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                    Platform: Playstation 2
                              Ubisoft
                    Author:   The Genius of the Hole
                    Version:  1.0
                    E-mail:   kayko_2(at)t-online(dot)de


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                                 Table of contents
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                            INTRO
                            HOW TO USE THIS GUIDE
                            HINTS, TIPS AND A PIECE OF ADVICE
                            HACKING
                            WALKTHROUGH
                            UNLOCKABLES
                            PERSONAL REVIEW
                            COPYRIGHT AND SPECIAL THANKS
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=-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-
                                     INTRO
=-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-
Here we go again. Welcome to my third guide to the Splinter cell series 
which will accompany Sam Fisher on his newest adventure. Not only has this
been his most exciting one so far, it has also been the most work-intense
guide for me. Last but not least due to its length but also because two 
slightly different versions had to be covered.

(Speaking of different versions: note that the version for the PS2 contains
huge differences compared to other consoles and the PC version of the game.)

Anyway, it is finally complete and I hope it will help you to get through
the game without any difficulties. As usually my guide is designed to help
beginners and medium players. However, if you really are a beginner when it
comes to the splinter cell series you might want to consider playing one of the
previous games first in order to get a certain feel for the game. Splinter cell
Double Agent has not been designed for beginners and it would be a shame if
you missed out on a joyful gaming experience due to a lack of general 
experience with the game. 

I hope you will enjoy this guide and appreciate my work. Have fun, and:
Remember to stick to the shadows...

P.S.: English is not my first language, but I have done my best and I am sure
you will get what I am talking about even though you might spot a mistake in
grammar or spelling now or then. Ignore those, or at least try to imagine how
difficult it must be to write to such length in a foreign language.
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=-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-
                           HOW TO USE THIS GUIDE
=-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-
One of the most difficult decisions which had to be made when I approached this
guide had been how to deal with the issue of choice in the game and the fact
that basically two versions of the game existed. 
While the differences in the basic storyline turned out to be minor, the 
consequences of certain decisions not only lead to changes in the equipment 
they sometimes also require different approaches to different situations as 
well as the completion of different objectives. One example of such changes are
the additional objectives which are triggered by the distrust of a particular 
party.

Since it is impossible to foresee all the decisions taken on part of the
player I have decided to cover both extremes of the scale, meaning siding
either completely with the NSA or completely with the JBA. Nevertheless all
objectives will be covered and differences in the approaches or events which
will only be triggered if you have previously been siding with a particular 
party are clearly marked with 'NSA' and 'JBA' respectively.

It is possible that decisions taken in a previous mission will influence
future developments and, most certainly, the available equipment. An attempt
has been made to give alternative solutions to different problems which will 
allow you to get through the game no matter which equipment you have available.

In order to have to complete as few additional objectives as possible and to
have the most well-balanced equipment available it is advisable to keep the 
level of trust and distrust as even as possible. However, it is quite likely
that now or then you will hit either side of the trust meter. Since it is
impossible to know when this is going to happen to you I tried to work out the 
most likely moments by 'assuming the worst' (meaning that you are completely
unable to counter the movements of your trust meter). 
If, for one reason or the other, you should have to complete an additional 
objective during a different stage of the game than described in this guide 
take a look at the additional objective described in the appropriate mission
anyway (make sure you check out the one for the appropriate party) since the
objective will remain the same throughout the mission. 

That's about all the important stuff about using this guide I can think of 
right now. If you should have difficulties using this guide or do have any 
questions regarding the structure feel free to e-mail me. 
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                      HINTS, TIPS, and A PIECE OF ADVICE
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This section will contain some useful hints, things that should be kept in mind
and one or two obvious, but relevant, reminders. You might want to browse 
through them and see if you spot anything useful for you. 
(Those of you who are familiar with my previous guides to the Splinter cell
series might recognize some of the hints from previous guides. However changes
have been made to some of them so you might still want to reread them.)


   #     what no-one saw did not happen - make sure it is dark around you 
before you take out enemies, this will also prevent you from being seen by a 
camera you could have overlooked; once you managed to take out an enemy without
being spotted no-one will miss him or get suspicious about his absence.

   #     who switched off the lights - disable lights with your OCP and you
won't be heard. If you shoot them straight away an enemy will realize he's
being shot at and raise an alarm.

   #     conversation is important - feel free to interrogate enemies even if
other guards are around - you won't be heard and neither will he...

   #     take it easy - don't rush into unknown territory unless a timer has
started (and even then it is advisable to check out the situation first); 
enemies usually walk on a given route over and over again - unless you
did disturb their routine. Try to figure out the pattern first, then act on
the situation.

   #     there is more to it than meets the eye - You are well equipped with
thermal and night vision. Use them both before entering a new area or 
proceeding down an unknown corridor. You might get alarmed to some nasty
surprises you couldn't see before (laser beams are a good example). The EMF is
useful too. It will tell you about the locations of switches, cameras and
sometimes provide you with information about your objectives.

   #     violence is no solution - sometimes it is easier to sneak past guards
than to take them on. Check the location for dark areas and try to figure out
the patterns of movement of the guards, you might find a way through. 

   #     I wonder where it leads to - always keep an eye open for vents, crawl
spaces and gaps in walls. They usually lead you somewhere useful and will help
you to avoid difficult situations.

   #     silence - always remember that guns cause noise. So unless you are
intending to start a shoot-out, take a specific shot in sniper mode or are
sure you are alone, leave the SC-20K where it is. The pistol is silenced and
will less likely result in you being shot at.

   #     I'm in - don't rush the hack, you have more time than you think you
have. If you should realize that you won't be able to complete the hack before 
the timer runs out abandon it straight away. As long as you do this before half 
the time given has passed you won't raise an alarm.

  #     CrashBoomBang - having a hard time disabling wall mines? Shoot them 
from a distance, but make sure no enemy is around (unless you intend to kill
him this way) and you are far enough away (some do have a hell of a range!)

  #     To shoot or not to shoot. - Unless you are not explicitly ordered not 
to, it is often easier to kill an enemy than just to knock them out or to use 
non-lethal projectiles. The reason being: they sometimes turn around when it 
doesnít suit you at all, they can be revived and you will have to deal with 
them again, AND non-lethal projectiles, except for sticky shockers, require a 
hit to the head and you cannot use the sniper mode. 
HOWEVER you should note that in SPLINTER CELL DOUBLE AGENT the decision to kill
or not to kill will also influence future missions (i.e. in form of your
equipment). You might want to keep that in mind (and possibly consider retrying
a certain part) before you pull the trigger.

  #    Darkness is good. - Though not always a guarantee for cover. Since this 
is a stealth game darkness is your best friend. But if you should be discovered 
for any reason (for example a shot gave you away), donít think the darkness 
will protect you any longer. Almost in a miraculous way enemies who did walk 
past you like they were blind before, suddenly will be able to almost smell you 
and it does hardly change anything if you change your position. (There are one 
or two exceptions to this, but donít count on it). So if you are discovered 
forget any secrecy and just blast away or hit them as hard as you can. It is 
also impossible to raise a second alarm in the same situation, so if you have 
already been seen and a second guard reaches the scene a second later you can 
deal with him without running any risks, just be quick.

Here a couple of points which are specifically relevant to SPLINTER CELL DOUBLE
AGENT:

# It is experience that makes a good splinter cell - so if you do not have any
experience with previous splinter cell games you should consider playing one
of these first. While Splinter cell Double Agent can be really entertaining
it is not designed for beginners. And nothing ruins the gaming experience
more than constant mission failure...

# Keep in mind that not only which objective you complete will be decisive 
but that also the order in which you complete them can make the difference 
between trust and distrust (and therefore an additional objective) on part of
one of your bosses.

# Note that your equipment will change depending on previously taken decisions.
Therefore you might wish to base the decision who to side with not only on
the feeling in your stomach, but also on your preferred style. If you prefer
to be equipped with more rounds for your SC-20K and your pistol you might want
to consider siding with the JBA rather than the NSA. If however, you are 
particular fond of sticky shockers and airfoil rounds you might want to stay 
on the side of the good guys.

# Killing people during particular missions will move your trust meter to 
either side. 
While as a general rule any dead body will move your trust meter towards the 
side of the JBA (while none won't change its position towards the side of the 
NSA (they expect you not to kill)), there are particular missions during which 
any killings on your part will move the trust meter towards the side of the 
NSA. An example of this happening is when Emile has explicitly stated that 
you are not supposed to kill anyone.

# In order to have to complete as few additional objectives as possible and 
to have the most well-balanced equipment available try to keep the trust meter
as close to the middle as possible. This might imply taking decisions which go
against your personal conviction, your preferences or the feeling in your 
stomach. 

Well, that appears to be it for now. In case I have forgotten something I will
update this section as soon as possible.
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                                    HACKING
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Splinter cell Double Agent will introduce you to a completely new hacking
system. Unlike in the last game hacking this time will not require you to 
figure out the correct numbers. This new system requires a completely different
skill: 

Align the green line with the red one and confirm your action when you think
you have found the precise match. Repeat until all lights which previously have
been red have turned green and then be quick to either press the x button (you 
might need to press it twice before the game accepts it) or the triangle 
button (quicker option). 
Note that if you abandon the hack (triangle button) before half of the time has 
run out you will NOT trigger an alarm!

Here is what gets me through the hacks quite easily: First of all: Don't rush.
You do have plenty of time AND, if you do it before half the time has past, 
HAVE ALWAYS THE OPTION TO ABANDON THE HACK.
Then focus on either adjusting the height or the width of the curve first, THEN 
turn your attention to the second factor. If you try to align both factors at 
the same time you might end up aligning none at all or it might take you too 
long because you are distracted by trying to do two things at a time. 
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<<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>
                                 WALKTHROUGH
<<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
ICELAND - FROZEN WILDERNESS
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     Echelon - INFILTRATE THE FACTORY
             Opposing:    - 
             Opportunity: Echelon - NEUTRALIZE GUARDS
                          Echelon - PROTECT THE CRATES


Once the opening movie is over make sure you try and remember the controls 
since this is the only real help you will get with these during the game.
Then you and your comrade can get to work. Just turn around and enter the 
hole you see in the ice. Ignore the 'training videos' unless you haven't taken 
a look at them before you started the game. They are not of much use and 
are distracting you rather than providing any help whatsoever.
You should however follow the 'training' advice in the left corner of your 
screen. It usually tells you the most 'professional' way of dealing with the
situation in question. 
As soon as you see the red light inside the tunnel make sure you slow down
and begin to sneak. Your first hostile encounter will be right ahead - though
it will be over before you will really get a chance to know each other...
Grab your enemy through the ice and interrogate him if you wish to, then either 
use the L1 (yes, Sam, you are one of the good guys, remember?) or the R1 
button.
Since the tunnel is blocked (pick up the ammo) approach the hole to the left of 
it which is too high above the ground to reach it. Time to 'initiate a  
dynamic hoist'. 

PROTECT THE CRATES
Once you are both up on the higher level you will have to proceed further down 
the tunnel just to be called back to the entrance. Run back the way you came 
and slow down near the opening to the outside. -OBJECTIVE CANCELLED.

NEUTRALIZE THE GUARDS
The crates will be gone but the 'two goons' will still need your attention.
It is better to tell your partner to stay where he is but if you want to take
him with you here is my advice: USE YOUR STICKY SHOCKERS AND BE QUICK!! Not 
because I don't think you would be good enough to grab those guys, NO. Because 
your stupid comrade will screw things up for you by shooting everyone. By the 
way, he will do this more often, so if you are aiming for a perfect statistic: 
be quicker than him, (easier said than done...). You will take the blame for 
his mistakes!
Note that he will also shoot those men if one of them gets the chance to shoot
back at you because you have been too slow with the sticky shockers.
A single sticky shocker fired into the puddle right underneath their feet
should do the trick. -OBJECTIVE COMPLETE.

