"Moving."
Act as below.
Drawing a picture here to make things clear. I understand that the setup is something like this:
Awake guard at A, with camera behind him. Out guard in D. Lars in the hallway in front of rooms C/D.
Plan: Put tranq pistol in top of toolbox and close it, so it's right there on top when it's opened. Unlock the door to C (where out guard isn't.) Leave toolbox (closed) at point B. Move to point E and pretend to work on an electrical outlet there, so as to verify the location of the guard.
Use amp to do same plan as before to this guard, except have the sound coming from room C. (Again, he feels he must investigate it himself without telling anyone else. As he goes behind me, do the "slap tool belt, look around, throw up hands in disgust" dance of I forgot something, and turn around and go down the hall behind the guard. Grab tranq gun from box. Shoot guard from behind. Close and lock door he's in. Notify team.
Contingencies:
If guard at door asks me anything (where's other guard, what am I doing, leave now) go ahead and execute amp plan.
If amp fails and guard goes violent, dive for cover. If possible, use amp to simply wipe his mind.
You unlock the door, position your tool box, and then walk over to an electrical outlet with a view of the other guard. You watch him out of the corner of your eye and notice that, almost immediately he seems suspicious that the other guard isn't with you. He starts to walk in your direction, hand reaching to his side to grab a baton of some sort hanging from his belt. Before he gets any further, you reach out into his brain and give him a fairly forceful suggestion about the existence of strange noises and how he really should go check them out. He continues advancing but his trajectory changes. It's an odd thing to see, his face remaining completely set and unchanging as he mechanically shifts direction and turns down the hall. You give him a few seconds and then, after making a show of checking your belt, walk down the hall after him.
You retrieve the tranq gun from your box just as he starts to turn around, the stupor clearing from his face. You notice the machine pistol coming up to point at you and get a bit overzealous, firing 5 times and putting darts all up his chest, neck and even one straight into his face. He falls loudly to his knees before you can get over to him, but you catch the rest of his collapse and quickly flop him back into the open room and close the door.
You pull out your walkie talkie and whisper, "Second wire fixed. Power is out for now, but will be coming back on soon. Suggest we hurry up."
Head upstairs. Stay there ready to help Lars execute his silent takedown plan in case it's needed - use an uncon-based silent beatdown to achieve that end, applying a tranq dart - manually so if I'd have to roll con for the handgun's usage even if the barrel is pressed againt his skin - to his neck.
Add: remember to avoid being caught on camera during the action. And also move upstairs only when it wouldn't compromise Lars' plan by joining him too early - before he can assert the guard's position, for example.
You get upstairs, or at least halfway upstairs, since you still have to stay out of range of the camera on the stairs, which no one took out or anything.
Watch, Report, Charge. Scan around the outside of the building and on the lower floors for anything/anyone acting odd.
If things for Lars and Milno don't go very well with the guard and he looks like he might warn the target before they can stop him, use the Cam-eye goggles and the Exo bonus and center a softball sized sphere in the middle of his chest and cool it by 30 degrees Celsius, for 2 seconds. Be sure to warn the other two in case this happens. Try to stop him out of range of any of the cameras.
You keep monitoring, but beyond the normal foot traffic outside and the owner lazing around downstairs, there's nothing going on.
It's 5pm.