Author's Rating: ***
Very underrated and underused weapon.  The delay in smoke emittance
is a minus, but the fact that you cannot be targeted by a gun while 
in the smoke more than makes up.

DormaGen gas
Fire Rate: ---
Damage:    Incap
Clip Size: 1
Capacity:  9
Game Description:
This is an Agency designed device that
releases the DormaGen gas, which is a combination of 
powerful and fast-acting anesthetic compounds.  It is stored 
in a canister similar to a Tear Gas canister and spreads the
incapacitating cloud quickly over a radius of 15 feet.
Victims will fall unconscious within a half second of 
exposure to DormaGen and will remain out for several hours.
Obtained: Earn ANLFS Rating
Author's Rating: ****
This will serve you well when trying to avoid collateral damage.
Also nice as a "suicide" weapon, since it doesn't count as a 
death.  Has a small radius and fast dissipation time.

M61 frag grenade
Fire Rate: ---
Damage:    V
Clip Size: 1
Capacity:  10
Game Description:
This pineapple shaped grenade is filled
with Composition-B and has a kill radius of 15 feet, but can
substantially wound and incapacitate out to 25 feet.  To
arm the grenade, the thrower pulls the pin, squeezes the
lever and throws the device toward the intended target.
The frag detonates upon impact with any hard surface.
Obtained: Earn ITXS Rating
Author's Rating: ****
Good weapon for taking out crowds (ALA Death Squad) and bosses.

Sarin nerve agent
Fire Rate: ---
Damage:    V
Clip Size: 1
Capacity:  9
Game Description:
Sarin, Isoproposymethylphosphonyl
fluoride, is a colorless, odorless gas intended for chemical
warfare.  It is 26 times more powerful than cyanide and has
a lethal does of only 0.5 milligrams.  It is absorbed into the
body via the lungs or through the skin and attaches
Acethlcholine Receptors, which are responsible for 
stimulating muscle contractions and respiration.  first the
victim experiences tightness in the cheat, followed by
bronchospasm, convulsions, and eventually respiratory
failure that causes death.  It is commonly known that
Saddam Hussein produced mass quantities of Sarin Gas and
used it on his own people in the 1980's.  The US Government
classified Sarin as a Weapon of Mass Destruction and used
the claim that Iraq still has large quantities as part of their
justification for invading Iraq in 2003.
Obtained: Earn ETXS2 Rating
Author's Rating: *****
Arguably the best weapon for many of the bosses in the game.
Has a large radius and slow dissipation time.



Fire Rate: IV
Damage:    V
Clip Size: ---
Capacity:  ---
Game Description:
This is the standard issue combat knife of the US
military.  It has a 7-inch high carbon chromium stainless
steel blade with a serrated edge and a non-slip gripping
handle.  This knife can withstand extreme impacts and is
capable of quickly slicing through bare flesh and heavy
military fatigues.
Obtained: Complete the training center
Author's Rating: *
Only use it when forced to.

Fire Rate: IV
Damage:    V
Clip Size: ---
Capacity:  ---
Game Description:
The Stiletto has a narrow blade made of
Tungsten-Steel alloy coated with Teflon to help penetrate
through light body armor.  The blade is 9 inches long so it
has a farther reach then most other combat blades.  The
grip is rather thin in diameter and therefore difficult to
penetrate its target deeply.  Several thrusts may be
necessary to eliminate an aggressive enemy.
Obtained: Earn ECKS Rating
Author's Rating: *
The difference between this and the K-BAR is mostly superficial.

Fire Rate: II
Damage:    V
Clip Size: 1
Capacity:  12
Game Description:
These are very accurate throwing stars made
from an armor piercing Tungsten/Steel alloy.
Obtained: Earn ACKS Rating
Author's Rating:**
Looks nice, but performs poorly.
It's weak, slow, and has limited range.

IPCA Commando
Fire Rate: IV
Damage:    V
Clip Size: ---
Capacity:  ---
Game Description:
This blade is an extremely rugged weapon
that can easily break through ribs and sternum with a
simple forward thrust.  The blade is laser sharpened and
can slice through an enemy's throat like butter.  The
Comblade can penetrate through light body armor in most
cases, but has difficulty penetrating heavy armor due to 
the wide blade.
Obtained: Earn ECKS Rating
Author's Rating: **
Finally, something that can one hit kill most enemies.

Fire Rate: IV
Damage:    V
Clip Size: ---
Capacity:  ---
Game Description:
This amazing piece of Agency technology
employs the latest discoveries in the field of theoretical
Physics.  The blade is made of a new type of alloy that is
created by a process called amorphous steel.  Unique
elements are added during the smelting process which
prevent the steel from forming into standard crystalline
structures on a molecular level.  The resulting alloy is up to
100 times stronger than titanium and has the look and feel
of polished glass.  A razor blade made from amorphous steel
never needs to be sharpened and can cut rough hard
surfaces, such as body armor and flak jackets, easily.
Obtained: Earn ECKS2 Rating
Author's Rating: ***
Sure, it can one-hit kill just about anything, but it's still
a knife.

Fire Rate: IV
Damage:    III
Clip Size: ---
Capacity:  ---
Game Description:
This weapon delivers a powerful 625K-volt charge
that instantly incapacitates the target with the same
Electro-muscular Disruption technology as the EPDD.  It is
completely non-lethal and is small enough to fit into a
holster.  The only disadvantage of this weapon is that it
requires the user to be in close proximity to the enemy due
to the 25 foot maximum range.
Obtained: Earn INLFS Rating
Author's Rating: ****
The time it takes to knock someone out (or burn someone) is
annoying, but the 100% accuracy makes up for that.

Fire Rate: IV
Damage:    III
Clip Size: ---
Capacity:  ---
Game Description:
This amazing piece of technology is capable of 
shooting two darts attached to a long wire with amazing
accuracy.  This taser uses a special recoiling device that 
quickly rewinds the wire for a second shot.  The E.P.D.D.
has increased stopping power due to advanced
Electro-muscular Disruption Technology (EDT).  This weapon
has a higher instant incapacitation rate than most 9mm
pistols and injury will occur if the individual is over
stunned.  Caution must be observed with this weapon, it is
known to set assailants on fire during sustained stunning.
Obtained: Earn ENLFS2 Rating
Author's Rating: *****
Has the range of a rifle, but otherwise, same as the E.D.T.

Stun Jack
Fire Rate: II
Damage:    Incap
Clip Size: ---
Capacity:  ---
Game Description:
This is an 18-inch long baton that has 300K-volt
charge running up and down the shaft.  This baton allows
you to hit the enemy from any angle and drop them instantly.
Obtained: You start with the weapon
Author's Rating: *****
When stealth is necessary, this is the best non-lethal weapon 
at your disposal, as it ignores flak jackets and doesn't make a sound.


6. Non-Inventory

Fire Rate: III
Damage:    V
Clip Size: 28
Capacity:  ?
Ammo:      12 gauge
Game Description:
This is a gas operated fully automatic 
shotgun designed for military use.  It has a 28-round drum
and can be set to single shots if desired.  It has relatively
low recoil and a blazing fast fire rate.  Due to the fast
action of this firearm, the slugs do not gain enough energy
to penetrate medium or heavy armor.  But, multiple hits can
be used to drive back heavy armored personnel, as Director
Logan so appropriately demonstrated by driving the
super-armored Jason Chance into spinning chopper blades.
Obtained: Montenegro
Author's Rating: *****
Those that have played Syphon Filter 2 should have fond memories
of this weapon.  It's really the best shotgun in the game, but
odds are you won't even use it when you get it, since the VSS
is more suited for the level.

Fire Rate: V
Damage:    V
Clip Size: 30
Capacity:  120
Ammo:      7.62 Soviet Rifle
Game Description:
The AK is simply built with few
moving parts and is considered reliably indestructible.  It is
said that one can busy the AK in sand or submerge it in 
water, pull it out a few days later, clear out the chamber
and fire it like new.  Any other weapon would require
complete disassembly and cleaning to regain functionality.
During the second Gulf War, several US soldiers opted to
use enemy AK-47's instead of their M-16s because the ammo
was in greater supply, it didn't jam from sand like the M16,
and the Iraqi opposition were greatly intimidated having
their own weapons fired upon them.
Obtained: CDP Soldiers
Author's Rating: ***
Jumps likes crazy, but the stats and rounds don't lie.

Fire Rate: V
Damage:    III
Clip Size: 64
Capacity:  320
Ammo:      7.62 Soviet Rifle
This machinegun was developed as a 
light support weapon, and is basically an AK-47 assault
rifle with sturdier receiver, heavier and longer barrel, and
re-contoured wooden buttstock.  The RPK is a fast firing
but inaccurate weapon.  Its greatest asset is the intimidating
sound of it firing full auto.
Obtained: CDP Soldiers
Author's Rating:***
Fires exactly like the AK-47.

Fire Rate: V
Damage:    IV
Clip Size: 50
Capacity:  150
Ammo:      7.62 Soviet Rifle
Game Description:
This is a very popular rifle that has
been widely copied and distributed throughout the world.
Developed in Russia during WW II, the SKS was the first
rifle to fire 7.62 Soviet Rifle round.  Though there are
still many in use around the world, it was shortly replaced
as the main infantry rifle of the Soviet Army by the AK-47.
Obtained: CDP Soldiers
Author's Rating: ***
Well, at least this didn't copy the AK-47.

Galil AR
Fire Rate: V
Damage:    V
Clip Size: 24
Capacity:  168
Ammo:      5.56 NATO
Game Description:
Developed by the Israeli Defense
Force, this weapon is heavily based on the AK-47.  The Galil
is much more accurate than the AK-47 and has an improved 
fire selector allowing this rifle to fire in 3-round bursts.
Obtained: YLA Soldiers
Author's Rating: ***
A great weapon.  It's leagues superior (more stable) than 
the AK-47 and its copies.  

Vek R4
Fire Rate: V
Damage:    III
Clip Size: 30
Capacity:  120
Ammo:      5.56 Incendiary
Game Description:
This weapon is a modified Galil
assault rifle with the majority of its parts made out of
synthetic materials in order to better resist overheating in
extreme environments.
Obtained: Myanmar
Author's Rating: ***
Although it says 5.56 Incendiary, this weapon can also take
5.56 NATO rounds.

Fire Rate: II
Damage:    V
Clip Size: 24
Capacity:  72
Ammo:      7.62 NATO
Game Description:
This all-purpose weapon is a selective
fire rifle with a heavy barrel for sniping.  Due to its
accuracy the SG-8 is set to 1-round bursts, to increase the
incapacitation rate at long ranges, and it also has a forward
grip to aid in stabilizing the weapon.
Obtained: Tokyo
Author's Rating: ****
This is literally the C8 Rifle with less ammo.

Fire Rate: ---
Damage:    V
Clip Size: 5
Capacity:  10
Ammo:      HEDP Rocket
Game Description:
The shoulder launched Multi-purpose Assault Weapon fires
an HEDP fin-stabilized high explosive rocket that is
effective against bunkers, masonry, concrete walls, and
light armored vehicles.  Agents are cautioned to be a safe
distance away fro the target to avoid becoming collateral
Obtained: Belarus 2
Author's Rating: ****
The ultimate explosives weapon.  Note that it's ineffective
against the tank.

Fire Rate: III
Damage:    V
Clip Size: 24
Capacity:  96
Ammo:      5.56 NATO
Game Description:
This is a modified C-36 rifle with a
longer barrel and superior optics for sniping.  This model is
also equipped with a flash suppressor and is set to
semi-auto.  Like the AR version of the C-36, this sniping
version has a folding stock.
Obtained: Carthage 2/Myanmar
Author's Rating: ****
This is quite possibly the loudest gun in the game.  Comes with
the best scope in the game (huge zoom).

DSC-1 Thermal
Fire Rate: II
Damage:    V
Clip Size: 8
Capacity:  32
Ammo:      7.62 NATO
Game Description:
This rifle is identical in every
way to the DSC-1 except that that model is equipped with a
thermal scope that can detect heat signatures.  It's very
useful in thick fog or heavy smoke allowing the sniper to
see concealed targets clearly.
Obtained: Minsk
Author's Rating: *****
Such a shame you only get it for a single stage.  One of
only two weapons that comes with a thermal scope, this weapon
will serve you well in Minsk.

Riot Pistol
Fire Rate: II
Damage:    III
Clip Size: 12
Capacity:  120+
Ammo:      9mm Rubber Bullet
Game Description:
This is a modified version of
the D229 that fires rubber bullets instead of standard
ammo.  The Riot Pistol serves as a non-lethal means to
incapacitate by pain and shock trauma.  Users are cautioned
against head shots as they tend to cause severe skull
fractures and fatalities.
Obtained: Switzerland
Author's Rating: **
Okay, okay, it's not like I can get the stats for all the 
weapons.  The maximum number of ammo you can find in the
stage is 120.  This isn't much of a gun, and you don't even
need to use anything beyond the Stun Jack for the level.

Fire Rate: II
Damage:    V
Clip Size: 13
Capacity:  78
Ammo:      .40 S&W
This is a very compact handgun with a
large magazine capacity compared with other service pistols
of this caliber.  It was designed for police and security
forces and is the preferred pistol of the FBI, replacing the
difficult to load revolvers as the standard sidearm.  It is
easy to conceal, quick to draw, and very accurate.  Due to
its small size and weight, it has a bit more recoil, but that 
can be compensated for with practice.
Obtained: Tokyo
Author's Rating: ***
It's one of those mid-range pistols.

Fire Rate: III
Damage:    IV
Clip Size: 12
Capacity:  144
Ammo:      5.45 Soviet Pistol
Game Description:
This is a very slim and concealable
weapon that fires a unique round at an incredibly high
velocity.  It has very little recoil and can penetrate light
armor.  The PSM may be a rare weapon with rare
ammunition, but it's deadly in the hands of even the most
inexperienced user.
Obtained: Lorelei/Zurich
Author's Rating: ***
It's no Desert model, but not bad for the stage.

Fire Rate: V
Damage:    III
Clip Size: 30
Capacity:  150
Ammo:      9mm
Game Description:
The MDS family is the most successful
submachine gun design in the world.  This weapon has an 
added advantage over others in its class in that it fires
from a closed bolt position, which allows the first shot to
exit the barrel and hit exactly where the user aimed.
Weapons that fire from an open bolt tend to throw the
weapon off aim and affect the bullet's trajectory when the
bolt fires forward to close the breech.  The A5 version has
a fixed plastic butt and is set to fire 3-round bursts.
Obtained: Carthage 2
Author's Rating: **
Not too bad, but you'll get shot a lot trying to get it on the first
stage.  Just let it go...

ABRAM 2000
Fire Rate: V
Damage:    III
Clip Size: 16
Capacity:  80
Ammo:      9mm
Game Description:
This exotic weapon is Croatian made 
and constructed with metal stampings and plastic moldings.
It has an ergonomic left hand forward grip to aid in
stabilization, but due to the absence of a stock, the
stabilization is minimal.
Obtained: Montenegro
Author's Rating: ***
It has average stats with below average ammo capacity.  And,
you won't even use it when you get it.

Tek 9
Fire Rate: V
Damage:    III
Clip Size: 32
Capacity:  384
Ammo:      9mm
Game Description:
This is a very dangerous weapon that has a
nasty reputation on the streets.  Gangs and drug dealers
favor it because of its high cyclic rate, large magazine
capacity and accuracy.  The entire front end of the weapon
is a compensator making the weapon easy to control while
firing full auto and one handed.
Obtained: Tokyo
Author's Rating: ***
Not too shabby, but nothing to set it apart from the
rest of the mid-range submachine guns.

Helico 960
Fire Rate: IV
Damage:    IV
Clip Size: 50
Capacity:  200
Ammo:      9mm
This is a slightly larger version of the
M950.  It has a sliding stock and a forward grip to aid in
controlling the weapon.  It has a muzzle compensator to
control rise and it can accept the same round helical drums
as the M950.
Obtained: Tokyo
Author's Rating: ***
The stability and power is good, but it's incredibly slow
when compared to other auxiliary weapons.

Fire Rate: V
Damage:    IV
Clip Size: 32
Capacity:  192
Ammo:      5.45 Soviet Rifle
Game Description:
This is a much shorter version
of the AK-74 assault rifle and is designed for higher
accuracy at close ranges.  The benefit of the 74SU is its
size and power.  It has the power of a rifle but is short
enough to fit in the thigh holster allowing the soldier to 
carry additional assault weapons or gear on their back.
Unfortunately, due to its short size and the fact that it
fires rifle rounds, this weapon is difficult to stabilize and
loses accuracy at long ranges.
Obtained: CDP Soldiers
Author's Rating:***
It's like a miniature AK-47, complete with rabbit-like jumping.

Stava M86
Fire Rate: V
Damage:    III
Clip Size: 30
Capacity:  150
Ammo:      5.56 NATO
Game Description:
This is an exact copy of the Soviet
AK-74 SU except that it is chambered for the western 5.56
NATO round.  This makes the M85 more desirable to the 
western world because it has the reliability expected from
the AK family and uses ammo that is easy to find
Obtained: Lorelei
Author's Rating:***
Most of the enemies in the stage uses this, so ammo is
plentiful.  But, not much of a weapon otherwise.