Once you are back up on the higher level (dynamic hoist) proceed down the 
tunnel. Drop down onto the lower level and tell your friend to stay where he is
unless you don't mind him ruining your statistics (he will shoot anyone in 
sight). In order to stay out of the light just stay on the planks and you 
will reach the factory yard without being spotted. 

INFILTRATE THE FACTORY
Two guards will be protecting this area ..but not for long. You should see one 
of them between some piles of crates, unless he is currently somewhere 
underneath you inside the corridor. If your 'helpful' colleague spots him first 
he is as good as dead, if however you get the chance to wait until he passes 
your position and drop onto his head. For the second guy - in case he is still 
alive (this Hashim-guy is rather annoying, he is supposed to be working WITH 
you, not against you...) a sticky camera and a bit of gas are a nice choice, 
apart from the good old 'whistle and sneak technique', of course. If all else 
fails, there will still be your good old SC-K20 or your SC-Pistol. Once both of 
them are out approach the ladder (if you did tell your backup to wait somewhere 
don't forget to tell him to follow you again) and climb up. Open the door and 
go inside. Use the medikit if you have to, then use the door switch. Climb back 
down to your colleague and go up the pipes in order to enter the factory. Once 
inside invite a boost over and say good-bye to your friend. (I won't shed any 
tears over him... .)

Once on the other side be sure not to make any noise. There is a guard straight
ahead and you don't want to alarm him to your presence, do you?
This is a clear 'head first' situation. There is a pipe right above you. Jump 
up, pull your feet up and wait for the guard to return. Whistle to lure him to 
your location. Time to do one of my favourite moves. Grab him and either use 
the L1 or R1 button to get rid of him. Don't drop back down, just follow the 
pipe and let go with your legs. Sam will pull himself up once you reach the 
vertical bent in the pipe. Just keep going up until you cannot go any further. 
Now move to the right and keep shuffling all the way to the other side. Now 
press the triangle button once and you will be hanging from the ledge. Wait for 
the guard to take up position and make your move (grab). Smoothly done! If you 
want to go for the perfect result climb back down and hide the body. If you are 
a bit more careless just climb up and get into a dark corner as quickly as 
possible because there is a camera at the opposite end of the corridor. Stay 
close to the right side of the corridor while moving towards the camera and you 
should be fine. Once you have reached the other side you might want to use your 
OCP (Pistol and L1) to disable the camera while you are crossing over to the 
yellow ladder you see further to the left. -INFILTRATION COMPLETE.

--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
Iceland - Munitions factory
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     Echelon - ACQUIRE BUYERS LIST
             Opposing:    - 
             Opportunity: Echelon - RETRIEVE WEAPON SCHEMATICS 
                          Echelon - PLANT EXPLOSIVE CHARGES

PLANT EXPLOSIVE CHARGES
Memorize the controls and watch the short cutscene. Now use the valve right in
front of you and then climb down the ladder. Wade through the liquid (I sure
hope it is water) and go through the door you just opened. Once inside the 
other basin use the pipe on its farend (slightly to the left from where you 
came in through) to go up. Just make some noise before you do so and you will 
be able to grab your victim while you are still hanging from the ledge. Climb 
up and cross the room.
Use your OCP to disable the laser beam blocking your way on the other side. 
Proceed carefully forward until you can see the camera on the wall around the 
corner. (Note that there is a medikit on the wall in case you need it.)
Use your OCP again to disable the camera. If you did not trigger any alarms the 
corridor ahead will be free from any laser beams, if you did trigger an alarm
you will have to deal with two beams using your OCP.
Follow the advice on the screen and sneak past those guards just stay close 
to the railing and move steadily and quietly forward in order to get away from
those guys before they finish talking because this is when one of them will 
take up his patrol. On the other side of the catwalk place the first of the
charges Lambert has asked you to plant. Time to leave the room. Make sure the
now patrolling guard is not around and open the door behind the console you 
just sabotaged. 
As soon as you peek around the corner you will see a camera on the left wall
further down the corridor. Use your OCP to disable it and rush down the hall
in order to pass it on time. Go upstairs and watch the cutscene.

RETRIEVE WEAPON SCHEMATICS
Seems our mission is going down the drain. Let's deal with what is left of it. 
Open the door stealth and quietly sneak towards the sleeping guard. Watch it!
There is glass scattered all over the floor! Make your way around the counter
to the right in order to get into his back. In case you are a lousy sneaker 
you might as well could use the pipe above you I guess. Now grab him and have a 
little chat with him. Then send him to sleep. Use his computer if you like then
turn you attention to the sealed room to the left and therefore to your very
first hack. NOTE: check out the Hacking section in case you are facing
difficulties with this task. 
Use your EEV and choose the Security Access option.
Align the green line with the red one and confirm your action when you think
you have found the precise match. Repeat until all lights which previously have
been red have turned green and then be quick to either press the x button (you 
might need to press it twice before the game accepts it) or the triangle 
button (quicker option). Note that if you abandon the hack before half of the 
time has run out you will NOT trigger an alarm.
 -RETRIEVE SCHEMATICS COMPLETE.

Use the medikit if you need to, then leave the room through the next door. 
Follow the advice on the screen when it comes to disabling the next camera
ahead and pick the ridiculously easy lock you will find on the next door.

Careful now. There are two guards in this next area. You are supposed to learn
something about your split jump ability. BUT if you do not wait for long enough
before you open the door you will run straight into the guards before you
even reach the appropriate position. If this happens just punch them hard into
their faces. It is dark on the first part of the catwalk, they won't even see
what hit them. If you manage to reach the yellow pillars do the split jump 
thing and then deal with the second guard who will come in soon after you
landed back on the catwalk (wait and punch). Time to move on. Pick the lock on
the door ahead and approach the corner on the corridor outside. Use your OCP
on the camera and head down the stairs. There is a guard on the catwalk ahead,
but he is difficult to see because of the light. Lure him to your position 
where it is dark and cozy. An alternative would be a split jump inside the
narrow passage. Time to switch off his lights. 
When you proceed you will have to deal with a couple of laser beams. If you 
stay crouched it is unnecessary to switch off all four of them, just take care
of the lower ones, or simply use the pipe above you to get past. When you reach 
the next dark area, wait for a guard to enter the corridor. Sneak up on him and 
grab him. How about a little chat? Running start? Ha-ha, that's a good one. 
Send him to sleep. 
Open the door stealth and you will see a worker near some machine. You might as
well just leave him alone, but if you feel like grabbing him sneak around the
large tank to your right by pressing against the wall (if you proceed past
the second one you can just ignore the worker) and get behind his back. Grab
him and take him out somewhere dark. Go up the small flight of stairs and use
the ladder to your left. Up there it is time to place the second explosive on
the console at the farend of the catwalk. -PLANT EXPLOSIVES COMPLETE.

Now use the door switch and climb down the ladder next to it. Leave the room
through the door to your left and follow the corridor until you reach a ladder
to your left. Note: there is a medikit in the bathroom to the right. Go down
the ladder.

CHECKPOINT

--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
Iceland - Munitions factory
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     Echelon - ACQUIRE BUYERS LIST
             Opposing:    - 
             Opportunity: Echelon - PLANT EXPLOSIVE CHARGES


PLANT EXPLOSIVE CHARGES
Ok, more charges to place. But first squeeze yourself through the gap next
to the pipes ahead until you reach a crawl space. Crawl through and exit on
the other side. Turn left and start sneaking. Quietly let yourself down into 
the water behind the worker. Move slowly in order not to make any noise and 
get right behind him. Grab him and send him to a wet grave. Now exit the room 
through the door ahead and immediately get your SC-Pistol out. Camera and a 
lot of light to the right. Once you disabled it go down the stairs (there will
be laser beams if you triggered an alarm somehow) and enter the crawl space in 
the corridor to the right. On the other side follow the fence until you cannot
go any further. This will be the darkest spot in the room. Climb over the 
fence and whistle to alarm the guards in the room. When they come for you grab
the first one (wait until the other one is far enough away) and take him out.
The second one is likely to go upstairs and guard the area from up there. 
Squeeze yourself past the shelves where it is dark in order not to be spotted 
and approach the bottom of the stairwell. Instead of taking the risk of going 
upstairs using brightly lit stairs make enough noise near the bottom of the 
stairs to alarm the guard. He will come for you. Just grab him or punch him 
straight into the face. Now go upstairs.
Take the pistol ammo from one of the shelves and proceed along the catwalk. 
Turn left and jump over the railing. Now use your OCP to disable the laser 
beams which prevent you from proceeding forward. Use the medikit if you need to
and follow the corridor. Don't worry, the sound you hear has nothing to do with
you. Nevertheless you should be quiet because there is a guard right next to
you. He is patrolling the catwalk on the other side of the locked door. Turn
right, you cannot reach him anyway, unless you shoot him thereby triggering an
alarm (he's got a friend nearby). Climb up the ladder and wait for the bridge
with the melting pot to return. If it is of any use for you (depends on your
style) pick up the object and get onto the bridge. While it is moving to the 
other side cross it and exit on the other side. Follow the catwalk and sneak
through the opening to the left. The guard who has been patrolling the catwalk 
is likely to be down there somewhere while you will be right on top of the 
booth his comrade is in. Be aware that the light coming from the booth will
make you visible while you cross over to the other side. On the other end drop
down (make sure not to drop all the way at once or Fisher will hurt himself)
and wait for the patrolling guard either to come out of the booth or to return 
to it. Either way grab him, but make sure it happens out of sight of his
friends who is awfully quick to trigger an alarm. He is best grabbed while 
returning to the booth just before he opens the door. Then get the attention
of his colleague and hit him hard the moment he opens the door. Once you are 
inside place a charge and pick the lock of the door on the other side. Exit the
room through the door you just opened and either climb up the ladder to get 
some ammo for the SC-K20 or climb down to proceed. Open the next door stealth
and make sure you are quick to withdraw and get your pistol out. There is a 
camera inside this corridor facing the door. Disable it and proceed to the
left. Quiet now! There is a man in the locker room to the right. If you are 
patient enough you can wait for him to take up position in front of the door.
This way you can just bash in the door and take him out in one go. Or you could
just try and sneak past the room, but in case something goes wrong upstairs he
will be in your back, remember this. Don't forget to hide his body.
Anyway, once you are upstairs get your pistol out before you approach the 
corner. There is a camera on the left wall which you should disable before you
enter the corridor and open the door to the right. Follow the catwalk to the 
right and jump over the railing onto the platform to the left. If you have 
any sticky shockers left this is the ideal position to shoot the guy hammering
away underneath your position. Do not use a sticky camera here, a coughing
comrade will alarm the second worker. Alternatively you could get close up
and personal with these guys, of course. Do whatever fits your style. Just
let yourself down onto the piles of metal underneath the roof you are on and 
approach the guy with the hammer for an interview. Once you are done with him, 
turn your attention to his former colleague. Time to plant the last explosive 
on the console in the corner to the left and then climb back up to the upper 
level. - PLANT EXPLOSIVE CHARGES COMPLETE.

ACQUIRE BUYERS LIST
If you have not triggered any alarms no laser beams will bother you. 
Otherwise use your OCP. Use your OCP also to disable the camera at the end of
the corridor. Open the door at the end of the corridor and use the computer.
Time to leave. -OBJECTIVE COMPLETE.

Lambert appears to have his reasons so you should make your way back to the 
area you took the two last workers out in. Make sure you disable the camera 
first in order not to trigger any alarms by mistake. Climb down the ladder and 
use the keypad next to the garage door. You will have the code now.
Climb over the obstacles to your right and quietly observe the entrance to the
next area. There are a couple of guards in here. If you still have sticky 
shockers left use them to take them out. This will make things a lot easier. 
Otherwise it is time for a game of hide-and-seek. When you drop down from
the last obstacle the guards are likely to come to the opening. Wait for them 
to walk away again and make your way to the piles of metal which are stored in 
this area. Between these there is enough cover and darkness for you to be able 
to proceed without being spotted. Just make your way to the door on the other 
side of the room and exit quickly but quietly. Approach the next door in order 
to extract.

