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== Special Agent ==
== Special Agent ==
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Strat here.
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'''1:33 strategy'''
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Skip the whole cinema. Run forwards as the [[sniper rifle]] comes out, pushing your stick forward so you arrive at the ledge pointing almost directly at the first executor. Hit R to zoom in. You won't often get a perfect shot, but you'll be able to pull the stick up or down to shoot him instantly, then pull the stick right a bit, shoot again, then run. The two shots should come about a second and a half, maybe two seconds apart. The fastest physically possible is around 0.75 seconds, but split-seconds aren't critical this early in the game.
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Release R and whirl left 45 degrees, then speed-strafe left around the corner of the observatory. Hit A to switch to Unarmed, zigzag through the small chicane. Switch to [[Disarm]] now if you haven't already done so. Ignore the guard on the left, hug the right-hand wall, still left-strafing.
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When you get to the ledge (0:10 exactly), switch to right-strafing and go diagonally right, heading for the guard on ground level. He'll drop to the ground but he'll be upright when you reach him (unless he ducks, which sometimes happens. Unlucky, just restart). Disarm him as you reach him, then turn right a bit, still right-strafing, and head along the rock, once again taking the optimum route.
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Don't hug the left wall in the next long cavern. Instead, go around the RIGHT of the guard here, switching to the [[CMP-150]] nice and early as you do so. Aim upwards slightly as you run, turn left once you're around him and open fire at the sniper on the pillar here as you run straight forwards down the steps. You'll here him shout "My gun!" if you hit him - this is because if you kill him within about 35 seconds or so, he drops a second CMP-150 for you. However this is of no use on this run so don't hang around.
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The reason you go around the right of the guard instead of the left is - speed. By this method, you don't ever actually stop running, and picking off the sniper is actually fairly easy while on the run. Ordinarily, you'd have to stop below the pillar, aim upwards, and shoot him, then start running again. Not only does coming to a complete halt lose you loads of time, it's also fiddly and uncertain trying to shoot the sniper and not the pillar he's standing on. Then you have reaction times to worry about when you start running again after he dies. My method eliminates all that at the cost of a fractionally longer route, and the extra time is made up anyway, see?
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Right-strafe into the large sniper area and avoid the route you'd normally take on [[Agent]], as this isn't the best way to take out the snipers. Instead, you should be running further right and aiming up on the left where the next sniper appears, positioned distantly on the roof. You only have a very small amount of time to shoot him as a rock outcropping gets in the way, so unless you're feeling lucky, you should stop for a fraction of a second to fire a decent volley of bullets at him. The crosshair is a faint green on a blue background, making it hard to see, it's a shame but I'm afraid nothing can be done to make it easier to see, except pressing R, which is NOT recommended, it wastes far too much time. Waiting to check that he's dead is optional. From this distance, it's hard to tell until you see the death animation running, which wastes a second. I think it's worth just running regardless, but it all depends how often you manage to shoot him.
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After this sniper, turn right to face the one nearby on the roof, which is much easier to shoot. Squeeze off another volley of bullets in his chest as you run diagonally towards him (no strafing, they make it too difficult). Finally, turn left to face the sniper high up on the roof in front of you. Run towards him and fire a third volley at him. Try to leave a bullet or two remaining in your CMP-150 so that it doesn't reload automatically. This makes the sniper rifle come out later (which is the next bit).
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Once this last sniper is dead, you should be standing close to the steps. Turn ninety degrees left and left-strafe straight up them, switching to the sniper rifle as you run, and switching to right-strafing as you reach the turn in the steps. I was running up these steps at 0:29 on my best run. 0:33 is perfectly acceptable.
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Reach the top, dive for the front wall and hit R to aim at the two snipers that are just near each other straight ahead. One of them is easy to hit fast, but the other, positioned on the harbour wall, is a VERY small target. You're expected to take about a second longer on these two snipers than you did on the first two executors. Many times you may end up wasting your entire [[sniper rifle]] clip shooting at the further sniper - you could restart if this happens, it all depends how lucky you're feeling.
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There is on other factor to consider. There is one sniper over to your left who'll be shooting at you while you do this. You'll probably be hit (and knocked sideways a long way) at least once before you leave this balcony. If you're fast you can take out both snipers before he hits you, but otherwise he'll make aiming a misery. Just another point to consider, there.
