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    FAQ/Walkthrough by x_Sam_Fisher_x

    Version: 1.1 | Updated: 12/15/06 | Search Guide | Bookmark Guide

    Tom Clancyís Splinter Cell FAQ/Walkthrough
    Console: PS2
    Genre: Real-time strategy (RTS)
    By: Joey Burns, aka x_Sam_Fisher_x
    Email: spark4242@yahoo.com
    
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    Table of Contents
    I.	Introduction
    II.	Basics
    1.	About Stealth Action
    2.	The SC-20K
    3.	Gadgets
    4.	Field Items
    III.	How to Use this Walkthrough
    IV.	Walkthrough
    1.	Police Station
    2.	Defense Ministry
    3.	Oil Refinery
    4.	CIA Headquarters
    5.	Kalinatek
    6.	Nuclear Power Plant
    7.	Chinese Embassy
    8.	Abattoir
    9.	Chinese Embassy Part II
    10.	 Presidential Palace
    V.	FAQs
    VI.	Legal/Closing
    
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    I.	Introduction
    
    Thank you for choosing this guide. This is one of my first 
    guides, so, well, you know. Iím sorta, well, ummÖ a n00b. There I 
    said it. Anyway, I decided to write a walkthrough for this game 
    because I felt like it. Yeah. Cool. Okay. If you find anything 
    wrong with it, or you have questions or comments, or you want to 
    contribute something, feel free to email me at the address listed 
    above. Please be nice!
    Since this is a relatively new guide, there isnít really a lot of 
    stuff on it, especially in the FAQ section. So if you have any 
    questions that you wouldnít mind having answered in that section, 
    please email me. I will be more than happy to answer your 
    question on this guide with your name, or I could leave you 
    anonymous. In fact, your question doesnít even have to be 
    answered here. I could just email the answer to you privately.
    Use the manual to learn the basic controls. I will give you the 
    controls for all the equipment that you can use here, but you 
    should play through the training mission and read the manual 
    thoroughly to familiarize yourself with the basic stuff.
    
    *SUPER-IMPORTANT NOTE! READ HERE NOW! I COMMAND YOU! RIGHT HERE! 
    READ IT!*
    This guide is not spoiler-free.
    *THANK YOU FOR YOUR TIME!*
    
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    II.	Basics
    
    1.	About Stealth Action
    This game is sort of a mix of strategy and shooting, dubbed 
    stealth action. Considering the covert nature of Samís job, you 
    need to complete missions while remaining unnoticed. There are a 
    few basic things to keep in mind. Darkness is your friend, first 
    of all. People cannot see you when you are covered in darkness. 
    Next, your gun should be a last resort. Running through the areas 
    shooting everything and everyone will often trigger alarms, as 
    this reveals your presence. So take it slow and be careful. Use 
    discretion and leave no trace.
    
    
    1.	The SC-20K
    This next list describes the SC-20K and its versatile projectiles 
    that can be fired from the launcher.
    *	The SC-20K
    Uses Ė This weapon is obtained during the CIA Headquarters 
    mission. It is the best choice when it comes to assault. It 
    has a scope to zoom in on distant enemies, and you can fire 
    projectiles from the launcher.
    How to use Ė Select the SC-20K from the quick menu. Then 
    choose a projectile from the quick menu. Press R2 to equip the 
    SC-20K. Use R1 to fire bullets, and press L1 to launch the 
    selected projectile. Use the right thumbstick to aim the 
    reticule. Click the right thumbstick to enter sniper mode. 
    While in sniper mode, use the right thumbstick to look around 
    and R1 to fire bullets as normal. You canít use the launcher 
    in sniper mode. Hold L1 to hold your breath to steady your 
    aim. Click the right thumbstick again to go back to normal 
    view. Click the left thumbstick to toggle the rate of fire. 
    Press L2 to reload. Press R2 again to put it away.
    *	Ring Airfoil Projectile
    Uses - This is a helpful little tool when you need to create 
    some breathing room. When shot at the head of an enemy, the 
    enemy will be knocked out. When shot anywhere else at the 
    body, the enemy will be temporarily stunned. This allows you 
    to run around and grab the enemy from behind.
    How to use Ė Select the ring airfoil round for the SC-20K in 
    the quick menu. Equip the SC-20K with R2 and press L1 to 
    launch it.
    *	Sticky Shocker
    Uses Ė This is one of the best projectiles for the launcher. 
    When shot anywhere at an enemy, it produces a shock that will 
    instantly knock out the target. When shot into water, it will 
    shock anyone standing in the water nearby.
    How to use - Select the sticky shocker for the SC-20K in the 
    quick menu. Equip the SC-20K with R2 and press L1 to launch 
    it.
    *	Sticky Camera
    Uses - This is a useful tool when you need to distract guards 
    to sneak by an area. When shot at the head of an enemy, it 
    will knock them out, but shooting it anywhere else will cause 
    no harm. Usually you will shoot it at a wall. After it sticks 
    to a surface, you will be able to view the area from the 
    camera. Just be sure that youíre hiding in a dark spot while 
    monitoring the camera.
    How to use - Select the sticky camera for the SC-20K in the 
    quick menu. Equip the SC-20K with R2 and press L1 to launch 
    it. Note that you cannot switch viewing modes from the sticky 
    camera (no night vision or thermal vision). Press up on the D-
    pad to zoom in, and press down on the D-pad to zoom out. Press 
    triangle to exit.
    *	Diversion Camera
    Uses - This is a souped-up version of the Sticky Camera. It 
    operates the same way, but you can shoot gas out of it that 
    will knock out guards. To use it effectively, attract guards 
    with the noise, and when they are looking at it, gas them.
    How to use - Select the diversion camera for the SC-20K in the 
    quick menu. Equip the SC-20K with R2 and press L1 to launch 
    it. Note that you cannot switch viewing modes from the 
    diversion camera view (no night vision or thermal vision). 
    Press circle to use the noisemaker and press square to release 
    the gas. Press triangle to exit.
    *	Smoke Grenade
    Uses - This is helpful when you need to take out a group of 
    enemies that are in a tight space. When shot, it will roll 
    around a little. After a little while, it will release the 
    gas, knocking out any guards in its radius. Note that it will 
    start to deplete your health if you get within its area of 
    effect.
    How to use - Select the smoke grenade for the SC-20K in the 
    quick menu. Equip the SC-20K with R2 and press L1 to launch 
    it.
    
    
    2.	Gadgets
           These are various items that Sam can carry.
    *	Pistol
    Uses - This is not nearly as powerful as the SC-20K, but it 
    can be useful in several ways. It is silenced, so you can 
    shoot guards in the head with it without being noticed by 
    anyone else. It is also more precise, allowing you to shoot 
    out lights easier. You should always use this to shoot lights 
    and cameras, unless you are shooting from a long distance and 
    you need the sniper mode of the SC-20K. Save the SC-20K ammo 
    for killing people.
    How to use Ė Select the pistol from the quick menu. Press R2 
    to equip it and press R1 to fire. Use the right thumbstick to 
    aim the reticule. Press L2 to reload. Press R2 again to 
    holster it.
    *	Lock Pick
    Uses - These are lock picks, duh. Use them to unlock locked 
    doors.
    How to use Ė If you come to a locked door, the interaction 
    window will pop up. One of the choices will be to pick the 
    lock. Choose it to enter lock-picking mode. Slowly rotate the 
    left thumbstick until the controller vibrates. Keep the 
    thumbstick in that position and wiggle it ever-so-slightly to 
    release a pin. Keep rotating it and releasing pins until the 
    lock is picked. Some have as little as two pins, while some 
    have up to six pins.
    *	Disposable Pick
    Uses - This lock pick immediately shatters the lock on the 
    door, so you can use this when you need to get through a 
    locked door in a hurry.
    How to use Ė Select the disposable pick from the quick menu. 
    Go up to the locked door and press R1 to shatter the lock.
    *	Laser Microphone
    Uses - This picks up vibrations on surfaces caused by talking. 
    Use it to hear conversations from a distance.
    How to use Ė Select the laser mic from the quick menu. Press 
    R2 to equip it. Use the right thumbstick to aim it. Aim it at 
    your target. When it starts to pick up a conversation the 
    square in the center will turn red. Press R2 again to put it 
    away.
    *	Optic Cable
    Uses - This is a wire that you can slip under a door, allowing 
    you to see what is on the other side of the door. It is very 
    helpful when you want to see what is on the other side of a 
    door before barging in.
    How to use Ė When you come to a door, the interaction window 
    will pop up. One of the choices will be to use the optic 
    cable. Select it to enter the optic cable mode. Use the right 
    thumbstick to pan side to side. You can also switch to night 
    and thermal vision modes by pressing left and right on the D-
    pad respectively. Press R1 to exit.
    *	Camera Jammer
    Uses Ė When aimed at a camera, the camera jammer disables it. 
    It is incredibly useful when you have to get by an armored 
    camera as well as armored lights.
    How to use Ė Select the camera jammer from the quick menu. 
    Press R2 to equip it. Use the right thumbstick to aim the 
    reticule. Aim it at the camera and hold down R1. As long as 
    you keep it aimed at the camera, it will not be able to do 
    anything. When the bar runs out, however, the jammer is out of 
    energy and the camera will activate once again. The bar has to 
    recharge before you can use it again. Press R2 to put it away.
    *	Binoculars
    Uses Ė Use these to zoom in to distant areas. It is helpful 
    when you need to scope out an area that you know you will have 
    to get to when it is far away.
    How to use Ė Click the right thumbstick with no weapon 
    equipped to enter the binocular mode. Press up on the D-pad to 
    zoom in, and press down on the D-pad to zoom out. Use the 
    right thumbstick to look around. You can also go into night 
    and thermal vision modes while in binocular mode by pressing 
    left and right on the D-pad respectively. Click the right 
    thumbstick again to exit.
    *	Night Vision Goggles
    Uses - This allows you to see well in the dark. It turns the 
    area into a gray image, so you can see through darkness.
    How to use Ė Press left on the D-pad. Press it again to turn 
    it off.
    *	Thermal Vision Goggles
    Uses - This picks up heat and displays it in colors. Vivid 
    colors, such as blue, indicate low areas of heat. Intense 
    colors, such as orange and red, indicate higher heat levels. 
    This is useful in many situations. It can detect heat from 
    land mines, it allows you to see guards when you canít even 
    see them with night vision, and it makes the screen look cool 
    ;).
    How to use Ė Press right on the D-pad. Press it again to turn 
    it off.
    *Note: You cannot use thermal vision until the CIA 
    Headquarters mission.
    
    
    3.	Field Items
           You will find these items scattered throughout your missions.
    *	Medical Kits
    Uses - You can pick these up and store them in Samís backpack. 
    When used, about 20% of your health gets restored.
    How to use Ė Simply select it from the quick menu.
    *	Ammo
    Uses Ė Well, itís quite obvious, frankly.
    How to use Ė When you near a box of ammo, the interaction 
    window pops up. Choose the ammo from the interaction window to 
    pick it up. It is then added to your gun.
    *	Emergency Flare
    Uses - This is a standard road flare. Throw it to distract 
    guards, and draw the attention of a heat-sensing turret gun 
    away from you. Nothing much more.
    How to use Ė Select the flare from the quick menu. Press R2 to 
    equip it. Use the right thumbstick to aim the reticule and 
    press R1 to throw it. Press R2 again to put it away if you 
    havenít already thrown it.
    *	Chemical Flare
    Uses Ė Since this emits heat, its best use is a distraction 
    for turrets, just like the standard flare.
    How to use - Select the flare from the quick menu. Press R2 to 
    equip it. Use the right thumbstick to aim the reticule and 
    press R1 to throw it. Press R2 again to put it away if you 
    havenít already thrown it.
    *	Frag Grenade
    Uses - This is useful when you need to kill several guards in 
    a closed space. Keep in mind that unlike the smoke grenade, 
    this actually kills guards.
    How to use Ė Select the grenade from the quick menu. Press R2 
    to equip it and use the right thumbstick to aim the reticule. 
    Press R1 to throw it. Press R2 again to put it away if you 
    havenít already thrown it.
    *	Wall Mine
    Uses - Oh boy. This is a motion sensing mine that will 
    detonate upon sensing motion. It will usually kill you 
    instantly. It can also kill guards if they are in its blast 
    radius, or if they move past it too quickly. To get rid of it, 
    you need to either bypass it at extremely low speed, or you 
    need to disable it. Or you could snipe the light on it from a 
    distance. 
    How to use - To disable it, approach it very slowly. When you 
    are near the mine, the interaction window pops up and allows 
    you to disable the mine. DO NOT press the X button to disable 
    the mine unless the blinking light is green. As soon as it is 
    green, press the X button to disable it. It is then added to 
    your inventory. To set a wall mine from your inventory, select 
    it from the quick menu. Go up to a wall and press R1 to set 
    it. Snipe the light from a distance to blow it up. You need to 
    shoot the light on the mine to blow it up. Hitting it anywhere 
    else will do nothing.
    
    
    
    The following items can only be used by Sam to a certain 
    degree. Some cannot be interacted with at all, but only by 
    NPCs (non-player characters). None of these things can be 
    added to Samís inventory, but most of them can be interacted 
    with.
    