Marz FMG
Fire Rate: V
Damage:    IV
Clip Size: 40
Capacity:  160
Ammo:      9mm
Game Description:
This is a unique SMG that can be folded
up into a compact box for easy concealment.  It can be
quickly unfolded and ready to fire instantly, although its
rather inaccurate due to its shape and the fact that it has
no sights.
Obtained: Lorelei
Author's Rating: ***
Looking more like a melee weapon, there's not much to the
Folding Machine Gun than its unique look.

Fire Rate: V
Damage:    III
Clip Size: 32
Capacity:  192
Ammo:      9mm
Game Description
This impressive weapon still remains in
production after 50 years and has been adopted by many
international armies.  It has a central pistol grip, which
doubles as a magazine housing and it employs a telescopic
bolt to reduce recoil.
Obtained: YLA Soldiers
Author's Rating: ****
The designers made this weapon too good.  Yes, it has weak
rounds and regular ammo capacity, but it's one of the more
stable submachine gun you'll get to use.

XM-84D Flashbang Grenade
Fire Rate: ---
Damage:    ---
Clip Size: 1
Capacity:  10
Game Description:
This grenade is a non-lethal
non-fragmentary device that incapacitates and disorientates
enemies by creating a bright disorientating flash and a loud
Obtained: Carthage 1
Author's Rating: *
The effect lasts for only a couple of seconds, and if you look at
the bang, you'll also be blinded.

Anti-Armor Frag
Fire Rate: ---
Damage:    V
Clip Size: 1
Capacity:  10
Game Description:
This grenade is filled with a highly
explosive material that creates a greater shockwave and
over-pressure than grenades filled with Comp-B.  The shell
of the grenade is designed to produce hundreds of
fragments upon detonation and is made of a Tungsten-Steel
alloy that can tear through heavy vehicle armor.
Obtained: Belarus 2
Author's Rating: ****
It's strange, but this seems to be the only weapon in the game that
works vs. the tank.  (The SMAW isn't effective)  

M67 Delayed Frag Grenade
Fire Rate: ---
Damage:    V
Clip Size: 1
Capacity:  20+
Game Description:
This spherical shaped grenade
is lighter and easier to throw than the M61 and it has the
same deadly effects.  The shape allows for longer and more 
accurate throwing and it has a timing fuse that detonates
the grenade 3 seconds after its thrown.
Obtained: Ukraine/Belarus 2
Author's Rating: *****
Nice grenade, but the 3 secs. delay is really a double-edged sword.
But, you get to carry lots of them.


III. Levels

Here it is, the meat of the guide.
The steps listed are mainly for par runs.
I only "drew" maps for stages when I felt it was necessary.
On the maps, I only notes what I felt were places of interest.
If the stage can be played online, I'll list the online strategy after 
the solo strategy.  I just call the team by their code names and randomly
assign duties.
If you're playing online and a portion of the stage involves stealth, it's
best that the host of the game does the stealth part; otherwise, you may
encounter a bug where the enemies spot you w/o even seeing you.
This is just my personal approach to the stages.  No doubt there are
other, better, approaches.


0. IPCA European Command: Training Center

This "mission" gets you the K-BAR, Smoke Grenade, and Scorpion.
The only tricky part is earning the Scorpion, which requires you to
hit targets in a limited amount of time.  One of the targets is somewhat
hard to see, as it's not directly facing you.  It's located on the top
floor of the first tall structure from your left.  Make sure you can see
the target before you fire your first shot.  The Smoke Grenades and 
Scorpion will be useful early on, so you should play this mission in
order to obtain them.


1. Carthage, Michigan: Quarantine Zone

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: 11:00
Team Par: 7:00

The maps are drawn in the direction you're facing when the level starts.

It's possible to obtain par for this stage with just the Scorpion and
Stun Jack.  It mostly comes down to how fast you can kill.

For you beginner, know that you can roll into crawlspaces, instead of 
standing next to them and pressing triangle.

                  _______     Map 1.1 - The Stage Overview
                 | M 1.6 |    This is just a general overview of the
                 | _____ |    stage.  There are more detailed maps
      _______    ||     ||    of each area below.  This is to give
     |       |___||     ||    you an idea of the entire stage, of
     | M 1.5  ____|     ||    how the areas are connected.
   __|       |          ||
  | _  ______|          ||
  || ||                 ||
  || ||_____            ||
  || |      |           ||
  || | M 1.4|           ||
 _||_|      |           ||
|  _________|           ||
| |   ___________       ||
| |  |           |      ||
| |__|  Map 1.2  |      ||
|_______________ |      ||
                | Proust |

           ________              ___       Map 1.2 - Starting Area
          |X       |     _______|  W|      S = Starting Point
          |________|    | __ _K_|  V|      V = Water Valve/Main
          |        |    ||  |  B|   |      B = Bio-data Gear
     _____|        |____||__|___|   |      K = Key Pad
    |                               |      X = MDS A4     
(Map 1.3 )                          |      L = Laptop (Team)
    |        T                      |      C = C4
    |______C___    ___________      |_     G = Gate
               |  |           |       |    N = Night Vision
               |S |           |___ G__|    T = Truck
               |__|L _____________||_      W = Water Sample
                  |_|             |  |________
                                            | |
                                          Leads to Proust

a) First step is to protect the CHA officer.  
   Just kill all the enemies that appear, really fast.

b) Climb up the ladder (near W & V).
   There's a Key Pad here.  
   You can either shoot the keypad or get the key card from the 
   CHA officer down the hall.  Shooting it will alert the CHA
   officer, so you had better move quick.  If you're solo, shoot
   it.  When on a team, stun the CHA officer and take his card.

c) Go to Map 1.3 afterwards

Cobra:  Will get laptop, go after the Proust
Python: Will turn on water, help out
Viper:  Will Collect water samples
Dragon: Will Collect water/tissue sample

Ta) Python should help Cobra up the truck.  Cobra should shoot the
    window in the building and jump (get a good running start, and 
    run straight) in the office and grab the C4 inside.  Python should
    move to the water main.

Tb) Meanwhile, Viper protects the CHA officer while Dragon gets the
    Bio-data gear.

Tc) After Cobra has the C4, move to the building on fire, and tells
    Python you are in place; Python turns the water on, which activates
    the sprinklers.  Cobra rushes into the building, getting the laptop
    before it gets damaged by the water.

Td) After getting the laptop, Cobra goes to the gate, blows it up, and
    takes the vent to Proust.  When exiting from the vents there'll be
    a box containing night vision goggles directly in front.  Put 'em on
    and activate it.  Proust will be directly in front, but will not see
    Cobra - Snipe him.  Double back afterwards.

Te) While Cobra takes care of Proust, all members should go underground,
    to map 1.3.

Map 1.5___ C|                  Map 1.3 - Underground
          | |                  S = Shotgun
          | |                  C = C4 trigger man
          | |                  W = Water sample
       ___| |___
      |         |
      |         |
      |___   ___|
          | |      ____
          | |     |    |___
          | |_____|     ___Map 1.4
          |_______   __|
                  | |
      |C ____  _____|
      | |____||
      |  _W___|
      | |__
 _____|    |__
|  ___      __S 
| |   |____|
| |_____
|_______Map 1.2 

d) Take out the two guys near the shotgun box, then get the weapon.

e) Grab the water sample

f) Go to map 1.4

Tf) Either Viper or Dragon should grab the water sample.

Tg) Dragon should go to map 1.4, everyone else go to Map 1.5.

M 1.5____  S|              Map 1.4 - Fountain Area
 ________||____            W = Water Sample
|              |_          T = Tissue Sample
|          W    _M 1.3     S = CHA Hazmat Suit
|_________   __|
      | T | |___
      |_______  |
       _______| |

g, Th) Two guys will see you and start shooting.  Eliminate them

h, Ti) There are two more guy inside the building.  Eliminate them

i, Tj) Grab the Water sample

j, Tk) Get your stun baton out and go inside the CHA tent.
       Stun the Officer inside, and get the tissue sample

k, Tl) Go to map 1.5; note that there is a bio-suit on the way.
       Technically, you're supposed to wear it and then get the 
       tissue sample, but you really don't have time for that.
       (Dragon does have time)
                     | M 1.6        Map 1.5 - Streets and scanning station
                    _| |_           P = Power Generator
                ___| C   |          S = Scanning Station
        _______|  S|     |          W = Water Sample
  _____|   |  P|   |   W |          C = Climb this wall
 |    _    |_ _|   |     |
 |   | |___________|_____|
 |   |
 |   |
M 1.3|
 |   |
 |   |
 |   |__
 |______M 1.4

l) A CHA Officer will be in combat.  Again, kill and defend.

m) Turn the generator on

n) Scan the tissue sample at the scanning station, then return
   immediately to the generator and protect it.

o) Protect teh CHA Officer in the next area

p) Get the water sample

q) Climb over the wall and enter the vent to map 1.6

Tm) Python should protect the CHA officer, while Viper turns on the
    power then protects the 2nd CHA officer, gets the water sample,
    and then moves on to map 1.6.

Tn) After saving the CHA officer, Python should move toward the 
    location of the power generator.

To) Dragon should scan the tissue sample, and Python and Dragon should
    defend the power generator.

                    ____|  P|_______         Map 1.6 - Train Station
                   | __S        _   |        W = Water Sample
                 __||__|       |  __|        P = Power Switch
      ________  |  ___|        | |___        T = Train Tracks
 ____|     |  |_| |_|          |___  |       L = Low Route
|  __  W       __F             |___| |       S = Shimmy Route
| |  |_____|__|   |__ L __T__   _N___|       F = Fork in the Road
M 1.5                | |     | |             N = Night Vision
                     | |_____| |

r) Take out the 4 enemies and grab the final water sample.  One of the
   enemies will drop a NVG

s) Turning left at point F leads to the shimmy route.  You'll have to go
   up the stairs, take out the guard and shimmy over the tracks to the
   power switch (ignore the other enemies shooting at you).  After you
   get the power, just roll on to the train and then the tracks.

t) If you go forward at point F, you'll have to take the stairs that 
   go beneath the tracks, and then work your way up to the power switch.

u) Either way, follow the tracks afterwards (run past the enemies).  When
   you arrive at the other station, follow the stairs up to Proust and 
   take him out.  Sneak and try to head shot him from an angle.

Tp) Viper gets the final water sample.

It's possible for 2 people to complete this stage within par time.
In other words, you shouldn't have much problem with the stage.

The MDS A4 will really help you out in this stage if you're lacking 
weapons, but it takes time to get it.
It's guarded by 2 CHA officers, so you'll probably take a beating.
So, make sure you pick up the flak jacket afterwards, which is in
the same room as the bio-data gear.

The CHA officers are using Scorpions, so, if you're using one, make
sure to run over their bodies to get more ammo.


2. Carthage, Michigan: Warehouse District

Stop 3 ALA from contaminating water
Collect 3 viral containers from the ALA
Eliminate all 4 ALA death squad assassins
Eliminate unidentified female ALA
Assist Imani by distracting Fournier
Eliminate Fournier
Provide Imani covering fire
Protect CHA officer
No collateral damage
Hidden objective: Obtain Mujari's recorder

Solo Par: 8:00
Team Par: 5:00

The maps are drawn in the direction you're facing when the level starts.

This stage is tough if you don't have the right weapons.  It's fairly
difficult to kill all 4 ALA members w/o a grenade, so, you may want to 
skip the par attempt your first time through.

For teamplay, it's debatable whether or not it's faster to use the 
C4 on the ALA or just go after them.  Honestly, the time difference
is pretty small.  Well, unless your team is well-armed, in which case
going directly for the ALA is faster.
 |    P    |     Map 2.1 - Underground
 |         |     S = Starting Point
E2         |     V = Viral Container x3
 |         |     C = C4
 |         |     F = Furnace
 |         |     P = Power Switch
 |         |     E1 = Exit 1
 |         |     E2 = Exit 2
 |___   ___|     E3 = Exit 3
   __| |______________________________
  |  _______   _____________V____   __|
  | |  _____| |___               | |
  | | |           |        ______| |
  | | |V          |       |  ____  |
  | | |           |       | |    | |
  | | |           |       | |    | |___
  |V|_|           |       | |    |E1 F |
  |  ________   __|       | |    |_____|
  | |        | |          | |
  | |   _____| |          | |
  | |  |  _____|          | |
  | |  | |                | |
  | |  | |  ______________| |
  E3   | | |          ______|
_______| |_|         |___
___   _________   _______|
___| |_________| |_C_____
   ________           ___|
|S|        |         |__

a) From the starting point, take the first left (somewhat dark), followed
   by a right, left, right, and left.  In general, you want to make your 
   way to the pump room.

b) If you look up in the pump room, two men will be talking.  One of them
   has the viral container.  Fire a shot (If you don't know which one has
   the container, just fire a shot into the air.  You want to get the 
   attention of the guy with the viral container.  Once he notices and
   starts shooting at you, take him down (use a regular ammo weapon).  
   Climb the stairs, and take the viral container from his body.  He also
   has a NVG.

c) Climb the ladder into the pipes.  Another guy with a viral container 
   will be just to your right.  Take him down and follow the pipes.  Note
   the ladder behind you, labeled E3 on the map.

d) If you keep following the pipes, you'll reach the 3rd viral container.
   Take it, then double back all the way to E3 and climb up.

e) Once you make it to the surface, you'll trigger the ALA Death Squad.  

Cobra:  Collects the Viral Container
Python: Rescue CHA Officer in Theater
Viper:  Eliminate Fournier
Dragon: Gets in position at the Ladder

Ta) Cobra should do everything outlined when going solo.

Tb) The other three members should try to get the C4.

Tc) Once you have the C4, set it in place in the furnace to kill the 
    ALA Death Squad instantly.

Td) Take Exit 1, which is in the same room as the furnace.

|_E2_______L__  |         Map 2.2 - Streets
|____         | |         F = Fournier
|    |        | |         E1 = Exit 1
| Y  |________| |_        E2 = Exit 2
|_E3   _____   ___|       E3 = Exit 3
|  F| |     | |           T = Theater
|   | |___  | |           A = ALA Starting Point
|_ _|  _  |_| |           X = Death Squad Point
|_T_  | |  _  |           Y = Defend Point
    |_| | |_| |_________  U = Unidentified female ALA
        |____X________  | L = Ladder
                      | |
                     _| |______________
                    |  A               |
                    |                U |
                    |                  |
		    |         E1       |

f) Make you way to the X on the map - This is where you'll make your
   stand vs. the squad.  A single grenade will take them out.  If you
   don't have one, start tossing a lot of smoke grenades and try to  
   take 'em out.  If you have a good sniper rifle, just defend
   position Y instead.  That way you'll only face 2 assassins at a time,
   instead of all 4.  At position X, the four will split into pairs.

g) Go to position U and eliminate the female ALA.

h) Go to position T.  Once inside the theater, go to the second floor.
   Kick open the door and quickly eliminate the 2 terrorists.
   Go back outside and pick up some frag grenades in the box outside
   the hallway on the 2nd floor of the theater
   Once they're dead, the CHA officer will open the door in the
   lower level.  Go down to the stage and get Mujari's recorder.

i) Throw some grenades at Fournier.

j) Make your way to L.  Eliminate the guard and climb up.  Try to make 
   your way into the room quickly, and fight the guards inside.

Te) All 3 members will be in perfect position to attack the female ALA.
    Afterwards, all 3 should perform their assigned duties.  Make sure
    that everything has been completed before you kill the 3 ALA members
    in the building.

The SG-36 can be accessed via the pump room.  There is a pool of water
at the lowest level.  Jump in and look for a pipe you can crawl through.
It will lead to a small area with 3 boxes - One of them has the weapon.

In the pump room, you want the guy with the viral container to shoot
at you because if you take him down when he doesn't notice you, his body
will remain on the platform he is standing on.  It's time consuming to 
obtain the container if it's high up there.  If you kill him after he
starts shooting at you, his death animation will knock him off of the
platform; try to go for a head shot, so he doesn't retreat.
Alternatively, you can use an explosive weapon to kill him,
but that's somewhat risky, as it may send him flying in the wrong way.
You can also run from the adjacent pipe you reach after climbing the 
ladder, towards the platform while pressing triangle.  If you're lucky, 
you'll grab the platform; if not, you'll fall and die.

The final way to access the platform (probably what the game designers
intended) is to make you way to the power room and shut off the power
switch.  This will close the doors and stop those respawning enemies
from gunning you down while you climb the opposite platform and shimmy
your way across the room.

It is possible to kill the last batch of ALA members w/o climb inside the
building.  Once they appear on your map, you can toss grenades from
outside (from the streets) to kill them - It is a bit tricky.

You may have noticed that if you toss grenades at darkened windows of
some buildings, the building will catch on fire.  The purpose of this
is mainly for battling Fournier, as he sometimes tends to jump into a 
window - Check the Zeus files for more info.

With all the respawning enemies this has, this is probably the best stage
to rake in headshots, grenade kills, and knife kills.


