==========================
			 Tom Clancy's Splinter Cell
				    
		          Full Stealth Walkthrough 
			     	  (PC/XBOX)
	       		 ==========================


			   Written by: MasterLeo
			     E-mail: See below
			  Last Update on 23.5.2007
			       Version: 1.00


===============================================================================
> > > > INTRODUCTION
===============================================================================

This guide is a Full Stealth Walkthrough, meaning I make a maximum effort to 
bypass various situations without alarms and violence (kills or knockouts). But 
of course, this doesn't matter much, when you can't compare your statistics 
against somebody else's, so I've decided to use the ranking system of Splinter 
Cell: Chaos Theory for every mission in this game. Read the Section 1 for more 
information.

Before you go on, please note that this is my first full guide. Furthermore, 
I'm not a native English speaker, so you might encounter some mistakes here and 
there, but I have made a maximum effort to make it as understandable and 
readable, as possible.

If you think you really need to contribute to this guide in some way, please 
visit Section 4 for more information.

===============================================================================
> > > > TABLE OF CONTENTS
===============================================================================

1) The Statistics System

2) Advanced Sneaking Tips
    Analyzing the capabilities of the AI
    Moving around without being seen
    Distractions
    Equipment at Hand
 
3) The Walkthrough
    Training
    Police Station
    Defense Ministry
    Oil Refinery
    CIA HQ
    Kalinatek
    Chinese Embassy
    Abattoir
    Chinese Embassy #2
    Presidential Palace

4) Contact Information

5) Legal Information


===============================================================================
> > > > Section 1: THE STATISTICS SYSTEM
===============================================================================

Like I said in the Introduction, I took the Mission Statistics System from the 
Chaos Theory. This is purely my personal choice, because I believe the system 
fits really well into this game. Any additions would complicate things too much 
and would just be nitpicking at the end of the day.

Let's just review the SC:CT statistics one by one:

---------------------
> Enemies knocked out
---------------------

This statistic includes any enemies that have been knocked out during the 
mission. You can knock them out by throwing bottles into their heads, grabbing 
them then hitting them into the head, using a SC-20K gadget, etc. Enemies, that 
have been knocked out, remain so for the rest of the mission. They can be 
revived by other enemies, however.

Enemies are: Any Humans with visible weaponry (Soldiers, Policemen, Guards, 
etc). Dogs also fall into this category.

-----------------
> Enemies injured
-----------------

This statistic didn't make it in. There is really no way to know if the enemy 
has been injured, and there is really no reason to injure them at all. Either 
you bypass them, knock them out, or kill them.

----------------
> Enemies killed
----------------

The usual way to kill enemies is to shoot them, but they can also die if they 
fall too deep or drown.

-----------------------
> Civilians knocked out
-----------------------

This statistic includes any civilians that have been knocked out during a 
mission.

Civilians are unarmed Humans (Technicians, etc).

-------------------
> Civilians injured
-------------------

There is really no reason to injure civilians, so the statistic isn't used.

------------------
> Civilians killed
------------------

You cannot kill civilians in Splinter Cell. Any attempt to do so will result in 
mission failure. So there is no reason to use this one.

--------------
> Bodies found
--------------

This Walkthrough produces relatively few bodies, and those can be pretty well 
hidden. Any poorly hidden body will trigger an alarm, so there is no reason to 
keep this statistic. Read below.

------------------
> Alarms triggered
------------------

An alarm can be triggered in many ways (Alarm Pads, Metal Detectors, Bodies 
Found, ...), but at the end of the day, it's really just your poor performance 
which can be held responsible for it. Three alarms means mission over (one 
alarm is enough sometimes).

----------------
> Success Rating
----------------

I guess I could do it, but the effort is really not worth the time. I've 
decided it's best to leave this statistic to the player to evaluate his overall 
success and satisfaction. So, while it's not in, you can usually say something 
like "I did this part very well" or "I've put my maximum effort into it, but it 
didn't quite turn out they way i'd have hoped".

-----------------------------------
> Statistics and Mission Objectives
-----------------------------------

In SC:CT, objectives DO NOT count towards the Statistics at the end. So if a 
mission objective directly, or indirectly, mentions someone you need to 
kill/knock out, it DOES NOT count towards the statistic (for example, 
technician Piotr in Mission 4 doesn't count towards the knockout statistic, but 
a colonel for a retinal scanner in Mission 3 does, because he is not mentioned 
by any objectives).
 
Anyone not killed or knocked out by you specifically, also doesn't count 
towards the statistic.

------------------------------------------
> My view on Forced Combat Sequences (FCS)
------------------------------------------

Forced Combat Sequences are scripted events that take place at certain points 
in the game. During those sequences, the enemies immediately know where you 
are, and it's impossible to bypass them the stealth way. Meaning, you either 
have to take some unnatural ways to bypass them, or kill/KO them. No such 
situations exist in SC:CT, so I initially wasn't sure how to include them into 
the statistic, given that they mostly feel "cut out" from what is otherwise a 
stealth game.

I've decided to NOT include any kills/KO made during these sequences, into the 
statistic, but instead, the Enemies killed statistic includes a FCS at the end 
of it, if such a scene was present during the mission. This was made to 
simplify the statistic, avoid nitpicking, but most of all, to have fun during 
them. Because if something is FORCED, I really don't see a reason to try to 
avoid it at any cost.

------------------------------------
> My view on shooting Lights/Cameras
------------------------------------

I really make no objection to shooting lights in any way. Staying in shadow is 
part of this game after all, and lights certainly don't contribute to it. Of 
course, broken lights attract attention of nearby enemies, so don't overdo it.

Shooting cameras is a different matter. It is generally not desirable, unless 
there is really no better way around it (like making the area dark or simply 
bypassing them). The game answers to this fact by simply introducing armored 
cameras in the last third of the game.

===============================================================================
> > > > Section 2: ADVANCED SNEAKING
===============================================================================

I'm really not in the mood, to explain every possible move in the game. These 
kind of things can be found in the manual! So read it!

I will focus on certain things the manual doesn't tell you, but are extremely 
helpful, if not outright critical, to your success.

--------------------------------------
> Analyzing the capabilities of the AI
--------------------------------------

The enemies in this game can detect you by either using vision, nightvision, 
sound or smell. The most important one is vision: enemies do not really take 
any offensive action against you, until they have visual confirmation of some 
sort (either by seeing you, or a muzzle flash of your gun/rifle, etc). 
Fortunately, humans do not have eyes on their back, which means every enemy who 
has his back against you, CANNOT see you at all! It is important that you make 
sure the enemy cannot see you, before you move into places that are well lit. 
The same rule applies to Cameras.

Enemies with nightvision are the worst possible opponents in this game, because 
they can see you right through the shadows. Fortunately, there is only a few of 
them, and they are not particularly happy to see you.

Sound is another thing you need to be careful of. Moving too fast, jumping, 
throwing things, shooting - all that creates sound, and is bound to alert your 
enemies. In this game, the enemies do not really respond to sounds in a hostile 
way most of the time, so you can (ab)use this fact to make various 
distractions. More about that below.

The last thing is smell. I would say this is the biggest annoyance of them all, 
because dogs are able to pick up your scent, and follow your movement that way. 
Nearby guards usually follow their dogs, making such situations very dangerous. 
The only real way to cover your trail is to move into water. Dogs also can't 
climb, so any location below or above the dog can provide cover, as long as 
there is no direct path to it.

----------------------------------
> Moving around without being seen
----------------------------------

Of course, the best way to not be seen is to stick to shadows, but sometimes, 
there is no shadows and you still need to bypass your enemies. If you encounter 
such a situation, look around for possible alternate paths (pipes, air 
ducts,...). If that fails, try to make your own shadowy trails by shooting the 
lights nearby. Another possible way, is to STALK your enemies when they have 
their backs against you. Stalking means moving slowly behind your enemies, and 
is a technique that you should master early. It will get you through many 
difficult situations.

Speaking of guards, there is another thing that is good to know when bypassing 
them (particularly static guards). They are usually placed so they overlook a 
certain location, but every 30 seconds or so, they also overlook the nearby 
area by moving their head left/right. This is not a cosmetic move, because they 
CAN see you during it, and the only way to bypass some situations is to time 
these animations.

Last but not least, Think Fast, and Move Fast as well! Take the initiative. 
Many situations in this game can be bypassed by simply using certain moments to 
your advantage, or by simply being fast.

--------------
> Distractions
--------------

Distractions make an important part of the gameplay. Oftentimes you will simply 
be unable to progress further without making some sort of a distraction. 
Distractions usually involve some sort of sound, so the simplest one is to move 
fast, or jump, when the enemy is nearby. Showing a glimpse of yourself is also 
a possible distraction.

Of course that doesn't cover every possible situation, so you can also grab 
bottles and soda cans and throw them at a certain spot close to enemies, and 
they will go investigate. The enemies are able to investigate both the 
starting, and the ending point of the throw, so be careful they don't see you 
throwing! 

Another distraction you can make is by shooting into a wall near enemies, which 
will provoke them as well. You have to be very careful, because the enemies are 
able to react violently if you shoot too close to them or if they hear you 
shooting. For that reason, I prefer to use the gun for such distractions. The 
rifle makes too much noise.

-------------------
> Equipment at Hand
-------------------

Make sure you overview your equipment everytime you enter a mission, so you 
know what is available in case of trouble.

