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    FAQ/Walkthrough by Shotgunnova

    Updated: 12/04/08 | Search Guide | Bookmark Guide

         ____________ |ŻŻ| (ŻŻ) _____/ŻŻ|_ STEALTH ACTION REDEFINED  |ŻŻ| |ŻŻ|
        /  ____)____ \|  | |ŻŻ|/    \   __)ŻŻŻŻ\ŻŻŻŻŻŻ\ _/ŻŻŻŻ\/ŻŻŻŻ\|  | |  |
        \___ \ |  |_) )  |_|  |   |  \  |(  ŻŻ /|  |Ż)/ \  \ŻŻ(  ŻŻ /|  |_|  |_
       (____  )|   __/|____)__|___|  /__| \ ŻŻŻ )__|     \  ŻŻŻ) ŻŻŻ )____)____)
            )/ |__| SPOILER-FREE!  )/      ŻŻŻ)/          ŻŻŻ)/ ŻŻŻ)/
    | FAQ 'n' WALKTHROUGH by Shotgunnova / P. Summers | shotgunnova [@] gmail.c0m |
         I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
        II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
            Story........................................................... STRY
            Stealth Techniques.............................................. STLT
            Interaction..................................................... INTR
            Camouflage...................................................... CMFL
            Weapons and Devices............................................. WPNS
       III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
            01) T'Bilisi Old Town........................................... WK01
            02) Georgian Defense Ministry................................... WK02
            03) GFO Oil Rig................................................. WK03
            04) CIA Headquarters............................................ WK04
            05) Kalinatek Building.......................................... WK05
            06) Nadezkda Nuclear Plant...................................... WK06
            07) Chinese Embassy............................................. WK07
            08) Mouke Tsoe Bo Meats......................................... WK08
            09) Chinese Embassy............................................. WK09
            10) Georgian Presidential Palace................................ WK10
        IV. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . UPDT
         V. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
    I. CONTROLS                                                              [CNTR]
                         ____          |  |          ____
        L2 BUTTON -->   /____/\        |  |        /\____\   <-- R2 BUTTON
        L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <-- R1 BUTTON
                      /  _    \________|__|________/    _  \
                     / _| |_                         _ /_\ _\  <-- TRIANGLE BUTTON
    DIRECTIONAL --> | |_   _|   [SELECT]   [START]  [_]   (_)| <-- CIRCLE BUTTON
        PAD         |   |_|          [ANALOG]          (X)   | <-- X BUTTON
                    /            ____        ____            \
                   /            /    \  __  /    \            \
                   \         /\ \____/ /  \ \____/ /\         /
                    \       /  \______/    \______/  \       /
                     \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                                (L3)          (R3)
     | Start     | Toggle OPSAT on/off                                           |
     | Circle    | Toggle crouch/stand                                           |
     | Square    | Inventory display [pauses game]                               |
     | Triangle  | Jump                                                          |
     | X Button  | 'Interact With...' command confirm                            |
     | DPad Left | Turn night-vision on/off                                      |
     | DPad Rght | Turn thermal goggles on/off                                   |
     | L. Analog | Controls movement                                             |
     | L1 Button | Fire secondary weapon [can't be used when zoomed-in]          |
     | L2 Button | Reload current weapon                                         |
     | L3 Button | Toggle back-to-wall mode on/off                               |
     | R1 Button | Fire primary weapon                                           |
     | R2 Button | Draw weapon / toggle between normal & shooting mode           |
     | R3 Button | Maneuver camera / zoom in with binoculars or scope            |
    II. TH' BASICS                                                           [THBS]
    STORY                      [STRY]
     From manual:
     "It is the year 2003.
     In response to the growing use of sophisticated digital encryption to conceal
     potential threats to the national security of the United States, the NSA
     (National Security Agency) has ushered forth a new dawn of intelligence-
     -gathering techniques. This top-secret initiative, dubbed Third Echelon,
     marks a return to classical methods of espionage, enhanced with leading-edge
     surveillance and combat technology for the aggressive collection of stored
     data in hostile territories. When intelligence deemed critical to national
     security cannot be obtained by traditional means, Third Echelon is granted
     clearance to conduct physical operations.
     Denied to exist by the U.S. government, Third Echelon deploys units known as
     Splinter Cells: elite intelligence-gathering forces consisting of a lone
     field operative supported by a remote team. Like a sliver of glass, a
     Splinter Cell is small, sharp, and nearly invisible.
     March 10, 2004: The CIA contacted NSA officials regarding the loss of contact
     with Agents Alison Madison and Robert Blaustein, CIA operatives monitoring
     widespread communication shortages plaguing the former Soviet republic of
     Georgia. Fearing for the lives of American agents compromised at the hands of
     a suspected terrorist effort, Third Echelon has activated Splinter Cell
     operative Sam Fisher to locate the missing agents and evaluate the situation.
     You are Sam Fisher. You must leave no trace on the physical or political map.
     Remember: Although killing may compromise secrecy, the choice between leaving
     a witness or a corpse is no choice at all. You do not exist. You are a
     Splinter Cell."
     Here's a list of just what Sam always has in his arsenal:
     CROUCH / CROUCHWALK                    Perform: O Button, O Button + L. Analog
     Crouching is a no-brainer stealth-wise, as it allows Sam to keep out of sight
     from enemies and use his environment as cover. The splinter cell can perform
     all regular functions while in this mode. Crouchwalking is self-explanitory,
     but it also allows near-silent movement when a few decibels is the difference
     between secrecy and a barrage of bullets.
     HANGING                                    Perform: Triangle by certain ledges
     Hanging is invaluable, allowing Sam to bypass certain booby-traps as well as
     enemies actively searching for him [in some cases]. Sam can shimmy along the
     ledge with the left analog stick, and even go around corners and onto other
     platforms. To perform a soft fall, press the O-button before reaching the
     CLIMBING                                Perform: Triangle by climbable surface
     Some surfaces can be climbed [or 'mantled' as the game calls it], which lets
     Sam get a higher vantage point of course. Sometimes this is used to get into
     vents or around automated turrets, and it's used a lot no matter how one
     slices it. Certain pipes and mesh lattices can be scaled as well.
     WALLJUMP / SPLIT JUMP                     Perform: Triangle at wall (2nd jump)
     Just like in Mario 64, Sam can wall-jump (albeit in a much more humanistic
     manner) to grab ledges outside his normal range. Simply jump at a wall, and
     when contact is made, press triangle again to jump off. It can be hard to do
     this correctly and often the splinter cell leaps in a different direction.
     Performing a Split Jump is much the same, except it can only be done in a few
     places where the walls are close enough together for Sam's legs to reach all
     the way 'cross. When a place like this is found, jump at the wall w/ Triangle
     and hold Triangle to wall jump. If done correctly, Sam uses his legs to keep
     his vantage point -- he can fire weapons still but can't turn 360 degrees.
     When an enemy's below, press Triangle to drop in on them and instantly knock
     them unconscious.
     NOTE: For short falls, press the O-button to land silently.
     BACK-TO-WALL                            Perform: L3 Button by vertical surface
     Putting Sam's back to a wall may allow for better camouflage, but mostly it's
     a tool to move between thin walls or objects to avoid detection. This can be
     used when crouching as well. Move left/right when in this position to peek
     around corners; use the 5.72mm pistol to shoot around corners (this can't be
     done with the SC-20K).
     HAND-OVER-HAND             Perform: Left analog while hanging from pipe/girder
     This is basically moving via a long horizontal surface such as a rafter or,
     often, a pipe. This allows safe movement, basically, and may bypass traps if
     they're on the ground (such as in last level). Pressing the O-button makes
     Sam's legs pull up, allowing further movement over rails and obstacles. It's
     possible to fire the pistol when hanging, but only if Sam's legs aren't hung
     around the pipe/girder.
     ROLLING                                         Perform: O-button while moving
     ŻŻŻŻŻŻŻ                                         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Rolling isn't that important, but if Sam's ever on fire, this is the quickest
     way to extinguish the flames.
     RAPPELLING                         Perform: Select action at appropriate place
     Rappelling is using a cord to descend the side of something, much like a
     mountain climber. Sam does this from certain positions to reach windows,
     sewer areas, or the ground below. It's possible to shoot from this position,
     also. Use the Triangle button on a window to break through the glass.
    INTERACTION                [INTR]
     Interaction commands come into play when NPCs and enemies are used for Sam's
     own purposes. Here's how they're exploited:
     MOVE BODY                                       Select: when by KO'd/dead body
     ŻŻŻŻŻŻŻŻŻ                                       ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Why move a dead body? Because other guards can stumble upon them, and if left
     in bright light long enough, an alarm will sound (representing someone having
     found it) and enemies will be on edge. Store bodies in a dark place -- judge
     this by the meter on Sam's suit.
     GRABBING                                 Select: when behind applicable person
     To display his stealth, Sam can sneak up on someone and grab them. This sets
     up interrogation, instant KO opportunities, or a human shield. Once grabbed,
     Sam can't let them go, mind you. What's more, grabbing someone is a silent
     way to get them out of the picture [potentially] as they don't make noise.
     INTERROGATE                   Select: appears as option for applicable persons
     Some enemies/civilians, when grabbed, can be interrogated for information. It
     isn't that common but don't kill every single person you find; some people can
     really help the mission objectives.
     BODY SHIELD                                 Select: Grabbed person + R2 button
     Grabbed people can be used as meat shields, taking some of the bullets if any
     other enemies choose to retaliate. Sometimes the enemy doesn't do a thing and
     gives Sam chances to kill him, while others don't care and shoot regardless.
     Only the 5.72mm pistol can be used in this position. Press R2 to toggle the
     human shield mode off.
     RETINAL SCAN                             Select: Grabbed person + near scanner
     Certain high-ranking officers have retinal scan capabilities that get them
     through special locks. Sam may need to grab one of them and force them to do
     his bidding, and that's where this comes in. There's one part where Fisher's
     got a captured person accessing a computer, but besides that, it's mostly
     just retinal scanning.
    CAMOUFLAGE                 [CMFL]
     This is the most important factor to remaining hidden, and Sam's 'Stealth
     Meter' -- the horizontal gauge above his weapon display -- will tell how well
     enemies can see him. To steal Lambert's explanation: at the extreme left Sam
     is a "ghost's shadow," while at the extreme right he's lit up like a "Dutch
     brothel." The more shadows Sam sticks to, the better his chances of success.
     Shooting out the lights is a good way to accomplish this.
     Also, when Sam hides bodies, they need to be hidden in dark places so as not
     to alert others to his position. Finding a suitable drop point for them does
     not differ from how Sam camouflages -- just use the gauge. [NOTE: Even if all
     enemies in a room are defeated, an alarm can still be triggered by a body left
     out in the open!].
                                                            5.72MM SILENCED PISTOL
     Until Sam obtains the SC-20K in Mission 4 [5 if you count basic training], a
     puny pistol is his preferred stealth weapon of choice. It has a small cross-
     -hairs and no zoom function, and usually takes a few shots to down a target
     'cuz headshots are difficult to do with such little range. Holds a maximum
     of 40 ammunition, and all pickups on normal difficulty are 20/per.
     The SC-20K is the best weapon in the game, not that there's much competition.
     In addition to having a 60-bullet capacity [30/per pickup] and great zoom
     function, it also is modified to shoot special secondary weapons if found.
     These can be used with the L1 button, but _NOT_ with the zoom function. The
     different secondary weapons are:
     - Sticky Camera [allows Sam to look around in areas where he can't himself]
     - Sticky Shocker [instantly incapacitates if target's hit]
     - Diversion Camera [lures enemy toward with noises and incapacitates]
     - Smoke Grenade [nonlethal projectile that stuns/incapacitates enemy]
     - Ring Airfoil Round [nonlethal projectile that stuns/incapacitates enemy]
     The lockpick is used to open certain doors that still use keys, and allows Sam
     to gain entrance to places he normally wouldn't. To use them, after choosing
     the option, rotate the left analog stick until it vibrates a little -- keep it
     at that position until part of the internal mechanism is pushed in. Repeat
     this (from 2-6 times) to gain entrance. Rather easy, and always helpful.
                                                                        OPTIC CABLE
     Using this is a matter of not walking into a room at the wrong time -- it has
     the ability to allow Sam to see under doors, identifying patrols, cameras, and
     whatever else. It's completely undetectable enemy-wise, and what's more, while
     it's being used, enemies can't get in the door Sam's looking under, which is a
     good way to get the jump on 'em.
                                                                    DISPOSABLE PICK
     Useful to a degree, these one-offs immediately pick, err, break the lock for
     immediate entrance. Naturally they can only be used on doors the Lockpick'll
     work on.
                                                                          LASER MIC
     Used a few times as part of a mission objective, the laser mic is used for a
     fun part of espionage: eavesdropping! Listen in on priveleged conversations
     from a hiding spot. Just point the item like a gun (with R1 held down) until
     the light turns red to signify it's locked onto the conversation. Obviously,
     this can't be used on regular enemies.
