=================================================================== TOM CLANCY'S SPLINTER CELL (Xbox FAQ/Walkthrough) Genre - Action/Stealth Price - £39.99 / $40.00 Difficulty - Hard Walkthrough written by - MRadford (Michael Radford) Version - 0.3 Last update on - 29/10/03 Email - firstname.lastname@example.org ============================= ***PLEASE NOTE- This walkthrough contains spoilers as to: Plot, Character information, Weapons information etc. To avoid uncovering secrets about the game then I strongly suggest you read only what you need to in the walkthrough until you complete the game. FAST FINDER- If you need to find a paticuliar section in this FAQ then simply hit Ctrl (Windows) Command (Mac) and F to open the find menu. Copy the word off the contents into the box and hit Ok to be taken to that part of the guide. Isn't technology wonderful? === CONTENTS === 1. WELCOME i- Welcome note ii- Disclaimer iii- About the author iv- Contact details v- Version history 2. ABOUT THE GAME i- Who made it? ii- What's it all about? iii- Review 3. CHARACTERS i- Sam Fisher ii- Colonel Irving Lambert iii- Vernon Wilkes, Jr. iv- Anna Grimsdottir v- Cohen vi- Kombayn Nikoladze vii- Vyacheslav Grinko viii- Kong Feirong ix- Philip Masse x- Dr. John E. Baxter xi- Mitchell Dougherty 4. THE AIM OF THE GAME i- Third Echelon ii- You're not an assassin iii- Priority 1- Avoid detection iv- Priority 2- Distract attention v- Priority 3- Incapacitate enemy vi- Priority 4- Terminate enemy 5. TOOLS OF THE TRADE i- OPSAT ii- SC-20K iii- Ring airfoil iv- Sticky camera v- Diversion camera vi- Smoke grenade vii- Sticky shocker viii- Five-7 pistol ix- Optic cable x- Lock pick xi- Disposable pick xii- Camera jammer xiii- N.V.G xiv- Thermal vision xv- Wall mine xvi- Flare xvii- Chemical flare xviii- Fragmentation grenade xiv- Bottles xx- Cans 6. WHAT YOU ARE UP AGAINST i- Guards ii- Alarm panels iii- Surveillance cameras iv- Armored cameras v- Automated turrets vi- Keypad locks vii- Retinal scanner locks 7. STAGES OF ALERT i- What is an alert? ii- Normal mode iii- Suspicion mode iv- Alert Mode 8. FIELD TACTICS i- Light and Dark ii- Back to wall iii- Shooting a wall iv- Using a sticky camera v- Using a diversion camera vi- Using a flare vii- Turn the enemy's equipment against them viii- Auto fire ix- Vertical pipes x- Zip wires xi- Floors xii- Windows xiii- Horizontal Bars xiv- Glass 9. THE MENUS i- Start game 9.i.i- New game 9.i.ii- Create Profile ii- Load game iii- Settings 9.iii.i- Vibration 9.iii.ii- Difficulty Setting iv- Extra features v- Download levels 10. THE CONTROLS AND DISPLAYS i- Menu controls ii- Game controls iii- The health bar iv- The light display v- Weapons and items vi- Mission objectives vii- OPSAT 11. THE MISSIONS i- CIA Training course ii- Police Station iii- Georgian defense ministry iv- Oil Rig v- CIA Headquarters vi- Kalinatek vii- Chinese embassy viii- Abattoir ix- Return to the Chinese embassy x- The Presidential Palace 12. FAQ's AND SECRETS i- FAQ's ii- Anything missed out? iii- Bounty List 13. THANKS AND CREDIT i- Thanks ii- Contact information ============================= 1. WELCOME i- Welcome note Thanks for looking at this spoiler free guide to Ubi Soft's sneaking game, Splinter Cell. ii- Disclaimer This guide is protected under international copyright law. Any reproduction of this guide without the permission of the author is illegal. This file must be keep a .txt file unless there is sufficient notice on your site informing that it is to be changed. This guide must also not be altered in any way, shape or form. Every word must be kept exactly how it is when it was sent to you. Lastly, you are not permitted to make any money from this FAQ without_consulting_me. Anyone found making a profit from this guide is breaking the law. If you are interested in hosting this walkthrough then please contact me on email@example.com. When you do, please put the subject as something recognizable or it may be mistaken for junk mail and be deleted. You should only see this guide on the following websites: www.faqs.ign.com - IGN FAQs www.gamefaqs.com - GameFAQs If you see this site anywhere else including publications such as magazines or other websites then please contact me on the above email. --- iii- About the author I have written a number of guides for gamefaqs and other sites. If you are interested in these, please press back on your browser and click on the Rook_42 link. --- iv- Contact details If you need any extra help, information, or want to put this guide on your own site, then please contact me on firstname.lastname@example.org. Please put the subject as 'Splinter Cell Guide' or something to that effect otherwise it will be mistaken for junk mail and deleted. --- v- Version history ====V. 0.1 === 28/10/03 ==== Most of the guide is up now. I should be updating the missions about once every two days. ====V. 0.2 === 29/10/03 ==== Just finished off the defense ministry and started on the oil rig, it's a short mission so it should be finished fairly soon. ====V. 0.3 === 5/11/03 ==== Sorry about the long wait in updates. Most of the oil rig is now finished and I will try to get the rest up ASAP. Also thanks to Baz for the UFO room information. ============================= 2. ABOUT THE GAME i- Who made it? Splinter Cell is made by Ubi Soft. They are the team who has brought many action games, especially ones that have been written by the author Tom Clancy to the world of video games. Other relevant game history includes the famous Rainbow 6 series, and the strategy game Ghost Recon. --- ii- What's it all about? Splinter Cell is a game that revolves around the main character, Sam Fisher, an ex-oprarative who has been brought out of retirement to spearhead a brand new initiative known as third echelon. This is a team of professional lone-operatives sent on top secrete missions for the US government to save them from whatever mess they have got themselves into this time. --- iii- Review Splinter Cell is a game revolutionary for the Xbox. It takes the basic outline that was formed in such games as MGS, and then they have adapted it to be amazingly original. One of the most prominent of these features is the dynamic lighting. Although shadow and light was featured in MGS2 in Splinter Cell you must use the darkness to remain hidden from guards or civilians. Also, the artistic graphics add to this. The lights can create a sense of danger, where as the darkness offers safety, yet isolation. GRAPHICS The graphics in splinter cell are mind boggling, not only do they look artistic, but also real. Everything from remote alleys, to a Chinese Embassy is designed exactly the way you would expect it to look. Added to this are extremely realistic character movements, which are both fluidic and believable and also the fact that most things you find are intractable, all adds up to an amazinging looking game. Unfortunalty, the Xbox version suffers from a slight frame rate glitch. This is however, infrequent and does not cause a problem. 9/10 SOUNDS The music score for Splinter Cell is top notch. Everything from traditional instruments being played in a certain level located around the world, to the actual conversations of other characters which have absolutely nothing to do with the storyline and are just in there for effect. 8/10 TO PLAY Splinter Cell uses a system where you will learn basic monomers on the first level, then implement them more on the second level, and from there keep adding the locations and the difficulty without the player needing to jump straight into the deep end and make things up as they go along. However, the only thing that may let the game down is Splinter Cell's difficulty. The game is very hard. There are some scenarios when the player must sneak up behind a guard before he turns around. But you cannot get to him before he turns as you have to move slowly. If you move fast he intently hears you and raises the alarm. This makes Splinter Cell extremely difficult and even more frustrating, so much to the point that sometimes it just gets no fun to play. 7/10 LIFESPAN A great feature of Splinter Cell is that it is able to downloads new levels from Xbox Live if they come out. Already two have been released and more are in development. This feature means, providing you have Xbox Live, the game has a lifespan of however long it takes for Ubi Soft to stop making new levels. STORYLINE Although the game is written by the author Tom Clancy, Splinter Cell does not concentrate soly on it's Storyline like MGS. Although it is very good, people looking for an epic storyline should probably look elsewhere. OVERALL 8/10 SNEAKI'N + Great Graphics + Fantastic sound + Lots of weapons and items STINKI'N - VERY hard - The controls can get awkward - The eneimeys seem to be able to feal your presence ============================= 3. CHARACTERS i- Sam Fisher Age: Classified Height: Classified Weight: Classified Nationality: American Occupation: Retired/Third Echelon Operative Sam Fisher was once and operative for the NSA. He is was used to missions for tactical espionage with a one-man mission. He is keen, quite, observant and honest. Although he is now retired he does not like being in the heart of society, more on the outskirts, but always watching. Fisher is confident in his abilities and his ability to perform to the limit. He does not fight for glory, only for what he believes in. He does not have many friends and does not like to speech out. He will however stand up for what he believes. Fisher has a dark sense of humor, which furthers his image as a professional when people meet him. ii- Colonel Irving Lambert Age: 43 Height: 6'2" Weight: 270lb Nationality: American Occupation: Third Echelon Operations Coordinator Lambert is Fishers commanding officer, he is the link that connects Fisher to the team of specialists that are helping him in the mission. He is the one who will relay mission objectives as well as give other instructions to operatives in the field. iii- Vernon Wilkes, Jr. Age: 37 Height: 5'10" Weight: 145lb Nationality: American Occupation: Third Echelon Field Runner Wilkes is the field runner for Fisher. It is his job to find transportation for Fisher as well as provide extraction when he has completed his mission. iv- Anna Grimsdottir Age: 30 Height: 5'8" Weight: 128lb Nationality: American Occupation: Third Echelon Technical operator Grimsdottir is the head of the team of communication analysts, programmers, hackers etc. Her duty is to give information to the operative as to the enemy, building structure or any other revalvent information at hand. v- Cohen Age: 28 Height: 5'7" Weight: 132lb Nationality: American Occupation: Third Echelon Field Runner The replacement field runner, Cohan fulfils all the duties that Wilkes preformed. vi- Kombayn Nikoladze (Ko - bane // Niko - lad - ze) Age: 41 Nationality: Georgian Occupation: President of Georgia Nikoladze is now the president of Georgia after the last