The most important item in your inventory, is the gun. It's really an item that 
should be in your "ready" slot for most of the time. It allows you to make 
distractions, shoot lights/cameras, and kill people as well. It's a very silent 
weapon with minimal muzzle flash, its only real disadvantage being poor 
accuracy.

The SC-20K or as I like to call it, the rifle, is a weapon you don't receive 
until you have finished a few missions. It has automatic and semiautomatic 
firing mode, and comes with a scope as well. It also has a launcher, which is 
able to shoot various gadgets (AirFoil, Shocker, Camera, etc). The rifle can be 
used for precision shooting (cameras or lights in the distance), and is also a 
weapon you will want to use during FCS's. Unfortunately, it makes a lot more 
noise than the pistol, and muzzle flash will alert the enemies to your position 
much more often. It's generally a poor choice for making distractions.

Another stealth gadget is the Camera Jammer. You only receive it in a few 
missions, but it's practically useless, because it only works for a few seconds 
and takes too much time to refill. I'm so glad they got rid of it in SC:CT.

Last but not least, always check your inventory for Disposable picks. These 
nifty little things allow you to blow up the lock without lockpicking, often 
buying you precious seconds.

===============================================================================
> > > > Section 3: THE WALKTHROUGH
===============================================================================

I've not put much effort into explaining various cutscenes and story elements 
that accompany the gameplay. So from that perspective, consider this a 
relatively spoiler-free walkthrough.

The walkthrough follows the most natural path possible - it is structured by 
missions, levels and objectives. You can easily find the appropriate part of 
the walkthrough, by simply checking your objectives in the OPSAT, then 
searching for them here.

Since I don't like large blocks of text, I've put some effort into breaking 
them into several logical paragraphs, each one of them explaining a certain 
part of the level, or a certain complex situation.

I do not claim my solutions are the best available. I can only claim, that they 
work if done properly. Furthermore, I'm quite aware that some mission scores 
could've been improved in various ways, often by provoking complex situations 
that would require a lot of extra effort to explain them properly. So while 
this is a complete walkthrough, don't follow it blindly. 

				USE YOUR HEAD!

-------------------------------------------------------------------------------
> > > Mission 1: Training
-------------------------------------------------------------------------------

No, i won't give you a walkthrough for the training mission. It's an insult for 
a master sneak. I just wanted to point out a small secret here:

Immediately as you get control of your character, go to the right and make a 
walljump up on the ledge above. Go into the room, and grab a lockpick from the 
shelf. Now make the whole course until you reach the end. Use a lockpick on a 
jammed door there, and use the computer. You will get a keypad code. Now return 
back to the starting point of the course (painful, i know...), and make a 
walljump up on the other ledge. There is a keypad locked door there. Open it 
and you will be able to have an interesting conversation with Anna Grimsdottir.

-------------------------------------------------------------------------------
> > > Mission 2: Police Station
-------------------------------------------------------------------------------

------------------------------
> Part 1: The burning building
------------------------------

 Objective: Rendezvous with local NSA informant Thomas Gurgenidze for 
information on Blaustein's area of operation.

 Objective: Killing civilians will result in Mission Failure.

 Objective: Touching the street will result in Mission Failure.

Climb the ladder to the right, open trap door and walk through the narrow 
pathway. Climb up the pipe, and use the zipline to move into the burning 
building. Now just follow Grimsdottir's instructions until you reach 
Gurgenidze. Talk to him to initiate the next objective.

 Objective complete: Rendezvous with local NSA informant Thomas Gurgenidze for 
information on Blaustein's area of operation.

 New objective: Find the black box, hidden in Blaustein's apartment.

Now go through the door behind you. Take out your gun and shoot a bullet or two 
up the ceiling in the next (smoke filled) room. This will break a window, and 
the smoke will clear out. Go through the door to the right.

---------------------
> Part 2: The streets
---------------------

Follow the path here, and jump to the other side. Carry on until you see 
someone standing on the balcony, talking on the cell phone. Slow down now, and 
take your path to the right, towards the window. Jump over the fence, and wait 
here. Eventually another person will come out. Now slide-open the window, go 
in, up the stairs, and take a path to the left, until you reach a darkened 
room. Slide open the picture on the wall to reveal a computer. Use it.

 Objective complete: Find the black box, hidden in Blaustein's apartment.

 New objective: Find Gurgenidze's dead drop in Morevi square to figure out how 
to get into Police Precinct.

Open the door next to you with the code you've just received, and use a zipline 
to move to the roof of another building. Take the door on your left, and fall 
down onto the pipes here, then onto the lift. Open trap door and enter the 
room.

 Objective complete: Touching the street will result in Mission Failure.

Pick the lock here and follow the path until you reach a street. Two policemen 
are interrogating a civilian. Move with medium speed towards the right side, 
and halfway down the stairs. Now jump and hold to the ledge here. Shimmy all 
the way to the right, and climb up into an area with some bushes. To your left 
is another long street, patrolled by another policeman. Wait for him to reach 
you, then stalk him almost to the end of the street (he turns around once, so 
be careful). Hide in one of the dark corners, and wait for him to come back. 
There is a civilian on a window overlooking the stairs here. Make your move 
when he isn't watching.

You are now in Morevi square. There is a person in a room on the other side. He 
will sometimes move towards one of the windows, so make sure he doesn't see 
you. Go towards the large door and enter the corner, filled with some bushes. 
There is a ventilation shaft here, which brings you to Gurgenidze's dead drop 
location. Grab the medkit, ammo, then use the computer.

 Objective complete: Find Gurgenidze's dead drop in Morevi square to figure 
out how to get into Police Precinct.

 New objective: Use the info in Gurgenidze's computer to gain entry into 
Police Precinct.

Go back to where you came from, and go right, through the now opened door. Go 
left, but stay close to the left wall as you go, because a policeman patrolling 
the street ahead might see you. When he isn't there, go into the dark corner, 
and wait for him to return. Now stalk him up the street as far as you can, then 
hide into one of the dark corners to the right. Eventually, he will go back 
down, but don't make your move just yet, because he turns around once. Go up 
now, and to the right. 

Climb up the pipe to the roof here, and take out all lights with your gun. This 
will alert the policeman below, and the civilian in a room to your right (on 
the first floor). Now go to the other side of the roof, make a soft fall, and 
hide in a dark spot under the tree. If this method fails initially, create 
another distraction by jumping in the middle of the roof here (shooting works 
too). The sound will cause both to move again. Eventually you'll pull it off 
without being seen. When everything is back to normal, shoot the light right 
above the trashcan at the end of the street (otherwise, the civilian will see 
you), and walljump into the next area.

------------------------
> Part 3: Police Station
------------------------

 Objective complete: Use the info in Gurgenidze's computer to gain entry into 
Police Precinct.

 New objective: Locate Agent Blaustein in the Police Precinct.

As you open the door, you will see a policeman going down the corridor. Speed 
up and catch up with him, then stalk him almost to the end. He will enter a 
room to the left. Go forward, and stick to the wall in front of you, then move 
under the window and to the right. Ignore the door. There is another room here 
with a lab technician. Move under the window and into the room. Check what the 
guy is doing, before you make your move. Use the computer on the desk, to find 
out there is a camera in the room next to you. I never would have figured that 
out :). Enter the room, go right and watch the camera from behind the curtain. 
When it's moving away from you, go towards the middle of the room for a brief 
moment, then back. This will trigger the next objective.

 Objective complete: Locate Agent Blaustein in the Police Precinct.

 New objective: Access the Police Precint's security surveillance system.

Go back to the corridor, and to the left. Go up the stairway and into the 
waiting hall. After the conversation is finished, hold to the right wall and 
move behind the curtain. At the end, turn left and stick to shadows in front of 
double door. Go left again, and towards the door. Go up the stairs, and you 
will end up in the offices. 

Stick to the wall on the right, and move towards the first door here. Get in, 
use the computer, and grab a soda can from the basket. Go out now, and to the 
end of the room. Enter the door and go right, past the curtain. A technician is 
overlooking the target computer. Hide in a dark corner by the alarm pad, and 
throw the soda can to the right side of the room, so that it flies through the 
hole between two curtains. While the technician is busy investigating the 
noise, use the computer to finish the final objective. 

 Objective complete: Access the Police Precint's security surveillance system.

 New objective: Meet Junior Wilkes in front of the Police Precinct for 
extraction.

When everything goes back to normal, go back down to the waiting room, and past 
the now opened double room. 

=================
MISSION COMPLETE!
=================

Mission statistics:

Enemies knocked out ........... 0
Enemies killed ................ 0
Civilians knocked out ......... 0
Alarms triggered .............. 0

-------------------------------------------------------------------------------
> > > Mission 3: Defense Ministry
-------------------------------------------------------------------------------

-----------------------------------
> Part 1: Infiltrating the Ministry
-----------------------------------

 Objective: Infiltrate the East Wing of the Georgian Defense Ministry.

 Objective: Discover Vyacheslav Grinko's whereabouts by interrogating his 
driver.

 Objective: Tripping an alarm will result in mission failure.

Move forward towards the edge of the roof, and fall into the balcony. Use the 
pipe to your right, to climb to another balcony below. Use the optic cable on 
the door and you will see a small room with a camera above the door to the 
left. Enter the room when the camera isn't watching, and move with medium speed 
towards the wall between the door and the coffee machine. Somebody will enter 
the room, but will not be able to see you because you are covered by the door. 