                          - MISSION COMPLETE -
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Ellsworth Prison Kansas - General Population
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     Echelon - ESCAPE ELLSWORTH PRISON WITH JAMIE 
                                    WASHINGTON
                          JBA - GET WALKIE-TALKIE FROM SECURITY BOOTH
             Opposing:    ECHELON - DO NOT LET BARNHAM DIE
                          JBA - KILL BARNHAM
             Opportunity: Echelon - FIND HIDDEN INFORMATION DISC 


ESCAPE ELLSWORTH PRISON WITH JAMIE WASHINGTON
Sarah's death sure could be considered a reason to abandon the mission, but why 
the panic in Lambert's voice?
Anyway, this is going to be your first mission as a double agent. This means 
you will have decisions to make - and live with the consequences. When the 
mission starts you and Jamie will already be pals so cooperate with him.
Take a look under the bed and enter the crawl space. A crawl space in a prison
cell?? How handy is that! And how unrealistic... Anyway, exit at its other end
and jump up underneath the hole above you in order to get to the other side.
Meet Jamie. 

GET WALKIE-TALKIE FROM SECURITY BOOTH
Follow Jamie and he will give you a boost over. Climb up the ladder, open the
trap and go to the yellow pipe you see on one of the walls. Climb up and make 
your way through the gap in the fencing. Now squeeze yourself through the 
gap next to the pipes until you cannot go any further. Jump over the railing
but make sure you turn around in mid-air in order to grab onto the pipes. 
Drop down from level to level and squeeze yourself through some pipes. Now
pick the lock of the trap. Drop down and take note of a guard in the room you
just landed in. Quietly drop down from the table you are on and look up. See
that pipe? Grab it and pull your legs up. Make sure you are as close to the
wall as possible or else the guard will be able to see you. Now whistle and
wait for the guard to run into his doom (grab character). 

Time to get the walkie-talkie and get out of here. As soon as you have it climb 
back onto the table and jump up in order to leave through the trapdoor. Reason: 
A timer will start any moment and you will have to get back to your cell on 
time. If timers do make you nervous you might want to save your game the moment 
the timer starts. -OBJECTIVE COMPLETE.

Squeeze yourself past the pipes and use the yellow pipes to get back up 
to the upper level. More squeezing through gaps. You will hear a guard 
whistling on the lower level. If you don't mind taking some damage ignore the
trapdoor which leads to the ladder and rush past it. At the other end of the
platform you will have the opportunity to land directly on the guards head
saving you time and hassle. The damage you will take is minor.
Climb through the hole in the wall and use the crawl space on the other side
to get back into your cell.

After the cutscene you will have been given a PDA as well as your first 
opposing objectives. This guide will assume that you are siding either mainly 
with the NSA or with the JBA, which means the descriptions will cover both 
extremes. However, it is advisable to try and remain trustworthy to both 
parties in order to have full access to your equipment and to avoid having to 
complete too many additional objectives. Differences between the approaches 
to objectives will be marked with 'NSA' or 'JBA' respectively.

Leave the room and follow the yellow line until it leads to a cell, then just
keep following the corridor and keep going through open doors until you see
another prisoner on the corridor. Run past him and enter the gym area to the
right. 

OPPOSING OBJECTIVES:
###############################################################################
 NSA - DO NOT LET BARNHAM DIE
Ok, decision time. Press the circle button as soon as you get the opportunity
to do so. The trust meter will move slightly to the right towards the position
of the NSA. Despite your effort to end this situation in a peaceful way you 
will be punished along with the others. -OBJECTIVE COMPLETE.
###############################################################################
 JBA - KILL BARHHAM
Press the x-button as soon as you get the opportunity to do so. Your trust 
meter will move towards the side of the JBA. You will be punished along with
the others. -OBJECTIVE COMPLETE.
###############################################################################

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Ellsworth Prison Kansas - General Population
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     Echelon - ESCAPE ELLSWORTH PRISON WITH JAMIE 
                                    WASHINGTON
                          JBA - FIND ADRENALINE SYRINGE
             Opposing:    -
             Opportunity: Echelon - FIND HIDDEN INFORMATION DISC 


NOTE: If you have previously been siding with the JBA you will soon acquire a
weapon. However, you should keep in mind that using it will move your trust
meter towards the left and could have consequences for later missions.

CHECKPOINT

Once you are back to normal it is time for your breakout. The riot Lambert has
promised you is already in full swing. Wait for a guard to come in and Jamie
will take him out. 

IF YOU HAVE BEEN SIDING WITH THE NSA and did not kill Barnham:
Unfortunately his trust in you has taken damage so he won't give you the gun he 
has just acquired. Instead you can search the body for the lock pick 
(great...). Use it straight away and open your cell. 

IF YOU HAVE BEEN SIDING WITH THE JBA and did kill Barnham:
Jamie will be pleased to let you have the gun. Feel free to use it if you wish
to gain the trust of the JBA more quickly.

FIND ADRENALINE SYRINGE
Since a bit of adrenaline does not hurt anyone you might as well do Jamie the 
favour and grab the adrenaline syringe from the cupboard to the right. Now it 
is time to check out the party. -OBJECTIVE COMPLETE.

The other splinter cells have done a hell of a job. Leave the room and grab the
smoke grenade from the dead guard to the right if you want to use it. Now go
to the door which is blocked by burning pile of rubble and invite a boost over.
Complete it and try to drop down into the shadows on the other side. This might
alarm a guard so be quick to hit him hard. The second guard in the room is
likely to approach you now. Take him out with a good beating. If you have 
acquired a gun shooting these guards is always an option.

Walk down the corridor and 'initiate a hoist split' when you get the option to 
do so.
Now go back to where you took out the guards and go through the door Jamie just
open. Follow him upstairs and along the catwalk and jump down when you reach
the gap in the railing. 
Go through the open door and follow the corridor until you see a guard 
apprehending a prisoner. If you don't want anybody to be shot be quick to 
grab him (don't make too much noise while rushing up to him) and take him out
the non-lethal way. Alternatively, and if you have decided to side with the
JBA earlier on, simply shoot the guard.
Now turn right and approach the pipe near the fire. Invite a climb on and 
complete it. Now use the valve to get rid of the fire. You can abort the action 
once the fire as been extinguished. Sneak around the corner and take a quick 
look into the room to your left. Two guards in here. Stay in the shadows of the 
corridor and whistle. Both guards are likely to come to your position but they 
will not leave the room. Make sure you grab the one closer to your position as 
soon as both of them have turned around again. Interrogate him in order to get 
some interesting information. 
If this doesn't work for you you will have to use the shadows inside the room
to take out the guards one by one. But watch it! The second guard does have a
torch and Jamie is likely to screw it up for you. If he does, be quick to run
up to the shooting guard and knock him out as quickly as possible. Take note 
that there are objects around you can use for the purpose of distraction, and
near one of the dead guards you will even find a flash bang grenade. If 
everything else fails and you are the proud owner of a gun you can simply 
engage in a shoot-out. 
Jamie will leave through the door to the right. Follow him for a short chat, 
then go back inside the cafeteria where you can jump up underneath the catwalk 
in order to grab it. Just pull yourself up and follow the catwalk to the right. 
Enter the crawl space to the left and exit at its other end. Quietly drop down 
to the ground and sneak up on the guard. Grab him and send him to sleep. Now 
use the computer to the right. In order to leave the security booth without 
having to go back all the way just read the e-mail which you will find on the 
computer and use the keypad next to the door. Jamie will be gone so just follow 
the corridor to the right and enter the next door. Cross the burning room but 
make sure not to get too close to the fire. Enter the Old Cell Block.

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Ellsworth Prison Kansas - Old Cell Block
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             OBJECTIVES:
             -----------
             Primary:     Echelon - ESCAPE ELLSWORTH PRISON WITH JAMIE 
                                    WASHINGTON
                          JBA - REGROUP WITH JAMIE WASHINGTON
                          JBA - RELEASE LOCK TO GAS CHAMBER
             Opposing:    -
             Opportunity: Echelon - FIND HIDDEN INFORMATION DISC 

            
CHECKPOINT

REGROUP WITH JAMIE WASHINGTON
You've already guessed it. The fact that Jamie has disappeared means trouble.
In particular for you. Follow the corridor and open the door stealth. Now wait
for the guard with the torch to get real close to your position and make some
noise. Sometimes if you remain far enough outside on the corridor the door will 
close all by itself. If you should get that lucky and the guard is still on his
way to check out the noise just bash the door open and knock him out this way. 
If the door does not close make sure you avoid the light of his torch and knock
him out any other way. Alternatively you could just wait for him to disappear
into the distance and just sneak up the stairs to the left but leaving guards
conscious is always the riskier option. If you do have a gun feel free to use 
it. Once you are half way up the stairs check your map to check the position of 
the second guard. If he is not on the opposite catwalk it will be safe to 
proceed upstairs. If he is, either wait for him to make his way to the same 
side you are on (you will have to cross a well lit area on your way up and will 
be fully visible). Once you are on the same level as the guard is be quick to 
turn left onto the catwalk and grab the pipe above you. Pull up your legs and 
proceed along the pipe. Even if the guard has spotted something he will not 
have realized what it was he just saw. Grab him once he is underneath you and 
switch off his lights. Alternatively, in case you are armed, shoot him while
he is on the opposite catwalk in order to eliminate the threat.
On your way to the opposite side of the catwalk make sure that, if you left the
guard on the lower level conscious, he won't get alarmed to your presence.
A grating on the catwalk should direct your attention towards a crawl space 
above you. Use it to get to the other side. Slide down the ladder and enter the
crawl space. 

You might want to save now. This part can be tough depending on how good you
are at sneaking past multiple patrolling guards. I would not advise you to take
them both out. Their patrol pattern and the light around you make this a rather
difficult enterprise. It is in fact easier to try and sneak past them. Take the
time and check out their patrol pattern on your map. Once you feel you've 
gotten to grips with it follow the patrolling guard to the left just in time 
not to be seen by the second guard. The moment I usually exit the crawl space 
is when the guard to the right is facing the wall to the right and the other 
guard facing to the left has just walked past on the height of the crawl space.
Use the shadow to cross over to the same wall he is patrolling along and stay
right behind him. Stay as close as possible. He must almost feel your breath in
his neck (the quick ones among you could use this opportunity to grab him, but
it is not necessary to do so). Take note of a medikit on the wall to the right 
in case you need it, but it is risky to use it if you have not taken out the
guard in front of you. When he walks past an open door it is time for you to 
part. Quickly, but quietly!, leave through that door. On the corridor turn left
and enter the door to the left. 

RELEASE LOCK TO GAS CHAMBER
There is a crawl space to the right. Use it and you will end up right in the 
back of two talking guards. Listen in on their conversation and get out of the 
crawl space the moment they stop talking. Be quick to grab or knock out the 
first guard. If this did alarm the second one be quick to punch him as well 
before is gets a chance to spot you in the light of his torch. If you do have a 
gun feel free to use it. If it did not alarm him, rush up to him and send him 
to sleep. If you let him walk away you will have to deal with him later so you 
might as well take him out now. Done with these two go back to the room with 
the crawl space and release the lock of the gas chamber. - OBJECTIVE COMPLETE.

FIND HIDDEN INFORMATION DISC
Now open the door the second guard had been wanting to (or did) walk out of 
(the one to the right) and follow the corridor straight ahead. Go past the 
security booth and go through the door at the end of the corridor. Head down 
the stairs to the basement. Enter. Go past the room with the mirrors and follow 
the corridor. Follow the word 'morgue' to the right, but watch out for 
potentially patrolling guards. The best way to get rid of the guard (apart from 
shooting him) is to lure him to the narrow passage right after the room with 
the mirrors. Here, do a split jump and whistle again once the guard has been 
following you. Drop down and take him out. Then go back to the corridor leading 
to the morgue. Ignore the cells to the left and turn left into the next 
corridor (it says 'morgue' on the wall). Enter the room and grab the disc from 
the open compartment. -FIND DISC COMPLETE.