one was assainiated. He seems an honest and good politician but harbors a strong resentment of the West. vii- Vyacheslav Grinko (Vash - a - sh - lav // Grin - ko) Age: 45 Nationality: Russian Occupation: Mercenary Grinko is an ex-spetsnaz operative who has now turned into a mercenary. He has a long record of war crimes and human torture. He is cold blooded and violent, stopping at nothing, even when a victim begs for death. viii- Kong Feirong Age: 47 Nationality: Chinese Occupation: General of the Chinese armed forces Feirong is a highly respected leader of the armed forces. He controls a group of loyal and highly trained soldiers. He like Nikoladze harbors aggression to America and other western countries. ix- Philip Masse Age: 37 Nationality: Canadian Occupation: CIA Computer Technician Masse was the technician that is responsible for creating the mysterious weapon known only as the ark. He is certainly on Georgia's side. He has strong connections with Grinko suggesting that they could be working together. x- Dr. John E. Baxter Age: 37 Nationality: American Occupation: Interrogation Specialist There is not really a lot on this man. He is an interrogation specialist for the DIA who uses pharmaceuticals to get information out of the subjects. He only appears in a brief part of the CIA Headquarters level. xi- Mitchell Dougherty Age: 45 Nationality: American Occupation: Information Retrieval Technician Dougherty is the one responsible for a leak to Georgia. He is supposedly a good technician but a strange man many people don't like to be around. ============================= 4. THE AIM OF THE GAME i- Third Echelon Third Echelon, this is a brand new top secrete sub-division of the NSA (National Security Agency). Sam Fisher is the man who has being pulled out of retirement to spearhead this new force with the investigation of two missing agents working as spies in Georgia. Sam is part of a Splinter Cell. A small band of highly skilled and perfectly organized men and women, including: The lone operative, the one man who is sent to carry out the missions. A mission commander, a field runner and an information technician, as well as others support him. Operatives are given the power of the 'fifth freedom'. This is permission by the US government to illegally by pass international treaties in the interests of defense, the decision to use this is decided by a team of analysts and is not up to the operative themselves. The Splinter Cell operative is given cutting edge technology which they can feel free to use at any time to help accomplice there mission. If the operative is discoed, the government will fully and completely deny any knowledge of you. ii- You're not an assassin The Priory of a Splinter Cell Operative is not to kill enemies, but to as much as possible, avoid them. They must absolutely not be seen and if they do then they must use non-lethal force as much as possible to get rid of targets. The tactics that you can employ in regards to enemies. iii- Priority 1- Avoid detection Your first way should be to avoid engagement or detection at all costs. If it is possible to move without engaging an enemy and proceed then do this. Only take out an enemy if he is in the way. iv- Priority 2- Distract attention If it is not possible to move around an enemy without being alerted then you have to distract him somehow. Use bottles, cans or anything else that will make a guard go, leaving his spot to investigate. If there is nothing you can have to throw, try shooting at nearby wall with the pistol or firing out a light to draw away the guard. v- Priority 3- Incapacitate enemy If there is no other way around a guard then you are going to have to get rid of him. The best way to do this is to sneak up behind him and press the A button. This will make Sam grab him and hold him while you move out back into the shadows, then press the right trigger to knock him out. This can be very hard at times as even the slightest noise draws the guard to look at you. My advice is to walk very slowly along hard floors and stay right at the back of the enemy. If you are spotted, pull the right trigger to knock him out, this may take more then one shot and you tend to lose a LOT of health doing it. There is another way to get rid of the enemy without killing him however. Make use of the equipment you have for the SC-20K. Shooting a guard with an airfoil is a good way of taking him out without killing him. Other ways would include using a distraction camera or using a sticky shocker. vi- Priority 4- Terminate enemy If all else fails and there is no choice remaining to you, or you feel bloodthirsty, you monster, shame on you! Anyway you will have to kill people at some stage or other. A head shot from the SC-20K is a good idea, also you can try doing it with the pistol, however I recommend whenever shooting someone with the pistol you shoot them twice as it has a tendency of not killing people the first time. Make sure you hide the bodies of the victims though. If too many are found on a level the mission will be cancelled. Also, don't go around killing everyone. It is much better for a guard to find an unconscious comrade rather then a dead one. ============================= 5. TOOLS OF THE TRADE Where would you be if you were just lumbered with a load of fancy weapons and had no idea what they did? Keeping this in mind, here is a full compilation of all the gadgets and gizmos that Sam has to use to help him. i- OPSAT No one seems to know what the acronym OPSAT stands for, but it doesn't really matter. When in the game simply hit the start button. You will see a readout of all the mission objectives you have been given, if they have a black square next to it, it has been completed. Press right to move onto the notes. Any key information from Lambert and the team, or data retrieved from information sticks will be recorded here. Hit right again for the data sticks that you have picked up on that level. Select one to read its contents. Press up for a small description on a weapon that you have and how to use it. Press down to see a small menu that lets you change game settings and load checkpoints. In short a handy bit of equipment. The OPSAT is given to you at the start of the first level. --- ii- SC-20K This is Sam's main weapon. What it is, is actually a gun, which can fire single shots but also can be configured for automatic fire. Not only this but it has a sniper scope which lets you get a close view of far away targets for a quick kill, and the best part, it is silenced! The SC-20K also has a projectile launcher. This can be equipped with many weapons which can render a guard unconscious or give you a good scout around the area. TO OPERATE: select the weapon to equip it with no projectile. Press X to aim. Now fire with the right trigger. Press Y to enter the sniper view. Fire is still the left trigger, but now pressing right will make Sam hold his breath. This will cause his hand to stop shaking for around three seconds. The gauge on the right will show how much breath Sam has left before he needs to breath. And no, letting it run out will not cause him to suffocate. Finally, back in normal view press the left analogue stick to change your rate of fire. Underneath the selection for the weapon there is a symbol. If it displays only a single line then you are on single fire. If you see a small block then you are on automatic. Press the left analogue stick a few times and you will see which display I'm talking about. I recommend never using auto fire unless it is in my guide as it is a complete waste of bullets unless you are under just the right circumstance. Also, when using automatic mode, only press the fire button for about half a second, then again after half a second and then one more. This should kill the guards while preserving bullets. You will be in a tight spot if you run out of ammo. Finally, Automatic is not very quite. If you need to take out an enemy or have any other reason to shoot while guards are in the area then only use the single shot mode, or better still the ultra silent pistol. The Sc-20K is only available about half way through the CIA HQ level and beyond. --- iii- Ring airfoil This can only be used in the projectile launcher of the SC-20K when you equip it from the menu you will equip the weapon with the airfoil loaded into it. To fire it draw the weapon and aim at the target, instead of using the left trigger, pull the right one to launch the secondary weapon and hit the target. The ring airfoil is a non-penetrating anti-personal missile, which is launched at great speed from the SC-20K. Instead of going through the target like a bullet, this will just smack him really hard. The impact will cause the target to become dazed and weak for a few seconds. Take this opportunity to lower your weapon, run up and deliver a single knock out blow to take him out. The ring airfoil strongly cannot be recollected after the initial attack, which is strange. --- iv- Sticky camera This is a surveillance tool only available by launch from the projectile launcher on the SC-20K. It is not a offensive weapon, what it is, is a camera, which can be used to look around the area it has been shot in for guards and other enemies. Fire it in the same way as mentioned above onto a wall, floor, and roof or in fact guard, where you will have a good view of the surrounding terrain. Press the appropriate buttons to pan left, right, up and down, and to use the thermal imaging and night vision cameras. A tip for all those sharpshooters out there. If you can hit the head of a guard with a sticky camera you can knock him out, just make sure he does not see you. Also, sticky cameras can be repossessed if you can get to them after use. --- v- Diversion camera Like the sticky camera, this is a projectile witch can be used to scout the area, but what this is really used for, is to draw in guards who you cannot get close to. Fire this at a wall at about waist height and make it land somewhere close to the enemy. They will get suspicious at the noise it made when it stuck to the wall, if not press the B button to make a noise. Wait for the guard to walk over to the camera, point the crosshairs around the head area and press A. This releases a gas that will knock out the enemy. As the gas is being released press the right trigger to move back to the normal view and make sure that the guard goes down. You should be careful when using this weapon, as if a guard turns the other way, the he is probably going to see you instantly. Therefore, it is better to fire from darkness then it is board daylight. --- vi- Smoke grenade Another projectile only weapon. It is designed to be launched into a group of people, the canister will spray out it's CS gas causing violent respiratory seizure. Prolonged exposure to this will cause the victim to temporerently lose consciousness. This device is designed to be used on multiple targets in an enclosed area. In this