3. Carthage, Michigan: Carthage Mall

Lock down mall entrances
Disarm both viral explosives
Complete DPE order on Masson
No collateral damage
Rescue injured SWAT officers (Team)

Solo Par: 5:00
Team Par: 3:00

Not too much to say about this stage.  Lock 4 doors, disarm 2 bombs
(well, maybe 3), and kill Masson.  The only guy you have to (and should)
kill is Masson.  Smoke grenades are almost a must in this stage for par.  
Note that although you can, you do not have to save the SWAT team members
for offline par.

a) There is an escalator in front of you.  To the right of it is the
   first door.  Throw a smoke grenade at it and lock it down.  Ignore the
   enemies, both during and after locking the door down.
b) Still on the 1st floor, there's a bomb close to you (hang a right after
   you lock the doors).  Again, throw a smoke grenade and proceed to 
   deactivate the bomb.  As soon as you're finished, move fast, because 
   you may get a frag grenade thrown your way.

c) Double back and take the escalator you saw earlier to the 2nd floor.

d) Turn right at the top and go forward.  You'll eventually see a bomb
   in the middle of a walkway.  Deactivate it.  Also, note the SWAT team
   member nearby.  Ignore him and head for the 2nd floor entrance that's
   directly above the 1st floor entrance you locked down.  You know
   what to do.

e) Go back down to the 1st floor, and make your way to the bomb (second
   one on the 1st floor), and do your thing.

f) Lock down the 2nd door on the 1st floor.

h) Take the escalators up (another one, close to you).  Make note of the
   nearby safe zone and the other SWAT team member.

g) Lock down the final door.

h) Head back towards the bomb you deactivated on the 2nd floor and duke it
   out with the boss.

Cobra:  Save the 2 SWAT team members inside the building
Python: Disable bomb upstairs, lock down 2 doors upstairs
Viper:  Lock down 2 doors on the 2nd floor
Dragon: Disable 2 viral bombs on the 1st floor.

Ta) You know where the locations are, so go to it.

Tb) Gang up on the boss.

If you walk under the walkway (which is in the middle of the mall) w/o
disabling the bomb, the bomb will go off.  While it's not too much of a 
big deal (assuming you were running along the walls) it will add on some

It's debatable which is faster, but you may want to have 2 members of the
team carry off the 2 SWAT team members.  Having only one guy do the job
takes longer, but ensures that the other members will be in a good
position to take out Masson.

Other than just completing the objective, you do not get anything special
for saving the SWAT team offline.  But, if you still want to, do the 
following, in order:
Carry SWAT team member upstairs to safety
Carry SWAT team member downstairs to safety
Lock down door that was close to 1st SWAT team member
Lock down door beneath previous (close to starting point)
Lock down other door on second floor
Lock down last door
Disable two viral bombs

After you do all that, you have about 30 seconds to take out Masson, if
you're going for par time.  Make sure you use the overpass with the bomb
to get to the SWAT team members and doors - It's faster than running
around the mall.  


4. Pescara, Italy: St. Cetteo Sqaure

Set decoy explosives
Assassinate Dimitri by the bell tower at 3:00 PM
Move to extraction point
Maintain stealth

Solo Par: 7:00

Stone has virtually no armor/health, and cannot pick up weapons.
Well, he does have normal armor/health, but the enemies here can kill
you in two shots with their uber-weapons.
Special stages work like the old Syphon Filter games - You must complete
the stage within all the mission parameters.  Luckily, there is no reload
time when restarting the stage.

You get one weapon with one bullet for this mission.  Fortunately, Stone
can break necks (Sneak up behind and press square)

a) Near the beginning of the level you'll see/hear two guys talking.
   Wait for one guy to walk away and kill the one that stays behind.
   Move the body further back into the tunnel you just came out of.

b) From where the dead guy was formerly standing, you'll see a bunch
   of baskets in front of you.  Head to that area.  There, you'll see 
   a ladder leading down.  Take it and follow the pipes.

c) It'll lead outside and you'll see a bridge ahead of you, run to it.
   As you get close and see enemies on the radar, start sneaking.
   Normally, there's one guy on the left side of the bridge, standing.
   Another guy will be crossing the bridge (Sometimes, he's not there).
   Sneak, and move to the left side of the bridge (where the standing guy
   is).  Don't worry - As long as you're close to the bridge he won't 
   see you.  The guy crossing the bridge will stop once he crosses.  Snap   
   his neck and leave his body.

d) Keep following the street, and take the first left you see.  In the
   alley you have to plant a C4 (location is close to the street itself).  
   There's also a guard patrolling the alley, but you should have plenty
   of time to plant the C4 and leave.

e) Once you're back on the street keep going forward (move in stealth).
   You'll see two guys up ahead.  One will be on top of a small set of 
   stairs (he'll be closer to you).  Move close to him, climb up to his
   level, and snap his neck.  Afterwards, climb down a wait for a few
   seconds.  The guy that was patrolling the alley will now be on the
   street, and looking towards you.  Give him time to go back into the 
   alley, and then go after the second guy.  Also, make note of this
   area - Mainly, note that over the wall in this area is where you
   came out of the pipes.

f) The second guy will also be standing still, looking at the street.
   It's pretty easy to kill him.  Once you're done with him, wait a bit.
   Another guard will be patrolling the street, and he'll probably be
   looking towards you right about now.  Once he turns around, follow him.

g) He'll come to a stop at the end of the street.  There's are a couple of
   doorways on the left side of the street.  Hide in one of those and wait
   for him to pass by you.  Once he does, make your way toward the
   building you see ahead of you (The one to the right of the church).
   Be careful not to make noise, as another guard will be in the area to
   your right (and above you).  You want to avoid the large set of stairs
   you see to your right (that's where the guard was), but keep going ahead,
   for the other set of stairs.  See map 4.1 for more info.

The map is drawn from the player's perspective

C   g|   |X|  _. .       Map 4.1 - Setting up for the Snipe
g____|   | | |.|  .      G = Guards (moving)
         | |_|.|  .      g = guards (stationary)
         |_____|  .      X = Sniping position
            . . . .      C = Church Area
          .     ____     To be blunt: Follow the dots to the X.
___      .     |
   |    .      |___G
  _|   .     _______
 |_   .     |            
  _| .      |
 |_ .       |
   |   G    |
   |        |
   |        |

h) Wait until the countdown, and kill Dimitri with the sound of the 
   3rd bell.  Afterwards, Stone will set off the C4 and most of the guards
   will head for the area where you set the C4.
i) Remember the area mentioned in step e?  Run to it, climb over the wall, 
   and head for the area where you started the stage.

You know the wall you climbed over when making your escape?  You can also
climb this wall from the other side.  (First wall to your right as you
exit the pipes)  It shaves some time off, but doesn't make much of a
difference in the end, since you still have to wait until 3:00.

You'll have around 2 minutes remaining when you reach the sniping area.
So, instead of waiting around, you may just want to kill the 2 guys
in the vicinity.


5. Mazyr, Belarus: Krivorozhstal Mill 

Shut off overloading mill machines
Disarm stacks explosives
Escort some workers to safety
Save Dobranski
Take mill documents from safe
Eliminate CDP soldiers
Eliminate Zhidkov
Take tissue sample from cow carcass
No collateral damage
Escort all workers to safety (Team)

Solo Par: 18:00
Team Par: 13:00

The map is drawn in the direction you're facing when the level starts.

This stage is much larger than any of the previous maps, and is also the
one that most people have trouble getting par times online.  But,
in theory, it's not all that difficult.  Solo, it's not that hard.
Most enemies in this stage use weapons with high firing rates, but low
accuracy.  So, pack something that has good range.

You have to save workers.  They will kneel and not move when soldiers
are close by; so, take out enemies fast.  Also, they lead the way.
Except for 2 workers (W6 and Dobranski) they all take the most direct
route to the elevator.

                            _|     |    Map 5.1 - Stage Overview
                   ________|   X   |    S = Starting Point
         _________|                S    W = Worker x6
        |                ______    |    D = Dobranski
       _|               |      |   |    T = Water Tower
      |    ______ ______|______|   |    C = Coil Room
      |   |______|      |          |    P = Slag Pit
      |          |O     |          |    M = Mill Machine x3
     _|         _|M  P  |          |    U = Statue (I already used S =p)
    |     ___  | |E     E W4       |    O = Cow Carcass
    |    |   | | |W1||  |          |    E = Explosives x2
    |    |   | |_|  ||  |          |    X = Plant C4 here
    |    |   |   |__||| |         |     A = Need letter for room, room
    |    |___|        |_|______   _ |   B = Need letter for room, room II
   _|      |            |  A__ | | |
 _|       _|    T      _|  |  || | |
|        |            |_  M|  ||W| |
|  ___ __|___ __________|_ |  |_3| |_
|W|   |      | W6         |     |_  |
|2|   |      |            |       | |
| |   |  B   |    U       |       | |
| |   |      |         ___|       | |
| |   |______|________|___        | |
| |_  |                   |      _| |
|_  |_|_M____   ___    C  |     |  _|
  |__ |______| |___|___W5_|_____| |

a) The Cow Carcass disappears after a set time, so you need to hurry.
   Climb the wall, go forward.  Roll through the fence and eliminate
   the 2 soldiers.  Keep going straight (the direction where they all
   came from), and you'll come across a train.  Eliminate the 2 soldiers
   there (ignore the rest), and kick open the door to the building.

b) This is the slag pit.  Upon entering, you'll be greeted by 3 enemies.
   Take 'em out.  To your right is the cow carcass - Get a sample.
   You'll see two stairs: One to your left, and another to your right
   (There is a third in the back but ignore that one).  Take the right one
   and you'll meet one of the workers and see one of the mill machines.
   Ignore the machine for now and escort the worker to the elevator
   (elevator is directly below the worker).  4 soldiers will charge into
   the room - Take 'em out.  Leave the worker at the elevator and take the
   other (left) stairs.  That leads into an office, then to a dark area
   with more stairs.

c) At the end of the dark area, there's a door in front of you and an
   open corridor with a guard to your right.  Kick open the door.

d) This is room A on the map.  As you enter you'll see stairs in front of
   you.  Take the stairs up, and take the corridor you see.  This will
   lead you to the stacks, where there are 2 soldiers and 2 C4 explosives.
   Take out the guards and take the C4.  Go back to room A.

e) As you go down the stairs, you'll see an adjacent room with (big) coils.
   Go into that room and you'll eventually reach a gate - Open it.
   You'll see two soldiers appear on your map.  Take 'em out.  Go back to
   the worker (W 2 on the map) and escort him back to the elevator.  Leave
   him in the elevator.

f) Go back to room A.  There's a mill machine here, so turn it off.  There
   are two more exits in this room.  One of them is close to the mill 
   machine, and the other one is opposite from that exit.  Take the one
   that's closer to the mill machine.

g) This is the statue room (U on the map).  You'll see two soldiers.
   They've spotted a worker and are moving in for the kill.  Kill them
   before they can do their work.  But, don't go near the worker.  Take
   the door that's close to the statue.

h) This is the coil room.  There's a mill machine in here, so shut it off.
   One of the two guards you'll initially see has frag grenades, so make
   sure you take him out.  There's a door opposite the one you entered
   this room from.  Go inside, but sneak when you're inside.

i) As you enter, look to the right.  There is a vent.  Crawl through it.
   You'll exit in the shower room.  Keep sneaking forward and you'll see
   two soldier and Dobranski on the map.  You'll be able to see one of the
   soldiers (the one beating Dobranksi), but the other is behind a wall.
   Take out the one you can see, and then quickly take out the one behind
   the wall.  Go back out into the hallway, because a third soldier will
   show up.  If you do not kill the second soldier fast enough, he will
   kill Dobranski.  

j) After you've saved Dobranski, he'll open up the safe.  Take the
   documents in the safe, and go back to the coil room.  Dobranski will
   also leave the room, but the hell with him.  Check your map, and you'll
   see that a worker (W5 on map) is hiding in the coil room.  Escort this
   guy back to the elevator.

k) Once the three workers are in the elevator, bring the elevator down.
   After they get off, go back up and turn off the last machine.  It's the
   one in the slag pit (same room as elevator) that you ignored before.

l) After the last mill machine is off, go to the X on the map (it's near
   the area where those two soldiers gunned down the two workers when
   you first rolled under the fence at the beginning of the level).
   Plant the C4 on the tracks (where they intersect - It'll be clearly
   indicated by the game) and wait for the train to come.

Cobra:  Goes after Dobranski
Python: Goes after W6, turns off mill machine in coil room
Viper:  Goes after W1, W2, W3
Dragon: Gets Cow Carcass, C4, sets C4, goes after W4, W5

Ta) Everyone except Cobra heads in the same direction as the solo run.
    Cobra turns left when first rolling out of the fence and follows
    the tracks.  The first two soldiers will drop NVG.  Put 'em on and
    keep following the tracks.  Keep and eye on the radar, mainly for a 
    white dot to the left - That's Dobranski.  Once Dobranski appears on
    the map, look around the tunnel.  There's a ladder nearby.  Take it up,
    and eliminate the two soldiers (and the third that'll rush in).  Take
    the papers from the safe and escort Dobranski.

Tb) Python will go to the worker by the statue, but take the long route. 
    Specifically, take the route that Dobranski and W6 takes, but in
    reverse.  Go to the slag pit, and then the dark area with the stairs.
    Instead of going through the door, take the corridor.  This leads to
    the water tower.  Take the stairs up to the water tower, and then
    kick open the door.  (Make sure to take out the soldier on top of the
    water tower).  The door leads to room B.  Follow the path and go down
    the stairs, and take the door directly in front.  This leads to the   
    coil room.  Take out the two soldiers and deactivate the mill machine.
    Take the door to the statue room, kill the two soldiers, and escort
    the worker.  Note that as soon as the worker starts to talk, one
    soldier will appear via the door you used to enter the area, and two
    more will appear via the stairs (far end of statue area).

Tc) Viper also heads for the slag pit, and escort the worker there down.
    Once the worker is in place, head out the door used to enter the room.
    Follow the tracks outside.  It'll lead to another worker.  Escort him
    back to the elevator.  Once that's set, go back outside, and head back
    towards the starting area, but follow the walls all the way.  This will
    lead to the stacks.  Take out the soldiers in the area - There's a 
    worker here (W4).  Escort him back to the elevator.

Td) Dragon follows the steps for the solo mission, except skipping the
    part for Dobranski.

The teamwork for this stage is all about timing.  Python taking the route
described will make it easy for both Python and Cobra to escort W6 and 
Dobranski.  W6 and Dobranski take the same route, so Python and Cobra
will be close to one another.  If one dies, the other can cover the
extra worker until backup arrives.  Dragon will have to take out soldiers
in order to get the C4.  This makes it easier for Viper to get to W3, the
worker under the stacks.  Viper will trigger the four soldiers early,
making it easier for everyone else as the workers enter the elevator.

It is somewhat risky to take down all the workers at once, so you may want
to take 'em down once you have a few on the elevator.

Although the par time for this level is 13 minutes, the deadline for
turning off the last elevator is about 11:05.  The train sequence takes a
while, and Stone talks a lot.

Going near a worker and escorting him will almost certainly trigger 
enemies to appear, but they're not much of a problem.  The big problem is
the dark room with the stairs.  This is the cheap re-spawn room.  Stick to
your worker like glue when in this room.
And, speaking about cheap respawns, if unlucky, you may end up in a
situation where a soldier spawns really close to a worker, leaving the
worker between you and the soldier - The worker is pretty much dead in
such a situation.

If you're fighting and a worker is with you, it's best to fire while
standing.  This way you avoid accidentally hitting the worker.  Also, do
avoid using explosives and tasers in this stage.

Before you go to get a worker, check your armor/health.  If you're low, 
kill yourself so you're back to 100%.

Near W3 is a place where you can lift a teammate up.  There's a vent 
nearby.  If you follow it, it leads to a platform with items - Nothing
special there.

Yes, it is possible to save all the workers when going solo.  Remember 
that Dobranski counts as a worker.  But, know that your only reward
for saving them is pride.

If Dobranski gets killed before he opens up the safe, you'll have to use
C4 to blow it open.  In addition to the C4 at the stacks, there's C4 in
the train car that's near the entrance to the slag pit.  The C4 explosion
is large, so leave the room after setting it up.

Dobranski and W6 take the same path
W3 (if gate closed) and W4 take the same path
W3 (if gate open) and W5 take the same path


6. Mazyr, Belarus: Belaya Vezha

Retrieve equipment from crash site
Destroy power substation
Destroy communications truck
Disable 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: 15:00
Team Par: 7:00

The maps are drawn in the direction you're facing when the level starts.

You start the mission with only your sidearm and melee weapon.

This stage is a little tricky for par time, since the location of 
Ivankov's papers is random.

You can steal the clothing from the early enemies you face, which shouldn't
get you all excited unless you're a little kid, as it doesn't serve any
function.  Well, it does provided limited stealth, but the heck with it.