Leave the room and go back to where you saw the word 'morgue' for the very 
first time (if you pass the room with the mirrors you have gone too far). There 
is a locked door right next to it. Pick the lock and enter the room quietly. 
Use the computer if you like and then sneak upstairs. 
Stay as close to the wall to the left as possible and you will be able to get 
into the back of the teasing guard. Grab him and send him to sleep. If you do 
have a weapon and a couple of bullets left you might as well shoot him. Now it 
is time to release Jamie from his unpleasant imprisonment. 
-REGROUPING COMPLETE.

Time to leave the prison for good. Go through the door the guard you just took
out had been standing next to and go upstairs. Pick the lock and you will be in
the room with booth containing the magnetic lock. Go left through the door and 
follow the corridor the same way you did when you where heading for the 
basement. Go past the security booth and you will reach the stairwell again. 
This time however, go up in order to reach the chapel. Open the door and 
initiate a boost over.

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Ellsworth Prison Kansas - Chapel
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             OBJECTIVES:
             -----------
             Primary:     Echelon - ESCAPE ELLSWORTH PRISON WITH JAMIE 
                                    WASHINGTON
             Opposing:    -
             Opportunity: JBA - ALTER DEATH RECORDS

   
CHECKPOINT

ALTER DEATH RECORDS
Just a thought, eh? Oh well, while we are still here we might as well do Jamie
this favour. It will be on our way anyway. Follow the corridor and open the
door to the right. Two guards in here, lots of dark areas and a couple of
candles. The only catch here are the torches these guards are carrying. You can 
blow out the candles in order to make moving around easier for you, but take 
note that you will be visible for the time it takes you to blow it out. This
situation is basically one of sneak, avoid and grab. I found it most useful to
lure the guard on the ground to the entrance door of the chapel and knock him 
out when he enters the corridor. Make sure his buddy does not see you. For the
second guard I usually wait until he goes back upstairs and then I go into
the room to the left. (A word of warning: Jamie sometimes follows that closely
that he traps you in the doorway and you cannot enter the room - make sure he
is far enough behind or out of the way before you try and open the door.) Here 
I wait in the doorway until the guard comes back downstairs. It will be easy as 
pie to get into his back and take him out. 
In case you managed to get hold of the gun make sure you wait for the guards
to split up before you shoot any one of them (unless you want to start a shoot-
out).
Once you have gotten rid of the guards go into the room I just mentioned and 
use the computer to alter the death records. Read the e-mail if you like and 
use the medikit if you need to. -ALTER DEATH RECORDS COMPLETE.

Then leave the room and go upstairs. Turn right and use the pipe to cross over 
to the balcony on the other side of the chapel. Detach the rope and go back the
way you came. Go back downstairs and use the rope to climb up. Watch out, there
is a guard right next to you once you reach the roof. Unless you are armed and 
willing to shoot him use the object nearby to get him to a position where you 
can grab him. Alternatively run up to him and hit him before he knows what is 
going on. If you manage to grab him interrogate him. Then it is bedtime for 
him. Go to the door he just mentioned, pick the lock and go downstairs. Open 
the first door you see in order to allow Jamie to join up with you again. Now 
go all the way down and go through the door at the bottom of the stairs. Follow 
the corridor until you get to the yard. Initiate a dynamic hoist near the gap 
in the wall and carefully drop all the way down to the ground (not at once!).
- ESCAPE COMPLETE.

                             - MISSION COMPLETE -
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JBA Headquarters - Part One
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             OBJECTIVES:
             -----------
             Primary:     Echelon - ADJUST FOUR FUSE BOXES 
                          Echelon - ESTABLISH CONNECTION TO ECHELON
                          JBA - REPORT BACK TO EMILE (additional objective)
             Opposing:    Echelon - SEND INFO TO LAMBERT ABOUT COLE YEAGHER
                          JBA - SEND INFO TO EMILE ABOUT COLE YEAGHER
             Opportunity: Echelon - SCAN ENRICA'S FINGERPRINTS
                          JBA - PLANT FALSE INFORMATION ON CARSON MOSS' 
                                COMPUTER


CHECKPOINT

In order to gain good statistics for this level it is vital to knock out as few
enemies as possible since this is counted negatively towards your end result.
If possible in any way sneak past or find an alternative route. For those of
you who do not care about figures, however, there is always the option of
making full use of your non-lethal equipment or of knocking an enemy out.


NOTE: If you have killed Barnham during your stay in Ellsworth prison you will
not be given your full equipment. Note also that if you have been killing 
guards during your escape your trust meter will have already moved to the left.

NOTE ALSO: In some instances (if you are spotted) guards will try and apprehend 
you. If this happens you will get the option to prevent your arrest in either a 
lethal or non-lethal way. Press the appropriate buttons (shown at the top of 
your screen) in time in order to break free and either knock the guard out or 
kill him. It is, however, more likely that the guard will try and shoot you and 
that a second guard will be alarmed to your presence and therefore open fire.


ADJUST FOUR FUSE BOXES
Once you gain control go to the door to the right and enter it. The fist fuse
box is to your right in this corridor. -FIRST FUSE BOX ADJUSTED.

Leave through the door you came in through and climb up the ladder to the left 
of the door (seen from Sam's position while exiting). Once up turn left and 
enter the crawl space which is in the left corner of the well lit hut. Follow 
the narrow path until you can exit at the other end. Quiet now. One guard and 
two cameras are to be avoided here. Drop down from the hole you came out of, 
but remain on the shelf. It is dark here and neither the guard nor the cameras 
will see you. If you want to you can use your EEV to read some e-mails on the 
computers near the shelves in the middle of the room. Use the EMF to make 
them visible for you, then you can scan them with the EEV.
Now to the second fuse box. Drop down to the ground but make sure you don't 
drop all the way at once. When you are sure that the guard will not cross your
path any time soon cross over to the shelves in the middle of the room using
the shadows. The fuse box is on a shelf to the left (when you are facing the
shelves in the middle). In order to get there sneak along the shelves and use
the shadow to cross over to the boxes next to the shelf in question. Make sure
you don't bump into the guard while you do so. Climb onto the crates and 
make your way up to the top of the shelf. Adjust the fuse box and go back the
way you came. -SECOND FUSE BOX ADJUSTED.

   There are multiple ways to proceed now, but I will tell you the one I 
consider the most useful one. However, if you want to proceed back to the roof, 
here is how to get back:
In order to get back onto the shelf and to the hole in the wall use the crates 
next to the shelf. You will have to run and jump in order to make it to the 
upper level of the shelf, so make sure that the guard is not anywhere nearby or 
else he will hear you. Note that taking this route might (depending on who you 
are going to side with) lead to a distrust level that will require the 
completion of an extra objective in a short amount of time in order to prove 
your loyalty. See below for advice on how to complete this additional 
objective.

My advice is to leave the room through the door next to the crates instead.
Follow the corridor and go through the open door to the left. Note that if you
should have triggered an alarm somehow a laser beam will have to be disabled.
Stay to the left of the corridor you entered and take cover behind the pile of
boxes. There is a camera right behind this pile on the wall to the left. Since
in my experience the laser beams do remain disabled for longer use your OCP on
the beam first and then carefully move around the pile of boxes in order to
take care of the camera. Once it is disabled rush to the door ahead. 
Open it stealth and be careful not to alarm the guard nearby. Wait until he 
picks up his patrol again, then cross over to the opposite wall. Watch out for
the second guard! Once near the opposite wall climb onto the container and
proceed to its other end. Take note of a camera on the wall to your left! Drop 
down and approach the third fuse box. There is obviously too much light around.
Once you have made sure that no guards are nearby use the SC-303 Compact 
Launcher on the light bulb. This will disable the light only temporarily and 
you should also be aware that the dying light will alarm the guards and that 
they will come to your position. So be quick to adjust the fuse box and rush 
back into the shadows. - THIRD FUSE BOX ADJUSTED.
Go back to the door you came in through using the container and the shadows as 
cover. Open the door stealth and immediately disable the laser beam and the 
camera. Rush past and turn right through the open door. 

You could go back to the room with the shelves by turning right and complete
the objectives in a different order by climbing back up and going back to the
roof (see above if you are facing difficulties getting back onto the shelf). 
However, with the trust meter in mind I advise you to turn left into the
corridor instead and to take the 'indoor route' instead. If you ignore
my advice and want to take the other route prepare for an extra objective with
a timer to beat in order to prove your loyalty. (This depends partly on how
you handled yourself in Ellsworth prison, on how many guards you have killed
AND who you are going to side with.)
See below on advice how to complete the additional objectives. 

PLANT FALSE INFORMATION ON CARSON MOSS' COMPUTER
Following the corridor to your left take out your OCP and disable the camera
ahead while you are still in the shadows. You might need to use your EMF in 
order to see it. Rush past and open the next door stealth. Three guards and a
(I believe it to be) nightvision camera (round object with red beams on the
ceiling). Sneak up the stairs right next to the door you just opened and stop
near the railing next to the catwalk. A guard should be coming your way on 
this very catwalk. Let him walk past you and then be quick to enter it 
yourself. Move quickly but quietly! along the catwalk and turn left. Stop near
the open door at the top of the stairwell to your left. Now use your EEV to 
plant the false information about your identity. Hack the security access (see 
hacking section for advice on how to do this) and read the e-mail if you like. 
Time to leave. Make sure you don't bump into the guard on the catwalk. Follow 
him closely and get off the catwalk the moment you do have the opportunity to 
do so. -OBJECTIVE COMPLETE.

There are two ways to proceed from here. If you are going to side with the NSA 
all the objectives left will move your trust meter to right so it does not 
really matter which way you go. If you have been siding with the JBA so far and
are thinking about siding with it on the information question you might want
to complete all NSA objectives first which could prevent you from having to
beat a timer (choose the first of the two possible routes). 
Here the two possibilities: You could go back down the stairs and go back to 
the room with the shelves in order to get to the roof where you will find the 
next fuse box and proceed from there, or, and this is the route I will describe 
here jump over the railing next to the catwalk and carefully drop down to a 
door underneath you in order to proceed straight through the building. The 
approach to the different objectives will remain almost the same, it is mainly 
the order in which you complete them which changes. 

SCAN ENRICA'S FINGERPRINTS
Make sure the patrolling guard on the ground is not right underneath you while
you drop down to the door. Also take care to smile for the camera you will be
passing on your way to the ground. Open the door stealth and close it just to
make sure the guard does not spot you on his way to the door. Follow the 
corridor. If you have done everything correctly you should not have triggered
an alarm so far, but if you did (and depending on how many you did trigger)
there might be some laser beams and a camera (one of the ceiling hanging type)
online by now. Your OCP will help you with the beams, but I am not sure about
the camera since I never triggered it off so far. 
Keep going through doors and follow the corridor until you reach some stairs.
Go all the way up and check your map for any guards nearby on the corridor.
Open the door stealth and sneak into the room to the left with the door signed
'Enrica'. Use the computer if you want to to find some interesting information
on Sam's private affairs and then use the fingerprint scanner on the computer
to get the information on Enrica you came here for. Done with the scanning you
can leave the room, but don't forget to check for the guard first. 
-OBJECTIVE COMPLETE.