    
    
    *	Cans and Bottles
    Uses - You will find various aluminum cans and glass bottles 
    scattered throughout your missions. These can be used as 
    distractions. Throw them somewhere to make the guards nearby 
    go over to that general area.
    How to use Ė When you near a can or bottle, the interaction 
    window pops up. Select the ďobjectĒ interaction to pick it up. 
    Sam is now holding the thing. Press R2 to equip it. Use the 
    right thumbstick to aim the reticule and press R1 to throw it. 
    Press R2 again to exit the aiming mode if you havenít yet 
    thrown it. Press R1 to drop it while you do not have it 
    equipped. Note that if Sam has to do something with his hands, 
    such as climbing or equipping other items, he will drop the 
    thing.
    *	Cameras
    Uses - These menaces monitor areas. If they see you or a dead 
    or unconscious body, it will sound an alarm.
    How to use Ė You canít really use these like you can use other 
    things. Some of them you can just shoot to disable it, but 
    others come in a bulletproof casing. You will need to shoot 
    out lights or use your camera jammer to get past the armored 
    ones.
    *	Alarm Panels
    Uses - If somebody notices you, the first thing they will do 
    is run over to a nearby alarm panel and pull it. This will 
    sound an alarm. If there is no alarm panel nearby, they will 
    call someone on a radio and tell them to pull an alarm. 
    Obviously, you wonít be able to pull these, but you need to 
    get rid of anyone who sees you before an alarm is sounded.
    How to use Ė You canít really use these. Just eliminate 
    enemies before they reach the panel and pull it.
    *	Turret Gun
    Uses - You will find these heat and motion sensing hell-spawns 
    throughout your later missions. These things will shoot at you 
    if you are in front of them. Since they detect heat and 
    motion, you can throw flares near them to distract them while 
    you slip by.
    How to use Ė If you can get behind a turret, go up to the 
    keyboard. The interaction window will pop up. Choose the 
    ďinteract with turretĒ option. You can now choose to 
    deactivate it entirely, or you can disable the IFF system. 
    This makes the turret shoot at Sam as well as guards.
    *	Computers
    Uses - Using certain computers will net you data sticks. Often 
    you will need to access a computer to complete an objective in 
    the mission. The mission-critical computers have a red screen.
    How to use Ė When you go up to the computer, the interaction 
    window pops up. Choose to use the computer to use it. Any info 
    gained from the computer will be displayed on the OPSAT.
    *	Keypad Lock
    Uses - Some doors you come upon can only be unlocked with the 
    correct keypad code. Keypad codes are found usually from data 
    sticks from computers.
    How to use Ė When you near a keypad, the interaction window 
    will pop up. Choose to use the keypad. Use the left thumbstick 
    to move around the digits. Press X to select a digit. Once the 
    correct code has been inputted, the door unlocks.
    *Note: In the Chinese Embassy, Part II mission, you canít rely 
    on data sticks for keypad codes. Instead, you need to use 
    thermal vision to see the last digits pressed. The last four 
    digits pressed will be hotter because body heat from fingers 
    was transferred.
    *	Retinal Scanner
    Uses - Other doors can only be unlocked when the right set of 
    eyes is put to the scanner. Whenever there is one of these, 
    there is someone who can open it.
    How to use Ė Sam can use these, but he is never authorized for 
    it. What you need to do is put the right set of eyes to the 
    scanner. Grab them from behind, drag them to the scanner, and 
    choose the ďuse retinal scannerĒ option from the interaction 
    window to make your captive use it.
    *	Metal Detectors
    Uses - You wonít find too many of these, but they are still 
    something to watch out for. If Sam passes through one, an 
    alarm will sound and several guards will come to kill. There 
    is always a way to get past these without actually going 
    through them. To be specific, these only appear in the CIA and 
    Kalinatek missions.
    How to use Ė You canít really use these at all. Pass through 
    them to sound an alarm.
    
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    III.	How to Use this Walkthrough
    
    This guide is broken up by each level, duh. At the beginning of 
    the level is an overview, an original briefing (it is in my own 
    words), and a difficulty rating out of 10. The rest of the guide 
    for the level is broken up mainly by each room (if it is a small 
    room, it is broken up by groups of rooms) and your current 
    objectives. I will notify where checkpoints and savepoints are 
    located.
    So ummÖ yeah. Have fun, or, whatever, okay go.
    !!!!!!!!!NOTE!!!!!!!!!
    I WONíT TELL YOU TO HIDE THE BODIES of fallen foes. YOU MUST 
    REMEMBER to hide the bodies! You try to write a guide while 
    reminding the reader to hide the corpses every time a foe is 
    downed.
    ALSO!!! This guide is not spoiler-free.
     
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    IV.	Walkthrough
    
    Note: You see here that I am going straight to the Police Station 
    mission, skipping over the training. Lazy? Yes, but that is not 
    the reason why I skipped training. You need to be able to 
    comfortably go through training to become familiarized with the 
    controls and movements and such. Figure it out on your own, and 
    if you have to try a certain part for over two hours, try for 
    another hour, and if you still have no success, contact me. Once 
    you are comfortable with training, you begin the first real 
    mission.
    Also, in case you didnít read any of the other sections here, I 
    WONíT TELL YOU TO HIDE THE BODIES of fallen foes. YOU MUST 
    REMEMBER to hide the bodies! You try to write a guide while 
    reminding the reader to hide the corpses every time a foe is 
    downed.
    ALSO!!! This guide is not spoiler-free.
    Okay, thatís all. Game on!
    
    
    1.	Police Station
    Briefing: Agents Blaustein and Madison were killed for getting 
    too close to information that Kombayn Nikoladze, the current 
    president of Georgia, wanted to keep confidential. Recover 
    details on this information.
    Overview: This is your first real mission. Thereís nothing thatís 
    too difficult. Youíll need to remember that killing civilians 
    will end the mission, and you will have to stay off the streets 
    for the first part of the mission. You are allowed a total of 
    three alarms, so be sure to hide your bodies.
    Difficulty: 4/10
    
    ~OBJECTIVE 1.1: Rendezvous with local NSA informant Thomas 
    Gurgenidze for information on Blausteinís area of operation.~
    Letís get it started. Go across this area and up the stairs. Look 
    up to find a suspended ladder. Jump up and climb it. On this 
    roof, there is a trap door. Climb down. Squeeze yourself through 
    the passage and climb up the pole at the end to emerge in front 
    of a flaming building. Apparently, that is where youíll need to 
    go. You can get by a zipline above you.
    Once you are on the porch of the building, go through the door in 
    front of you and take an immediate left to find another door. Go 
    through it. Keep in mind that stepping into fire will catch you 
    on fire, which will deplete your health. Go through this room and 
    out the other door. Go down the stairwell and into the room with 
    a flaming pit. Traverse over it on the pipeline above you. Cut 
    through the next room and take a right to find a stairwell. Go up 
    it. Find the door on your left and open it. Grimsdottir will tell 
    you that the contact is in this room. Crouch down and go right 
    around the table to find him on your left. He is crushed 
    underneath an air vent. Talk to him.
    ~OBJECTIVE 1.2: Find the black box hidden in Blausteinís 
    apartment.~
    A door behind you will lead to a room consisting with a broken 
    pipeline. Go through the next door and shoot out the skylights. 
    Wait until the room clears out and proceed through.
    *Savepoint*
    Head through the next door to emerge on a balcony. Go to the end 
    of it and jump to a pipeline. Bring your legs up and climb across 
    to the other side. Drop down and go over to the courtyard-like 
    area. You will find a Russian guy talking. There is another guy 
    in the apartment. You need to get rid of them both. Go about this 
    by sneaking along the fence in the planter box and going up the 
    stairs behind the first guy. Grab him and take out your gun while 
    still holding him. Shoot out a light to alert the guy in the 
    apartment. Kill him when he comes out, and then knock out the guy 
    you are holding. 
    Enter the apartment. Make your way through the rooms. Pick up the 
    medical kit before the last room. In it, there is a painting of a 
    field and trees. Go over to it and slide it open to reveal a 
    computer. Use it to obtain a data stick.
    ~OBJECTIVE 1.3: Find Gurgenidzeís dead drop in Morevi Square to 
    figure out how to get into the Police Precinct.~
    Go to the door in the back of the room and enter the keypad code 
    found on your OPSAT (itís 091772). Exit the apartment and slide 
    to the roof across from you on the zipline. Go through the 
    threshold and through the hallway to reach an elevator shaft. 
    Jump out to the pole and slide down it. Open the trap door.
    *Savepoint*
    You will get a massage, er, a message that you can now use the 
    streets. How convenient. Pick the lock on the door and slowly go 
    down the stairs so as not to alert the coppers confronting the 
    drunken civilian. As they talk, sneak behind them in the shadows. 
    Descend the stairs behind them partially and jump and grab the 
    railing. Shimmy to the right all the way. Climb up and continue 
    down the path. See, you didnít even have to look at them! Well, I 
    guess you did, but they didnít ever see you. Head on down the 
    path and up the stairs. Go through the twisty path and into the 
    courtyard.
    All the way across the courtyard is a gate that you need to get 
    through. So head to the right of it to find a patch of plants. In 
    the corner is a small, red-lit entrance to a secluded room 
    containing some ammo and medical kits. Also there is a computer. 
    Use it to open the gate. Upon heading out, you will find that a 
    guard has entered through the gate. You can shoot him, but it is 
    safer to sneak in through the gate while he is not looking your 
    way.
    *Checkpoint*
    Quickly go through the threshold at the end of this passage and 
    take an immediate right. A civilian will walk towards you. When 
    he turns around, knock him out. Then sneak past the first patch 
    of light. When the cop walks away, go to where he is patrolling 
    and hide in darkness. Knock him out when he turns around.
    Round the corner and put your back to the wall and peek around 
    the next corner. A policeman will walk away. When he is out of 
    your sight, round the corner and look ahead. This is a closed 
    passage. Wait until he is at the end. Jump to the top of it and 
    walk to the end. The policeman is right below you. Drop off on 
    top of him to knock him out. Donít try to shoot him because I 
    have found the leaves to be bulletproof.
    Go to the end of this path. There is a garbage can. Jump on top 
    of it and wall jump to the ledge above you. Pull yourself up and 
    drop down on the other side.
    *Savepoint*
    ~OBJECTIVE 1.4: Locate Agent Blaustein in the Police Precinct.~
    Go down the stairs and open the door. Sneak out behind the guard 
    to a part where solid walls surround you. Now is the fun part. Do 
    a split jump. When the guard walks under you, drop down on top of 
    him to knock him out.
    Proceed along the corridor and put your back to the wall on the 
    right after the stairs and peek around the corner. You will see a 
    guard exit a room. Let him go; weíll take care of him later. Head 
    into the sliding door on your left and turn out the light. Use 
    the computer for a data stick. Go back out and hide with your 
    back to the wall. Knock out the guard when he comes over. Then go 
    around the corner and enter the door on the left.
    In this room is a civilian that can be seriously aggravating. 
    Enter the room and wait behind the file cabinets. Observe his 
    pattern of movement. When he pauses, sneak up and grab him. 
    Interrogate him and knock him out. At the back of this room is 
    another sliding door. Go through it and you will find yourself in 
    the morgue. There is a camera here; shoot it. Go up to the bodies 
    on the stretchers to find Madison and Blaustein. Before leaving, 
    pick up the medical kit from a stretcher in here.
    ~OBJECTIVE 1.5: Access the Police Precinctís security system.~
    Go back out to the corridor and open the door at the end.
    *Savepoint*
    Head up the stairs and open the door. This is a lobby with a 
    civilian and a guard. As they converse, shoot the cop from the 
    window. Then knock out the civilian when he takes cover in a 
    corner. Go into the front desk office and grab the medical kit. 
    Use the computer for a data stick if you wish. Turn out the light 
    and hide the bodies in here. Head across this room, go through 
    the door, and head up the stairs.
    *Checkpoint*
    There are three guards standing between you and the end of this 
    mission. Two of them are in this room. They are spread apart, so 
    you can take them out individually without your gun. The first is 
    next to you, working at a table. Sneak up to him, grab him, and 
    knock him out. Although he makes plenty of noise, the other will 
    not notice. The second guard is at the other side of the room. 
    Sneak up on him, grab him, and knock him out. Now to access the 
    security tapes. The door you want is near the corner of this 
    room, but you can explore in the other door too (the one near the 
    stairs). It is a dark room, good for hiding bodies. There is a 
    computer with a data stick.
    Now head to the other door and open it. Sneak through the room 
    and round the corner. You will find a guard that you can knock 
    out. Use the computer with the red screen.
    ~OBJECTIVE 1.6: Rendezvous with Junior Wilkes in front of the 
    Police Precinct for extraction.~
    You are now home free. Go back down the stairs to the lobby. Open 
    the double doors to end the first real mission.
    MISSION COMPLETE
    *Savepoint*
    
    
    2.	Defense Ministry
    Briefing: Blausteinís and Madisonís subdermals were located in 
    the possession of a man named Vyacheslav Grinko, a mercenary 
    working for Nikoladze. Vyacheslav Grinko and Philip Masse, a 
    computer technician also working for Nikoladze, are at the 
    Georgian Defense Ministry, preparing to meet with each other. 
    They are planning on discussing this information that Blaustein 
    and Madison were killed for getting too close to. Discover 
    Nikoladzeís secret.
    Overview: This mission has some hard parts linked by some fairly 
    easy parts. You will always need to be aware of your 
    surroundings, and youíve got to know what you are doing. For the 
    first half of the mission, you will not be allowed to trigger any 
    alarms, so be extra careful.
    Difficulty: 6/10
    
