In-game time: 9:05
Mission-specific rules:
- Allies can kill enemies only after calling the radio (the end of main mission)
- 5 Stars for "Not being detected" isn't required because the game reduces it for the allies being "detected" by the enemy. When Green Beret smashed the door of the allies house, he got a lot of beams, but those were red-blue, and even in those runs where I timed it properly and he didn't get beams at all, sometimes the "Not detected" rating was even 3 stars anyway. All in all, I had to choose between the popular but slow method of putting everyone to the Sniper's house, or use a much faster and aggressive method which makes it impossible for the allies to not be detected - I chose the latter.
Rules:
- In-game time is the only goal. Inventories, objectives list and pause don't waste time.
- All bonus books.
- All objectives - Secondary and Clues. Since the mission result screen doesn't keep track of Clues, objectives list must be opened during the mission to showcase all Clues as completed (I forgot to do it in this mission but it's impossible to not complete them).
- Not being detected and not being injured, the former means that must not be fully seen by the enemies at any point (even unarmed ones and snipers), but blue-red flashing is allowed.
- No alarm. Events that normally raise the alarm are allowed in alarm-insensitive areas. If explosions are required by the objectives, they're allowed at the end of the mission (within last minute).
- No shooting enemies, except for using the sniper rifle. Also, the default pistol is allowed for distracting the enemies.
- No Ctrl glitch (harpoon on land, Natasha's undetectable sniper rifle), no Syringe glitch (affecting an enemy far away).
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