Ok, this next part can be rather tough, but if you follow these next steps 
closely it should get you through. Leave the room and sneak to the left. If you
see a guard walking away don't worry about it. Just use your OCP on the laser
beam and sneak past. Stay as close to the left wall as possible, this is the
only dark spot around here. Once you are past the beam knee down where it is 
completely dark. Now use your OCP on the camera. The guard will realize that
something isn't quite right but blame the camera for its malfunction. 
Nevertheless he is going to check out what happened. Immediately after your
battery has recharged use the OCP on the lights on the ceiling in front of you.
While the guard is standing in front of the camera there will be a narrow gap
for you to sneak past in his back. Be quick to reach the glass door to the left
and open it. Get inside as quickly as possible before the lights will come back
on. Now use your OCP on the two laser beams in here and make your way to the
other side of the server in order to get to a computer terminal. Use it and
hack the security access. 

OPPOSING OBJECTIVES:
Decision time. It beats me why you cannot send the information on Yeagher to 
both parties, but, the fact of the matter is you cannot.
###############################################################################
NSA - SEND INFO TO LAMBERT ABOUT COLE YEAGHER
Press the circle button to side with the NSA. While no immediate consequences
will be apparent, if you have been siding mainly with the NSA so far you will 
have to do an additional timed objective later on. (See below for further 
information.)
###############################################################################
JBA - SEND INFO TO EMILE ABOUT COLE YEAGHER
Press the x-button to gain Emile's trust. Even if you have been siding mainly
with the JBA so far the Echelon objectives should have compensated for any 
movement to the left of your trust meter.
###############################################################################
While the approach to the objectives remains the same it is the consequences
which vary depending on your previous actions and decisions. Since this guide
will cover both extremes (siding with NSA/ JBA only) it will also cover the
additional timed objectives which will be triggered respectively at different
points in the game. Again differences will be marked with 'NSA' or 'JBA'
respectively.

The following part will require a lot of good timing. Make your way back past 
the laser beams using your OCP and open the door stealth once the guard has 
passed the door on his way to the camera. Be quick to turn left and get 
into the dark area. Open the next door stealth and you will be back on the 
roof.
There is a camera to your left on the wall, but the patrolling guard is what
you should really worry about. Once you have located him step outside and
close the door. Wait for him to pass your position next to the door and then
use the shadows (and your OCP on the camera if it makes you feel more secure)
to cross over to the pile of boxes slightly to the left. You should find a
path which is dark enough for you to remain invisible. While the guard is 
patrolling on the other side of the roof make your way to the fuse box and 
adjust it. Go down the stairs next to it in order not to be discovered by the
guard who should be returning any time. -ADJUST FOUR FUSE BOXES COMPLETE.

ESTABLISH CONNECTION TO ECHELON
###############################################################################
NSA -   Ok, it seems the game is trying to force you into having to do the 
additional timed objective, because if you have managed to keep your trust 
level just from hitting the side of the NSA by choosing the appropriate order 
when completing your objectives you will be given an additional objective which 
will move the trust meter fully to the right. If, however, you did hit the 
distrust level earlier on, you will not have to complete this objective. 
###############################################################################
JBA -   No harm will be done by going back inside and completing this objective
for the NSA provided that you have been siding mainly with the JBA.
###############################################################################

Anyway, sigh, time to go back inside. Use the same way through the shadows to
get back to the door that you used to get to the fuse box. Use the optic cable
to ensure that there are no surprises on the other side of the door. You might 
want to wait for the patrolling guard to pass the door before you open it
stealth. This way you will get into his back and will be able to follow him
safely along the corridor. As soon as possible open the door the server and
sneak in. Use the OCP to disable the laser beams and use the computer terminal
for the second time. 

###############################################################################
NSA - 
Don't wait for the timer to start. Immediately go back the way you came because
any second now you will have to prove your loyalty by completing an

ADDITIONAL OBJECTIVE - REPORT TO EMILE

As soon as the trust meter has reached either side you will have to complete an
objective within a certain amount of time. What kind of an objective will
depend on the mission you are currently on. In this particular case you will
have four minutes to get back to the place you started this mission from.
You might want to save your game the moment the timer starts. This will take
the pressure out of the situation. 
If you have followed this guide you will hit this point while you are in the
server room so use the same method as before to leave it. Open the door once
the guard has passed your position on his way to the right and hurry to get 
into the dark part of the corridor and onto the roof. Use the shadows to cross 
the roof and go down the stairs near the fuse box. Climb down the ladder to get 
back to the alley and approach the door to your the left to report to Emile. 

If for any reason (for example you have completed the objectives in a different
order) the timer will start elsewhere in the HQ I can only advise you to follow
either of the routes described above (either the 'indoor route' or the route
through the room with the shelves) in order to get back to the starting point
as quickly as possible. 

+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+
If necessary and everything else fails always remember that YOU CAN KNOCK 
ENEMIES OUT, it will just screw up your statistics.
+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+

Approach the door for a second time to end the mission.
###############################################################################

If no additional objective has been triggered by your second visit in the 
server room simply leave the same way you did before. (Open door once guard 
has passed on way to the right, hurry to get into dark part of the corridor 
and onto the roof, use shadows to cross roof, go down stairs near fuse box...)
Climb down the ladder to get back to the alley and approach the door to your 
left in order to end the mission.

                             - MISSION COMPLETE -
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--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
New York Underground - Bank station
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     JBA - GET THE VAULT'S CODE
             Opposing:     - 
             Opportunity:  - 


CHECKPOINT

NOTE: If you have been siding with the JBA so far and have killed Barnham and
given the information about Yeagher to Emile instead of Lambert you won't be 
given your full non-lethal equipment (what has Lambert been thinking? Trying
to prevent you from killing by not giving you non-lethal equipment??)
Anyway, Emile will compensate for this by giving you additional ammunition for
your SC-20K and your pistol.

Turn right and initiate a dynamic hoist. Now that's what I call a hell of a
woman! Or how many women do you know who could have pulled Sam up like this?..
Anyway drop down on the other side (not all the way at once) and go to the door
to the left. Open it and initiate a boost over to help Enrica to get to the 
other side. You won't have to wait for long and the fan will stop. Enter the
crawl space (you will get the option to do so as soon as you approach the 
vent) and exit at the other side. Enter the next crawl space as well and 
proceed to its end. You heard Lambert's order, so wait for the civilian to 
leave the room and then drop down. Alternatively, if you are going to follow
Emile's orders rather than Lambert's drop down from the vent and either sneak
up on the worker in front of you or simply shoot him from a distance.
Now climb onto the object right in front of you and jump up in order to grab 
onto the catwalk. Pull yourself up and open the door to the right stealth. 
Follow the corridor and go through the next door. There is a large hole in the 
ground. 
###############################################################################
NSA - non-lethal approach

Use the wooden planks to get to the more distant one of the two scaffoldings. 
Now drop down onto the lower level. Time to check out the routine of the 
workers(?) down here. Your aim will be the door in the corner to the left, so 
you will have to take the route along the walls which will allow you to stay in 
the shadows. Drop down to the ground and wait for the guard to walk past the 
scaffolding to the left. Now quickly sneak to the corner with the open door to 
the right. Wait here until the guy with the welding torch will stop for a 
moment (this is when it will get dark) and cross over to the other door as 
quickly as possible in order not to get caught up in the flashlight of the 
patrolling guard. Open the door and exit quickly. If for some reason both men 
have taken up a patrol (for example because you alarmed them) it is still 
possible to take the same route to the door, but your timing will have to be a 
lot better. Close the door. 
###############################################################################
JBA - lethal approach

Use the wooden planks to get to the first of the two scaffoldings. Get your 
pistol out and wait for the patrolling guard to stop right underneath you. 
Shoot him from above and switch to your SC-20K in order to snipe the worker 
down. Now go to the second scaffolding and drop down to the lower level. Once 
on the ground pick up the body of the dead guard and hide it somewhere dark.
Leave the room through the door to the left.
###############################################################################

There will be a patrolling guard around the next corner. If you want to you
could just lure him into your fist, however, there is a smooth and smart way
to cross this area without even having to touch the ground. Check it out:
Make sure the guard at the bottom of the stairs is facing away from you, then 
use the pipe to the right to climb up. Move forward without pulling up your 
feet and Fisher will slide down to the next level. Remain on the pipe! 
If you have been siding with the JBA it is possible that the guard is talking
to someone. In this case wait for him to stop and to return upstairs. Now get
your pistol out and shoot him (unless you want to keep him alive) while he is 
underneath you. (If this did alarm the other guard you might want to drop down
and shoot him as well. If it did not you might as well stay up there and 
proceed the stealth way.) NOTE: for all I know the second guard in this area 
will not be there if you have been previously siding with the NSA. Instead
you will encounter another worker in the room ahead. 

If you want to obey Lambert's order and proceed without harming any civilians
or did not alarm the second guard when shooting the first one proceed from your 
position on the pipe as follows: make sure the guard is not watching and lower 
yourself down. 
Pull up your feet and make your way across the room along the pipe. You will 
end up on a shelf eventually, but at its end you will have the opportunity to 
hold on to another pipe. Do so, pull up your feet and make your way to the 
platform on the other side. Drop down onto it (you have to release your feet 
first, move forward a bit and then press the circle button). Make sure the 
guard has left the room. Now drop down to the ground and open the door. 

Close the door behind you and use your optic cable on the next door. If you are
lucky a guard will just be walking past (if not I am sure he will come back). 
Be quick to bash the door open. Hide his body and check out the room. There is
a worker with a welding torch in this room (NOTE: He will only be there if
you have been previously siding with the NSA). He will soon give up his 
position at the farend of the waggon and begin to work on top of the stairs to 
the side of the waggon instead. No need to knock him out. Just wait until he 
turns his back to your position and then sneak to the farend he had been 
previously working on (Climb onto the table instead of stepping completely into 
the light.) There is a crawl space high above the ground to the left of the 
door, but while it is indeed possible to use it, it is completely unnecessary, 
and in this particular instance not much of a gain anyway. You are only running 
the risk of taking damage while dropping down on the other side, but you will
neither save yourself trouble nor time. It is a lot easier to pick the lock of
the door to the right and enter the corridor this way. Go through the next door
and rappel down where the railing has broken away. 
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
New York Underground - Bank station
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     JBA - GET THE VAULT'S CODE
                          JBA - GET TO THE FRONT OF THE TRAIN
             Opposing:    Echelon - LEAVE STATION CHIEF ALIVE
                          JBA - KILL STATION CHIEF
             Opportunity:  - 

GET THE VAULT'S CODE
After the short cutscene enter the crawl space. Exit at its front and use the
pipe to climb up. Now squeeze yourself through the gap in the wall. Turn
right and enter the crawl space. Wait for the two guards to finish their
conversation and grab the remaining guard as soon as the second one has left
the room. Drag him to the dark corner to the left and take him out.
Open the door and either simply shoot the second guard from a distance or
whistle in order to lure him into his doom. Grab him and take him out. 
Leave the room. No need to worry about the camera, since Enrica has fed it a
loop. Proceed forward until you hear Enrica's warning. Go around the corner to
the left and be quick to do a split jump as soon as you are one third down the
corridor (do it earlier and the guard will not appear!). The door will open 
this very moment and a guard will be coming towards you. Time it correctly and
you will land on his head. Pick up the keycard, hide his body and use the card
on the card reader to the right of the door. 
Use the optic cable to make sure the station chief is as far away from you as
possible, then open the door stealth. If you manage to get into his back on 
time before he turns around (and possibly sees you) or cause some noise while
moving towards him but immediately avoid making any noise the moment you reach
complete darkness. This way he should go and check out the area near the door
providing you with the time necessary to grab him without any hassle. 

OPPOSING OBJECTIVES: 
###############################################################################
NSA - LEAVE STATION CHIEF ALIVE
Interrogate him and then knock him out. 
###############################################################################
JBA - KILL STATION CHIEF
Kill the station chief after the interrogation. Note that this will move your 
trust meter to the side of the JBA.
###############################################################################

That should have done the trick and gotten you the code for the vault, 
shouldn't it? Or maybe not. This idiot has given you the wrong code. Check out
the computer in order to find the correct one. -GET VAULT'S CODE COMPLETE.
Use it on the door behind you and sneak down the corridor. 