Move into the next area, and use the door on the left. Go all the way down, 
until you reach the garage (you have to bypass two cameras but this should be 
easy). There is nobody here right now (except two more useless cameras), so 
just stick to the shadows by the left wall, and move towards the end of the 
garage. Eventually, you will see a car driver taking a piss in a darkened 
corner. Take this opportunity to grab and interrogate him.

 Objective complete: Infiltrate the East Wing of the Georgian Defense 
Ministry.

 Objective complete: Discover Vyacheslav Grinko's whereabouts by interrogating 
his driver.

 New objective: Infiltrate the South Wing of the Georgian Defense Ministry.

 New objective: Deactivate the courtyard security laser grid.

 New objective: Laser-mic the Grinko and Masse conversation in the glass 
elevator leading to Nikoladze's office.

Phew, lots of things to do. Use the same wall to return back to where you came 
from, Unfortunately, there is a policeman standing by the door now. Grab one of 
the bottles on the ground, and throw it to the middle of the area he is facing. 
When the camera isn't looking, open the door and go back up again. 

There is a stationary guard to the left, overlooking our target door. Move 
towards the guard until you reach the edge of shadow, then jump once, to 
attract his attention. You will have his back now, so move into the next room. 
This one also has a camera above the door, but switching off the lights will 
take care of it. Grab data sticks from both computers, and lockpick the door. 
You will end up in another balcony. Grab a pipe up above the balcony, and 
shimmy all the way to the open window. 

Your are now in the kitchen. A guard will come in and start a conversation with 
both cooks. Grab a bottle from the table, and throw it into the freezing room 
to your left. All three will go investigate, and when you have their backs, 
move forward and turn off the light switch. Now go towards the left and past 
the double door, and again to the left as far as you can go. Climb over the 
fence, and make a soft drop down, then repeat this and you will end up on the 
ground level, facing the retinal scanner. 

Now position yourself so, that you are under the stairway, and shoot once 
towards the guard on the other side of the hall (aim just close enough, that he 
gets alerted). Shoot another one at the pillar to the right of your position, 
so you put into motion the guard facing the computer (the guard above will also 
be alerted however). As soon as you have both guard's backs, make your way 
towards the computer and use it, then immediately move back towards the shadow 
under the stairs and dodge the alerted guards.

 Objective complete: Infiltrate the South Wing of the Georgian Defense 
Ministry.

 Objective complete: Deactivate the courtyard security laser grid.

A colonel will show up, and sit down at the desk. Jump once, to attract their 
attention, and play a little cat and mouse with the colonel. Grab him and use 
him on a retinal scanner, then knock him out in a darkened spot past the door. 
When the camera isn't looking, move to a place below it, and open the double 
door. A cutscene will play, showing two men going up in the lift. RUN towards 
the other end of the courtyard, and hide in the shadows to the right of the 
double door. Use the laser-mic and aim it at the lift. Once the conversation is 
over, a bunch of enemies will show up, but you have already bypassed them 
without really trying :).

 Objective complete: Laser-mic the Grinko and Masse conversation in the glass 
elevator leading to Nikoladze's office.

 Objective complete: Tripping an alarm will result in mission failure.

 New objective: Infiltrate the North Wing of the Georgian Defense Ministry.

 New objective: Access Nikoladze's personal computer in his office.

Climb up the fence next to you, and go through the opened window.

--------------------------
> Part 2: Into the offices
--------------------------

A cutscene will show a lift going down. Quickly go to the closet to the left 
and grab a disposable pick. Use the optic cable to track movement of both 
enemies. Once you have their backs, move into the lift and go up. As soon as 
the lift arrives, go left and use a disposable pick on the door. Use the 
computer in the room, and enter the ventilation shaft above the desk. 

You will drop down in a fairly dark corridor, with a camera on the other side. 
Shoot the neon light by the door to the left, go in and climb the ladder onto 
the roof. Go right and rappel the side of the building, until you are slightly 
above the ground of the office. Take out the gun and shoot the light in the 
center of the room (the one closest to you). QUICKLY jump once to break the 
window, then immediately fall through the window again, and hang on the edge of 
it. The guard will start moving left and right from window to window. When he 
moves to either side, climb up and use the computer, then drop down again. A 
bunch of extra enemies will rush the room, but will be unable to find you. 
Eventually they will leave the room.

 Objective complete: Infiltrate the North Wing of the Georgian Defense 
Ministry.

 Objective complete: Access Nikoladze's personal computer in his office.

 New objective: Complete the data transfer from Nikoladze's computer.

Repeat the same step you did the first time :), but now exit through the door 
instead.

 Objective complete: Complete the data transfer from Nikoladze's computer.

 New objective: Rendezvous with Jr. Wilkes in the basement parking garage for 
extraction.

Go left and through the newly opened door, then down the stairs. As you open 
the door, RUN down the stairs, and then to the right side. Drop into the 
elevator shaft (or whatever that is), and hang on the ledge. A bunch of guards 
will rush the area, but will be again, unable to find you. Now start dropping 
down and you will end up in the same garage you entered at the beginning. Talk 
to Wilkes for extraction.

=================
MISSION COMPLETE!
=================

Mission statistics:

Enemies knocked out ........... 1
Enemies killed ................ 0
Civilians knocked out ......... 0
Alarms triggered .............. 0

-------------------------------------------------------------------------------
> > > Mission 4: Oil Refinery
-------------------------------------------------------------------------------

----------------------------
> Part 1: Climbing the pipes
----------------------------

 Objective: Infiltrate the oil refinery by the main pipeline.

 Objective: Trail the mercenary technician.

Does this really need a walkthrough? Sheesh ...

Climb up the ladder, go to the right, and follow a large pipe until you bump 
into barbed wire. Climb up the pipe here with legs up, and move to the other 
side. There is a large block in your way, so shimmy around the side of it. Use 
the zipline to move onto the next platform and enjoy the fireworks. Go left, 
climb up the pipe. Drop down and enter the opening in the large pipe, and 
follow it into the next area.

----------------------------------
> Part 2: Following the technician
----------------------------------

 Objective complete: Infiltrate the oil refinery by the main pipeline.

Open trap, and use the ladder on the left, then go to the platform above. If 
you look up, you will see a small pipe stretching all the way to the other 
side, towards the platform that we need to reach. Move onto the black box to 
your left, and hold onto the pipe with legs up. As you go, a cutscene will show 
airplanes flying towards the refinery. Whoops! When you are above the target 
platform, wait for the soldier to move away from you, then make a soft drop and 
continue left, and up the stairs.

Stuff will blow up, and you will hear some shooting. Move forward with medium 
speed, and hide in a corner on your left side. Technician and his escort will 
move on eventually, but a crouched soldier will remain, patrolling a fairly 
narrow passageway that you need to bypass. 

When the soldier isn't there, move forward some more, and hide in another 
corner to your left, by some pipes. When the soldier enters the corridor again, 
quickly stick to the wall here, and move behind the pipes to the other side. 
When you see the soldier returning back, sneak behind his back to the left 
side, and shoot the light above the fenced door, then hold on to the door, 
because the guard will inevitably go investigate, but should be unable to find 
you. As soon as you have his back, move into the next area. 

Wait for conversation to finish, then look at the water tank to your right. 
Turn the valve, and both guards will go investigate. Hide behind a black box to 
the right of the valve, and take a peek now and then, to see where the guards 
are. As soon as both have their backs against you, move with medium speed, and 
towards the door on the left. Enter the door for a brief second, to trigger the 
event, leading to the next objective, then quickly get out again, and to the 
left. The path is blocked by fire, but above the machinery, there is a pipe 
stretching into the next room (it is currently blocked by a glass window). 
Climb up with legs up, and wait for the objectives to progress. 

 Objective complete: Trail the mercenary technician.

 New objective: Retrieve the laptop from the mercenary technician's suitcase.

Eventually, the window will blow up, and you can now go into the room. Make a 
soft drop, ignore the guard who is destroying computers, and move to the right 
and up the stairs. You will face your first FCS (Forced Combat Sequence) here, 
but it's not really worth killing anyone here, and your pitiful gun vs. assault 
rifles doesn't sound fair either. So ignore the guards, run to the right, then 
left, and down the stairs. When you come down, go left, through the opened 
door. Go forward, through the door to the right, then left, until you come back 
out again. Run forward towards the wired fence, and down the stairs. This is 
actually the same area you started in, but is now empty. Simply follow the path 
and down the stairs, and you'll find the technician next to the ship debris. 
Grab him, interrogate, then knock him out and take the briefcase.

=================
MISSION COMPLETE!
=================

Mission statistics:

Enemies knocked out ........... 0
Enemies killed ................ 0 (FCS)
Civilians knocked out ......... 0
Alarms triggered .............. 0

-------------------------------------------------------------------------------
> > > Mission 5: CIA HQ
-------------------------------------------------------------------------------

--------------------
> Part 1: Getting in
--------------------

 Objective: Access the CIA central server to identify and locate the 
information leak.

 Objective: Any agency fatalities will result in mission failure.

As soon as the mission starts, run forward as far as you can, then to the 
right, until you have a fenced area in front of you. Climb over the fence, go 
up onto some machinery. The left ventilation shaft has a trapdoor. Slide-open 
it and enter the next area. The timer will stop now.

You will see a technician by the wired door. Wait for him to move away, then 
jump over onto the fence, and to the other side. Proceed through the dark 
corridor, and stop under some pipes there. When the technician returns back to 
the first area, move forward towards the end of the corridor, dodging the 
camera as you go. Go right, and move towards the stairs, but don't go up yet! 
The guard above will start moving towards your side of the stairs. Wait for him 
to go the other way, then move up the stairs, and go forward. Stop by the 
chair, so you stand almost shoulder to shoulder with the guard. When the guard 
turns around, slowly move down the stairs. 

