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Splinter Cell: Double Agent Demo FAQ
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PC Version

Version 1.0

This is a guide for the singleplayer demo of Splinter Cell: Double Agent.
This is NOT a guide for the full version.

You can contact me via e-mail at dinosniper(at)hotmail(dot)com.

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Legal Information
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This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.





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The Walkthrough
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Part 1
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After the jump you'll be greeted with a save, move quickly and jump off the
little platform you were standing on. Move to the ice block on your right
next to the edge of the water, fall off and grab the ledge. Shimmy all the
way to your right 'till you get to the point where the ice sticks out.
Wait for the conversation between the guards to end, and when the guard
in the yellow coat turns around facing the other way, pull yourself up.
Move to your equipment and pick it up, you should have plenty of time
before the guards return. After you're done jump into the water behind you.

Swim along the way until you arrive under the ice. You should see a
weak, transparent point in the ice, swim under it and you'll get the option
to drag the guard under. Do so, and you'll be presented with another save.
Use the jump key to climb onto the surface. Move to the large ice block
in front of you and peek around the corner. through the nearest window
in the big shack you should see a guard, wait for him to move away and move
forward to a small hole in the ice, jump in and swim under the shack to
another weak point in the ice. Wait until you get the option to drag the
guard under again and surface. Turn off the generator right next to the
hole and quicly return to the hole in the ice and dive. Wait underwater
until the guard comes to the generator, and the moment he turns around,
surface, and use the option to drag him under and break his neck.

By now, another guard should come over to investigate, give him the same
treatment as his friend and clib out again. Head for the computer next to
the fire and hack it to detonate the explosives. Run to the explosion
and dive into the water for another save.

Part 2
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You start out on a zodiac heading to the tanker's deck. Hide behind
the stacked boxes at your starting point and wait for the conversation
to end. Jump onto the railing in front of you and climb up.
A guard will now be walking away from you. Go up the stairs and wait for him
to return and walk up the stairs also. Once he does that, quickly jump off
the railing so you're on the catwalk below again. Head forward and notice the
tower to your front. There is a guard standing right under the catwalk you are
walking on so be careful. Put of the light round the corner so the guard
will investigate the area to your left, once he does so, jump of the railing
and to the tower. There should be a rope for you to climb. Once up, use the
zip line to slide to another area. Shimmy accros the pipe and around the
corner, and down another pipe. You should see another tower with a zip line.
That is your next destination. Time your movements and dash to the ladder
leading to the top, it also helps to OCP the light on the tower.
Climb up, and use et another zip line. Shimmy to the pipe and climb it up
to the top. See the railing next to you? Jump up it but do not climb over yet.
Wait for the guard to come and throw him over it when the action appears.
Climb over and to the antenna, hack it and contact Lambert. Once that objective
is done, disable the communications. Turn around. Head to the smoking funnels
you see to the right. Rappel down, and to the ventilation system, and the
game will prompt you to throw the Fentynal gas. Jump up the ledge and through
the crawlspace.

Climb down the pipe and onto the catwalk, avoiding the guard.
Head over to the moving container and to your right, around some sort of
tank. Cut the material under the stairs and through the container, picking
up the SC20K ammo if you like. OCP the nearest spotlight and go up the
stairs. Wait for the guard to walk away and head for another staircase
in front of you. Go right and down through the hatch into the ship.
Go through the door and notice the technician. Quickly run to the left and
disable the control panel at the end to cut off the lights.
Go to the middle of the room and climb down the ladder when the guard
has passed you. Head over where he was standing and go through the door.
You'll hear two guards talking, wait for them to walk away and continue
moving forward, past the silo type object. Look to your right, see that
fenced machine? Climb up it and onto the catwalks above. Now go through the
door down the slope, you'll see a cutscene of the captain lighting a flair.

That'll be the end of the demo, they probably found it funny to cap it off
right before the last objective.

Maybe I'll be back with a guide for the full version, once I get my copy,
so stay put!

Copyright 2006 Laurens Fokkinga a.k.a Nano