Hello, sexy thang!
_
_( )__ _____ ___ _ _
`. .-`'´| |`'___ _ _ _ ,´ __|| | __ _ _ _ __ _ _ ( ) ___
|/\| | | / | \ ' ' \ | (__ | |/ |` || ' \/ _|\ \| ||/ (_-<
` |_| \_|_/_|_|_| `.___||_|\_|,_||_|_|\__| \_, | /__/
|__/
.--------..-------. .--. .--..---. .--..--------..--------..-------.
| ,--.__|| .--. \| | | || \ | |'--. .--'| .-----'| .--. \
| '-----.| | _| || | | || \| | | | | '-----.| | _| |
`-----. || ||___,'| | | || |\ | | | | .-----'| ||_ <
|ŻŻŻ'-´ || | ,---'--'------| .'---'-`----'-. |--'. | '-----.'--| | |
`--------''--' / __________|-| _________| | | '--------| | '--'
| | | |_______ | | | |
| | | | | | | |
| | | .-------' | | | |
| |__________ | |_________ | |________ | |_______
\ | | | | | | |
`-------------' '-------------' '------------' '-----------'
for
Xbox console
Splinter Cell FAQ / Walkthrough
Written by AdrenalineSL
Version 1.0: Released October 3, 2004
The very latest versions and updates can be found at GameFAQs:
http://www.gamefaqs.com
_____________________________________________________________________________
This is currently [Version 1.0] of Adrenaline's Splinter Cell strategy guide
for the Xbox console.
I haven't bothered to read FAQ related mail for a long time now. I apologize
for neglecting nearly everyone who has sent me something regarding any of my
FAQs for the past year or so. I mean, who the hell am I to go live my life
and take care of far more important matters, such as school and family. My
label as an "asshole" was well-deserved.
If you're desperately seeking an answer (i.e.- your life and the lives of
your children are absolutely depending on it), then you may e-mail me. If I
discover that your question can be found within .90845 seconds of scrolling
down, I will hang you upside down by your pubic hairs and beat you senseless
with a stick, or worse: I will completely ignore your e-mail, just as I've
been doing--it's hard to break a habit.
And to answer your question: no, that blob preceding Tom Clancy in the ASCII
art isn't supposed to be the Blair Witch Project.
Contact me: tofuNinj4 (at) gmail (dot) com
---------------------------------
----- VERSION HISTORY -----
---------------------------------
Version 1.0 | October 3, 2004
It really has been a long time, hasn't it? I missed me too. This guide came
into existence on December 2003 and was later abandoned. I salvaged it in
March 2004 and completed it halfway. Then I got hit with the lazy spell. The
guide has been in limbo since. Just recently I've mustered the will power to
finish it. The CORE walkthrough is complete, as is expected from my Version
1.0's. Everything pertaining to the main game is pretty much complete, except
for the bonus Xbox Live levels, which I have yet to download and play. I will
get to them eventually. Only time will tell whether I will ever update this
thing again. And let's hope I do, eh? =)
_____________________________________________________________________________
**IMPORTANT NOTE**
This Splinter Cell guide was written using the Xbox version of the game. PS2,
GCN, PC and especially GBA players may not fully benefit from using this
guide. After having played a bit of the PS2 version, I can safely assume that
gameplay differs quite a bit. As always, I strive to bring the best and most
accurate information possible, so don't wish death upon me for not providing
for you anti-Xboxists (new word).
_____________________________________________________________________________
C O N T E N T S
-=-=-=-=-=-=-=-
Press Ctrl + F and type in the section (without the digits next to it) you
want to go to.
01. Introduction
02. Newbie Camp
Controls
Game System
Actions
03. Sam's Stuff
Weapons
Gadgets
Other Items
04. Playing Tips
05. Game Walkthrough
Training Course
Police Station
Defense Ministry
Oil Rig
CIA Headquarters
Kalinatek
Chinese Embassy
Abattoir
Chinese Embassy
Presidential Palace
Kola Cell**
Vselka Infiltration**
Vselka Submarine**
06. Loose Ends
Alarm Checkpoints*
Passcode List*
Data Stick Locations*
Game Version Differences
Frequently Asked Questions (FAQs)
07. Outro
Legal Junk
Sources
Special Thanks
Closing
_________________________________
* : denotes the section has been started on, but has not yet been
completed.
** : denotes the section is in the table of contents, but has not yet
been created.
_____________________________________________________________________________
_____________________________________________________________________________
\ o---------------------------------------------------------------------o /
|| 01. Introduction ||
/ o---------------------------------------------------------------------o \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Tom Clancy's Splinter Cell is set in 2004, a time in which terrorist
activities run rampant. In an effort to balance military and political power
among the world, the National Security Agency (NSA) initiated an autonomous
branch of the military dubbed Third Echelon. It is granted a 5th freedom,
which allows them to do things that aren't normally sanctioned by the
American government. Guided by bleeding edge technology, Third Echelon
deploys special units known as Splinter Cells to infiltrate enemy territory
and collect Intel without leaving any trace of their existence.
You play as lone field operative, Sam Fisher, who is sent out to locate two
missing CIA agents and complete what they had failed to do. As the veil
slowly unfolds to reveal an underlying sinister scheme, Sam's mission quickly
becomes a fight to maintain world order. Sam must now operate in complete
secrecy to ensure that America and her freedoms are protected. Yet, no one
must know Sam exists, for he is a Splinter Cell. But hey, you probably
already knew that. Well, then I guess you're reading this BS intro because
either you are A) out-of-your-goddamn-mind bored, or B) a brain-damaged
flamingo. Whatever the reason, I welcome you--both of you--to my new FAQ and
first FAQ of 2004! Finally!
I must bestow upon the Splinter Cell staff my highest accolades for producing
this smoldering cauldron of wholesome goodness. Many innovative ideas on the
gaming market nowadays tend to be rather lackluster, dragging potentially
brilliant concepts into a murky pool of mediocrity. Splinter Cell eschewed
such a fate and emerged as one frickin' awesome game. It shines not only
because of its breath-taking graphics but because of its realistic stealth
element. Owing to that attribute, it might remind you of a certain Metal Gear
Solid 2. Though lacking a convoluted plot like MGS2, Splinter Cell's gameplay
elevates the stealth-action genre to new heights and redefines the gaming
experience. This is why I chose this game to be the new target of my FAQ
writing fury. Although I'm a bit rusty, I hope you will enjoy this FAQ! ;)
_____________________________________________________________________________
\ o---------------------------------------------------------------------o /
|| 02. Newbie Camp ||
/ o---------------------------------------------------------------------o \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Splinter Cell is a heavily stealth-oriented game. As such, Sam's ability to
conceal himself in the shadows is his biggest asset. That's why it's
imperative that you read through this wildly uninteresting section instead of
playing the game.
_
(_)
\ CONTROLS
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
D-Pad - * Activate Night Vision Goggles (left)
* Activate Thermal Vision (right)
Left Analog Stick - * Control character
* Control rate of fire (press down)
* Move cursor
Right Analog Stick - Rotate camera
L Trigger - * Secondary Fire
* Hold breath in sniper mode (reduces shaking)
R Trigger - * Fire weapon
* Melee attack
* Use item
A Button - * Action button
* Confirm selections
B Button - * Crouch
* Roll
* Soften landing
* Raise legs while on pipe or zip line
X Button - Use weapon
Y Button - Jump (double tap to perform Split Jump)
Black Button - Quick access to inventory
White Button - * Reload weapon
* Lean against wall
Start - Access OPSAT
Back - Control map
_
(_)
\ GAME SYSTEM
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
H E A L T H
- - - - - -
A health meter is displayed on the right side of the screen. It is a long,
vertical bar that reflects Sam's vitality. Health points are deducted as Sam
receives damage, whether from a fall or from gunshots. The more he sustains
injuries, the more rapidly his health depletes. In order to conserve his
health, you must learn how to avoid enemy encounters as much as possible. You
can feed Sam a Medical Kit when he's low on health. Try to save them for real
emergencies though.
I N V E N T O R Y
- - - - - - - - -
Sam's bag o' stuff. This is where you can find all of the gadgets, weapons
and items that are available at the start of the mission or that have been
acquired during a mission. The items and weapons available to Sam are
limited, but there are a few staple gadgets that are indispensable for the
completion of the mission: the Lock Pick and Optic Cable. In virtually all of
the missions, Sam begins with the aforementioned two gadgets already
available in his inventory. Anything else he finds along the way will be
added to his inventory and can be called out by pressing and holding the
BLACK button. Use the D-pad to cycle to the left or right, and press up to
highlight the item you want to equip.
________
___/ *NOTE* \_____________________________________________________________
| \\
| You also can access the inventory via the OPSAT, although it merely |
| demonstrates the uses of the equipment. Must use BLACK button to equip |
| items. |
|__________________________________________________________________________//
S T E A L T H M E T E R
- - - - - - - - - - - -
As the reigning king of shadows, Sam's prime weapon of choice is, of course,
darkness. He can creep, crawl and slink in the shadows to keep his enemies in
the dark (PUN ALERT!! Har har). In order to do these things without fail, he
has the aid of a special device called the Stealth Meter. Of all the features
in this game, including weapons and gadgets, the Stealth Meter plays the most
important role of all and is probably the most useful. This unique meter
measures exactly how well Sam is hidden from enemy eyes.
A scale will slide to the left, right or center depending upon his current
position. If it slides more to the right, then Sam is in danger of getting
spotted. If it's on the left, he is nigh-invisible. While you're playing, try
to keep the scale no more than 3cm from the left end. Keeping the scale near
the left side is paramount to maintaining a low profile.
I N T E R A C T I O N
- - - - - - - - - - -
Anything that involves interacting with the environment is performed through
a separate menu that will pop up in the upper-right corner. Every time Sam is
near an object or person that he can interact with, the menu will appear. If
multiple actions can be performed on the same object, then you can scroll
through the choices. Scroll through them using the D-pad; if you do not wish
to do anything, then simply choose Back To Game. Some examples of special
actions that can be executed in this nature are opening doors, grabbing enemy
personnel, picking up items, and so on and so forth.
O P S A T
- - - - -
The OPSAT, which is the abbreviated form of Operational Satellite Uplink, is
a compact version of the standard civilian PSA designed for military use.
Third Echelon uses this to transmit vital mission Intel and objectives. Any
additional data that you find are automatically updated into the OPSAT. You
can view the following on your handy PDA:
-][- MAIN MENU -][-
This is where you can customize your settings, load from the last check
point or exit the game to return to the title screen.
-][- MISSION INFORMATION -][-
Here you can peruse all the information pertaining to the mission at
hand. Mission objectives may change on short notice. They will be updated
accordingly on your OPSAT. Certain supplementary information must be
extracted from the mission itself. Goals provides mission objective
details; Notes sometimes supplies you with the necessary information to
penetrate protected enemy territory; Recon shows blueprints of enemy
territory, enemy information, and so on.
-][- INVENTORY -][-
All of Sam's available gadgets, weapons and items can be viewed here.
E N E M I E S
- - - - - - -
This section is really more of my voicing my gripes about the enemy's
Artificial Intelligence (AI) rather than my giving any expert advice on
dealing with these enemies. Well, actually it's a little bit of both, so read
on!
The enemy's AI in this game is definitely up to scratch, perhaps even better
than the AI in other games of the same cloth. As expected, however, a few
screwy loopholes in this system sully this otherwise commendable AI. The
enemy has been specifically trained to raise the alarm or call for aid if he
outright sees an intruder. This means he can SUSPECT someone is there and not
alert a whole army of gun-toting scum. It doesn't become a big deal if a
sentry gets a glimpse of a strange moving shadow until the perpetrator is
actually found. The programmers felt it better to grant you this certain
margin of error.
Just as a symbol would appear above an enemy's head when aroused in Metal
Gear Solid 2, the music will change when the enemy here becomes
discombobulated. As long as you continue to defy enemy eyes by using the
shadows, you won't have to worry much about dealing with guards. Even with my
walkthrough, you will certainly screw up at least once and startle a
disgruntled guard, at which point you should haul ass and find a safe hiding
spot. Now that would be a completely feasible response to an urgent
situation, but the thing is that once the guards spill some blood, they will
continue to shower you with bullets no matter where you are. It's as if they
have suddenly gained an uncanny ability to see in the dark.
Three words. What the shit.