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After those two snipers are dead, turn and run for the door. Make sure you open it OK, this bit seems to get messed up very often. The doors don't cooperate as much as they should. You'll be entering the door at around 0:39 on a very good run to 0:47 on a bad run. 0:41-0:44 is what you should be aiming for. Turn right and left-strafe along the wall inside, switching to the CMP-150. Open the door and you'll be facing right at the penultimate sniper. There might be a guard waiting behind the door if you're unlucky - ignore him but try not to let him slow you down. Run forwards into the little square balcony, shooting the sniper, then turn around in the alcove-type area to aim at the last sniper, on the roof. He should be easy to hit, but he isn't because the auto-aim always wants to point at the guards on ground level. Use the target now if you like, or the guards might behave themselves, making things easier. After shooting he last sniper, don't reload yet, but turn left and open this door - which is also known to be uncooperative.
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Reload and switch to Disarm inside as you bound down the stairs. Turn left at the bottom and strafe across the kitchen at anywhere from 0:50 to 1:01. 0:54 is what you should aim for on a good run.
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Whirl left down the stairs - from now on the level is almost exactly like Agent, but there are a few minor points to consider. Firstly, the amount of ammo you'll have left for the shock troopers is noticeably smaller than you would on Agent. This makes disarming at least one guard on the way down to the lower basement a necessity. The other point will come up later...
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Right-strafe across the area with the curvy wall and disarm the guard if he comes nearby. Keep going past the end of the wall, turn left, open the door and slide down the stairs. Switch to left-strafing at the bottom of the stairs and open the door, then run peacefully into the generator area. You should arrive at the area with the two panels at around 1:01-1:06.
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Right-strafe across the middle and hope that the guard gets out of your way. If you want a bit of a safety margin on your ammo in the lower basement, you could try to disarm him but this isn't absolutely necessary. Right-strafe across and hit B to activate the panel. Whirl left and left-strafe away, activating the other panel as you pass it. You can stop briefly if you think it's necessary. It's very important to have the sound turned up loud in this area, otherwise you won't be able to hear whether the panels have been activated or not - relying on the on-screen messages is NOT a good plan, as they come up way too late.
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As you round the corner, hit Z once to have a chance of disarming the pursuing guards waiting at the corner as you blur past. Actually seeing them as you pass is optional. ;) Switch to right-strafing at the next corner, activate the main panel from side-on, then right-strafe away again. Bring out your CMP-150 as you run, turn left more than 90 degrees at the corner, open the door, and dive down.
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Open fire all along the right-hand wall as you reach the bottom, to murder the first shock trooper and collect his ammo. Don't reload but carry on running towards the next two. Shoot the one on the left first as he comes into view earlier. Make sure you spend slightly more than the usual amount of ammo on these guys. On [[SA]] they require a little bit more killing than on [[Agent]], meaning you may leave either or both of them alive if you just spray like in Agent. The same applies to all the other shock troopers on this level. Break right, and reload as you run for the next door, passing the stairs at around 1:19-1:26. Shoot the trooper ahead - make SURE you shoot him enough - and then the other guy to your right, through the shelves.
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Pause, go to your inventory, select Unarmed, then CMP-150 again, to reload fast. Run around to the final corridor. Right-strafe along, shoot the guard hiding behind the shelves, turn, left-strafe along, and shoot the other guy. This second shock trooper has a tendency to run away from you - this makes him easier to shoot than when he's hiding. Be grateful for small mercies.
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If you experience some gunfire from the end of the corridor at this point, that means the next trooper has not moved from his position. If you don't, that means he's either moved, or he hasn't shot at you for some reason. In the last case, you should right-strafe out and shoot the shock trooper - you know where he's going to be by now, don't you? If he's still in his place, strafe straight around the shelves and machine gun the trooper from the side, and try to leave as much ammo as possible to take out the last shock trooper, because a reload now would hideously mess up the entire run. Finally, run towards the last trooper shooting him, run over his dead body to collect the key card, turn and open the door as fast as possible, and stand back - the level ends only when the door is fully opened.
* '''World Record Video''': [http://video.google.com/videoplay?docid=-3704487983969611722 Big Bossman - Villa - SA - 1:19] ([http://www.thengamer.com/PD/04-Villa/Big%20Bossman%20-%20Villa%20-%20SA%20-%20119.wmv Download!])
* '''World Record Video''': [http://video.google.com/videoplay?docid=-3704487983969611722 Big Bossman - Villa - SA - 1:19] ([http://www.thengamer.com/PD/04-Villa/Big%20Bossman%20-%20Villa%20-%20SA%20-%20119.wmv Download!])