case, only use this weapon if you are a far distance away from a pack of enemies who are not moving around. Be warned however, this item has an evil tendency to ricochet all over the place, so be careful where you aim. After you have fired, turn on the thermal vision and make sure the enemies are all shaking around (this means they are being affected). Be sure they all fall to the ground before proceeding; be sure to have the SC-20K ready to finish off any survivors. Also turn off the thermal vision before proceeding and make sure that the cloud has dispersed before walking over the enemies, it will decrease your health a great deal if you walk into it and the thermal vision cannot see the smoke. --- vii- Sticky shocker The last of the projectile weapons, the sticky shock is a fast way of getting rid of a guard. This method should be used when a ring airfoil is not practical and there is really no other, non-lethal way of dealing with him. The stick shocker sticks to the enemy. It then very quickly delivers a shock of electricity to incapacitate the target. The drawback to this weapon though is that both the electric and the target will make a fairly loud noise, attracting other guards. This means you should only use it when there are no other enemies around you. There is another way to use the sticky shocker. If there are a few targets standing in water, simply fire the shocker into the water to take them all out. Just make sure you are not in the water with them. --- viii- Five-7 pistol - Magazine capacity: 20 rounds - Semi-automatic Tactical, semi-automatic hand gun accessible from the first misson (although not really used until the second). Takes 5.7 x 28mm ss 190 rounds. Light and easiy to use, the five-7 is ideal for stealthy missions as it is cabable of piercing most human body armor. However, the gun has a slow rate of fire and is not at all suited to high combat scenarios. Instead, use it to surprise and enemy when not it alert. Always aim for the head and fire twice so that you are ganrunteed a kill. In addition, the pistol is armed with a flash / muzzle silencer from the start, this means that you can get as close as you want and the guards will not hear you. --- ix- Optic cable This handy device allows you to look underneath doors with a wide enough gap. The image is in night vision and not terribly good at giving a clear picture, but it should give you a clear enough idea of what lurks through the door. To operate it, walk to the door, equip the optic cable and press fire. --- x- Lock pick There will be doors in the game that the enemy has kindly locked for you. To enter through you must use the lock pick. Walk up to a locked door with the picks selected and press fire. You will see them on the screen. Now just use the right analogue stick to turn the pick until it begins to move up and down, keep moving the pin gradually until it unlocks, then move onto the next pin. All locks will be different in the way that you must move the analoge pad to different angles to get through each pin. Also, some doors have more pins you need to get through. Some only have a slightly poor two when some can have a whopping six. How many pins there are will often reflect how important the room the door is guarding. Expect a expect a small room for the cleaners brush to be less well defended then the rooms leading up to Ferong's office. --- xi- Disposable pick Does the same think as the standard picks, only these can only be used once. Instead of slowly and tediously picking the lock pins, all you have to do is go near a door with the disposable pick selected and press fire. It will deliver an electric pulse to the door, blowing the lock. --- xii- Camera jammer The camera jammer is actually less use then you would think. Aim it at the camera and hold down fire, then move while keeping it focused on the camera. You have to move while firing and the camara will be deactivated for as long as you keep it focused, or it runs out of batteries. This works on any camera, but don't use it if it is just as safe to shoot it out. There is no real use for it until Kola Cell --- xiii- N.V.G One of the most essential tools that you are given is the night vision. Because you are often going to find yourself in a dark location such as at night or in the shadows then you need to see yourself and more importantly the enemies around you. Simply press left on the D-Pad to activate it. --- xiv- Thermal vision This is the same headset as the N.V.G and is activated by pressing the right button on the D-pad. Useful for seeing enemies who are behind solid objects and is also useful when watching people who you have fired a smoke grenade at. Remember, you cannot se light with the thermal vision on so don't accidentally walk into a brightly lit room full of guards --- xv- Wall mine Useful for setting up booby traps and taking out guards by shooting it. These are usually gained by disarming it. To disarm on you have to press the A button when the green light is on, if you accidentally press it then run like the wind! They also have a motion detector so only go slowly when approaching them. If you walk in too fast the light will start blinking quickly, this means run. --- xvi- Flare These are very handy for distracting automated turrets. Throw a flare in their general direction and the turret will open fire, leaving you ample time to wander past it. Be careful when using it though, as the turrets noise and the sound of the flare may make enemies suspicious. --- xvii- Chemical flare You will rarely find use for these, use them to get a guard to wander over and look at it. When he is there you have chance to sneak past or eliminate him. However, using these will cause a higher alarm rate so try to avoid using them. --- xviii- Fragmentation grenade Frag grenades are useful for taking out large groups of enemies at a time. They are fairly hard to aim accurately though. However, if you get it spot on you can take down three or four enemies without them even seeing you. They will hear the grenade hit the floor however to stay in a dark place when you throw it. --- xiv- Bottles Bottles can be picked up off the floor, usually near bins and dumpsters. Throw them as an alternative to throwing a flare to distract a guard. Be careful though, walking where a bottle broke will mean walking over broken glass and creating noise. Alternatively, throw one at a nearby guard to daze him. --- xx- Cans These are the safer version of bottles as they do not shatter when they hit the floor, they won't hurt a guard if you throw one at him either. ============================= 6. WHAT YOU ARE UP AGAINST There's no point going in blind, here is a list of all the things that will come between you and the end credits. i- Guards These are your basic, bog standard patrollers. Some guards will go on set patrol routes, whereas some just stand still or sit down. Some may even be on the carsy but let's not go there. The weapons which the guards have are also varied. Some use measly handguns and some will use assault riffles which will dispatch you rather quickly. Stay out of their sight and walk slowly when trying to get to them. You can also get officers who can open some locked doors and civilians who just get in the way, as you cannot kill them. Here is a list of all the cheeky chappies thirsting for your blood in the game: CIA Training Instructors Sight: 3/10 Hearing: 3/10 Weapons: NONE Encountered: Level one On the first level, these people are not armed and there are only a few of them. They are also as deaf as dinosaur with earplugs. --- Policemen Sight: 4/10 Hearing: 6/10 Weapons: 2/10 Encountered: Level two Like armed versions of the training instructors with better hearing. There weapons are only pistols but you still won't take too many shots. Expect to live for about five seconds when one is constantly shooting you. --- Defense Ministry Guards Sight: 5/10 Hearing: 6/10 Weapons: 2/10 Encountered: Level three Again, these are just a better version of the policemen from the previous level. There are armed with the same type of weapon as well. --- Georgian Armed Forces Sight: 7/10 Hearing: 7/10 Weapons: 2/10 (pistol) 6/10 (riffle) Encountered: Level four The members of the army on the oilrig are mostly armed with pistols like in the last few levels. However, some use an assault riffle, which will kill you in about a second. --- CIA Security Guards Sight: 7/10 Hearing: 8/10 Weapons: 2/10 (pistol) 7/10 (riffle) Encountered: Level five Try to stay away from the ones with the assault riffles. There are only a few of them in the level. They also have good hearing and sight so always be prepared for them to turn when you are near them. --- Russian Mafia Sight: 6/10 Hearing: 7/10 Weapons: 7/10 Encountered: Level Six All the Russians carry assault riffles, this means you should stay a long way away when ever you can and take them out from a distance. There are slightly less alert then the guards of the previous level, but still have very good hearing and sight. --- Chinese Military Sight: 8/10 Hearing: 9/10 Weapons: 9/10 Encountered: Level Seven and Nine Not only do these people see or hear practicley anything, they also have weapons which can turn you in to Swiss cheese Fisher style. They are the second hardest guards in the game so when you are walking be careful not to make any noise when one is nearby. --- Georgian/Grinko Mercenrys Sight: 6/10 Hearing: 7/10 Weapons: 7/10 Encountered: Level Eight You will encounter these guards at the abattoir. They use the same kind of weapons as the Russian mafia did. This is a long level and since they can do a lot of damage, especially when they are in groups all tightly packed in a room (which they are more often then not). Use the medical kit wisly otherwise you are going to be spending a lot of time on this mission. --- Palace Guards Sight: 8/10 Hearing: 8/10 Weapons: 8/10 Encountered: Level Ten These are the main guards of the presidential palace. They work for Christrasvi, but that doesn't mean they are on your side. They are very often in groups of around three so always be aware of what's happening all around you with the right analogue stick. --- Elite Palace Guards Sight: 9/10 Hearing: 9/10 Weapons: 9/10 Encountered: Level Ten These you should be concerned about. They hunt in pairs normally and will back each other up. Also they have very highly tuned hearing a very good sight; so don't move if one is looking in your direction. They have very powerful weapons that will rip you to shreds. Lastly, they have night vision, this means not only will they find their comrades lying in the darkness, but also they will see you. Shoot them in the head to disable night vision that will help to some degree. --- Nikoladze Private Guard Sight: 9/10 Hearing: 9/10 Weapons: 8/10 Encountered: Level Ten These are Nikoladze's own personal guards, fiercely loyal and somewhat suicidal. They are also well trained and tough. Fortunately, most of