While it does a fine job of punishing you for betraying stealth, it gets
extremely irritating. The only time you can successfully escape death is if
you manage to move as far away as possible, or if you thoroughly hide
yourself without being seen. For some reason, though, in the second visit of
the Chinese Embassy level, the guards will shoot blindly in the dark even
after you've been discovered. Why Ubi Soft didn't fashion this more logical
approach into the AI is beyond me.
If the guard barely touches you as he passes, he will go on full alert. It's
as though guards raise alarms against you unfairly and arbitrarily. One other
thing that continues to amuse me (and also works to your benefit) is that
guards can react to even the slightest sound, but won't even notice that
their comrades are being taken down one by one. If you hold an enemy under
duress, the other guards will hesitate to shoot. However, if they have Frag
Grenades handy, they will not shy away from throwing one under your feet.
Guards also have a tendency to become restless during their patrol. When you
come across motionless guards, you may notice that they sometimes break away
from their statue-esque position to scratch their head, look around or do
something of similar nature. When they do these things and you happen to be
in plain sight, they will see you. They do such actions every 20 seconds or
so. Hopefully, by that time you will have found your way to their neck and
killed it. Despite all my qualms about their intelligence, the enemies in
this game are not, for the most part, complete dolts. Exercise caution when
dealing with them.
A L A R M S
- - - - - -
Alarms aren't a force to be reckoned with in Splinter Cell, especially when
setting them off in excess of the limit will net you the Mission Failed
screen. In all the missions (with the exception of maybe two or three), the
number of times an alarm can be sounded is limited to three or four times. In
the Defense Ministry level, a single alarm will result in Third Echelon's
aborting the mission. The only way as to avoid getting unwanted alarms is to
hide those unconscious bodies well. It is common sense, after all. The game
frequently makes sure that you do so by placing random checkpoints throughout
the level. You will be punished accordingly if you fail. Refer to the Alarm
Checkpoints section to find out exactly where the game will slam you for
overtly placed bodies.
_
(_)
\ ACTIONS
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
Stealth is the main idea of the game. This means that you should not run out
like Chow Yun Fat and take on an overwhelming number of armed enemy
sentinels. No, that would completely defeat the purpose of the game. Here are
some neat maneuvers Sam has at his disposal to ensure that he remains but a
figment of his enemies' imagination.
M O V E M E N T
- - - - - - - -
You can control Sam's movements using the left analog stick. Being able to
operate covertly means moving around silently, which is why Splinter Cell
implements the pressure sensitive system. The analog stick is pressure
sensitive. This means that the more pressure you apply to the analog stick
when moving Sam around, the faster Sam will travel. Conversely, when you
lightly ease the analog stick to the intended direction, Sam creeps slowly
around, just as a silent stalker. Moving as quietly as possible muffles Sam's
footfalls. This prevents alerting enemies to his presence.
C R O U C H I N G
- - - - - - - - -
Crouching is quite possibly the most basic and the smartest way to reduce
your chances of being detected. If Sam nonchalantly walks around, then he
might as well ask the hostiles to join him for a cup of tea and crumpets. To
crouch, simply press the B button. Sam will arch his back (he will be a
hunchback in his later years) to get low and move around in this position.
The only drawback from using this stance is that Sam moves slower, which
isn't so bad.
In accordance to the pressure sensitive analog stick, Sam travels at various
speeds when in a crouched position. The slowest speed--which is comparable to
a crawl--is most desirable for bypassing distracted turrets, Wall Mines and
stationary guards. The fastest speed is, of course, good for getting to where
you need to be fast without causing an infernal racket on the way.
The crouched position also has other uses that allow greater stealth. While
Sam is hanging from a pipe or zipping down a line, he can press B to tuck in
his legs so that they don't dangle in front of the enemy's sight. Also,
pressing B when falling from heights softens Sam's landing.
R O L L I N G
- - - - - - -
Just as what the fire safety commercials have you believe, rolling is an
effective way to extinguish flames should you ever set Sam's body afire; it
also allows Sam to roll right through flames without getting third-degree
burns. Press B while moving to tumble forward. Unfortunately, though,
attempting to plow right through a guard with this move will only result in
Sam getting pumped full of lead.
J U M P I N G
- - - - - - -
Should not be used unless needed to reach fairly high places or climb over
waist-height objects. The real pain about jumping is that if you miss the
ledge or object you are to jump onto, you will make create a loud thud on
impact, which will alert any nearby guards. Beside jumping onto ground
objects, Sam can kick off walls to reach even higher places. That is to say,
he jumps onto a wall and uses it as support to jump to a higher place. Not
only is this helpful for making it to those normally unreachable places, this
opens up the opportunity to perform a very cool move called the Split Jump.
Essentially, the Split Jump is when Sam uses two close, parallel walls as his
support and performs the split motion. By doing this Sam stays suspended in
the air. Enemies can walk under him without noticing him. Sam can then exit
the Split Jump position and land on top of the unfortunate guard to knock him
out cold. This move indeed exudes a serious amount of ownage, but can only be
pulled off in narrow corridors. Hence you won't be able to use it as often as
you should be allowed to, unfortunately.
S H O O T I N G
- - - - - - - -
Although a weapon isn't necessary, it would still be hard to make due without
one on hand. Press the X button to draw out the weapon. In this new
perspective, Sam will be unable to do anything else except maybe move around
and attach secondary ammo to his SC-20K. Move the crosshairs around using the
analog stick. Place anything inside the circular crosshair and shoot using
the R trigger.
In addition, Sam has the extraordinary ability to draw his weapon in any
situation. This undoubtedly derives from his years of training and
experience. While having his back to the wall, Sam can pop out and shoot
around the corner. This is a bit risky, as he is exposing himself (although
partially) to the enemy. He can also shoot from precarious positions, such as
while hanging from a pipe, rappelling down a wall and even in a Split Jump
posture. That crazy guy!
E L B O W I N G
- - - - - - - -
Besides attacking with weapons, Sam can carry out quick and brutal close-up
attacks using his trusty, rock-hard elbow. When Sam is close enough to his
victim, press R and he will swiftly swing his elbow across the victim's head,
rendering the victim unconscious. This can be done from either in front of or
behind the victim. If attempted from the front, it will take two blows
instead of one; not to mention that the person will most likely be armed and
pepper Sam with bullets before he drops.
This is useful when you have little time to grab the person; or when the
person has noticed you, you can quickly put him out of commission before he
switches to attack mode. Bear in mind that it's not a good idea to utilize
this move when two guards are in very close proximity to each other.
T H R O W I N G
- - - - - - - -
Throwing an object or a grenade often provides a certain degree of tactical
flexibility. Create simple diversions to sneak by an enemy or a group of
enemies. Pick up an object from the floor--maybe a can of some sort--and
press X to enter a perspective that's not unlike when Sam has his gun cocked.
Replacing the weapon crosshair is a trail of circular reticle that helps
determine the distance the object will travel. Raising and lowering Sam's
view will increase or decrease the number of reticles, thus expanding or
shortening the distance. Press R to pitch the object in the intended
direction. If you decide not to use the object, press R without pressing X
prior to drop it. Obviously, it should go in the opposite direction of where
you want to go. Grenades are deployed in the same manner.
B A C K T O W A L L
- - - - - - - - - -
Flatten against a smooth surface, such as a wall or a waist-height object, by
pressing the WHITE button. Then move the analog stick, and Sam will travel
along the wall with his back still pressed against it. At the end of the wall
or whatever he is leaning against, Sam will crane his neck to scout the area
beyond. If you're ever unsure of what's around the corner, you can always
peek around without too great of a risk of blowing your cover. This tactic is
not necessary when you can rotate the camera.
If you find it unnerving to confront a guard that's patrolling around the
corner, you could carry out something called a jump-out shot. When standing
at the edge, have Sam pop his head out and bare his weapon. In this way, he
could shoot and quickly retract back to the wall without fear of detection.
L O C K P I C K I N G
- - - - - - - - - - - -
At first the lock-picking process can sound complex; once you get the gist of
it, it'll be a snap. The first thing of great importance is understanding how
to actually use the Lock Pick on the door. Press the R button when the Lock
Pick is equipped to bring up a magnified picture of the lock cylinder. The
lock itself has six pins in all. Some locks will have you picking at three of
the pins, while more prominent doors will have you prying open all six pins.
The point is to rattle each one until it loosens up to the next one.
Before you get down and dirty into the actual unlocking process, familiarize
yourself with the lock quadrants. Quadrants are specific areas in which you
should wiggle the analog stick to free each pin. There are four quadrants in
total; they are located in the upper-left, upper-right, lower-left and
lower-right. They are positioned just exactly as they are on a coordinate
plane (math anyone?). Since people seem to learn better with pictures, I'll
use this chance to showcase my extreme artistic ability:
LEFT ANALOG STICK QUADRANTS OF THE ANALOG STICK
\ --- / |
-- / (_) \ -- Q2 | Q1
/ \ | / \ -----+-----
--- Q3 | Q4
|
The correct quadrant in which the Lock Pick will work differs with every lock
you encounter. Every lock comes with varying combinations.
Now the method for picking each pin is as follows: first make one or two full
rotational movements with the analog stick. That is, move the analog stick
around the outer edge once or twice, passing through each quadrant. When you
see and hear the pins clicking in a specific quadrant, you've just struck the
right one. Vigorously wiggle the stick in the respective quadrant and
continue doing so until the pin is freed. Repeat the process for every
successive pin to unlock the door. Still don't understand? Say the pin moves
only when you hit Q2. So, you must continuously move the analog stick back
and forth in that quadrant to release it. You cannot, however, unlock doors
that are jammed.
O T H E R A C T I O N S
- - - - - - - - - - - -
These so-called other actions are actions that involve interacting with the
surrounding environment. They can be performed only when a small menu to the
upper-right appears. Use the D-pad to highlight the desired action if
multiple choices are presented. For example, when Sam is near a door, he can
select "Open door" to push it open. Other important actions, such as grabbing
enemies from behind, striking up a conversation with a NPC, and using
machines can also be performed this way. Keep a sharp eye out for anything
that can be handled physically.
_____________________________________________________________________________
\ o---------------------------------------------------------------------o /
|| 03. Sam's Stuff ||
/ o---------------------------------------------------------------------o \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
A variety of high-tech gadgets and weapons abound the unstable world of
Splinter Cell. Getting to know how, when, and where to use them is the mark
of an experienced and successful field operative. While the overall number of
items available in the game pale in comparison to that in maybe Metal Gear
Solid 2, they actually carry more tactical weight than in most other stealth
games.
_
(_)
\ WEAPONS
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
___________
( SC Pistol )
ŻŻŻŻŻŻŻŻŻŻŻ
A standard light-weight pistol that comes equipped with a silencer and flash
suppressor. This practical hand weapon is ideal for covert operations since
its weight, size and recoil do not make this gun any bit unwieldy. Its
5.72x28mm rounds can pierce through flak jackets and injure--even kill--the
target. Compared to the SC-20K assault weapon, this semi-automatic weapon is
much weaker and offers only 20 rounds per magazine. Unlike the other standard
military-issued guns, this one was not designed for assault purposes. The
weapon can be used to disable lights and cameras. Use this only if you really
have to.
_________________
( SC-20K M.A.W.S. )
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The SC-20K Modular Assault Weapon System is known for its hitting power,
reliability, and precision. It is a two-fold weapon: a standard assault rifle
and a sniper rifle in one. It has been modified to adapt to Sam's mission
settings: the muzzle is fitted with a silencer and flash suppressor, making
this a quiet but deadly weapon. While it may seem like an unlikely candidate
for use in stealth-based missions, the sheer size of the weapon does not
detract from its usefulness. Using 5.56x46mm size ammo, the SC-20K is a hard-
hitting gun while remaining a small burden to carry around.
As mentioned earlier, it can be used interchangeably as a sniper rifle. With
the SC-20K equipped, press the Y button to zoom into the sniper mode. The
problem is that Sam is incapable of holding it still. To remedy this, press
the L trigger to hold Sam's breath and steady his aim. Sam is able to hold
his breath only for a very limited time, as evidenced by a fast-depleting
bar. Once the bar is empty, he will start shaking again and ruin your chance
of getting a clear shot at the enemy in that instant. Thankfully, it refills
almost as rapidly as it empties.
You can change the rate of fire by pressing down on the left analog stick
while the weapon is cocked. This way you can release a maelstrom of bullets
at the enemy. Depress the analog stick again to revert to single shot bursts.
The Rate of Fire is symbolized by the number of bullet icons.