Stay away from the doorway the two guards are talking in. Wait until the second
guard leaves and the first one takes up position next to a cell. You will hear
a camera, but don't worry about it. It is not disabled by the loop, but as long
as you don't alarm the guard thereby causing him to light a flare it won't be
able to see you. Don't bother taking out the guard, disabling the laser beams,
too much hassle and due to the camera a dirty job. Instead sneak into the 
cell and check the wall for a crawl space. Yep, you heard me, another crawl
space in a cell.... ...
Anyway, use it to your advantage and you will end up in a stairwell. 

  PROCEEDING STEALTH (NSA)
Don't even try sneaking up the brightly lit area! There is a really handy 
pipe in the corner to the right. Climb all the way up and make your way along
the pipe until you can see the feet of some guard. Whistle while hanging from
the pipe and withdraw a bit. This will cause the guard to leave his position.
Be quick to make your way around the bends and climb all the way up. Don't
panic because of the camera. If you are doing it correctly it won't see you.
Turn around so that you are facing the door and pull your feet up. Now quickly
cross over to the door. Drop down and quickly exit through the door. Close it
as soon as you are through. 

  KILLING THE GUARDS (JBA)
Make a noise after you left the crawl space to cause the guard at the top of 
the stairs to snoop around. Once he is half way down the stairs (almost in the
shadows (camera!)) shoot him with your pistol. If this did alarm the second 
guard wait for him to enter through the door to the left and then neutralize 
him before he discovers what happened to his buddy. 
If the body of the first guard is lying somewhere within the well-lit area you 
should use the OCP on the camera and rush upstairs to get it. Use either the
pipe to the right or simply the stairs (use OCP on the camera) in order to get
to the door at the top of the stairs. Enter.

Quiet now. You have entered a well lit area with a guard and a camera, but
if you have stopped right behind the door you will be in the shadows. Either
use your OCP on the camera, shoot the guard and be quick to hide him or, and
this is the less risky approach, whistle for the guard and take him out. You
could also simply observe his patrol pattern in order to avoid him while 
proceeding and use your OCP to disable the camera. 
Ignore the stairs to the right. Your destination lies straight ahead. Make sure
you stay close to the wall to the left while proceeding downstairs. Wait until
the two guards at the bottom of the stairs have finished talking. Then, shortly
after the left guard has taken up his patrol follow him. No need to take him
out unless you really want to. Just wait until he has passed the rear of the 
train, then sneak onto the platform at the end of the waggon.
Note that if you want to take care of the second guard as well there is a 
camera on the wall above the train where it disappears into the tunnel.

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--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
Money train
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     JBA - GET TO THE FRONT OF THE TRAIN
                          JBA - DISCONNECT COMMUNICATIONS SYSTEM
                          ECHELON - GAIN ACCESS TO A COMPUTER (additional 
                                    objective)
             Opposing:     - 
             Opportunity: Echelon - ISOLATE REAR TRAIN CARS



CHECKPOINT

GET TO THE FRONT OF THE TRAIN
Climb up the ladder and proceed forward. No need to worry about any pipes
hanging from the ceiling. Sam will take care of that. Once you reach the end
of the train car drop down and a timer will start. Get used to it. This part of
the mission will consist mainly of a timed objective. You might want to 
consider saving every time a timer starts to take the pressure out of the 
situation.

DISCONNECT COMMUNICATIONS SYSTEM
Slide the door open and immediately go to the right wall in order to become
invisible again. It is tricky to take out both guards unnoticed in a confined
space like this, so here is what I do and what gets me through unnoticed:
Use your OCP on the first light and move forward as far as possible without
running into a guard. There is a narrow gap to the right, use the OCP on the
second light as soon as the battery has recharged and squeeze yourself through
the gap. All this has to happen real quick or else the lights will come on
again revealing you in mid-action. Sometimes a guard is blocking the way, then
you will have to wait and pray that the lights will be disabled for long enough
for him to leave his position. Now squeeze yourself past the small vaults and
through the gap near the left wall. This is usually the moment when the lights
do come on so be quick to leave through the door ahead. 

###############################################################################
Here a rather sophisticated approach to the matter, maybe it works for you...:

- If you can get inside the car without spooking the guards you can take them 
both out in one fell swoop.  First OCP the light fixture then quickly aim for 
the fire extinguisher on the wall near where the guard are standing.  This will 
 have the same effect as a well place sticky camera and the gas will knock them 
both out at once.  When I did it the light came back on shortly after this but 
the camera didn't trigger an alert but if you are quick you can shoot the light 
out completely and the camera will not be a problem. -

Thanks, kryptangel.
###############################################################################

IF YOU CONSIDER KILLING THESE GUARDS (JBA):
it is likely to get messy. First of all disabling lights usually causes both 
guards to snoop around. And secondly, shooting any one of them will usually
lead to your detection. However, if you do get lucky only one of the guards 
will come and check out the open door shortly after you entered the car. In
this case use your pistol and shoot him with a single headshot. Now turn your
attention towards the second guard. Note that it is advisable to disable the 
lights before you kill him (if you have the time to do so) because there is
a camera in here which will notice any dead guards.

###############################################################################
- If you are doing the JBA route and leaving no survivors simply shoot the 
unconcious guards in the head on yer way out :) -

Thanks again, kryptangel.
###############################################################################

ISOLATE REAR TRAIN CARS
Open the next door and proceed forward. If you remain crouched there is no need
to disable the first laser beam, the second one, however, might require your 
attention. Create a clear path to the doorway and slide the door open. Now keep
disabling laser beams until you reach a real net of beams. No need to disable
all of them, just the horizontal one on the ground and the left vertical one,
for example. Now you can make your way through the crawl space and exit at its
front. Open the door and go outside. Time to save some lives, so detach the 
cars before you climb up the ladder. (FUNNY, even if you have killed every 
single guard on your way here, detaching the cars will move your trust meter
towards the side of the NSA.) -OBJECTIVE COMPLETE.

Your next goal is to get to the end of the next cars, so proceed forward on the
roof. However, unlike last time you won't be alone up here. Soon guards will be
swarming the roof and they will have torches. If you get lucky and proceed 
quickly enough you will reach the end of the car before they climb up, just
keep going and they might not notice you. However, it is more likely that you
will have to deal with the situation. This means either shooting them straight
away or getting off the roof on time by hanging down from either side. You can 
proceed forward while hanging from the roof, but you won't be able to go all 
the way to the end of the car. My advice if you are not certain whether the 
guards have already past your position is to use thermal vision. This way the 
heads of the guards will be more clearly visible. There won't be any guards on 
the next two roofs (yes, the next two!) so keep going as fast as you can.
Drop down at the end of the third car and enter the crawl space to the 
right in the shelf. Exit at its front and you will end up right in the back of
a guard. Grab him and knock him out/ stab him. Time to use the OCP again. This 
can provoke two reactions on part of the guards: either none at all, or they 
will start sneaking around trying to figure out what is going on. Either way, 
you have to get to the middle of the car and use your OCP on the second light. 
Now take out the guards one by one. It is easier to do that while they are 
sneaking around since they will notice a knocked out comrade otherwise. 
A deadly alternative would be a rather nasty shoot-out. You might also want to 
make use of this option if you are short of time.
Anyway, get rid of them in time and then immediately bypass the circuit to the 
left. Phew. That's done with the timer. 
- DISCONNECT COMMUNICATIONS SYSTEM COMPLETE.

###############################################################################
JBA - 
Or maybe not. If you have been siding with the JBA from the start your trust
meter is likely to hit the left side the very moment you bypass the circuit.
This means an 

ADDITIONAL OBJECTIVE - GAIN ACCESS TO A COMPUTER 
will have to be completed. But don't panic. This one is going to be easy as
pie. Just go back through the crawl space and you will see the computer to the
right. Use it to link up with Echelon and you will all be a big happy family
again. Leave the car.
###############################################################################

If you manage to avoid the additional objective somehow: Go back through the
crawl space and leave the car. Approach the next door and a cutscene will play. 
Now enter the next car (be careful not to be seen) and close the door behind 
you. Use your OCP on the light and move forward to the area behind the box to 
the left where it has been dark even with the lights on. It is up to you how 
you deal with these two guards. Since you don't have a sticky camera with 
knock-out gas (at least when you have been following this guide) you won't be 
able to take out more then one guard at a time. Sticky shockers are then next 
quick option, but you have to aim well (and thanks to Lambert two of those
might be all you have got (JBA). Alternatively you could just run up to 
there position and knock them out one by one taking a couple of shots in the 
process, but that would be a rather rough and unprofessional approach, wouldn't 
it? (But, hey, as long as it gets the job done...shrug.) I advise you to use 
your OCP on the light first which ever method you go for. I haven't found an 
easy way of taking them out unnoticed. Note that it is impossible to kill the
conductor (I guess they needed him for the cutscene :)). Approach the door to 
the conductor and slide it open. That's your train robbery done.
-GET TO THE FRONT OF THE TRAIN COMPLETE.

                              - MISSION COMPLETE -
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--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
Cozumel Mexico - Honeymoon cruise
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     JBA - HELP ENRICA INSTALL COMM RELAY
                          JBA - HELP ENRICA REACH THE COMM ROOM
                          JBA - RECOVER THE BOMB
             Opposing:    Echelon - DISABLE ENRICA'S CELLPHONE
                          JBA - PROTECT ENRICA'S CELLPHONE
             Opportunity: Echelon - OBTAIN PASSENGER MANIFEST


CHECKPOINT

NOTE: Depending on who you have been siding with so far your equipment will
vary. If Lambert/ Williams had reason to distrust you earlier on you are
unlikely to possess much of your non-lethal equipment. Make either use of the
more deadly alternatives (which make this mission a lot easier) or try the 
stealth approach instead.

Sneak inside and enter the cabin to the right. Then go into the bathroom and
shoot the light. Wait here for a guard who soon will be coming into the cabin 
in order to check the rooms. If you don't mind using your non-lethal ammo in 
not absolutely necessary situations wait near the doorway of the bathroom until 
he turns around again and grab him. Interrogate him if you like, then send him 
to sleep (or somewhere else). Go back onto the corridor and use the optic cable 
on the door ahead. The guard outside has not taken up his patrol since he is 
waiting for his friend to return. You will have to use a airfoil round or a 
sticky shocker (or a bullet if you are short of non-lethal ammo) on him to 
make sure he won't notice you while exiting onto the corridor. 
ALTERNATIVELY: You are as cheap with your equipment as I am? - Then this is
your way to go: allow the first guard to leave the bathroom unharmed. He will
return onto the corridor and take up his patrol as will his colleague. Approach
the door and use your optic cable to make sure they are both facing away from
the door. Now enter the corridor they are on and get immediately into the 
corner to the right. Squeeze yourself behind the cart the room service has left
behind and wait here until you have worked out the pattern of the guards. Your 
aim is to get into the corridor to the right. It is save to proceed forward as 
long as you stick close to the wall. Once you reach the corner make sure no 
guard will see you and turn right. 

OBTAIN PASSENGER MANIFEST
Follow the corridor and open the door stealth. Stay close to the doorway there 
is a camera right in front of you. In addition this nasty situation will also 
entail two guards who are currently not visible. Leave the door open and sneak 
into the dark corner to the right of the door. This is a great opportunity to 
test your EMP ammunition, so use it on the camera. This will cause the guards 
to snoop around. Remain in the corner and do not move. Wait for one of the 
guards to discover the open door and grab him the moment he and his comrade are 
both turning away again. Interrogate him for some information on your 
opportunity objective: the passenger manifest. Make sure you withdraw far 
enough into the dark corner while you do so, since his friend will be looking 
for his disappeared colleague. Deal with him after you are done with the first 
guard. Hide the body and turn around the corner to the right there will be some 
ammunition for your SC-20K on the table to the right and a computer to the 
left. Use it and hack the security access. 
-OBTAIN PASSENGER MANIFEST COMPLETE.