them are dealt with the elite guards but you will encounter some before you finally get to Nikoladze. --- Civilians Sight: 6/10 Hearing: 6/10 Weapons: NONE Encountered: Levels Two, Five Civilians are sort of like guards, only they are not armed. If one sees you then he will run to an alarm panel on a wall to summon help, or just tell a guard. They patrol unimportant areas and can generally not be killed as it is against the mission objectives. They can however, be knocked unconscious. --- ii- Alarm panels When a civilian sees you he will immediately run to a panel on the wall, this is an alarm panel, which will make all the other guards in the area, come running. Take out the civilian before he gets to the panel by just standing up and running after him before knocking him out. --- iii- Surveillance cameras Whenever you hear a mechanical turning noise (sorry that's the only thing I can think of to describe it) it means that there is a surveillance camera in the area. If one sees you expect the bad kind of company. If you locate it then shoot it. You will know when it is down when you see sparks. --- iv- Armored cameras You cannot destroy these cameras, so the only method of getting past it is to sneak. Remember that cameras can only see the way they are pointing and have a blind spot underneath. Use the shadows cast wisely. Alternatively use the camera jammer. To use it make sure you move while pointing it at the camera while moving and be somewhere dark when the battery runs out. --- v- Automated turrets These can be both a blessing and a curse depending on which side you are on. You will encounter one in the CIA HQ level but they will not become a threat until the Abattoir. They have a friendly fire system so they will not shoot their own side as well. There is a computer terminal near the turrets, use it and go to hack turret to see a small menu, you can disable the friendly fire system (top) and make the turret fire at anything living; or you can use the deactivate option (bottom) to turn it off completely. --- vi- Keypad locks Simple locks that require a four or more digit code to open, these are most often found in data sticks. Be careful as getting a wrong code too many times will set off the alarm. --- vii- Retinal scanner locks These door locks are opened by a registered users retina patterns. This usually means an officer so hunt one down, there usually close by and pull him to the scanner, make him use it and get rid of him. ============================= 7. STAGES OF ALERT i- What is an alert? An alert is how aware the guards are to your presence, there a three modes, alert, suspicion and normal, all explained below. --- ii- Normal mode When guards are complexly unaware that you are among them. The track for the level will be played in the background, which is sometimes mistaken for the suspicion track, especially on the abattoir level. --- iii- Suspicion mode When an enemy hears something suspicious or a dog takes your scent then the tempo of the music changes. If the guard sees something in this mode he will automatically spot you. I recommend finding a dark place and staying still until the music changes again. Be careful, as guards will search everything thoroughly in this mode. --- iv- Alert Mode If a guard actually sees you then alert mode is triggered. Run away from them as you can only take a small number of shots. If more and more enemies build up look for anyway you can find to escape. If there are dogs nearby then they will attack too aswell. ============================= 8. FIELD TACTICS i- Light and Dark One of the most important elements of the game is the light and dark system. If there are shadows then go into them, it will make you almost invisible and allows you to move. Try to stay out of light as much as possible as it is much easier for an enemy to see you. Also, when you hide bodies keep them in a dark area to avoid triggering an alarm. --- ii- Back to wall There are sometimes when you must squeeze through narrow spaces. Just press the white button near a wall and you can move. Also this helps make you less visible to guards of the other side of a wall if there is no light. --- iii- Shooting a wall If a guard gets too close for comfort, shoot at a nearby wall to draw him away. Use the pistol though, the SC-20K is too loud, despite having a silencer. Also, make sure you don't end up shooting a guard or getting him to come even closer, simple you may think but it pays to be aware. --- iv- Using a sticky camera If you have no idea of the number of enemies nearby then use a sticky camera, it will let you have a clear view of the area, just don't stand on a guard patrol route while you are controlling it. Also you can retrieve them so don't fire them miles in the air or anything. --- v- Using a diversion camera Similarly, diversion cameras give you a look over the surrounding area, only this time. Fire them at a nearby wall and attract a guard then gas him, just make sure you get the guard and he doesn't see you on the way. Shadow is better. --- vi- Using a flare There are two types of flares in Splinter Cell. Standard ones and chemical ones, and just like all things that come in two's ones great and the other is the work of pure evil distilled in an aura of wickedness, you get the idea. Anyway the normal flares a good, use them near turrets and they will shoot at it for a while, this gives you more then enough time to move on. The chemical flares unless used in the right way are useless and you may as well throw yourself at an enemy. If you must use a chemical flare, use it a great distance so the enemy won't get anywhere near it by the time you have left. --- vii- Turn the enemy's equipment against them This is turrets again, if there is a enemy, or even better a group of them standing in front of a turret then move around to the back, access the control system and disable the friendly fire system. Then all that needs to be done is retire to the shadows, perhaps open a bag of your favorite crisps and watch the turret happily massacre all that stand in its way. Then deactivate it and move on. --- viii- Auto fire With the SC-20K out click the left thumb stick and you will alternate between automatic fire and single round fire. Automatic eats up bullets and is not ofteten that usful. However, if you are surrounded and need to drop enemies fast then click on to this and punch a hole in an enemy wall. This function is also helpful for taking out Grinko at the end of the Abattoir level. --- ix- Vertical pipes When there seems like there is no where else to go, then look for any sort of beam or pipe, it is likely possible to climb to the top to progress. Rember when climbing to be aware of your surroundings, there maybe a guard or light around. --- x- Zip wires Like a vertical pipe, if you're on top of a ledge and cannot seem to progress, look for a wire above, sometimes they are very hard to spot so look thoughly. Jump in them and zip to the end. --- xi- Floors They seem boring, but they are very important. Always be aware of what you are and going to be walking on. Concrete and carpet will not make as much noise as wood or tiles. If you cannot see or make out what you are on then just assume. For instance, scaffoldings planks will be made out of wood; large extravagant rooms probably have carpets or tiles. --- xii- Windows The goal you must get to maybe outside and you are looking at it through a window. If it allows you then slide it up and head through. --- xiii- Horizontal Bars Like vertical pipes and zip wires, if there seems no place to cross, look for a bar across the top, you may be able to jump on and continue. You may also have to put your legs up using B. --- xiv- Glass There maybe glass on the floor you need to get across, or maybe a misplaced bottle you threw has blocked you. There is almost always a path around somewhere if someone else put the glass there. If you did it you may have to jump over as walking on it, even softly will alert guards if they're nearby. ============================= 9. THE MENUS That's every thing to know about the game, so now it's on to the walkthrough. What, you want to know all the menus and controls aswell, what is this a step by step guide to sensibility? Ok, since you asked so nicely. i- Start game Ok I am not telling you what this does; if you can't work it out I suggest seeing your local physiatrist. You will have to create a new profile to begin the game. This can be done in settings or simply going to new game. --- ii- Load game Go to load game to load a previously saved game. --- iii- Settings Here you can alter the settings including: Vibration, profiles and difficulty settings. --- iv- Extra features Look at all the shot films showing the making of Splinter Cell, as well as an interview with the hero. --- v- Download levels Download new levels at Xbox live such as Kola Cell and Pandora's tomorrow. ============================= 10. THE CONTROLS AND DISPLAYS i- Menu controls This is the controls for navigating around all the menus of the game. D-Pad / Left analogue stick - Move selection A Button - Select B Button - Back X Button - Select Y Button - Back D-Pad/Right analogue stick - N/A Left Trigger - N/A Right Trigger - N/A White Button - N/A Black Button - N/A Start Button - Select Go Back Button - Go Back ii- Game controls Here are all the controls you need in game, for a quick summary in game press back up. Press Up - Move character afar / climb up when hanging Press Down - Move character close / Drop when hanging Press Left - Move character left / Shimmy left Press Right - Move character right / shimmy right A Button - Interact (Then) Confirm selection B Button - Crouch / Stand / pull legs up when hanging X Button - Draw / holster weapon Y Button - Jump / Drop when hanging / enter sniping mode Left Trigger - Fire / Use Right Trigger - Fire secondary weapon (with SC-20K)/ hold breath White Button - Disply equip list Black Button - N/A Start Button - Enter objectives screen Go Back Button - Show summary of controls iii- When you have hold of an enemy For when you get up close and personal Press Up - Move character afar Press Down - Move character close / Drop when hanging Press Left - Move character left / Shimmy left Press Right - Move character right / Shimmy right A Button - Interact (Then) Confirm selection B Button - Crouch / Stand X Button - Draw weapon Y Button - Jump Left Trigger - Fire / Use Right Trigger - Fire secondary weapon (with SC-20K) White Button - Disply equip list Black Button - N/A Start Button - Enter objectives screen Go Back Button - Show summary of controls --- WHAT'S ALL THIS ON MY SCREEN? Here's a quick run down of everything you will find on the main game sceen. iii- The health bar See that horizonal green bar on the right hand side? That is your helth. When it reaches zero you die. Health decreases by being shot, high falls etcetera. iv- The light display In the bottem left hand corner there