In addition, this versatile weapon is built with a launcher that fires other
types of projectiles, such as Sticky Shockers and Ring Airfoil Projectiles.
Attach the secondary ammo to the weapon by selecting it in the inventory and
press L to fire it. Don't get the primary and secondary fire confused. You
cannot use secondary fire while in sniper mode. On another note, sniper mode
is extremely useful when you want to get precise shots.
________
___/ *TIP* \_____________________________________________________________
| \\
| It is a good idea to always reload after expending some bullets. Things |
| won't look very pretty if Sam is forced to reload amid a gunfight. To |
| manually reload, press the WHITE button while the gun is drawn. |
|__________________________________________________________________________//
_________________________
( Ring Airfoil Projectile )
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A soft, non-lethal projectile that aims to bedazzle its target. When fired at
an individual, the Ring Airfoil round instantly stuns on impact. The target
will be left dazed for a few short seconds, buying you enough time to run up
to the target and finish him off with an elbow blow. A direct hit to the head
instantly knocks out the target. A headshot requires you to aim the crosshair
slightly above the head to compensate for the arc trajectory and the variable
distance between you and the target.
________________
( Sticky Shocker )
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Intended to incapacitate rather than to kill. The Sticky Shocker is to be
used in conjunction with the SC-20K assault rifle; this high-voltage
discharge device injects a powerful jolt of electricity into the victim's
body on impact and renders him unconscious. It does not matter where it hits,
as the effect is nearly instantaneous. If fired into a pool of water, the
result can neutralize multiple enemies.
_______________
( Sticky Camera )
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The Sticky Camera is incredibly awesome. It's a miniature camera but can also
be used as a weapon on stationary targets. It is to be fired from the SC-20K
assault rifle. The Sticky Camera is designed to firmly adhere to organic
material and feed its images directly to Sam's OPSAT. Because he needs to
concentrate on the OPSAT, Sam will be unable to move while he plays with the
camera. The Sticky Camera is perfect for reconnaissance.
Once ejected from the launcher, you will immediately switch to the camera's
perspective. Use the D-pad to switch to thermal or night vision and zoom in
and out of things. The camera can pan only so far to the left or right, so
choose the location wisely. Best of all, the camera is reusable. Simply go
pick it up again after you're done with it. If it's out-of-reach, shoot it
down.
__________________
( Diversion Camera )
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A variation of the Sticky Camera that is outfitted with a built-in noisemaker
and a CO2 gas canister. They replace the vision enhancements and zoom
features. It is intended to divert the attention of and neutralize enemy
sentries. By pressing B, the camera lets out a loud whistle that will bring
the guards closer to inspect it. Once within range, press Y to release the
knock-out gas, which if inhaled will paralyze the victim. During air time
with this camera, Sam cannot move and may become vulnerable to enemy
encounters. The Diversion Camera may also be reused so long as the gas has
not yet been wasted.
_______________
( Smoke Grenade )
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Smoke grenades are portable canisters filled with a type of knock-out gas.
Once evacuated from SC-20K launcher, it dispenses a cloud of smoke that will
render the victims within the destruction range unconscious. Prolonged
exposure to the gas may induce acute respiratory seizures and thus put the
victims out of commission.
______________
( Frag Grenade )
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This high-explosive grenade proves to be very useful for dispatching hordes
of enemy personnel. The damage from a Frag Grenade is caused by the potent
force of the explosion, which demolishes objects and persons within blast
range. The strength of the effect depends on how far an individual is from
the center of explosion. If the enemy force is at a number that's too great
for you to handle, toss this grenade near their feet. Don't make the
deployment of the grenade so obvious; otherwise, the enemy will just sight
the grenade and warn the others to scramble.
_
(_)
\ GADGETS
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
______________________
( Night Vision Goggles )
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These particular Night Vision Goggles (hereon dubbed NVGs) emit low infrared
light that offers the bearer increased visibility in the dark. Press left on
the D-pad to strap them on. Since you will be passing through a lot of dark
places, it wouldn't hurt to constantly switch them on and off.
________________________
( Thermal Vision Goggles )
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When watching the world through these special vision goggles, everything you
perceive will appear in four colors: blue, orange, yellow, red and green. All
inanimate materials, such as a desk or a chair, will be blue. Anything
radiating a certain degree of heat will be picked up as orange, yellow, red
or a combination of all three, depending upon the strength of the heat source
and Sam's distance from it. Of course, orange and red indicate intense heat,
usually meaning that these heat signatures belong to an enemy sentry or some
other thermal device, such as a Land Mine. The Thermal Goggles can sometimes
see through solid objects. Note that you won't be seeing these goggles until
later (CIA Headquarters to be exact).
___________
( Lock Pick )
ŻŻŻŻŻŻŻŻŻŻŻ
This primitive set of picks permits the user to open previously locked doors
(cannot open JAMMED doors, though). The Lock Pick fits any standard lock
cylinder. Refer to Lock-picking in the Newbie Camp section to learn how to
use the Lock Pick.
_________________
( Disposable Pick )
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
A modernized version of the Lock Pick. Unlike the Lock Pick, which can be
reused indefinitely, each Disposable Pick can be used only once before being
automatically discarded (hence the name "disposable"). While they're both
picks and were made for the purpose of bypassing locked doors, the major
difference between the two is that the Disposable Pick accelerates the lock-
picking process by several folds. It discharges an explosive pulse to the
lock cylinder that dissolves the pins and instantly unlocks the door. This is
especially useful when you need to unlock a door in a jiffy.
_____________
( Optic Cable )
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
The Optic Cable is an attachment for exclusive use with the OPSAT. The wire's
flexibility allows for it to be slid easily under doors. Enhanced with night
vision technology, this gadget provides a visual display of what is on the
other side of the door regardless of whether the lights are on or not. Bend
the analog stick to the left and right to pan the miniature camera around.
This stratagem of advance scouting is key to minimizing unnecessary enemy
encounters.
__________________
( Laser Microphone )
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A precision microphone that's integrated in the SC pistol. It intercepts even
the tiniest of sound waves, amplifies and transmits them through a connecting
earpiece. This gives you the freedom to eavesdrop on private conversations
among terrorists from a distance, even if some kind of barrier separates you
from the target. With the item equipped, press X to bring it out. A square
located in the middle indicates the strength of the sound signal. Direct the
microphone at the sound source. When the square in the center turns red, the
mic has successfully picked up the signal. If the target is moving, you will
need to frequently re-adjust the mic.
_______________
( Camera Jammer )
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As the name implies, it jams cameras. The Camera Jammer causes no injury to
people. It only impairs the camera's ability to monitor the area in front of
it. It emits microwave pulses that temporarily disrupt the surveillance
camera's signal. Equip it by selecting it in Sam's inventory and press X to
bring it out. Almost as if you were firing a gun, press the R trigger to use
it. The meter that appears will gradually deplete as you continue to use the
device. Since the device runs on batteries, the Camera Jammer will need to
recharge once the bar has been emptied.
_
(_)
\ OTHER ITEMS
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
________________
( Chemical Flare )
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A type of glow stick designed for use in emergency situations. To use it,
equip it from your inventory and press X. Then press R to throw it. Once
equipped, the tube will be snapped. The chemical agents in the tube will mix
and create an intense glow. The circle of light surrounding Sam dilates
depending on his position. This item is a double-edge sword: it can be used
to create diversions, but it can also give away Sam's position in the dark
once it is lit. After a while, the stick will lose its radiance and dull.
When that happens, you are just left with a throw object.
_________________
( Emergency Flare )
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Similar to the Chemical Flare, this standard road flare can distract enemies.
Since it can emit both heat and light, it can distract heat-sensor systems,
such as turrets. The only drawback is that when you first ignite the spark,
you will be exposed to the enemy for as long as you hold the flare in your
hand. Or, the turret may pre-fire if you are within its sight before the
flare is thrown. There is also a limited time before the sparks go out. After
a while, the sparks will die out, leaving you with a dud flare that can still
be re-used over and over again as a throw object.
___________
( Wall Mine )
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The Wall Mine is first introduced in the Kalinatek level. It was developed
primarily for ambush situations and is highly effective when several are
clustered around one another. The motion-sensor mine detonates once the
sensors register quick movement. It detects motion by emitting an infrared
pulse every half second. A frantic beeping noise usually precedes the
impending explosion. The explosion projects shrapnel in a fan-shaped
destruction zone. These Wall Mines can pose an extraordinary threat to
intruders, but can also be easily bypassed if one walks by it slowly. It can
be disarmed and retrieved only when the blinking light stops at green at the
moment of deactivation. Wall Mines can easily be identified by the unique
beeping sound it emits.
_____________
( Medical Kit )
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There will be times on the field when Sam will get fatally wounded, and his
life teeters on the fine line that separates life and death. It is for this
very reason that these life-restoring kits are profusely littered throughout
each level, giving Sam ample opportunities to patch up his wounds if needed.
Using these restores a small portion of Sam's health bar. He can carry only
five at once.
_____________________________________________________________________________
\ o---------------------------------------------------------------------o /
|| 04. Playing Tips ||
/ o---------------------------------------------------------------------o \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This section is here because I want to instill in the player an undaunted
confidence that he or she will be able to tear this game apart as if it were
time for cake at a 5 year old birthday bash. Honestly though, if you are
reading this, I doubt that you have anything else better to do, so read up.
The outside world is a horrible place.
NOT SO FAST
^^^^^^^^^^^
I hate repeating things, but repetition will get things into your head. I
will reiterate from before: it's better to travel slowly and silently than to
run loudly and stupidly around. Additionally, if you are trailing behind a
moving guard, it is better to match his traveling speed than speed up to
catch up to him. If you move faster in an effort to reach him and grab his
neck, he will turn around and discover you.
BRIGHTNESS
^^^^^^^^^^
Even though you'll be spending most of your time bathing in complete
darkness, that's still no reason to leave the brightness of your TV at the
lowest or average setting. If your TV displays dark pictures, I highly
recommend upping the brightness until you can at least make out the objects
in dark areas during normal perspective (i.e.- without NVGs on). It would
help your game somewhat.
PATIENCE IS A...*SMACK*
^^^^^^^^^^^^^^^^^^^^^^^
You've heard that maxim enough times already that you just want to strangle
yourself with your own intestines, but have you really taken it to heart?
Sometimes being a pseudo-intruder entails some degree of patience. There is
no point in rushing out into the open and flapping your arms like a
mentally-ill monkey on speed. As anxious as you are about thwacking some
guard, you still need to be discreet about it. The best way to achieve that
is to slowly sneak up when the moment is ripe. Take the time to know your
enemy and study his behavioral patterns. As they say, keep your friends close
and your enemies closer. Or something.
GO-GO GADGET
^^^^^^^^^^^^
Sometimes it isn't all about the human senses. While they are all-dominating,
they are extremely limited: the sight, especially. Unless Sam could see
through doors and I don't know about this incredible ability, use the Optic
Cable to get a taste of what's ahead (Thermal Goggles may work sometimes as
well). Use the Disposable Pick to quickly get through doors that normally
take longer to unlock. Toss those Frag Grenades to flush out a slew of enemy
sentries or take out a whole bunch at once. Sam is equipped with all kinds of
gadgets for a reason. So, use them!
ENEMIES AREN'T DEAF
^^^^^^^^^^^^^^^^^^^
Never underestimate your enemies. Your foolhardy manner can lead to your own
demise. When aiming to debilitate a guard, make as little noise as possible,
as the guard can always turn around at the slightest sound and shoot faster
than you can assimilate with the shadows again.
BODIES
^^^^^^
I can't stress enough about how utterly important it is to clean up after
yourself. Unconscious bodies won't hide themselves, so you have to make sure
that they do. Besides, passing guards will revive the fallen, so your efforts
will have been put in vain due to your combination of carelessness and
laziness.
Even if you think there won't be anymore guards passing by an area, think
again. The enemy sometimes conducts random scans at certain checkpoints to
check in with the guards in the areas you've just visited. If they happen to
find a body lying around, they will increase the alert level. In some levels,
where stealth is unduly emphasized, raising an alarm will force Lambert to
drop the curtain on you. It's bad karma; these unhidden bodies will come back
and bite you in the ass. Hide those bodies!
On a side note, it is much faster to seize someone by the head and bring him
with you than to knock someone out and then carry his unconscious body
(unless Sam is standing). On the same token, it is also a little risky to
take someone hostage when he is in close proximity to other still guards.
LIGHTS
^^^^^^
It's common sense to kill the lights and thus increase invisibility, but most
people tend to forget that important concept. Make things easier for
yourself. Certain lights are indestructible, but others can be destroyed.