                                                                      CAMERA JAMMER
     This handheld device works in the same capacity as a gun, except no projectile
     is fired. Instead, a beam will deactivate 'heavy' cameras, those that can't be
     destroyed by regular means, for as long as the contact is established. Moving
     around gets simpler, so long as Sam puts the machine in his sights. If it's
     working correctly, sparks will come out of the camera. THIS DOES NOT DESTROY
     With the R3 button and d-pad, Sam can zoom in on enemies. Useful to a degree,
     but once the SC-20K is obtained, it's a lot better to look through the gun's
     scope 'cuz it has the same capacity. However, until Mission 4, it can be of a
     bit o' use.
                                                                    THERMAL GOGGLES
     By pressing right on the d-pad, Sam can identify heat signatures which show
     up as radiant colors [greens, reds, yellows, etc.]. This is useful in places
     where vision is obscured [like on the abattoir level]. It blocks background
     images, though, so not too useful in normal play. Grimsdottir tells Sam in
     Mission 9 that it can be used to read heat signatures off keypads, though,
     which is its other function.
                                                                       NIGHT VISION
     Sam's best friend! When it's nighttime out, or the lightbulbes've been broken,
     turn this on to see the area normally. Sam can't see in pitch-black darkness
     without it, but neither can the enemies -- use it to get a jump on 'em!
    ___________________________________________________/ III. WALKTHROUGH - WLKT |_
    01) T'BILISI OLD TOWN                                                    [WK01]
     This walkthrough will be written for the default difficulty setting, and will
     assume the player has already passed basic/covert ops training. I mean, one
     can't get here without it, anyhow. I suggest familiarizing yourself with the
     T'bilisi Map under the 'Data' tab, because it provides names for all of the
     places Sam encounters here. This is what I'll use to landmark mostly, so it's
     there if y'need it. Mission notes are as follows:
     - Killing civilians will result in a mission failure
     - Touching the street will result in a mission failure
    | AREA 1: Insertion |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Sam starts out in a small courtyard. There is a civilian walking a 2F balcony
     nearby, but if he spots the splinter cell, it doesn't raise any alarms. Stick
     to the shadows and locate the ladder above a small stairway nearby. There is
     no indicator of cardinal directions here, you may notice, so dictating where
     to go a smidge harder. Oh well. After climbing the ladder, crouch-walk to a
     small trapdoor; enter. Turn on night-vision if need be and proceed to a li'l
     pit with a pipe leading upwards.
    | AREA 2: Platform |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     This platform overlooks Area 3, Pushkin Street. Do not drop down to there or
     it's automatic mission failure. Instead, we're going to bypass the third area
     via the zipline strung here. It discreetly carries Sam into the fourth place,
    | AREA 4: The Hotel Begurebi |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     The game calls this a warehouse, but it's obviously not. Anyway, there aren't
     enemies within the walls here, so no need for stealth. Fire, however, rears
     its ugly head. If Sam catches on fire, run and use the O-button to roll, and
     put the fire out accordingly.
     As for the actual layout, after ziplining into the building 3F, insert into
     the burning hallway. Most passages are blocked in this vein, making where to
     go fairly straightforward. Use the room nearby as a workaround, getting some
     access to the stairway. Move quickly here because ceiling debris falls to
     block the way backwards. At the 2F doorway, use the pipe to span the broken
     floorboards, proceed through the room, and go up the next stairway to the 3F
     again. Only one place to go here.
     The contact Gurgenidze will be here, half-buried under some rubble. Converse
     with him a bit to learn information is at Blaustein's apartment east of
     Morevi Square. With that in mind, use the alternate exit in this room and
     locate the smoke-filled room across the hall. Shoot out the skylights, wait
     a little for the fog to clear [it damages if inhaled in large quantities],
     then enter the next doorway for a savepoint.
     Finally, at the balcony past the savepoint, locate where the balcony railing
     ends and use the pipe to shimmy 'cross to the opposite one.
    | AREA 5: Ak Tendeba Inc. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     On the opposite balcony, Sam can hear a conversation taking place. If you get
     past the lattice to find a porch behind it, a guard will be yammering on his
     cellphone. This is a problem even in non-USA countries, apparently. Sneak up
     aft and grab him, then lead him alongside the stairs before neutralizing 'im.
     Shoot both porchlights as well -- don't let the home fires 'burn' here!
     If all goes well, the 2nd [and only other] enemy inside the house won't find
     Sam midway through these events. If he's unalerted, use the optic scope to
     find out where he is in the room. When the gunman appears, he'll always come
     toward the door and when near, open it -- pull out before he comes and hide
     alongside the planter by the porch steps. At this point, put a slug in his
     face or knock him out. Just don't let him find the unconscious guard or he
     will act like human smelling salts, revivifyin' his friend.
     NOTE: "Rob" suggests shooting unconscious guards in the face, permanently
           neutralizing them.
     Inside the house is no enemies. Use the computer in the living room to learn
     information about the police station is hidden in the Morevi Square bushes.
     Proceed to the bedroom area, pick up the health pack near its entrance, and
     search the painting for another computer. This one tells the keycode for the
     balcony door of this apartment: 091772.
     Use the zipline attached to the balcony to get across the street in safety.
     There's an elevator shaft here. Hang over the edge and drop Sam onto a pipe
     series, then down again. Open the trapdoor for a savepoint.
    | AREA 6: Secret Room |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     The secret room is basically a locked door outside of Morevi Square. Lockpick
     yer way out and, down a stairway, two crooked policemen will be harassing a
     drunkard. There are two ways to proceed.
     - Sneak down the stairway, pick up a bottle, and creep near the dumpster in
       the corner. Toss the bottle, a cop sneaks towards and Sam can gun him down.
       Then, when the other patrolman approaches and finds the corpse, treat him
       to the same courtesty.
     - This one allows silent infiltration, actually. Stand on the railing above
       the dumpster and jump towards the wall, grabbing the ledge on the descent.
       Shimmy across toward the policemen's area, eventually finding an awning to
       climb onto. This gives a bird's-eye view to the policemen and some headshot
       opportunities. At the very least, one's a corpse and the other doesn't know
       where it came from, setting up another stealth kill.
     Either way, when both cops are on a slab, stash their bodies somewhere [in a
     dark spot, such as under the stairway by the garage door] and proceed toward
     the square. If an alarm sounds, Sam didn't stash the corpses well enough!
    | AREA 7: Morevi Square |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: Medical Kit, 5.72mm Ammo [20]
     This place which clamors during the day is now silent 'cept for the fountain
     dripping. No enemies walk here either. Proceed for the bushes where a ghostly
     red light glows, finding a crawlspace that leads inside a building. Here is
     the Gurgenidze's dead drop, and the computer also shows how to get to the
     police precinct...although nothing seems to indicate this in the inventory.
     There's also a Medical Kit and ammo pickup by the desk -- take both!
     Back in the bushes, spot the newly-arrived patrolman humming to himself. Do
     away with him when his back's turned, as is the easiest course of action.
     Stuff him in the bushes, also. One of the gates here is now open thanks to
     the dim-witted fiend we knocked out.
    | AREA 8: Kutateladze Street |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | AREA 9: Kobuleti Lane      | ITEMS: Satchel
     Immediate checkpoint -- whee! The turn turns a small bit, and Sam can hide in
     the doorway alongside the next actual street. A guard paces this area but
     won't look in the doorway. Stalk him, knock him out, then drag him into the
     doorway. Two other guards are nearby but only 1 patrols the road perpendicular
     to the dumpsters.
     ...and that's good, because Sam can crouch in-between the dumpsters and not
     be seen a lick if backed against a wall. Neutralize this guard to obtain a
     Satchel, which contains an email from one mister 'Philip Masse', whoever that
     Further up the street, the last guard patrols underneath a horizontal lattice
     that's used for decoration. If his route's not been interrupted [on alert,
     etcetera] he walks through the alley 'neath this lattice and stops. Sam has
     to sneak from his aft, because climbing onto the lattice does nothing for a
     headshot. =(
     With the 3 guards pushin' up daisies, approach the precinct's gates. They're
     locked, naturally, but by double-jumping off a dumpster, Sam can catch the
     ledge and pull himself over. Savepoint just before descending inside.
    | AREA 10: 4th T'Bilisi Police Precinct |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Descend the small stairway here and use the optic cable to see where the
     guard is headed. When he's walking away, creep inside and split jump using
     the walls between cells. As the guard returns, headshot and stash him under
     the outside stairs. At the corner by the jail holding, shoot out the wall
     light. There is a guard in the door visible around the corner, and he will
     leave and walk out of sight periodically. Lure him toward the storehouse
     [wrap Sam around ceiling pipe to avoid detection] until he starts searching
     the jail block. Coldcock him there and stash him in that storehouse. There's
     a computer as well, but it just gives a dorky email -- nothing of import.
     Further down the hall is a morgue. There may be one may inside here; if not,
     he will eventually enter. Interrogate this guy to learn that the subdermal
     chips were removed from the two agents. Our chap here will ring an alarm if
     you're not careful, so avoid that at all costs! Knock the guy unconscious
     and inspect the tabletop computer -- a note will say there's a security cam
     in the morgue adjacent. It's a fragile type covering the doorway, so let the
     door open, get out of sight to track its movements, then disable.
     Inspect the two agents and the new objective has Sam searching the top floor
     surveillance room. Grab the Medical Kit by Blaustein before ascending to the
     2F, using the corridor entrance outside the morgue. Savepoint!
    [2ND FLOOR]
     Enter the stairtop door and you can overhear a customer talking with a clerk
     about a complaint. The civilian will eventually sit down, at which time it's
     kidnap time for the clerk! Knock him out in the hallway and drag him down the
     stairs, stashing his body in the shadows at the well's bottom. After, pocket
     the medical kit by the office computer. The PC talks about an upcoming rally
     which isn't that important, really. The civilian here won't do anything, but
     incapacitate him just the same. Since the double-doors are locked, upstairs
     is the only alternative -- checkpoint when approaching.
    [3RD FLOOR]
     If Sam's presence is unknown, the two guards on 'desk duty' will be writing
     and not notice him; moving around on the stairway changes this, although the
     one who inspects eventually settles down again. Sneak up behind the nearest
     and grab 'im, which, strangely, doesn't alert his pal. Knock him out, stash
     him downstairs, and railroad the 2nd guard here in the same fashion. He can
     be stashed within the premisis, though. Finally, hack the computer and take
     its data drive for another email.
     Both doors within this room lead to a darker, larger area. Use the door by
     the corner to enter the surveillance room. Stealthily knock the guard out,
     then rob the compy of data. The person we're lookin' for is Vyacheslav
     Grinko -- thanks license plate database! The new objective is to rendezvous
     with Wilkes out front of the police station. Steal the other data stick from
     the last 3F room [no enemies] and use the previously-jammed 2F double doors
     to finish this mission!
    02) GEORGIAN DEFENSE MINISTRY                                            [WK02]
     Ooh, it's all official-like now. The map to cover is also larger than before;
     but, as their firepower rises, Sam still uses his ol' silenced pistol. What a
     trooper. =/   Also, unlike the previous mission on mostly flatland, this one
     has backtracking and places out of order, so hopefully that doesn't screw w/
     your gameplan any.
    | AREA 0: Rooftop |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     As Lambert says, there's a laser grid in the courtyard and triggering any
     alarms is a gameover here. Locate the small chimney and use it to rappel down
     the building anterior. Continue straight down until an open window comes into
     view. Jump down a few times until Sam rests on a piece of pipe; enter then.
    | AREA 2: Book Room |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Any noisy movements in here will alert a guard, failing the mission & making
     it impossible to leave anyway. The solitary guard here will walk a library
     aisle, so do the grab-and-knock on him while his back's to the splinter. Get
     him then. There's also a 'fragile' camera over the door to take out. Stealing
     the data stick from the computer talks about using thermal optics to make it
     through the courtyard...interesting.
    | AREA 4: Corridor |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     The door in the hallway there has a few guards in it, patrolling a large hall
     with a blue carpet. Use the optic cable to see when the guard is near, and
     when he walks away, open the door and hide behind the dark-colored pillar. As
     the soldier passes by again, blindside him. The 2nd guard here is a joke, and
     has his back to our cell the entire time. Haha...what a doofus. Both of these
     guys can be hidden in the stairwell, and should be otherwise an alarm sounds
     after awhile. [The locked door here leads to an office of some sort]
    | AREA 5: Stairway |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Okay, so you're in the stairwell. Going down! Be careful because there are
     'fragile' camera set up regularly. At the very bottom of this place is a
    | AREA 1: Parking Area |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     The very bottom of the stairwell opens up into an underground parking garage.
     On a wall visible from the doorway is another 'fragile' surveillance cam; do
     away with it ASAP. You can tell there's one near by the slight humming noise
     it makes, y'dig?
     Now, pick up a bottle [don't throw yet] and continue towards the parked car.
     Further down the way is the driver standing by Vyacheslav's ride. Creep near
     and eventually he enters a dark corner to take a leak [!?] or something. Be
     sure to neutralize the surveillance cam by the rear bumper of Grinko's wheels
     because if found, that's where the driver immediately bolts to [alarm is by
     there also]. The interrogated driver will say Philip Masse and Vyacheslav're
     meeting in the courtyard elevator about something, so Sam'll have to bring
     down the laser grid there before infiltrating further...
    | AREA 3: Office Room |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Return to the stairwell and go back up to the floor with the blue carpet. It
     is now possible to open the office door here that was previously jammed. Get
     the camera RIGHT above the door out of commission [standing underneath it'll
     not trigger anything]. One of the two laptops here will give a hint about
     the laser grid: it can be deactivated from a South Wing Main Hall computer.