HELP ENRICA INSTALL COMM RELAY
Now follow the corridor into the opposite direction, but ignore the door to the
left. Instead follow the counter of the bar to an open doorway.
This is going to be one of the toughest rooms (well, it is not really a room..) 
of the whole ship. At least if you try to make it through without any 
equipment. But it is possible and some people (such as myself) actually 
prefer this method. (Drop down where it is dark instead of using the stairs 
and cross the deck following the shadows.)
However, I will try and give you some advice on how to approach your enemies. 
But first of all: Get away from the doorway! A guard will approach it and he 
will be holding a torch. Now (unless you want to engage in a shoot-out) shoot a 
sticky camera to a location near the stairs right in front of you (make sure 
you are covered by darkness before you do so). Now use the noise option to 
alarm the closest guard to its position. 
(You might have to wait for him to return.) He is likely to call his comrades. 
Attack him with the gas by pressing the x button -  if he remains standing he 
will start to shoot the camera. If you are lucky his colleagues, too, will take 
up position around the camera. This is when you should quickly switch to your 
gas grenades and fire one right between them. This should knock all three of 
them out at once. Hide their bodies. If you are less lucky then you will have 
to use sticky shockers or sticky cameras (or something a bit more lethal) 
instead. Make sure you shoot them or release the gas while they are somewhere 
dark so that their comrades won't see them when they hit the ground. Proceed 
through the door on the opposite side. 

Use the stairs to the left, they are in my opinion the better option. Start 
sneaking while going upstairs. Keep going forward until you cannot go any 
further without becoming visible. Now use your OCP to disable the light nearby
and then shoot the lightbulb. Repeat the method on the other light, but don't 
forget to withdraw in between since the guards will start snooping around. 
The rest is a matter of getting into the guards back or the good old 'whistle 
and grab', but take note of the camera to the left and keep away from the area 
near the entrance since there is enough light coming from the outside to give 
you away.
Once you have dealt with those guards it is time to use your OCP on the camera
and to get outside. Your lady will already be calling for you, so do as she
says and hurry up. Go all the way to the opposite side and use the ladder to
climb up onto the deck Enrica is on. Now approach the comm tower and initiate
a 'climb shoulder'. -OBJECTIVE COMPLETE.

HELP ENRICA REACH COMM ROOM
Done here climb back down and go through the door (not the
one you came out of, the opposite one). Initiate a boost over and you are done 
here. -OBJECTIVE COMPLETE.

Rush back outside and into the shadows near the ladder. Now turn right and 
sneak past the deckchairs. Wait here for a clueless guard to pass by. Be
quick to grab him and drag him to a location next to the deckchair. You don't 
have much time to do that. Get rid of him and immediately prepare to take care
of a second clueless guard who will be coming your way. Like stealing candy
from a baby.... The third guard has taken the other way around the comm tower
deck. Go and check on him. Make sure he hits his head on something hard. Note
that you will have to deal with him before he goes back inside or else he might
find a body and trigger an alarm.
Now go back through the door that will lead you back downstairs and into the
area where you knocked out (or have chosen not to) the three patrolling guards.
Unfortunately there will be another team of three guards in this room. Deal
with them using sticky shockers or sticky cameras or simply sneak past by
dropping down into the dark areas and moving across the deck. Alternatively (if
everything else fails) a shoot-out will always do the trick. Go back to the
room with the bar behind the counter. Go through the door on the right and
Enrica should contact you. Go left through the door and drop down (carefully) 
onto the elevator. Go down.

--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
Cozumel Mexico - Bomb drill
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     JBA - RECOVER THE BOMB
                          JBA - DELIVER THE BOMB AND HELP ENRICA REACH THE 
                                FUEL TANK
                          JBA - GAIN ACCESS TO A COMPUTER (additional 
                                objective)
                          JBA - EXTRACT VIA THE SERVICE BOAT
                          Echelon - GAIN ACCESS TO A COMPUTER (additional 
                                    objective)
             Opposing:    Echelon - DISABLE ENRICA'S CELLPHONE
                          JBA - PROTECT ENRICA'S CELLPHONE
             Opportunity: Echelon - DISABLE SHIP'S ENGINES
                          Echelon - DELETE CAMERA RECORDS


CHECKPOINT

RECOVER THE BOMB
Move forward until you reach the next dark area (do not go around the corner)
and jump up in order to get a hold of the pipe above you. Now pull your feet
up. Either wait for the guard who will be coming from the left, or, if he does
not show up, whistle to lure him to a position underneath you. Grab him and 
take him out. Now drop down and use your OCP on the camera to the left around
the corner. However, your destination lies to the right. Move quickly but
quietly until you reach the next corner. There will be a guard sleeping on his
chair. Approach him from behind, grab him and drag him somewhere dark before 
you render him unconscious. Now pick up the keycard he should have dropped near 
the chair. Return to the part of the corridor which is under surveillance by 
the camera. Use your OCP and this time follow the corridor to the opposite 
side. Lambert will contact you.

DISABLE SHIP'S ENGINES
Great. Another objective that will move your trust meter further to the right..
Depending on whether you have been completing all possible JBA objectives so
far you might get pretty close to having to do an additional objective by now. 
(But don't worry, it is not a tough one.) However, if you have been siding 
mainly with the JBA so far you might actually be glad to hear about such an 
objective.
There will be three guards in the engine room. Each of them on a different 
level. Nevertheless, they will usually notice when something is wrong on the
level above them. Here is a method that works rather well, provided you do have
some sticky cameras left (which you probably will not if your equipment has
been reduced for siding with the JBA): First of all open the door to the engine 
room. Now choose the cameras from your equipment and shoot one onto the middle 
of the catwalk right in front of you. Now wait for the patrolling guard to pass 
by and use the gas to knock him out. Usually the second guard from the level 
below will notice this and he will come upstairs to check on his friend. Shoot 
a second sticky camera to a location he has to pass in order to reach his 
comrade (such as the farend of the catwalk his colleague is having a nap on).
It is important that the distance between the unconscious guard and the camera
is big enough so that the second guard cannot really see his comrade. Now wait
until the second guard passes the camera and trigger the gas.
In case you are out of sticky cameras, try sticky shockers instead (unless you
want to save them for trickier occasions). An alternative option entails a lot
of careful sneaking and the risk of discovery (follow the guards on their 
patrols and take them out) or a shoot-out if a nearby guard hears a shot. 
It is also possible to drop down from level to level without harassing any
guards at all, but it is too much hassle since you will have to avoid them 
again and again on your way back and even more so if you have managed to 
trigger the additional objective and therefore a timer. 
Don't forget to hide the bodies.

Done with the first two enter the engine room (unless you used a method which
already required you to do so, then make sure you find a safe way down that
does not lead you straight into the arms of the third guard) and turn right 
onto the catwalk. Drop down to the next level and turn left into the corner 
underneath your starting position. Now drop down and you should be covered by 
complete darkness. Check out the path to the right and you should see a lone 
guard standing around with his back to your position. Bad mistake... Take him 
out and hide his body. Now check out the engines to the right of the position
the guard had been standing in and disable the engines of the ship.
-ENGINES DISABLED.
Go back to the location where you dropped down to the ground and go through the
door. Open the next door stealth and turn left. Sneak into the corridor and
jump up in order to grab the pipe above you. Lift your feet off the ground and
whistle to lure a guard into your grip. 

DELETE CAMERA RECORDS
Lambert will have given you another objective by now. Delete the camera 
records... Anybody ever seen a ghost on a camera? Who does he think you are?
Anyway, we will do him the favour I guess. But that will come later, first
let's go and get a bomb, shall we?
Use the medikit if you need to and proceed down the corridor. Enter the door
to the left at the end of the corridor. 
If you have been following this guide you should have picked up a keycard, so
the card reader should not be a problem. If you haven't...hack it.
Enter and go to a location near the crates to the left. Oh, and while you are
there, grab the guard that should pass by any second, will you? Knock him out
and hide him right there. Now to the rest of the merry bunch. If you have saved
some sticky shockers feel free to use them (unless you are intending to side
with the JBA when it comes to detonating the bomb), you are almost done here 
and it will turn this part of the mission into child's play. If you have no
sticky shockers left, well, use what you have got, ring airfoil ammo, sticky 
cameras...what ever pleases you. Or: make use of the good old school of 
sneaking and play it close up and personal. In this case you might want to 
ignore the guy right in front of the boat since you will be taking a route high 
above him anyway. Instead climb up onto the crates until you cannot go any 
higher, then step to the edge of the side facing the guard, turn around and run 
towards the railing. Jump and (hopefully) grab onto it. Pull yourself up and 
drop down onto the catwalk at the bottom of the stairs. Wait for the guard to 
pass by upstairs and follow him. Grab him and knock him out. Now go to the end 
of the catwalk and climb over the railing onto the broad beam above the boat. 
Use the rope to get down and pick the lock of the trapdoor. Pick up the 
'object', then climb back up and follow the catwalk back to the stairs. 
-RECOVER THE BOMB COMPLETE.
###############################################################################
JBA - 

ADDITIONAL OBJECTIVE - GAIN ACCESS TO A COMPUTER
If you have been siding with the JBA so far Lambert and Williams will have 
enough of your escapades. A timer will start which means you will have to get
to a computer as quickly as possible. You could of course get back to the 
computer you passed earlier on during this mission, but why not use one which
is not only a lot closer by but also a lot more useful for your next objective?
Instead of going down exit through the door next to the window. Use the 
computer to the left to link up with Echelon and then, while you are there,
hack the security access. Delete the camera records and go back into the room
with the boat. -DELETE CAMERA RECORDS COMPLETE.
###############################################################################
If you have managed to avoid an additional objective:
Instead of going down exit through the door next to the window. Use the 
computer to the left and hack the security access. Delete the camera records 
and go back into the room with the boat. -DELETE CAMERA RECORDS COMPLETE.

It is possible that if you left him alone the guard who had been standing in
front of the boat has seen 'something' and has left his location. In this case
he might already be somewhere on the stairs and on his way up. Wait for him to
come upstairs, get into his back and take him out. 
Now feel free to leave the room by going back downstairs or dropping down from
the stairs into the entrance area.
Go back to the engine room.

DELIVER THE BOMB AND HELP ENRICA REACH THE FUEL TANK
Remember where you disabled the engine? Go there and turn right. There will be
a narrow passage to the left. Go in there and you will meet up with your lover.
Give her the bomb and initiate a boost over near the pipes. 
- OBJECTIVES COMPLETE.
...Her mobile phone...how handy is that? Decision time. 

OPPOSING OBJECTIVES:
###############################################################################
NSA - DISABLE ENRICA'S CELLPHONE
Choose to press the circle button in order to save thousands of lives and risk
your own by uploading the virus.
###############################################################################
JBA - PROTECT ENRICA'S CELLPHONE
If you have turned into a baddy, or simply are worried about your (or Enrica's)
safety choose the x-button in order to cancel the upload of the virus.
###############################################################################

###############################################################################
NSA - 

ADDITIONAL OBJECTIVE - GAIN ACCESS TO A COMPUTER
Ok, this is it. If you had not managed to trigger the additional objective so
far your trust meter will move fully to the right the moment the cutscene has
ended (no matter how far it has been to the left). A timer will start and
Emile will ask you to use a computer to confirm your loyalty. (How could he 
possibly know that the phone was not going to work??) Anyway, you will have
90 seconds to find a computer and upload your PDA (and somehow get rid of
your Echelon files?) You took out a guard near a computer just before
you reached the room with the boat. Leave the narrow passage and run past the
engines. Turn left and head through the doors. Turn left and run to the
computer in order to use it. Phew.