When you come down, you will see a person entering the room to the right. Wait 
a little, then enter the same room, and use the computer. Exit the room via the 
second door, and immediately move towards the door on the other side, then into 
the pathway to the right. You will come out in a room with the elevators, but 
some guy is having a conversation over the cell phone. Eventually, the 
conversation will stop and he will use the elevator. Go left and grab a soda 
can lying on the ground, then return to the other side and move towards the 
guard by the elevator. If you look up and to the left, you will see another 
floor behind a glass window. There is another guard patrolling there, and he 
has a rather nice view of the elevators. So make sure he isn't there before you 
make any moves. Throw the soda can towards the middle of the hall, and the 
guard will go investigate. Quickly move towards the switch and call lift. It 
will take a few moments, before the lift arrives, so hide into the shadow 
again. As soon as it's there, go in and push the down button. In case the guard 
stops investigating before you can enter the lift, use the other soda can and 
make another distraction.

---------------------------
> Part 2: Inside the CIA HQ
---------------------------

 New objective: Retrieve the SC-20K from the storage room behind the battery 
generator backup.

Go forward, and enter a room to the right. Use the computer inside, to get the 
main server room code. Go out and to the right. There is a rather large, U-
shaped corridor here, patrolled by a guard. Go right and wait for the 
conversation to finish, then hold to the left wall and move under the window to 
the other side. The technician is doing some repairs on the keypad. He will 
sometimes move to the closet at the end of the corridor. Now look into the room 
to your left. There is a civilian (or at least, I THINK it's a civilian) 
walking up and down. When you have his back, and when the technician is in the 
closet, turn off the lights in the room, and grab him, when he wants to turn 
them back on. Oddly enough, nobody really seems to care about the light here. 
Anyway, knock him out and you will receive a keycode for the technical services 
room (aka the keypad locked room next to you). You can leave the body right 
here - nobody seems to care about that either. 

Use the code, but before you enter the room, check it with the optic cable, 
because there is a guard moving around. Go left, and hide behind a cabinet. 
When the guards moves to the right again, go forward and around the table, then 
to the left into the next room. Use the computer here, to get the keycode for 
the pad next to you. Those CIA guys sure have security par excellence.

The room here is filled with some machinery, so it's pretty noisy. Go right and 
down the stairs. Wait for the technician to clear the path, then move on and 
hide in a dark spot to the right. There is another technician here, so wait for 
him to move towards you. He will investigate some machinery next to you. Use 
this chance and move with medium speed to the end of the path, then all the way 
to the left and up into the storage room. Grab the SC-20K from the shelf to 
complete the first objective.

 Objective complete: Retrieve the SC-20K from the storage room behind the 
battery generator backup.

Move out and to the left, until you hear a guy having a cellphone conversation. 
When he finishes, he will go away. Go to the table, and grab the medkit and one 
of the soda cans. Move left to the end of the corridor, and stick to shadows. 

You will see a well lit door to the server room on the left, but there is a 
guard moving around to your right, and he is overlooking that door. Throw the 
soda can into his room, and when he moves away, get into the server room. Enter 
the door to the right, go into the dark room down the stairs and hide somewhere 
near the entrance which leads to the central server. When the moving guard 
bypasses you, get into the room, and move along the wall to the left and hide 
into the corner. You can see the computer's console from here, but you cannot 
move any further, because the technician will see you and your cover will be 
blown. Instead, take out your rifle and shoot once towards the server, to alert 
the technician. A few moments later, the patrolling guard should be back to the 
room again, and circle it. When he goes away from your spot, and when the 
alerted technician has his back against you, move to the server's console and 
use it.

 Objective complete: Access the CIA central server to identify and locate the 
information leak.

 New objective: Tap Dougherthy's computer to trace the intelligence leak to 
the Georgians.

Now wait for the patrolling guard to go back into the dark room, and move 
towards the left of the server somewhat, and jump once, to attract the 
technician again. As he goes investigate, use the server for cover and make a 
run for the door and into the dark room again. Return back up to the glass 
door, and look at the guard outside. When the guard starts to move to the 
right, quickly move out and to the left until there is a long corridor in front 
of you. 

A guard is patrolling it. You can either stalk the guard, or wait for him to 
move away from you then move all the way up the corridor, until you reach a 
metal detector. You cannot move past the detector, because an alarm will sound. 
There is a window with a guard in front of you. Move slightly to the right of 
it, and jump once to alert the guard. Climb into the window, and move on into 
the next area. 

It's a large hall with two cameras on the ceiling, so be careful not to be 
seen. Go right towards the lifts, then all the way to the other side and hide 
in a dark corner. A patrolling guard will likely appear at the stairway now, 
and move into the corridor next to you. When he goes out of the corridor, go in 
and to the left. A room with a copy machine is here, and the guy is moving up 
and down. When he moves away from the window, go towards the end of the 
corridor and down the stairs into a small room with a camera. Shoot the light 
and use the code on the keypad (if you wonder which one it is, it's the 
"override code for weapons testing department" which you have received with the 
previous objective).

Go left, and you will overhear another cell-phone conversation. Eventually, the 
guy will move towards the soda machine. Now move towards the opened door and 
hide behind it (so your side is against the pillar), and wait for him to start 
going back into the room. Before he reaches it, quickly move into the next room 
with the turret. Use the computer, pick the lock, and use the lift to go up.

-------------------------
> Part 3: Capture the Spy
-------------------------

Go into the media room, where two guys are having a conversation about a sound 
clip. Stick to the wall in front of you, and move to the left, behind the board 
and desks, then into the next area. Hide in a shadow, and wait for the guy to 
move out of Dougherty's office (another one will also come from the media room 
behind you, so be careful), then go in and use the computer.

 Objective complete: Tap Dougherthy's computer to trace the intelligence leak 
to the Georgians.

 New objective: Kidnap Mitchell Dougherty.

Go to the corridor, and enter the auditorium through the double door. It's dark 
and some officials are having a briefing. Move forward, towards the middle of 
the room, then move to the right under the projector's beam. There is a guy 
standing in front of the door, and the only way to bypass him, is to wait until 
the briefing is over. Pick the lock, and you will end up in the corridor again. 

Move into the shadow to the left, and wait for the conversation to finish. 
Dougherty will go towards the double door on the other side. The door is keypad 
locked, but you can simply stalk him through it, or you can grab the code in a 
small room to the right of the door (the guy inside doesn't notice you at all). 
Once you bypass the double door, go towards the other door and overlook the 
next area through the glass built into the door. A guard is moving left and 
right. When the guard goes to the left, open the door, grab Dougherty, and move 
to the other side of the open area, then to the left.

 New objective: Take Mitchell Dougherty to the rendezvous point near the 
document disposal loading dock.

Wait for the guard to come back again, then move onto the platforms, to the 
left, and down the stairs, until you bump into a door. You can't enter the door 
now, so knock Dougherty out. 

 New objective: Incapacitate the CIA Security Officer speaking with Wilkes and 
Baxter.

Before you enter the next room, take out your rifle and pop two reflectors on 
the street below (only the two closest ones, if you shoot the farthest one, an 
alarm will sound). Open the door, grab the body of Dougherty, and move down the 
stairs. The only maneuvering option with the body on your shoulder, is either a 
standing or a crouching position. Using the former will make you move faster, 
so make use of that fact. 

Okay, now you will enter a room with some more machinery. Move forward, but 
stay close to the left wall, until you see a door and a guard. He will start 
moving towards you, but don't panic, because he will turn around and start 
moving away from you and eventually, away from the door as well. Quickly move 
through the door and towards the middle of the stairs here. This is the only 
spot where the guard below cannot see you. 

When the guard below moves reasonably far away, move down the stair and hide in 
another dark spot to the right. When he moves away from you again, go forward 
and hide under the stairs. Wait for the guard to bypass you, then move along 
the wall and to the right. Hide in a dark corner here, and wait for the guard 
to move away from you yet again. If you look to the other side now, you will 
see another guard moving up and down. 

Go forward and hide in a shadow between two lights, and if the guard isn't 
there, continue down towards the middle of the stairs and hide in a dark 
corner. I'm sure you are glad you popped the reflectors before ... anyway, when 
the guard goes up the stairs again, move down the stairs to the ground level. 
The path from here is totally dark, so just continue until you reach the end of 
the street where the target security officer is having a conversation with 
Wilkes and Baxter. Before you take him out, make sure the guard above isn't 
overlooking the area, other wise... well you know :). Knock out the officer 
with a shocker, then pop the reflector on the right wall, otherwise the guard 
above will see his body. 

 Objective complete: Incapacitate the CIA Security Officer speaking with 
Wilkes and Baxter.

All you need to do now, is to bring Dougherty's body towards the car.

=================
MISSION COMPLETE!
=================

Mission statistics:

Enemies knocked out ........... 0
Enemies killed ................ 0
Civilians knocked out ......... 1
Alarms triggered .............. 0

-------------------------------------------------------------------------------
> > > Mission 6: Kalinatek
-------------------------------------------------------------------------------

-----------------------
> Part 1: Hell's Garage
-----------------------

 Objective: Infiltrate Kalinatek.

 Objective: Access Kalinatek's fire emergency system to open the fire doors 
surrounding Ivan.