     When done, stand on a desk and jump up into the ceiling vent. Flip on that
     handy night-vision technology and continue along to a savepoint.
    | AREA 6: Kitchen |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Continue 'long to find a vent leading into the kitchen, and then a drop-down
     point in a storeroom. Wait for the conversation with the guard to end [where
     they spit in the colonel's food!] and then sneak up on the chef, knockin' him
     into beddy-by land. Shut off the lights here using the switch -- no trouble
     moving...! Using the optic cable, one can see an adjacent room, being the...
    | AREA 9: Restaurant |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | AREA 7: Corridor   | ITEMS: ---
     A guard here will be looking at some monitors by the hallway entrance, and
     can be knocked out easily. Store him someplace dark and shut off the lights
     in the restaurant -- again, as witch is provided. Go down the corridor to...
    | AREA 8: Lobby |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: Satchel [Medical Kit]
     Sneak down the stairs to hear a conversation where a soldier has trouble with
     using a door because it requires a colonel for the retinel scan. Now, there
     are two guards here -- one walks from stairbottom to stairbottom while the
     other stands in front of a desk in the middle. Sneak down a stairway while
     the patroller isn't looking and hide by the stairway. Grab the desk person
     while the other's back is turned and drag him into a corner, again waiting
     for the floor-walker to be far away. Hit him, then get rid of the 2nd guy.
     Both can be stored in the darker areas above the lobby staircase.
     ALTERNATIVE: Make noise on the stairway, and the desk guard will come up a
     bit to look; nab him at that point when the floor-walker can't see.
     Whew, now Sam can inspect the desk computer; doing so will allow a colonel
     to approach the area for the retinal scan. He must be alive and cooperative
     in order for this to succeed, mind you. After arriving in the lobby, he will
     sit down at the desk; there's the best chance to nab 'im. Haul him to the
     retinal device, make him submit to the scan, and knock him out like any other
     ol' bloke. Knock him out, take the Satchel, and enter through the newly-open
     gate for a checkpoint.
     There is an shiny double-door set here with a fragile camera above. Proceed
     beyond to find...
    | AREA 10: Courtyard |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     It's noticeably vacant here, and upon entering, Fisher's notified that the
     meeting between Masse and Grinko is taking place in the glass elevator 'cross
     the yard. Select the Laser Mic (with Square button) and listen in on the
     conversation taking place within the lift. Afterwards, it's '5th Freedom'
     territory and alarms aren't mission-critical anymore -- three can now be
     tripped if need be. Also, 2 soldiers will now patrol this area having come
     from the doorway Sam just left, so be careful on that end as well. [Stash
     the colonel's body in the courtyard before the elevator meeting to ensure
     no one stumbles upon it in the hallway!]. Both foes follow a set course in
     a half of the courtyard, mind you. Avoid walking noisily over gravel, unless
     planning to lure someone off the beaten path, hmm?
     Anyway, a guard will have a data stick in a satchel that tells about wisteria
     along a lattice, able to support a human being's weight. Climb up the thing
     and at the top is a savepoint -- yay.
    | AREA 11: Elevator |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Sam will be in the new building's elevator, and as the cutscene shows, one of
     the lifts is descending. Hide in a corner and two armed men will get off...
     and, apparently, they want to patrol this small area. Doesn't matter, as Sam
     can infiltrate the elevator when both look at the locked door at the other
     end of the lobby. Suckaz!
     Our splinter cell arrives at floor 7, a.k.a. Area 13: Corridor.
    | AREA 13: Corridor |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: 5.72mm Ammo [20], Medical Kit
     There is a pop machine right by the exit, and beyond, the soft purr of a
     'fragile' cam should reach the player's ears. Right next door to the 'vator
     is another room that must be lockpicked.
     Inside is a computer with a confidential e-mail to Masse about 'The Ark,'
     whatever that is. But that ain't all -- a ceiling panel is removed and will
     allow Sam to infiltrate another vent by standing on the desk, and goes two
     ways. One leads to a vent over 'Area 12: Coffee Shop' that has three guards
     within, and the other leads to the elevator beyond. Now, taking the corridor
     is almost a surefire way to get captured, but the other one isn't, even with
     the camera there. Drop down and hug the wall with the tri-drawer to prevent
     the surveillance detection. Shoot it when done and enter the door that's not
     jammed, where some ammo and a medical kit're located. Utilize that ladder,
    | AREA 15: Roof Platform 1 |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     There seems to be nothing to do here, but where there's a will... Locate a
     small chimney and rappel down the building face like at insertion. Quietly
     approach the glass window between the guy, press triangle to jump, and...
    | AREA 14: Office |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ...smash through the window! There's only a short time to get your bearings
     and pull out that weapon. Shoot him in the face before he attempts the same.
     Pick up the first grenade of the game and access the computer. Lambert wants
     Sam to keep transmitting, but Groski sends reinforcements to the office...
     somehow. Don't leave, though -- simply hang off the windowsill until whoever
     comes in leaves. Inspect the computer once more to complete the objective of
     hacking the office computer. Now, to meet Junior Wilkes for extraction. There
     is a final checkpoing after opening the office door.
     The coffee shop is on the right, so quietly creep left to the door that was
     jammed previously. It leads to a stairway.
    | AREA 16: Rooftop Platform 2 |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Continue down the stairs, grab the kit off the wall, and sneak out the door.
     Either the enemy will spot you and fire, or the silent kill can be done. As
     always, things can get complicated -- there is another enemy approaching the
     same area. Luckily, we have awesomness on our side. Hang down the defunct
     elevator shaft and let go/grab the silvery edges -- this safe method leads
     all the way down to the parking garage.
    | AREA 1: Parking Area |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
     Gunfire here? Oh, it's just Junior cleaning house. Talk with the dorky guy
     and apparently we're going to war...? Mission complete! Goodbye Georgia,
     hellow Azerbaijan!
    03) GFO OIL RIG                                                          [WK03]
     This ain't a Caspian Sea vacation, folks. A mercenary technician needs to use
     his encryption key to reveal what's going on, so buckle up and get searchin'.
     Sam won't have any maps here, so it's...not awesome. =(
    | AREA 1: Pipeline Rig |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Sam will be stranded at the base of a large pipeline in the sea, waves all
     around him. Climb the ladder nearby and start approaching the huge rig in
     the distance. There are a number of things impeding the path, but most are
     bypassed by drop-hanging and shimmying under them, or falling to a lower
     path and walking to a safe jump position.
     Past the first checkpoing a little down the way, use a zipline parallel to
     the pipeline to get on another platform. Something will have alerted the
     military here and some railing and whatnot will detonate. Crouch and locate
     the pipe here; climb, put Sam's back to the large red one and get on top.
     Part of the blown 'line is open, so jump inside and trek forward. Within, an
     insurgent message says the datatech is returning, needing two men to meet 'im
     at the dock for escorting. Savepoint beyond.
    | AREA 2: Fan Room |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     This dark place is where Sam ends up after steppin' off the pipe. Use the
     NV goggles to locate the ladder.
    | AREA 3: Rig Dock |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Notice the mercenary tech and the laptop he has at all times? Alert trigger!
     The datatech will be moving here and it's black as midnight in a paper bag.
     Let the 2 escort guard and him start moving, then locate the large concrete
     pillar with ladder rungs on it. Climb to the top catwalk and look for a box
     that's oddly out of place. Stand on it and grab the pipe above, allowing Sam
     to maneuver [legs wrapped] toward where the tech exited. Be careful, because
     one guard stays behind...although, even if he sees you, it's so dark there's
     a headshot 99.9% of the time. Stash him under the stairs and proceed upward
     after the quarry... Savepoint!
    | AREA 4: Lower Walkway |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     When Fisher starts, there will be an explosion down the walkway courtesy of
     the air force. One guard ducks by the fire at the start; wait for the tech 
     and co. to leave before killing. Stash him in the dark spot by the pipes
     nearby, get his Medical Kit, and proceed down the well-lit outer path until
     another explosion rocks the rig. Don't fall too far behind the datatech, now.
     Around the pipes here, two guards enter a sided office while one sentry is
     outside. Lure him around the corner [shoot there or something; he'll go to
     point of contact] and neutralize, dragging him behind the pipes. Alternate:
     there is an empty bottle nearby that is usable, too. Grab his data stick
    | AREA 5: Small Kitchen |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     At this point, when you approach the building the datatech entered, a convo
     plays where something's jammed and they "have to go around." Keep out of
     sight at this point because they'll enter from the well-lit antechamber in
     there. When they're gone down the hall, steal the [MEDICAL KIT]s in the
     cooking area and backdoor.
     When done, exit the building, hug the wall and proceed past the curve. There
     is a checkpoint here. When machine-gun fire plays, don't worry -- the enemy's
     shooting outer lights in order to...well, I don't know why. Maybe to keep a
     bit of fresh air in?
     Climb onto the red maintenance drawer outside, then to an overhanging pipe
     that runs into the next room.
    | AREA 6: Computer Room |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: Medical Kit, 5.72mm Ammo [20]
     A soldier here is destroying computer equipment, and concentrates on that
     rather than Sam. Hide his corpse somewhere and steal the [MEDICAL KIT] here,
     pistol ammo too. Use the side-stair to get up to...
    | AREA 7: Mid-Level Walkway |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     A bombshell downs the chopper and the guards around it, lucky for Sam. There
     are two enemies here, one of which walks around. Sneak up behind it but do
     not render unconscious; instead, use him as a shield and kill the 2nd guard
     that complains about him dying. Both have datasticks to steal. When done, it
     is wise to hide their by the blue-green pipes. Go around the railing here,
     where there's a downward-stair to take.
    | AREA 8: Lower Walkway 2 |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Notice this place? It's where Sam arrived after infiltrating the dock area.
     Open the mesh-fence door and sneak up on the idiot guard, who runs to only 2
     different places, both giving easy snatch opportunities. Hide him in the li'l
     room nearby, then run to the opposite door here. There'll be an explosion by
     the door in a sec, so open it and get out before Sam gets deep-fried.
     Run around the back alley to find the technician hiding under the stairwell.
     Interrogate and grab his satchel and briefcase. At this point, the mission's
     in the history books! Now, for some homefront stealth...
    04) CIA HEADQUARTERS                                                     [WK04]
     With a flood of cyberterrorism, apparently this type of information couldn't
     have helped Georgia without a CIA mole. Sam Fisher, you know what you have to
     do, son... Like before, no data or maps at once, although it comes soon.
     TIP: If you alert a guard into a room with an on/off light switch, the first
     thing he does is move to that and turn on the lights. Easy way to get him
     from behind!
    | AREA 1: Elevator + Siderooms |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Apparently Lambert's got a present hidden behind the backup generator, and
     that will help Sam out. Any Agency fatality scrubs this mission however, so
     Sam can't use his gun at all! Down the hall, a civilian will enter the copier
     room, so knock him out and turn off the lights in there. Use the optic cable
     to wait for the sentry to leave; follow, grab, and incapacitate him in that
     same room. Then, go across the hall -- the computer datastick tells that the
     Technical Services roomcode is '7687'.
    | AREA 2: Security Post |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: Med Kit [2], Disposable Pick, Sticky Shocker[2]
     At the fork, veer left to the 'Security Post.' There is one enemy there
     watching the corridor through some glass. Wait until the conversing guards
     leave, then knock him out, taking his satchel. This gives the Level 1 map of
     the CIA's HQ. Pick up the medkit in the small sideroom and hide the body
     there. The computer here will display a Main Server code: 2019! Odd that
     there's no light switch. o_O    Lockpick the small side-room to get some
     handy [STICKY SHOCKER]s and a [MEDICAL KIT].
     Further up the right path of the fork, there's two doors by the pop machines.
     One is open already and has a single guard inside, watching something outside
     a window; the other has an officer who walks into a storage closet down the
     way. The best way I've found is to take out the roaming guy first. Wait for
     him to enter the keycode room, then hug the side of the pop machine nearest
     that small broomcloset for a perfect camouflage. Incapacitate the guy when
     he emerges and shut off the light in there. Get the [DISPOSABLE PICK] on a
     shelf, also. The man overlooking the lobby from the nearby room is easy to
     grab; just wait for him to walk around, and when he returns to the window,
     that's the chance. Dude drops a satchel, so eh. =/
     The Technical Services room is the one with a keypad by the soda machines.
     Input the '7687' code and get inside. There is a guard inside, in the room
     adjacent. Make sure to switch the lights off upon entering [right by door]
     to avoid detection. The guard will be 'alerted' to something odd but can't
     see 2 feet in front of his face...kinda funny. Once downed, grab the [MEDICAL
     KIT] off the wall and steal the computer datastick.
     Input the door keycode (110598) and enter...
    | AREA 4: CIA Main Server |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: SC-20K, Sticky Camera, Ring Airfoil Round,
                                      Sticky Shocker
     Checkpoint upon entering... Two civilians are walking below, both unarmed.
     This can be a little annoying, but sneak down the stairs and find where that
     one walks near the hanging light. Sam can crouch in the shadows prior to
     there and snatch the guy up when his back turns. The other guy (a.k.a. Dumb
     Inventory-Counting Person) can be knocked out when he quits counting and
     moves near a shelf. Take his satchel, too.