GOGGLES GALORE
^^^^^^^^^^^^^^
Try to develop a good habit of alternating among the different views: normal,
thermal and night vision. There are some things you can see only in specific
viewpoints. The NVGs will probably be more commonly used. It's especially
good for finding your way around pitch black darkness. The Thermal Goggles
can seek out heat patterns radiating off of bodies and "hot" devices. Normal
view is important for maintaining a good level of stealth. Since neither the
NVGs nor Thermal Goggles is able to accurately make out light patterns, you
need to occasionally revert to normal view to make sure Sam is still drowned
out completely by the shadows.
CAMERA ANGLES
^^^^^^^^^^^^^
Splinter Cell features a free-roam camera, which means that you can rotate
the camera angle to view everything around Sam. Correctly utilizing this
throughout the game is one way to insure mission success. So, familiarize
yourself with everything in the immediate area to give you the confidence to
develop better stratagems.
I WANT HEADSHOTS
^^^^^^^^^^^^^^^^
Since Splinter Cell is somewhat rooted in realism, a shot to the head is an
instant kill. Ya heard?
_____________________________________________________________________________
\ o---------------------------------------------------------------------o /
|| 05. Game Walkthrough ||
/ o---------------------------------------------------------------------o \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Here we are, finally, at the proverbial tender meat and flaky potatoes
portion of the guide. I cannot guarantee that the following methods of play
are the best or smartest, but they should get you through the damn game and
gosh darn it, that's good enough for me. Please remember that this
walkthrough was written under the assumption that this is your FIRST TIME
through the game unless otherwise noted. It covers the NORMAL difficulty. It
is not adequate for the experienced player who feels impelled to beat the
game with minimal weapons, with no kills, as quickly as possible, or naked.
You should probably consult the message's guide for such quirky ways (mind
you, it is EXCELLENT).
As always if you detect any stupendously inaccurate information, such as "An
unconscious guard can be revived any time by Sam's sloppy kiss," notify me
immediately. After all, I am only human. Most importantly, you aren't obliged
to follow the walkthrough exactly. Often times your own strategies can help
you weasel out of predicaments better than mine can, so keep your options
open. A caveat: sometimes--probably due to the gravitational pull of the moon
or the alignment of the planets--guards won't behave as I describe them in
the walkthrough; expect to improvise.
IMPORTANT NOTE:
*****************
For ease of navigation, I've divided each level walkthrough into sections
based on the major objectives presented in each mission. To figure out which
objective you're currently undertaking, simply idle in the game for about
four seconds or less. A bar at the bottom will eventually come up with your
current objective listed.
Also, NVGs = Night Vision Goggles
________________________ _ ___________________ _ ______________________
(________________________)(_)( TRAINING COURSE )(_)(______________________)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
After calling it quits, Sam Fisher is summoned once again to help preserve
the freedoms of the American people. Even as a seasoned war veteran, Sam has
become a bit rusty (kinda describes me here, except I'm talking about FAQ
writing and you're probably confused...HEY, SHUT UP!). Before he can be fully
entrusted with vital mission objectives, he must first prove that he is still
the sharpest tool in the shed. This first segment serves as a tutorial to
acquaint those who are new to this game to Sam's complex arsenal of moves.
Lambert stays in contact via the implanted radio transmitter in Sam's suit to
supervise his training. Before you are allowed to get into the nitty gritty
of the training course, you will learn how to make use of the right analog
stick, which pans the camera angle around. Use the right analog stick to turn
to the left, right, up and down in that order.
__________
___/ *BONUS* \___________________________________________________________
| \\
| For those who have already gotten the concept of wall-jumping down, head |
| right before reaching the empty pool and kick off the wall that's |
| perpendicular to the higher ledge to grab onto it. There you will find a |
| door. Inside is a [LOCK PICK]. Finding this Lock Pick won't do you much |
| good if you're reading this walkthrough, but hey, it's for the sake of |
| perfection. If you don't care about such things, then you've just wasted |
| your time! Hahahahahaha! |
| |
| Now atop the opposite ledge is a locked door protected by a security |
| keypad. Input the code 5656 to enter the "Briefing & Observation" room. |
| Normally you'd need to have gone all the way to the end and pick the lock |
| near the garage door to get this code, but since I'm quite possibly the |
| most awesome person in the world, I saved you all that trouble. You're |
| welcome. Inside is Anna Grimsdotter. Feel free to strike up a conversation|
| to learn about some of Third Echelon's history. |
|__________________________________________________________________________//
From the edge of the pool, jump to grab hold of the ledge and then shimmy to
the open space. Once over, climb the ladder on the right. Start climbing on
the side that has the yellow arrow pointing toward it. There will be a zip
line hanging above the scaffold; use it to zip down to the next platform.
Slide down the vertical beam and crouch under the horizontal beams.
In the narrow corridor, you are instructed to perform a split jump. Simply
hug one side and press jump (Y button) three times. Press Y again to drop.
Make your way down the beam, then tuck in your legs by pressing B as you near
the narrow tunnel. On the other side of the fence, flatten against the wall
near the yellow starting line and scuff through the tight walkway. In order
to overcome the huge wall separating you and the exit, you must use the kick
jump, a variation of the split jump.
Face the wall that's painted with the yellow arrow and press jump twice while
tilting the left analog stick to the upper left. This helps Sam kick off the
wall and onto the higher wall. Sam's presence in front of the gate will
prompt it to rise. Now the real training begins.
__________
___/ *BONUS* \___________________________________________________________
| \\
| Remember the lock pick you retrieved earlier on in the course? If you have|
| some knowledge of the lock-picking process, you can break into the room |
| on the right before advancing to the next area. Inside, check the computer|
| to upload your first Data Stick into the OPSAT. The data reveal the code |
| to gain entry to the observation room (which is useless to you since I |
| already gave you the code earlier). =) |
|__________________________________________________________________________//
<< COVERT OPS >>
You will be prompted to save at this point. I highly recommend that you save
whenever you get the chance now and from now on. Continue through the door
only to be halted by a locked door on the other side. Skillfully pick the
lock to move on. Use the Lock Pick by pressing R. Standing beside the next
exit is a single guard. Quietly go around to the left of the shelf and grab
him. Some hostile interrogation will reveal the code to the exit. Put him to
sleep and punch in the numbers: 28469.
The next security device cannot be easily fooled, but this problem can be
circumvented by grabbing the guy nearby, dragging him to the retina scanner
nearby and shoving his face into it. In the next three areas, you will be
introduced to security cameras. They can be a real nuisance. There are three
ways to evade them: disabling them by destroying the lens, creating complete
darkness to obscure their vision, and using the classic method of moving only
when the lens is pointed in the other direction. You will be taught to apply
all of these tactics.
To combat the first security camera, the tutorial suggests shooting out the
lights to make Sam less visible. Take heed to this advice. Equip the weapon
by first accessing the inventory, then destroy the ceiling lights. Don't
bother shooting the camera, for it is indestructible. In pitch black
darkness, Night Vision Goggles (NVGs) come in real handy. The next camera is
easily disposed of using the handgun. Find a good vantage point; one where
you can keep yourself hidden while aiming at the camera.
You know a camera has been destroyed when a bunch of sparks fly out and you
no longer hear the mechanical noise it emits. Remember this for future
reference in identifying the presence of cameras. The camera in the following
room cannot be touched. You need to rely mainly on the shadows. Watch the
camera's movements and travel swiftly to the shadowy area when the lens looks
elsewhere.
Lambert now instructs you to take out a guard and stash his body somewhere so
that the other patrolling guard won't find it. Begin by placing the guard in
a deadly headlock, dragging him to either of the dark places and then
knocking him out. As soon as the body hits the floor, a guard is sent in to
evaluate your work. While he does so, stay clear out of sight. When he is
satisfied, you may follow him into the room to take him out as well...heheh.
So far, so good. Moving on to the sound test. This one ensures that Sam
travels around noise-inducing environments as quietly as possible. Lightly
cross the metal grates ahead and drop down. Quickly press B to stifle the
sound of your landing. When you reach the wooden floor area, watch out for
the dangling chains. Adeptly maneuver around them; moving the camera around
helps a lot. Exercise even more caution around the glass shards. The key is
to crouch and walk as lightly as possible.
Congratulations! You've finished the training course! Time to head out into
the real world and apply these moves to thwart terrorists around the globe.
Now keep in mind that the actual sentries that you will soon encounter don't
stand nearly as still as these kind volunteers. Just a caveat.
________________________ _ __________________ _ _______________________
(________________________)(_)( POLICE STATION )(_)(_______________________)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The CIA has really been going on a downward spiral lately. Two CIA agents,
Agent Madison and Agent Blaustein, are missing in action (or MIA) after being
sent to investigate Kombayn Nikoladze. It's Sam's job to locate them and
report their status back to HQ.
<< MEET THE CONTACT >>
Sam begins in a small yard surrounded by apartment complexes. Find the ladder
located along the wall at the top of the steps. It leads to the tiled rooftop
of a cozy Georgian home. Open the trap door and drop in. Worm through the
passage and up the pipe to another rooftop. Take the zip line to the burning
building across the street.
Count on Grimsdotter to tell you where to go. As they say, never argue with a
woman. Follow her directions and...HOT HELL! Is it me or is she secretly
plotting to kill you? Move toward the blazing fire, then dart through the
door on the left and out the other to emerge on the other side of the fire.
Flames have taken over the stairwell, too, so avoid passing through them if
you love Sam.
It appears that all hope is lost since the floor has caved in and is being
swallowed by the fire. Alas, the pipe that runs along the ceiling serves as a
nice, alternate medium to traverse these fiery pits of hell.
Grimsdotter's directions lead you to yet another burning stairwell. You will
find the informant in the room at the top. He's pinned under some fallen
debris. Unfortunately, the informant has exhausted his last breath and will
now be left for the fire. The room directly across from this one is
completely enveloped in smoke. Sam can't breathe in too much of it, or he
will lose health. The only solution is to shoot out the skylights to let the
smoke escape. Wait for the smoke to disperse, then enter the room and leave
it again via the closed door.
<< FIND THE BLACK BOX >>
Continuing on to the next objective, which is to locate Blaustein's black
box, Sam finds himself back outside. Out of the oven and into the streets. =)
The innocent Georgian citizens are inherently jumpy and will react to any
strange noises. So, do them and yourself a favor by keeping things on the DL.
Follow the balcony around until you come across an opening. Make a daring
leap to the opposite balcony. As you cross the floorboards behind the lattice
in Blaustein's front yard, you overhear a conversation between a Georgian
crook and a mystery person.
While this faceless cretin is preoccupied with the phone, take this
opportunity to execute cruel and painful punishment. Leave his body where it
drops and head toward the left window of Blaustein's apartment. Quickly slide
it open and wait next to the wall. The goon inside will come out for some
fresh air shortly. Watch as he walks to the front doors. Hop in through the
window when he disappears from sight. Be forewarned that he is still
technically in the apartment. Stay on the desk until he cries out in surprise
at his comrade's dire condition, then proceed as soon as he steps outside.
You can access the computer to glean a Data Stick from it.
Blaustein must not have been very tidy, as there are empty cans, overturned
furniture and bottles strewn all over the place. Quickly make your way up the
steps, through the waving curtain and into the hallway. Extract the [MEDICAL
KIT] from the bathroom and move on to the bedroom. The bedroom shows obvious
signs of a struggle. In fact, Blaustein's entire house has been ransacked, so
there aren't many items left to procure. Check the suspiciously intact
painting to reveal a fully functional computer sitting in the small space
behind it. The crooks were not quite smart enough to avoid being outwitted by
a CIA agent. Rock on!
______________________
___/ *ALTERNATE STRATEGY* \_______________________________________________
| \\
| If the crook inside is alerted, he may or may not leave the apartment |
| depending upon where you are at the time. If he does decide to leave the |
| apartment, crouch among the plants and wait until he casts a cursory |
| glance around the area and returns inside. When things have settled down, |
| lift the window and hop inside. |
| |
| Gingerly walk toward the dining room. Just inches behind the waving |
| curtain is the remaining crook. Take the bottle near the sofa and throw |
| it at the front door. Then quickly flatten against the wall behind the |
| slanted sofa. When the crook bites the bait and passes you, quietly enter |
| the hallway and pick up your speed once you're past the kitchen. |
|__________________________________________________________________________//
Hack into the computer to acquire a Data Stick. Enter the code required to
gain access to the balcony (091772). Find the zip line on the left and use it
to reach the opposite rooftop. Head through the door and SLIDE down the
cables. If you choose to jump down without regard to Sam's well-being, Sam
will haunt you in your sleep. Open the elevator hatch and drop in.