 Objective: Find Ivan before the Russian Mafiosos kill him.

This part can be hell ... From the starting point, locate a blue light on the 
other side of the garage with the scope. Now turn scope to the right towards 
the pillar, and pop the first light there. Now align yourself with the blue 
light, and RUN towards it as fast as possible. A door will open as you go, so 
crouch and slow down. Stick to the wall between two telephones, and wait for 
the first guard to bypass you, then quickly move towards the edge of the wall, 
and stay stuck to it. Eventually, the other guard will go on patrol around the 
garage. Open the door and go up the stairs. 

Grab either a soda can, or a bottle, and move along the right wall past the 
first guard. Throw the bottle at the van on the other side, and two guards will 
go investigate, but one of them will still be standing. Wait for him to move 
his back against you, then go right, climb up the block and jump through the 
window onto the hanging container (or whatever that is). Hold onto the line 
above you and move forward as far as you can, then zip onto a scaffolding. From 
here, jump onto the building, and rappel down on the side of it until you are 
standing on a glass roof.

Wait for the conversation to finish, then move forward and to the left side of 
the glass roof (so you can see the double door into Kalinatek from here). Shoot 
the glass and drop down, then hide in a dark corner either to the left, or 
right. A guard will see you drop and will go investigate. Knock him out and 
grab the satchel. Hide the body in the same dark corner you used to conceal 
yourself, and move on. The satchel you picked up, contains a keypad code for 
the door on the right, past the double door.

 Objective complete: Infiltrate Kalinatek.

This first room is not interesting, because it only has some rifle ammo for you 
to grab. The next room has a ventilation shaft on the wall. Make sure you move 
slowly towards it, because there is some broken glass on the floor and the 
guard past the door on the left will hear you (not that it really matters). You 
will come out in a room with an aquarium. 

As you move forward, a cutscene will show mercenaries killing and destroying 
everything. Open the door, and move slowly to the right side, into an opening, 
then into a dark corner. When the mercenaries stop conversing, you will see one 
going into the aquarium room, and the other two are gone (for now). Take out 
the rifle, and shoot all three lights on the ceiling. Now move to the other 
side until you come to another opening. Move towards the doorway of the office 
right next to you (the one with a dead technician). Above the doorway is a neon 
light. Take it out (3 shots needed), then grab a soda can from the desk, and 
move to the left, towards the edge of the wall at the end of the corridor. You 
will see the other two guards standing in front of the elevator here. Move 
slightly past the edge of the wall, so they catch a glimpse of you and go 
investigate. Now go back into the office which you previously prepared, and 
stand in the doorway. Both mercs will eventually bypass you. Now throw the soda 
can to the right side, towards the room with the aquarium (depending on 
situation, this step may not be required). Both guards will investigate further 
and with their backs against you. Use this opportunity to enter the opening in 
the lift and into the next area. 

---------------------------
> Part 2: Wallmine paradise
---------------------------

As soon as you get in control, get out of the lift, move right towards the 
table, then up into the shadowy corner. Two mercenaries will start blowing 
stuff up, and when they're done, they'll bypass you. Now RUN forward into the 
corridor, then go left into the room. Slow down and quickly disable wall mine 
on the left side (do it, when the light is green), then the one on the right 
side. You will have a conversation with the technician and when you are done, 
you will notice two guards have appeared by the door, overlooking your 
location. 

 New objective: Disable the bomb planted in the Archives Room.

Don't waste time now! Use the table for cover, and move slightly towards the 
edge, so both guards catch a glimpse of you (jumping works too). Now wait close 
to the wall right next to the technician and they won't find you, but during 
their search, they will also leave the room. Use this opportunity to get out 
and hide in the shadow to the left, by a pillar. Start moving down the 
corridor, and bypass another wallmine, then open the door with the keycode you 
have received from the technician. This whole area is wallmined, so slow down 
and go right into another office, then to the left and bypass the door on the 
other side, then diagonally to the left. You will reach a door to the Archives, 
but it's heavily locked, and you have no disposable picks. You will need about 
30 seconds to do it. When you are done, go left, roll over the fire, and disarm 
the bomb.

 Objective complete: Disable the bomb planted in the Archives Room.

 New objective: Restore power to the fire door circuit by accessing the fuse 
box behind the auditorium.

Phew, that was close. Or was it? Go out and past the dead technician into the 
auditorium. Stick to the wall and move left, towards the keypad locked door. 
From here, look to the other side. You will notice, the auditorium is pretty 
well lit, but you can shoot the lights above. When they are all out (at least 
the ones on the left side), move forward and to the right of the stage, until 
you come to a stairway going down. Pop the lights here as well, then drop down 
toward the stairs, and hold on the edge. 

After the cutscene, climb up again, and wait for the mercenaries to bypass you, 
then drop down and go towards the other side of the room with machinery, and 
hide in a corner by a pillar and some pipes. A mercenary is standing right at 
the switch we need to turn. Take out your gun and shoot into the pillar, and 
when the guard is covered by the pillar (so you can't see him), shoot again 
further away from your position, so the guard goes investigate even further 
down the corridor you just came from. Now quickly move towards the switch, turn 
it and move back into that darkened spot by the pillar (oddly enough, the 
mercenaries never investigate that position). 

 Objective complete: Restore power to the fire door circuit by accessing the 
fuse box behind the auditorium.

Eventually, the alerted guard will calm down, and the other two guards will 
return from the auditorium as well. It's safe to return back to auditorium now. 
Use the darkened path you created before, to return back to the keypad locked 
door. There is a new guard patrolling the glass room. Knock him out to get a 
satchel with the keycode, and move into the area with a Kalinatek fountain and 
up the stairs a bit. 

Take out your rifle and start shooting lights above the only path you can take. 
Now go on and to the other side of the corridor (shooting lights as you go), 
and into the infirmary. When the guard isn't there, shoot the other light by 
the doorway, and wait for the guard to come back. Jump once to make him go 
investigate (he seems to ignore the infirmary), then move all the way into the 
server room. Shoot the closest neon light, so the mercenary by the computer 
goes investigate, then shoot the other light above the computer. Use it now. 
Get out of the room and approach the now opened fire doors to get another 
objective.

 Objective complete: Access Kalinatek's fire emergency system to open the fire 
doors surrounding Ivan.

 New objective: Take Ivan's encryption key. Leave Ivan behind for the FBI.

Go up the stairs, and into the next room. When the two mercenaries stop 
conversing, go forward towards the light switch, and follow one of them to the 
right, into the bathroom. You cannot enter the ventilation shaft without him 
seeing you, so move into the toilet behind him (so you are covered by wood) and 
jump once. During investigation, he will also leave the bathroom. Enter the 
shaft, and go to the other side. Knock out the mercenary with an AirFoil, then 
converse with Ivan.

 Objective complete: Find Ivan before the Russian Mafiosos kill him.

 Objective complete: Take Ivan's encryption key. Leave Ivan behind for the 
FBI.

 New objective: Rendezvous with the Osprey for extraction.

Go out of the bathroom, to the right and use the lift to go up.

--------------------------
> Part 3: Kalinatek's roof
--------------------------

I don't like this part of the game, because it forces you into combat without 
any reason whatsoever. Anyway, go forward and to the left. Three guards will 
start conversing. Ignore the hanging light and move towards the wall and climb 
over it. The guards will be alerted by now, but it doesn't really matter, as 
long as you are quick. Shoot the hanging light and climb up on building 
material, then onto the roof, and drop into the next room. Grab the medkit by 
the scaffolding.

Go on and two mercenaries will come out of another room. Use a soda can for 
distraction, and move on. Eventually, a combat music will start and you will be 
greeted to a FCS (3 enemies). Hide behind the portable toilet to the right (you 
need to be here, otherwise the guards in the previous room will hear you 
shooting), and pick them off, one by one. Don't bother with their bodies. Go 
on, and up the stairs. And you will be greeted to another FCS (3 enemies).

When you are finished, carry on until you see a well lit corridor with 3 
mercenaries on the other side of it. Grab the rifle ammo, and enter the room to 
the right, filled with stacks of wood. Start shooting the hanging lights like a 
madman, and move on until you end up in the doorway, facing the area where the 
guards were standing before (they should all be alerted now). Shoot the neon 
light right above this spot (3 shots needed), then quickly move forward (hide 
in the dark corner if you need). If you fail to do this the way i told you, 
you'll just have to do it the slow way, shooting all neon lights and using more 
distractions. 

You will end up in a room with a wallmine on the pillar and another guard. 
Ignore the mine, bypass the guard and exit through the door into the next area. 
Shoot out the hanging lights and the reflector, and this will attract another 
guard you cannot see right now, but is standing on a catwalk on the other side 
and will go investigate. Go to the doorway on the right but don't go up the 
stairs, because you will bump into a previously alerted guard. Instead, follow 
the path below, until you end up in front of a ladder and two more guards. Take 
out your gun and shoot into the wall to the left, so you distract the guard 
standing by explosive barrels, then make your way into the final area, and into 
another FCS (2 more mercenaries). Snipe them, and climb up towards Osprey for 
extraction. 

=================
MISSION COMPLETE!
=================
Mission statistics:

Enemies knocked out ........... 3
Enemies killed ................ 0 (FCS)
Civilians knocked out ......... 0
Alarms triggered .............. 0

-------------------------------------------------------------------------------
> > > Mission 7: Chinese Embassy
-------------------------------------------------------------------------------

----------------------------------
> Part 1: Just some basic sneaking
----------------------------------

 Objective: Rendezvous with the agency contact.