    ~OBJECTIVE 2.1: Infiltrate the East Wing of the Ministry.~
    You will start out on the roof of the Ministry. Find the chimney 
    and choose to rappel off of it. You will touch down on a light. 
    Climb into the office through the window and hide yourself in the 
    shadow of the corner in front of you. 
    ~OBJECTIVE 2.2: Discover Vyacheslav Grinkoís whereabouts by 
    interrogating his driver.~
    From here you can see a camera and a patrolling guard. Shoot out 
    the camera. This will draw the guardís attention. When he is 
    close enough, knock him out. Use the computer for a data stick, 
    and then go through the door. 
    Use your optic cable on the next door. When the guard starts 
    walking away, open the door and sneak out along the right side. 
    When you reach a part jutting out of the wall, wait for the guard 
    to come down and go back again, and then sneak over to the door 
    on the left wall.
    You are in a stairwell with cameras in every other level, 
    excluding the top and bottom levels. Go up two flights of stairs 
    to get a medical kit. Then go back down. From your starting 
    point, go down one flight of stairs. Before descending all the 
    way down the next flight, pause to shoot out the camera. Proceed 
    the rest of the way down, and continue down yet another flight 
    after that. Once again, pause before descending all the way down 
    on this next flight to shoot out the camera. Those are all the 
    cameras here. Go the rest of the way down the stairs.
    *Checkpoint*
    You are now in the basement of the ministry. There are no guards 
    about, but there are a couple of cameras, so stay in the shadows 
    along the perimeter of the basement. You will pass by a couple of 
    cars. The first one is of no importance, but the second one is 
    Grinkoís. That means that his driver is right there. Sneak up 
    slowly behind him as he answers the call of nature and grab him. 
    After interrogating him, knock him out.
    ~OBJECTIVE 2.3: Infiltrate the South Wing of the Ministry.~
    There is now a guard up at the beginning of the garage. Sneak 
    your way back there in the shadows. Go behind him, grab him, and 
    knock him out. Go back up the stairs and out the door you came 
    in. There is now only one guard in here. Sneak up behind him and 
    you know the rest. Hide the body and enter the door on the other 
    wall, further up the corridor. There is a camera right above you, 
    so this is an advantageous position to shoot it out from. After 
    that, hop on top of the desk and climb into the vent.
    *Savepoint*
    ~OBJECTIVE 2.4: Deactivate the courtyard security laser grid.~
    Proceed through the vent and drop down at the end. Go through 
    this room and wait at the threshold. Watch as a guard enters the 
    kitchen. Wait until he leaves, then sneak up on the chef and grab 
    him and knock him out. Drop him off in the freezer and turn out 
    the light in there. Go through the door and sneak up on the guard 
    on the left. Grab him and knock him out. From where the guard 
    was, take a right. Proceed slowly down the stairs at the end.
    This is the lobby, and there are two guards doing that guarding 
    thing. You need to inconspicuously eliminate them both. There is 
    one guard standing still, and one is pacing back and forth. Go 
    down the left flight of stairs, and when the pacing guard pauses, 
    sneak up behind him, grab him, and knock him out. To get in the 
    right position to grab him, hug the right side of the stairs and 
    watch you invisibility meter. When it is still in the first 
    section, wait. Try to start to go behind him when he is still 
    walking, but you are out of his line of vision. Sneak up on the 
    immobile guard now, grab him, and knock him out. The best hiding 
    place for these guys is on the upper flight above you. Go back 
    down and use the red-screened computer.
    ~OBJECTIVE 2.5: Laser-mic the Grinko and Masse conversation in 
    the glass elevator leading to Nikoladzeís office.~
    Immediately hide in the shadows under the stairs, and wait for 
    the colonel. He will sit down in the chair. Sneak up on him and 
    grab him, but DONíT knock him out yet. Take him over to the 
    retinal scanner and make him use it. Knock him out and hide him 
    with the other guards. Enter the door. 
    *Checkpoint*
    Go along the back wall here, staying in the shadows. Shoot out 
    the camera and enter the door. Here you see Grinko and Masse 
    enter the elevator on the left corner of the courtyard. Laser-mic 
    the conversation, following the elevator all the way to the top. 
    Afterwards, move to the left-hand corner next to you.
    ~OBJECTIVE 2.6: Infiltrate the North Wing of the Georgian Defense 
    Ministry.~
    Now you need to move quickly. While Lambertís speaking, dash 
    along the perimeter of the courtyard. Grab the medical kit on the 
    wall and move quickly past the light. Find the fence with vines 
    going up in it. Jump to it and climb up. As you do this, several 
    guards come into the courtyard. Some of the guards may have seen 
    you, but as long as you move quickly, you should be fine.
    *Savepoint*
    ~OBJECTIVE 2.7: Access Nikoladzeís personal computer in his 
    office.~
    Here you will see an elevator descending. Run to the nearby door 
    to hide. Use your optic cable underneath the door. You will see a 
    couple of guards enter the room. You can get past them without 
    shooting anything. Wait until they are facing away from you, then 
    go out the door and take a left into the elevator. Choose to go 
    up. While you are going up, ready a disposable pick. When the 
    doors open, go to your left and use the disposable pick on the 
    door. Hurry in and use the computer for a data stick. Jump onto 
    the table and climb up into the vent. Crawl through and drop down 
    the next opening.
    Hurry into the shadows at the back of this part of the hall and 
    shoot out the camera on the wall across from you. A guard might 
    get curious, but hold your position in the shadows and he will 
    overlook you. Once the excitement dies down, go to the door on 
    the left side of this part of the hallway. Grab a medical kit and 
    climb up the ladder. Open the trap door and you will find 
    yourself on the roof of the ministry again.
    Find a chimney and rappel down. As you rappel, DONíT press 
    triangle to kick off the wall because you will kick through the 
    glass before you want to. You will come to the window of 
    Nikoladzeís office. A guard is facing away from you, sitting at 
    the computer you need to access. Shoot him right in the head as 
    you are rappelling. It is imperative that you shoot him in the 
    head. When you shoot him, you will break through the glass. 
    Collect a frag grenade from his satchel. Use the red-screened 
    computer and Lambert will instruct you to access it again. 
    ~OBJECTIVE 2.8: Complete the data transfer from Nikoladzeís 
    computer.~
    But several soldiers will come into the office to look for you. 
    To hide from them, drop out the window and hang onto the ledge. 
    Wait until every guard has left, and then climb up to use the 
    computer again.
    ~OBJECTIVE 2.9: Rendezvous with Junior Wilkes in the basement 
    parking garage for extraction.~
    You might as well be home free. Donít stop for anything unless 
    youíre picking up, oh, sayÖ medical kits. Go out the door to find 
    yourself in this hallway again. 
    *Checkpoint*
    Go to the door and to the next door on the left side. Go down the 
    stairs and Ė hey! Ė pick up a medical kit. From here on out, no 
    stopping, no looking back. Go out the door and run forward. Jump 
    to the pole in the elevator shaft and slide down. Jump off and 
    run to Wilkes in the parking garage. Talk to him.
    MISSION COMPLETE
    *Savepoint*
    
    
    3.	Oil Refinery
    Briefing: Data from his computer reveals that Nikoladze has 
    covertly gone to war with Georgiaís oil-rich neighbor, 
    Azerbaijan. NATO forces have pushed most of the Georgian cells 
    from Azerbaijan, but there is a mercenary technician on an oil 
    rig in the Caspian Sea trading information with the Georgian 
    Presidential Palace. Discover the information that is being 
    traded.
    Overview: This mission is quick and easy. You actually donít need 
    to hide the bodies in this mission, but this is no habit that you 
    should fall into. Just watch out for flames.
    Difficulty: 3/10
    *Note: The reason for not having to hide bodies in this mission 
    is simply because the refinery is under attack by NATO forces. 
    Other guards will think that they just got blown up by NATO.
    
    ~OBJECTIVE 3.1: Infiltrate the oil refinery by the main 
    pipeline.~
    After you are given your briefing, climb up the ladder near you. 
    Walk along the set of pipes and go along the larger pipe. When 
    you arrive at the obstruction in your way, jump up to the pipe 
    above you, bring your legs up, and climb over. Keep going and you 
    will get to another obstruction. Jump out to the bar on your 
    right and shimmy along. Round the corner. Crouch down and go 
    under this obstruction.
    *Checkpoint*
    Take a right onto the side platform and jump up to the zipline. 
    BOOM! When you get down to the lower platform, crouch down under 
    the pipeline and go to the other side. There is a pole that you 
    can climb up. It is kind of hard to see it without night vision. 
    Climb up and jump down to the pipeline. Go down into the hole and 
    make your way blindly forward. Just keep going.
    *Savepoint*
    ~OBJECTIVE 3.2: Trail the mercenary technician.~
    Go to the red-lit fan and climb up the ladder. Open the trap door 
    and climb out. You will see the technician you need to trail. Go 
    around the trap door and find the ladder to the right. Not so 
    much a ladder as a pole with rungs. Anyway, climb up and drop 
    down to the track. Go on the path to the left and hop onto the 
    box. Jump up from there to reach a horizontal beam. Climb across, 
    lifting up your legs when necessary. When you get to the end, a 
    guard will be on the track below you. Inch out so you are above 
    the track. Drop down on top of the guard when he is below you to 
    knock him out. Go up the stairs at the end of this track.
    *Savepoint*
    Roll over to the shadows before you. When the technician and his 
    escorts leave, kill the guard in front of the flames. Pick up a 
    medical kit from his satchel. Round the corner to the left and 
    continue down the path, being careful not to be detected by the 
    technician and his escorts. Wait around the corner when they go 
    into a room. Shoot the guard around the corner. Go to the right 
    of the doorway and put your back to the wall. Wait for the 
    technician and his escorts to pass.
    ~OBJECTIVE 3.3: Retrieve the laptop from the mercenary 
    technicianís briefcase.~
    Donít go behind the technician and the escort. Just go past the 
    doorway and follow the path.
    *Checkpoint*
    Glass will be shot out before you. Climb onto the box and jump to 
    the horizontal beam. Bring your legs up to go through the window. 
    Drop down and grab the medical kit. The guard will not notice you 
    as he is busy going bonkers with his gun. Just donít get into his 
    line of fire or sight. Follow the technician up the stairs. Wait 
    at the top of the stairs. Shoot the guard in the face. There is 
    another guard on a walkway above you, but he is facing away from 
    you. Go across the large area and round the corners on the 
    thinner path.
    Follow the technician down the stairs. Open the fence door. There 
    is a soldier running around here, but he never looks in your 
    direction. Just go to the door on the left, open it, grab the 
    medical kit, and go through the next door. Hang a sharp left and 
    knock out the technician. Grab his briefcase to finish this quick 
    mission.
    MISSION COMPLETE
    *Savepoint*
    
    
    4.	CIA Headquarters
    Briefing: Nikoladze has gone into hiding and launched a series of 
    technological attacks on the US. Intel from the oil rig reveals a 
    mole in the CIA that could be how Nikoladze was able to launch 
    such devastating information-based attacks. Track down the mole.
    Overview: This mission is pretty tough. No lethal force is 
    allowed, and you donít even have a weapon for the first section 
    of the mission. Also, the savepoints are few and far between, so 
    ensure that you have plenty of patience and time to repeat parts 
    over again if you fail. You should do well if you know what you 
    are doing.
    Difficulty: 8/10
    