     In the room beyond, the soft humm of a 'fragile' camera makes itself known.
     It watches the door by all the shelves. The [SC-20K] is on a shelf leading
     up to that camera, plus a Sticky Camera, Ring Airfoil Round, and another
     Sticky Shocker. Capsize the camera and put the '2977' code into the keypad.
     SAVEPOINT, huzzah!
     Now, there's a long hallway to use here. Past the first corner is a man on
     his cellphone; knock him out before the convo ends. Up the hall, there's a
     large room with no doors.
    | AREA 5: War Room |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     One guard's inside, and a civilian walks into a cubicle eventually. The best
     time to grab-'n'-hit is when the guard's facing the hallway. He does this at
     two places; after he starts moving to the 2nd, follow and incapacitate where
     the hallway's darkest. Take out the overtime worker in whatever fashion, so
     long as he doesn't access the alarm by the glass cubicle. [ALTERNATE: Throw
     the pop can on a bench near the 1st guard to attract the 2nd guard's ears.]
     Civilian guy drops a datastick with a '2019' code in it. The two other PCs
     here are useless info-wise. Now, the server room is across the hall but it
     has a laser grid...this one doesn't hurt, though. Checkpoint!
     Of the two doors, one leads outside and one to the server. Put '2019' into
     the keypad and get inside the right one, sucka jim!
    | AREA 3: Battery Generator Backup |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Sam should be on a balcony above a computer console. Shoot the camera peering
     down there, and jump to the console. Access it to find the mole's name and
     wait for the guard [civilian] to appear. Knock him out and drag him upstairs
     in the floor-lit server room [upper area, natch]. Return toward the War Room.
     Keep going up the hall until the open door to a toilet shows. A guard will
     patrol there; coldcock him when he leaves. No other side-doors here open,
     so continue up the bend for a checkpoint.
     A window opens into the hall, and a guard watches it...constantly. This can
     be hard, but grab the popcan sitting on a bench a ways back and toss it into
     the [glassless] window. When his back's turned, quickly incapacitate. He'll
     drop a [MEDICAL KIT] in a satchel for y'. If you go the other way, it alerts
     the metal detectors. [ALTERNATE: Throw a can outside window, guy goes around,
     Sam infiltrates hall through small window -> backdoor -> hides in corner of
    | AREA 6: Hall |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Well...that's an ingenious name to call this segment of the CIA HQ. o_O
     First off, there are two cameras fixed to the ceiling. These kind can't be
     broken, so bypassing them stealthily is the only option. They cover 360
     degrees on rotation, so it's not hard -- there are a number of ways to get
     through. Personally, I like cutting across near the elevator doors as there
     are two dark corners with potted plants to hide in. The variable in this
     equation is the guard who may patrol here [in a backwards question-mark shape
     Either way, the hall beyond has tons of dark spots leading up to a stairwell
     for the next area. There is a 'heavy' camera here that prevents breaking, so
     to get in the door, wait for it to look away and input the correct code in
     the keypad; wait for it to turn away and enter. [ALTERNATE: Shoot out light
     to reduce visibility]. Checkpoint!
    | AREA 7: Weapons Testing Department |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     After the door to the camera closes [it can still see Sam!], approach the
     blabbermouth yakking on a cellphone and 'disconnect' the call. Shut off the
     lights there as well. Soon after, another person will come in and notice
     that Charlie's office is strange. Coldcock that guy when he comes to turn
     on the lights and all's well!
     Enter the door near the automated gun turret and take the two [FLARE]s. The
     computer here has a datastick on turret information. Sam can maneuver behind
     it and toggle its computer to disable [completely] or switch off IFF mode,
     which makes it fire upon anyone with any heat signature/motion capabilities.
     Lockpick the door alongside it and use the elevator. Save at the top.
     The room at the end of the hallway is dark, and apparently has something to
     do with audio/visual stuff. Three people are here, but after a 'cow'versation
     one will leave. Crouch-walk out of sight around the equipment, thankfully
     not against the wall. To be honest, as long as the conversation's going and
     the civilian can't see, simply sneak into the adjacent hallway! Enter Room
     509, get the datastick, and leave -- there's no reason to bother with the
     other three people in that room, haha.
     Down the hall is an large desk area, with two computers that talk about the
     warehouse fire in the first level. Take a [STICKY CAMERA] from the desk
     there. Room 508, Doughtery's room, is right there. Hack his computer and
     hide in the hallway while the convo plays. Eventually the objective will be
     to capture Doughtery.
     Feel free to locate him after he comes back from a smoke break, then knock
     'im out. The fixed camera nearby has a blindspot right underneath it. Down
     the hall in a darkspot is another room, which when lockpicked, leads into a
     projection area. Three people within, the projectionist, someone watching,
     and someone talking. They should be neutralized in that order, if at all.
     Further up the way, two people are in a small lounge. One's spazzing out by
     the java machine, so sneak, steal, and slap when out of range. His satchel
     tells the information retrieval code of '0614'. Hide both bodies in the
     ladies' room, which, strangely, has a urinal. o_____O
     Lastly, down the way is Room 512 that has a computer, and 3 [STICKY CAMERA]s.
     Computer only has a memo about the retrieval code, but it's an alternate way
     to obtain the info outright. Outside, enter the passcode and, down the hall,
     is the smoking area. That's where tubby is normally; hopefully one didn't
     have to carry him all the way there! Savepoint!
     Bring Mitchell into the Smoking Area outside and hide his body in the shadowy
     part. Incapacitate the lone stairway guard and bring Mitchell's body to the
     door. Lambert informs Sam about some Wilkes being chatted up by some guards,
     also, so incapacitating the security's now a very /prime/ objective. The door
     here is pressure-opened [thank gawd!] so stash Mitchell under the stairway.
     Destroy the fragile camera at the end of the well, and enter the next room.
     One guard is here amidst the large freight boxes, patrolling in an L-shape
     near the opposite door. Make a noise outside that area, and use the ample
     pathways to get behind him and put him to bed. Deposit Mitchell in this room
     and use the automatic sliding door under the lamp.
     It leads to outside. There is one guard patrolling the very lowest part of
     this lot. Sam can use the stairs that lead to a small lift; take it down when
     the guard walks to the dark area of the parking lot in-ramp. The best place
     to hide is in the long planter here that has high brush. Neutralize the dude
     when he moves back toward the elevator. Bring Mitchell down the lift when all
     is done, and bring him down the parking in-ramp to where a van awaits near
     Baxter and Junior. There is one security guard here to take care of...I would
     just use a sticky shocker or something. [ALTERNATE: Sneak up behind him. Just
     watch the crackly floor things that make extra noise.]
     Drop the body near the rear bumper and this mission's O-V-E-R, son!
    05) KALINATEK BUILDING                                                   [WK05]
     Hotfoot it, Sam, 'cause the Georgians are shredding evidence as we speak!
     NOTE: Hiding bodies is not that important here.
    | AREA 1: Parking |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Wilkes and Fisher part ways here, and there's a map sent after the update by
     Lambert. Two soldiers will appear here from a side-door when a few minutes
     pass, talking about 'thinning the flock of sheep' within the building. When
     one moves onto a floor patrol, the other lazes around -- knock him out near
     the front bumper of the white coupe behind him. Once done, let the other guy
     hang 'round -- he's a waste of a bullet.
     Use the door near the security booth to access the stairwell, leading up to
     the mid-level garage here. Three enemies are here and there is huge blackout
     periods where Sam can use night-vision goggles. One shot to the head's the
     best way, although there is a high chance that during the flickering lights
     Sam gets spotted. Be prepared for a firefight, I'm saying. There is tons of
     broken glass 'round here, which makes extra noise for alerting presence! 
    | AREA 4: Crane |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ...a suspended box on a crane. It overlooks the Kalinatek building, but if
     Sam jumps, he's a goner. Instead, hand-over-hand via the overhead pipe under
     the crane arm. Savepoint! Our splinter cell will slide down to the end of a
     platform, from there being able to jump to...
    | AREA 3: Kalinatek Building |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: Disposable Pick [2], Sticky Shocker [3],
                                  Wall Mine, Medical Kit [5], SC-20K Ammo [4], Ring
                                  Airfoil Round, 5.72mm Ammo [3], Frag Grenade
                                  Sticky Camera
     Use the li'l chimneyhead to rappel down the wall. A conversation in a window
     next to it will talk about a dead person and how the incryption key was just
     destroyed. Sam can't enter the window with the two enemies here, but he can
     surely kill them while still hanging from the cord. In fact, once the nearest
     is dead, the other runs into sight -- quite a dumb move. There's also another
     guard who walks in the hallway below, underneath the skylights. Headshot
     opportunity: painfully [or painlessly?] easy.
     Drop down into the hallway and loot his satchel to learn the keycode for the
     next door is '97531'. Shut off the lights and open the next door. The floor
     is VERY noisy -- you can lure a guard into the room by clomping around, or
     simply pass through silently. Either way, shut the lights off.
     The next hallway wraps into the first interior room, with the keycode pad
     and metal detector. Lockpick the door and enter the Checkpoint! There's one
     more door to lockpick, leading in a small waiting area with a [DISPOSABLE
     PICK] and [STICKY SHOCKER]. Destroy the aquarium to attract an enemy inside,
     then beatdown time. He has a [WALL MINE] to steal...sweet. The mercenary in
     the brightly-lit corridor nearby walks into a dark spot, giving a good 'shot'
     for his head. His datastick talks about wall mine usage, both priming and
     collection [approach slowly and grab when light is green]. If you want two
     more wall mines, there is one one by the glass partition here and another
     by dark corner.
     When ready to continue, move to the dark corner and look for a spot where
     Sam can crouch inside a stalled elevator. Savepoint!
     Lambert says he's on the 3rd floor with other mercenary programmers. Step
     down into the hall and locate the guard fiddling with the pop machine. Take
     him out silently, grabbing his datastick afterward. No, that's not innuendo.
     There will be a guy firing a machine gun here, but it's more of an effort to
     destroy equipment than finding Sam. If you shut off the light switch, that
     WILL attract his attention, though. Eventually that PC destroyer will enter
     the hallway here, and can be disposed there.
     The glass-ridden hallway connected to there has two enemies. One will place
     a wall mine on a pillar, so watch out. Make a noise or something to attract
     him away from the other [toward 1st room] and neutralize. The other is just
     as simple to get. One has a Medical Kit. If one's missing, he's in the next
     room, which is a fiery pit. This is where the programmers are. Crouch-walk
     to the first and select 'Disable wall mine' when the light is green. This
     will safely disable the device. When both are done, yay!
     One programmer will leave at this time and walk into the defunct elevator
     lobby [NOTE: He walks by a wall mine, so if you didn't destroy it, he may
     be killed!] while another stays. Talk with the NPC to learn a keypad code:
     '33575'. Proceed down the hall to a checkpoint!
     There is 2:30 to find the bomb. Proceed further in, input the code when the
     keypad surfaces, and enter the room beyond. A Medical Kit's here by a corpse
     [irony!]. Use the between-office path to get back into the glass-plated hall.
     There are two wall mines here, but if you move carefully and avoid the mines
     [i.e. don't disable], it saves time.
     Past there, there will be a small 'Archives Room' that has a continuous
     beeping noise. That signifies the bomb's present. There are two fires on
     either side of the bookshelf, so carefully jump onto that shelf and bypass
     the fires. Defuse the bomb and the threat's over! Checkpoint outside of the
     Archival room's door.
     The fireroom door's breaker is somewhere, and getting to Ivan can't be done
     'til it's found. In the next small hallway, flip the lightswitch to alert an
     auditorium guard to something odd. [ALTERNATE: Just shoot the doofus if he's
     not near the switch.] There's another one inside who patrols the highest
     backfloor. One guard has [SC-20K AMMO] inside a satchel, luckily. :p
     Behind the auditorium stage is a downward stairway. At the bottom, a voice
     will say an intruder's been spotted and help's needed. Two guards from there
     run upstairs, so get ahead of them, running to the other side behind the
     stage. The one nearest the stage has a Medical Kit, while the one who goes
     up the stairway to the lobby has nothing. Either way, after the alert, they
     both return -- don't let that happen!!
     Proceed back down the stairs and, instead of following the concrete path,
     look by the machine/wall meeting. Sam can put his back to it and slide thru
     them. This is, in fact, the best course of action as the enemy will always 
     be looking for someone to come sprinting into view down the normal path.
     Get the Ring Airfoil Round, 5.72mm Ammo, and SC-20K Ammo, and Frag Grenade
     for the trouble. Switch the breaker on by the table for a checkpoint.
     With the breaker off, the firedoors can be opened. Enemies may appear above
     in the auditorium if others weren't hidden properly. No matter -- just wait
     for the all-clear to be given and pick off the stragglers. One residual foe
     by the stage can drop a datastick, telling the datacode for the keypad in
     the lobby [prior to auditorium] as 1250. There's a savepoint up inputting it
     correctly and trying the door.
     The next fountain area has one guard walking a catwalk. Sneak under the stair
     and grab the soda can, throwing it into an open area. When the guard inspects,
     shoot or send him into a comfy sleep. Approach the upper doorway and use the
     optic scope...a sucker is standing right near it usually. He goes on patrol
     eventually, though. Long-range snipin' action? Yes, please! Hopefully this'll
     draw the other guard onto the catwalk where he's a sitting duck as well.