 Objective: Collect intelligence from the Embassy with the laser mic.

 Objective: Any Embassy fatalities will result in Mission Failure.

You receive a Camera Jammer for this mission, but I really don't recall any 
cameras. So what the crap?

Anyway, climb over the wall, then move slowly towards the right garbage can, 
then towards the left one, and climb over it to the other side. Wait in a 
shadow to the left, until the patrolling guard has his back against you, then 
run into the room with the burning barrel, and go up the ladder. Follow this 
path until you reach a scaffolding with a line leading to the other side. The 
landing poing is illuminated by a small light, so pop it before you go. On the 
other side, stick to the wall and move towards the ladder on the right, then 
climb down to the street, and hide behind a trash can. 

This area is a crossing point of two soldiers, so be careful you aren't spotted 
when you climb up the pipe. Use a bottle for distraction if necessary. Once you 
are up, stay close to the right side and move forward until you almost reach 
the end of roofs. Take out your rifle and with the scope, locate a manhole on 
the left side of the clearance and past the fence (there is an air conditioner 
right above it). That's your target now. As you go forward, two guards will 
emerge from a police car on the right side of the street, and move to the left 
(the third one is standing by the police car however). Go right and drop from 
the roof onto a garbage can, then use a shadowy path into the fence opening and 
to the left, then climb into a manhole leading into the sewer. 

Go forward, to the left, then to the right. If you were fast enough, you will 
see two guards patrolling the sewer with flashlights, but they seem to move 
away from you. Follow them but keep your distance, because they turn around 
often (they must be looking for strange ninjas in black clothing and american 
accent). Eventually, you will come into a well lit place, and these two will 
have a conversation with another soldier. When they finish, they will move 
further into the sewer. Follow them past a fence, and soon after you will 
notice an opening on the ceiling. Quickly jump on the ladder but don't climb 
out yet, because there is a guard patrolling the street to the left of the 
manhole. When you have his back, go left, and climb up the ladder onto the 
scaffolding. Hold onto the pipe, and move to the other side, then climb into 
the window on the left, climb up the pipe. Talk to the informant.

 Objective complete: Rendezvous with the agency contact.

 New objective: Follow the truck into the embassy grounds from the warehouse.

Grab the ammo, medkit, and rappel on the side of the building into the next 
area.

--------------------------------
> Part 2: Think fast - move fast
--------------------------------

Immediately as you start, go forward, hide behind a wall and wait for the guard 
to move into the building. Quickly, go right and then left all the way to the 
other end of the area, and climb the ladder onto the scaffolding. From here, go 
up another ladder and into the opened window. From here, follow the path until 
you come to a balcony, patrolled by a guard. Above some stacked crates, is a 
zipline, leading to the other side. Grab one of the nearby bottles, and 
distract the guard by throwing it into the building somewhere. Quickly climb on 
crates, and zip to the other side. Drop down and go down the street, then left 
until you see a ladder in front of you. 

 New objective: Any alarm sounded will result in mission failure.

Quickly climb the ladder to the catwalk above, and go to the other side, then 
down (you might have to adjust this, depending on the guard's initial location, 
but in my case, he always shows up below). You will exit into a pretty large 
area, and a truck will bypass you. It's best if you the part from here on, VERY 
QUICKLY, because it seems the soldier patrol paths are easier to bypass 
initially, and furthermore, there is a guard dog patrolling the parking area by 
the embassy. Just so you know.

Anyway, run crouched, to the right, along the wall, then when you see a 
streetlight, run towards it, bypass the truck, and hide under the closest 
trailer. 

 Objective complete: Follow the truck into the embassy grounds from the 
warehouse.

The guard nearby will be alerted, but when he has your back, move towards the 
other trailer to the left, and hide under it. As soon as the guard and his dog 
move away, move into a dark path to the right (behind the trees) go forward and 
past the water stream. If the dog detects you at any time, waste even less 
time, because only water can really hide your presence from him. Anyway, from 
here, go left and hide in a dark, wooded area with some bushes. You will see 
someone on the 1st floor having a phone conversation. Take out the laser mic, 
and record it.

 Objective complete: Collect intelligence from the Embassy with the laser mic.

 New objective: Trail Kong Feirong to his car and laser mic it to intercept 
his conversation.

 New objective: Do not get seen or raise enemy suspicion at all until the 
conversation has been caught.

A limousine will appear soon after, and Feirong will enter it, then it will 
drive towards the gate. Take our your mic again, and aim at the last window of 
the car.

 Objective complete: Trail Kong Feirong to his car and laser mic it to 
intercept his conversation.

 Objective complete: Do not get seen or raise enemy suspicion at all until the 
conversation has been caught.

 Objective complete: Any alarm sounded will result in mission failure.

 New objective: Rendezvous with Coen for transportation to Mouke Tsoe Bo 
Meats.

Stick to the shadow, and move towards the embassy entrance (with this, I mean 
the actual entrance into the building), then stay hidden by the edge of the 
wall. Watch the movement of both guards closely, and when they both have their 
backs against you, run forward along the doors and towards the wall on the 
other side, then use the pipe to climb over the wall. Talk to Coen for 
extraction.

=================
MISSION COMPLETE!
=================

Mission statistics:

Enemies knocked out ........... 0
Enemies killed ................ 0
Civilians knocked out ......... 0
Alarms triggered .............. 0

-------------------------------------------------------------------------------
> > > Mission 8: Abattoir
-------------------------------------------------------------------------------

-------------------------
> Part 1: Patience is key
-------------------------

 Objective: Access the antenna on the abattoir roof and destroy its 
broadcasting ability.

NOTE: I strongly suggest you grab any medkits you come across during this 
mission. There are a few autoguns in this (and the next) level that you will 
need to bypass, and it's possible you will take some damage from it.

Climb over the fence next to you, and wait for the guards to align so, they all 
move away from the opening. Take this chance, and hide behind the barrels 
diagonally to the right, on the other side. Now wait for another opportunity, 
and move towards the door, and into the room. Grab the medkit, and use the 
computer. Exit the room and move to the right, then wait by the container until 
the talking guard returns into the room.

The area forward, is pretty dark, but full of mines, and there are also two 
guards on platforms above. However they cannot really see you. The thing you 
need to be most aware of here, is the two indestructible reflectors, 
illuminating parts of the courtyard. However, the reflectors are unable to 
illuminate you, if you stick to the shadow of objects in the courtyard, which 
are directly facing the reflectors. Oh... and the mines can only be seen using 
your thermals. If you have trouble following my directions, use the simple map 
below for help.

Go forward, and climb over the concrete blocks to the left, then hide behind a 
small container (A). From here, take the direct path towards the middle of the 
courtyard, and hide behind another, rather large container (B). From here, move 
all the way to the right, until you come to another large container (C, which 
is just below the guardpost). The logical way would be to move forward from 
here, but the area is blocked by two mines, so don't do it. Instead, go 
slightly back to where you came from, and move over the three concrete blocks 
to the other side, then use the large box for cover (D), to hide from the 
light. When it moves away again, quickly climb over the concrete block next to 
you, onto a crate, then down on the other side. The door to the left is FAKE, 
so don't enter it, because it's mined. Instead, go right and walljump into the 
hole up above, then go on until you end up on the roof.

/---------------\
| A		|
|      	B	|
|              D|
|		|
|           C	|
\--   ----------/
  
The trick to this area, is to avoid the blinking light, while also staying away 
from the surface of the roof (but you can use other surfaces to bypass it). 
When the light is off, move on the concrete surface towards the middle of the 
area, so you stand at the edge of the glass surface (if you move further, they 
will see you). When it turns off again, go on and walk on wood to move to the 
right side of the area. Use the line here, to move to the other side, then 
climb over the fence towards the antenna. Switch the box here, to turn it off. 

 Objective complete: Access the antenna on the abattoir roof and destroy its 
broadcasting ability.

 New objective: Locate the captured American soldiers and Chinese dignitaries. 

After the cutscene, RUN forward, up the stairs and past the door, and hide in a 
shadow there. A guard will rush towards the antenna. Use this opportunity to 
quickly enter the opened door (don't let the door close, because you'll have to 
pick the lock...), and move down the stairs. Slow down, and disable the 
wallmine, sneakily placed on the wall to the right of the computer, and also 
grab all explosive stuff from the table (this time around, it might actually 
come in handy). Go up again, and enter the other door. A masked guard will rush 
towards you in a comical way, so quickly hide in a corner by the door, and he 
will bypass you. Go down the stairs, and into the bathroom. 

Climb over the fence, and soft drop down onto the medkit. Take it, hide behind 
the nearby lockers, and shoot once towards the toilets with your gun. The guard 
blocking the doorway will go investigate, so take this opportunity to move into 
the corridor. Go past the double door, to the left and drop down into a 
ventilation shaft. Follow the path here, until you see a grating above you, and 
shoot once or twice, to attract the guards bypassing it. Climb up the pipe, and 
drop down through the hole, then quickly into the freezing room.

For this part, you need to have your thermals switched on all the time. Also, 
the fog doesn't seem to block the enemy vision any, so you are practically 
operating in daylight conditions. Wait for the guard to move into the next 
room, then stalk him, but when he moves to the left, go right instead and hide 
behind a machine here. Wait for him to move back into the previous room, and 
when the other guard isn't looking, hold along the right wall and move forward 
towards another machine. Stand up, stick to the wall, and move to the other 
side of the machine. There will be an autogun right infront of you now. Wait 
for the guard to move reasonably far away, and wait for the turret's gun to 
move away from you, then quickly move into the next, rather small room. 