                          |S _____________________|
                          | |                  C      _____
                          | |                       .P___  |    S
                        H | |                 .   .      | |_____
                          | |            .  .            |_____  | 
                          | | .                                | |
 ___________              | |   .  .  .  A  .                __| |
|           |             | |                 .  .       ___| ___|
|           |            L| |                       . . |  _ |
|           |_____________| |__________G______________  | |T||
| Chateau    _____________ B _______________________  | |_   |
|           |      M      | |                       | |___| |
|           |            _| |                       |  _____|
|___________|           |  _|                       |_|
             ________ __| |

Map 6.1 - Stage Overview
S = Starting Point
P = Power Substation
A = AA Tower
T = Communications Truck
G = Gas Main
M = Scud Missile
W = Sewage Sample
B = Bridge
H = Helicopter Crash Site
C = Climb down here to reach the Sewage Sample
L = Climb up here to get to the Chateau

a) Head directly for the Power Substation.  Once there, pick up the C4
   and blow it up.  Pick up another C4 afterwards, and follow the power
   lines to the crash site.  Note that early in the path you'll see an 
   icon to climb down.  Ignore it for now.

b) Once at the crash site, get you weapons from one box, and equipment 
   from the other.  Go for the AA tower.  (follow the dots)
   When you see the tower, run directly underneath it, and toss a 
   frag grenade up there.  You'll disable the equipment; if you don't 
   have a frag grenade, you'll have to climb up and shoot it.

c) Take the tunnel to the Comm Truck, and plant the C4.  Double back
   to the Power Substation.

d) Pick up more C4, and this time climb down into the ravine.  Follow the
   path and you'll reach the Sewer Sample.  Note that you must have 
   retrieved the equipment from the crash site in order to collect the
   Sewer Sample.

e) Go to the gas main and turn it off.  Head towards the bridge and you'll
   see the tank.  Run past it.  There's a Scud Missile up ahead.  Set the
   C4 and run towards the chateau.

f) Once you're in the chateau courtyard, make a right and take out the lone
   guard.  Climb through the window into the kitchen.

g) Follow the hallways, and you'll reach a room with supports and a vent
   on top.  The next room also has the same setup, but with 2 guards.
   Follow the vent (first room, not the second)

h) You can make a turn while in the vents, which will lead to the room
   with Stone.  For now, keep going straight.  You'll end up in one of
   the attics.  If there are two guards here, one of them will have
   Invankov's papers.  If there's only one, the paper isn't here.  Double
   back and head to the room with Stone.

i) You should be able to snipe Pulikovsky and the guard while in the vent.
   Free Stone afterwards.  If the paper wasn't in the first attic, climb up
   and take the other vent in the room where you found Stone.  This vent
   leads to the second attic.  If there's a guard here, he has the papers.
   Else, the attic will be empty.  Double back to the room with Stone and 
   grab the anti-armor grenades.

j) If you do not have the paper yet, that means it's in the last possible
   location, which is in the room adjacent to the room with the piano.
   That's located on the other side of the chateau.  Follow Stone outside,
   but instead of throwing the grenades at the tank, go to the left side
   of the chateau, and enter the building.  You'll face a lot of guards
   on the way.  But you should have enough to time kill the guard with
   the paper.  The guard with the papers will have a flak jacket on, and
   you'll get the objective of retrieving the papers added after you
   kill him.

k) Toss your grenades at the tank.  Note that if you kneel while you're
   close to it, it won't be able to hit you.  It'll take several grenades
   to blow up the tank (but, under 10).

Cobra:  Shuts off gas, blows up Scud, Rescues Stone
Python: Shuts off gas, blows up Scud, Checks piano room
Viper:  Gets gear, Blows up Bridge, gets Sewage Sample.
Dragon: Gets gear, Blows up Bridge, AA Tower, Comm Truck, Power Station.

Ta) All members of the team heads for the Power Substation and grabs
    a C4.

Tb) Cobra and Python doubles back to the start point and go to the
    Gas Main, then over the bridge and to the Scud Missile.

Tc) While Cobra and Python takes care of that, Viper and Dragon should
    head toward the Crash Site, then, follow the river upstream to the 
    bridge.  Help each other up (The location for boosting each other 
    is at the Chateau end of the bridge), shimmy over to the middle 
    of the bridge and set the C4.  2 C4 explosives are needed.  
    Once set, you have 30 seconds until the bridge goes.

Td) After the bridge is gone, both should double back to the crash site
    and get their gear.

Te) Viper and Dragon should do their parts, then go for the Chateau.

Tf) Once inside the chateau, cobra should make for the two attics, 
    while Python heads for the room adjacent to the piano room.
    (Follow the dots, to the room with the "I," below the piano room.) 
    After checking out the room, Python should go to the room with
    Stone (via courtyard door, not kitchen).               

 ________________   I
G                |_||          ___ ____
A2,I   S          _ |         |   |    |
|_  __________  _| ||         |        |____
  ||         _||_  ||     __  | K |         |     Map 6.2 - Chateau
            |  . |__A_||_|  |_|   |___      |     E = Entrance
            |  .  ________________| _ |___  |     K = Kitchen
            |_. _| . ________._____| |    | |     A = Attic (Vent)1
              ||.  .|                |    | |__   A2 = Attic (Vent) 2
              |_____|_       .       |_   |  __E  S = Stone
                      \                \_/ .|     R = Piano Room
                ______/       .             |     P = Paper x3    
               |                           .|     G = Grenades
               |                .           |     C = Climb to Piano
               |                           .|
               |                   .        |
               |______                .    .|
                      \                 _   |
         _____  ______/     ___________/ \ .|
       _/     \_     |C   _|             _| |
     _/         \   |____| _____________|  .|
     _     R     |        | .  .   .   .  __|
      \_       _/         |   |__________|
        \_   _/           | . |
   _______| |             |  _|
  |      _  |           ___||___
 _|  I  | | |          |   .    |
 _______|_| |__ _______| .      |_
       |_______|_______.         _
                       |        |

The par is 7 minutes, but, again, Stone talks a lot, so the deadline for
untying Stone is 6:20.

Cobra and Python do not get to pick up their weapons, so they should
use a Desert model sidearm or have dual wield.

At the main entrance of the chateau there are two guards.  Try not to 
kill these guards.  If you do, a whole lotta backup will come after you.
Even if you're going solo and have all your gear, you're going to have 
problems handling all of them.

Location C on map 6.2 also leads to the piano room.  It takes longer,
but you'll face fewer enemies along the way (the recommend path is 
faster, but that's assuming you can take out the 5 guards quickly).

If you don't have the C4 with you, you can use a frag grenade to blow up
the Scud Missile.  It's strange, but if you have the C4 with you, the
frag grenade doesn't seem to work.

If the guard with the paper is in the first attic, you'll see him appear
on your radar before you enter the attic (just before exiting the vent).
If the guard with the paper is in the second attic, you'll only see him
appear after you enter the second attic.
If the guard with the paper is in the third possible location, then
you'll see two guards in that room.

Stone is invincible, so don't worry about friendly fire.


7. Tash, Kumyr, Kyrgyzstan: Saydahmat's Village

Locate arms deal
When Samaev has the container, eliminate him
Obtain container from Dosbol Samaev
Change into a concubine outfit to fool Yang
Give the bio-weapon container 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 stealth
Hidden objective: Locate Yushchenko's papers
Hidden objective: Eliminate Zayed Al Dhahiri

Solo Par: 13:00

The map is drawn in the direction you're facing when the level starts.
                                        _ _______| |________
                                       | |___  __   ______  |
                                       | |  __|  |_|      | |
                                  _____| | |            __| |____
                                 |V___   | |     ____  |         |
                    _____________||_  |  | |    |    | |   _     |
                   |                | |__| |____|Z  _| |__| |__  |
                   |                |    |         |           | |
                   |                |    |         |   _____   | |
                   |                |    |  L      |__|     |  | |       
           ________|       C        |    |          __ Y    |  | |______
          |        |                |    |         |  |___  |  |        S
          |  G,P                    |    |         |      | |__|        |
   ____   |________|G               |  __|         |      |G            |
  |   R|  ______ |  |_____________  | |_____   ____|      |____     ____|
  | ___| |_O_  _||G_|_____________| |       | |                |__A|
 _||   ______||                   | |_______| |
| _|  | ______|                   |     B     |
||   _||   ___                    |___________|
||__|   |_|  W|
|___     _    |
    |___| |___|         Map 7.1 - Stage Overview
                        S = Starting Point
                        L = Location of Arms Deal
                        G = Guards You Should Eliminate
                        P = Yushchenko's Papers
                        Z = Zayed Al Dhahiri
                        V = Kill Samaev Here
                        Y = Kill Yang Here
                        O = Concubine Outfit
                        R = Revealing Outfit
                        A = Need Letter for Location
                        B = Need Letter for Location II
                        C = Need Letter for Location III

a) From the starting point, make you way to location A.
   A guard will be patrolling the area.
   Yang will be talking to a stationary guard.
b) Stay in A (which is near a torch and a discreet are) until the
   patrolling guard passes you.  Kill the stationary guard and
   hide his body in the discreet area.

c) Make your way to location L.
   As you as you enter L, start making your way over to B.
   Once you're far enough from the bad guys, run over to area C.

d) In area C, you'll see a patrolling guard.  Follow him.
   He'll eventually stop near another, stationary, guard.
   Kill the stationary guard, and hide his body in the nearby discreet
   area.  (Located just to the right, in the direction where the guard
   was facing)  Note that there are boxes in this area.

e) Go into area P.  Kill the guard there.  He has the papers, so check
   his body afterwards.  Also, hide his body in a corner of the area he
   was patrolling.  There's also a laser gate security here - Ignore it.

f) By this time, Samaev should be just entering area C.  Double back to 
   area L.  Keep your distance from the guards (they'll see you) and move
   slowly towards area Z.  Kill the guy.  Since he's all by himself, as 
   long as you keep your distance from everyone, no one will notice the

g) Run back to area C.  While you're on your way, you'll get a message 
   that Samaev has the container.  There's a set of stairs off of area C.
   Stay in those stairs (you won't have to wait long) and wait for Samaev
   to appear.  Kill him, and get the viral container; leave his body.

h) Go to the discreet area mentioned in step d.  Remember those boxes?
   Climb up to the roof using them.  There's another set of boxes.
   Climb up those as well.  Keep climbing and you'll see a guard.  Take
   him out before he manages to go inside the building.  

i) Inside is the concubine outfit.  Switch clothes (You'll have to be
   behind the changing area) and run back to Yang; you don't have to worry
   about stealth while wearing this outfit.

j) After you hand the container over the Yang, follow him.  Kill him once
   he's in area Y.  Area Y is right by a discreet area, so stash his body.

k) Go back to the building where you got the outfit from, and make your
   way downstairs.  In the room with the laser security is the more
   revealing outfit.  You'll need to make a right as you enter the room 
   (it's really dark) to get behind the pillar so you can access the right
   side of the changing area.

l) Go back upstairs and poison the chalice.  Switch back to the sherpa
   outfit (same place where the concubine outfit was) and make your way
   back to the starting area.  Note that some of the guards will now be
   standing still - The one near area A does this often.  You should
   have plenty of Shurikens left to take 'em out.

If you couldn't make it in time to kill Samaev in area V, wait for him to
reach area B, and then kill him.  If you couldn't kill Yang in area Y, 
wait for him to make his way to the starting point and kill him.

You can grab the torches that's along the walls outdoors, but they're a
melee waepon, and you'll have to drop your Shurikens.  So, don't do it.
They are a one-hit kill weapon, so you may want to fool around once you've
obtained par time for this stage.

It's strange, but while you won't break stealth wearing the concubine 
outfit, if you go outdoors wearing the revealing outfit, stealth will be


8. Sana'a, Yemen: Arms Bazaar

Eliminate the 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 tap evidence
Maintain stealth
Hidden objective: Photograph Fadhil's files
Hidden objective: Obtain Thae-bok Jon's credentials

Solo Par: 18:00

The maps are drawn with the compass to the north.

There's a lot of running around in this map.  Keep your
weapons tucked away, as you'll lose stealth if you are
spotted with one out.  The K-BAR will not kill the VIP
in one hit (unless it's a stealth kill), so be careful.

|                     |   Map 8.1 - Ruins Area
|  |                  |   E = Entrance
|  |                  |   P = Unstable Pillar
|  |                  |   T = Tunnel
|  |                  |
|  |                  |
|  |         P        |
|  |                  |

a) This area is right next to where you start the stage.
   Go to the pillar and kick it over; immediately run to the tunnel.
   Pick up the NVG and VSS-Special inside the box and go into the
   tunnel; if you don't do this fast enough, the guard, who ran
   over to the pillar, will return and spot you.

b) Inside tunnels, you'll run into a couple of guards - Take 'em 
   down with the VSS.  Keep exploring the tunnels and
   you'll eventually come to a gate you can open.  There's
   a single guard here.  Take him out and photograph Fadhil's files.
   Exit the tunnel afterwards.

c) Once you exit the tunnel, stay around the tunnel area for a while.
   The VIP will head towards you.  He'll eventually stop in front 
   of the tunnel.  Snap his neck, take his credentials, and hide his
   body inside the tunnel.  You do have to do this fast, as a guard
   is coming your way.  Head to the VIP area afterwards.

  B   ___________
 | |_|           |   Map 8.2 - VIP Entrance
 |__G            |   B = This Leads to the First Area
     |           |   C = This Also Leads to the First Area,
     |           |       Via the Cemetery
     |           |   K = Kill Khorsh Here
     |           |   G = Kill Guards Here x4
 ____|           |
|  __ G          | 
| |  |___________|
| |  
| |    ______
| |   /      \
| |__|        |_____
|____    G     _____ C
     |        |
      \__K __/

d) After you hand over the VIP papers, you'll get a shot of the
   communications dish (right above you).
   Stay around the entrance of the VIP area.  Khorsh will come
   towards you.  He'll stop in front of the VIP area. 
   Snap his neck, and leave his body.

e) Sneak up on the guard in front, and snap his neck too.  Leave
   his body.

f) Turn to your left and follow that corridor.  It'll lead to
   a courtyard.  A guard will stop at the entrance of the corridor,
   the proceed to go inside.  Kill him while he's inside.  You
   have to kill him before he stops; otherwise, he'll see the dead
   bodies you left behind.  Leave his dead body.

g) Double back to the courtyard.  By this time, the second guard 
   there will make his way to the corridor.  Once he stops, snap
   his neck.  Carry his body a bit into the corridor.

h) Run to the other entrance to the courtyard.  You'll see a third
   guard.  He'll stop at the entrance to the courtyard.  You don't
   have to kill him, but what the hell, twist that sucker.

i) Once the coast is clear, take out that VSS-Special and shoot the
   communications dish.  Now, make you way to the black arms market.
   From the map's perspective, you want to take the lower right exit.
   From your perspective, you want to take the exit that's to your
   far left.  Ignore the boxes in the market.

                        |L|                 |R|
                        | |         ________|.|___
                        | |        |      ___. . _|
              ________  | |    ____|     |    |.|
             |        |_| |   |          |____|.|
             |         _  |   |         |  ___|.|
             |E. _____| | |   |       __|___ . .|
             |__|.   |  | |   |      |      |.|
           _____|.   |  | |   |      |______|.|_
          |. ________|  | |   |      .___C___.JA|
          |.|           | |   |    . |
          |.|__         | |   |   .  |
 ___      |.   |        | |   |  .   |
|   |__   |.   |   _____|_|___| .    | Map 8.3 - Town Area
|R     |  |.   |  |. ___._.___ .     | R = To Market, Right Exit
|_   __|  |X . |__|.|   | |   |______| L = To Market, Left Exit
  | |_______| . ____|   | |            J = Thae-bok Jon
  |__________  |        | |            E = Explosives
             | |________| |            R = Radio
             |________  __|            C = Climbing Place
                      ||               X = Kill Position
                                       A = Agency Gear

j) Taking the right exit (map's perspective) will lead you into the
   right section of the town.  Take the stairs up (it'll be dark)
   and you'll come across Thae-bok Jon.  He'll stand briefly in front
   of a door - Snappy, snappy.  Make sure you search his body for his
   credentials.  Shoot open the lock to the door and get your agency
   weapons.  Make note of this dark building, and go down to the 
   streets - Follow the dots on the map.

k) Get the explosives from the box.  Then, double back to the X on the
   map.  By the time you get here, a guard will be exiting from the
   nearby building (which has a radio).  Setup at position X, and shoot
   him once he's in your sights.  Leave his body.  Go into the building
   where he came from.

l) Destroy the radio inside (pick up some VSS ammo) and exit via the
   window.  Note that you can do this part of the level in the opposite.
   Get the explosives first, kill the guard, destroy the radio, then
   kill Thae-bok Jon (You'll have to take the left exit from the market).
   The difference between the two paths is where you start on the next
   map.  You can climb up the box and then jump up.  There's a box 
   with a VSS-Special if you need more ammo.

||_                      C           Map 8.4 - Final Area
|  |____|g|________    __||_______   C = Start Here if You Climbed Up
|__|               |__|           |      in the Previous Area
  |__ G        ___                |  W = Start Here if You Exited the
     |__  __  |   |        _ _    |      Previous Area via the Window
        |     |   |_______|   |   |  G = Kill Guards Here x3 (3, not 4)
       _|X_ __|___________|   | G |  X = Hiding Positions
 _____|                   |X _|   |  g = Do Not Kill This Guard
|   __G                           |
|__|  |_________G_________________|

m) If you exited via the window, you'll notice a guard to your left as
   you exit.  Take him down ASAP.  If you exited via the roof, hide out
   until this guard turns the other way.

n) Now, you have two choices.  You can make your way to one of the X
   positions on the map, and wait until a guard moves to position G,
   (The G closer to the respective X) and then kill the guard.

o) After killing the patrolling guard, hug the walls of the main building.
   A guard will eventually step out of the house.  Shoot him.

p) Go inside the building.  There's a guard patrolling the upstairs area.
   He'll check the stairs, then go back to the room.  Position yourself
   near the stairs (but out of sight).  Wait until he checks the stairs
   then turns around - Sneak after him and shoot him in the back.

q) The last radio and the video tape will be in the upstairs room (as is
   the gate key).  If you check the cabinet in the corner of the room with
   the radio, you'll find a Desert Sniper (which is also in one of the 
   boxes in the market).

r) At this point, stealth has been accomplished.  All that remains is to
   take out the elite guards, deliver the explosives, and then kill 
   Yushchenko and his bodyguards.  The guards are shown on the map, so
   hunt them down.  If you take the path previous outlined (the dotted)
   back to the market, you'll encounter all of them.

s) Once you're back in the market, clear out the place of any guards you
   see.  Afterwards, hand over the explosives to Zohar, and then get your
   Sarin gas out - Keep tossing 'em at the car and it'll kill everyone 
   within 10 seconds.  Zohar is invincible so the gas won't harm him.