     In the hallway beyond, a ransacked office can be lockpicked for some [5.72MM
     AMMO] and a [STICKY CAMERA]. A [STICKY SHOCKER] is in the office next door,
     also lockpick-required. A [DISPOSABLE PICK] can be found in the large lounge,
     which should be deserted. Enter the nurse's station for a [MEDICAL KIT]; the
     NPC says Ivan's on the 5th floor before dying.
     Past the nurse's station is a blue-windowed pathway, really small and short
     so the sentry can't get a good shot...same for Sam. Make noise [it's really
     reverb-y here] and lure him nearby, then kill him when he shows his face. Or
     the stealthy alternative...whatever. With any luck, a friend tags along and
     can get a dose of Sam's medicine. He'll have a satchel with a datastick [no
     use]. At the small computer station nearby, inspect the PC to open the fire
     doors. Go up the stairs for a checkpoint.
     The first door at the top of the stair has two enemies inside. Use the optic
     cable and wait for both enemies to turn their backs on patrol, then sneak
     inside, using the waist-high divider for crouch cover. If anyone moves toward
     the door, shoot the one who doesn't -- that gun has a scope, y'know. As usual
     Sam can sneak up on the last or pop a cap if #2's unalerted.
     Approach the door into the adjacent hallway and a scene where a merc points
     the gun at Ivan, hiding in a bathroom stall. Enter into the bathroom nearby,
     climb into the vent, and quickly murder the guard. He'll countdown from 5 and
     kills Ivan if Sam's too lazy. There's a datastick about all the murders going
     on, but 'sides that, it's worthless. Talk with Ivan to get his encryption key,
     and then it's extraction time.
     The Osprey can't land until Sam does some housecleaning of the enemies on the
     top floor, sadly. Exit the bathroom the normal way and make for the elevators.
     You can even destroy the aquarium if y'want to. =/   Savepoint when choosing
     to go 'up.'
     Exit the elevator and sneak into the warehouse area; three enemies talk here.
     Here one of the funniest quotes so far: "I didn't have any [kills], but I had
     one assist!" Haha...now for the dirty work. There's a stack of soft-looking
     crates that lets Sam get a high vantage point by climbing onto a big platform
     in the room's corner. Break the bulb to darken there, also. When the convo's
     spent, only one enemy remains. Snipe him from the secure position, then loot
     his satchel. Another nincompoop will patrol this area eventually -- he doesn't
     drop anything, so drop him like a bag o' bricks, please.
     Inspect the door nearest the conversation [with optic cable] and locate the
     enemy. This one doesn't move no matter how long y'wait, and noise doesn't
     flush him out [although I didn't try the frag grenade...]. Open the door and
     he won't see you -- just shoot him in the face. o_O   Climb the boxes and
     approach the far door here. Two enemies will emerge, talking about "tonight's
     work". Pah! These guys stay put, so if you're close to them and crouching,
     use the SC-20K to pick off the one facing where Sam came from. This alerts #2
     and he'll move into range for the quick pick-'n'-roll-on-the-ground-dead. :p
     Nearby, a [MEDICAL KIT], [SC-20K AMMO], and [5.72MM AMMO] sits on a crate.
     Enter the door the goons left for a checkpoint!
     There's a bunch of lumber and half-finished crap here, but Sam can slip thru
     with his back to the wall [using L3]. Somehow, an alarm alerts the two baddies
     nearby, and they'll hide behind stacks of crates and a forklift, waiting for
     the intruder. They won't fire until Sam's in sight, however -- use the scope
     to snipe the one by the forklift and then the one by the ladder/crates. Crouch
     'n' strafe here for best effect, and hold L1 to hold breathing for a sureshot!
     A third enemy who climbed up the ladder at the start may assist depending on
     how long this takes, so try not to let him get the jump on y'. [NOTE: You can
     shoot the lightbulb in this warehouse area as well!] No one else in this area,
     so proceed to a gray door at the end of a blue-lit hallway. CHECKPOINT-o!
     The small stairway here leads to fresh air. If you take one step into there,
     though, an alarm goes off -- what the heck!? Prior to this, however, you can
     shoot out a 2F window light and the bulb hanging to the upper left [from the
     doorway perspective]. Two enemies will approach the door at this point, or
     if not, probably stay near some crates and shoot there. A third is in the
     2F window [not the one seen from doorway] and throws grenades -- y'don't want
     one of those for lunch.
     When all are done, leaving is as simple as finding the dead-end hallway by
     the 2F grenadier and jumpin' through the small vent leading downwards. It's
     savepoint time!
     At the bottom of the shaft, kill the enemy with his back to the vent and put
     the lightbulb out, too. The hallway beyond has two enemies near it, one who
     wants a cigarette. Sneak into the styrofoam room adjacent and look for the
     health pack and ammo dump [both kinds]. Shoot out the light, make noise, lure
     a guard inside here -- headshot from a dark spot! There is another foe who has
     his back to the adjacent room's door; sneak attack him when the roaming guard
     further down the hall is out of view. [ALTERNATE: Shoot out the light and he
     will be alerted to something 'bad', haha.] Attract the attention of the third
     guy any way you want -- not too hard to lure him into a dark room where Sam
     can ambush him. There is a wall mine in both sections of the bathroom, so
     tread carefully!
     At the end of the bathroom, watch for an enemy by the next area full of lumber
     supplies. There is more [SC-20K AMMO] and a [MEDICAL KIT] in this small room,
     too -- they're really unloading this stuff. Checkpoint beyond...
     At the red-hued stairs, take them up. One enemy will be noisily walking along
     a wooden walkway. Grab him when he's nearest the stairs, to avoid alerting 2
     enemies on the ground floor. Return back downwards and take the passage with
     leaking pipes. Use the SC-20K to snipe the sentry standing in one spot while
     the other patrols [back turned], before taking out the 2nd guy. Alternately,
     wait for the 2nd sentry to stumble upon a corpse and devour 'im. Down the
     path, the Osprey will fly overhead and begin taking heavy fire.
     Jump down into the snowy place and head for the far ladder. Two men will
     probably appear at some point and fire upon Sam, so make it quick. There's
     only one more enemy above firing on the Osprey, and he won't notice Sam. Jump
     into the cargo hold of the plane via the crates [jump + grab] to call this
     mission a success.
    06) NADEZKDA NUCLEAR PLANT                                               [WK06]
     Let's see how fun this mission is now that 99.9% of it isn't taking place
     inside a single building, huh? No map to start off with either... *sigh*
     Try to bear with my descriptions of the areas, please. Russian AK-47s pack
     quite a punch, with one full clip being able to kill Sam [at least by my
     count]. Watch these suckers!
    | AREA 1: Insertion |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     At the start, shoot the staircase camera to lure a guard into plain sight;
     then, put a hole in his head. Underneath the top floor layer is a fenced-off
     portion with a slide-up window. Wait for a guard to pass by and neutralize
     thereafter -- it helps to break the bulb before this.
    | AREA 2: Building Exterior |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     After neutralizing the backfence guard, locate the other further down the
     way, standing in the shelter of an open garage-size door. Kill him, then
     stash him and the previous guard in the first building, in the dark part by
     the window. Their "very Russian" uniforms clash heavily with the snow, which
     is horrible camouflage, obviously. When all three bodies [the one from before
     added in] are hidden well, continue along. [ALTERNATE: The guard outside the
     window may be tipped off somehow, and enter the building himself, saving Sam
     the carrying -- try it if you're annoyed by the length it takes...]
    | AREA 3: Maintenance Bldg. |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     There is one enemy here, patrolling the first corridor. Snipe his noggin as
     he leaves, then put the storehouse to good use by storing a corpse there too.
     Shoot out the light, of course, and take the [MEDICAL KIT]. Lockpick the
     sidedoor, get the checkpoint. Outside, there's another room full of nothin'
     but a [FLARE]. On the building exterior is a big red pipe [not one by fence]
     system -- climb the first two and observe the top of the building behind y'.
     There is a spotlight here manned by two Russian goons. Destroy the spotlight
     but don't aim for them -- their bodies will only set off an alarm later on!!
     Climb the third pipe in peace, leading to an air duct piped to the roof. Two
     enemies are here having a conversation...except they're in two different
     places. Jump up to get the attention of one, and hopefully headshot him. The
     second enemy is a cinch after that. Destroy the camera over the doorway.
    | AREA 4: Rooftop Access |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     First things first: hide the two bodies inside this li'l rooftop room. Get
     the [MEDICAL KIT], lockpick the door and drop down the small hole in the
     floor. Hey, that rhymed! The next drop-down point has a savepoint attached.
     Make sure everyone's well-hidden before saving, mind you -- y'can't get back
     up there.
    | AREA 5: Basement |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     After the elevator ride, jump down the side and crouch-walk under the metal
     floor. There's one spot where Sam can stand up; shoot the camera above it
     with the 5.72mm to avoid a racket. Let the guard walk around and get back to
     his routine...gun him down by the elevator. There are two civilians in this
     area dressed in orange. I suggest using the sticky shockers to take them out.
     Go like this: hit the first when he stops at the hallway computer, then gun
     the other one down [nonviolently!] when he hears the noise. Collect all three
     of their bodies in the barracks place and shoot the light for stealthiness.
     When all's said and done, grab the [MEDICAL KIT]s in the barracks and broom-
     -closet. There's a dead-end, though, so where to go? Back under the floor,
     of course! Under Camera #2 is another crouch-down point, which leads to the
     next checkpoint.
    | AREA 6: Cooling Rod Control Room |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     NOTE: A failsafe body-stashing place is the crouch tunnel Sam enters in!!!
     The task now is to get the access code from Esfir -- this means he has to be
     conscious, so don't murder or incapacitate him. He's the nerdy looking tech
     guy [the model you've seen all game] wandering around. Before you approach
     him however, there's a civilian worker overlooking this area. Sneak into the
     hallway nearby and take the first door on the left -- it reveals a control
     room. The alarm is near the door, so neutralizing the plant tech should be
     a cinch -- the access code is 560627. Make sure all this goes down without
     the guard on the high catwalk seeing it -- if you snuck up on Asfir, this's
     not a problem. Stash the body in a dark place like usual. [ALTERNATE: Every
     so often, Esfir may see you assault the civilian in the control room and'll
     come to inspect him; good alternative to operating in a guard's area.]
     Down the hall past the control room (which has a [MEDICAL KIT] btw) is a
     hallway. There is a camera at each end, a patrolman walking the corridor, and
     a civilian worker who enters the room nearest Sam's starting point. I found
     this area more...hollow than usual -- sound travels easier. Lure the patrol
     toward the control room and kill him, then stash him somewhere dark. Both of
     the lights near the control room hallway can be broken, mind you.
     The room the civilian walks into is a small pop machine lounge, and another
     will be in there, too. They serve no purpose, so sneak by the door and bolt
     toward Camera 2 [which should be disabled]. Enter the hallway, reach the
     checkpoint, and input the access code that Espir divulged. There's one more
     camera that covers that door from the hallway nearby, so destroy it 'fore
    | AREA 7: Cooling Rod Room |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: Medical Kit [2], Chemical Flare [2]
     Down the twisty stairway, grab the [MEDICAL KIT] sitting in plain sight for
     some weird reason. The only maintenance personnel is one guy walking back
     and forth near some computer consoles. Use the shadowy railing underside to
     get out of the two cameras' sights -- they're mounted on the high cylindric-
     -shaped silos the computers sit under. Knockout the technician and inspect
     all four computers, which will trigger a meltdown alert. There are two
     [CHEMICAL FLARE]s to get, one on the walkway and one from the technician's
     Anyway, when the meltdown level's at 100, all civilian personnel evacuates
     and all security cameras cease functioning. Yay times two. Back upstairs,
     the blast door near the last security camera has opened. Savepoint!
    | AREA 8: Communications Center |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                            Chemical Flare [2], Frag Grenade
     At the top of the stairway, one part of the hall is blocked by an automated
     turret that fires when Sam's near. Looks like the prototype from CIA HQ is
     up and running... Either way, duck into the side room and get toward the
     next room full of pipes and metal walkways. A Russian person is patrolling,
     and should be shot in the face if possible. The technician's datastick is
     needed here, and he'll be cornered literally if you approach -- no need to
     waste shockers or whatnot. Interrogate and steal his satchel, learning that
     the door code is '151822'.
     Instead of doing a deadly tango with the automated turret, locate the vent
     in the machinery room. It's accessible from the higher L-shaped walkway the
     guard was on. Follow it to a deserted office, picking up the [FLARE] and a
     [MEDICAL KIT]. In the hallway leading out, there's some [SC-20K] ammo. Wow,
     By the doorway, a conversation about whether the train content's radioactive
     or not takes place. Disable the turret if you want, but it's much wiser to
     disable the IFF function, making it fire upon everyone. It can kill the two
     enemies for you! If you bother to play coroner, one enemy has a [MEDICAL KIT]
     Input 151822 into the keypad door by the turret to reach a checkpoint.
     Pick up the two [CHEMICAL FLARE]s and approach the communications center.