    ~OBJECTIVE 4.1: Retrieve the SC-20K from the storage room behind 
    the battery generator backup.~
    Yes, this is the first mission in which we will be using the SC-
    20K. Check out the SC-20K section in this guide to find out more. 
    We need to get it from the storage room. Also in this mission, 
    you can use thermal vision for the first time. This will 
    certainly come in handy for some of the later missions. Anyway, 
    letís get started, shall we?
    You start out in a hallway of the CIA Headquarters. Get familiar 
    with the hallways, as you will be in the halls for a good portion 
    of the mission. There is a long stretch of darkness followed by 
    patches of light. After going down the hall a bit, a civilian 
    will walk from one door and into another. Grab him from behind as 
    he enters the second door and knock him out. Turn out the lights 
    and hide him in this room. Go back outside and wait with your 
    back to the wall. A guard will walk past you. Grab him from 
    behind and knock him out. Go to the other door and use the 
    computer for a data stick.
    Now you can choose to get some extra equipment if youíre willing 
    to be stealthy. If you donít want extra stuff, skip to the next 
    paragraph. It really is pretty easy. Take a left at the 
    intersection and continue into a sliding door. Wait behind the 
    desks. You will see a guard in this room talking to a guard in 
    another room through a window. Wait until the guard in the window 
    leaves, and sneak slowly to the door in the back right side of 
    this room so as not to alert the guard. Pick the lock on the door 
    and grab a medical kit and a couple of sticky shockers. Sneak 
    back out to the hallway. You should also use the computer in here 
    for a data stick.
    Go back down the hall. Go close to the wall underneath the 
    windows to avoid being detected by the guard in the room. Now, 
    wait in a shadow. You will see a guard enter a keypad-locked 
    room. Wait for him to exit, and then go for the keypad. Enter 
    7687 and sneak in. There is another guard in here. Turn off the 
    lights to alert him, and when he faces away from you, sneak up 
    and knock him out. You need to do this before he turns on the 
    lights again. Continue into the next room and grab the medical 
    kit from the wall. Use the computer for a data stick and use the 
    next keypad. Enter 110598 and head on through.
    *Checkpoint*
    This is the backup battery generator room. There are a couple of 
    technicians in here. If you totally alert them, they will pull an 
    alarm and a guard will come to kill you. So, you need to take out 
    each civilian individually. Start by drawing the attention of the 
    first one. Sneak down the stairs, crouching, and when you get to 
    the bottom, wait. The technician will catch a glimpse of you if 
    you are far enough into the light. However, he will not reveal 
    your presence. When you hear the intense music pick up, run back 
    up the stairs. Wait for the technician to come up and then knock 
    him out. Go back down the stairs. Go around the next shelf. 
    Observe the pattern of the next technicianís movement. Sneak up 
    behind him when he is most vulnerable. Knock him around a bit. 
    This takes care of this room.
    Go down the corridor and go around the corner. Donít worry, there 
    are no more guards. Head up the stairs. You will hear the 
    menacing sound that you should know quite well by now: a camera. 
    However, it has a sharp downward angle, and will not see you. 
    Head the rest of the way up the stairs and go to the shelf on the 
    left. Here, you find the lovely, ever so awesome, devastatingly 
    great, super incredible, amazingly sexy SC-20K. Pick it up as 
    well as an airfoil round, a sticky shocker, and a sticky camera. 
    Use your new weapon to shoot out the camera, and then proceed to 
    the door. Enter 2977 in the keypad and head on through.
    *Savepoint*
    ~OBJECTIVE 4.2: Access the CIA central server to identify and 
    locate the information leak.~
    You are back in the halls. Go down until you see a guard standing 
    in some light. Wait until he walks away, and then move past the 
    light. Wait right next to the wall in the shadow for him to come 
    back. He orders a soda from the vending machine. Sneak up, and, 
    wellÖ you know the rest. Keep going down the halls. You will get 
    a message from Lambert. There is a room on your right that you 
    need to get through. There is a guard and a civilian. The guard 
    eventually will go back and forth between the doorway. When he 
    does that, sneak up on him. Donít grab him; just knock him out, 
    and donít do this before you see the civilian go into a cubicle. 
    Then, stand up and run for the civilian. He is trying to get to 
    an alarm panel. Get him before he reaches it and pulls it. Pick 
    up his satchel. You now have the code to the server room. Hide 
    the bodies and get a data stick from a computer. Go to the room 
    across from this one.
    *Checkpoint*
    There are two keypad-locked doors. The one on the left leads 
    immediately to the central server, but it could get perilous. The 
    one on the right leads to a different room that eventually leads 
    to the Server room. The one on the right is the stealthier way to 
    go, so go ahead and enter 2019 on the keypad. Find the flight of 
    stairs on the right. Wait for the dude here to pass, then sneak 
    up on him and knock him out. Open the only door in this room. 
    Head to the corner to the far right (looking into the room). 
    Shoot out the camera. Now you can access the computer in here to 
    complete an objective.
    ~OBJECTIVE 4.3: Tap Doughertyís computer to trace the 
    intelligence leak to the Georgians.~
    Hop onto the lockers and grab onto the walkway that goes around 
    this room. Go to the left until you can pull yourself up. Keep 
    going around the walkway and open the keypad-locked door (2019). 
    This place should look familiar. Go back out into the hall and go 
    to the left. You will bypass a bathroom with a guard in it. 
    Things will be easier if you just knock him out. When he turns 
    his back, run up and hit him. Observe the Sobe vending machine. 
    Yay, Sobe! Grab the aluminum can from the water fountain next to 
    the bathroom and continue down the hall.
    *Checkpoint*
    You will come to a window-like opening with a guard watching 
    through. You are too tall to bypass it, even when crouching. 
    Also, there are metal detectors in front of you that will alert 
    guards if you try to go through. You need to get rid of the guard 
    in the window to proceed around the detectors. To do this, throw 
    the can into the room he is in. Be sure that you stay in the 
    shadows right next to the room. He will get curious, and he will 
    eventually pass through the metal detectors with gun drawn. He 
    will pause before you and then turn around. This is your chance 
    to run up and strike a mighty blow. Pick up his satchel with a 
    medical kit. Climb into the room he was in. Go through the room 
    and into the hallway. Proceed through and open the door on the 
    far side.
    This room consists of two armored cameras, various obstructions, 
    and a guard in the hall beyond. The lights cannot be dealt with, 
    so this could get hairy. Fortunately itís just a matter of 
    timing. Wait for the first camera to look away. Note that you 
    cannot see the other camera yet. Run along the left wall and wait 
    in the shadows in the far-left corner. The other camera shouldnít 
    see you if you go for a crouch-run all the way. There is a guard 
    that will come out of the hall and patrol around for a little. 
    Wait for him to go back into his hall. Head into the hall behind 
    him. When you are out of sight of the camera(s), knock him out. 
    Proceed down the hall and pause in the middle of the staircase. 
    You will find another armored camera. The light in this room can 
    actually be shot out. Do so and go to the keypad. Enter 110700 
    and head through.
    *Checkpoint*
    There is a dude in a room on the wall on your left. He is busy 
    chatting on the phone. It is difficult to sneak up on him. Do so 
    if you can, but it is easier to shoot him with an airfoil round 
    or sticky shocker. Once he is downed, turn off the light in this 
    room. Wait in here and listen for a keypad code being entered. A 
    guard comes through the door you exited. Rush up to him when he 
    least expects it and knock him around. Now you can proceed to the 
    next door. In it, there are two flares on a table, as well as a 
    computer you can use for a data stick. Head over to the turret, 
    pick up another flare, and deactivate it. See the Field Items 
    section for more information on turret guns. Pick the lock on the 
    door behind the turret and enter. Open the elevator and choose to 
    go up. Exit.
    *Savepoint*
    Go to the next door and open it. There are two guards in here 
    listening to a speech from Kombayn Nikoladze. Wait in the shadows 
    and one of the guards will eventually leave. Go around behind the 
    desk. Follow around and go through the opening on the left. Knock 
    out the technician. Then sneak up on the guard at the computer 
    and take care of him. Around this time the other guard will come 
    back in. Make sure that you wait for him in the shadows. Strike a 
    mighty blow to his capital unit. Go back to the narrow 
    intersection and proceed.
    In the next room, pick up a couple of data sticks from the 
    computers and two sticky cameras. In this room, you will see 
    Dougherty leave his office. Enter and donít turn out the light, 
    or else he will come back. Access the computer. Wait for Lambert 
    to chime back in.
    ~OBJECTIVE 4.4: Kidnap Mitchell Dougherty.~
    Thatís right. Time to bag Dougherty. Go back out of the office 
    and head down the hall.
    *Checkpoint*
    Head down and open the door on the left. You donít have to open 
    the door on the left, but it is necessary if you want to avoid a 
    guard sitting with an armored camera. This takes you to an 
    auditorium. Move especially carefully so as not to alert the many 
    people here. Head up the left aisle and cut across through the 
    center aisle. Hop onto the walkway. Knock out the guard here. Go 
    through the door the guard was at.
    Put your back to the wall to the left as you exit the auditorium. 
    Peek around the corner and watch as a guard enters a bathroom. 
    You may also see Dougherty exit and go down the hall, if you are 
    quick. Go to the other wall and hug the wall, proceeding down the 
    hall. If you move quickly enough, you might end up right behind 
    Dougherty. If so, it is no problem. Pass under the window looking 
    into a room with a guard in it. Just keep going, and eventually 
    you will reach some double doors with a red light over it. It is 
    keypad locked, so unless you are awesome enough to slip through 
    the door right behind Dougherty, youíll need the keypad code. Go 
    into the office nearby (512) and use the computer inside. You now 
    have the code. Go out to the double doors and enter 0614. 
    *Checkpoint*
    Proceed through. Turn to the right and observe the door with the 
    blue sign over it that designates it as the smoking area.  When 
    you enter, Dougherty will be right there. Sneak up and grab him.
    *Savepoint*
    ~OBJECTIVE 4.5: Take Mitchell Dougherty to the rendezvous point 
    near the document disposal loading dock.~
    When the game loads again, you will be in the smoking area with 
    Dougherty knocked out before you. Pick him up and carry him out 
    the sliding door to the corner on the far right. Wait in the 
    shadows and watch for a guard. When he comes up to you and turns 
    around, knock him out. Pick up Dougherty and carry him down the 
    catwalk. Leave him out here and open the door.
    *Checkpoint*
    ~OBJECTIVE 4.6: Incapacitate the CIA security officer speaking 
    with Wilkes and Baxter.~
    Snipe the camera in the left corner (looking down the stairs) and 
    proceed slowly down. Enter this next area and go to the last 
    aisle along the left wall. Jump up to the top of one of these 
    cabinets and wait for the guard to pass under you. Jump on top of 
    him to knock him out. Go out the door and proceed down the 
    stairs. Find the elevator platform and go down. Stay at the top-
    left corner of the platform, where it is darkest at the bottom. 
    There is a guard that comes up from the garage on the left. When 
    he is close enough, shoot him with whatever you have on hand to 
    incapacitate him.
    Youíre almost on the home stretch. Proceed towards the left and 
    descend into the parking garage. Continue through and go extra 
    slow past the glass. By now you can see Wilkes, Baxter, and the 
    guard. Sneak up behind the guard and knock him out. All you need 
    to do now is get Dougherty and return him here. But before you do 
    so, if you really want to avoid an alarm, which really doesnít 
    matter at this point, youíll have to hide that guardís body, even 
    though Wilkes and Baxter were right there. Anyway, grab Dougherty 
    and bring him back here.
    MISSION COMPLETE
    *Savepoint*
    
    
    5.	Kalinatek
    Briefing: The Georgians are using sophisticated digital 
    encryption to cover up foreign activities in the Kalinatek 
    building. A technician named Ivan is in Kalinatek. Data from the 
    CIA reveals that he has an encryption key that could help reveal 
    the location of Nikoladze. Recover this encryption key.
    Overview: This mission is a welcome break from the intense action 
    back at the CIA Headquarters. Up until the end, the whole thing 
    is pretty easy. At the end, you have hordes of Russians to deal 
    with, so conserve some ammo. You are going to be using a lot of 
    lethal force in this one. Also, you wonít have to hide your 
    bodies in this mission, but once again, this is no habit that you 
    should fall into.
    Difficulty: 5/10
    *Note: The reason why you donít have to hide your dropped bodies 
    (and you can use lethal force) is because even though Kalinatek 
    is in America, the guards you are dealing with are Russian. They 
    assume that American Kalinatek guards came and killed Russians. 
    Or somethiní like that. I guess.
    
    ~OBJECTIVE 5.1: Infiltrate Kalinatek.~
    You start this mission in a parking garage. Run down the garage, 
    past a white van, and hide in the shadows next to a white car. 
    Wait for a guard to walk up and pause next to you. Sneak up and 
    grab him, and quickly press R2 while still holding him to take 
    out the pistol. Turn around and watch for another guard. Shoot 
    him quickly. Knock out the one you are holding. Continue through 
    the door and ascend the stairs to the top. Open the door.
    Take out your gun and aim towards the van. Put up your sniper 
    view. Look at the three guards and aim for one of them. Try to 
    shoot him in his head. If you donít itís not much of a problem. 
    Once the guards are alerted, retreat into the corner. Let the 
    door shut and wait for the first guard to come looking. When he 
    comes in, shoot him right in the head. Let the door shut again. 
    Wait for the next guard to come in. This takes a long time. But 
    when he does, shoot him right in the head again. Now, the last 
    guard probably wonít come in, so peek around the corner. Watch as 
    the final guard retreats. Now you can safely snipe him. Proceed 
    through the garage and find a door on the right. Pick the lock 
    and climb onto the shelf. Jump out to the box on the crane. Jump 
    up to the horizontal beam and climb along.
    *Savepoint*
    When the game loads again you zip down a zipline. Land on the 
    platform. Go out to the edge of this platform and jump out to the 
    top of the wall in front of you. Climb up and rappel down from 
    the chimney. Bypass the window with the Russians and the 
    programmer. When you are close to the bottom, jump off. Watch the 
    guard under the glass you are on. When he walks right under you, 
    jump through the glass and fall right on top of him to knock him 
    out. Pick up his satchel for a data stick with a keypad code. 
    Enter the sliding double doors.
    ~OBJECTIVE 5.2: Access Kalinatekís fire emergency system to open 
    the fire doors surrounding Ivan.~
    You canít get past the metal detector inconspicuously (big word), 
    so you need to go to the door on your right and enter 97531. 
    Proceed through and enter the next door. Run around a bit and a 
    guard will get curious. He comes in and turns on a light. Back 
    into a dark corner, and when the guard comes around, shoot him 
    right in the face. Proceed to the next door. And go to yet 
    another door. Pick the lock and enter.
    *Checkpoint*
    Head on through to the next room. Pick up the two sticky shockers 
    from the table. Use the optic cable on the next door. Watch the 
    guard on the right. When he starts to walk away, go through the 
    door and into the part of hall that he is patrolling. When he 
    comes back, shoot him in the face. Proceed to pick up the data 
    stick from the guardís satchel. Read it to find out about the 
    wall mine. Disable it as described in that data stick and in the 
    Field Items section of this guide.
    Now continue down the hall and around the corner. There is a 
    guard as vulnerable as a paralyzed rodent lying on a kitchen 
    counter caught in a mousetrap at gunpoint. Kill him with a pistol 
    shot to the head. Before you proceed, check out the room to the 
    right of the elevator and pick up a medical kit. Then enter the 
    elevator.
    *Savepoint*
    So far so good. Exit the elevator and creep to the right. Sneak 
    up on the guard at the vending machine and knock him out. Turn 
    off the light switch and put your back to the wall around the 
    corner. The music gets intense because a guard is shooting 
    computers in the other room. Donít worry, though, he isnít aiming 
    at you. He eventually finds that his friend has been knocked out, 
    so he comes out here. Peek around the corner and take out your 
    gun. Shoot him as soon as he comes into view.
    Proceed down the hall and stop when you get to the glass panel. 
    Watch down the hallway. A guard appears. Snipe him right in the 
    face. Another guard gets curious and comes over for a look. Drop 
    him the same way. Note that if you wait too long, one of them 
    will set a wall mine.
    Proceed past the dropped bodies and into a door. In here are the 
    programmers surrounded by wall mines. Disable each one carefully 
    and talk to the programmers. Time for some intense action. Go 
    towards where you entered the room and go left. Exit the door 
    here.
    *Checkpoint*
    ~OBJECTIVE 5.3: Disarm the bomb planted in the archives room.~
    Standing in the way of the archives room are flames, wall mines, 
    and a really long lock to pick. Fortunately, we will be shooting 
    mines from a distance, and we will be using our trusty disposable 
    picks. Are you ready? Letís do this.
    Run down the hall and enter 33575 into the keypad. Hurry through. 
    Pick up the medical kit along the way here. Shoot out the ominous 
    (big word) wall mine from a distance. It is the one blocking the 
    doorway to the next area. Proceed through the next room, and when 
    you get to the doorway to the next area, shoot out the wall mine 
    from a distance. Head down the hall and into the actual archives 
    room. Use a disposable pick on the lock and head through. Climb 
    over the file cabinets and disarm the bomb. You can also pick up 
    a sticky shocker. Head back out over the file cabinets.
    *Checkpoint*
    ~OBJECTIVE 5.4: Restore power to the fire door circuit by 
    accessing the fuse box behind the auditorium.~
    Head back out to the hallway and go left. Watch as a guard enters 
    and stands still for a moment. Shoot him in his head. Then go 
    into the auditorium and do the same for the other guard. Go down 
    the stairs and proceed along the right wall. Round the corner 
    behind the stage and jump and hang off of the ledge. A cutscene 
    ensues, and a couple of guards are sent up to the auditorium. 
    Pull yourself back up.
    The first guard stops on the right side, where you came right 
    past. When he pauses and turns around, sneak up on him and grab 
    him and knock him in his head. The other guard is facing the 
    other way, so you need to sneak through the seats. Then you can 
    grab him from behind. Give him the thrashing of a lifetime. Now 
    go down to the basement.
    When you get to the corner, put your back to the front of the 
    box. Peek around and shoot the crouching guard right in his face. 
    Now you can round the corner and pick up some extra equipment. 
    Then you can switch on the fuse box.
    *Checkpoint*
    Head back out to the auditorium to find that a new guard has 
    entered. He patrols around the whole auditorium, so snipe him 
    when he is most vulnerable. Pick up his satchel for a data stick 
    with a keypad code. Head back out of the auditorium the same way 
    you came in. Enter 1250 in the keypad and head on through.
    *Savepoint*
    Okay, youíre doing well. Head to the right of this next room and 
    load an airfoil round into the SC-20K. Watch for a guard to come 
    down the steps. Hit him with the airfoil. If you didnít hit him 
    in the head, you have to either fire another one or run up and 
    knock him out manually. Proceed quietly up the stairs and use 
    your optic cable on the next door. A guard is directly to the 
    right of the door. Open the door and immediately retreat into the 
    shadows. Shoot him in the head. Another guard will come down the 
    halls, so hold your position and drop the second one the same way 
    you did the first.
    Continue down the halls and pass the infirmary for now. Wait in 
    the shadows in the back of the hall. Hit the guard that comes 
    down the hall with whatever you want. I might suggest a sticky 
    shocker. Either way, a second guard will come around to check out 
    the situation, so drop him however you like, too. Now you can 
    check out the infirmary. Talk to the injured programmer and pick 
    up the medical kit. Head back out and enter the server room. 
    Access the red-screened computer to open the fire doors. Head 
    through and go up the stairs.
    *Checkpoint*
    ~OBJECTIVE 5.5: Find Ivan before the Russian Mafiosos kill him.~
    Youíre almost there now. Shoot out the light above the door and 
    use the optic cable under the door. Wait until the two guards are 
    looking away before entering. When you do enter, snipe the first 
    guard in the face, and do the same with the second guard when he 
    comes. Proceed around the corner and open the door. A guard comes 
    to confront Ivan. In the bathroom, hop into the air duct and take 
    a left. Shoot the guard before he kills Ivan.
    ~OBJECTIVE 5.6: Take Ivanís encryption key. Leave Ivan behind for 
    the FBI.~
    Drop down and talk to Ivan. After the conversation, head out of 
    the bathroom and onto the elevator. Take it to the top floor.
    *Savepoint*
    ~OBJECTIVE 5.7: Rendezvous with the Osprey for extraction.~
    Time for extraction. It isnít going to be that easy at all, 
    however. The rest of the mission was fairly easy up until now. 
    Take a moment to mentally prepare yourself. Keep in mind that 
    most of the time all you need to do to get a great jump start on 
    the enemy is to snipe them right in the head. Got it? All good? 
    Okay, go.
    Exit the elevator and sneak over across the area. Hide in the 
    shadows and look to the left. There are three guards. The first 
    two are near each other. Snipe each one in the head, staying in 
    the shadows, and then use thermal vision to locate and snipe the 
    other. Go over and retrieve a satchel. Head into the next room. 
    Locate the crates and climb onto them. Hop over to the ladder and 
    climb down. Grab the medical kit.
    Crouch-run to the next area and hide behind the low table. One 
    guard will come over in your direction. If you try to sneak up on 
    him, the other one will see you, so the best thing to do would be 
    to snipe him in the head when he pauses. You only have this 
    chance when he first comes over. Killing this guard will alert 
    the other and he will run over. Take him down before he notices 
    you. Around the corner in this same room is some ammo for both 
    weapons. Head through the door the guards came through.
    *Checkpoint*
    In this next area you need to locate a small pipe on a wall. Next 
    to it is a gap. Put your back to the wall and squeeze through. In 
    the room beyond the narrow gap is a doorway that leads to another 
    area with three guards. You can easily snipe them from the 
    shadows in this room. Use thermal vision to locate and snipe them 
    all in the head one by one. Now you can head up the ladder and 
    grab the medical kit and frag grenades. Head through the next 
    door.
    *Checkpoint*
    Head up the stairs and open the door. There is another trio of 
    guards in here. One of them will come right up to you. Take him 
    down quickly with a sticky shocker. Another guard is in a window 
    across the room. He will through grenades at you if you are in 
    his line of plain sight. Snipe him while hiding behind the 
    pillar. The final guard is behind some crates at the other end of 
    the room. He occasionally comes out to shoot. Snipe him in the 
    head when he comes out. Good job! Head to the stairs across the 
    room. Head up and to the left. Drop into the open vent.
    *Savepoint*
    Sneak through the vent. Drop out silently and sneak up on the 
    guard at the end. Grab him and knock him out. Go to the next door 
    and use your optic cable. Enter safely when you can. Here you can 
    easily see one guard at the end of the hall. Snipe him to alert 
    two other guards. Use your frag grenade to take them down. 
    Proceed. You will find some more ammo in the area on the right. 
    Once you have what you need, go back to the hall.
    You see a bathroom with an ominous (big word) wall mine. It is 
    not totally necessary to disable it, but do so if you wish. Go 
    back to the hall and proceed to the next area. In here is a guard 
    and another wall mine. Hide behind the crates and snipe the guard 
    in the head. To have some extra fun, snipe the light on the wall 
    mine when the guard is near it. Proceed to the next area. Grab 
    the medical kit and more ammo. Go to the next area.
    *Checkpoint*
    Youíre almost there now. Go into the big open area and head to 
    the right. Go up the staircase slowly and pause at the top. Kill 
    the guard on the walkway. Wait for the other two to come up and 
    pick them off. Go onto the walkway and climb down the ladder and 
    head to the right. Watch the explosions. Purdy.
    Look above you to see the roof. Snipe the guards on the roof and 
    drop down. Go to the right and climb the scaffolding all the way 
    to the roof. Below you now are several guards. Kill all! Muahaha! 
    Use frag grenades if you want. They are most vulnerable when they 
    are climbing ladders, so try to shoot them in the head as they 
    climb the ladders. Once everybody is dead, jump into the 
    helicopter.
    MISSION COMPLETE
    *Savepoint*
    