<< FIND GURGENIDZE'S DEAD DROP >>
The door spits you back out onto the streets. Just ahead you will witness two
civil police officers harass a drunkard. Poor guy. All he wanted was tah
drink some booooooze...and maybe drop dead afterward. While they're busy
badgering the guy, tumble down the stairs and creep down the well-lit stairs
while staying close to the wall. Descend enough steps so that when standing
up Sam can jump up, grab the top of the wall and hang from it. In order to do
this correctly, you must estimate the maximum height at which Sam can jump at
a standing, upright position.
It's actually a bit tricky for the inexperienced. It must also be done in a
way that Sam doesn't alert the guards to his presence. Assuming that he's
already hanging from the wall, shimmy over to the right until he can safely
leave the scene. Ahhh...darkness.
If, for any reason, the guards are alerted, quickly dash down the stairs and
hide under them in the shadows. If you find that the described method is too
difficult for you to successfully execute, then use a can to distract their
attention and incapacitate them. The only problem with doing this is that
there is a civilian watching the area from the balcony ahead. Any suspicious
activity will urge the benevolent civilian to raise an alarm. If you do
choose the more aggressive approach, try to keep things under-wraps. The dark
area near the dumpster is an ideal location for a serious beat-down.
___________
___/ *WARNING* \__________________________________________________________
| \\
| There will be many citizens jumbled in with the guards. Although unarmed, |
| these citizens can become a threat to your mission. They are akin to |
| security cameras: if they see you, they immediately get the entire police |
| force (or whoever is available in the area) on your ass. These do-gooders |
| can often be found wandering the empty streets along with the guards or |
| spying from buildings. Utilize more caution when dealing with the |
| insomniacs peering out of windows. There are a lot of them. |
|__________________________________________________________________________//
Don't rush to the conclusion that you're safe just yet. There is one more
patrolling cop, whose patrol route happens to cover the whole extent of the
bright street in front. Rush out of the bushes once he turns his back and
starts making his way back up the street. Quietly tail him, albeit not too
closely, as he can use his acute spider senses to spin you in a web. Take
shelter in the left alcove if necessary. This sentry may occasionally check
behind him, so be cautious. Continue up the street and conceal yourself in
the shadowy area next to the stairs. Let the cop pass you by. Take note of
the civilian peering out of the window above, then make like Bruce Lee and
split up the stairs and into the next area.
You arrive in an expansive courtyard. Keep a move on until you reach the gate
up ahead. It's closed for now. Make a detour into the bushes located to the
right of the locked gate. In the corner is a crawling space that ushers you
into the dead drop. There are quite a few goodies to be in this area:
[MEDICAL KIT] x2 and [5.72MM AMMO]. Above all, there is a computer from which
you can obtain an important Data Stick. At this point, you should hear the
sound of a gate opening. That's your cue to head back outside. A guard
emerges from the gate to start his patrol around the fountain. Subduing him
is totally optional.
<< GET INTO THE POLICE PRECINCT >>
In any case, enter the area beyond the gate and stop before reaching the
light leaks of the window. Even at this time of night, the citizens of
Georgia enjoy taking long jaunts through scary streets. Expect to see one pop
out from the right, so stay along the right wall to avoid getting seen. Don't
startle him, or he will run for dear life; not to mention alert the guards in
the process. The civilian continues his stroll along the street, so follow
suit.
As you follow him, disable the street lights. Naturally, the civilian will
get freaked out by the sudden loss of brightness, but not quite enough to
report this abnormality to the local police. Keep shooting the streetlights
as you come to them. Moving past the dumpsters, you may encounter a
patrolling guard. Wait for him to finish examining the area and follow him up
the adjacent street. Again, don't follow too closely. As an additional note,
if you fell this guard you can snag a Satchel from him.
When you near the end of the street, another guard will just swagger by from
the left and enter the gate on the right. Enter the gate, as well, only don't
attempt to walk across the floorboards. Opt to climb to the top of the canopy
and walk to the edge. Peer over and notice the guard under you. (Note: if
he's not there, just wait.) Disable the light on the left using your gun.
(This is so that the civilian in the adjacent building isn't alarmed.) Then
simply fall off the canopy to land on top of him and knock him out. If you
miss, then you will obviously have to improvise.
You are now in front of the police station, but without a way in. Fear not!
Sam is a man with a plan. Locate the dumpster in the corner and climb atop
it. Kick jump to grab onto the wall and haul Sam over the wall. Input the
code 5929 into the keypad at the bottom of the stairs to open access into the
police precinct.
<< LOCATE AGENT BLAUSTEIN >>
It just so happens that a guard is conveniently returning to his office when
you enter. Before you scramble after him, keep in mind that it is lights out
in jail. The incarcerated criminals are sleeping soundly in their cells. If
you make a ruckus crossing the row of jail cells, you will undoubtedly draw
attention to yourself. Plus, if you happen to be skipping down the center, he
will notice you. It is possible to follow him without his seeing you, but
it's risky work for first-timers. Your best bet is to wallow in the dark at
the entrance and wait for him to head into his office.
Once he's inside and at his computer, you may start moving toward him. Go
directly to the light switch in front of the sliding door and switch off the
lights. Without making a sound, find a suitable position near the switch.
Uncertain as to why the lights have failed, the guard leaves his spot and
goes to turn the lights back on. Plant an elbow in his pasty face as he flips
the switch, then check the computer for an additional Data Stick.
The room up ahead is occupied by an obese scientist, who moves to and fro in
front of the counter. Crouch under the glass window and slither across the
wall to avoid prematurely alerting the guy. Enter the room through the
sliding door and pause behind the center cabinet. Observe the man's movements
and strike once he pauses. Be sure to keep him conscious, so you can wring
out vital information from him. According to the info he uttered, Madison and
Blaustein are being kept in the morgue in the neighboring room. The computer
near the morgue entrance supplies a Data Stick.
If you listen carefully, you should hear the familiar mechanical sound of a
security camera. It's not safe to move further into the room to inspect the
bodies with the camera keeping a close eye on things. The camera is mounted
on the ceiling in the upper left. Stand next to the translucent curtain on
the left and aim at the lens to disable the camera. You can now safely
examine the bodies. There's also a [MEDICAL KIT] to be found behind the
curtain. Sam cleverly deduces that since there is a security camera in here,
there must also be a surveillance room somewhere! So, that's where we are
going next.
<< ACCESS THE SURVEILLANCE SYSTEM >>
Go to the stairwell located at the end of the corridor. Take the stairs up to
the main lobby, where a civilian will come in to file a complaint. Watch as
the officer provides some excellent public service. Once the civilian is
seated, go behind the blinds. Using the blinds and the dark areas to obstruct
both the civilian's and officer's sights, you can reach the door behind where
the civilian is ensconced.
In the dimly lit office, two officers are working overtime to finish up a few
things. How and why they can manage to work in such darkness is really a
mystery and amazing. The surveillance room is just behind the last door on
the right. There is a single guard in there. Watch the enlarged shadow on the
drapery to make sure he isn't being a little fidgety and moving his head
around. Take the Satchel from his downed body and access the video files on
the computer.
<< GO TO EXTRACTION >>
If you feel like collecting some extras around the room, choke the two guards
who are pouring over their work into unconsciousness. Doing so will make
gathering the goodies a lot easier. The computer in the center of the room
yields a Data Stick. You can glean one more Data Stick from the computer in
what I assume to be the captain's office. If you're wondering what's behind
the other locked doors, there's nothing special in there. The one on the left
features some [5.72MM AMMO], but that's it.
The extraction point is just outside the precinct. That means going back to
the lobby and ninja-ing by the obedient civilian. If, and only if, you are
the perfectionist and want to grab one more Data Stick and an extra [MEDICAL
KIT], you can find them in the Public Relations office (the one in the
lobby). Head toward the entryway to the office. Stand up and jump to grab the
officer's attention. When he comes out, strangle him. You really don't need
to worry about whether the civilian is frightened or not because it doesn't
matter at this point.
________________________ _ __________________ _ _______________________
(________________________)(_)( DEFENSE MINISTRY )(_)(_______________________)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Based upon current intelligence, it seems that Kombayn Nikoladze is involved
with some shady business. Apparently, Madison and Blaustein were snuffed out
by Nikoladze in order to prevent some inside information from leaking to the
U.S. and the general public. This mission is to find out exactly what Madison
and Blaustein had sacrificed their lives to uncover. They will not have died
in vain.
On an important note, there is no room for screw ups; you are not given any
room for error. Sounding the alarm even once results in a mission failure.
Normal confrontation is acceptable to a certain extent--until they smash the
alarm.
<< INFILTRATE EAST WING >>
Sam is inserted on a rooftop overlooking the ministry's courtyard. Rappel
down the wall, but not all the way down. If you touch ground level, you will
set off the alarm and automatically fail the mission. Instead, ease down
until you reach the last window (third window down). Slip in through the open
window. A security camera is resting just above the door on the far right
corner. As soon as you make your dramatic entrance, a sentry casually
saunters into the room.
Wait patiently in the shadows near the insertion point for the sentry to take
a long pause at the bookshelf. This provides you with ample time to sneak up
to him and bash his skull in. Scale along the wall, past the metal door and
into the dark corner, next to the plant and computer. Destroy the camera from
this position and look up a Data Stick on the computer. Use the Optic Cable
to insure that no one is nearby. Then slowly proceed out the door, which
takes you to the hallway.
<< FIND AND INTERROGATE GRINKO'S DRIVER >>
Two sentries monitor the hallway. One is standing motionlessly, and the other
ambles back and forth. Move to the shadow area and stay along the left wall.
Find the door hidden in the shadows and enter it when the patrolling guard is
not near. If you are in the mood to take on these two soldiers, then do so to
make your return trip easier.
A gut feeling tells you that Grinko's driver is chillin' in the underground
parking garage located at the very bottom of these stairs. That means the
only way to go is down. Before starting your excursion down the steps, take
the short stairs up first to add a [MEDICAL KIT] to your inventory. Gotta
have those kits. En route down, you will encounter two security cameras. As
per dealing with these troublesome devices, you can either shoot the lens or
the light bulb hanging in front of them. The bulb may be harder to hit.
There should be one other security camera near the entrance of the parking
garage. Ignore it and keep to the shadows on the left. Follow the wall around
the entire garage. Grinko's million dollar car is parked just ahead with its
headlights left on. Grinko's driver should be somewhere around here. Keep
following the shadowy area around the corner and you may catch him just about
ready to relieve himself in the corner. As he goes about doing his personal
business, grab the unsuspecting driver and make him piss out the information.
It shouldn't pose too much of a problem even if he's not where I described he
would be. Just stay away from the second camera of this area. There are
objects lying around the area if you need to devise some impromptu strategy
to capture this guy.
<< INFILTRATE SOUTH WING >>
Acting on the driver's tip, Lambert orders Sam to eavesdrop on the
conversation that will take place between Grinko and Masse. Head back to the
stairwell. The patrolling guard on the hallway from several floors up felt
that he needed to hinder your objectives by standing at the exit. That's OK
because he's easy to overtake. Don't forget to clean up your own mess.
Revisit the East wing. The remaining stationary guard should still be there,
but won't be any longer once you've taken cared of him. It should be safe to
sneak up to him, as long as he doesn't happen to turn his head while you do
so.
This time go to the door on the opposite side. Do not attempt to rush into
the room. A security camera is situated right above the doorframe. Look up to
find the camera. You can either shoot the lens or flip the light switch on
the right when the camera looks away. When it's safe to roam around, hack
into the two computers in the office to pick up some Data Sticks. The exit
requires that you unlock it first. So, use the Lock Pick, sucka.
___________
___/ *WARNING* \__________________________________________________________
| \\
| Be absolutely sure that all the bodies you've dropped up to this point |
| are blended in with darkness. A quick sweep of the region will take place |
| once you step foot on the balcony. If a body is found, the alarm will |
| sound. Lambert will not tolerate that and will scotch the mission. |
|__________________________________________________________________________//
This door drops you off at a balcony located above the courtyard. Outside you
learn from some soldiers, who are flagrantly exercising their right to free
speech, that a top-ranking official is needed to bypass the retina scanner.