     There is another automated turret here, and this one can't be escaped -- you
     need to toss a flare to divert its attention. Do this until you can maneuver
     behind the thing and deactivate. Collect the [MEDICAL KIT] on a wall, then
     the flares you threw. Proceed down the side-hall and deactivate the beeping
     camera. And, what do y'know -- another [MEDICAL KIT]! Through the door is
     the checkpoint.
     An optic cable will show a green-glowing room that is the actual comm center,
     filled with...two people!? Wowzer. Carefully open the door and throw a pop
     can in, creating a ruckus so Sam can enter the hallway undetected. The
     recommended strat is shooting a diversion cam into the room, taking one of
     the enemies out. Kill the other Rambo-style, and neutralize the other before
     he wakes up. One drops a [FRAG GRENADE]! Nearby, enter the darker [whew]
     control room and interrogate the NPC before hacking his computer to tap the
     microwave relay. Enter the new door to find a savepoint.
    | AREA 9: Nuclear Plant Top Floor |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     The enemies from this point on specialize in automatic shotguns, and Sam can
     only take a few [3] hits before he's headed for cremation. The 1st shotgunner
     can get a bullet in the back of his head, else he'll scream and notify his
     partner in crime. One drops a [MEDICAL KIT], and there's another in the
     storage room here. There's an email from Ivan (!?) in a computer near the
     shotgunners. Down the way, Grimsdottir will hack the keycode and give the
     code to Sam: '795021'. Checkpoint!
    | AREA 10: Train Station |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Some floor registers have been removed, and now it's possible to jump down
     into them. Jump carefully onto the red pipe and slide down to the bottom.
     Snipe the far-off guard, then the one below. Hide both of their bodies and
     enter the underground subway. Mission complete! Do the lo-co-motion~~~~~!
    07) CHINESE EMBASSY                                                      [WK07]
     Stone-cold Sam talks to Wilkes (;_;) and it's off to the Chinese Embassy, as
     tensions rise to a fever pitch. Gotta do something fast before World War III
     breaks loose, sucka! Once again, no map... The heck are you thinkin, Clancy?
     NOTE: Enemies here have improved hearing and sight, so it's not quite as easy
     as the dullard soldiers we've faced before. Ancient Chinese secret? ^___~
     NOTE: Ammunition is horribly scarce here, so don't flitter all of it away if
     possible. Each time you miss is a wasted opportunity down the line, and it'll
     be HARDER.
    | AREA 1: Back Alley |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     You heard the girl -- no casualties. Jump on a dumpster and vault the fence.
     When the conversation starts, two enemies will be patrolling -- one in this
     alley, one in the street adjacent. Because regular bullets are off-limits,
     the best way to get these guys is use a single airfoil round to stun and
     knock 'em out manually. A headshot incapacitates them instantly, though, so
     aim for that [and if you miss, the round can be picked up on the ground!]. I
     never had much success with sneaking up on these guys, but if y'want to go
     that route, feel free. They both seem to have improved hearing and check aft
     a bit while on patrol... Store both bodies in a dark place and climb a ladder
     in the burning barrel house. Checkpoint!
    | AREA 2: Street 1 |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     The place Sam climbs up to overlooks a street with a guard on it. The best
     sureshot device is a sticky shocker or diversion camera, although if y'shoot
     him while by the dumpster, it's the closest range [for airfoils], allowing
     Sam to secure the KO. The 2nd guard on the street can follow the same course
     of sleepytime.
     Finally, climb the pipe by the dumpsters to get onto an awning overlooking...
    | AREA 3: Street 2 |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Two enemies here in close proximity. I suggest using two more diversion cams
     to get these guys; save your sticky shockers for later. One drops a datastick
     that talks about an 'auspicious hunting ground.' Unimportant! When the street
     is clear, move behind the parallel fence and locate the manhole and jump off
     at the bottom -- savepoint.
    | AREA 4: Sewer System |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Ooh, night-vision time.
     Sam still can't kill people, even down here...what a crock. Head down the
     watery walkway to the bifurcation, taking a left. Two enemies will patrol at
     this point, but if Sam sticks out of sight, they'll walk right by the sewer
     conduit he's in. They'll stop down at the next fork, and one walks further
     ahead. The one left behind has his back to Sam -- sink 'im. Shoot out any
     lightbulbs [from this point on as well] to get the upper hand on these sly
     Chinese soldiers. There's also a [MEDICAL KIT] on the left 'arm' of that
     small crossroads.
     Now, go north up the long sewer walkway. A guard patrols here, stops at the
     gate, then leaves again. If it's pitch black, Sam can stand right in front
     of the gate and snatch him afterwards. Wait too long and he goes into some
     bright light, which isn't Sam's forte at the moment.
     From that brightly-lit "elbow" path, at the next fork a guard will loudly
     sloshes through the sewer waste. He has a funny email in his datastick that
     talks about "protecting perverts from psychos"! Haha...  Anyway, even though
     he was an optional 'kill', it was fun. Only dead-ends are left from now on,
     so locate the ladder [between enemy #4 and lit-up 'elbow' path] and climb up
     to freeeeedoommmm! Checkpoint.
    | AREA 5: Street 3 |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Climb up a bit so that the camera peeks out, letting Sam survey the road w/o
     showing himself. Two enemies are here, one further down the road in shadows
     and one near the open manhole. Quickly climb out and knock the nearest guard
     out, then shoot the other with an airfoil round + manually KO. There's little
     shadow here for Sam to blend into, sadly. Hide their bodies and climb the
     ladder. Use the pipe to get across the scaffolding gap, then jump into the
     building's open window.
    | AREA 6: Old Building |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Climb the pipe into an upstairs room, adjacent to the one brightly lit by a
     neon sign outside. There is a man here but he's the contact, not a guard [I
     mean, he's drinking for godsakes.]. He'll tell Sam that a Chinese general's
     using the ambassador's embassy office now, and that infiltration's possible
     if he times it with a delivery truck coming to the rear service entrance.
     Get the [MEDICAL KIT] and rappel down the building exterior to a savepoint.
     A map is FINALLY obtained, so...
    | AREA 1: Insertion, Starting Point |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     At the base, shoot the lightbulb and take the bottle by the door. When the
     soldier enters the small building, toss it towards where Sam came in, then
     put him to bed all gentle-like if y'see his back turned. Continue to the
     next street.
    | AREA 2: Signal Pagoda Road |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Shoot out the lightbulb near the alley intersection once the guard leaves.
     There is one target on the ground, and one walking a higher scaffold. You may
     want to lead one back to the house by insertion and clobber there, out of the
     high guard's sights. If you can save the bottle from before, that's a great
     faux-tipoff to beat up the guard with.
    | AREA 4: Warehouse |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Now, for the guard at an elevated position. The scaffolding has two ladders,
     one at the ground n' a wall-mounted. This leads into the apartment's top
     floor. Creep down to where the rail-less balcony is and notice that both
     spots the guard stops at has a small doorway that provides sneakin'-up
     material. There's a checkpoint by either, luckily. He has a datastick that
     tells that Philip Masse may have been killed in an offensive eariler... Hmm.
     [NOTE: You can shoot the large lamp on this balcony from the street!].
    | AREA 3: Main Street |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Back on the street running parallel to the apartment, proceed all the way to
     the end [don't take small alley w/ two lanterns].
    | AREA 6: Alley to Kun Chan Street |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | AREA 7: Kun Chan Street          | ITEMS: 5.72mm Ammo
     NOTE: You can skip this entire area if you want for ammo purposes!
     There's one guard here who walks only in the lit part of this alley. Shoot
     the angular wall-mounted lamp near this alley's beginning and stoop behind
     a dumpster. When he starts walking away, follow him and hide Sam near a wood
     object with old newspapers on it. This should give the vantage to sneak up
     on the doofus. There is a [5.72MM AMMO] on top of that dumpster, by the way.
    | AREA 8: Zig Zag Alley |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | AREA 9: Catwalk       | ITEMS: ---
     The small alley back off Main Street has two lanterns hanging it. Pick up a
     bottle and hide in the corner against the dumpster. When a guard shows his
     ugly countenance, toss the bottle and get him down for the count. Steal his
     datastick that talks about a "backdoor for Nikoladze" if he has to escape,
     and leave the alley by double jumping off the dumpster to catch the ledge.
     Savepoint time!
    | AREA 10: Entry Alley             |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | AREA 11: Parking                 | ITEMS: ---
    | AREA 12: Courtyard               |
    | AREA 13: Pyidaungsu Yeiktha Road |
     NOTE: Do not worry if you're out of nonviolent incapacitation means. There's
     no need 'hard nuts to crack' until later, and even then, murdering them in
     the name of the 5th Freedom is back. :D
     All of these places are going to be bypassed luckily, so it's not a huge
     offensive. After the delivery truck runs by, run to the opposite side of the
     street and bypass the guard patrolling. Ease around the corner, shoot out the
     'fragile' camera and get toward the delivery truck.
    | AREA 14: Postyard |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Sneaking in is simple -- when the guard talks about how "authorization" should
     only take a minute, sneak by his booth; when he says "have a good night," grab
     him and drag him into the shadows to be clobbered. The datastick talks about a
     man dodging guard dogs by jumping into a stream; that may come in handy.
     Now, there is one more enemy standing/crouching/patrolling near the detached
     18-wheeler trailer near the building. If y'want to get him stealthily, wait
     for him to head toward the postyard building and sneak into the shadows under
     the trailer he's near. That'll give a good position to get him. [ALTERNATE:
     He has no purpose and can be sneaked past, so why bother anyway?]
     Approach the red-lit building this time.
    | AREA 15: Embassy |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     The first guard here patrols the walkway around the building face and the
     road in a cycle. He drops nothing, so don't bother with him and proceed near
     where the paper lanterns hang by a decorative fountain. Cross the small creek
     to where the L-shaped hedge is sitting. Checkpoint! Don't interact with any
     of the guards [even incapacitating them] outside the entrance or parking gate
     or it's insta-failure.
     Instead, stand by the hedges and use the laser mic to listen in on the convo
     Nikoladze and the Chinese general are having [he's in the window above the
     entrance]. Eventually Nikoladze's paranoia sets in and the general says he
     will call him from the car. Listen in while it's parked at the gate to learn
     the captured boys in blue are going to be executed!
     After the general's car leaves, it's possible to outright kill the Chinese
     guards...! There's no real strategy needed for that, besides taking out the
     gate camera on the /inside/ this time. Escaping is a cinch also -- look for
     some broken barbwire and a pipe leading up to there near the security booth
     hedge. Talk to Coen to finish the mission!
    08) MOUKE TSOE BO MEATS                                                  [WK08]
     Nikoladze's planning on webcasting the execution of the 'soldiers captured in
     a just war for their motherland', and it's up to our splinter cell to prevent
     this tragedy at all costs. What's more, there's no more nonviolent 'celebacy'
     to the follow-up -- feel free to headshot any and everything that moves!! :D
    | AREA 1: Abattoir Roof |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Headshot the enemy when he comes towards Sam, then stash his bod in a shadow
     by the insert location. Climb the fence and headshot the next guy when he's
     in range. In the small red-light shack, flip on the switch, which makes the
     grate covering a culvert recede, giving access. Nothing in there, but it's
     kinda cool just the same. Grab the [MEDICAL KIT] by the access door's fence.
     Enter the ensuing room for a checkpoint, which leads to the other half of the
     roof. Apparently there are landmines in the courtyard here. It's shaped like:
             ____ _______________
            |EXIT| GUARD/LIGHT   |_   Landmines are invisible, so stay off land!
     |__        _____            |Ż   Two enemies patrol here, one on an upper
     |  |      | BOX |           |    walkway nearby, and one manning a search
     | 7|       ŻŻŻŻŻ_____       |    light near the exit door. They can both be
     |ME|     __   |METLBOX|  ___|    killed but their bodies will eventually
     |TA|    | B|   ŻŻŻŻŻŻŻ  | D |    trigger an alarm, so...it's up to you. :p
     |LB|    | O|            |ŻŻŻ|
     |OX|    | X|            |G  |    Anyway, the safest way is to make for the
     |ŻŻ      ŻŻ             |U  |    'CRATE STACK' and jump over the landmines
     | 6                     |A  |    to the left of it. Moving up the left side
     |___          ___       |R  |    of the courtyard is really the best and
     |CAN|       _|CAN|_     |D  |    safest alternative -- there isn't anything
     |ŻŻŻ       |METLBOX|     ŻŻŻ|    that blows up there.
     | 5        |___ ___|        |
     |          |BOX|            |Ż|  Just follow the numbers I've put and it's
     |___    ___ ŻŻŻ _____    |ŻŻ| |  really quite easy. The 'X' marks a spot to
     |CR |  |BOX|   | BOX |   |D | |  get a [MEDICAL KIT] and [SC-20K AMMO].
     |AT |4  ŻŻŻ     ŻŻŻŻŻ     ŻŻ1 |
     |ES |____       ______      | |_
     |ŻŻŻ|CANS|3    |2CRATE |    |___|-START
     |    ŻŻŻŻ      | STACK|     |
     In the spot where the 'X' is, above the dumpsters is crawlspace. Wall-jump
     up to there [like in Mario 64 ^___^] to find a checkpoint.
    | AREA 2: Abattoir Roof II |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Assuming you bypassed the landmine courtyard without killing any guards, this
     area is a lot easier. If you walk on the tin roofing, the guards will shrug
     it off once; if you keep making noise, the alarm sounds. So only one freebie!