    
    6.	Nuclear Power Plant
    Briefing: Data retrieved from Kalinatek reveals that Nikoladze 
    uses a relay system to communicate with Georgian terrorist cells. 
    Echelon traced the relay system, but it was lost at a nuclear 
    power plant on the Kola Peninsula in Russia due to excessive 
    background noise. Trace the microwave relay system.
    Overview: This mission is exclusively for the PS2. It is a tad 
    difficult, but thatís why Iím slaving over this keyboard. All 
    work and no play make Sam a dull spy. This is one of my favorite 
    missions because it is awesome and itís awesome and the music is 
    cool and itís awesome. Remember that you have to hide the bodies, 
    okay? Just do it. Please.
    Difficulty: 7.5/10
    
    ~OBJECTIVE 6.1: Infiltrate the Cooling Rod room and trigger a 
    meltdown alert.~
    You start out next to a stairway. Donít go down it, though. 
    Instead, sneak across the room (laugh at Samís arctic suit) and 
    go to the right at the end of the room. Right below you is a 
    guard, and there is a camera. Start by shooting out the camera. 
    The guard will get curious and come up the stairs, but he wonít 
    find you. Wait until he assumes his original position, then drop 
    down on top of him to knock him out. Remember, you have to hide 
    the bodies in the rest of the missions, so it will be your duty 
    to do so. Before thinking of a place to hide him, though, shoot 
    out the light in the fenced-off room behind you. You can put the 
    body in there. Remember, I wonít remind you!
    Head into that room and watch the guard out the window. When he 
    heads to the right, slide the window open and head outside. Sneak 
    over to the right and hide behind a wall sticking out. When the 
    guard comes over, nail him in the head. Sneak out (donít forget 
    to hide him), hugging the low wall on the left. When there is a 
    clear path forward, snipe the guard right in the face. Now you 
    can proceed.
    Head through the next door. Wait in the shadows and observe the 
    lighted hall ahead. When the guard comes down next to the 
    shadows, sneak up and apply necessary force. At the end of the 
    hall is a utility room with a medical kit. Now pick the lock on 
    the adjacent door and head out.
    *Checkpoint*
    There is another door across from you, but it only leads to a 
    room with a flare. To the right of the doorway is a fence. Climb 
    over it and go to the end of the passage. Do a wall-jump off the 
    wall to the left to throw yourself over the pipes. Climb onto the 
    box and drop down on the other side of the smaller pipes. Pick up 
    the pistol ammo. Further up near the fence is a frag grenade. 
    Pick it up and climb back over.
    Next to the door to the room with the flare is a red pole. Climb 
    it to the top. Up here is another pole. Climb it to the top. 
    Pause at the base of the next pole. There is a spotlight looking 
    over the pole, as well as two guards watching over it. To make 
    life a lot easier, shoot out the spotlight as well as the heads 
    of the two guards quickly. They are in the top window of the 
    building across from the poles. But, if you shoot the guards, you 
    canít hide them, and you will get an alarm. So if you shoot out 
    the spotlight and not the guards, you will have to climb the pole 
    with the guards already shooting at you. I just think it is less 
    of a hassle to go the stealthier way, so I will provide a method 
    for that, too.
    At the base of the pole, observe the pattern of the spotlight 
    closely. When it moves away from the base, climb up and stop near 
    the top. Wait until it moves away once more, and pull yourself to 
    the ledge. Now watch the window closely, staying away from it for 
    now, and when the spotlight is not shining on it, climb on 
    through.
    Either way, you end up climbing through the window. Make your way 
    through the duct. Climb out and watch the guard that passes you. 
    Shoot him right in the head before he turns around and notices 
    you. Back away from the skylights a little and pull up the scope 
    on the SC-20K. Shoot out the camera and the light above the 
    doorway. The other guard will get curious. When his back is to 
    you, sneak up and knock him in the head.
    Head through the doorway and pick up the medical kit. Near the 
    fence is a frag grenade. Go and pick the lock on the door next to 
    the one you entered through. Drop into the opening on the right 
    and climb through the vent to the other side.
    *Savepoint*
    This is where things could get hairy. Start by waiting for the 
    platform to reach the bottom. Drop off and climb through the 
    lower area. Go to the far-left corner. Watch the guard above you 
    and when he moves away, shoot out the camera. When the guard 
    comes back into view, shoot him in the head. Immediately load a 
    sticky shocker into the SC-20K and climb out. Draw your gun and 
    watch down the hall. When the technician coming at you is in the 
    shadows, shoot him with the sticky shocker. Then snipe the camera 
    at the far end.
    Go down the hall and open the door on the right. Block the 
    technicianís path and knock him out. Pick up the medical kit. Now 
    head back out and stop at the intersection. Shoot the camera at 
    the far end of the adjacent hall. In this hall is a door that 
    leads to a room with a medical kit. Now drop down into the lower 
    area again via the opening at the end of the main hall. Climb on 
    through. Head into the hall that splits off. Watch the cutscene 
    with the technicians.
    *Checkpoint*
    ~OBJECTIVE 6.2: Retrieve the Cooling Rod room access code from 
    the mercenary technician ďEsfirĒ.~
    Go partway out of the crawlspace and ensure that you are still in 
    the darkness. Watch for the technician (Esfir) to pass by on the 
    area above you and then head the rest of the way out. Go to the 
    right and pause partway up the stairs. Be patient, wait for Esfir 
    to come over in front of you. Grab him from behind and 
    interrogate him. When you canít get any more information out of 
    him, knock him out and leave him in the darkness. Head out 
    through the automatic door.
    Itís almost meltdown time! Shoot out the two light bulbs in this 
    part of the hall. Go to the corner and shoot out the camera. Wait 
    in the dark corner for a guard to come and investigate. He will 
    pause under the camera and turn around. He will then go towards 
    you, giving you the chance to knock him out. Now, run out to the 
    hallway and race the technician to the alarm. Immediately knock 
    him out. Then rush into the room on the right and knock out the 
    other technician. Shoot the lights in here to make an ideal 
    hiding place for bodies. Shoot out another camera at the very end 
    of this hall.
    In the part of the hall where you shot out the light bulbs, there 
    is another door. Go into it. Sneak up on the technician and knock 
    him out. Grab the medical kit. Go back to the hall and take a 
    left at the next intersection. Shoot out yet another camera and 
    proceed down this hall.
    *Checkpoint*
    The door in this hall leads to the Cooling Rod room. Before going 
    in, shoot the light bulb over the door. Turn around and shoot the 
    camera. Now you can enter the keypad code (560627) and proceed 
    slowly down the stairs. When you get to the second landing, shoot 
    out the two cameras in here (they are on the wall to the left as 
    you enter). Grab the medical kit on the way down. Now you can 
    sneak up on the technician in here and knock him out. Hide him! 
    There is another medical kit near the fence.
    To trigger the meltdown alert, you have to access the four 
    terminals in here. Start with the one closest to the staircase. 
    After you access the fourth, go back down the small stairs and 
    wait for a while. Eventually, a guard will come in to 
    investigate. Take him out when he pauses from the darkness. Now 
    you can head back up the stairs. Go into the hall and head 
    towards the open doorway to the staircase.
    *Savepoint*
    ~OBJECTIVE 6.3: Retrieve the FlashRAM shipping log for the power 
    plantís waste disposal train.~
    Proceed up the staircase. When you get to a hall, follow it to 
    the left. Peek around the next corner to spot a turret. When it 
    pans away from you, rush into the red-lit room. Stay away from 
    the window on the left, or else the turret will start shooting at 
    you again.
    Go to the next room and stop to the right of the entrance. When 
    the guard passes you, grab him and knock him out. Go down to the 
    lower area and rush at the technician. Do not knock him out yet. 
    Chase him around for a while and he will eventually take cover in 
    a corner. Donít worry, he will not be able to pull an alarm. Grab 
    him, interrogate him, knock him out, and pick up his data stick.
    ~OBJECTIVE 6.4: Investigate the Nadezhda communications center.~
    Above the upper catwalk is a duct. Pull yourself into it and 
    proceed through until you drop into another hall. Actually, it is 
    the same one as before. The turret is on the left. Ignore it and 
    go to the glass doors. Enter 151822 into the keypad and head 
    through.
    *Checkpoint*
    Pick up a couple of chemical flares in a corner of the hallway. 
    Now you have to deal with another turret. You can safely enter 
    the office across from you through a broken glass opening. Before 
    you do so, take a moment to observe the turretís location. Then 
    go into the office, behind the desk, and whip out a flare. Throw 
    it out of the glass opening in front of the desk to distract the 
    turret. Head through another glass opening to your left of the 
    desk.
    Take a left into the next hallway. Follow the hall down and stop 
    when you can see the next doorway. Shoot out the camera above it 
    and proceed through the next door.
    *Checkpoint*
    ~OBJECTIVE 6.5: Tap the Georgian Microwave Relay.~
    Use your optic cable on the next door. When the guard in the 
    office walks to the left, back out of the optic cable view. Go to 
    the plant in this hall and grab the can before going through the 
    door. Past the door, throw the can at the doorway. When a guard 
    comes over to check things out, shoot him with an airfoil round 
    to stun him. Then wait for the other guard to turn his back and 
    cross past the doorway. Snipe the guard right in the face when he 
    comes back.
    Go through the office and open the next door. Sneak up on the 
    technician with his back to you and knock him out after 
    interrogating him. Use the computer he was at to complete your 
    goal. After a conversation with Lambert, open the door to the 
    right of the computer.
    *Savepoint*
    ~OBJECTIVE 6.6: Stow away on the waste train for extraction.~
    Go through this office and proceed quietly up the stairs. Head 
    into the darkness of the next room. When the guard stops in front 
    of you, shoot him in the face. Now, do this part carefully. 
    Proceed down the hall and peek around the next corner. When the 
    guard turns his back (DONíT LET HIM SEE YOU!) back away from the 
    wall and zap him with a sticky shocker. In the dark alcove along 
    this hall is a computer with a data stick. Hide the bodies.
    You may have noticed that in this mission is a multitude of 
    medical kits. If you followed this guide carefully, however, you 
    shouldnít have lost any health at all. But there is a medical kit 
    in one of the guardsí satchels, as well as one in the supply 
    closet in this very hallway. Once you are all healed up, go to 
    the end of the hall. Grim uploads the keypad code to the door. 
    Enter 795021 and go inside.
    *Checkpoint*
    Drop through the open floor grate. To your right is a red pipe 
    leading down. Jump to it and slide down. You land on a duct. Move 
    to the right and climb onto the box. Look out over the room so 
    that you can see both guards patrolling. It is pretty easy to 
    snipe them both individually. Snipe one in the face, and the 
    other will run to the corpse. Snipe him in the face as he runs 
    over to his fallen partner.
    You are now home free. Open the door in this room.
    MISSION COMPLETE
    *Savepoint*
    
