Work around spies for a while and you learn to be careful when it looks like you're getting what you want. That's when tend to let your guard down, get careless. Calling the cops on someone can teach you a lot. A foreign agent would run and so would an armed assassin. A beaurocrats gonna act like a beaurocrat.
Beaurocrats live for respect. East of the Balcans that means a bribe, on the West it's more about showing them you know they're in charge.
About 40% of kidnapping victims are released safely. These statistics are affected by a number of factors, includingn the nationality of the kidnappers, the age of the victim and whether a hostage negotiator is employed. The odds go down sharply is nobody has any money to pay the ransom.
A kidnapping is a business deal. The bad guys have negotiating power since they're selling the life of a loved one, but then again they have a market of one, so they have to work with you.
Working with untrained amateurs introduces an element of risk. It's a risk you have to live with in a lot of operations. Although you often wish everybody went through Green Beret training in high school.
Once a kidnapper knows you're onto him, he'll try to contact his partners to have the hostage killed. At that point you have a choice: you can start choices wreathes for the hostages funeral, or take a hostage of your own.
The art of turning someone into a double agent is delicate. The target has to be put into a fragile psychological state. Fortunately, fragile psychological states are a specialty of Fiona's.
It's always easier to turn someone who works in a criminal gang into a double agent. The more secretive and ruthless their side is the better. You work on their fear that any hint at their disloyalty will get them killed by their own people.
From Corachi to Vogetah, every kidnappers favorite resource is corrupt employee. An employee can handle alarms, police, can get financial information, bank accounts, you've even got a fall guy if anything goes wrong. To a professional kidnapper a man on the inside is worth a lot, and a bad man on the inside is worth even more.
The thing about doubling anyone is the more they do for you the deeper they get. The deeper they get the more you can make them do. Great if you're running them, but hard on the source. The suicide rate is above average.
GPS devices are becoming more and more common these days. Mostly they're for nervous parents tracking children, but they're perfectly good for other uses.
Running a double agent is a relationship, there's a give and take. Mostly take, but sometimes you have to give.
Rescuing a hostage isn't about battering rams and guns. Charge through a door with a gun and chances are the person you're trying to save will be the first person lying on the floor dying of acute lead poisoning, so you come up with alternatives. Ingredients from a local pharmacy, mixed with aluminum foil powdered in a coffee grinder will make a serviceable flash grenade that will stun anyone for a good 20 feet. Thermite is another handy tool. With a surface temperature of 1000 degrees, it's used to weld together rail road ties. It will make pretty short work of most locks too.
If you can't get through a door without attracting attention, the next best thing is to attract a lot of attention. Once everyones looking at the door wondering what's going on you can pop in a flash grenade and they won't see anything for a while.
The longer you've been in the game the more careful you have to be about underestimating an opponent. Say you don't think much of beaurocrats, don't feel they're worth your time or attention. Then a beaurocrat is the perfect person to send to kill you.
There's no way to anticipate every danger. You need a backup plan for when things go wrong. That's why home court advantage is so important.