That won't come 'til later. You still can't just jump off and land on the
ground. As shown in the earlier cutscene, the chef has just kindly given you
a window of opportunity (hyuk) to infiltrate his top secret kitchen. You can
reach the window by hopping up to hang from the pipe above and shimmying over
there.
<< DEACTIVATE THE LASER GRID >>
On your entrance, take the bottle resting atop the counter on the right and
duck behind the counter. A guard raids the kitchen; he discovers that food is
being prepared for the colonel. To show his gratitude, he leaves a nice, wet
surprise for him.
Once he departs with the door slammed behind him, aim the bottle at the
pantry to the left. The chefs will drop what they're doing to go investigate
the source of the noise. One of them makes a roundabout trip around the table
and cuts across to join his partner. Wait until he nearly passes, then make
for the door on the right. Make an immediate right to take cover behind the
counter and head all the way to the end. The altruistic guard from earlier
will enter the mess hall solely to turn on the lights. He will spot you if
you're in plain sight behind the transparent display counter. So, be sure to
press your back against the far corner.
After he nods in approval at the status of the room, he will return to his
assigned patrol route, which covers a very short distance outside the mess
hall. One way to overpower this guy is to switch off the lights, at which
point he will come in to turn them back on (I suppose because he is deathly
afraid of the dark). By then you can get yourself in position and put him out
of commission. More importantly, you must hide his body somewhere (like
behind the counter) after he's been dealt with. Alternatively, wait until he
walks away from the mess hall doors and switch off the lights. Then quickly
hide behind the right-hand door. When the guard proceeds to restore the
lights, quietly sneak out of the mess hall.
Descend the steps to the right to find another guard stationed next to a
pillar. You know what to do with him. If you don't, then I'm not sure how you
got this far. Well, actually, it's better that you knock him out and carry
his body into the shadows than grabbing him and dragging him there. Take the
left set of stairs down. Two guards were assigned to this bottom floor. One
of them is facing the computer desk, just beneath the stairs. Prioritize this
guy as a target and stash his body under the stairs after he's down. Then
deal with the remaining one as well.
Check the computer on the desk to initiate the next event: Lambert reports
that a colonel is on his way down. If you hid all the bodies you had dropped
on the way down, then the incoming colonel won't freak out and wander
aimlessly around. Wait under the left stairs until you see the colonel take
his seat in front of the computer. If he neglects to sit down, then you will
have to capture him while he walks around inspecting the level. Bring the
colonel to the retina scanner in the back of the room and have him open the
door for you. He will comply since he's feeling a migraine coming on because
of that gun wedged into his temple.
<< LASER MIC THE GLASS ELEVATOR >>
This opens access to the courtyard. The laser grid sensors have dissipated as
well (you deactivated them when you checked the computer earlier), so
everything is falling according to schedule. Give the colonel a good thrash
on the head as thanks and take the Satchel he drops. Before you can reach the
courtyard, you must first bypass the security camera. Stay behind the wall
and lean on the edge. When the camera starts turning away to monitor the
other half of the room, swiftly move toward the double doors while favoring
the right side.
Just as you enter the courtyard, Grinko and Masse enter the elevator to
initiate the scheduled conversation. As it begins to ascend, equip the Laser
Mic (found in Gadgets inventory) and move closer to the statue. If you're not
picking up anything, you're not close enough. Aim the center square at the
elevator. Make sure the square is red, which indicates that the mic is
working correctly. Continue to adjust the mic until the elevator reaches the
top.
<< INFILTRATE NORTH WING >>
As soon as the conversation is finished and you regain control of Sam,
immediately head toward the upper right while Lambert stresses over what he's
just heard. A handful of guards now enter the courtyard, so make yourself
scarce if you haven't done so already. The guards will begin to stroll around
the courtyard, so if you plan to explore do so in a stealthy manner (as
always). The second one that had entered is holding a Satchel.
___________
___/ *WARNING* \__________________________________________________________
| \\
| The gravel path in the courtyard makes highly audible crunching noises. |
| Tip-toe over them or roll when crossing. |
|__________________________________________________________________________//
Interested in getting an additional [MEDICAL KIT]? Well, it's inside the now
locked double doors the guards just came through. Shoot out the lamp on top,
as you will need to perform some slightly time-consuming unlocking. Equip
that Lock Pick and go at it. If you're feeling mischievous, you can cut all
electricity going to the courtyard just to cause some grief for the guards.
One of them will restore everything to normal, but by then you would be outta
there.
Find the lattice on the wall (where the vines are tangled) and climb up into
the window that's been left ajar. Sam notices that the elevator is on its way
down. That smells like trouble. Dart into the storage room nearby and stay
put until you hear both guards march by. Nudge the door open slightly to peek
out to check if the coast is clear, then dash for the elevator the guards
just stepped out of. Jam the call button to open the elevator doors, enter
and choose to go up. When the elevator doors open again, a burst of sunlight
leaks through. Ah...sweet, sweet light. Wait a minute... WHAT. THE. HELL. Be
afraid. Be very afraid.
<< FIND AND ACCESS NIKOLADZE'S COMPUTER >>
Behind the vending machine is another one of those pesky cameras. I think you
know what to do here. Position yourself near the plant to take care of it.
Now recede into the dark corner and wait for a guard to come out shortly. He
will stop to input the keypad code; neutralize him at this time. Or, if
you've learned to pick locks at a lightning speed, pry open the office door
next to the elevator and slip in before the guard even notices you. Take the
Data Stick from the computer; then heave onto the desk and jump into the vent
in the ceiling.
One way leads to a break room filled with guards and funky cheery music, but
you can't actually drop down. The other way carries you to a hallway that is
inaccessible by normal means.
Shoot out the light next to the storage room door and get closer to disable
the camera. Follow the U-shaped hallway to a room with the said funky cheery
music playing in the background. Strangely, this room requires three guards
plus the other one you previously dispatched. The computers in the room must
contain some ultra top-secret info about Nikoladze's fetish for big boy
diapers.
There is no way (that I can think of) to get by them without spilling some
fresh Georgian blood. You can try making some loud footfalls for one or two
of them to leave their posts--whatever you think is best. The more efficient
way is to take one of them hostage and use him as a human shield while you
gun down the other two. For your efforts, you will be able to acquire Data
Sticks from both of the computers on the desk. Delicious.
Head into the storage room this time and ascend the prongs up to the rooftop.
Before doing so, be sure to grab the [MEDICAL KIT] from the wall and a box of
[5.52MM AMMO]. Now it's time for some rappelling! Affix the bungee cord to
the rappelling object on the edge and slowly descend. The first office window
you look into is Nikoladze's office. A single sentry has been assigned to
keep a tight watch here. Even as a crooked president of some third world
country, Nikoladze is sure lax on security; but don't give him any ideas.
Train your crosshairs on the guard's head and let 'er go. Two bullets in the
window will shatter the glass.
Pull out a Data Stick from the other computer and a Satchel from the fallen
soldier before examining Nikoladze's main computer. Lambert will cry holy
jeebus when the first batch of information is transmitted to HQ. Before Sam
can upload the rest of the data, the enemy dispatch sends some soldiers to
Nikoladze's room to eradicate the potential intruder. Sucks for that guy,
doesn't it? Anyway...hold on a minute...they're talking about you! The only
hiding place is just outside the window. No, don't actually jump out to your
death. Instead, lightly drop down the window and hang onto the ledge. Sam is
a beefy tyke, so he can hold that position for the duration the guards are
searching the room.
<< ACCESS NIKOLADZE'S COMPUTER AGAIN >>
When the three soldiers come up with nothing and leave, transmit the rest of
data from Nikoladze's computer. Sounds like bad news. Some of the acts by
Nikoladze described in Lambert's hysterical blabbering make Nikoladze sound
like the reincarnation of a certain historically ruthless dictator.
<< REACH EXTRACTION >>
The extraction point has been predetermined to be in the underground parking
garage, where you visited Grinko's driver earlier. Since you'd already taken
cared of the three guards in the break room (hopefully you did), it will be a
merry little trip to the west stairwell, which is now un-jammed and already
open for you.
Head down the stairs and snag the [MEDICAL KIT] on your way out. Much thanks
to the earlier skirmish, you've been tagged with a red flag. The enemy is
hell-bent on catching you. Once outside, quickly slink into shadows, for you
have a pair of militants hot on your tail. Hang over the edge and shimmy your
way to the malfunctioned elevator to the left. When the coast is clear, make
for the elevator. Leap to the cables and slide down.
The elevator at the rooftop is directly connected to the one at the garage.
Meanwhile, an intrepid guard decides to take on Wilkes himself; but as you
will soon discover, Wilkes can handle himself very well. Poor soldier--the
guy basically flung himself into the mouth of death. Accost Wilkes to end the
mission.
________________________ _ __________________ _ _______________________
(________________________)(_)( OIL RIG )(_)(_______________________)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
NATO and US troops have cornered some of Nikoladze's men in an off-shore oil
refinery located in the Caspian Sea. Intelligence reports say that some kind
of important exchange is going to take place there, and Third Echelon wants
to be in the center of it all.
<< INFILTRATE THE REFINERY BY THE MAIN PIPELINE >>
It's just like Lambert to drop Sam off on the most isolated location of the
refinery. The situation is further exacerbated when we discover that badass
Sam Fisher can't seem to swim! This means that once he falls in, there's no
getting back up. Note that there's no need for any kind of stealth here.
Start by finding and climbing the ladder to higher level. Weave around the
barbed-wire fence and grasp the horizontal pipe. Pull over to the container
waiting on the other side. Remember to tuck in Sam's legs to get over the
protruding barbed-wires. The container appears to be the end of the road, but
if you look to Sam's right you should see a metal beam. Make a running jump
to it and use it to shimmy around the container to the other side. Drop only
when there is some solid surface below and crawl under the panel.
Next, move to the plank on the right, where a zip line is suspended above.
Take it to the level below. An explosion will occur as you zip across. Don't
throw your controller into the air in fear; no harm will come to you. The
massive pipe here is the central pipeline. Get under it to the other side and
climb up the vertical pole and onto the loosely hanging wooden plank. Lambert
drops in to update you on NATO's imminent arrival.
Part of pipe has been blown open so that you can fit in. From here just
trudge through the rapidly flowing current. On your way, you intercept a
message from the enemy, saying that some men are needed to greet and escort
the incoming technician, whose name is Piotr, by the way.
<< TRAIL THE MERCENARY TECHNICIAN >>
Climbing out of the hatch from the turbine room, Sam watches Piotr and his
escorts as they step off the boat. They start walking on the catwalk toward
the stairs at the top. They will be continuing on their way to the rendezvous
point to complete the scheduled transaction. The primary objective is to keep
a tab on them: find out where they're going, what's going down, and whom the
data is going to. Before any of that can be revealed, you first need to find
a way onto the catwalk.
If you trail too far behind or dawdle in an area for too long, you will lose
track of Piotr, forcing Lambert to lambaste you and abort the mission early.
Before doing anything, wait until the men are halfway up the stairs to the
upper catwalk. These guys are brandishing some heavy firepower--galils, I
believe--so avoid ever falling into their line of fire.
___________
___/ *WARNING* \__________________________________________________________
| \\
| The nature of this first part of the mission calls for complete, |
| unadulterated stealth. If you are ever blatantly discovered by the |
| escorts, the mission is over. Therefore, stay out of the way! |
|__________________________________________________________________________//
Move to the far left and jump across to the support beam. Sam should grab
hold and pull himself up on it. Skillfully and carefully travel along the
connecting support beams to the lower catwalk, near the stairs. Hop over the
rail and make your way up the steps. Throw caution to the wind and exchange
fire with the lone guard at the top (or if you are able to, knock him over
the head). Time is an issue. Stealth should be the last thing you'd have to
worry about.
At this point, U.S. fighter planes arrive and begin to lay waste to the oil
rig. Be wary when heading up the stairs. When you reach the top, do not be so
hasty to follow them. They won't be too far from you, so any swift movements
will catch their attention. A stray missile will hit the area ahead, causing
a random explosion. One of the escorts will remain behind to take on the
incoming enemy forces. Aw, the brave lad. You won't be able to see him
clearly because he's crouching and is partly camouflaged by the fire. His
bravado is admirable, so let's just give the guy a nice concussion.
When he starts to head to the path on the left, quickly advance forward and
retreat into the second left alcove, between the electric panels and pipes.