    
    7.	Chinese Embassy
    Briefing: Nikoladzeís communication relay system was traced to 
    the Chinese Embassy in Yangon, Myanmar. Find out how Nikoladze is 
    using China to attack the US and investigate Chinaís stance when 
    it comes to the support of Nikoladze.
    Overview: The hardest part about this mission is that some of the 
    guards have headlamps, so even if you stay in the darkness, they 
    might shine on you. Just stay out of their sight. It should also 
    be noted that you cannot kill anyone without Lambert aborting the 
    mission.
    Difficulty: 6.5/10
    
    ~OBJECTIVE 7.1: Rendezvous with the agency contact.~
    You start out on the streets of Myanmar. Talk to your new field 
    runner, Frances Coen, to get your briefing. Head into the 
    adjacent alley. Hop onto the dumpster. Jump over the wall and 
    continue forward on the left side of the street. A guard passes 
    by. Knock him out when his back is turned. Snipe the bulb in this 
    alley and proceed down slowly. A guard walks out into an open 
    area. Knock him out when he is in this open area and his back is 
    to you.
    Sneak to the left down the street. Pass the fire and climb the 
    ladder.
    *Checkpoint*
    Load a diversion camera into your SC-20K. Fire it at the shadowy 
    wall to the right. Lure the guard over to it with the noisemaker 
    and gas him. Drop down and use the binoculars to look down the 
    street. When the guard goes away, sneak over behind the van. Hide 
    in the alcove, and when the guard comes back, knock him out from 
    behind.
    There is a dumpster in an open area in front of a low wall. Hop 
    onto the dumpster and climb over the wall. Sneak along the 
    shadowy street and pause when you see two guards. When the first 
    guard is in a dark, shadowy area, zap him with a sticky shocker. 
    Should the other guard run over to revive the first guard, shoot 
    him with an airfoil round or another sticky shocker. If he did 
    not see his partner fall, wait in the shadows to the left and 
    knock him out from behind as he comes around.
    Cross the street to a fenced-off area. Go in and climb down into 
    a grate to the sewers.
    *Savepoint*
    Go out into the intersection and look to the left. Fire another 
    diversion camera at the wall to the left. Lure the two guards 
    over and gas them both. As you proceed down, you will encounter 
    another guard. Rush up to him and knock him out. Past the large 
    lighted area is a ladder to climb up.
    *Checkpoint*
    Watch the street above. You will see a guard come over. Wait 
    until he walks away. When he does, climb out and sneak to the 
    scaffolding on the left. Climb up the ladder. Proceed along the 
    planks. Jump up to the horizontal beam to cross the gap. Wait 
    until nobody is looking, and then climb into the window. Climb up 
    the vertical pole. Standing in the threshold is your contact. 
    Talk to him to receive your briefing for the next part of the 
    mission.
    ~OBJECTIVE 7.2: Follow the truck into the embassy grounds from 
    the warehouse.~
    Pick up the medical kit and pistol ammo from the rooftop here. 
    Then find the stovepipe and choose to rappel down.
    *Savepoint*
    Immediately whip out your gun and shoot out the bulb. When a 
    guard comes over, sneak up and knock him out. Another guard is 
    then alerted. Knock him out the same way. Across the street is a 
    light bulb. Shoot it out. Climb up the ladders on the scaffolding 
    and enter through the threshold. Proceed through this area very 
    slowly. When you get to a doorway to an outside deck, aim your 
    gun at the doorway. When the guard comes into view, shoot him 
    with a sticky shocker.
    *Checkpoint*
    On the deck, climb onto the boxes and zip down the zipline. Drop 
    off the awning and go into the narrow path on the left. Sneak 
    through and when a guard passes in a well-lit area and turns 
    around, knock him out. Proceed through the alley. Climb onto the 
    dumpster and wall-jump over the next wall.
    *Savepoint*
    The truck will pass in front of you. Crouch-run forward. A guard 
    is patrolling around the van and will hear you, but quickly 
    crouch-run into the embassy grounds past the gate, taking care to 
    stay in the shadows to avoid the cameras. Slow down as you near 
    the gate and sneak to the corner on the left upon crossing 
    through the gate. Wait until the truck is gone. Look out into the 
    open area. When the patrolling guard turns away from you, quickly 
    sneak under one of the trucks. Watch him again from under the 
    truck. When he turns away from you, sneak out from under the 
    truck and go to the right.
    The next area is patrolled by a guard in a monotonous (big word) 
    circle. Follow him around the right-side circuit and wait in the 
    shadows next to the bridge, watching the guard. When he walks 
    away from you, cross the bridge and drop into the water to the 
    left. Exit the stream and press on to the grassy area.
    *Checkpoint*
    ~OBJECTIVE 7.3: Collect intelligence from the embassy with the 
    laser mic.~
    Continue forward and watch the scene in the office window. You 
    know that this window is the one that you need to laser mic. Whip 
    out the mic and aim it at that window. Wait until the 
    conversation is finished and Lambert will chime back in.
    ~OBJECTIVE 7.4: Trail Kong Feirong to his car and laser mic it to 
    intercept his conversation.~
    Back out of the laser mic view and wait until Feirong pulls up to 
    the gatehouse. Laser mic the back window until the conversation 
    is finished. Lambert chimes back in to give you an update.
    ~OBJECTIVE 7.5: Rendezvous with Coen for transportation to Mouke 
    Tsoe Bo Meats.~
    Time to skidaddle (big word) (not a real word). There is a guard 
    in the gatehouse and a guard patrolling around the outside. Sneak 
    over to the red-lit windows. When the guard passes by, knock him 
    out. To alert the other guard, shoot out the camera near the 
    gatehouse. Fire a gas grenade from the SC-20K at him when he 
    comes out. This knocks him out, duh.
    There is a pole to climb on the other side of this area, near the 
    gatehouse. Climb over, jump down, and talk to Coen.
    MISSION COMPLETE
    *Savepoint*
    
    
    8.	Abattoir
    Briefing: Nikoladze prepares a webcast of the execution of 
    captured American soldiers, trying to turn China against the US 
    by blaming them for the executions. The execution is to take 
    place in a slaughterhouse in Myanmar. The execution must be 
    stopped to preserve any hope of stabilizing Chinese/American 
    relations.
    Overview: Many parts about this mission make it hard. Donít cry, 
    just do your best. It is somewhat short, but I had to spend 
    countless hours coming up with a perfect strategy. It wasnít 
    easy, and I lost several men on the pursuit of the best strategy 
    for this mission. Their minds were never recovered. Just be extra 
    stealthy, hide your bodies, and donít get frustrated.
    Difficulty: 9/10
    
    ~OBJECTIVE 8.1: Access the antenna on the abattoir roof and 
    destroy its broadcast ability.~
    Welcome to hell, aka Mouke Tsoe Bo Meats (Auspicious Hunting 
    Ground), a slaughterhouse near the Chinese Embassy to Yangon, 
    Myanmar. Youíll first need to destroy the antenna on the roof, 
    and it is not going to be easy to get there. Start by picking off 
    the two soldiers in this area. Snipe each one right in the head. 
    Make sure they are not right next to each other, or the other 
    will be alerted.
    Head to the door on the other side. To the left of it is a 
    fenced-off area with a medical kit. YOU WILL NEED THIS. Save 
    these medical kits! Open the door and head in.
    *Checkpoint*
    Through the next door is a minefield. It is a field full of land 
    mines. It sucks. You can only see the mines in thermal vision. In 
    addition to land mines, there is a spotlight looking over the far 
    end of the field. Also, the field is made of gravel, which 
    produces a devastating crunching sound with each step you take. 
    Each loud step you take will alert the two snipers watching over 
    the whole damn thing. That is enough crap to ruin your day right 
    there. It sucks.
    Start by activating you thermal vision. Observe the land mines. 
    You will notice that the frequency of their ďbleepsĒ is not very 
    often, so you need to be able to observe them safely for a while 
    to identify their location. You will not really be able to do 
    much about the gravel, as sometimes you will be forced to run 
    quickly. The snipers will hear you, but as long as you are not in 
    the spotlight, you should be fine. As for the spotlight, it canít 
    be shot out, but you can hide behind the crates in the courtyard 
    for cover.
    Letís just cross this stupid field, shall we? Follow these 
    instructions carefully. Inch out to the first crate on the right, 
    watching for landmines. You wonít have to worry about the 
    spotlight for now, as it primarily watches over the other end. 
    Past this first crate is another crate on the right side. Dodge 
    landmines on your way over to it. The crate you are now behind 
    has another crate next to it, and two crates that form a L-shape 
    beyond it. Dodge landmines on your way over to the L-shaped 
    crates. Facing these crates, jump onto the crate on the left. 
    Climb over, drop off, and look to the right. There is another 
    crate, as well as a landmine. Pass the landmine on the left and 
    take cover behind the crate.
    Now is the time to start worrying about the spotlight. As of now, 
    it is all about timing. Dodge landmines on the way over to the 
    nearest crate on the right. Observe the spotlightís pattern 
    meticulously (big word). Your goal is the crate right in front of 
    the one you are now behind. You will see that the spotlight 
    passes over the crate you are on, and then passes to the one you 
    need to get to. When the spotlight is away, climb onto the crate 
    and wait for the spotlight to pass again. When it is gone, climb 
    down and take cover behind the next crate. Watch out for 
    landmines.
    Almost there now. All that remains to be done is to make it to 
    the far right corner. You will notice that there are landmines on 
    either side of this crate. Watch the spotlight, and when it is 
    away, hop onto this crate, drop down, and run to the right. There 
    are no more landmines. Once you pass the threshold into the area 
    with the dumpsters, you are safe. Good job!
    The hellishness is not over yet. In this secluded area is a 
    medical kit and some SC-20K ammo. Jump onto the dumpster on the 
    right. Wall-jump off of the right wall to grab onto the smaller 
    area above. Climb through.
    *Checkpoint*
    That was only a checkpoint, so if you quit now, you will have to 
    cross the minefield again. Once you get to a savepoint, that will 
    be the time to take a break. For now, keep going.
    The crawlspace takes you to the abattoir roof. It is made of 
    metal, so if you walk too loudly, two soldiers from the next area 
    will sound an alarm and will come to blow you up. There are 
    skylights scattered about, and if you cross over one, the 
    soldiers below will sound an alarm and will come to blow you up. 
    On the far side is the antenna, which you need to get to and 
    destroy its broadcast ability. Fortunately, there are metal beams 
    on the ďgroundĒ that you can walk on without making noise. This 
    roof is not nearly as bad as the courtyard, but you still need to 
    be careful.
    Start by following the first metal beam to the left. There is an 
    intersection of beams ahead. Drop off onto the beam on the right. 
    Follow it between the skylights until you reach the large bright 
    sign. There is a horizontal pole jutting out from the sign. Jump 
    up to grab it and shimmy to the left. Drop off onto the wooden 
    planks at the end and climb the planks to the crates. From these 
    boxes, jump up to grab another horizontal beam. Climb along and 
    drop off at the end. Climb over the fence on the left to get to 
    the antenna. Simply switch it off to destroy the broadcast 
    ability.
    ~OBJECTIVE 8.2: Locate the captured American soldiers and Chinese 
    dignitaries.~
    Grinko wants that antenna fixed. Although he wants a squad of 
    technicians to come and fix it, only one armed soldier comes up. 
    Hide in the darkness of the fenceís corner. Wait for the soldier 
    to come down. When he pauses, snipe him in the face. Pick up his 
    satchel for a data stick with a keypad code. You have to be sure 
    to hide his corpse, so lay him underneath the stairs. Also, now 
    that everyone thinks that the soldier killed you, they will not 
    sound an alarm if you cross the skylights or run around on the 
    metal.
    However, we just want to get to the next savepoint ASAP. Once the 
    soldier is hidden, pick the lock on the door past the stairs. 
    Descend the stairs on the left here and listen to the ominous 
    beeping of a wall mine. Proceed slowly down the rest of the way. 
    Slowly approach the area under the stairs and disable the wall 
    mine. Around the computer is a ton of useful stuff, including 
    frag grenades, flares, wall mines, ammo, and a medical kit. Grab 
    it all and head back up the stairs. Enter 770215 into the keypad 
    and open the door.
    *Savepoint*
    FINALLY! Excellent job, you survived thus far. However, there are 
    still several annoying parts yet to come.
    Descend the stairs and open the door to the left. Carefully, 
    silently, jump onto the barrels to the left upon entrance. There 
    are two guards in the bathroom here. Jump up to grab onto a 
    horizontal ceiling beam. Bring your legs up and traverse the 
    room. Watch the soldier below you. When he goes over to the sink, 
    drop down on top of him to knock him out. Load a diversion camera 
    into the SC-20K and fire it to the left of the stalls. Lure the 
    guard over and gas him. Hide the bodies in the darkness of the 
    hall outside of the bathroom. Grab the medical kit from the bench 
    in the bathroom and proceed.
    Proceed down the hall and open the office door (pass the duct for 
    now). Sneak up on the soldier and interrogate him. Knock him out 
    and turn off the light in this office. Grab some ammo and go back 
    out to the open duct in the ground. Drop into it. Proceed forward 
    and receive a message from Lambert.
    ~OBJECTIVE 8.3: Stop the Georgian executioners from reaching the 
    captured US soldiers.~
    At the end of the duct is a pipe to climb. Climb it up and drop 
    down off the pole to grab onto a ledge. Pull yourself into the 
    space between the ceiling of the floor below and the floor of the 
    next level. Load a gas grenade into the SC-20K and sneak silently 
    along. When you get to an opening to the floor below, look down 
    through the hole to see two executioners. Whip out your gun and 
    fire the gas grenade right in between them. Make sure that they 
    get knocked out, and if they donít, finish them off with a bullet 
    to the head.
    Drop down, make sure the bodies are well concealed, and proceed 
    forward to the freezer.
    *Checkpoint*
    Sneak quickly and quietly to the piece of equipment in front of 
    you on the right. A guard will come over in your general area. 
    Knock him out when he turns around. Sneak into the next room and 
    hide behind the machinery to the right. When a guard comes into 
    view beyond the machinery that you are hiding behind, snipe him 
    in the head. Sneak out around the machinery and head across the 
    center of the room. Go to the right along the far wall and jump 
    onto the machinery here. Jump off the other side and deactivate 
    the turret.
    In the next room, you have a clear view of two guards in the room 
    beyond this one. Observe their patrol patterns, and when they 
    both walk away, sneak in to the right. Go along the machinery 
    here and hide under a tube connecting the machinery. One guard 
    will pass here; knock him out as he does. From here you can also 
    snipe the other guard right in the face.
    Hop onto the low platform in the middle of the room. Jump up to 
    reach a horizontal pole. Shimmy along the pole with your legs up 
    into the next room. You pass over a guard and a turret. Shimmy to 
    a point where you can drop down. Do so, and then climb up onto 
    the machinery. From here, there are so many ways to knock out 
    this guard. If you can nail him right in the head with a sticky 
    camera, do so because sticky cameras can be reused. Once you 
    deactivate the turret, grab a medical kit from a bench on the far 
    side of the room and pass through the doorway.
    *Checkpoint*
    Go down the hall and stop before rounding the next corner. There 
    is a patrolling guard here. Shoot him with a sticky shocker when 
    he turns around. Then go up to the next threshold. Now, I must 
    warn you, the strategy I am about to provide you is extremely 
    devilish. There is a guard right there in the doorway, as well as 
    another guard right near him. Sneak up and grab the guard in the 
    doorway when he is not looking behind him and back away from the 
    doorway. The other guard rushes in and points his gun at you, but 
    he will not shoot as long as you have the other guard in your 
    grasp and you are facing him. Take out your pistol while holding 
    the guard and shoot the other one right in the face. Then knock 
    out the guard you are holding.
    Go to the next room and go to the back on the left. Drop into a 
    grate here. Traverse the grate to the other side. Climb out and 
    grab a medical kit here. If you followed this guide very 
    carefully, you shouldnít have lost any health. Silently descend 
    the stairs and hide in the darkness. A guard is patrolling the 
    area beyond. Shoot him with an airfoil round to stun him, then 
    run up and knock him out.
    Head out of your hiding place and take and immediate right in 
    this area. Go to the end of the path and choose to switch the 
    control panel on the wall to open the door in the lower area. 
    Head through the open door.
    *Savepoint*
    Great job, you are nearly done with the mission. Traverse down 
    the chute to the end. A guard will eventually walk by the 
    opening. Sneak out of the opening and knock out the guard when 
    his back is to you. Go out of this room and follow the hall to 
    the left. Before you take a right into the next hall, grab a 
    flare from atop a box.
    As you look down the hall, you see two guards facing away from 
    you. Letís have some fun with taking them down, how about it? 
    Sneak into the first stall on the left. Go to the back of the 
    stall and climb into the crawlspace. Follow it to the end and 
    drop down right behind a turret. Deactivate its IFF and load a 
    diversion camera into the SC-20K. Use it to bring the guards 
    over, but donít gas them. When they come over, the turret will 
    take care of them. Now you can grab the diversion camera and you 
    can reuse it, but remember to deactivate the turret.
    Go down the hall and stop when you hear another turret. Take a 
    moment to locate it and observe its movements. Go up to the edge 
    of the wall before the stall containing the turret. Wait for it 
    to pan to the right (as you are looking at it) and rush over to 
    the wall blocking the turret. When it pans to the left, rush in 
    and deactivate it. Continue down the hall.
    *Checkpoint*
    Grab a medical kit from a box and continue past the curtain. When 
    you hear guards approaching, duck into an archway on the left. 
    The guards will stop and talk in front of you. Things will be 
    much easier if you eliminate them. Go about this by quickly 
    shooting them both right in the face, a task simplified with the 
    scope of the SC-20K. Continue down the hall.
    *Checkpoint*
    Now, you must bear with me here. The following directions may 
    seem pointless, but they will save your ass in the next part. 
    Follow these directions carefully. See, the idea is to set up the 
    area to eliminate a bunch of soldiers that may or may not rush 
    down to this area while doing as little as possible. Of course, 
    wall mines will help you, and there are a couple of turrets, so 
    you can disable the IFF. Just bear with me, and you will see what 
    happens when the time comes.
    As you enter the large open area, look to the right. The path 
    back to the hostages is obscured by several low concrete walls. 
    Looking at the concrete walls from the front, move to the left 
    wall. Plant a wall mine somewhere along this left wall. Go back 
    to the center pathway and deactivate the two turrets for now. Go 
    to the right and head towards the stall with the Chinese 
    dignitaries. DO NOT, I REPEAT, DO NOT TALK OT THEM YET!!! Doing 
    so will initiate the next sequence, and we are not yet finished 
    setting up. Plant a wall mine in the hall leading to the stall. 
    Another wall mine on the back wall where you entered from will 
    greatly simplify matters. Now go back to the turrets and activate 
    them, but disable their IFF.
    Make any other preparations you may think are necessary. Pick up 
    medical kits from both stalls, two frag grenades from the stall 
    with the Chinese dignitaries, and some ammo from the bench in 
    between the two turrets. Then slip past the turrets and the wall 
    mine and speak to the Chinese dignitaries.
    *Checkpoint*
    ~OBJECTIVE 8.4: Protect the US soldiers and Chinese dignitaries.~
    Before attempting this part, you may want to take a look at the 
    note at the end of the walkthrough for this mission.
    Grinko orders his men to come down and kill the soldiers. Slip 
    past your traps and go to the other stall, containing the 
    soldiers. Wait here and whip out the SC-20K. Wait for anyone to 
    come and immediately shoot them. If you were careful in your 
    preparations, it is possible that no one will be able to make it 
    past your traps.
    ~OBJECTIVE 8.5: Kill Grinko.~
    Once the mercenaries are dead, Grinko himself comes after you. 
    You need to kill him. He also brings a colonel with him that is a 
    threat to the hostages. Wait for the turrets to kill the colonel, 
    then slip past your traps and hide behind a wall in the front of 
    the room.
    Observe Grinkoís pattern. He moves from opening to opening to 
    shoot his gun at nothing in particular. Whip out a frag grenade 
    and toss it at the opening in the center. The blast should kill 
    Grinko, but be prepared to finish him off with the SC-20K if he 
    is only wounded.
    If youíre lucky, the wall mine at the back of the wall where you 
    entered from didnít blow up the first wave of mercenaries, and 
    the turrets and other wall mines took care of them. Thus, Grinko 
    and his colonel may get blown up by the wall mine.
    When Grinko goes down, his mercenaries scatter and you can rest 
    in peace, knowing that you have completed a tough mission.
    MISSION COMPLETE
    *Savepoint*
    *Note: Your success in the last part of the mission, in which you 
    protect the hostages, depends entirely on the traps you set 
    before heading into the stall. It may prove difficult to slip 
    past them, but there are a lot of medical kits. If needed, use 
    flares to distract the turrets, but this may cause the turrets to 
    shoot at the flares as mercenaries run by. There is no way you 
    can repel the entire assault force with however much ammo was 
    left in your SC-20K alone.
    Depending on how careful you were in setting the traps, this last 
    part could be over on your first try within 5 minutes, or it 
    could take up to one hour and over 20 tries. To succeed in this 
    last part, plant the traps I described very carefully. This 
    includes deactivating the turretsí IFF, planting a wall mine in 
    the path to the stall where the dignitaries are being kept, 
    planting a wall mine on the left part of the pathway to the 
    turrets, and planting a wall mine on the back wall where you 
    entered this area from. The only person that might not 
    automatically die would be Grinko, and the frag grenade can 
    easily make short work of him.
    