     Maneuver along the vent until coming to the neon sign. Shimmy the ledge until
     the pipe extends towards the antenna. Hand-over-hand it to there, then scale
     the fence. Switch the broadcasting device off and everyone gets anxious, and
     tries to get Nikoladze out while simultaneously coming to execute Sam.
     One enemy will patrol the tin roof; snipe and hide. The objective's to find
     the captured soldiers. Lockpick the 'porch' door and get inside.
    | AREA 3: Abattoir Stairway |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: Wall Mine [3], Sticky Shocker, Medical Pack
     Carefully creep down the stairs, then disable the [WALL MINE]. Two more are
     by the laptop, as well as a [STICKY SHOCKER]. The keycode is '770215' if the
     computer's true, and aren't they always? Get the [MEDICAL KIT] and put that
     password into the door panel at the top of the stair. Save the game!
    | AREA 4: Abattoir Restroom |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Open the push door at the stairbottom to arrive on a balcony overlooking the
     restrooms. A guard's shadow looms long, and in fact, there are two not seen
     at this point. Climb onto the oil drum there and grab the gray girder above,
     that goes over the room's divider to the wash basin area. One enemy here'll
     wash his hands or something, at which time Sam should drop down right onto
     his face. This can all be done silently, oddly 'nough.
     Now, the camo-dressed bankrobber lookalike with a ski mask guards the exit
     from this room. He'll alert his friend to assist if he even sees you, so do
     a fun thing like shooting a diversion camera, which will incapacitate him
     without any goofy strategies. Get the [MEDICAL KIT] from here. Continue 'til
     another door can be opened -- a guard is seated at a desk, as the optic cable
     shows. Interrogate him to learn the soldiers are in the basement. Grab the
     [SC-20K AMMO] and use the hallway floor vent to a water main, then climb it
     to a...
    | AREA 5: Abattoir Meat Locker |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Jump into the ceiling crawlspace and upon finding a hole to peer down, do a
     jihad on the mercenary standing below. The other guard will be tipped off,
     but no real alarm sounds and he eventually settles right under the hole as
     well. If you want to hide the bodies, just shoot the overhead halogen-like
     lamps. Checkpoint as y'reach the meat locker.
     One enemy in here patrols the misty place. Hide in the hallway shadows until
     he patrols by the door, then headshot 'im. Proceed into the adjacent room w/
     even worse vision. Hide by the chrome refridgerator and observe the guard on
     patrol, shooting him when the chance occurs. The annoying grinding noise is
     the turret guarding the exit. You'll need to hop onto a processing machine
     and jump down to the interface to deactivate it. Get through the tiny room
     beyond and enter Room 3.
     Two enemies here. Both come in sight of the door, although one doesn't stop
     anytime soon. It's especially hard to see in this room, so thermal goggles
     will help identify the soon-to-be victims. The one who doesn't patrol in a
     rectangle shape is easiest to kill, IMO -- then it's just a matter of KO'ing
     the person who runs to assist.
     Room 4...it has a turret right outside the door, making it incredibly lame.
     Personally, I threw a frag grenade in to get the person standing around,
     then the chemical flare just to get inside. Loop around to shut off the PC,
     and that's that. Grab the [MEDICAL KIT] and leave for a checkpoint!
     The hallway beyond has that meaty fog, too -- one enemy is clomping around
     the wooden floors around the first corner. Headshot 'im silently, which'll
     set up the unassuming next guy with his back to the door. This, in turn,
     will set up the THIRD guy just standing by a processing machine. What kinda
     dummies are these guys? At last, Sam can locate a floor vent that allows him
     to put this freezing place into the history books.
     Grab the [MEDICAL KIT] by the surfacing tile and look down through the
     bulletproof window. A guard is pacing around down there, especially if you
     broke the halogen lamp already to shroud the place in shadow. He walks in a
     u-shaped path, giving lots of killin' opportunities. Hide him in the dark
     stairwell and use the switch to raise the heavy door. Savepoint!
    | AREA 6: Abattoir Stables |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: SC-20K Ammo [2], Flare, Medical Kit [3]
                                       Frag Grenade [2]
     This tiny drain/vent opens into another room. Destroy the lantern on the
     floor and lure the guard into the gunsight. There's [SC-20K AMMO] laying on
     a shelf here, and a datastick on the dead guard. Further up the hall...hey,
     it's almost a mirror image. Grab the [FLARE] off a crate and...more [SC-20K
     AMMO] off an oil drum.
     Down the ensuing hallway, two enemies are becoming agitated by their leaders'
     thoughts about American infiltration. Shoot out the light where the ammo was
     and infiltrate the nearest stable while the two chitchat. Climb into the
     crawlspace above the stable, then pop the bulb here too, so no one sees.
     Land behind the turret, switch off IFF, then back in the crawlspace, make a
     bit of noise [shoot lantern by steer] so the enemies get gunned down. Serves
     'em right!
     The next turret in a stable can't be deactivated at once, so throw the Flare
     y'picked up earlier and accomplish it that way. Checkpoint down the hall! A
     [MEDICAL KIT] sits by a bunch of garbage; hopefully it's not rotten. Beyond
     two soldiers are talking about Sam's alleged infiltration and dismissing it
     as fancy. Pah. Personally, I shot a diversion camera and activated at once,
     getting both in one shot. Seriously, try it. At the next bull insignia flap
     down the way, checkpoint!
     In the award-winning stable area beyond, two turrets are found! Luckily they
     have no trajectory overlap and can both be safely deactivated by going right
     down the middle. Both rooms open up into small barn storage areas, and both
     have three people inside. A [MEDICAL KIT] can be found either hallway, and
     the one with the flap has 2 [FRAG GRENADE]s. Enter the room beyond there to
     find the real ambassador to Myanmar -- checkpoint! Enemies infiltrate the
     last stable room at this point. Once General Bagrat is dead, Grinko says he
     is coming down -- orders are to kill him as well! KEKEKEKEKEKEKE! Activate
     the turret leading to the non-flap hallway because someone tries to go and
     kill the soldiers down that way. Grinko comes down an elevator on the far
     side of the room. FRAG GRENADE'D, right? Mission complete when Grinko eats
    09) CHINESE EMBASSY, PT. II                                              [WK09]
     Intact and back in black! Proof is needed that the general is acting alone in
     his schemes to back Nikoladze, and that's on his computer. Unlike last time
     where Sam was reined in, take off the safety 'cuz this is war. Feiron can't
     be killed though!
    | AREA 1: Restaurant |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: Medical Kit, 5.72mm Ammo
     There are two ways to get inside: one involves the front door with neon, or
     the service entrance into the kitchen. Go with the latter. After a convo on
     the general's almost-nuke, one guy will leave his friend to eat and visit
     the [ladies!?] restroom. Sneak after and neutralize while he's taking a leak,
     then snipe the other guy having his last meal. Both bathrooms have an item
     inside, being a [MEDICAL KIT] and [5.72 AMMO]. The cook can be incapacitated
     if y'want, but it's not necessary.
     There's a ladder hidden alongside the kitchen stove [genius!] that one won't
     see unless at a certain angle [such as looking through serving window]. Get
     up there, son. At the top, walk across the twin-plank spanner to the next
     building door. Checkpoint!
    | AREA 2: Apartment Building |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     This top-floor area has a guard patrolling, and if the door's open, he'll go
     look. Since there are shadows right in front of him, Sam can no-scope this
     dunce pretty easily. He carries [5.72MM AMMO] also, but you won't need any,
     probably. Climb up the balcony pipe and zipline into the Embassy grounds.
    | AREA 3: Embassy Exterior |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     The zipline ends at a ledge, and Sam catches it. Use it to get around the
     front, paying attention to any enemy silhouettes that may be flashing in a
     velvety window. On the last side, drop down to a ledge and take the pipe up
     and into the trapdoor we go!
    | AREA 4: Chinese Embassy |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Upon insertion, shoot out the ceiling light. Grimsdottir has an idea about
     sensing the heat difference on keypads in lieu of no one giving the info up.
     Use a Sticky Shocker on the guy in a hallway chair, then drag him somewhere
     he can have a comfortable snooze. The storeroom beside's got a [MEDICAL KIT]
     so stick that in your pipe and smoke it [not literally...]. The wall frame
     has also coroded, allowing Sam to sidle through, back-to-wall. Checkpoint!
     Down the pipe y'go!
    | AREA 5: Embassy Basement |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Slide through again toward the guard just standing around. They'll begin to
     shoot, but it's at the hard drives not Sam. Eventually they sequester them-
     -selves into a small room, debating whether to erase Feirong's financials.
     At this point, shoot through the glass window separating them from the PC
     graveyard. One may use the door, maybe you can get both in one shot [from
     the other piece of broken wall, that is]. Access the red computer and leave
     through the nearby door -- savepoint!
     NOTE: I've had a glitch where the red computer doesn't give information and
     the exit door's lock jams. Played it a few times and it seems this occurs if
     both enemies enter the financial computer's office. Killing them before then
     works just fine.
    | AREA 6: Chinese Embassy |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: Medical Kit [2], 5.72mm Ammo, Frag Grenade
     The first door's a storeroom and has a [MEDICAL KIT], while the second leads
     upstairs. On that stairway, shoot the bulb above the guards and beat it back
     under the steps to evade detection. When the suspicions ebb, grab and KO the
     guard while the patrolman is doing somethin' else. Kill him from the shadows
     and destroy the 'fragile' camera watching these events.
     In the adjacent room, shoot the bulb and infiltrate under the cover of
     darkness. Checkpoint! The barracks nearby has two sleeping beauties on its
     cots. Use the silenced pistol to take them out silently, and get another
     [MEDICAL KIT], [FRAG GRENADE] and [5.72MM AMMO] by a bunk.
     Perch by the door and listen in on some people using a keypad. Grimsdottir
     suggests using the thermal goggles to pick up the input code. This is the
     only way to get the codes 'cuz, if you haven't noticed, all keycodes are in
     gibberish. The varying degrees of heat tell which order go in, with the
     coldest being the first numbers. Color is sort of like:
                       Blue -> Dark Blue -> Greenish -> Orange
     So using that, the code would be '1436'. If you can't see it, oh well -- now
     you know.
    | AREA 7: Embassy Foyer |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Open the door and look for the turret ready to gun down anyone who stands in
     its way. When the turret nozzle is furthest away, quickly sneak by it [near
     wall] and grab the guard, hiding him in the small shadow made there. There's
     a small ledge here for some reason, and climbing it allows access to a piece
     of the railing that's broken. Deactivate the turret [or just turn off IFF]
     and kill the guard. Either way, he's dyin'. Destroy all chandeliers here to
     darken the place up a bit. Avoid the opposite staircase/wing because there's
     a turret pointed right down at'cha.
     Anyway, access the 'Buddha Room' in the safe part of the wing, getting the
     [MEDICAL KIT] on the floor. Now, by the deactivated turret, go hand-over-hand
     on the pipe spanning the foyer, the one the flags are attached to. A scene
     where the officer helps out the rookie by using the retinal scanner plays.
     Stay still behind a flag until the officer puts his head into the thing, so
     as not to screw this up. When the rookie leaves, the colonel doesn't -- he
     has his back to the door. Pull Sam's legs up and when he drops down, quickly
     press 'O' so the colonel doesn't hear. Force him to use the retinal scanner
     after capturing him. Voila! [NOTE: Even if he does here you, if you shot out
     the chandeliers, he won't see immediately. I've been able to run around him
     in circles until the 'Grab Character' option worked. :P]
     Beyond, drag the colonel in and knock him out. Quietly creep behind the
     other guy as well and clobber him. Put a slug in the light to make it all
     dark and hide the bodies. One of the windows slides open, so jump out and
     get a savepoint!
    | AREA 8: Courtyard |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Shoot out all lampposts and hide in the rocky planter, giving a straight line
     of sight down the bridge. Snipe the guard when he shows his face, but don't
     go rushing out yet! An attack dog [which OHKO's Sam, by the way] walks within
     range, too. Put a bullet in its brainbase, thanks! [Alternately, a Diversion
     Camera is a good bet, too. Animal rights 4evr?]. Only one more enemy around,
     walking the beat on the far-off waterside path mostly. The exit door is near
     the dark side of the area, in a corner.
     After another door, the incline slope leads up to a building with a camera
     and door guard. Not too hard to figure out which order to destroy them in.
     Hint: the last one can't chase Sam.
    | AREA 9: Toy Building |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: Medical Kit [2], SC-20K Ammo, 5.72mm Ammo
     Sneak inside to arrive at a checkpoint. Do you think they're manufacturing
     toys here or something far more sinister? Hmm, let's find out. Take the
     [MEDICAL KIT] by the lockers and infiltrate the warehouse. 
     Rob sent in an infiltration method: "What I do is hide behind the pile of
     rocks there, and snipe the guard that can be seen through the arch. After
     this, I move forward, and hide in the shadows on the left side. Usually,
     you'll hear the dog approach, and he catches on to your scent. When the dog
     is JUST outside of the arch, I hit it with a sticky shocker. After this, all
     that needs to be done is to enter the arch and snipe the guard on the opposite
     side of the courtyard. (There's no need to worry about shadows here, he can't
     see you unless you do some crazy jumping around.) That's all it takes to get
     through that infiltration, but that guard dog is NOT going to be happy to see
     you, so don't miss.