Flatten against the wall while standing upright and squeeze into the small
space behind the panel. Shuffle out from behind the panel, but not so close
to the edge of the wall. The guard should scuttle by again; take this chance
to bash his bloody skull in. The Satchel he drops contains a [MEDICAL KIT].
Again, do not fear losing the technician. If you ingress too far too soon or
move too rapidly across the grates, you might get noticed by one of his
babysitters. Keep tailing Piotr. Avoid the messy puddle of oil. Stepping in
puddles of anything will get your feet dirty, thus causing you to leave a
long trail of footprints everywhere you go.
Piotr and his highly-skilled ninja lackeys enter a building with two other
guards closely watching the entrance. There is no possible way to sneak by
unnoticed, so something needs to be done. If you ever bothered to take a
gander at your Data Sticks, one of them reveals that the red piping is liable
to combust if punctured. There are actually some red pipes running along this
area. If you head back to the passageway you just emerged from and face
forward, you'll notice the red pipes and on it a sign that reads: DANGER.
EXPLOSIVE OIL. Time to test this stuff out.
Head to the reservoir ahead and switch it on. The reservoir will begin to go
wild and spurt water. Upon seeing this mess, the guards reprimand each other
for leaving it unattended. Ragging on each other won't solve anything, so
they decide to investigate. Quickly hide in the passageway and face the red
pipes. Eventually, the totally perplexed guards will be bunched together near
some oil drums. Now put a bullet through the red pipe and watch the fiery
chaos ensue. Muahahahahaha!!!! Pick up the Satchel the guard drops as he
falls hilariously to his death and move on.
It seems that the door fails to open for Piotr, so they try another. Stay
next to the refrigerator and wait for them to pass. A [MEDICAL KIT] is lying
on the ground where the three stooges previously stood. Go fetch it before
continuing your pursuit.
<< GET THE TECHNICIAN'S BRIEFCASE BY ANY MEANS >>
Plans have made a turn-around for the better. You are no longer required to
follow Piotr and hide from him. Lambert now wants you to pry the briefcase
the technician has cuffed to his hand from his cold, dead fingers. In order
to achieve that, anything goes. Yay!
Since you cannot go through to the next room the same way the technician did,
you'll have to go back outside. Roll through the blaze to the left. The
windows will suddenly shatter due to some gunfire. The open window presents a
chance for you to take down that technician, whoo! Climb atop the machine and
grab onto the pipe above. Pull your feet up to fit in through the window.
Cued on your arrival, the soldiers begin tearing up the place and destroying
all the evidence while Piotr and his last, faithful lackey flee in haste. He
has an escape plan in mind. He's planning on returning to his drop-off point.
Land softly behind the trigger-happy henchman. His constant gun firing will
drown out any noise you make, but be sure to be discreet about approaching
him. Give him a good boot to the head and pursue Piotr, but not before
collecting the two [MEDICAL KITS] from the shelf on the left and a pack of
[5.72MM AMMO] from the top of the tool cabinet.
The American warplanes are seriously giving these renegades some hell by
relentlessly hitting them where it hurts the most...with crazy missiles! The
Guy continues to escape while his lackey decides to stay and battle the
invading Americans. Do not ascend to the very top of the stairs. Instead,
look to the upper-left to find a soldier on the platform fruitlessly trying
to fend off the assailants. He may be brave but not very bright, as he is
taking cover beside a highly volatile oil barrel. Shoot the barrel to blow
this guy into oblivion. Laugh maniacally while he screams in agony.
(Waaaahhh!! It burns!!) Don't forget to procure the Satchel he drops.
The remaining soldier may or may not have been confused by the blast,
depending upon where he was at the time of the explosion. If he was, then
just stay put until he gets a grip on himself. When he's not looking, briefly
pop out from the stairs and fire at one of the red pipes above the Oil Flow
Regulator to the left (near the platform). The succeeding chain of explosions
should send the poor guy up in flames--should take care of him no matter
where he is. Hahahahaha...this is too funny!
Once you're done laughing at their misery, continue chasing after Piotr. You
can find a [MEDICAL KIT] stowed away in the back of a room that's located
near where the soldier would have stood if he were still alive (hahaha!).
Opposite the stairs Piotr sped down are a row of doors. The first one houses
a corpse and a [DISPOSABLE PICK], which will prove useful soon. The other
rooms yield nothing particularly special unless unmade beds strike your
fancy.
Return to your main goal: retrieving the briefcase. Take the stairs down.
Piotr passes by another warring soldier, who's keeping an eye on two fronts.
Whip out your trusty pistol and plant a bullet in his head. Ammo conservation
isn't really a concern at this point, so you can shoot as wildly as possible.
Piotr is nowhere to be found in the room he entered. If you shoot the gray
canister in the center that's labeled HEAT WATER SUPPLY, water will come
spraying out. Grab the [MEDICAL KIT] from the wall and approach the door on
the right. As you draw closer, a device combusts nearby and sets a third of
the room ablaze. Since you shot open the canister earlier (if not do it now),
the water will douse out the flames almost instantly.
Even in this time of exigency, the technician still had the balls to cook up
this devious plan to shake you off his tail. Use the Disposable Pick on the
locked door and be on your way. Yes, you essentially just circled the entire
area, but you needed to activate the explosion sequence to find Piotr again.
He runs as fast as his stout legs can take him to the docking area. Forget
about crouching. Just run at full speed.
Even if you don't catch up to him in time, you will find him marooned on the
dock, since it appears that a stray missile completely decimated his only
method of egress. He will do nothing to resist; seize him and make him cough
up Intel. When he slumps to the floor, he drops a Satchel and the briefcase.
Picking up the briefcase ends the mission.
________________________ _ __________________ _ _______________________
(________________________)(_)( CIA HEADQUARTERS )(_)(_______________________)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The data retrieved from the skittish technician showed evidence of a leak in
the U.S. intelligence community. There was no way the Georgians could have
obtained such confidential information. Based on these concrete details,
Grimsdotter suggests that there may be an inside man in the CIA. He must be
found and apprehended ASAP for the sake of upholding national security.
Because the CIA is rooted in U.S. soil, Third Echelon expressly prohibits any
killing. It's only logical--you don't want to be killing your friends, do
you? You sick, sick person!
<< ACCESS THE CIA CENTRAL SERVER >>
Fortunately, the front yard is lacking tight security--not what you'd expect
from the U.S.'s most esteemed intelligence agency. A van is parked just
outside the building's entrance. Behind it are two security guards and a
office worker prattling off about Arabic mothers. There is an additional
hard-working security guard patrolling the lawn area. None of them pose much
of a threat in this large area.
Even if the NSA and CIA do walk hand-in-hand, you can't expect to waltz in
the front door and expect the CIA to kindly let you impose on them. You are
left no choice but to find other ways in. There are actually two. One is
through the vents, and the other is through the roof. Both eventually carry
you to the same place. Personally, I prefer the latter method, as it is much
less of a hassle. Either way, I will be providing strategies for both.
___________________
___/ PATH 1: VIA VENTS \__________________________________________________
| \\
| During the mission briefing, Lambert informs you that you have been given |
| a window of opportunity to sneak in via the vents. The ventilation fans |
| have been deactivated but only for a short period of time: 1 minute and 40|
| seconds to be exact; maybe 2 if you count the time Lambert uses to babble.|
| |
| Quickly switch to the left side of the yard and run up toward the |
| building. A fenced-in area should loom into view. Cling to the fence and |
| scale the part where the barbed-wire is torn down. Heave onto the box and |
| onto the ledge above the lamp. Jump to the left vent covers. Slide it |
| open when given the option to. Hopefully, you've done all this within the |
| given time limit. If time expires, you will be forced to follow the |
| alternate route. |
| |
| In the turbine room, a maintenance worker is testing the machinery on |
| the other side of a fence. Drop quietly down once he leaves and climb up |
| the fence and over the space. You can now choose to do one of two things: |
| wait for him to return and drop on him when he passes under you, or just |
| leave the room immediately and snoop around while he's live. It works |
| either way, except the latter requires some tactical espionage finesse. |
| |
| Being unarmed has its steep disadvantages because at the end of the long, |
| dim corridor is a surveillance camera. You have to bypass it purely with |
| quick movements and the right timing. Avoid the sporadic splashes of light|
| in the corridor, as they make it easier for the camera to spot you. |
| Continue down the corridor until you reach the panel on the right. Stay |
| near it and in the shadows. Observe the slow-moving camera; dash out and |
| bear right when the camera looks to the left. Do not stop moving until you|
| reach the safety of the shadows by the stairs. Do not rush up the stairs |
| stairs as well, as there is possibly a sentry up there looking down at |
| the moment. |
| |
| Before ascending the stairs, adjust the camera angle to see the floor |
| above you. Check if the sentry is standing over the edge. If not, then |
| move up the first set of stairs. Wait in the dark area while the sentry |
| performs his patrol duty. Observe his patrol pattern, and go for the |
| takedown. I recommend going the minute he turns his back at the stairs. |
| Remember to hide body. Take the Satchel he drops and head down the next |
| flight of stairs. |
| |
| At the bottom, you may notice a CIA agent enter a door. It's safe to |
| follow him into it because he'll just leave through the other door. |
| |
| Skip the next boxed-in text to resume the appropriate playing strategies. |
|__________________________________________________________________________//
___________________
___/ PATH 2: VIA ROOF \__________________________________________________
| \\
| If you search carefully, you will find a vertical pipe stretched upward |
| along the wall directly facing the van's headlights. It is located to the |
| left of the main entrance. Take the pipe up to the rooftop to find one of |
| the vent covers removed from its place. The trap door at the end inserts |
| Sam in the lobby. |
| |
| The main lobby is home to two guards, plus a third one that has locked |
| himself in a room. Land on the right-hand side of the lobby. Creep along |
| the walls until you reach a locked door. When the patrolling guard is not |
| in the vicinity, quickly pick the lock on the door and head through it. |
| |
| The door connects to a dimly lit corridor--the very same one you'd end up |
| in had you entered via the vents. To your immediate right is a camera. |
| It's all right. The huge pipes running around the door will obstruct the |
| camera's view of you. Stay there until the camera looks away, then head to|
| the left. Further down the corridor, you might see a CIA agent staring |
| blankly at a control panel. (Ohhh...look at the pretty buttons.) Sneak up |
| on him and give him a karate chop to the neck. If he's not there, he may |
| already be in the lobby. Chances are he'll be there, though. |
| |
| Now enter the door on your left. See, wasn't this method of infiltration |
| a lot shorter and easier? Read below for the next steps. |
|__________________________________________________________________________//
In the dark meeting room, you will find a Data Stick locked away in the
computer and a sundry items on the table: a [MEDICAL KIT], [RING AIRFOIL
ROUNDS], and [STICKY SHOCKER]. The Ring Airfoil Round and Stick Shocker can't
be used until after you've acquired the SC-20K later on.
Slide the Optic Cable under the door and inspect the area outside. On the
opposite wall should be two large, transparent windows with a guard on the
other side floating past them and stopping to view through each one. (Or he
may still be working at his desk.) When he moves past a window, burst through
the door and bolt to the far right, through the metal detector. Don't worry
about its going off, as you currently do not have anything metallic in your
possession. If someone suspects you are there, just kick back in the dark for
a while.
Careful when passing through the small pool of light. Proceed to the next
large room. The enemy sentry closer to you seems to be quite distraught. When
he ends his conversation, he will make his way to the elevator and head up.
The security guard next to the elevator is poised as still as a statue. Well,
actually he may occasionally move his head a bit. On the bench next to him is
an empty can. Use the can to create a diversion to take him out in a clean
and surreptitious way. It's not smart to go out into the light, especially if
you infiltrated the compound via the roof. A guard safely tucked away behind
a viewing window up top will occasionally peer down at this room. Press the
elevator call button and hop in. Do the funky muffin dance with me!
<< RETRIEVE THE SC-20K >>
There's lots of activity on this floor, so exercise caution. Allow the
friendly office worker to leave one room and enter the next when you come to
the first doors. If you fail to leave his sight, quickly make short work of
this worm. Nothing should happen, granted his ringing voice hadn't already
caught the attention of the patrolling, armed guard further up.
At the T-intersection, opt to go left and enter Security Station A, where a
worker complains to his co-worker about working overtime. After they both
reach a consensus about the cruddy work hours and his co-worker leaves the
scene, switch the lights in the office off. Befuddled by the sudden darkness,
the worker arms himself and goes to restore the lights. When he comes to turn
them back on, you should be there to make sure he doesn't. Permanently. The
fallen worker relinquishes a Satchel.