9. Sana'a, Yemen: Taherir Palace

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: 17:00
Team Par: 15:00

The map is drawn in the direction you're facing when the level starts.

This is the easiest stage to get par times, both on and offline.  Well,
offline for sure.  Online, I've had something like a 20% success rate
because I always run into some idiot(s) who "claim to know" how to do
the first portion of the level.  Luckily, after reading this, you won't
be one of them, and that makes be very happy :)

You only start the level with your melee weapon.
Use a knife or the stun jack.

The second half of the level is almost like a light gun game.
(Time Crisis is an example).  You'll be running around in a very
small area, and need to provide cover fire for Zohar.  The enemies can
reach you if they climb up the stairs (Late in the level, they'll spawn
in the building).

Pack weapons that are high on accuracy and ammo.

|  _______________D_|    Map 9.1 - Cage Area
|    _____________  |    S = Starting Point
| | |             | |    T = Stairs
| | |             | |    G = Kill Guards Here
| | |       ______| |    O = Opening in the Cage
| | |      |    G | |    C = Climb Down Here
| | |      | O    | |    D = Door
| | |      |      |C|
|G| |      |      | |
| | |      |______| |
|  G|             | |
| | |_____  S  ___| |          
| | |               |
| |/ G              |

a) Just stand around at the beginning of the stage.  On your level,
   there's a guard inside a cage and another patrolling the area.

b) After about 30 seconds, the patrolling guard will move towards you 
   (make sure you're out of the way) and go to the stairs.  He'll stop in
   front of the stairs - Snap his neck.

c) Take the stairs up.  Once you reach the 2nd level, you'll see that one
   of the guards is standing, and looking at the cage.  The other guard is
   approaching you.  Snap the guard that's standing.  

d) Seconds after you do that, the other guard will stop just short of 
   seeing the guard you just killed and look at the buildings outdoors.  
   Snap him.  (See how easy that was?)

e) Run over to area C on the map, and climb down (Climb down by pressing X,
   do not jump down by just going forward) to the cage.  Sneak over to the
   opening in the cage.  

f) At this point, the guard will probably be facing left
   (map's perspective), the direction where the two guars were upstairs.
   Wait a few seconds and he'll walk over to another spot (he'll be
   looking at the security monitors)  Even though there's a ladder in
   the cage opening, don't bother with it.  Just drop down and break the
   guy's neck.  The first part of the mission is complete.

g) Grab your gear in the cage and open the door (switch nearby).  Go back
   upstairs and go through the door.  From here on, just protect Zohar.

h) After a long battle, the helicopter will drop down.  You need to jump
   to it.  Make sure you get a good running start and are running
   straight when you make the jump.  Not enough starting room or turns
   will prevent you from jumping.

Cobra:  Takes care of the first part of the mission
Python: Disables Scud Missile
Viper:  Disables Scud Missile
Dragon: Gets a vacation

Ta) Let Cobra handle the four guys.  Multiple people trying to do this
    tend to mess things up more than help.  Just stand around the cage
    and trust Cobra (Hey, you know how easy it is).

Tb) Once Cobra gets the door open, go inside and grab your weapons.

Tc) Right after the door is an area where you can boost a teammate up.
    Python and Viper should disable the Missile while Cobra and Dragon
    go cover Zohar.

There are times when Zohar is inside a building.  You can tell this is
the case whenever he tells you he's searching an area and/or when he is
no longer in range of your radar (and was a second ago).  You don't have
to fire at the enemies at this point.  You may want to take a breather
and/or get more ammo (Uzi/DSC) from the weapon crate during this time.

Late in the level Zohar mentions something about preventing a bunch of
soldiers from reaching the building.  This is not an objective in the 
mission.  And, contrary to what he says, you can easily stop them if
they happen to reach you.  This is also the time when soldiers dressed
in white happen to spawn somewhere in the building (usually on the roof
above you or from the door)


10. Minsk, Belarus: International University

Retrieve mission gear from safehouse
Deploy viral sniffers at marked locations
Download MetaGlobal's records
Deploy a beacon inside the refrigerated truck
Bug 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 extraction
Maintain stealth
No collateral damage

Solo Par: 20:00

The maps are drawn in the direction you're facing when the level starts.

This is probably the most difficult stage in the game to obtain par time.
You've got to maintain stealth, worry about collateral damage, and those
armored freaks that'll come after you later on in the level.

On the streets, you cannot carry around any back or auxiliary weapons
around the guards, as you'll lose stealth.

I've broken this stage down into two parts, the streets and underground.
There's also a third (mansion/lab) but there isn't much to do there.
                    |     L   |         |    Map 10.1 - Streets
                    |   ______|         |    S = Starting Point
                    |  |    __          |    V = Viral Sniffer x4
                    |  |   |  |         |    M = Maggie's Safe House
                    |  |   |  |         |    C = Computer
                    |  |_D_|  |_________|    L = Lockers
                    |                        D = Door
         ___________|_                       G = Gate
        |           |V|                      P = Crawlspace
        |         R_|4|_____G____________    R = Rifle
        |         |                   _V2|   A = Map Position
        |         |                  |       B = Map Position
        |        C|     A_______     |
        |     __ _|    |_      /     |
        |    |_  ____   _|   /       |
        |      ||    |R|   /         |
        |______||________/         S |
        |     P                V1____|
        |                      / 
        |    ______    ______/
 _____  |   |      |  |
| V3  |_|   |   ___|  |
|      _    | R|   ___|
|_____| |   |  |  |
      __|   |__|  |
     | B        __|
     |         |
     |__   ____|
a) From the starting position, turn around and plant the first viral
   sniffer on the wall.  When you're done, run to position A.

b) Once you're there, you'll see a guard by the door, talking aloud about
   the security code.  Wait until the opens the door, then charge in. 
   You should be able to enter before the door closes (if it does close, 
   you can just open it, but this saves time).  Follow the guard inside
   until he stops, then kill him.

c) Download the data from the computer and take the back door exit.
   A guard will be to your left, and the crawlspace in front.  Sneak up
   to the guard and break his neck.  Right behind him in the garage is
   a rifle.  Pick it up.

d) Take out the guard on the roof, directly in front of you.
   Now, position yourself so you can see the gate.
   Wait for the patrolling guard to stop in front of the gate and snipe.
   Now, move closer to the gate, so you have a clear view of the door.

e) In a few moments the foreman will come rushing out of the door.  If
   you have Sarin or DormaGen gas, throw it at the door to take him out.
   If not, you'll have to wait until he opens the door and snipe him.

f) Drop your rifle and go back into the building. 
   On the second floor is another rifle (w/o thermal). 
   Use the rifle to shoot the lock off of the gate.

g) Drop your rifle and run over to V2 on the map.  If you did the last
   step fast enough, Jandran's bodyguard will be over there.  By the
   time you get to him, he'll be facing the wall.
   Snap him and plant the second viral sniffer.

h) Run over to position B on the map.  A guard will walk in front of you
   and head into the alley directly across.  Follow him, and when he's
   around the corner of the alley, hit him with the Stun Jack (or whatever
   you got that can take him out quietly).  Climb the ladder at the corner
   of the alley.  There's another rifle there, and your target is directly
   across from you.

i) Climb down and head back to position B.  A campus security guard will
   soon make his way towards you.  He'll stop right in front of you. 
   Knock him out with the Stun Jack, and carry his body to the corner of
   the alley.

j) Head back to position B again.  By the time you've returned from hiding
   the body, the second campus security guard should be moving towards 
   you.  He'll also stop in front of you.  Stun him - You can leave his
   body there.

k) Go into the safe house and gear all of your gear.

l) Plant the third viral sniffer.

m) Go to the other street, but make sure you take the crawlspace instead
   of the streets (since your weapons are visible).  Plant the last
   viral sniffer, open the gate, and enter the building.

n) You can make noise now, so shoot the two workers by the truck.
   Plant a beacon inside the truck.
   There are 2 containers you have to plant bugs on.  Their locations are
   random.  Use the map.  In 2 of the 3 possible locations, they're all
   in the main building (no enemies, and close by).

o) Go into the office of the building.  There are lockers along the wall.
   Open up one of them and change outfits.  Go down the stairs nearby. 

                                      |                   |
                                      |                   |    S
                                      |_                  |___| |_____| |
                                        |____________   ______________ A
                                                     | |              |_|
                                                     | |
                                                     / /
                                                    / / A
                                                   | |
                                    _    ______    | |
                                   | |__| A    |___| |
                                   |  __ C      ___  |
                                   | |  |_A____|   | |
                           _   _   | |             | |
                          | |_| |__| |_            |T|
                          |  __________|
                          | |
      ____________________| |
     |___ _________   ______|    Map 10.2 - Underground
      | |          | |           S = Starting Point
      | |V         | |           A = Alternate Path
      |_|_  ___  __| |           T = Tunnel
 ______   ||   |||  _|           C = Main Security Control
|  __  |  ||__ |___|             V = Gas Valve
| |  | |  |__ |                  E = Exit
| |_ | |     ||
|   || |_____||_
|_  ||_____     | 
  | |___   |____|

p) As you go down the stairs, you'll see a guard walking towards you, 
   three guard in the large, adjacent room, and one guard approaching
   the large room from the other side.  You don't have to, but try to
   take out all the guards you can (do it quietly).  This will make
   your escape much easier.

q) The large room is one of the possible locations for a container.
   There's a fork in the path you take from the large room.  (two
   guards will be heading for the fork)  If you make a right, you'll
   be in the control room.  Keep going forward, and you'll arrive in
   what seems like a dead end.  Check your map and you can see another
   path connected.  This is an alternate path to the labs.  For now,
   ignore it (you could bust it open by firing at it, if you want).

r) Keep following the path make you way to E, on the path.  Make
   sure you turn the gas off on the way.  Once you reach point E, your
   uniform will no longer be effective in maintaining stealth.  Not to
   worry, as there are only four guards ahead.

s) There are two guards in the yard.  They're easy to take out.  One of 
   them has his back turned towards you and the other is slowly patrolling
   the yard.

t) Enter the house via the window.  Keep moving (quietly) forward.  You'll
   see a guard on the radar, but he won't see you.  He'll head toward the 
   door ahead of you - You can stun him while he is checking it.

u) Hug the walls and move slowly forward.  The one remaining guard will 
   walk out, then turn back.  Move towards him, wait for him to walk out
   again, and stun him.  Shoot the camera and use the elevator.
   Getting to the lab satisfies the stealth parameter.

v) Before you plant all the cameras in the lab, get the sample.
   After you plant all the cameras, two enemies will appear on radar and
   bust through to the lab (via the adjacent storage room).  So, you
   want to get the sample before they crash the party.  If you have
   a M79 or anything else that goes boom, set yourself up in front of
   the storage room and blow 'em up.

w) The two enemies will have made a hole in the storage room.
   Go through it, and you'll be in the well.  Now, you can climb the
   ladder back up, or jump up to the platforms.  Climbing up the ladder
   means you'll have to double back the way you came from.  Jumping up
   leads to an underground tunnel, which also leads back outside (ever
   so slightly faster).

The armored freaks carry heavy firepower and can take a lot of punishment.
Easiest way to take 'em out is to use explosives.  You can also hit their
backpacks, which will explode (No doubt a reminder of Syphon Filter's
first boss, Anton Girdeaux).

The A's on the map are a set of underground (well, even further) paths
that are all connected to each other.  You really don't have to worry
about them, unless you get caught.  If you alert security, some of the
gates will close, and you'll have to take this alternate path.

The main security control doesn't seem to be accessible on your way to
the lab.  The windows to the room do open up after hell breaks loose.

The armored enemies will fight the other guards.

If you did not turn off the gas earlier on, flames will start shooting
out of the pipes.  (Well, you have to also avoid killing the armored 
enemies as they start the fire)  It's really cool trying to get out of
that mess, so you should try it out once.

Yes, it is more than possible to do all this w/o changing clothes.  And,
quite honestly, I prefer to do it that way, since it forces you to take
out all the guards and adds a bit of tension.


11. Samaschki, Chechnya: Ivankov's Home

Photograph the 3 mass graves
Photograph the bombed school
Photograph the bombed hospital
Photograph the bombed church
Photograph Uri Gregorav
Rescue the CDP hostage
Free Chechen prisoners
Obtain the code from Invakov's house
Collect tissue sample from a villager's body
Get to the extraction point
Maintain stealth
Do not use lethal force

Solo Par: 12:00

The map is drawn in the direction you're facing when the level starts.

If you haven't used the taser much, you may want to practice.
             \ \             ____  _
             /  \           /H   \/ |   Map 11.1 - Stage Overview
            |C   \          \_______|   S = Starting Point
       _    |___  \             |_|     G = Mass Grave x3
      | |____ O | |             | |     H = Hospital
      |      |__|F|___      ____|_|_    C = Church
      |__  __ _____ _ \____/  ___   |   E = School
         |  A|     |_|       / _/   |   O = Prisoners
         |   |     |    __   \_\    |   D = CDP Hostage
         |  _|     | G |  |     ____|   P = Photograph Spot
    _____| |_______|_ _|__|    /        B = Villager's Body
   |             B   |    |  ||         I = Ivankov's Home
   |    ____       D |P __|__||         A = Map Location
   | __|    |    |_  | |                F = Map Location
 __||      _|      |   |___
|_G_|     | |     _| |____ |__
         _| |    |___.|__.|_. |____
        |   |        . _   | .    E|
        |__ |___    __| |  |_______|
           |    | G|___I|  |
           |____|_______   |
                        |  |
                        |  |

a) From the starting point, make a left.  Use your air pistol to take out
   the soldier at the grave.  Take the photo, and carry his body inside
   Invakov's house - There's a discreet area in the corner.

b) Wait inside the house (by the windows).  A soldier will walk by you.
   Follow him, stun him, and hide his body in the discreet area.

c) Go up (follow dots) from the window of the house.  There will be a
   soldier patrolling inside the house.  Kneel, as he'll be standing right
   over you.  After he turns around, climb up into the house and stun him.
   Both of the rooms in the house are discreet areas, so move him into
   one of them.  Make note of this house and rooms.

d) Check the far window of this house.  You'll see that there are two 
   soldiers below you.  One of them is walking towards the school.  The
   other one patrols this general area.  Lower yourself outside (time it
   carefully so the patrolling soldier doesn't spot you).  The patrolling
   soldier will stop for a moment, then turn around.  The moment he turns
   around, move towards the soldier at the school.  You should have just
   enough time to KO him.  Take the photo of the school afterwards.

e) You want to make you way to where the patrolling guard was standing, 
   and then from that room, go one room forward.  An entrance to a house
   will be to your right, and an opening in the walls will be in front.
   The patrolling soldier will eventually walk past this opening.  Hit
   him with the air pistol when he's in target.

f) Go inside the house and take the stairs up.  Directly in front is
   ammo for the air pistol.  Ignore it for now.  Instead, hang a right 
   and make your way over to the next house.  Take the picture, then
   double back to the entrance of the house.

g) Head toward Ivankov's house using the path the patrolling soldier was
   on.  You'll probably see a soldier making his way across the house as
   you approach it.  Go inside, and wait by the doorway.  The patrolling
   soldier you saw before will walk across the doorway - Take him down.
   Now, double back to the spot where you took the picture.  On the way, 
   take down the soldier to your far right and get more air pistol ammo.

h) From the photograph spot, you'll probably see (If only two, that means
   that the third is in the vicinity) three soldiers and Gregorav.
   From your perspective, the one on the far left is stationary.  
   One of the soldiers will be talking to 
   Gregorav (he'll eventually be stationary).  The final soldier will be
   walking.  As soon as Gregorav leaves, shoot the patrolling soldier,
   the one who was talking to Gregorav, and the one on the far left, in
   that order.

i) Run out of the photo area on to the streets (You may take a bit of 
   damage).  Get your taser out and run up the street.  A soldier will
   be approaching you, so put him to sleep.  Get a sample from the
   villager's body afterwards.

j) Run up the street to the second mass grave.  A soldier there is
   alone, and won't see you, so use the taser on him.

k) Move to location A on the map.  You'll see a soldier and prisoners.
   Don't take out the soldier yet.  Another soldier is approaching you.
   Let him walk past you and wait for him to stop.  Use the air pistol on
   him then.  As long as you're at it, take out the soldier in front.

l) Move on to the streets, and get your taser out.  A soldier will move
   from the church area to location B on the map.  Shock him.  Go to the
   church, shock the soldier there, and take the picture.

m) Go back to area B, and wait there for a while.  Another soldier is
   patrolling the area.  If you take him out in the wrong location, the
   nearby guards will notice.  Stay at the far wall of location B and wait
   for the patrolling guard to come towards you.  When he comes to a stop,
   take him out with the air pistol.

n) Sneak forward.  There are two guard to your right, but they won't
   notice you if you keep quiet.  Throw a couple of the DormaGen gas at
   them, and take the photo of the last grave.

o) Head for the hospital  (You'll have climb a bit).  Once you lower 
   yourself into a house, you'll see three guards.  Toss some DormaGen
   at 'em and take a photo afterwards.

p) Double back to the prisoners and let 'em out; they'll only move if
   you're close by.  They'll run towards the starting point.  On the way
   there, free the CDP hostage.  (Don't worry, the remaining guards won't
   notice them)  Run with them, but stop once you reach the house 
   mentioned in step c.  In the first room of the house (being the first
   one to your right as you climb up into the hallway) is a small ledge.
   Go on it and shimmy across the street to the second floor of Ivankov's
   house.  The code is within the papers you'll find there.  Go back to
   the starting area.

