Go right at the three trucks. Enter middle truck for Card 1. Equip.
Building #1
Floor 2
Enter room, equip gas mask. Reach door, equip Card 1.
Equip Card 2 in the Ammunition Room.
Head right. Enter the hut. Equip Card 1 to pick up Grenade Launcher. Equip Card 2 to exit.
If you get the bad pattern, you can do a menu (Card 1) at the first wall to potentially refresh the pattern. Bad pattern means you need to punch the guard. Good pattern, the guard turns on alert.
Go up the corridor, hug the wall, and enter the elevator. Switch to Card 2 in the elevator.
Floor 1 Revisited
Head down, and enter the left room for a few different strategies. You can punch the guard, and run around, equipping the Card 1 afterwards. OR Tank the damage and move in, equipping the Card 1 after the alert begins.
Rescue POW #6.
Grey Fox Rescue
Punch the left wall, and rescue Grey Fox (POW #7). Punch the bottom wall, and head into THE SHOTGUNNER.
The Shotgunner
Do a Z pattern to the right door. Equip Card 2 in room.
Go down very quickly at the left door, as there is a position where he cannot hit you. Equip Card 3 before exiting the room.
Go right at “Doobie the Dog”. Dog hitboxes are the same as humans. Swap to Card 2 at Doobie screen.
Enter room, swap to Card 3. Enter bottom left door. Exit the building from bottom right door.
Enter bottom right truck at the bottom of the T intersection.
Pick up Card 4, remove Transmitter, Equip Card 4.
Return to Building #1 via the door, head right to the elevator. Switch to Card 1 and Grenade Launcher1) in elevator.
Death Warp 1
Go down to rescue POW #8 in the top room. Equip Card 3 outside. Rescue POW #9 in the left hut.
Machine Gun Kid
Wait for the bullets or Swap to Card 4 to clear bullets. If you can run by the bullets, menu afterwards.
Rescue POW #10. RANK UP! (* * *) Head back out and Death Warp #1 back to the elevator.
Ride the elevator up to the Roof, equip Bomb Blast Suit.
Roof 1
Go down the left side to enter the door. Equip Card 2 in room. You do not need to go super far right to pick up the ammunition. Duplicate the ammo once. Equip Card 2.
Head down for POW #11.
Switch to Card 4 when you rescue POW #12. Death Abuse.
Building #2
Switch to Card 4 in the water, enter the middle door.
Go up to the elevator, climb to the Roof. Menu for Card 2.
Roof 2
Fire a grenade as you move left, enter the left room to rescue POW #13. Menu for Card 4.
Go to the bottom floor, equip Card 5.
Floor 1 Revisited
…
*Ride the elevator up to the second floor. Equip Card _
Arnold Floor
Don't hug the right wall for this alert, get the alert then move to the right along the wall.
Take the right door in the Arnold room. Card Blank
Head up to rescue POW #15. RANK UP (* * * *)! Switch to Card 6.
Enter room, pick up RPG, use a ration and equip Card 5.
Run left, take two damage from Arnold. Switch to Card 1 once you reach the door threshold.
Wiggle to the right to avoid the alert, or go left and take the alert.
Hell Room
Two different patterns, run around the guard, avoid the alert.
Guard alerts immediately, eek.
10 frame window to throw a grenade immediately to manipulate far guard.
Throw another grenade at the black gap to kill a guard.
Switch to the Rocket Launcher in the room after picking up ammunition.
Hug the right wall as you exit the ammo room.
The right guard can be in the way, shoot him! If he spots you early, just run for it.
Head back to the Arnolds. Shoot the guard immediately!
Arnolds
In this menu, USE A RATION, equip Card 5.
Deep Water
On third ration use, you can equip Card 7.
Swap to Card 1 after defeating Coward Duck. Run to the right and die. Death Warp 3!
Take the top right truck, and head into the final building. Mash for the menu after the truck has moved for Card 7.
Wiggle past the truck to enter the door, hopefully by not screen wrapping.
Final Building
Go to the menu when you are not underneath the boxes to break the pitfall. Equip Card 8.
Final Basement
Equip Gas Mask when entering door in laser camera room.
Equip Card 5 as late as possible before exiting Gas room.