Unlock the door to the storage room to find an extra [MEDICAL KIT] and some
[STICKY SHOCKER] x2, then return to the winding hallway. Prioritize
neutralizing the patrolling guard, as it will make roaming around and taking
care of the other guys on this floor more easy.
On the east side of the floor is a maintenance worker who alternates between
going to the storage room and going to ogle longingly at the keypad on the
right. You'll find the sociable co-worker from earlier occupying the second
room on the left. He likes to observe both the hallway and the Main Server
Room below, which makes it imperative that you take him out for later
convenience. But first, set your eyes on the maintenance worker.
The light in the guy's office isn't strong enough to illuminate the ground
more than 5-feet in front of the window. Therefore, hugging the wall will
decrease your visibility. Follow the maintenance guy into the storage room
and punch his lights out. Switch off the lights while you're at it. Besides
being a great place to store bodies in, the storage room supplies you with an
additional [DISPOSABLE PICK], which can be nabbed from the shelf.
Time to tend to the final guard. In the safe confines of his office, the
agent enjoys sauntering back and forth and stopping at both windows. When he
goes on his way back to watching the Main Server Room, slither up to him and
plant one in the head. The Satchel he drops reveals the code to the Technical
Services Room, which is the keypad protected door the maintenance guy was
fiddling with prior to his sudden loss of consciousness.
___________________
___/ *RANDOM REMINDER* \__________________________________________________
| \\
| Have you been hiding your bodies???? If not, you'd better start doing so. |
| This is one of those levels in which the enemy conducts frequent checks |
| on the status of the guards. If they're conspicuously lying around, the |
| alarm will sound. Force alert mode four times, and you're finished. Just |
| a friendly warning. |
|__________________________________________________________________________//
Punch in the keys to open the door (7687). If you took the time to use the
Optic Cable to scout ahead, then you already know that there is a maintenance
worker situated between the towering racks of devices. One other armed CIA
agent is present. Standing in front of a desk, the agent has a propensity to
move his aching neck around. Wait around in the dark until the maintenance
worker leaves his spot and moves his inspection elsewhere. Switch off the
lights at this point. While the two feel around in the dark, hug the right
side of the wall and silently enter the back room.
Pocket the [MEDICAL KIT] and access computer for Data Stick, which gives you
the code for the door next to you (110598). The door leads into the Battery
Room. Two maintenance workers are currently working overtime here. As you
descend the stairs, one of them begins to read off serial numbers. Watch the
worker in the first aisle from the bottom of the steps. When he stops midway,
start heading to his location. He will inspect something in the back of the
aisle. Silently slip past him and crouch beside the pole on the right.
Whatever you do, do not alert the first worker here, as he will motion his
partner to raise the alarm. Crouch between the pole and the shelf to remain
unnoticed. The second worker continues with his inspection in several areas.
When he moves, creep slowly toward him and deliver a good conk. At this
point, the other worker will make a frantic run for the alarm. However,
you're in his way, so knock him down as well before he gets the chance to
squeeze past you and smash the alarm glass. Cover up their bodies by flipping
the light switch on the way out.
The stairs carry you to a cluttered room full of shelves. On one of them is
the sexy, sexy [5.56MM SC-20K]. Along the same shelf are piles of other
goodies that supplement the newly found weapon: a [STICKY CAMERA], [RING
AIRFOIL ROUND], and [STICKY SHOCKER]. Finally reunited with a gun--feels
good, doesn't it? Now that you have the SC-20K in your possession, you can
now put the copious Ring Airfoil Rounds and Sticky Shockers you've
accumulated to use. Select the one you want to use in the inventory and use L
trigger to launch it.
_______
___/ *TIP* \______________________________________________________________
| \\
| For the sake of facilitating the completion of this mission, save at |
| least TWO Sticky Shockers for later. You'll find out why soon enough. |
|__________________________________________________________________________//
<< ACCESS THE CIA CENTRAL SERVER >>
Soon after you proceed further up the hallway, you encounter a worker who
seems greatly distressed about something. After expressing his lament, he
resumes his patrol duty. You can do one of four things: 1) take him out on
the spot while he's still conversing, 2) fire the Sticky Camera at his head,
3) neutralize him while he's on patrol, or 4) ignore him completely (as if he
wasn't dejected enough). Whichever works for you. Oddly enough, though, if
you can very, very slowly slide behind him--toward the [MEDICAL KIT] on the
table--he won't even notice you when he takes his leave. Silly AI.
Take an empty can with you just in case you decide to use one of two methods
involving the can to bypass the guard in the upcoming area. Once past the
vending machine area and further up the hallway, Lambert pipes in to inform
you that you are very close to the Main Central Server. The only thing
preventing you from heading directly to the server entrance is the
overbearing presence of an enemy sentry covering the War Room (the large
worker's area). His patrol route entails stopping every so often to observe
the server room entrance; you have to do something about him before you can
proceed.
Additionally, there is another enemy sentry making rounds on the other half
of the corridor. One of his stops is located near the server room entrance.
He should be on his way there at about this time. You don't have to worry
about dealing with this patrol yet. The sentry in the War Room comes first.
Whatever you choose to do with him, make sure that it drops him permanently.
You can toss a can in front of him, causing him to pointlessly patrol around
the War Room first then come out into the hallway; or lay a Sticky Shocker
(or Sticky Camera) in his head to send him to La-la Land.
If you choose the former method, be patient and he will eventually
conveniently position himself in the dark hallway, where you can put him to
sleep. Even if he doesn't, you can jump up to lure him. If you go with the
latter, be sure to transport his body to a safe spot. Hopefully, you
accomplished all this before the other patrolling sentry returns (or you can
wait until after he leaves).
Run through the sliding doors to the very back. Input the code on the door to
the right (2019). The absence of any security personnel in this major
important room leads me to believe that either the CIA is totally stupid or
the majority of the staff has been taken over by crackhead llamas. In lieu of
guards, there are two utterly harmless maintenance workers. Well, one because
the other can't seem to stay still and must roam around.
Look for a dark area underneath you, then hop over the rail and drop down.
Using this method to descend instead of using the stairs decreases your
chance of being spotted by the wandering worker, who may already be in the
room. If he isn't in the room at the present moment, wait for a bit. Bonk him
when he enters and dump his body in the corner.
The other worker is so engrossed in his work that he probably wouldn't even
notice an atomic bomb go off. Do what you will with him, but do not forget to
cover up your tracks. The overriding aim is to access the central server.
Once in, Grimsdotter jumps into action and singles out a CIA agent by the
name of Mitchell Dougherty. Come, Robin, to Dougherty's office!
<< TAP DOUGHERTY'S COMPUTER >>
The source of all the information leakage has been traced to a low security
computer in Agent Mitchell Dougherty's office. Hear that? It's the sound of a
new objective. Time to hack into Dougherty's computer to confirm our
suspicions and find out to whom the information has been going. Leave this
highly secured room and back out into the dark and dangerous hallway. At this
point, I recommend putting the hallway patrol guard to a deep slumber. He
takes a longer break at his stop near the server's entrance, so dispatch him
then. He should be a cinch if you wait near the left-most blinds.
_________
___/ *BONUS* \____________________________________________________________
| \\
| If you intend to garner all the possible Data Sticks, then you'll be |
| happy to hear that there's one somewhere in the War Room. The only thing |
| that might prove to be a bit problematic is that there are two civilian |
| workers in there. They will sound the alarm if threatened. If all goes |
| well, you won't even have to lay a finger on them. These diligent workers |
| tend to stay in their offices for the most part, but occasionally leave |
| to do some random errand. A glimpse of your shadow should pique their |
| curiosity, but this is not how you should go about acquiring that Data |
| Stick. |
| |
| At the first entryway of the area (facing the server room entrance), |
| shoot out the first two lights above you, especially the one above the |
| office to your immediate left. That's the one whose computer contains the |
| Data Stick. By destroying the lights, you will have alerted the workers |
| in there. Dodge them as they grope their way around the dark and get the |
| Data Stick. |
|__________________________________________________________________________//
There is a [MEDICAL KIT] to be found in the women's bathroom. Before moving
down the hallway, be sure to grab an empty can from the trash. Your progress
to the next area is hindered by a pair of metal detectors and a guard
standing behind a viewing window to the left. The interesting thing is that
there's no glass there, but that's just an unnecessary tidbit. You cannot
possibly wiggle past this guard without his noticing. What you should do
instead is lure him to your position using the can you grabbed earlier. So,
toss it in front of the window.
He should leave his office and go around to arrive at your location. If you
feel confident about your stealth skills, then proceed to enter the now
vacant room through the window. If not, then wait for him to come and end his
pitiful life. A [MEDICAL KIT] can be gotten from the Satchel he drops. Then
go through the window.
Leave the guard's office through the door at the end of the short corridor.
This leads to the Grand Hall. Since this is such a prominent location for the
CIA, they have installed two rotating surveillance cameras on the ceiling.
While they're great and all, they have their blind spots. The simplest thing
to do is stick to the wall and follow it along the entire room to the other
side. Check to see if a guard is nearby and retreat into the hallway. The
agent's patrol route consists of a stop at this hallway and several stops in
the Grand Hall.
If you plan to take him out, you should only attempt to do so as he revisits
the Grand Hall. The reason for this is that an innocent civilian is watching
from the nearby copy room. It's completely possible to let the agent leave to
the hall and then hush up the civilian. Turn off the lights if you've dealt
with the civilian. If you wish, you can thwack the agent as well, but it'd be
really unnecessary. Whiz past the worker when he's turned his back and
continue down the hallway and down the stairs.
You hear the humming of a surveillance camera as you near the bottom. Sure
enough, there is a camera located to the left; it closely monitors the door
you need to enter. To get around this, disable the ceiling lights to blind
the camera. Then enter the code 110700 into the keypad and go forth.
A heated conversation between an angry officer and some other dude is taking
place in the room. He's in the office to the left of your initial location.
Hide in the dark area until he finishes up his phone call. Once he's off, he
will proceed to the soda machine to calm his nerves. Bash his head. You can
sneak past him, but he may notice you in the next room, anyway. If you don't
feel like waiting, shoot out the ceiling lights and retreat into the shadows
as the officer looks into the cause of the darkness.
The room further down is the shooting range with an active turret. Take the
two [FLARES] from the table and research the computer for information on this
turret. One more [FLARE] can be found sitting at the base of the turret. It
seems that the turret reacts to motion and heat. If the correct settings are
activated (IFF is enabled), it can discern between friend and foe. If not, it
targets anyone within its sight.
Anyway, go to the laptop lying on the ground. Using Sam's super-duper hacking
software, you can choose to enable/disable IFF or deactivate the turret
completely. The turret poses no real threat at the moment unless you
breakdance in front of it. This is just so you are introduced to them.
Unlock the door and head directly to the elevator. Lambert drops in to inform
you that Dougherty's room is numbered 508. He says some other stuff that are
inconsequential. Take the door to the Media Room. Some serious investigation
is underway, so don't be so rude as to disturb them. Go behind the projection
screen and the desks. If you don't reach the end before the workers are done
deciphering the audio message, then wait until one of them leaves to
collaborate with the media guys.
Follow him out the door, but do so as quietly as possible. Dougherty will
have already left his office for his much-needed cigarette break when you
enter. How convenient. Room 508 is the office on the left; there are only two
offices--the rest are cubicles. When it's safe to, break into his office and
access his computer. Grimsdotter exhibits her hardcore hacking skills. Before
her detection in the network, she managed to catch the location of where the
intelligence had been going to: Kalinatek.
<< KIDNAP MITCHELL DOUGHERTY >>
Third Echelon is brimming with questions to ask. In order to put an end to
all of them, they must have Mitchell Dougherty in their captivity. The chief
goal now is to kidnap Dougherty and bring him to the pick-up point. If you
want, you can also break into office 509 for some extra Data Sticks. Head up
the hallway, but not to the very end. It's not exactly a wise decision to
sneak by both a surveillance camera and a rather lazy security guard sitting
on the bench. Take a detour through the auditorium, which will help place you
at a better location.
A meeting is currently in session, but will soon be adjourned for a little
break. Wait for that break so that everyone scatters and the person standing
near the exit leaves his spot. Watch the attendees pass by, then head forward
and cut through the center aisle leading to the right. Go behind the tapestry
to the door and shatter the lock on the door with the Disposable Pick (or use
traditional unlocking procedures).
When you pop out, you will be just past the camera and seated guard. Sw