is a guage which changes according to the level of light you are in. This not surprisingly is the light guage. There are five colours on the guage ranging from gray to colourless; left to right. Here is what you may expect to happen in each level of light. Cursor in block on the left - You are in total darkness, there is very little chance a guard will see you as long as you stand still. Cursor in block second from the left - There is little light, don't move and you should get away with not been seen. Cursor in middle of guage - There is a moderate amount of light, an enemy could see you if you are too close. Cursor in second block from right - You are in a light area, move or a guard WILL spot you if he is close enough. Shoot lights to help make an area dark. Cursor in far left - You are in broad daylight, hide to avoid being seen as soon as possible. --- v- Weapons and items Under the light guage you will see a large box and a smaller one underneath. The large on shows what weapon of item you have currently equipped. The one underneath is only applicable for the SC-20K, the icon on the let means single shot fire, the right is automatic. Press the left analogue button to change between the two. --- vi- Mission objectives Press the start button to see the mission objectives, press right to look at the notes summarizing important information and press it again to move onto the data sticks which you can read anytime. vii- OPSAT This is what your orders come on, press start to see it. Guess what OPSAT stands for, answers on a postcard. ============================= 11. THE MISSIONS Now it is time for the missions, in all there long, long, long, long, erm, length. i- CIA Training course CIA Training Farm EQUIPMENT - NONE MISSION DIFFICULTY - EASY MISSION BRIEF As agent Sam Fisher, you have been recruited to spearhead the operational arm of the National Security Agency's Third Echelon Initiative. Before the NSA sends you out into the field, you must demonstrate that you possess the skills to undertake and covert solo missions. INITIAL MISSION OBJECTIVE: Complete the CIA training course. Learning to control Sam For the first part of the mission you will be mastering the basic commands that you will need to 'calibrate the monitoring equipment' or look around to you and me. Press the right analogue stick to the left to look at a red light on the wall. When Lambert says so look right, then up to the roof, finally the one right in front of you. **Note- you cannot move Sam at this time. Head forwards and using Y, jump onto the wall, you will grab it. Now press the left analogue stick right to shimmy to the place where you can climb up, to do this, pull the left analogue stick up. Drop down and look right, there is a ladder, walk to it and you should automatically climb onto it. If you don't you are probably on the wrong side, head round and try it there. After you are on the ladder, climb it to the top and look around the small wooden platform you are on for a wire going all the way down to the ground. Walk underneath the wire and making sure you don't fall, press Y to jump. You will automatically grab the wire and zip down it to a platform below. Look around to the right for a vertical pole. Walk over to it and you should grab on, now just slide down with the left analogue stick by pulling it down. Press B to crouch and duck underneath the barbed wire, dodge the other obstacle and when on the other side, press B to stand upright again. Now you have to perform the split jump. Go to where the yellow marks on the floor show and jump. Then, when in mid-air, press Y again to perform the jump. You do not need to hold down Y to do the split jump. Well thank goodness you mastered that, you will be using it all but twice in the game. Press Y a third time to jump back down on the floor. While you are falling hold down B to practice a silent drop. Head around the next corner to wee a horizontal pipe. Jump up and follow it along, you will soon come to a place where you must make yourself smaller to fit through. To do this press B and continue through to the other end. Drop down and walk over to the wire fencing and you will climb onto it. Now head to the top to climb over and move down to the bottom. Now walk to the wall in front of you and press the white button to put your back against it. Now walk all the way to the other side and press the white button again to go back to normal. Now, once more, do the back to wall on the opposite wall and exit through to the other side. Instead of pressing white to resume, keep back to walling, all the way to the edge. When you run out of space you will look around the corner. Use the right analogue stick to get a good view of what's around the corner. This will come in handy in some parts of the game. Look for a vertical pole and climb up to the top, then cross the platform and grab onto the ladders to climb down. **Note- it is far easier to fall off this platform while trying to get to the ladders then you might think. Make sure you are probably lined up with the ladders to avoid losing a lot of health. Your path is now blocked by a large gate, there of course is a way around it. Go to the left corner wall and face as if you were looking at the gate, then press jump and at the highest point of the jump to leap off the wall and get the extra height needed to traverse the wall. On the top of the wall walk of the edge, but as soon as you do press the analogue stick in the opposite way to grab back onto the league. Now press down on the thumb pad and press B whist you fall. This is how you execute a soft landing and is essential later on in the game. Approach the large up-and-over door and walk through as it opens automatically. SAVE POINT - Save your game at the first checkpoint. You have got to practice stealth tactics now. At the moment you are in a room with a red light. Head over to the opposite side of the room and go through the door. **Note- you can look through doors while not going through them by pulling back on the thumb pad when you hold A to open the door. The command in the box in the top right corner of the screen will change to 'open door stealth'. This will open the door a bit and allows you to look through, however you may be spotted. It is much easier to use the optical cable. You are now in a small dark room with another door on the left wall. Head over to it and use the lock picks to open it. Now you are faced with a room with a guard and a keypad lock, since the guard knows the code required to go through, but has been ordered not to tell you, you are going to have to persuade him. Press B to crouch and go to the left around the large pillar in the middle of the room to come up behind the guard. Don't move too fast otherwise he will hear you and there is not rush. Get up behind him and when you are given the option in the command box, press A to grab the character. Now you must interrogate him so press A. He will reveal the code and it will be added to your notes. The code is 28469, walk over to the keypad near the door and enter the code and, hey presto! Access granted and the door is unlocked. Head through to the next room to find another door locked room. However this one is retinal scanner locked, so you are going to have to use the guard in the room to unlock it. Crouch and walk past the window to see the next guard to the right. Creep up behind him and grab him. Now drag him to the scanner and force him to use it before knocking him unconscious with the right trigger. Head through the now opened door and into the next room. This is home to a camera. Now you could cheat and shoot out the camera, but lets do this the old fashioned way, shall me? You now have the five-7 pistol. Don't get power mad yet, equip it and press X to move into aim mode. Aim at the light above you and shoot it out, press the left button to fire. Now do the same with the light you can see on the main corridor. This will darken the back of the corridor. Now shoot out all the other lights and put away the weapon. All that is left to do now is to walk over to the door and laugh at the camera, which cannot see you. **Note- to see where you are going, press left on the D-pad to turn on your night vision goggles. In this room there is another camera, instead of shooing out the light, which is indestructible anyway, you must shoot the camera itself. The camera is around the next corner so draw the pistol and press X to aim it. Then walk slowly to the corner and position yourself so you can just see it. Shoot it out, you will know if you hit it as it will stop panning around and will emit sparks as well as a puff of smoke. With the camera destroyed, head through to the next room. In here there are a lot of shadows and another camera, this one is also panning to se the entire room. It is also armored; so don't try to shoot it out. Watch it pan away, make sure you are crouched and run to the middle obstacle. Then as it pans the other way run to the other side and exit thorough the door. It may take several attempts at this as sometimes it proves challenging first time. Now you are in a room with a guard to your right, you must hide him so that his body is well hidden. Sneak up behind him and grab him, then take him to where you were before, down the corridor and into one of the dark alcoves. Knock him out and wait for Lambert so send in a guard to check. Just wait until he walks out of the area again and go to where you grabbed the original guard, head through the door. This is arguable the hardest part of the level. You must traverse this dead room and not make a sound, if you do then you have to start again. Try to stick to the carpet and avoid the glass and chains. Crouch and drop to the floor, head onto the carpet. Look left and climb onto the wooden ledge. Stand and do the back to wall (white button) move past the first chain, do the same for them all, only move very slowly. This part may take a few goes, but it gets easier. Again, crouch and continue until the broken glass on the floor. Do the back to wall once more against the wall, not the fence. Very slowly move over the glass, if you move too fast you will make a noise. At the end head through the hall and continue. Move down the corridor until you see a room with Lambert inside. Open it and he will introduce you to Wilkes. Congratulations that is the first, shortest and easiest mission completed. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ii- Police Station Police Station T'bilisi, Georgia October 16, 2004 2002 hours EQUIPMENT - 40 rounds (pistol), Lock Pick, Optic Cable MISSION DIFFICULTY - Easy MISSION BRIEF Agent Alison Madison covertly worked covertly in the Georgian political for two years, securing a role in President Nikoladze's cabinet after his coup d'etat. She vanished on October 3. On October 7, Special Agent Robert Blaustien was sent to find her. He vanished on October 11. INITIAL MISSION OBJECTIVE: Locate CIA Agents Blaustien and Madison. Objectives: - Rendezvous with local NSA informant Thomas Gurgenidze for information on Blaustien's area of operation. - Killing civilians will result in mission failed. - Touching the street will result in mission failed At the start of this mission you are in a dark courtyard. Firstly crouch and turn right, head up the stairs. There is a civilian around here, don't let him hear or see you. Stay in the shadows. Slowly, as not to alert the civilian, climb to the top of the ladder. Making sure you are crouched, slowly move to the top of the roof and look for a trap. Open it and head through. Crouch and head through the small gap until you enter a large room. Flick on the night vision goggles (left on the D-pad) and look for a large, horizontal pipe. Climb it up to the top. You are now on the roof over looking the hotel you need to be in. There is one small problem, it is on fire. Look for the wire above you and move the camera to make sure that you are exactly underneath it. Jump and you will zip down and land inside the hotel. SAVE POINT - Save your game here. **Note- don't worry about being silent in the hotel, there are no guards. Grimsdottir will now give you directions to move forwards into the room ahead. Move slowly, she will tell you to move into an adjacent corridor, fast, the roof is about to come down. Head back into the room you zipped into and turn right. Run down the length of the room until you see another door to the right. Get through there and you are safe for now. Continue to the stairwell and descend to the bottom floor. Jump onto the horizontal pipe above and hand over hand to the other side so as not to fall into the fire below. Move through the room to your left and enter the next stairwell. Move up one floor. Head through the corridor ahead and look for the end room. Walk forward and you should spot the man on the floor. This is you informant, he will die telling you that both agents had found out they shouldn't and paid the price. He tells you to check in Blaustein's apartment. After the conversation ends when Gurgenidze dies, turn around and open the door. This room is full of smoke and you will die if you enter. Pull out the pistol and equip night vision. Look on the roof for a skylight, it is hard to see because of the smoke, but it is in the middle of the roof. Shoot out the skylight and wait a few moments for the smoke to clear. Enter the room and exit through the door on the right. SAVE POINT - Save your game here. NEW OBJECTIVE - Find the black box in Blaustein's apartment. Open the door and move onto the balcony. Follow it around until you see a gap. Stand and move backwards, then run towards it and jump. Don't let the civilian below hear you; if he does a guard will come down the street to investigate. If you grab on to the edge of the next balcony, quickly pull yourself up before you are spotted. If you hit the street it will automatically be mission failure. Follow the balcony around and move slowly passed the trellis. You will hear a man talking on the phone. Watch his conversation finish and drop into the plants bellow. Slowly move towards the house and move to the right of the house, in the shadows. As soon as a man comes through the door move quickly but quietly through, into the apartment before it closes. Head down the hall, then turn left, then enter the last room on the right. There is a painting adjacent to the door, go up to it and slide it open to revel a computer. Use it to get the next mission objective. NEW GOAL - Find the dead drop in Morevi square to find out the best way into the police precinct. Head over to the other side of the room and activate the keypad lock to the balcony door. Enter the code that shows up in your OPSAT, if you can't be bothered looking it is 091772. You need to get to Morevi square. Look above the balcony and zip down on the wire over your head. Open the door on the left and head into the elevator shaft. You will need to grab onto the cable in the middle of the shaft. To grab it stand up and take a run at it, you should grab onto it and automaticly slide down. **Note- try not to fall down onto the elevator otherwise you will lose a lot of health. Slide open the cover on the roof of the elevator and drop inside. SAVE POINT - Save your game here. Head over to the other side of the room and interact with the door. Lambert will lift the restriction of you touching the street, now you can move around. Use the lock picks to open the door. Follow the small ally into an open area where two officers are talking. Descend the stairs and extremely slowly walk just under halfway down the next one. Stand and face the direction where the officers are so you are facing a wooden wall. Jump and as you do press forwards, you should grab onto the ledge, and then shimmy to the right. **Note- if you hear a change in the music's tempo the quickly but quietly move down the stairs and underneath them. Wait until the music changes back to normal, but it maybe the best way to reload the checkpoint in the OPSAT. After shimming right, keep pressing the same direction until you turn the corner, then when you are around halfway into the flowerbed, pull yourself up and land in the bed, holding down B to make sure you land silently as the officer up ahead and the two to the left may come to investigate. Follow down the plant box until you see and ally on the left, find the ally and wait in the shadows. You will see a officer walking down. He will come towards you and walk away. When he does follow him but stay a long way behind otherwise he may hear you. As you move down the ally look for a gap to the right. Wait in the dark until you see the guard walk back to the right. Wait around three seconds and continue to the left down the ally. Look on the left and find the stairs. Head up before the guard returns, you will have to move up fast if you do not want to be heard by the guard who will be on his way back by now. As soon as you get up the stairs and into Morevi Square. Quickly check that there are no guards in the area and run to the opposite corner near the bushes. Is it just me or this level has an unusual amount of foliage in it? Anyway in the other end of the plants near the building is a hole, enter it and follow the passage down into the dead drop. Access the computer to finish the objective and pick up the two medical kits in the area. SAVE POINT - Save the game as you enter the dead drop. NEW OBJECTIVE - Get into the Police Precinct. Exit the dead drop and move very slowly through the bushes until you see a guard. As he begins to walk away move through the gate next to the plants. Sometimes the guard will just stop and look at the bushes and if you move he will see you. If this happens you might want to move out of the plants futher away from him, but sometime he will see you. If the guard is just staring in your direction and not move you may have no choice but to shoot him. Aim at the head and fire at least three times. Make sure he goes down and if move guards come to investigate move into the computer room until they go. Make sure you hide the body in the planters before continuing on. As you head down the corridor, if you didn't kill the guard before then duck into the alcove on the right and make sure that the guard who occasionally looks down the corridor is heading the other way. When he does follow the corridor down the rest of the way and hide in the shadows to the left of the ally. Wait until the civilian walks back down the ally and turns down the far corner. Pull out the pistol and shoot out the lights in the ally. Head down it and go to the far end. Press against the dumpster and wait until the officer comes around corner. As he looks down the ally get behind him and knock him out. Put the body between the two dumpsters and go back to where you knocked him out. Go down the next ally and duck into the alcove on the right. Hide there until you see a civilian walk past you to the left. Wait a few seconds and make sure the coast is clear before you move out and carry on down the ally. As you move down the ally you will see a guard walk to the right. Wait until he is out of sight and carry on to the T-junction, do not head out. Instead look to the right to see the guard looking down the corridor in your direction. Look for a vertical pipe, if you have trouble finding it then use the night vision to locate it. Move quietly up the pipe until you get to a walkway above. Move along the edge of the walkway in the shadows to make sure that the guard does not look up and see you. At the other side, line yourself up with him and jump of the edge. You should hit him and knock him out. Make sure you hit him otherwise things will get a bit tricky. If you miss and jump passed him hold down B before you land and he may not hear you. Then just knock him out. Alternatively if you land in front of him then whip out your pistol and fire at least three times at his head. If you did manage to land on him he should be out cold. Hide him in the shadows at the edge of the wall under the walkway you have just come from. Find wall with the police sign painted on it and do a double jump of the top of the dumpster to grab onto the top of the wall. Here you can pull yourself up and land on the other side of the wall. SAVE POINT - Save the game here so you don't have to do that hard part ever again. Go down the stairs at the other end of the courtyard and go to the door. Use the code 5929 to enter. Stay out of sight until the officer begins to walk away. When he is gone move down the cellblock's first cell until you see a small brick wall separating the cells on each side. Perform a split jump, look down and wait. The officer will come back and stand right underneath you. Press the Y button to knock him out. Pick up his body and walk passed the cells and up the stairs until you see a small automatic door on the left. Enter here and drop the officer in between the two shelves. There is also a computer in this room that holds a data stick. Head out of the room and follow the hall down, stick to the left underneath the large windows to avoid detection. Make sure you move slowly or a guard in one of the rooms will come to investigate. Make sure you stay under the large windows as you follow the corridor. You will see a door to the left. Approach it and enter. Creep up behind the doctor in here and interrogate him. After he finishes yapping knock him out. Move around the room to the door on the other side. Opposite it is a computer, which you can get a data stick off. Then enter the morgue. Step through the door, but not enough for it to close behind you. Now shoot the camera on the opposite side. It is hard to see but if you look above the bodies on the wall it is around there. Head over to the bodies of Blaustien and Madison. Let Lambert give you your new objective. NEW OBJECTIVE - Access the police precinct's security surveillance system. Look