    
    9.	Chinese Embassy Part II
    Briefing: Data reveals that only a splinter faction of China is 
    in support of Nikoladze. This faction is lead by Chinese General 
    Kong Feirong. Find proof that Feirong is acting separately from 
    the whole of the Chinese government to prevent war over alleged 
    Chinese support of Georgia.
    Overview: This is not nearly as hard as the last mission. Nothing 
    is really new, except that you have to deal with a dog on patrol 
    at some point. That shouldnít be too much of a problem, though. 
    Also, you are now permitted to use lethal force in the embassy. 
    Oh yeah, you will have to use a different method of entering 
    keypad-locked doors.
    Difficulty: 7/10
    
    ~OBJECTIVE 9.1: Infiltrate the embassy via the upper floor.~
    Coen drops you off in an alley behind a restaurant. Drop in and 
    order General Tsaoís chicken (more like General Feirongís 
    chicken!). Itíll get you pumped up for the task to come. Just 
    kidding. But seriously, nobody makes chicken like that General 
    Tsao.
    Go to the left and shoot out the light. Pass through the vinyl 
    slats and open  the next door. Wait for the chef to turn away 
    from you. Then enter and turn off the light by the means of the 
    switch to the immediate right of the door. Quickly but quietly 
    make your way around the table and into the far right corner. 
    Climb up the two ladders. Cross the planks.
    *Checkpoint*
    Shoot out the light behind you and enter this building. Hide next 
    to the oven. Ambush the guard as he walks past you. Proceed 
    through the house to a balcony. Climb the pole and zip down to 
    the embassy.
    Shimmy around the corner and stop before passing over the window. 
    Somebody is watching out the window. When he turns away, shimmy 
    past this window. Do the same for all the windows. Drop down when 
    you can go no further. Climb up the pole and open the trap door. 
    Drop down.
    ~OBJECTIVE 9.2: Access Feirongís communications archives from the 
    Embassyís server in the basement.~
    You land on a table. Immediately shoot out the light in this 
    room. Knock out the guard from behind when he comes over to 
    investigate. Pass through the halls and go through the red 
    curtains. Go through the hole in the wall. Put your back to the 
    wall and continue through.
    *Checkpoint*
    Squeeze through to the end. Slide down the pole. Squeeze through 
    another tight space. In this next room are two goons trying to 
    destroy the evidence that you need to retrieve. Wait until they 
    head towards the door. Toss a frag grenade at them to kill them 
    both. Now go through the door and access the computer. Head 
    through the next door.
    *Savepoint*
    ~OBJECTIVE 9.3: Detonate their gas tanks to destroy the trucks 
    carrying Feirongís nuclear weapons.~
    The first door on the left will take you to a medical kit. The 
    other door leads to stairs. Climb them quietly. Shoot the guard 
    in front of you with a sticky shocker. Kill the other guard by 
    sniping him in the head. Do this before he revives his partner. 
    If done correctly, the bodies will fall out of range of the 
    camera. Shoot out the camera and the light to hide the bodies. 
    Continue to the next door. Enter and proceed silently.
    *Checkpoint*
    
    *NOTE* From this point on, you will begin to encounter keypad-
    locked doors. You cannot rely on data sticks to get you the 
    codes, since they are in Chinese. Grim tells you that you can 
    detect heat signatures from the fingers that last used the 
    keypad. When you look at the keypad with thermal vision 
    activated, the first numbers pressed will be light blue, then 
    darker blue, then green/yellow, then orange. This is because the 
    last numbers pressed will have more body heat transferred from 
    the fingers.
    
    The next room contains a couple of guards sleeping on the job. 
    Crouch and move slowly to avoid detection. Grab a medical kit 
    from beside the first guard. There is glass blocking the direct 
    pathway to the next door that will crunch upon stepping on it. To 
    avoid it, hop onto the beds on the other side of the room. Climb 
    across to the door.
    Use your optic cable on the next door. After the guards enter the 
    door, go up to the keypad and flip on the thermal goggles. You 
    can see that the keypad code is 1436. Enter the code and move in.
    Stay right next to the open door. It hinders the view of the 
    turret and the guard in this next room. First, letís get rid of 
    the guard. Start by loading a diversion camera into your gun. 
    Fire it at the wall past the turret. Lure the guard over and gas 
    him. Now slip past the turret when it pans to the left and 
    deactivate it.
    Next to the turret is a shelf. Jump and grab it. Climb on top of 
    it. Jump up to the walkway above. Disable the IFF on the turret. 
    A guard will come over and get pumped full of the turretís 
    bullets of doom. Make sure that the body is well-hidden. Now you 
    can proceed.
    Above the turret is a horizontal pipe. Jump up and grab it. Bring 
    your feet up and climb across. Pause behind the Chinese flag. 
    Watch the officer open the retinal-scanner-locked door for 
    another soldier. It should be clear that you need to use the 
    officer to get through that door.
    Climb slowly across the pole with your feet up. Drop down 
    SILENTLY behind the guard. Sneak up behind the officer and make 
    him use the retinal scanner. Knock him out and enter the door. 
    Sneak up on the guard in the next room and knock him out. Shoot 
    out a light to hide the bodies. In the office, use the computer 
    and slide open the second window. Drop out into a courtyard.
    *Savepoint*
    Shoot out all the lights in the courtyard. Sneak to the open 
    keyhole-shaped doorway. A dog comes over. DONíT KILL HIM! Be nice 
    to the puppy. Simply knock him out with an airfoil round. He will 
    wake up later when you are not here. Just donít kill him. Be 
    humane. Then knock out the guard that comes through the doorway 
    from behind.
    Sneak out of the doorway and drop into the ditch on the right. 
    Follow it straight to the end. Just sneak past the guards out 
    here; they wonít be able to see you as long as you stay in the 
    ditch. Open and go through the next two doors.
    In this area is a floodlight, a camera, and a guard. No problem. 
    Shoot out the light. Then flip on your night vision and shoot out 
    the camera. Simply knock out the guard from behind when he comes 
    over. Then open the door.
    *Checkpoint*
    Grab a medical kit and head through the next door to a forklift 
    area. You hear a guard entering a keypad code. Hop through the 
    shelves and get to the keypad before the heat from his fingers 
    dissipates. Enter 9753 and head on through.
    *Checkpoint*
    First priority is to shoot out the light. Do so and pick up a 
    medical kit and some ammo from this room. Find a dark place to 
    hide and fire a diversion camera at the door from where you 
    entered. Lure a guard over and knock him out. Then sneak out of 
    the doorway and shoot out the camera. Two more guards will come 
    over to the doorway. Sneak up behind the closest one and grab 
    him. Make sure you are facing the other guard. He will see that 
    you have his friend in your clutches. Shoot him in the head and 
    knock out the one you are holding.
    Sneak out to the right. Before passing between the shelves, snipe 
    the camera on the back wall. Then wall-jump off the boxes to the 
    right. Climb up onto the catwalk. You see a cutscene with guards 
    fueling the trucks. Race along the catwalks. When you get to the 
    stairs, look through the fence. Simply snipe the pump in between 
    the trucks to blow them both up. 
    ~OBJECTIVE 9.4: Access Feirongís computer to transmit the data 
    back to Fort Meade.~
    Under the stairs is a trap door. Open the trap door under the 
    stairs and drop through.
    *Savepoint*
    As soon as the game loads, immediately snipe the guard right in 
    front of you. Proceed cautiously down the hall. Stop when you see 
    another guard. DONíT TOUCH HIM! You need him to get to Feirongís 
    office. You just need to follow him all the way there. He uses a 
    bunch of keypads, so you need to keep him alive and trail right 
    behind him. Follow him until you get to a keypad. Enter 1456 and 
    proceed through. Call the elevator and choose to go up. Follow 
    him through the next two keypad-locked doors. The first oneís 
    code is 1834. The next door leads to Feirongís office. The keypad 
    code is 7921. That was the last of the keypads for the mission, 
    so skip on through the door merrily.
    *Checkpoint*
    Go into the office with your gun drawn. You see that Feirong has 
    shot the officers trying to stop him. Feirong is drunk and 
    suicidal. After the scene, he gets up and goes after you. Fire an 
    airfoil round at him (not at the head). Grab him from behind 
    while he is stunned. Interrogate him. Finally, go to the 
    computer. Choose the ďuse computerĒ interaction to force Feirong 
    to use the computer. You know what to do with him.
    ~OBJECTIVE 9.5: Meet Coen for Osprey extraction at the helicopter 
    pad by the garden.~
    If I were to tell you the completely true statement, ďthere are 
    no more guards left in the mission,Ē you might possibly do a 
    backflip out of happiness. However, the embassy catches on fire 
    because the truck fire was uncontrollable. You are not completely 
    home free, but you might as well be.
    To avoid an alarm, you will need to hide Feirongís body. It 
    really doesnít matter that much at this point. Go back to the 
    hall and enter the door on the right. Roll in between the 
    curtains to avoid the flames. Hop over the railing and go through 
    the next door. Wait for the explosions, and then proceed. Go 
    through the hall to reach a stairway. Roll down the stairs and 
    slide open the window at the end. Drop out and run to the 
    helicopter.
    MISSION COMPLETE
    *Savepoint*
    
