Hmm... Ei muista, ei mutta tällaisen tekstinpätkän löysin koneeni kätköistä: (toivottavasti on edes oikea tehtävä)
MISSION 6- Sub Pen, Indonesia
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Tips-
1. Again, pay attention to your light meter. For some reason the little lanterns that
are so common on the Indonesian missions light up Sam, but not actually the
screen.
2. Beware auto-snipers!
3. They don't explicitly say this, but when you actually get ON the sub, you can't
kill anyone, and one alarm means mission over.
4. Again, they don't explicitly say this, but on the sub, you need to grab the colonel
and force him to use the retinal scanner. The colonel is the dude with the red
beret.
5. Once you reach the actual sub pen, almost all the lights are indestructable.
My best-
6 guards KOed
1 technician KOed
Part 1- Auto-snipers? Oh WONDERFUL!
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Yes. Auto-snipers. Just stay out of the light, and away from their laser sight, and
you'll be fine. At the start, you'll notice one patroller in addition to the laser,
and there's also an auto-turret behind the truck. Despite all this, it's a deceptively
easy room. The grass does a great job of hiding you, the fire distracts the auto-gun,
and it's dark. Feel free to shoot the soldier if you want.
**METHOD A- The left
Go left at the begining. At 1 or 2 clicks, you can generally make it with no trouble
as the birds distract the enemy. Head on through the next two rooms, grabbing the can
on the way.
In the next area, you'll see another auto-sniper, and two guards. One patrols randomly
but the other just stands there and smokes. The smoker needs to go elsewhere so we can
get by. Shoot out the nearby lantern, and then huck your can into the far side of the
area. Creep forward toward the exit, but don't go up on the elevated area right away.
Sometimes one of the guards walks there. Eventually, they should both be on the far
side looking away. Sneak through the corner.
**METHOD B- The right
Go ALL the way around in the grass to the right. Go around behind the truck, and then
the tree. The auto-turret shoulnd't spot you. This can be done, but it takes a while
as you can't move too quickly. In the next hall, you'll find a trip-wire to disarm.
Keep going, to the room with two guards.
These two are a bit more problematic from this side. Your best bet is to sneak into
the back corner, and whistle, summoning the smoker. Evade and drop him. Now go back
the other way around the fire and follow the patroller as walks toward the exit. Hop
through when he goes back the other way. It is possible to do this without dropping
the smoker, but if you're looking to go clean, use the left entrance. It's easier.
The next room appears complex, but it really isn't. Just sneak through to the right.
Make for the entrance to the little hut, then stick to the left-hand side inside it so
you're not lit up. The guy in the next room is asleep, and then you can just sneak
right to the gap between the building and the fence. Split-jump up to the window. I
haven't found another way through here without killing most of the inhabitants.
As you climb in through the window, you'll see a man watching TV. Be aware that
attacking this guy, or the TV in anyway will cause an alarm. So let's not, eh? Drop
off either side.
Drop off into the corner behind the curtain, and you'll find a hidden hole in the wall
behind you. It leads you outside, behind the boxes where a guard is taking aim at some
cans and bottles. Just keep creeping, and use the Ninja Ballerina Turn at the last
box. This will put you in a hut with a generator. You can turn it off, but this
doesn't seem to accomplish anything but summon the guard we just bypassed.
Wait for a bit, and Shooty McRifle will go sit down at the table with his back to you.
You can then either sneak out and take him, or sneak straight to the auto-turret, then
disable it, then go to the door. OR, you can sneak past him to the left, up the pole,
and over to the hatch in the roof. You can also turn off the generator, but this
doesn't seem to accomplish much.
Anybody have any idea what the big open space BEHIND these huts is for? You can get
there two different ways, and it serves no purpose at all. What the hork, Ubisoft?
Part 2- Komodo Underground would be a good name for a band
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You'll find a medkit in the nearby closet if you need it. The next guard you'll see is
seated at a desk, and there's another just through the double doors. He will
eventually come out to look in the hall, but it takes him a jolly long time. You've
got ample opportunity to whistle and evade/elbow the guy at the desk first. The
sneakiest way through, however, is to wait until just as he's started to come out, and
turn off the lights. He and the other guard will both walk over toward you, and you
can slip between them and into the room.
Go around the back and grab the technician. Force him to raise the sub, and wait a
while until Sam forces him to radio the all-clear. Drag him into a dark corner and
make him go night-night.
Getting back out is a little trickier if you left the last two goons awake. Turn off
the light at the door. Open the RIGHT door and whistle. This should attract the guard
at the desk. Move over to the LEFT door, and sneak out as the guard walks inside. He
should go to turn on the lights, and this is your cue to sneak down into the hall. The
other guard should be standing here with his back to you. Turn out the lights here,
too, and whistle by the light switch. Sneak past him as he comes to investigate.
Ahead of you, you'll see a guard through a door. Wait until he starts to walk away,
then turn out the light and slip out the door. You can move into the far corner so he
can get to the door without bumping into you. He'll eventually go into the prior room
to see what's up with the lights, and you can haul tail down the ramp. The little wall
lights reveal you to the enemy very well, but don't actually provide any illumination.
You should make it all the way to the Gondola before he returns, and by then you'll be
too far away.
Bad news; the enemies in the next section apparently have bad childhood gondola
traumas, so even if you shoot out the light in it, they'll shoot at you. You can snipe
them back, if you want (easiest to do in thermographics) or just hold tight and hope
they miss. I've made it all the way to the other end unscathed, however, you'll still
have to kill one guard when you land. Make your way down the stairs.
Alternatively, send the gondola on its way and drop off the edge. Drop down to the
cable below. When you eventually stop, wait up a bit. You'll see a nearby guard with a
light on his hat, most likely staring straight at the cable you're about to drop to
and slide on. Wait until he's stopped staring and has started walking in one direction
or the other, then slide. You've made it to the other end and nobody's the wiser!
There's a guard near the actual sub, but evading him is child's play. Just hang off
the deck on the way to the sub, and climb up and enter it when he walk's away. Be
advised that the top of the sub is a lot more well-lit than the actual illumination
would seem to indicate.
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