behind the curtain next to the door you entered from to locate a medical kit. Then head out the morgue and through the room with the knocked out scientist. Make sure he is hidden. When you exit this room, turn left and move to the door at the far end of the corridor. Remain crouched and quiet, at the other side of the door there are some stairs, head up. SAVE POINT - At the top of the stairs there is a save point. Open the door and walk into the room quietly. Let the door shut and wait in the shadows for a conversation to start. As the two are talking, move right, staying in the shadows. At the end of the wall turn left and do the same with this wall. Move behind the drape and get to the end of the wall. At the end of this one, do the same with the last wall until you get to an automatic door which you can slip through. **Note- Make sure you are crouched and move slowly so the two people talking who are talking don't see you. Also ignore the large front door on the second wall, but remember where it is as you will need to get back here at the end of the mission. After heading through the automatic door, head up the stairs. SAVE POINT - At the top of the stairs, save your game, unless you feel daring and get a cheap thrill from not saving games. At the top crouch and move through the surveillance room. Hug the wall so the people at the computers do not see you. Go through the door at the far end, you see a large shadow, there is a man behind the drape looking at the computers. If you cannot see him, move the camera with the right analogue stick. But you really don't need to see him, just creep through and grab him. Pull him over to the dark corner on the left and knock him out. Access the computer he was working on to get the data. NEW OBJECTIVE - Meet Junior Wilkes in the front of the police precinct for extraction. Alright, time to go. Head back outside the door and go past the two people on the computers, back down the stairs and follow the wall back around to the large front door. Go out and walk over to the van to complete the mission. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- iii- Georgian defense ministry Georgian Defense Ministry T'bilisi, Georgia October 16 2004 2301 hours EQUIPMENT - 40 rounds (pistol), Lock Pick, Optic Cable, Laser mic, Disposable pick (1) MISSION DIFFICULTY - Medium MISSION BRIEF CIA agents Blaustein and Madison were killed for getting too close to information that President Kombayn Nikoladze of Georgia needed to protect. Vyacheslav Grinko, a Russian mercenary, is tied to Nikoladze's secret; they have arranged to meet at the Defense Ministry. INITIAL MISSION OBJECTIVE: Discover President Nikolaze's secret. Objectives: - Infiltrate the East wing of the Georgian Defense Ministry. - Discover Vyacheslav Grinko's whereabouts by interrogating his driver. - Avoid tripping an alarm Walk over to the small chimney on the left side of the front of the roof. Choose rappel and keep pressing down or jump to go down. You see and open window below you, jump through it to enter the library. Press left to activate the night vision and walk to the end of the aisle. Wait for the guard to come and look down the other aisle and return to his seat. Walk up to him and knock him out. Drag him back to where you entered, or another dark corner. Go back to where you took out the guard; use the computer to get a data stick. On the right wall is a camera, shoot it with the pistol to put it out of action. Turn the lights off at the switch and open the door, stand against it so it doesn't close. When the patrolling guard walks away, quietly move to the shadows a bit further up, and on the other side of the corridor. Slowly make your way up the darkened corridor until you see a door. Make sure the guard has gone the other way and slip through. Go down two sets of stairs and keep going, look out for a camera on the wall. Draw your pistol and aim at it while slowly walking down until you get a good view, then shoot it. Do the same down the next set of stairs. Then, keep going until get to the bottom, head through the door on the right. SAVE POINT - At the door to the garage, save the game. You are told to look for a car with a certain number plate, but the car is very obvious, it is the one with the lights on at the far end of the garage (there's a surprise). When you open the door, step through just a bit and look for the camera on the right wall, shoot it. Go left and walk all the way around the garage with your shoulder on the wall and the cars to your right. There is a camera so stay in the shadows at all times. **Note- If you cannot do it then shot the camera, it is to the left of Grinko's car. When you see a car with the headlights on look around the corner with night vision. You will see a man standing near the wall. He will move f he hears a noise so keep it down to a minimum, it's not too hard on the concreate floor. Get behind the driver and grab him. Interrogate him before knocking him out to finish the mission objective. NEW GOALS - Infiltrate the south wing of the Georgian Defense Ministry Deactivate the courtyard security laser grid Laser mic the Grinko and Masse conversation in the glass elevator leading to Nikoladze's office Head back the way you came to the stairs, mind the camera. There is now a guard blocking the way to the door. Quietly move behind him and grab him. Take him to a dark place and knock him out. Go back up the stairs to the door you entered the stairs from earlier. SAVE POINT - Save your hard work. Look to the left to see a guard, move up to him and knock him out. **Note- occasionally, the guard looks behind him, don't be seen. He seems to look back at random intervals so if you wait until he looks then move, it doesn't mean to say you have ages to get to him. Move the guard back to the stairs doorway and then proceed. Look out for a door on the right, head through just a bit and shoot the camera above you. Use the computers for a data stick and go to the door on the other side of the room, use the lock picks to open it. Head onto the balcony, you will see a shot scene showing which window you must go to. **Note- If you at anytime touch to courtyard below you will trip the security system and it will be a mission failure. Walk to the right of the balcony and face the wall. Jump and you will grab onto a rail, use this to shimmy all the way across to the other window and press Y to fall onto it. SAVE POINT - As you get onto the window, save the game. Drop into the kitchen and arm yourself with a ferocious and deadly bottle from the table and wait for the conversation to finish, in which the guard shows his respect for his superior officers. When the guard walks out throw the bottle into the walk-in freezer. Make sure they don't see you as they go and investigate. When they are gone, quickly head to the door the guard walked out of. Now, equip your pistol, but do not draw it, the guard will probably come and investigate. If you get behind him then knock him out, if you are about to be seen then draw your weapon, get as close as possible and fire about five times at split second intervals at his head, this should kill him without him retaliating. **Note- only kill someone if you really have to, if you leave them where they can be found then security will get much tighter. Make sure the body is well hidden and go out of the room through the big double doors with the light shining through it. Go to the right staircase and down, here there is a guard looking over the whole bottom floor. Sneak up behind him, grab him and pull him under the stairs where you can knock him out. Go down the left set of stairs in this level, make sure you do this quietly, there is a guard very close and if you make a noise he will turn and see you. At the bottom of the stairs then go around them, through the darkened area to come up behind the guard. Grab him and pull him into the darkness under the upper level. There is a guard at the front of the room, sneak up to him and take him to the back of the room where you can knock him out. Walk over to the computer in the middle and use it. You need the authozation of a colonel to access the grid. Lambert very kindly arranges one to be sent to that location. Go to the stairs where you originally came down and hide in the shadows. Wait for the colonel to come over and sit down at the computer. When he is sat down, sneak up to him and grab him. Drag him to where you were hiding and to the wall opposite with the retinal scanner. Force him to use it and head through before the door closes. On the other side knock him out and hide him. Head left but don't do around the corner yet. Pull out your pistol and edge the camera around to see a surveillance camera. Use the pistol to take it out and proceed through the door. Now you must use the directional mic to hear the conversation between Grinko and Masse on their way up to Nikolaze's office. As soon as you head through the door turn either right or left into the shadows on either side of the door. Since it is simpler to go to the right, I would recommend that. Make sure you darkness meter shows that you are completely in the dark stuff, then equip you Laser Microphone and aim it on the glass elevator to your left. If you cannot see it, wait until you see an object moving up and aim the mic in the middle. USING THE LASER MIC- The laser mic is fairly simple to work. You see a large square in the center of the screen. You will hear and record all sound originating from what is inside that square. Aim the box into the elevator to make it turn red and hear the conversation. Make sure you don't go too fast for the elevator, or too slow. If you lose sight of it press X to un-equip it and X again after looking for it. It shouldn't take you long to get enough. Now guards will come into the area and you have to get to the other side of the courtyard. If you went to the right then while crouching, run to the right angle shaped bush in front of you and wait for the first guard to walk by. Then to right and make a break for the terraces on the far wall opposite the wall you just came from and to the right of the door the guards came out of. Jump on scale it until you can get into the corridor. New Objectives- Infiltrate the north wing of the Georgian Defense Ministry - Access Nikoladze's computer in his office Save Point- As you enter the building, save your game. As you drop into the corridor you see that someone is coming down on the lift. Run into the store room to the left of the elevator and use the optic cable to see who comes out. A bit of quick footedness is the order of the day this time. Wait until both guards walk to the right, passed the door, wait a few seconds, then open the door and head left into the elevator. Go to the access panel and hit the up button. At the top floor, equip the disposable pick and run to the first door on your left. Use the disposable pick and duck into the room. There is a