    
    10.	Presidential Palace
    Briefing: Nikoladze is now virtually powerless. With the end of 
    the information crisis, he returns to the Georgian Presidential 
    Palace to retrieve a weapon known only as the Ark. His personal 
    return to Georgia hints at the possible enormous value of this 
    weapon. The Ark must be the only hope that Nikoladze has of 
    retaliating against the US again. Stop any threat posed by 
    Nikoladze and the Ark.
    Overview: This is the last mission. It is hard, obviously, and 
    exceedingly awesome. First, there are some things to remember. 
    First, in the first part of the mission, you will not be allowed 
    to trigger any alarms. Second, you will encounter things like 
    lasers and dogs and armored cameras throughout the mission, so be 
    on your guard.
    Difficulty: 10/10 (by default!)
    
    ~OBJECTIVE 10.1: Recover the Ark Interrogation file, the record 
    of an interrogation conducted by Georgian agents representing the 
    current Georgian President Cristavi. The file details an 
    interrogation of one of Nikoladzeís high-ranking mercenaries, 
    possibly revealing the identity of ďThe ArkĒ.~
    When you first saw that objective on your OPSAT, you didnít think 
    I would type the whole thing, did you? But I did, so HA! Anyway, 
    you land on a cliff beside the Georgian Presidential Palace. You 
    are to infiltrate it without triggering any alarms. This could 
    prove difficult because of the laser-infested sewers. But after 
    making it this far, lasers are the equivalent of a gnat. Well, 
    you still need to watch out for them. Lambert also mentions that 
    the death of Cristavi will result in mission failure, but seeing 
    as how you never even encounter Cristavi himself, this wonít be a 
    problem.
    Letís get it started! Watch the guard ahead of you. Donít worry 
    about the spotlight. Wait for the guard to walk away, then locate 
    the stovepipe on the left. Rappel from it and cautiously enter 
    the sewers.
    You now need to go through the sewers, which are blocked by 
    lasers. If you get in the path of a laser, an alarm will sound 
    and the mission will end. Some lasers shut on and off, so that 
    you can sneak by them when they shut off. Some lasers are low or 
    high enough that you can crouch under them or go over them. Just 
    be cautious throughout the course of the sewers.
    Flip on thermal vision, because thermal vision is the only way to 
    see the lasers. As you proceed forward, you see a couple of beams 
    crossing each other. They shut on and off, so slip past them when 
    they shut off. When you get to the next two lasers, you see that 
    one is higher than the other. When you are crouched, the top beam  
    does not pose any threat. Slip past the bottom laser once it 
    shuts off.
    As you continue, you see that the next laser beam is low. Jump up 
    to grab the pipe, then bring your legs up. Shimmy over the beam 
    and drop down once you are clear. The next beam shuts off and on 
    quickly, so get right up next to it and run quickly by it when it 
    is off, but immediately stop after passing it. Slowly approach 
    the wall mine and disable it. There are no more lasers now, so 
    you can jump up to the ladder and climb out.
    *Checkpoint*
    That wasnít so bad, was it? Move to the right when you emerge. 
    Another dog picks up your scent. When he comes out, let him have 
    a nap by shooting him with an airfoil round. Be humane. When the 
    guard comes around, shoot him in the head. Now go into the hedges 
    and take a left. Follow this path and stop when you see a camera. 
    It is armored, so your only choice is to shoot out the light next 
    to it to continue undetected.
    Go into the courtyard with the fountain. Sneak in the shadows to 
    the left. Locate the armored camera next to the gate. Your goal 
    is the keypad next to the gate. To get there, use your camera 
    jammer on the camera and walk under the camera. It will not be 
    able to see you as long as you are underneath it. Enter 2126 in 
    the keypad and go through the gate. Go to the left and slide open 
    the hatch at the end.
    *Savepoint*
    That wasnít so bad! Grab a disposable pick in this room and a 
    medical kit in the room up the stairs. Enter through the door and 
    turn on thermal vision. You see lasers blocking the right pathway 
    around the gallery. So go to the left. Wait behind the pillar for 
    two guards to come through the door you need to go through. 
    Launch a gas grenade way over there to knock them both out. A 
    third guard will come to see whatís up, so shoot him in the face 
    as he comes around.
    Once they are all down, clean up a bit and then go through the 
    door. Go to the stairs and stop. Turn on thermal vision again to 
    see lasers along the stairs. To avoid the bottom laser, wall-jump 
    off of the wall in front of the bottom of the stairs to propel 
    yourself over the first one. When you near the top one, climb 
    onto the banister and climb over. Open the next door.
    The door in front of you is locked by a really complex lock, but 
    it is worth the time to pick it and grab a disposable pick from 
    inside. Head back out and follow the hallway to the next door.
    *Checkpoint*
    Upon entering, whip out the pistol and shoot out every light on 
    the chandelier in the middle of the ceiling. Hide in the alcove 
    on the left of the door you entered from. Wait for the guard to 
    go down the stairs and sneak along the perimeter of this upper 
    area. Go up the stairs here. Wait for a guard to come up the 
    stairs and shoot him right in the face. When the excitement dies 
    down, the other guard goes back to the level where you entered. 
    Snipe him in the face and grab his data stick. Go up the topmost 
    stairs and to the door at the end of the upper walkway. Enter 
    70021 in the keypad and proceed through.
    *Checkpoint*
    Go to the left and peek around the corner. You see one of 
    Cristaviís men patrolling the hall here. There is also a normal 
    palace guard here, and a second elite force member further down. 
    What you want to do is lure the guards over to you one by one. 
    How will you do that? By jumping! I know it sounds crazy, but it 
    works, because when the guard hears you land, he goes right over 
    to where he heard the sound. Jump near the wall to lure the 
    palace guard over first. Knock him out from behind. Hide him near 
    the door from which you entered. When the elite force member 
    comes back, jump again and do the same thing.
    You canít really lure the other one over here, so proceed down 
    the hall and hide behind the second case that you come to. Shoot 
    out the light beyond the case, then shoot out the light in the 
    narrow adjacent hall (near the guard and the camera). Now you can 
    safely knock out the guard without the camera spotting you. Go 
    into the narrow hall, pick the complicated lock on the door, and 
    head on through.
    *Checkpoint*
    Flip on thermal goggles when you enter here. You see more lasers. 
    Crouch to avoid the upper ones, and when the bottom ones shut 
    off, rush past them. The next two lasers consist of a solid one 
    on the bottom and a blinking one on the top. When the top one 
    shuts off, jump over the bottom one. Go around to the left of the 
    table here and sneak behind the bookcases. Go to the end of the 
    path behind the bookcases. Sneak up on the guard and knock him 
    out. The computer you want is right here. Access it.
    ~OBJECTIVE 10.2: Retrieve the Ark from the safe inside a vault in 
    the library.~
    The door in here leads to a secluded room with a medical kit on a 
    table. Grab it and then go back to the hallway through the 
    lasers. Go past the camera and take a left to the end of this 
    hall. Use your optic cable under the door here. There is a palace 
    guard right past the doorway. Open the door to alert him. He will 
    not go to this door, however. Use the optic cable and watch him. 
    When he goes to the right, enter the room and shoot out the light 
    on your side of the room. When he comes over to check things out, 
    knock him out from behind.
    There is an armored camera watching over this room, so shoot out 
    the other light to pass safely. Open the other door in this room.
    *Savepoint*
    Traverse this room and open the next door. Load a diversion 
    camera into the SC-20K fire it into the open hallway. Lure a 
    guard over and knock him out. Take a left down the open hall. 
    Sneak up on a technician here and knock him out. Descend the 
    stairs to the library. You must know that something intense was 
    going to happen somewhere in this level. This is the time to find 
    out. As you go into the library, Nikoladzeís men manifest your 
    presence and three soldiers come running into the library. Youíll 
    need to kill them all.
    To do this, sneak to the right as you enter the library. The 
    three soldiers come down the stairs and spread apart to fire at 
    you from different positions. What you need to do is snipe each 
    one in the face. The first one fires at you from the stairs. 
    Snipe him from in between the bookcases. The next one first at 
    you from behind the elevator in the middle of the room. Inch out 
    from behind the bookcase and snipe him. The last one is on the 
    walkway above you. Run along the perimeter and wait behind a 
    bookcase at the far end. Locate him on the walkway using thermal 
    vision. Inch out from behind the bookcase and snipe him.
    Great job! Clean up a bit, grab some satchels, heal up, and 
    proceed. The way you need to go is in a path behind a bookcase 
    from where you shot the third soldier. Follow it down. When you 
    get to the first landing, take a left and follow the path to the 
    left. Notice how eerily quiet it gets.
    *Checkpoint*
    ~OBJECTIVE 10.3: Use Nikoladzeís retina to unlock the safe inside 
    a vault in the library.~
    Go down into the basement. At the far end you see Mr. Kombayn 
    Nikoladze, the cause of all this trouble. Resist the urge to blow 
    him up. Run up to him. You have to chase him around a bit. When 
    he cowers in a corner, grab him. Interrogate him and force him to 
    use the retinal scanner. A cutscene plays now.
    This is the single most awesome moment in the whole game. Lambert 
    tells you to wait for a blackout in five seconds. Stand still as 
    the soldier tries to get the access code from you. Let him count 
    it down for you. As soon as the lights go out, flip on your night 
    vision and shoot the soldier right in the face. Then take cover 
    behind some crates on the left. Use thermal vision to locate two 
    other soldiers in here and snipe them each right in the face. You 
    notice that the music does not stop, however. Grab some satchels 
    and go up back to the library. As you proceed up to the library, 
    Lambert gives you the next objective. You saw it coming.
    ~OBJECTIVE 10.4: Kill Kombayn Nikoladze.~
    Head to the library and hide behind a bookcase. The final soldier 
    comes down the stairs. Quickly kill him. Now open the door in the 
    library. Donít worry when you hear the music continue; it doesnít 
    stop.
    *Savepoint*
    WOWZERS! Crazy, eh? You are nearly finished. You just need to 
    kill Nikoladze and then get out. Watch the soldier on the walkway 
    above you. When he heads to the opposite end, go to the left and 
    climb the pole up. Snipe the soldier in the face when he comes 
    back. Pick the lock on the door and head through.
    Lambert tells you to snipe Nikoladze from this position. Make 
    sure you have the right window. But, before you do this, you 
    might want to laser mic that window as a special extra thingy. 
    Just make sure he goes down before he leaves. Right after you 
    snipe him, go into the shadows at the far end of the walkway. 
    Watch a soldier come out of the door. Head through that door 
    behind the soldier.
    *Checkpoint*
    ~OBJECTIVE 10.5: Rendezvous with the Osprey for extraction.~
    YIPPEE! You are almost finished. Go down the stairs and stop at 
    the landing. One palace guard comes down the steps where you came 
    from. Zap him with a sticky shocker. Two guards then exit from 
    the dining room. Fire a gas grenade at them.
    To end the mission with finesse, have a firefight with the three 
    guards around here. Just make yourself seen and blow them all 
    away. Once they are down, simply head down the stairs and take 
    the first right into the dining room. Head for the door at the 
    end.
    MISSION COMPLETE
    *Savepoint*
    
    
    Congratulations, you have finished the game! Now try playing it 
    through on a more difficult setting. Try playing it through while 
    trying to shoot nothing, or try it while shooting everything. Or 
    play a different game.
    
    -----------------------------------------------------------------------
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    V.	FAQs
    
    I have not received any questions for this section yet because 
    this guide is brand spankiní new. If you have a question that you 
    want answered here, email me, telling me whether you want 
    yourself to be identified and your question (obviously). Here is 
    how I plan to set this section up:
    
    
    Contributed by: (Name/GameFAQs ID)
    Question: (Question)
    Answer: (Answer)
    
    
    Contributed by: Joey Burns, aka x_Sam_Fisher_x
    Question: I also have this game on the Xbox, and I noticed that 
    some parts on the PS2 version are significantly more simplified 
    than the Xbox version. For example, there are more guards in the 
    library of the Presidential Palace mission. Why is this so?
    Answer: The difficulty in the Xbox version is to compensate for 
    the difficulty of the Nuclear Power Plant mission, which is 
    unique to the PS2. You see, it balances out.
    
    -----------------------------------------------------------------------
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    VI.	Legal/Closing
    
    Donít steal this guide, donít sell it, donít take credit for it, 
    donít post it on your site without my permission, blah blah blah. 
    This guide was created by me, Joey Burns. You may do the 
    following things without my permission:
    *	Read it
    *	Print it out
    And thatís about it. If you want to do anything else with this 
    guide, please email me with your request. My email address is 
    listed at the top of this guide.
    This guide was created by a GameFAQs user. Other sites may not 
    use this guide without my permission.
    Following is a list of sites that have my permission to post this 
    guide:
    *	www.gamefaqs.com
    *	www.neoseeker.com
    *	www.supercheats.com
    Again, anyone lese who wants to use this guide on their site 
    should request via email.
    
    
    Thanks for choosing this guide. I would like to thank CjayC and 
    GameFAQs, and my friends and family for supporting me in the 
    creation of this guide. If anyone has any info to submit to me 
    for this guide, please feel free to email me at the address at 
    the top of the page.
    
    Happy gaming!
    

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