     Someone leaves via a keypad, so input the code ['9753'] that's shown. In the
     next room, a checkpoint's achieved. Switch off the light and nab the guard
     with his back to Sam, but only when the patrolling guard is across the room.
     Knock him out and take the [MEDICAL KIT] and [SC-20K AMMO], finally! Some
     [5.72MM AMMO] as well, but not as important.
     As for the two other enemies, kill the first when the patrolman is far away,
     then snipe the patrolman when he investigates the corpse. Break the camera
     overlooking the two bodies and stash them in the dark room. Destroy the
     other camera in the room, then climb some cardboard boxes to get onto the
     When the cutscene plays where the trucks are all gassed up, RUN [no stealth]
     down the catwalk until you have a bead on the gas pump between them. Shoot
     it and blow them both up. If one leaves, mission failure. When both are up
     in smoke, grab the [5.72MM AMMO] in a lower office. Leave by entering the
     trapdoor by the stairway. Savepoint!
    | AREA 10: Feirong's Office |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     This one's almost at a close! As Sam starts, there is a guard in front of
     him -- kill him. There's another guard down the way that patrols, but after
     a bit, a radio message says that Feirong's in trouble and needs help in his
     office. Follow the guard to the first door, grab the [MEDICAL KIT] and keep
     trailing (at a distance, natch). This is repeated three times, with the
     keycodes being in this order: 1456, 1834, 7921.
     After the second pad entry, Sam will be back in the very first room of the
     embassy's interior, the one where a guard used to be sitting in a chair.
     There's a checkpoint after the third entry. Approach Feirong's office to
     see some chitchat with the general. He'll eventually start firing the gun in
     a drunken stupor, so maneuver behind him and interrogate. While holding onto
     the guy, move to the computer and force him to enter his stuff.
     Now, to get out. The way in is blocked, so take the only other door. Things
     are falling apart and fires starting; enter the Buddha room. There was a
     locked door here previously that now becomes the exit. In the stairwell,
     locate the window and open it. Move to the helipad and things are done like
     the sun on a bun. Mmhmm!
    10) GEORGIAN PRESIDENTIAL PALACE                                         [WK10]
     And it all ends here. 'The Ark' is allegedly hidden somewhere in the palace,
     and Sam's gotta find it before the ex-president of George snatches it up and
     puts it to bad use. By any means necessary. President Cristavi can't die and
     Fisher can't be seen until inside the palace. Beware.
    | AREA 1: Outer Walkway |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     After the speech, shoot the guard nearby and pull the plug on the searchlight
     scouring the pavement. There's an opening in the railing that Sam can locate
     a pipe for rappelling. From there, it's a clear way to...
    | AREA 2: Waterways |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     There are motion detectors here which can be seen with the thermal goggles.
     The first two clusters can be passed with ease, but for the third Sam will
     have to use the ceiling pipe to get over. Finally, there's a [WALL MINE] to
     take. Use the ladder hanging from the ceiling to climb up...checkpoint!
    | AREA 3: The Hedge Maze |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Quite frankly, this portion sucks. Not because it's 'hard' per se, but 'cuz
     it involves an attack dog. These suckers are fast and basically OHKOs if you
     can't focus the crosshairs fast enough. Plus, the one in this level brings a
     guard with it. My suggested method of destruction involves...that Wall Mine!
     Wow, finally a use for it. By the small stairway, crouch down and put the 
     mine there -- when the dog catches Sam's scent [and it'll usually do this
     no matter where he is], the thing explodes and takes poochy with it. Should
     Sam be in the shadows, he can kill the guard without much effort. Until that
     dog appears, though, be ready to shoot it should it evade the mine's grasp.
     [ALTERNATE: Remember that diversion cameras can be used in lieu of the mine].
     Gives a new meaning to "hunting dogs" right? :P
     Nancy Durham writes: "At the Presidential Palace Area 3 - Hedge Maze where
     you've to kill the patrolling guard and that scabby dog: I don't know
     whether I hit a - very welcome! - glitch but I managed to split jump on top
     of one of the pillars with the planters on and shoot the dog at my leisure.
     The guard's datastick says the doorcode is '2126'. You can use heat vision
     goggles to see through the maze also. To get through the hedge maze, take
     a left at the entrance gate until you spot a light with an unbreakable cam
     watching a path. Use the Camera Jammer to get by unseen, then do the same
     [including light-breaking] on the next cam around the corner. The third and
     last camera is near the keypad gate, but it doesn't see the entire thing.
     You can approach from one side and get into the gate's shadows without much
     to worry about.
     Afterwards, make for the nearest (and only) door. It won't open, but Sam can
     slide the blackened vent panel! Savepoint, also.
    | AREA 4: Museum Showroom |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEMS: Disposable Pick [2], Medical Kit [3]
     Snatch up the [DISPOSABLE PICK] under the lamplight, and a [MEDICAL KIT] on
     the desk up the stairs. Shut off the light and enter the display room. It's
     completely vacant, but if you switch on heat sensors, you'll see one door's
     got its access blocked off completely from here. Eventually two enemies come
     into the room (curators? :p), so the best place to hide is definitely the
     pitch-black desk area adjacent. Since both enemies are better than normal,
     if you're playing the stealth angle, kill one when he comes to inspect the
     desk room. Plus, any reinforcements will also come in here if alerted, so
     there's no hefting an' hauling involved. Three enemies total, basically.
     Afterwards, it's possible to enter the door protected by lasers in the
     showroom. If you were deathly silent, the 3rd enemy who didn't come out'll
     just be standing down by the stairbottom. When the door opens, move to the
     corner [still out of sight] and when it closes, pop a quick one off into the
     guy's skull. Break the chandelier flowers so y'don't have to move the corpse
     to another room. He drops a [MEDICAL KIT].
     Now, to get up the stairs that are booby-trapped with motion detectors, it's
     really not that hard. I suppose you could wall-jump over in a second, but I
     chose to wall-jump, catch the ledge that lines all of the lower wall, and
     shimmy over the first detector. The 2nd detector can be bypassed easily as
     climbing the railing. 
     | Buck Buchanan writes:                                                     |
     |                                                                           |
     | I dont know if this is worthy of your page, but in the final mission,     |
     | when Sam needs to get into the room with the Ark Info, where all the      |
     | lasers are at, you dont need to wall jump. I tried it lots, and each time |
     | it set off an alarm. All you actually need to do is stand in front of the |
     | blinking laser, time it (4 seconds, maybe.), and then do a single jump    |
     | over the bottom laser, and bada bing! You're in.                          |
     Open the door at the top and lockpick the one right near it: a [DISPOSABLE
     PICK] and [MEDICAL KIT] are within. Down the hall, the only door working
     leads to a checkpoint, and...
    | AREA 5: Palace Staircase |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Before entering, check with the optic fiber. Wait for the patrolling guard
     at the stairtop to descend; that's the cue to enter. Hide by the railing so
     neither guard spots Sam. When the patrolman goes to the mid-level walkway,
     puncture his cranium. With any luck, the other one above it runs to see and
     can die in a twofer package. Store both of the stiffs down by the staircase
     which is the only place with substantial shadow coverage naturally [but one
     can destroy all parts of the chandalier to achieve the same effect.] Using
     the datastick dropped, input the '70021' doorcode to enter the hallway past.
    | AREA 6: Palace Hallway |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     It's recommended that the glowing red oil lamps suspended from the ceiling
     be destroyed [with silenced pistol], for obvious reasons. Now, there are
     three enemies to contend with here. In the lengthy hallway with display cases
     is one of them, and two others wandering the small offshoot passages. A
     datastick can be collected, and a [MEDICAL KIT] at the bottom of a stairway,
     but that's it. Take the 2nd offshoot path to a door that must be lockpicked,
     and avoid the unbreakable camera by destroying the light.
    | AREA 7: Book Room |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Checkpoint upon entering. There is a huge number of motion detectors here,
     but fortunately all but the last can be avoided by timed crouch-walking. To
     get the last one, wait for the top beam to disappear and wall-jump over it.
     It can be difficult, but that's why the checkpoint's here. Sneaking up on
     the guard's easy if he didn't notice y', and there's a datastick in it. The
     adjacent sitting room has a [MEDICAL KIT] inside, too.
     Hack the computer to learn what 'The Ark' is, then leave again. Back in the
     hallway, enter the large double-doors that haven't been opened yet. There's
     a special corps officer here who turns his back right by the doors, so make
     sure to snatch him ASAP and stuff him in a dark hole. A camera's in this
     room, too, but if all lights are broken, bypassing is simple. Savepoint when
     the exit handle's been touched.
    | AREA 8: Palace Hallway |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Nikoladze's dead guards are around and it's learned the ex-prez himself is
     in the library. Sam's in the middle of Cristavi's attempt to steal The Ark
     for himself! Two enemies are in this immediate region. One can be sniped
     from far-away in the lamp-lit passage leading up to the larger area, where
     the 2nd enemy is. Shooting out the lights helps quite a bit here. That 2nd
     guard drops the [SC-20K AMMO]. Use the side-stairs to get to the lower floor.
     From the sheltered stairbottom, shoot out the two big orb-like lights in the
     distance. Upon entering the room, duck behind a bookshelf while a convo takes
     place; afterwards, 3 men run into the room and start shooting at Sam; they
     always know his position. They initially start out by some bookshelves, but
     one may run onto an upper walkway, so be ready. The third enemy doesn't move
     an inch, and ducks by the defunct elevator lift. All three use cover and are
     crack shots, so no horsing around -- y'should be acclimated to the difficulty
     rating by now.
     Nancy Durham writes: "I've always stayed within the shelter of the stairs.
     From here, I've picked off the guard who's stupid enough to crouch on the
     stair landing behind elevator - eejit!  After that, move slowly to the right
     into the book shelves nearest and then you can get a bead on the guard hiding
     behind the elevator. After that, it's a simple matter of moving round the
     book shelves until you can see the guard on the upper level, take aim and
     send him to hell!"
     Pick up the [FRAG GRENADE] one guy keeps in his satchel, then head down the
     slope behind the bookshelf. A radio communication about some betrayal plays
     to signify yer goin' in the right direction. Checkpoint at the bottom...
    | AREA 9: Warehouse |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Kombayn Nikoladze is down here and won't fire upon Sam if he approaches. Get
     him in yer clutches, interrogate a bit, and force him to use the retinal safe
     via the machine lit up at the room's back. After doing this, two armed men'll
     enter and demand The Ark. Nikoladze is escorted off by one and the other puts
     a gun at Sam's head. Don't move, as Lambert says -- the lights will blackout
     shortly after so be prepared for night-vision. Kill the guard and hide as a
     few more men [2] will barge in and engage in a firefight. One drops a handy
     [MEDICAL KIT] to cover up those AK-47 wounds y'probably sustained.
     Leave this room and the order to kill Nikoladze will be ordered. Return to
     the library upstairs and approach the double doors that jammed before. One
     more enemy enters and tries to gun 'the spy' down, but do him that service
     instead. Save prompt appears when the double-doored entrance is accessed.
    | AREA 10: Fountain Area |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     At the start of this last leg, Nikoladze is shown being escorted away through
     a high walkway. Sam starts on the bottom... <sigh>  Kill the lone guard here
     and climb the pipe leading up to that rosy yellow-lit walkway the ex-prez was
     seen on. Lambert will tell Sam to snipe him from the window kittie-corner to
     the location, so do it -- y'only get one shot. Collect the two kinds of ammo
     here, and kill the guard when he appears. The two side-doors both have to be
     lockpicked and lead nowhere, so don't bother. Use the door in the lamplight
     instead. Checkpoint!
    | AREA 11: Dining Room |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Approach the dining room catwalk until the music changes slightly, and keep
     to the shadows. An enemy is going to try and kill Sam from behind, which is
     a bad thing, man! Both dining room foes will probably spot Sam and come up
     the stairs, so no avoiding that, really. Get the [MEDICAL KIT] one drops
     and approach the double doors at the opposite end of the well-lit room.
     Savepoint! End of game! Yayayaya!
              _________          _______    _______  _        ______   _ 
              \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
                 ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
                 | |   | (___) || (__      | (__    |   \ | || |   ) || |
                 | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
                 | |   | (   ) || (        | (      | | \   || |   ) |(_)
                 | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
                 )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)
    IV. UPDATES & CONTRIBUTIONS                                              [UPDT]
     11-05-07 -------------------------+ Added to GameFAQs
     08-16-08 -------------------------+ Format updates
     10-06-08 -------------------------+ Final level update
     12-04-08 -------------------------+ Tip additions
     As usual, for corrections or nice tip additions, feel free to drop me a line!
    THANKS TO...
     • Sailor and Ceej, for repeatedly hosting my crap
     • Rob, for a guard tip on Mission #1
     • Nancy Durham for some good insight on some levels' portions
     • Buck Buchanan, for a great tip in the final level's laser area
     • All the readers -- thanks guys (and gals!)
    V. LEGALITY                                                              [LGLT]
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    SHE'S NOT SCARED,             Document İ Shotgunnova, 1997-2009 (and countin'!)
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