guard seconds away when you get to this floor so act fast. Grab a data stick from the computer in the room and jump onto the table, then the hole in the roof. Proceed through with you night vision goggles on. Save Point- While you move through the air duct save the game. At the other side, drop into the hall below and shoot out the camera at the far end. Get the medical kit from the first door to your left, then climb the ladders on the far side, use you night vision to locate them. Walk past the two skylights until you get to the edge of the roof, use the small chimney to rappel. Save Point- Save your game as you go past the skylights. Below is a window, there is a guard in here. Make sure you and see him and he has is back to you. Move down just above half way down the window and draw your pistol. Aim at the guard' head and fire about five times very rapidly. You should break the glass and hit the guard. This probably won't have killed him however so shoot him a few more times once you are inside. Get a fragmentation grenade from the dead solider and access the computer. Now at this point, you can choose how to deal with the guards that enter the room. You can: Do it the safe way. Head back to the window and fall out, as soon as you start falling press the analogue stick the other way and you will grab onto the window. Wait here until the guards leave and you are safe. Do it the hard way. Equip the grenade you picked up from the guard and move back towards the window. Aim the grenade so it will fall just at the floor in front of the door and throw. If you timed it right then the blast should hit and kill at least two of the guards. Kill the other with two head shots from the pistol. Do it the hard and very damaging way. Aim your pistol at the door about a quarter way from the top and shoot the guards at least three times in the head to kill them. Shoot them as they enter and make sure you reload you gun by aiming it and pressing the white button beforehand. This way will mean that the guards will shoot at you and you will take a lot of damage. Whatever means you used to avoid the guards access the computer again to finish the transfer of data. Head over to the door on the other side of the room where the guards came through and head out onto the corridor. From this point the only guards are going to be the ones chasing you so feel free to stand up and run for you life. Turn right and go through the first door on your left. Head down the stairs and pick up the medical kit. Go through the blue door and onto the roof. Run down the small set of stairs and cross the roof to the lift doors. These are open so just before you get to the doors jump through and grab onto the pipe going down the middle. You will hear a gun battle below, keep going down. Turn left and run through the car park until you see Wilkes and his van parked where Grinko's car was. Talk to him to end the mission. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ii- Oilrig Caspian Sea October 27, 2004 0938 hours EQUIPMENT - 40 rounds (pistol), Lock Pick, Optic Cable MISSION DIFFICULTY - Easy MISSION BRIEF NATO and U.S. intervention has pushed most of the Georgian Commandos from Azerbaijan, with only a few well-hidden cells remaining. One of those cells, entrenched in an oilrig on the Caspian Sea, is exchanging data with the Presidential Palace in Georgia via a secure network. INITIAL MISSION OBJECTIVE: Discover and secure Georgian communication data. Objectives: - Infiltrate the oil refinery - Trail the mercenary technician This is an easy one, the problem is that there is not a whole lot of darkness to hide in since the mission is in the daytime. Turn around and grab onto the ladder and climb to the top. Turn right, dodging the obstacles and land on the pipe. Look above your head to see another pipe, grab on and shimmy forwards. At some points you have to press B to be able to squeeze through small obstacles. Drop down once on the other side and look for a small platform on the right. Drop onto it and continue forwards. Save Point- First save point of the mission, don't forget. There will be a small platform on your right, move onto it and look for the zip wire above your head. Use it, and pull yourself up onto the next ledge. Crouch to get under the pipe and move to the other side of the platform. **Note- ignore the two guards on the platform you are about to land on, it explodes before you get there. Look for a pole on the right. Climb this but move left or right around the pole so you are facing the opposite way to the way you got on. Now finish climbing the pole, jump off and grab onto the next platform. Look at the oil fire in front of you. Spot the large hole in the oil pipe, climb in and get to the other side using your night vision. Save Point- The next save point is in the small room. Spot the ladder to the right on the wall after saving and climb to the top, once there open the trap and back out into the open. You will get a small cut-scene showing you the technitian and his two guards. When you get back to the game look for another ladder on the right and climb it. Go fast as the guards may see you. You should be on a large catwalk type surface, move around until you see a large toolbox. Jump ontop of it and then onto the pipe above. Hand over hand and when the time comes, press B and crawl through the smaller pipe. About halfway through you will see a short scene showing the NATO fighters prearing to attack the rig. Continue to the other end of the pipe and drop on the patrolling guard. Turn left and continue up the stairs. At the top, draw your pistol and carefully move forwards. An explosion will rock the rig, shoot the guard who comes out in the head and proceed. Run forwards and go to where the soldier came from. Move past the oil puddle and around the next corner. Make sure the technitian is not behind the corner before you turn it otherswise you will run into them. Save Point- save the game just before the puddle of oil. Around the next corner is a guard for the technician, and another patrolling guard. Make sure the patrolling guard is not about, then use the water tank to your right. He will investigate, as he is coming, pick up a bottle on the floor and throw it before he passes you. This will cause him to turn his back at you and look at the bottle. Grab him and pull him back. Now look around the corner for the patrolling guard. There are no bottles or any means of attracting him. He will also probably not move again, this leaves you nothing to do but shoot him. Now move past the door, making sure the technician or guards don't see you on their way back. Follow the corridor past the flames and look for a large obstacle to the right. Save Point- Save the game here Jump onto the obstacle and then a pipe above it. Pull your legs up and move along through the window. You will see the technician and a guard destroying computer evidence. Continue through and press B while you fall to silent drop down. Sneak up behind the guard to knock him out. v- CIA Headquarters EXPECTED 2/10/03 vi- Kalinatek EXPECTED 4/10/03 vii- Chinese embassy COMING SOON! viii- Abattoir COMING SOON! ix- Return to the Chinese embassy COMING SOON! x- The Presidential palace COMING SOON! ============================= 12. FAQ's AND SECRETS i- FAQ's Q- Why are guards continually turning and seeing me when I sneak up? A- it's aggravating isn't it? Make sure you are completely behind them and go as slow as possible. --- Q- Help me with the Nikoladze assassination! A- you didn't say please, where did you leave your manners? --- Q- Answer the question! A- although neither of those two were questions I will help because I pity you. To kill Nikoladze find the right window and use the sniper view to shoot through the curtains. If you shoot the part where the two curtains meet, about a quarter way up from the top you should kill him. --- Q- Where's Christravi? You are given a picture and told if he dies the mission's over. But he doesn't appear to be in the mission at all. A- it's weird unless you know where he is. Christravi is in the room with Nikoladze. You can only see his shadow as the curtains blow open. If you miss Nikoladze you may hit Christravi. --- Q- some people have said that there is a secret in the UFO room in the CIA HQ. Is this true? A- Yes it is. When you are following Dougherty in the CIA HQ he opens a set of double doors. Head through and turn left instead of following him and unlock the nearby door with the lock picks. There will be some posters of UFO's and the like. There is also a computer with a coded message. In this code there is a string of numbers that will open the door inside this room and get you into the UFO room. Inside there are some sticky cameras and shockers. Thanks goes to Baz for the location. --- Q - How do you *insert something mentioned in FAQ?* A- Read the FAQ, any emails asking something clearly mentioned will be ignored. --- Q- Why can't the enemy see Sam in the shadows, he has lights on his head! A- the lights are purely for reference so you can see where Sam is and which way he is facing in the dark. --- ii - Anything missed out? If you see anything I have missed or anything that you feel should be in the guide then please email e and if it's real and reverent I'll add it with full credit given. Email is at the top. iii- Bounty List I'm still looking for anything in this guide that I may have missed or any other secret stuff. As normal, full credit goes to the people who send them in. Also, anyone who can give me a definite fix on the US price of the game then I would be grateful. ============================= 13. THANKS AND CREDIT i- Thanks Thanks for reading this guide, I hope you enjoyed it much more then I enjoyed reading it. Also I'd like to thank all the hosting websites for being kind enough to host this and any other guides that I have done. Lastly thanks goes to all the people at Ubi Soft for making a great game and instead of making a second rate sequel, are making new levels for the existing game, kudos! Also credit goes to: Gamefaqs and IGN FAQs for hosting this guide. Baz for the location of the UFO room. --- ii- Contact information If you missed it at the top then my email address is email@example.com Email me if you have any questions about the game, which is relevant and necessary. Also if you want me to add something then contributions are always helpful. If you want to ask me something, read the guide thoroughly first. Chances are it is explained and it was missed the first time. Anything asking something which is explained well in the guide will be ignored. Also when emailing me please put the subject as something I will recognize. I can't stress that enough, all to often people call you for not answering a valid email and it is more often then not because they put the heading as something like 'hi' and I delete it thinking it was junk mail.
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