A guard is standing right in front of the doorway leading to the next area. You 
can use two options here. Either use a distraction camera, and force him to 
move to the right side of the room, or sneak behind him (it is just barely 
possible to do this, without touching him in the process). 

When he is away, move to the left side of the room, go all the way forward, 
using machinery for cover, and towards another doorway. There is another 
autogun hidden right behind it (you can hear it), and you also have a guard to 
the right, and another one in the next room. One of them is barely moving at 
all. Shoot once into the next room, so you force the guard investigate, then 
RUN into it, go right and into the doorway past the hanging meat. You will take 
some damage from the autogun, but as long as the guards don't see you, it's 
okay. I suggest you put some extra effort into grabbing the medkit in this 
room, before going forward. 

At the end of the corridor, you'll bump into another guard right at the 
doorway. Grrr... Anyway, shoot once to the left side of the room, so he goes 
investigate, and use the opportunity to move to the right side, dodging the 
other moving guard. Move along this wall all the way to the other side, using 
freezing machines for cover. Climb over machine and drop into a ventilation 
shaft on the ground. On the other side, shoot both neon lights, grab the 
medkit, and wait for the guard to go investigate. Once he goes up the stairs, 
climb over the fence, make a soft drop, run to the right side, use the switch 
and move into the next area.

-----------------
> Part 2: Stables
-----------------

I kind of expected to see cows in this level, but all I found was a bunch of 
soldiers and autoguns. I won't lie to you, this area can be difficult. Anyway, 
go forward and wait for the guard to bypass you, then quickly move out and to 
the left into another stable, then hide in a dark spot near haystacks. At the 
next opportunity, move forward a bit more, and hide behind the barrels 
containing rifle ammo. Wait for the guard to move into the next corridor (also, 
always look back to where you came, to make sure the guard there isn't 
looking), and also wait for the gun to move away from you, then hide behind the 
small wall, and after that, run forward onto a haystack, by the autoguns 
computer (you will take some damage doing it, but it's the only way). The guard 
will probably go investigate, but the haystack you are sitting on, is pretty 
dark, and thus - safe. 

When he stops looking, disable the turret, wait for him to go back into the 
corridor again, and move left, through the corridor, towards the next doorway. 
You will see two guards conversing, and hear noise from autoguns. Go left, and 
climb up onto a ledge, and move past the web to the other side. Disable both 
autoguns, grab a bottle and toss it to the right side of the corridor. Both 
guards will go investigate, but during that, toss another one into the same 
direction, so they go investigate even further down. Now quickly go forward, 
and roll towards the doorway, so the autogun misses you, then hide in a dark 
hole right in front of you. Be happy, for the hardest part is over now. Just 
move forward into the corridor ahead, and hide in another hole, when you see 
two guards coming towards you. After the conversation, they will go away, and 
the path towards the area with prisoners is clear.

Disable both autoguns in the middle, and disable their IFF as well. Go talk to 
the americans first. I suggest you prepare this room a little, because a pretty 
difficult combat sequence will follow. Set up a wallmine slightly to the left 
side of lockers (the ones, standing by the room with americans), and enable the 
autogun overlooking them. This will blow any enemy trying to rush the 
americans. Now go back towards the entrances into the room, and set up a 
wallmine on low walls to the left and right side - this will soften up the main 
attack. Load up your rifle with shockers, and go talk to the chinese 
dignitaries. 

 Objective complete: Locate the captured American soldiers and Chinese 
dignitaries. 

 New objective: Protect the U.S. soldiers and Chinese dignitaries.

A FCS will start and a few enemies will blindly rush the room, only to be blown 
up by the mines. After a conversation, another three enemies will show up.

 New objective: Kill Grinko.

Unlike others, Grinko will fight defensively, at the room entrances, so you'll 
have to come closer to take a good shot at him. Mission done after you do.

=================
MISSION COMPLETE!
=================
Mission statistics:

Enemies knocked out ........... 0
Enemies killed ................ 0 (FCS)
Civilians knocked out ......... 0
Alarms triggered .............. 0

-------------------------------------------------------------------------------
> > > Mission 9: Chinese Embassy #2
-------------------------------------------------------------------------------

-------------------------------------
> Part 1: Not much to do here, really
-------------------------------------

 Objective: Infiltrate the Embassy via the upper floor.

 Objective: Access Feirong's communications archives from the Embassy's server 
in the basement.

 Objective: Killing Kong Feirong will result in Mission Failure.

Hrm... you don't get lockpicks for this mission. /me *Scratches head*

Turn around, and enter the building via the back door, only to end up in the 
kitchen. When the cook isn't looking, move towards the other door, and wait in 
the shadow there, for the cook to turn his back again, then go left towards the 
microwave oven, and climb up the ladder into a room. Go up again, and hide in a 
shadow by the wooden bridge. A guard is patrolling the building here, but he is 
rather easy to bypass. When you see him going forward into the building, stalk 
him and hide in a corner by the balcony. When he bypasses you, zip towards the 
Embassy, then hold onto the ledge. Shimmy all the way to the left, climb up the 
pipe and drop down through the trapdoor.

-------------------------------------------------
> Part 2: Use your thermals to determine keycodes
-------------------------------------------------

 Objective complete: Infiltrate the Embassy via the upper floor.

Go forward into the closet, and stick to the right wall while standing. Move to 
the other side and climb down the pipe. Stick to the wall some more and you 
will see two soldiers shooting computers, while the other is standing right in 
front of you. Take out your gun, and shoot the neon light on the ceiling, then 
sneak past the guard on the left side, and into the next room. Use the computer 
on the right side.

 Objective complete: Access Feirong's communications archives from the 
Embassy's server in the basement.

 New objective: Detonate their gas tanks to destroy the trucks carrying 
Feirong's nuclear weapons.

When done, shoot the EXIT sign above the door, open it, and shoot both lights 
in it as well, then go up the stairs and turn off the light. Jump once, to 
distract the guard by the door, and move into the dark area to the left, then 
shoot the light on a wall to the right (the one overlooked by the camera). It 
is now dark enough to go forward into another room with sleeping guards. Move 
SLOWLY through it, because there is some broken glass on the ground. One the 
other side of the room, you will overhear a conversation. A colonel will open 
the keypad locked door. As soon as they go through the door, use the keypad, 
and switch to thermals to determine the keycode (blue color is older, yellow is 
newer, and red is newest).

Open the door, but don't rush into the foyer, because you will be cut down by 
the autogun. Instead, look up above the doorway. A ledge can be seen. Climb up, 
and move past the vases to the other side. Drop down on the guard below, to 
knock him out (this is necessary, otherwise he will see you climbing the pipe 
above). Hide his body in a corner and shoot the light above. Climb up again, 
and look at the guard on the right side of the upper floor. He is overlooking 
the stairs in front of him, but sometimes turns around, towards the autogun. 
When he does, climb up, ignore the turret, hang onto the pipe and move to the 
other side of the foyer. Take out your gun and shoot the chandelier at the end 
of the pipe. A colonel will also emerge now, and open the door with a retinal 
scanner, then he will just stand there in front of it. Climb to the end of the 
pipe, make a soft drop, grab the colonel, and open the door. 

This situation can be pretty crappy, because sometimes the colonel just 
magically sees you climbing the pipe (even with his back against you), and if 
you happen to bump into such a situation, the only solution is a gun 
distraction. Knock out the colonel and hide him into some dark spot, then go to 
the opened room, to the left and slide open the window and drop into the next 
level.

---------------------------------------------
> Part 3: Taking out the Nukes... and Feirong
---------------------------------------------

Go right, and overlook the gardens. When the guard patrolling the first bridge 
moves away from you, go under it, and get out of the water on the left side. 
When the guard goes away from you again, move past the second bridge towards 
the fence door. In the next area with a camera and patrolman, shoot the 
reflector and move up the stairs and into the room with some lockers. Grab a 
medkit, and enter the storage room. 

You will see a colonel on the other side, using another keypad. Go under the 
first shelf, climb over the next one, then to the right, up the stairs, and 
open the door (don't do it too fast, or the colonel will see you).
Take all the stuff from the tables, then shoot both lights in the room. The 
colonel will go investigate. Move forward into another storage room, and turn 
off the light switch on the right side of the doorway, below the camera. Follow 
the shadowy path diagonally to the right and hide in a dark spot with some 
bottles on the ground. From here, move to the right and towards the end of the 
room until you are standing below another camera. Shoot it, then move forward 
into a well lit spot, climb up the boxes onto the catwalk above, then go 
forward until a cutscene plays out. Take out the rifle and shoot into a gas 
tank of the truck below.

 Objective complete: Detonate their gas tanks to destroy the trucks carrying 
Feirong's nuclear weapons.

 New objective: Access Feirong's computer to transmit the data back to fort 
Meade.

 New objective: Feirong's death before the computer has been unlocked will 
result in mission failure.

What's the point of the last objective? They already told you not to kill 
Feirong. Okay, whatever. Move forward, down the stairs, and use the trap door 
to drop into the corridor below. Stalk the guard all the way to the other side 
of the corridor, then hide in a dark corner on the right side. You will 
overhear a conversation, and a colonel will start running left, then towards 
the end of the corridor. He will open a keypad locked door and go up with the 
elevator. Do the same, and once the lift comes up, run to the other side of the 
corridor, open the door, then to the right and open another door. This is 
actually the same area you started in. After the cutscene with Feirong, run 
towards his seat, and grab him (he turns around very slowly). Have him use the 
computer, and after he is done, he will pass out from alcohol overdose 
(psychology of war, you know).