The only tricky parts to this level are when you have to lower yourself
from the window (get the soldier by the school) and when you have to KO
the soldiers after Gregorav leaves.

There is more air pistol ammo around, but they're really out of the way.
You should be fine with the one ammo crate.

If you don't stay with any of the three people you freed, they may die, 
even if the path is cleared.


12. North Atlantic: Lorelei Salvage Rig

Locate salvage personnel uniform on level 2
Obtain access codes on level 5
Rescue level 5 salvage personnel
Infiltrate lower levels
Plant four nukes on the lower levels
Infiltrate restricted level 13
Eliminate threat on level 13
Administer medication to Dr. Jandran
Collect original virus sample
Locate launch override switch on level 13
Activate emergency pump system within 3 minutes
Open level 2 security door for Mujari
Provide covering fire for Mujari
Rendezvous at the level 13 mini-sub docking bay
Maintain stealth until meeting Mujari
No collateral damage

Solo Par: 28:00

Don't let the lengthy par time fool you, as this really isn't a big stage.
A lot of time is spent sneaking around, on ladders, and elevators.  The
stage is broken down into several small sections.

The Stun Jack is your best weapon for this level.

Note that you won't lose stealth if a worker/guard sees you.  You only
lose it if someone activates the alarms.  Even if they reach one, it may
take them a while to activate it, so don't lose hope if you get spotted.

a) You start on the deck.  There will be one patrolling guard and one
   stationary guard.  You can kill 'em or leave them be and take the 
   elevator down to level 6.

b) Two workers will be chatting to your left.  Throw a DormaGen at 'em.
   In the corner is a ladder going down.  Take it, and pick up the NVG
   in the box.  You'll see two workers on your radar in the next area.
   You can only get at one of them, but even he disappears after a while.
   Follow the tunnel to the ladder.

c) This is level 5.  A guard has his back to you.  Hit him with the stun
   jack and get the access code from the computer.  Now, while facing the
   computer, turn left and take the ladder at the end down.
   There are two workers here.  After you take out the first one, just run
   after the second one, as the alarm switch will be behind you.
   After the second worker you'll move on to the second section of
   level 5 (You had to take the lower level way because the upper level
   is sealed).

d) In the section, you'll see a worker in front - Stun him.  Do
   not take the first ladder you see.  Take the second ladder you see up
   to the main level (There's another worker down here, but you can 
   ignore him).  Once you get off of the ladder, make a right and hug
   the walls.  Stop short of the area where the guard is.  Once he stops
   and turns around, hit him with the stun jack.  

e) Instead of going directly for the computer, search this area a bit.
   Find the elevator (security) door and open it.  Then get the other 
   half of the level 13 access code.  Take the ladder up afterwards.

f) Once you get off of the ladder, you have two choices.  You can make
   a left and follow the path to an open vent, or you can hide behind the
   boxes to your right and stun the worker that's coming your way.  Either
   way is fine.  

g) On the other side of the vent is another worker.  Just sneak after him
   and stun him.  In the large room where you exited from the vent is
   another elevator.  Open the security door.  After that, take the ladder
   up to level 3.

h) This level is different from the rest.  It just consists of two long
   passages with a small central area.  Head towards the central area and
   you see/hear two workers talking.  After a while, one of them will
   leave.  Stun the stationary worker, then go after the one in motion.
   Take the ladder up to level 2.

i) As you enter level 2 you'll see/hear two guys talking (yes, again).
   Hide behind the boxes as one of them will come towards you after their
   conversation about the cold ends.  There is one more worker on this
   level.  You can stun the remaining workers, or leave both alone.
   It's your call.  The worker clothing is in the middle area of this

j) Close to the clothing is the level 2 elevator.  Open the security door
   and then call the elevator.  Instead of waiting, check the corner of
   this room.  There's a panel near one of them.  Activate it and a new
   section is revealed.  Take the ladders up and get the original virus
   sample in the lab.  Go back down - The elevator should be there by now.

k) Go down to level 12.  As soon and make your way right, an accident will
   be triggered.  Take the elevator up to level 4 (Yes, this is why you 
   opened those security doors earlier on).  The room with the emergency
   pump switch is close to the elevator.  Turn the pumps on and head for
   level 5.  There are four workers here, paired in twos, and in two 
   different rooms, across from each other.  Open up the doors and move 
   them into the safe zone.  Note that you only have to get them into 
   the edge of the safe zone, and not the middle.  When you're done, go
   back to level 2 and meet up with Mujari.  Then it's back to level 12.

l) Open up the door and head down the ladder.  You'll have to defend
   Mujari for a while (Btw, why is Mr. Non-Lethal using an ACR?).
   Once he opens the door, go to the left half of the docking bay and use
   the computer there to stop the sub from launching.  

m) There are stairs near the computer.  Take it up and find Jandran.
   Administer the faux-Vaccine to him, then double back to the docking
   bay.  The ladder to level 14 and 15 are in the other half (right side)
   of the bay.

n) Take the ladder to level 14.  Get off, open the door, kill the guards,
   then follow the path.  The middle of the next area has a ladder and
   two doors (left and right).  Open up the doors and plant the nukes.
   You'll have to defend the nukes from some enemies after they're planted.
   It's easy, as the guards will be using low accuracy weapons.

o) Once you've planted the nukes in level 14, take the ladder in the
   middle area of level 14 down to level 15.  Plant more nukes there.
   After that, climb the ladder back up to level 14, and take the main
   ladder back up level 13.  The layout for both levels are the same.
   You could take the main ladder on level 15, but why bother when you've
   already opened the door and kill the guards on level 14?

p) Once you're back in the docking bay you'll have to fend off some 
   guards.  No problem.

Crush dies in this level; he dies fending off a couple of attack 
helicopters.  Pause the game and check the radio logs after you trigger
the accident by going to level 12.  There are 3 radio logs related to


13. Tokyo, Japan: Murakawa Tower

Defend chopper while Gina repairs damage
Eliminate Yakuza officers
Eliminate HNT leader Matsua
Infiltrate Murakawa Tower
Eliminate head of security: Ryusaki
Search building for surveillance tape
Breach security without triggering alarm
Upload computer data
Plant C-4 charges on lab floor
Obtain sample
Secure rooftop LZ
Meet Lian on the helipad

Solo Par: 15:00
Team Par: 9:00

This is a really fast-paced stage, and my personal favorite.
Make sure you have a frag grenade and a stun jack or a vibroblade.
Like the Lorelei, this stage is broken down into several levels.

The location of the surveillance tape is random.  There are three
possible locations: The 2nd, 4th and 8th floors.

The map is drawn in the direction you're facing when the level starts.

|         |__              Map 13.1 - Streets
|          __|             S = Starting Point
|  ____   |____            E = Building Entrance
| |    |_ E  __|           X = Yakuza Officers
| |      |  | 
| |______|  |___               
| |             |
| |__________ X |
|___         |  |
    |        |X | 
    |        |  |____
    |________|       |
    |___   X_________|
        |  |
        |  |
 _______|  |

a) Defend the Helicopter.  Once you kill enough enemies, you move on.

b) Make your way to the building entrance.  Kill three Yakuza officers
   on the way.

c) Follow the path and you'll eventually reach the stairs.  Go down the
   stairs.  Two guys will be trying to hack the elevators.  Kill them and
   finish the job.  Go back up the stairs.  Note that if you hacked the
   elevators, you do not have to pick up the control device from Ryusaki,
   which controls the elevators in the building.
   And, if you pick up the control device from Ryusaki, you do not have
   to hack the elevators - Your call on what to do.

d) From the garage level where you entered the building, you want to go
   two floors up (the first is the lobby level and beyond the second you
   need a teammate since the stairs have been destroyed).  This will put
   you on the same level as Ryusaki.  The guy's carrying a rail gun, so
   it's a bad idea to attack directly.  Best way to take him out is with
   a frag grenade.

   The map is drawn from the players' perspective.
      _   ____     ____   ___
   | | |_|    |___|    |_|   |    Map 13.2 - Taking down Ryusaki
   |                        _|    R = Ryusaki
   |                       |_ R   X = Grenade Position
   |    _      ___      _    |
   | |_| |____| X |____| |___|

   As you enter the floor, Ryusaki will be directly across from you.
   Make your way to one of the balcony-like places on the floor.
   If you can get to position X fast enough, you'll have couple of 
   seconds to throw a frag grenade at where Ryusaki is and kill him.
   Sarin gas doesn't work against him.
   If you're late, don't worry; just approach it with the same concept.
   Position yourself and toss a grenade in front of Ryusaki's path.
   If you don't have a grenade, hide and shoot.
   Pick up the elevator controls from his body.
   Go downstairs and take the elevator to your left.

e) Ignore the first floor of the elevator.  Go to the second.  It's dark
   here.  Your aim will be hindered, so either go to L1 targeting or
   use your flashlight.  One of the officers will be in the opposite side
   of the office area you enter.  Take him down and go pick up his NVG.
   Also, check the file cabinets near the area where the officer came 
   from.  They may contain the tape.

f) Go to floor three.  There is one officer here, and he's busy in the
   bathroom.  Sneak and kill him.

g) Floor four is next.  There are two officers here; take 'em down.
   Also, check the office that's in the middle of this area (far wall)
   It's the room directly across from the conference room.  The tape
   may be inside.
   There is a vent in the stroage room (near the stairs).
   Floor five can be a little tricky.

   The map is drawn from the player's perspective.
  V        __   G    |    Map 13.3 - The Security Floor
  |______|    |______|    V = Vent Entrance
  |______||A ||______|    S = Stair Entrance
  |      ||__||      |    E = Elevator Entrance
  |_____________G____|    G = Guard x2
    S             E       A = Alarm

   You can enter this level from three ways.  First, is via the elevator.
   Second is via the vent on the fourth floor.  Third is via the stairs,
   online, with a teammate.
   No matter which way you take, the guards will start out in the
   positions shown and will patrol the area.  If either one of the guards
   spot you, they'll head for the alarm, which will close off the two
   halves of the room.  If you're solo, the only thing you can do is to
   take the vent way, which allows access to the controls.  If you're on
   a team, you can boost each other over the walls.  But, the idea is to
   not give 'em a chance to set the alarm off.
   The elevator is really the best way to get to the fifth floor.  One of
   the guards will be close by, so you can hit 'em with a silent weapon
   quickly and then go after the second guard (alternatively, you can
   just toss sarin gas at the area with the alarm).  It's probably best
   to take the left elevator (your perspective as you call them), so
   you'll be behind the guards once the door opens.
   If you took the vent, you'll have to wait inside the vent (don't make
   that right turn or the guard will see you) until the guard walking
   towards you turns around.  Same deal with the stairs; wait until the
   guard isn't looking your way, then get him.
   You need to activate the elevator - It's right next to the alarm
   controls.  Go for the sixth floor.

h) Six floor has two guards.  The stationary one is the computer guy and
   the patrolling one is just your average guard.  If either one spots
   you, the computer guy will try to delete the data.  So, the idea is to
   not get noticed; although, you can still get the data after being
   spotted - It just won't be 100%.

   The map is drawn from the player's perspective.
   |  C   G....... |    Map 13.4 - Getting the Data
   |       |   | . |    C = Computer Guy
   |  _____|   | . |    G = Guard
   |_|_________|_D_|    D = Data
            E           E = Elevator
   As you enter the floor, the guard will starting moving (he follows the
   dots).  Remember that since he isn't facing you, he won't be able to 
   see you moving out of the elevator.  So, just sneak behind him and 
   take him out.  Get the data afterwards.  You mind as well get the
   computer guy afterwards.  Note that there is a vent on this floor
   (to the left as you exit the elevator) that you can use to sneak to
   the data, but that takes longer.  On to the last floor.

i) There are two guards here.  Eliminate them and open the doors using
   the controls on the reception desk.  Inside the office activate the
   hidden door (leads to rooftop), then search the drawers next to the 
   desk, if you can, as it may contain the tape.  Take the stairs up
   to the roof (watch out for the guard waiting to ambush you in the

j) On the roof, move to the helipad.  It's much easier to defend this area  
   from the guards instead of trying to take 'em out on the roof level.
   After that, take the service elevator down.

k) The map is drawn from the player's perspective.
   |L    X    X    |    Map 13.5 - The Lab
   |     ___       |    S = Service Elevator
   |__ _/   \D__   |    E = Elevator
   |__|   W     |  |    H = HAZMAT Suit
   |  |_________|  |    L = Security Override
   | H|         |__|    D = Door
   |               |    W = Worker
   |_X___S_____E___|    X = C4 Locations

   As you exit the service elevator, look around the area.  You'll notice
   two elevators.  Call 'em up, then get the suit.
   Go to the decontamination area (next door) and keep low.  Once you exit,
   sneak towards the open door.  Eliminate the worker inside and get the
   virus sample.  By this time, two guards will be trying to get in the
   room, so take 'em out, then plant the C4 explosives.  You can change
   out of the HAZMAT suit when you exit.

l) Go back to the helipad and defend the helicopter.

Cobra:  Chopper, Fifth, Sixth, Eighth, Lab 
Python: Chopper, Fifth, Sixth, Eighth, Helipad
Viper:  Chopper, Hack, Second, Third, Fourth, Helipad
Dragon: Chopper, Ryusaki, Second, Third, Fourth, Helipad

Ta) Everyone should stay and defend the chopper (faster that way).

Tb) Cobra and Python should head directly for the elevator, while
    Viper hacks them.  Dragon should go after Ryusaki.

Tc) Viper and Dragon should stay together and handle the lower floors.

Td) Cobra goes to the lab while Python tries to clear the helipad.

The worker in the lab has the ability to close the door.  If he does that,
you can open the door again using the override; however, he'll just
close the door on you as you approach it.  In single player, open the door
and wait until the worker moves close to it, then throw a grenade at it.
The explosion will kill the worker; Sarin gas is ineffective.
In a team, one person can stand by the door while the other opens it.

When on a team, make sure you don't use an elevator that another player 
is already using.

This stage is very buggy online.  The strategy used for offline may not
work online.  The most annoying aspect of this is that the enemies
on floors 5 and 6 tend to detect your presence even if they haven't seen
you.  So, you may want to forget about the stealth approach and just
rush them.

If you want to prove yourself as a bad-ass, take down Ryusaki with a knife.
It takes two stabs with the VibroBlade - Think you got what it takes?


14. Taguang, Myanmar: Irawaddy Basin

Plant four claymores along path
Plant C-4 on foot bridge
Plant C-4 on each log bridge
Find Imani Gray's remains at crash site
Retrieve tracking device from Agent Gray
Eliminate Than Muang
Eliminate MetaGlobal terrorist
Take documents from terrorist
Recover viral container
Find Yong-jun Kim
Find Yong-jun Kim's briefcase
Destroy radar tracking unit
Rendezvous at river boat with Agent Gray's body
Recover flight recorder (Team)

Solo Par: 20:00
Team Par: 8:00

This is a huge stage, but probably the easiest to navigate around.
Pack weapons with a lot of ammo.

a) Just follow the path and plant two land mines.  Plant two C4 explosives
   on the two log bridges to the right of the main bridge.  
   After that, kill yourself (recommend you use DormaGen).

b) You'll respawn at the starting point.  Get more explosives from 
   the box.  Plant the two mines.  Plant the two C4 on the main bridge.
   Proceed forward to the camp.

c) You'll get ambushed by a few soldiers with NVG and flak jackets.
   Take 'em out.  Now, move quietly towards the camp.  Hopefully, you
   won't get spotted by Muang, as he has a M79.  Snipe him.  At the 
   camp site, destroy the radar, pick up C4, and get the briefcase.
   Go to the crash site.

d) Go to the far end (nose end of the plane) of the crash site.
   You'll need to go up the hills where the nose is buried and then
   lower yourself to find Kim's body.  Now, go to Imani.

e) Pick up the tracking device, and then run towards the main bridge.
   The soldier with the viral container will be heading for the bridge,
   but you'll be able to cut him off.  Get the viral container from his

f) Head towards the direction the soldier (with the container) came
   from.  You'll reach the last log bridge.  Cross it, plant the
   C4, then go back to Imani.  Pick her up and make your way back to Lian.

g) After you cross the bridge, check your map.  You'll notice another 
   area, diverging from the main path; at the end is a structure.
   Drop Imani and make your way towards the structure.  On the way there
   you'll run into the terrorist.  Kill him and take the documents. 
   Sometimes you'll find the terrorist at the temple area, near the fire

h) Get Imani's body back to the boat, and you're done.