 Objective complete: Access Feirong's computer to transmit the data back to 
Fort Meade.

 Objective complete: Killing Kong Feirong will result in Mission Failure.

 Objective complete: Feirong's death before the computer has been unlocked 
will result in mission failure.

 New objective: Meet Coen for Osprey extraction at the helicopter pad by the 
garden.

Stuff will blow up, and the big door will open magically. RUN to the right, 
through the door into the next room. From here, move forward, then to the right 
side and down the stairs. Slide open the window and run towards Osprey for 
extraction.

=================
MISSION COMPLETE!
=================

Mission statistics:

Enemies knocked out ........... 2
Enemies killed ................ 0
Civilians knocked out ......... 0
Alarms triggered .............. 0

-------------------------------------------------------------------------------
> > > Mission 10: Presidential Palace
-------------------------------------------------------------------------------

-------------------------------
> Part 1: Dogs in the Courtyard
-------------------------------

 Objective: Recover the Ark Interrogation File, the record of an interrogation 
conducted by Georgian agents representing current Georgian President Cristavi. 
The file details a interrogation of one of Nikoladze's high-ranking 
mercenaries, possibly revealing the identity of "The Ark."

This first part has no enemies, but is tricky nevertheless. Go forward, and 
walljump up to the wall, then drop down three times. To hold onto the pipe, you 
need to walljump again. Once up, use the ledges to shimmy to the other side. 
From here, RUN, and jump over the abyss, then over another one. You will bump 
into a wall, so drop down to the right side, and hold onto the edge. Shimmy to 
the other side of it, then climb up the pipe onto the palace courtyard. 

Here, you need to be careful of the sniper up on the tower (he will shoot at 
you, if you get illuminated too much), and two dogs, which are actually the 
biggest annoyance in this area. As soon as you climb up, drop down again, and 
hold onto the edge, then shimmy to the right side. Shoot both streetlights on 
the right side of the courtyard, near the fence, to make a shadowy path. When 
the guards move to the other (left) side of the courtyard, RUN forward, towards 
the path in the bushes, then left, and follow the sound towards a fountain. A 
guard is overlooking it, with his back towards you. Grab him, and move with him 
to a dark corner on the right side, then knock him out and take the satchel 
(keycode). Jump into the fountain, and pray to the Splinter Cell Gods, that the 
guard, following the dog, won't find the body. When they stop investigating, 
turn your attention to the fenced door. Once the guard on the other side of the 
fence patrols to the right side, open the door and run to the left side towards 
the door, slide open the air duct, and drop into the basement. 

Take a disposable pick, medkit, and go up the stairs into the gallery. RUN to 
the other side and use a disposable pick on the double door, then grab another 
one from the table :). Three guards will enter the gallery and patrol it, but 
they really shouldn't be a problem. Anyway, go back to the gallery, to the left 
and jump over the laser, then stick close to the pillar and circle it towards 
the double door. 

Through here, go towards the end of the corridor, jump onto the stove, and hold 
onto the ledge. Shimmy to the left side (to avoid lasers on the stairs), then 
climb over the railing. As you enter the next room, use the corner on the right 
side for cover. When the guard on your level goes to the right side, stalk him 
and hide under the stairway, and when he goes away, go forward a bit more and 
jump onto the table right in front of the stairs going up. When the guard above 
starts moving towards the door on the left side, stalk him and knock him out. 
The satchel has the keycode. Before you enter the door, use the optic cable to 
make sure the coast is clear, then open door, and hide the body near the stove 
by the door. 

When the two guards start moving up the corridor, stalk them and enter the 
opening on the left side, with a camera on the ceiling. Shoot the light, and 
quickly pick the lock into the next room. Crouch-move over the first stack of 
lasers, and jump over the one at the end. A guard will enter the room from the 
other side, but won't actually switch the lights on immediately. QUICKLY, go to 
the right side of the room, climb over the bench and use the computer, then 
move past the lasers back into the corridor you came from.

 Objective complete: Recover the Ark Interrogation File, the record of an 
interrogation conducted by Georgian agents representing current Georgian 
President Cristavi. The file details a interrogation of one of Nikoladze's 
high-ranking mercenaries, possibly revealing the identity of "The Ark."

 New objective: Use Nikoladze's retina to unlock the safe inside the vault in 
the library.

 New objective: Retrieve the Ark from the safe inside a vault in the library.

 New objective: The death of Nikoladze before retrieval of the Ark will result 
in mission failure.

Go towards the double door at the end of the corridor, and wait in the shadows 
nearby, because a guard will come out of them. Once the coast is clear, go to 
the right side of the next room, and bypass the camera, then open the double 
door and go into the next level. 

--------------------------
> Part 2: Lots of fighting
--------------------------

Like the title says, at one moment you are sneaking, but at another you are 
killing things. Very disturbing. Go forward, past the double door, and hide in 
a shadow by the pillar. Three guards are in this room, two of them patrolling 
around the elevator. When both guards circle to the left side of the lift, go 
right and hide in a shadow by the double door. The static guard is standing 
here, but he is facing the door, not the lift, which makes the situation much 
easier. When the guards circle the elevator with their backs against you, open 
it, go in and push the down button. Prepare your rifle now, because a FCS will 
follow! 

Switch to thermals, exit the lift to the right side, and shoot the first 
soldier hidden behind the bookcase. Turn to the right side, and you will see 
another soldier running up the stairs to the level above. Take him out as well, 
then look down and shoot two other guards by the bookcases. Hide the bodies and 
heal up to the max, then follow the path down into the basement. Grab 
Nikoladze, and use him on the retinal safe.

 Objective complete: Use Nikoladze's retina to unlock the safe inside the 
vault in the library.

 Objective complete: Retrieve the Ark from the safe inside a vault in the 
library.

As soon as you open the safe, a bunch of night vision soldiers will rush into 
the basement. After the conversation, two of them will leave with Nikoladze, 
but the others will remain and will initiate a countdown to kill you. However, 
before they finish, the whole place will blackout for a brief moment. Switch to 
thermals, and take out the guard closest to you with a shocker, then roll to 
the right side and hide behind the pillar and two boxes. Kill the two guards as 
they approach, then use a gas grenade on the one behind the pillar. Snipe the 
one standing at the doorway, and go up into the library again, then enter the 
garden through a double door on the left side.

 Objective complete: The death of Nikoladze before retrieval of the Ark will 
result in mission failure.

 New objective: Kill Kombayn Nikoladze.

Go forward into the garden, and hold to the right side of the fountain, using 
the hedge for cover. Once on the other side, climb the pipe all the way up, and 
wait for the guards to go away from you, then climb onto the balcony. A 
cutscene will show Nikoladze sitting onto a chair by the window. Kill him from 
here.

 Objective complete: Kill Kombayn Nikoladze.

 New objective: Rendezvous with the Osprey for extraction.

A soldier will rush onto the balcony from the nearby door. Use that door, go 
down the stairs, to the left and hide inside the kitchen somewhere, because 
guards will sweep the area, looking for you (a good spot to hide in, is in the 
storage area to the left of the fire extinguisher, because it's just narrow 
enough to allow a splitjump maneuver).
 
Eventually, a guard will report all clear for the kitchen, and they will move 
out. Go back to the stairs, but there is a guard overlooking the dining hall 
now. Jump once, to make a distraction, then run to the other side, towards the 
double door. Next to the door are two cupboards. Climb up onto them, and shoot 
the light below you (3 shots needed). Once the guard stops investigating, jump 
onto the railing of the balcony, climb up, open the double door, and RUN down 
the stairs towards the double door. Congratulations, you have just finished a 
great game!

=================
MISSION COMPLETE!
=================

Mission statistics:

Enemies knocked out ........... 2
Enemies killed ................ 0 (FCS)
Civilians knocked out ......... 0
Alarms triggered .............. 0

===============================================================================
> > > > Section 4: CONTACT INFORMATION
===============================================================================

My e-mail address is: izidorsuc39@yahoo.com

READ BELOW BEFORE YOU SEND ME AN E-MAIL!

Please note I'm a rather busy person, so I will only have time to respond to a 
limited number of mails. I can only help you with the PC/XBOX version of the 
game, but not other console ports, so please don't ask! I don't know! I also 
won't respond to any questions regarding technical issues, bugs, glitches, etc. 
Refer these to Ubisoft's tech support.

Don't use vague subjects when you send me a mail. It will be redirected into 
the spam box and I won't read it. Sorry.

I will only read your text in the mail, so don't bother sending me links to 
other guides, forums, etc. Only mails in English will be accepted.

Quality feedback is welcome, and might end up in one of the next versions of 
the guide. I will, of course, give credit where the credit is due. If you have 
read this section and still want to send me an e-mail, remove all numbers from 
the e-mail address I posted above. Only that way will it fall into my mailbox.

===============================================================================
> > > > Section 5: LEGAL INFORMATION
===============================================================================

Copyright 2007 Izidor Suc a.k.a. MasterLeo

This guide is for personal use only, and no parts of it may be sold, copied or 
otherwise reproduced.

This guide may only be published on websites that have my written permission. 
The latest version of the guide will always be posted on 
http://www.gamefaqs.com/.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

If you have any questions and want to send me an e-mail, read the section above 
for contact information.