Cobra:  Main bridge, camp, Kim
Python: Log bridges, Imani
Viper:  Mines, temple, footbridge, Container
Dragon: Mines, temple, terrorist

Ta) Cobra and Python will head directly for the bridge, while Viper and
    Dragon plant the mines and go to the temple area.
Tb) At the top of the temple is the black box.  You can reach it by 
    lifting a teammate up the adjacent structure and then shimming over.
    Viper should boost Dragon up, and then head for the footbridge.
    Sometimes the terrorist will not show up on the way to the temple.
    In that case, Dragon should wait around the fireplace after the
    black box is obtained.  The terrorist will eventually appear.

Tc) Python should set the C4 on the two bridges to the right, and
    head directly for Imani.

Td) Just go for the boat.  Python should keep moving.  Remember to 
    keep your eye on Python, and not the soldiers (hard to do while
    in the middle of combat).

The "Teammate needed" icon will not appear offline when you're 
by the temple.  

If you have really bad luck, the terrorist will run into the fireplace
and will catch on flames...  Wait for him to cool off.  The MetaGlobal
terrorist will appear after you pick up the tracking device from Imani.

There's no right route when taking Imani to the boat, as all the paths
you can take will result in a lot of ambushes along the way.  That said,
you mind as well take the main route back, since it has all those lovely
claymores you planted earlier.


15. Zurich, Switzerland: Niculescu Funds Tower

Bypass red laser alarm system
Plant camera transceivers
Insert data transmitters
Access the main frame computer
Power up emergency elevators
Obtain security chief's handprint and bypass security system
Search vaults on 3rd floor
Search the value on 4th floor
Rendezvous at the last vault on level 4
Maintain stealth
No collateral damage
Hidden objective: Obtain Birchim files
Hidden objective: Obtain ALA financial records

Solo Par: 18:00

You can (and should) finish this mission using only the Stun Jack. 
Well...  That and a shot from a gun as non-lethal weapons will not
destroy obstacles.

This stage has 13 guards...  Talk about a huge change of pace from the
last mission.

a) Climb up the ladder in front, but don't climb all the way up.  Once
   the guard closest to you makes a turn, climb up and stun him.
   Hide his body in the left doorway.  Another guard will arrive and
   he'll stop and look at the right doorway.  Stun him - You can leave
   his body.  Go down the corridor to the elevator and make a left.
   The third guard will be patrolling this area.  Stun him, and leave him.

b) Plant the first camera transceiver (room to the left when you first
   climbed up the ladder). In the hallway connected to that room is a 
   vent.  Go in and exit.

c) In the next area you'll see two guards on your radar.  Make your way 
   towards them.  One of the guards will be walking away from you, while
   another is walking up the stairs.  The guard in front will eventually
   stop.  Stun him and go up the stairs.  Hide out in a doorway.  When the
   guard passes, stun him.  Near you will be the chief of security.
   Sneak and stun him.  Get his handprint and disable the red lasers.

d) Go back to the first area via the vent.  Go into the elevator and 
   jump up; climb into the vents afterwards.  Around the middle of the
   vent shaft you'll see a vent cover - Shoot it (with a lethal weapon)
   and follow the newly opened path.  It'll lead to the ALA financial
   records.  Go back into the vents and continue on the original vent
   shaft.  You'll emerge in the room with the elevator power.  Turn it on,
   open the gate, and then go back to the elevator and down to the 
   computer room.

e) There are two guards.  One will circle the elevator while the other 
   will inspect the computer room.  Stun the circling guard and hide his
   body so the other guard won't see it when he returns.  When the other
   guard enters the elevator area, he'll make a (his) left and stop for 
   a moment.  Sneak and stun.

f) Run around the room and plant the data transmitters.  There's also a 
   vent in the same room (low on the ground).  Enter it.  You'll reach
   a fork - Make a right.  This is the security room.  Plant the
   transceiver and go back to the elevator area.  Enter the computer room
   and make your way to the main frame computer (You'll need to open a
   vault door).

g) When you enter you'll trigger a timer (don't worry, plenty of time).
   The area is a circle with a glass center that has a ladder.  Go all
   the way down the ladder.  Access the computer there.  This will cause
   the ladder door to close.  Look around.  There's a place where you can
   jump up.  On the second level there are two computers.  One will open
   the first and third level doors and shut the second level door,
   and the other will close the first and third level doors and close the
   second level door.  You want to open the first and third level doors
   and close the second.  So, if you picked the wrong computer, just try
   the other.  Go back down to the lower level.  The door to the ladder
   will be open.  Climb up and exit.

h) Take the elevator (not the one you came down in) down to the vaults.
   The security console is directly in front of you as you exit the 
   elevator.  Plant the third transmitter.

i) Make you way down the left hallway (perspective when you exited the
   elevator) and hide in the far doorway.  A guard will comes towards you.
   Stun him and explore the nearby vault.  The green lasers here will fry
   you if you touch them.  It's the same deal for the other 3 vaults.
   Stun guard then explore vault.  Once you check all 4 vaults, go down
   to the secure vault level.

j) Exit the elevator and hide along the walls.  Once the guard passes you,
   put him to sleep.  Plant the final transmitter.
   Again, make a left (this way tends to be easier).  In the vault room
   follow the vent in the room.  It'll lead to Birchim's files.  
   Double back and go to final vault, and you're done.


16. Budva, Montenegro: Niculescu's Villa Estate

Find the key to Niculescu's bedroom
Find evidence linking Niculescu to Syphon Filter
Stop Mara Aramov's execution
Maintain stealth
Hidden objective: Find Zeus files on Mara Aramov

Solo Par: 10:00

The maps are drawn in the direction you're facing when the level starts.

Welcome to your nightmare.  Stages with stealth emphasize patience; this
stage forces you to be patient, but strike quickly.

Right off the bat, you may just want to get killed.  Dunno why, but the
game will indicate that the guards are wearing flak jackets the first
time through, but after you die, they don't seem to be wearing any.
It doesn't make much of a difference, but if you're better with the taser
than a headshot, it'll certainly make you feel more at home.  But, keep 
in mind that if you try to taser a guard with a flak jacket, you'll see
the flak jacket icon the first time, but if you hit 'em again, you can
zap 'em.

You'll only lose stealth if a guard fires his weapon.  So, if one of 
them sees you, keep firing at him.  Odds are you'll kill him before he
has the chance to return fire.

 _________       S  _______
|Z__________   ___________ |    Map 16.1 - Outdoors
|__________     ___X_____L_|    S = Starting Point
   ___|            |__          L = Electrocute Me Guard
  |     _||____||_  F \         Z = Zap Me Guard
  |    M_||____||_  __/         E = Eagle Eyes Guard
  |___   ||    ||  |            R = Really Far Guard
      |  ||    ||  |            M = M79 Guard
      |  ||    ||  |            F = Fountain
 _____|  ||    ||  |            C = Fountain Control
|        ||    ||  |__          X = Xtreme Shooting Position
|       ___________   |
|______|E          |  |___
     __|___________|____  |

a) Move quietly towards position L on the map.
   Guards Z and E will be talking to each other at the start.
   Once they finish, they'll part and move towards the pier.
   You want to position yourself so you're between the stairs
   that lead to the pier and to the entrance.  
   Once the guard reaches position L (which means he has just reached
   the stairs) step in front of him and take him out.  He'll see you,
   but you can kill him before he alerts anyone.

b) The other guard will be close to position Z by now.  He'll stop for
   a moment.  Take that opportunity to eliminate him.

c) Once you've taken care of the first two guards, move up the stairs.
   Make your way over to position X on the map.  This is right behind
   the first pillar.  Guard E is the one you want to watch out for as
   he has the best view of the yard.  He makes three stops on his 
   route.  One at two ends of the area he's patrolling, and once
   in-between.  The only times he will not see you is when he stops at
   the far ends of his route (Position E on the map).  Do not peek
   out of your position unless he has his back towards your position.
   Once he does, switch to L1 targeting and wait for him to stop.
   (In other words, once you see his back, hold L1 and R2 and zoom in)
   You have about two seconds to aim, fire, then hide behind the pillar
   again before guard M looks your way.  Hopefully, you'll succeed.

d) Guard M will stop in front of you then turn back.  As soon as he 
   makes his rounds again, take aim at guard R.  Once you take him
   out, sneak towards entrance.

e) Guard M will stop briefly in the middle of his patrol, then
   continue.  He'll make another stop at the end.  Shoot him in the 
   head once he stops (or zappy, zappy).

f) Run to the fountain control (will need to open a door).
   You'll drain the water from the fountain.
   Climb down the ladder.
   Once you're there, follow the path (turn flashlight off once you
   see the light from the wine room)

                                         | |     Map 16.2 - In the House
                                         | |     S = Starting Point
                                         | |     W = Wine Room Guard
                                        _| |     K = Kitchen Guard
                                       |   |__   M = Moving Guard
          ___________________          |      |  A = Art Guard
 ____    |    ______________ |__       |      |  P = Painting
|    |___| D |           |X     |      | W    |  C = Captain
| T  |       |           |____  |      |__   _|  D = Double Guard
|____|_______|                | |         | |    T = Stairs
                              | |_______  | |
                              | | C     | | |
                              | |______ | | |
                              |M     K  |_| |
                     _________| |______|____|
                    |  P  A     |
                    |           |

g) There's a single guard in the wine room.  He makes a couple of stops
   in his route.  So you shouldn't have trouble taking him out.

h) Go up the stairs afterwards.  There's a guard in the kitchen.  He 
   makes two stops in his route, once close to your position, and once
   close to the exit.  You want to kill him when he's walking away
   from you.

i) Walk toward the hallway and you'll hear/see two guards talking.
   One of them will patrol the hallway, but stop in front of the kitchen
   entrance.  Now, check your radar; look to see where the guard in the 
   art room is.  If he's close to the art room exit, leave guard M alone.
   But, most of the time, he'll be far enough for you to take out guard
   M without him noticing.  Once you drop guard M, go after guard A.
   If guard A is close to the entrance of the art room, then wait a bit.
   Since guard M will patrol all the way down the hallway, you'll have
   enough time to wait for guard A to go away and sneak and snipe guard

j) In the room are several paintings.  You want to check the paint on the
   right wall as you enter (P on the map).  Behind it is a safe.  Open it
   and take the files on Mara.

k) Sneak down the hallway and you'll see the captain appear on the radar.
   He'll be heading towards the wine room.  You can probably get a good
   shot off when he's going down the stairs.  Search his body for a key.

l) Make your way to position X.  Now, be careful.  When you go down the 
   adjacent hallway, two guards (D on map) will appear on your radar.
   As soon as they appear, run back to position X.  They'll walk towards
   you, stop, and walk back.  While they're walking back, shoot 'em in
   the head.  If you time it right, you can kill them with a double head

m) Go and sneak up the stairs.  There are two guards, but they're both
   stationary, making them easy head shots.  
n) The door leads to Mara and two guards.  Enter the room, and try to 
   kill the guard to your left first (he'll shoot at her, while the other
   one will shoot at you first).  Once he falls, end the stage by taking
   out the other guard.

Yes, you have to take out all the guards in this mission.  And yes, you
did hear Gabe say that he won't use lethal force until he finds evidence.
And no, I do not know if you get anything for having 0 kills for this 

As you approach Mara's room you'll hear/see her and the two guards
talking.  If you rush in, the guard on the left has a tendency to rush
Mara and shoot her.  If you wait until they finish their little exchange,
the left guard seems to be more docile and will stay in place.  I guess
he doesn't like having his conversations interrupted.


17. Kiev, Ukraine: Chechen Terrorist Base

Eliminate Ivankov's top four lieutenants
Disable helicopter flight controls
Provide cover fire for Stone
Bring Alima Haddad to safety
Find Omega Strain DNA code
Provide covering fire for Gabe in the silo
Stop missile from launching (Team)

Solo Par: 25:00
Team Par: 15:00

The maps are drawn in the direction you're facing when the level starts.

This is probably only stage in the game where you'll feel like you're
outgunned.  A good number of enemies here use the C11 and can mow
you down in less than a second.

It is possible to finish this level w/o the alarm going off, but
I don't know if you get anything for it.  It doesn't seem to 
make much of a difference in terms of the number of enemies.
They do patrol more actively once the alarm has sounded, and you'll 
have to deal with more respawns.

All the lieutenants here have a "safe" approach, where you can take
'em out w/o them noticing you were ever there.  The hell with being
safe.  As long as you know what you're doing, you can finish 'em
off quickly.  If you were wondering, the "safe" routes all involve
taking the underground tunnels (and are very time consuming).

           |       |
           |       | 
      _____|   U   |______________            
      _____                       |            ________________
           |                      |________   |       G        |
           |                       ___  ___|  |                |
           |                      |   ||      |        B     E |
           |                 _____|   ||      |                |
           |___  ___________|         ||      |                |
            ___||                     ||      |           H    |
           |    |                     ||      |                |
           |  __|||                   ||      |                |
           | |___||                   ||      |   _____________|
 ___       |_____ |________           ||      |  |
|   |            ||        |     _____||______|  |
|   |           _|| S   _  |    |________________|
|P _|     _____|  _     _| |
|_|      |  _  | |_|   __  |    Map 17.1 - Outdoors
         | | | |      |  | |    X = Starting Point
           | |    _   |  | |    S = Savin
         | |_| |X| |  |  | |    P = Petrenko
         |_____| |_|  |__| |    U = Ushakov
               |           |    G = Stone
               |___________|    H = Helicopter
                                E = Elevator
                                B = Big Elevator

a) Savin will walk into the area you start in.  Take him out.
b) There's a big door to the left of where you started.  Go through.
   On the other side of the building is Petrenko (On a roof top).
   Toss a Sarin at him.

c) Double back to the starting area.  Now, take the door that Savin
   came out of.  On the other side of this door is Ushakov, who
   happens to be in a tank.  Toss a Sarin at the tank.

d) There will be several enemies in the area with Ushakov.  Ignore
   them all.  Just turn right and make a break for the big doors,
   towards the area where Stone is.
   Note that if you take the big doors on the left, you'll eventually
   arrive at an elevator that'll lead you to the missile silo.  It's
   just one of the many ways to get to Gabe later on.

e) When you reach the area where Stone is, don't approach him.
   There's a whole lotta soldiers in the area, and Stone's invincible.
   Stay on the entrance to the area, and take out the soldiers that
   spawn on the rooftops.  Disable the helicopter afterwards.

f) Stone will ask for your help in getting Alima.  Far as I know, his
   success rate at saving her is 100%.  So, let him take care of it.

g) Shoot the lock off the gate to access the elevator, and go down.

 __     | |                                   Map 17.2 - Underground
|  |____| |_________                          L = Leonov
|   _____L________  |          ____________   E = Elevator
|__|              | |         |            |  B = Big Elevator
               ___| |_________|            |  S = Soldier
               ___ S _________      B    E |  G = Leads to Gabe
                  | |         |            |

h) On the lower level, there will be a soldier (heavily armored) 
   right in front of you.  Snipe him.  Wait a bit and a second soldier
   will run towards you, so take him out.  Now, go to the intersection
   where the first soldier was.  To your right is Leonov.  He has
   a couple of guards with him.  Do not make yourself visible (risk 
   getting gunned down), but toss a Sarin at the crowd.  If you're
   lucky, you'll actually get Leonov.  If not, don't worry.

i) If you didn't get Leonov, go back to the area with the elevator.
   Leonov ran off, and will make his way to the lowest level of the 
   big elevator.  Check your radar; Leonov and his guards will appear
   over the elevator.  Then, check you map.  As soon as they start to
   move up, start tossing Sarin at the doors of the big elevator.
   Eventually, the doors will open up and Leonov will be carried up
   to a big cloud of Sarin gas.

j) After the Sarin clears, go to the small elevator.  Take the elevator 
   up, but roll off of it so only the elevator goes up while you remain
   in the lower level.  Now, call the big elevator down.

k) You want to take the big elevator down to the lowest level (level 3).
   Problem is that there are two armored guard down there; one with a
   M79 and the other with a C11 (yes, you have to go down there).
   If you die, you'll probably respawn in the area where you first saw
   Stone.  Since you sent the small elevator up before, just take it
   down again and keep trying.

   |   V            |       Map 17.3 - Hell     
   |      _____     |       E = Elevator Control
   |     |     |    |       C = C11 Guard
   |     |     |    |       M = M79 Guard
   |M    |     |    |       V = Vent
   |     |     |    |       H = Heaven's Crates   
   |     |____E|    |       P = Purgatory's Crates
   |             _  |
   |       C    |H| |
   |      _____     |
   |     |__P__|    |

l) There are three ways you can handle level 3 of the elevator.
     1 - The Suicide Way
     2 - The Soldier's Way
     3 - The (Smart) Chicken's Way

   The Suicide Way is arming yourself with a frag grenade.
   As you go down the elevator, you have just enough time to aim
   and throw the grenade at guard M.  As you throw your grenade,
   he'll fire his M79, and you'll both go down.

   The Soldier's Way involves using a very stable weapon.
   Recommended are the dual CZ Mach-9 and the MDS-7.
   As you go down the elevator, you have enough time to take out
   guard M with a head shot using a very fast, very stable weapon.
   Alternatively, you can just go for the body if you're packing
   the Desert Express .50, but odds are you won't have that yet.
   Even if you don't get a head shot right away, keep firing, as
   the guard will hesitate a bit under fire, giving you one more
   precious second - And, there's a good chance you can kill him
   with just body shots from a fast weapon.

   The Chicken's Way is all about hiding and running.
   There are a few crates scatter around in level 3.  Located close
   to the elevator control is a stack of crates (H).
   You can roll before the elevator reaches the very bottom and get
   to those crates and hide before the M79 fires.  From there you
   can move on to those the larger stack of crates (P) and take out
   both guards, one at a time.  Just make sure you don't let the
   M79 guard get a good look at you, if you're trying to snipe him.
   Guard C will move towards you right away.
   If you give him enough time, guard M will walk slowly towards you.

m) Along with the two soldiers from hell, there is a vent down there.
   Take it, as it'll lead to a computer with the Omega Strain DNA.
   Once you get it, go back up to level 2 and go meet Gabe.  A timer
   will countdown once you reach Gabe's area (just over 5 minutes)
   Not much to do afterwards.  Just follow Gabe and shoot.

Cobra:  Petrenko, Leonov, DNA, A
Python: Savin, Ushakov, Stone, Leonov, Helicopter, DNA, A
Viper:  Savin, Ushakov, Stone, Leonov, DNA, B
Dragon: Savin, Ushakov, Stone, Leonov, DNA, B

Ta) Cobra goes for Petrenko, while the rest get Savin and Ushakov.

Tb) Everyone should meet up at where Stone's location.

Tc) After Stone goes off to do his thing, everyone should take the
    small elevator down.

Td) After Leonov is down, go down for the DNA.  Spread yourselves
    out on the elevator, so the M79 guy doesn't kill more than one
    of you with a single shot.

Te) Once you get the DNA, go meet up with Gabe.

Tf) The first area is straightforward.  Eliminate the guards and
    get to the elevator with Gabe.  Second area can be hell.

   _____      _____
  / ____|  C |____ \      Map 17.4 - The Missile Silo
 / /    ______    \ \     S = Starting Area
| |   _/      \_   | |    T = Teamwork Needed
| |  /          \  | |    A = Position A
| |T|            | | |    B = Position B
| | |            | | |    C = Position C
| | |            |T| |
| |  \_        _/  | |
| |    \_    _/    | |
| |      |  |      | |
|B|___   |  |   ___|A|
|___ .|| |  | ||. ___| 
    | .|.| .|.| .|
    |  | |  | |  |
    |  | |  | |  |
    |  | |  | |  |
    |  | |  | |  |  
 ___|  | |  | |  |___
|  ___|| |  | ||___  |
| |      |  |      | |
|S|      |  |      | |

Tg) You'll meet soldiers with THG Blasters here, so be careful.
    After you clear the area, Cobra and Python should meet
    up at position B while Viper and Dragon meet Gabe at
    position A.

Th) The door at position B will be closed at first, but will open.
    Cobra and Python should watch their backs, as a soldier with a
    TH3 has a bad habit of spawning in the area.

Ti) Once the door opens go into the hallway - The blast doors that
    make up half the wall of the hallway should open (if they haven't 
    already).  Once they're open, both teams A and B should work on
    getting a member up at positions T.  There is a computer terminal
    there - You can override the launch with it.

Tj) The teams need to activate both override computers within a time
    limit.  So, if you're the one that gets hoisted up there, hide
    behind the computer until the other team gets a member up to the
    other computer.  Your partner should be provide covering fire
    while all this is going on.  If you actually have smoke bombs,
    that's awesome.  You can activate both computers as many times as
    time permits.  So don't worry if you don't get the second one
    in time.

If you die in the missile silo, you'll respawn at position A.
You can go from one side of the missile silo to the other by following
the dots or going over at position C (Climb down and up again or shimmy
across).  You can also go directly from one T to the other, but you'll
be under heavy fire.

The big elevator will remain locked until you either kill Leonov or he
uses it.  When Leonov runs away, he'll head towards the launch control
room.  It's probably a good idea not to chase him, since a whole lotta
C11 guards will ambush you.

Other than the launch countdown, time isn't a factor, as you should
have plenty of it.


IV. Bonus

This section lists the various titles and awards you can get in the game.


1. Ranks

Ranks are determined mainly by completed objectives and ratings.  The more
you obtain, the higher your rank becomes.  The order of the ranks are:

  R1 - Field Agent
  R2 - Investigative Agent 
  R3 - Intelligence Agent 
  O1 - Field Officer
  O2 - Investigative Officer
  O3 - Intelligence Officer
  O4 - Field Research Specialist
  O5 - Investigative Research Specialist
  O6 - Intelligence Research Specialist
  O7 - Field Analyst Specialist
  O8 - Investigative Analyst Specialist
  O9 - Intelligence Analyst Specialist
  C1 - Field Supervisor
  C2 - Investigative Supervisor
  C3 - Intelligence Supervisor
  C4 - Field Operations Commander
  C5 - Investigative Operations Commander
  C6 - Intelligence Operations Commander
Top Brass
  T1 - Assistant Chief of Operations
  T2 - Deputy Chief of Operations
  T3 - Chief of Operations
  T4 - Commander in Chief


2. Ratings

Ratings have 4 levels: Intermediate, Advanced, Expert, and Expert 2.
Each rating has a predetermined number you much reach in order to earn
the rating.

Combat Specialist (Number of Total Kills)
ICS    300
ACS    600
ECS    900
ECS2   1300

Combat Knife Specialist (Number of Knife Kills)
ICKS   50 
ACKS   100
ECKS   250
ECKS2  450

Combat Sharp Shooter (Number of Headshot Kills)
ICSS   200
ACSS   450
ECSS   750
ECSS2  1100

Non-Lethal Force Specialist (Number of Non-lethal KO's)
ANLFS  100
ENLFS  200
ENLFS2 350

Tactical Explosives Specialist (Number of Explosives Kills)
ITXS   100
ATXS   200
ETXS   350
ETXS2  500

Team Efficiency Specialist (Number of Online/Team Par Times You Have)
ITES   2
ATES   4
ETES   6
ETES2  9


3. Special Ratings

Bio-data Retrieval Expert  (The bonus is 375 armor; regular is 250)
  Carthage 1: Collect 5 water samples
  Carthage 1: Perform field autopsy
  Belarus 1: Take tissue sample from cow carcass
  Belarus 2: Obtain sewage sample
  Minsk: Deploy viral sniffers at marked locations
  Chechnya: Collect tissue sample from a villager's body

Computer Information Expert
  Carthage 1: Retrieve Broussard's laptop (Team)
  Minks: Download MetaGlobal's records
  Tokyo: Upload computer data
  Zurich: Access the main frame computer
  Ukraine: Find Omega Strain DNA code

Elite Discrete Personnel Elimination Expert
  Kyrgyzstan: Poison Saydahmat's water chalice
  Yemen 1: Eliminate Yushchenko
  Tokyo: Eliminate HNT leader Matsua
  Myanmar: Eliminate Than Muang

Stealth Operations Expert
  Italy: Maintain stealth
  Kyrgyzstan: Maintain stealth
  Yemen 1: Maintain stealth
  Minsk: Maintain stealth
  Chechnya: Maintain stealth
  Lorelei: Maintain stealth until meeting Mujari
  Tokyo: Breach security without triggering alarm
  Zurich: Maintain stealth
  Montenegro: Maintain stealth

Military Tactics Expert
  Belarus 1: Eliminate Zhidkov
  Belarus 2: Destroy communications truck
  Belarus 2: Destroy power substation
  Belarus 2: Shut down gas main
  Belarus 2: Destroy bridge to stop tank (Team)
  Yemen 1: Destroy communications equipment
  Yemen 2: Destroy Scud firing mechanism (Team)
  Lorelei: Plant four nukes on the lower levels
  Tokyo: Plant C-4 charges on lab floor
  Myanmar: Plant four claymores along path
  Myanmar: Plant C-4 on each log bridge
  Myanmar: Plant C-4 on foot bridge
  Ukraine: Complete all objectives

Elite Combat Expert
  Earn Elite Combat Specialist (ECS2)
  Earn Elite Combat Knife Specialist (ECKS2)
  Earn Elite Combat Sharp Shooter (ECSS2)
  Earn Elite Non-Lethal Force Specialist (ENLFS2)
  Earn Elite Tactical Explosives Specialist (ETXS2)
  Earn Elite Team Efficiency Specialist (ETES2)
  Earn Elite Discrete Pers. Elimi. Expert (SAEDPEE)

Field Efficiency Expert
  All missions: Beat single player mission deadlines

Survival Tactics Expert
  All missions: No player deaths


4. Commendations

Gray, Imani
  Carthage 1: Complete all objectives
  Carthage 2: Complete all objectives
  Carthage 3: Complete all objectives

Stoneman, Gary
  Italy: Complete all objectives
  Belarus 1: Complete all objectives
  Belarus 2: Complete all objectives  

Ehud Ben Zohar
  Yemen 1: Complete all objectives
  Yemen 2: Complete all objectives

Powers, Maggie
  Minsk: Complete all objectives

Mujari, Lawrence
  Chechnya: Complete all objectives
  Lorelei: Complete all objectives

Lipan, Teresa
  Zurich: Complete all objectives

Xing, Lian
  Kyrgyzstan: Complete all objectives
  Tokyo: Complete all objectives
  Myanmar: Complete all objectives

Logan, Gabe
  Montenegro: Complete all objectives
  Ukraine: Complete all objectives


5. Medals

Medal of Distinction
  All missions: Beat single player mission deadlines

Agency Medal of Valor
  Earn all Agency ratings
  Earn all special Agency ratings
  Earn all commendations
  Earn all other medals
  Earn highest rank

Stone's Medal of Courage
  Belarus 2: Rescue Stone
  Ukraine: Provide cover fire for Stone

Carthage Exemplary Service Tribute
  Carthage 1: Protect CHA officers
  Carthage 2: Protect CHA officer
  Carthage 2: Eliminate all 4 ALA death squad assassins
  Carthage 3: Rescue injured SWAT officers (Team)

Homeland Security Citation
  Earn Carthage Exemplary Service Tribute
  Earn the President's Official Liberty Award
  Zurich: Obtain Birchim files

Ellison Warner Award
  Belarus 2: Destroy Scud missile
  Yemen 2: Destroy Scud firing mechanism (Team)
  Myanmar: Recover flight recorder (Team)

Karkadann, Alima's Unicorn Charm
  Yemen 1: Complete all objectives
  Yemen 2: Complete all objectives
  Ukraine: Bring Alima Haddad to safety

Republic of Korea Service Award
  Kyrgyzstan: Locate Yushchenko's papers
  Yemen 1: Obtain Thae-bok Jon's credentials
  Tokyo: Upload computer data
  Myanmar: Find Yong-jun Kim's briefcase

South African Freedom Medal
  All missions: No collateral damage
  Earn Stone's Medal of Courage
  Earn Carthage Exemplary Service Tribute
  Belarus 1: Escort all workers to safety (Team)
  Lorelei: Rescue level 5 salvage personnel

President's Official Liberty Award
  Carthage 3: Complete DPE order on Masson
  Italy: Assassinate Dimitri by the bell tower at 3:00 PM
  Belarus 1: Eliminate Zhidkov
  Kyrgyzstan: Poison Saydahmat's water chalice
  Myanmar: Eliminate Than Muang

Great Lakes Service Medal
  Carthage 1: Complete all objectives
  Carthage 2: Complete all objectives
  Carthage 3: Complete all objectives
  Yemen 1: Photograph Fadhil's files
  Zurich: Obtain ALA financial records

Kinshi Kunsho: Order of the Golden Dragon
  Earn Republic of Korea Service Award
  Kyrgyzstan: Complete all objectives
  Tokyo: Complete all objectives
  Myanmar: Complete all objectives

The Golden Cross of Russia
  Belarus 1: The Golden Cross of Russia
  Belarus 2: The Golden Cross of Russia
  Kyrgyzstan: Complete all objectives
  Yemen 1: Photograph Fadhil's files
  Minsk: Complete all objectives
  Montenegro: Find evidence linking Niculescu to Syphon Filter
  Ukraine: Complete all objectives

Mossad Friend to Peace Medal
  Earn Karkadann, Alima's Unicorn Charm
  Kyrgyzstan: Eliminate Zayed Al Dhahiri

United Nations Peace Award
  Cure the Omega Strain


6. Omega Strain

Carthage 1: Scan tissue sample
Carthage 2: Obtain Mujari's recorder
Belarus 1: Take tissue sample from cow carcass
Belarus 1: Take mill documents from safe
Belarus 2: Obtain sewage sample
Yemen 2: Obtain Yushchenko's viral container
Minsk: Acquire Omega Strain serum
Lorelei: Collect original virus sample
Tokyo: Obtain sample
Ukraine: Find Omega Strain DNA code


V. Blah, blah...

This is where I just talk on and on about stuff; some topics are related
to the game, others are not.


1. Me, Myself, and I... and Moi

I made this FAQ on a request.   Well, sorta.  Someone asked me whether
or not I was going to write one, to which I said no.  Then, I realized that
there wasn't a source where players can get info on the game; so, motivated
by all those times during the game that drove me crazy, I decided to write
this thing.

If you're wondering, the most annoying part of making this thing was
getting all the damn info for the weapons.

I have five characters: three male, two female, all named Cole.
Why?  Because that's my name, and I like having the same contact list.

As for contacts...  I have none.  Well, of course I have an e-mail address,
but I'm not going to share it with the world.  I do still play this game
online (East) and from time to time post in the official board for this
game at


2. Cheapness

Gas Multiplier
If you join a game online, there's a bit of a glitch that results in the
number of kill or KOs you get via gas weapons getting a boost.
If you know that an enemy will spawn in an area, throw a grenade at the
area where he'll show up.  It may be due to lag or whatever, but you'll
get more credit than you deserve for the kill/KO.
For example, when you scan the tissue sample in Carthage 1, you have to
defend the power generator.  Now, just above the small area with the 
generator is a building where the enemies will spawn (and attack).  
You'll only see a handful of enemies from that location; however, if 
you go online and toss a gas grenade up there, you'll end up racking
up dozens of credits.  If you can keep the rooftop filled with sarin
gas for the 1 minute the tissue sample scanner needs (meaning you'll
need someone else to defend the area from the other enemies while
you keep tossing the gas up there when necessary) you can rake in
100+ grenade kills.
If you listen carefully enough, you can actually hear several enemies
dropping instead of one, everytime you see an enemy appear on the radar.

Raking In Head Shots
Check out map 2.1.  Between the third viral container and the power room
is an entrance to the large, pump room.  From that point you can view of
two pipes , both of which have respawing enemies.  Meaning you can get
a dozen easy head shots.  Simply exit to the sewers and then back to
the pump room entrance to repeat.

Raking In Knife Kills 
Map 2.1 again.  The pipe that has the guy with the 3rd viral container 
is connected to the guy that had the 2nd viral container.  Every time
you go from the 3rd container pipe to the 2nd (you'll have to climb)
a guy with a shotgun will drop down.  The maximum number of rounds he
can fire before having to reload is 5 (he usually reloads sooner).
Time your knife attack for the reload time.  After he falls, go to
the area where he first dropped down.  Two more guys will follow him,
making for very easy and fast kills (unless they have the long
death animation).

Smoke Grenade + AU300 Mod-R = God
Simply put, you can see them, but they can't see you.
This combo is effective against every enemy in the game, except against
tanks.  It also doesn't work when on an elevator (Ukraine, level 3)
since the smoke doesn't move with the elevator.  But, everyone else
(which includes Ryusaki and those armored freaks) is vulnerable.


3. FYI

The highest rank you can obtain playing only offline is C6.

The highest rank you can obtain playing only online is C1.

If you complete a stage offline, you can access the next stage online,
and vice versa.  The only exceptions to this are the bonus stages which
you unlock by obtaining par times before the stage, and the Lorelei,
which you unlock by completing Minsk.

The major difference between online and offline play is that more 
enemies will be wearing flak jackets when online.

A triple-headshot is possible.  Anything beyond that is possible, in
theory, but good luck trying to get the enemies to not kill each other.

Omega Strain is the last game in the Syphon Filter series.  But, no doubt
Gabe and the rest of the agency will make a return for another series.

The founder of Sony Bend is Mark Blank - He is the genius behind the
classic text adventure, "Zork."


4. Should You Get It?
If you like 3D action games, then yes.
If you don't like 3D action games, then no.

There are numerous game magazines out there (such as Game Informer).
If you want to know whether or not you should get this or any other game;
you should really read their reviews instead of asking someone who has 
nothing on the line when giving out opinions.


5. Version

Version 1.0 of the guide.  (6/6/04)

Version 1.1 (6/12/04) - Corrected errors, added missing weapons.

Version 1.2 (6/24/04) - Corrected errors, added more comments/strategy


6. Cred

This guide could not have been possible w/o the good people at SCEA and
SONY Bend...  Let's all hope that they give me more reasons to thank them
by providing some (free) downloadable content.

Print this Syphon Filter: The Omega Strain guide

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