EXTRACT VIA THE SERVICE BOAT
Time to get off the ship. Go to the room with the boat and go to the left side
of the room. Exfiltrate by approaching the stairs leading onto the boat.
###############################################################################
JBA - 
ADDITIONAL OBJECTIVE - GAIN ACCESS TO A COMPUTER
Ok, this is it. If you had not managed to trigger the additional objective so
far your trust meter will move fully to the left the moment the cutscene has
ended (no matter how far it has been to the right). A timer will start and
Lambert will ask you to use a computer to confirm your loyalty. You will have
about 2 minutes to find a computer and link up with Echelon. Your destination:
the corridor where you took out the guard near a computer just before you 
reached the room with the boat. But before you run into your doom now: check
your map to see three new guards who have taken up patrol in the engine room
(that's the punishment for deciding to kill 2000 people...). Leave the narrow 
passage and carefully proceed to the corner to the right. If you see a guard
going upstairs quickly sneak past the engines. Turn left and start running.
Head through the doors. (If you can't get the timing right you might have to
use a sticky shocker or something more lethal in order to deal with the guards 
(at least the one closest by). But note that any encounter with one of these 
guards could mean risking a shoot-out, and depending on how good you are at 
these you might run out of time or lifebar.)
Turn left and run to the computer in order to use it. Phew.

EXTRACT VIA THE SERVICE BOAT
Time to get off the ship. Go to the room with the boat. Since you have decided
to go bad you will have to deal with three more guards before you can leave.
It is basically the same situation you previously encountered when entering 
this room for the first time. If you use the pistol you can simply shoot the
guards on the ground. The third one either requires you to sneak up on him or 
to lure him to your position. Either way get rid of these guards and go to the 
left side of the room in order to exfiltrate by approaching the stairs leading 
onto the boat.
###############################################################################
-EXFILTRATION COMPLETE.

                             - MISSION COMPLETE -
<<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>

<<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
Sea of Okhotsk Russia - mercenary camp
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     JBA - NEUTRALIZE ALL MERCENARIES
                          JBA - DISABLE ALL FIVE COMMUNICATIONS RADARS
                          JBA - BOARD THE SHIP AND NEUTRALIZE THE CAPTAIN
                          Echelon - GAIN ACCESS TO A COMPUTER (additional
                          objective)
             Opposing:     - 
             Opportunity: Echelon - LOCATE ENCRYPTION KEY
                          Echelon - DISABLE BOMBS AROUND SHIP


CHECKPOINT

Note: It is highly advisable to save at least 3 sticky shockers for a difficult
situation on board of the ship. You might want to keep this in mind when 
deciding how to approach a guard. If you have been siding and are going to side
with the JBA during this mission you neither will have these three sticky 
shockers nor are you going to need it.


Note also: If you have been siding mainly with the JBA you won't have all the
equipment mentioned in this guide. If you do not wish to kill anyone use 
the alternatives given or improvise using the sneak and grab method. 
HOWEVER, if you have been siding with the JBA so far it is likely that you want
to comply with Emile's order and kill all the guards you encounter, which will
make this mission child's play. (Apart from timed bomb disposal objectives.)

NEUTRALIZE ALL MERCENARIES    ((one way or the other!))
((Siding with the NSA will require you to leave the mercenaries alive!))
DISABLE ALL FIVE COMMUNICATIONS RADARS
Ouch! If you have uploaded the virus earlier on you will have realized by now 
that Emile is not exactly fun to be with (and a bit ungrateful). But already we 
are back on a mission. So let's do as our bosses tell us to. First of all use 
your EEV on the computer to the right. That's the first of the five 
communications radars dealt with.
Now go to the left and sneak up the hill and wait in a dark area for the guard
to pass you on his way to the left. Follow him silently and take him out.
Now follow the path, but instead of using the main route underneath the
bridge-like stone formation climb onto the ledge to the right and keep
climbing up until you are on the bridge yourself. Now wait for the guard to 
return and drop down onto him. Make sure you choose the side closer to your
first neutralized guard to drop down from or you might jump directly into the
arms of a third mercenary.
Speaking of which: get back up onto the ledge but instead of turning left
onto the bridge keep going forward. You will have to drop onto a lower level
eventually, but make sure you remain off the ground. From here all you have
to do is drop onto the third guard. (Hey, that's a method I could get used 
to...). Remember to shoot these guards afterwards if you want to side fully 
with the JBA.

Enter the crawl space you'll find further down the path. A mercenary 
will be guarding the other end of the crawl space. Wait for him to turn away
from the exit, then get out of this freezing cold hole. If you stay close to 
the wall to the right and move quickly into the same direction he did, you'll 
end up behind a thin layer of ice and right behind him. Grab him through the 
ice and interrogate him. Then take the tough guy out.

Ok, time to take care of the next radar. Switch to your sniper attachment and
zoom in on the radar you will see in a distance below the rock you are 
currently on. Shoot the green light and the whole thing will explode. 
If you managed to interrogate the mercenary on this rock you will have 
knowledge of a cave nearby. Let's go there, it is the easiest route anyway.
But first, let's deal with another mercenary:
Approach the edge to the right where you will be able to rappel down. Do so, 
but only until you get the option to 'jump in'. Confirm this option and you
will end up in a tunnel. Get your launcher attachment out and load an airfoil
round. Now climb back up onto the edge of the hole you just made and aim over 
the edge as vertical as possible. Wait for a guard to pass by that particular 
location and shoot a round directly onto his head. If done correctly this will 
take him out in one shot.
Note that if this is not the right method for you you can deal with him later
and ignore him for now. Or use a gas grenade instead. Do not use your sticky
shockers! You'll might need them later on.

Ignore the second guard for now - unless you are siding with the JBA. In this 
case you might want to shoot him straight away (don't drop down to hide any 
bodies, we will return to the camp later on). For those of you following the
non-lethal path: he'll get what he deserves later on. Instead go into the 
tunnel and follow it until you reach some laser beams. There is a wall mine on 
the other end of the tunnel. Take note of it, and, if you don't mind alarming a 
guard to your presence shoot it. It is safer to destroy it than to deal with 
two laser beams, a mine and a guard at once. Now choose the airfoil rounds from 
your equipment (unless you want to get rid of him for good) and shoot the guard 
who will come running any second. Done with him you can take all the time in 
the world to disable the laser beams with your OCP. Drop out of the hole and 
take a good look around you. Yep, another mine to your right. If you choose to 
shoot it (make sure to be far enough away from it) note that it will kill the 
unconscious mercenary and that this will change your statistics. But if you
don't care about these things... go ahead. Otherwise approach it carefully and
take it.

Get your SC-K20 out and sneak down the path. If you haven't alarmed anyone just
use your EEV on the computer and shoot the lightbulb. Proceed forward and you
could encounter two guards who have come to check out the situation. If you
manage to shoot the one on the catwalk with an airfoil round the other one
will be an easy victim to a second one of these rounds. Or, just play the good
old hide-and-seek with them. Shooting them will work nicely, too, of course. 
Then proceed to the end of the cave where you will find a turret. Hacking 
it is of no use since you have already taken out the guards it could have 
killed. Instead switch it off for your own sake.
Are you now glad you took the route through the cave? Don't you just hate
facing turret out of the blue?
Anyway, use your OCP on the laser beams and go forward until you see a red 
light. Now equip the gas grenades (you won't have these if you have been siding 
with the bad guys so far) and wait for two guards to arrive. This requires a 
bit of timing, but if done correctly it provides you with two neutralized 
mercenaries for the price of one. As soon as the second guard starts walking up 
the hill shoot a grenade right between the two of them. (The red light and the 
ice appear to form a 'v' at the perfect spot.) If you want (or have to) shoot 
them make sure that they have separated or you might get caught up in a 
shoot-out. Ok, that should be this area cleared. Hide their bodies.

LOCATE ENCRYPTION KEY
Turn right and you will find a computer. Use it to hack the fourth of the five
communications radars. Now go into the opposite direction and you should see
another good reason for taking the route through the cave. Disable the turret
if necessary and use your OCP on the laser beams. Careful when heading down 
this small path. Sooner or later you will find a wall mine in the snow. Pick it
up and climb up to the upper level.
If you have only dealt with one guard before jumping into the cave you will
have one remaining mercenary to take care of. He might be hidden behind some
smoke, but as you will remember he was guarding the door of the tent. Lure
him to your position and take him out or distract him somehow so that you can 
get behind the tent without being seen (- it has a backdoor so that you can
get in without being seen). Now pick up the codes and use the medikit if you
need to. Using the computer is of no use if you have destroyed the radar 
earlier on. -OBJECTIVE COMPLETE.

Leave the way you came and go back down to the bottom of the hill. Use the OCP
to get past the laser beams. Turn left past the turret and proceed slowly.
See that wall mine? My advice is to shoot it. The reason being: another wall
mine on the opposite wall. A well aimed shot will destroy both mines at once.
Don't worry about guards. They won't come for you. Now go down the tunnel and
switch to your launcher attachment. There is a beautiful gas grenade situation
ahead provided you do have one left. Shoot it right between the two talking 
guards. This should knock them both out in one go. (If you don't have a grenade 
a session of hide-and-seek or a quick shoot-out should solve your problem.) 
But don't rush out there just yet. There is a third guard to the right. Sneak 
to the entrance of the tunnel and shoot a airfoil round against his head before 
he discovers his comrades. If that's not possible (or too difficult) use a 
sticky shocker, but remember to save at least three of those for later on. Now 
pick up all the bodies and hide them.

DISABLE BOMBS AROUND SHIP
If you go to the left (seen from the entrance) you will find a detonator which
can be bypassed. Do so to please your JBA friends. Now go to the right, use the
computer and pick up the ammo. Proceed to the area with the red light.
-RADARS DISABLED.

Enter the crawl space and, if you have used up all your gas grenades, wait for 
the two guards to walk away. Now exit the crawl space and climb onto the nearby
crates. That's a good, dark location from where to take out enemies. If you
have an airfoil round left shoot it against the head of one of the two nearby
guards as soon as he entered a dark area. One down two more to go. Remember to
save at least three sticky shockers, but if you have plenty left feel free to
use one of them on the remaining guard with the torch. Time to take care of the
third and final guard here. Drop down from the crates and approach his position
while using the darkness as cover. Then get into his back and grab him. Done.
If you are out of non-lethal ammo the grab-and-knock (/ grab-and-stab) method 
will be the one for you for all three guards. Just make sure they are separated 
far enough and are not pointing a torch in your direction. 
-MERCENARIES NEUTRALIZED.
###############################################################################
JBA - 
If you have been obeying Emile's order and killed all the mercenaries in all
the different areas (AND you have been previously siding with the JBA) your
trust meter will hit the left. This means

ADDITIONAL OBJECTIVE - GAIN ACCESS TO A COMPUTER
Get to a computer to confirm your loyalty to the NSA. Remember where you passed
the last computer? Right, at the other end of the crawl space. So get back to
it and enter it as quickly as possible. Exit at the other end and rush to the
computer. Use it and everything will be back to normal. Go back to the ship.
###############################################################################

There will be a second detonator to the right where the third mercenary had
been patrolling. Bypass it and gain some trust as a reward. Now climb onto the
crates and grab the rope to get on board of the ship. -BOMBS DISABLED.

--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
Sea of Okhotsk Russia - Icebound tanker
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     JBA - BOARD THE SHIP AND NEUTRALIZE THE CAPTAIN
                          JBA - DEFUSE THE BOMBS
                          JBA - SECURE THE BRIDGE
             Opposing:     - 
             Opportunity: Echelon - IDENTIFY THE SHIP'S CARGO
                          Echelon - INSTALL TRACKER IN COMMUNICATIONS ROOM


BOARD THE SHIP AND NEUTRALIZE THE CAPTAIN
Listen to your bosses' order while you wait. For what? For a guard to come from 
the left. Wait until he turns around, then grab him and interrogate him. Oh 
yes, this captain sure is a maniac as you are soon going to see...
Get rid of the guard and hide his body but be careful not to be seen by the
patrolling guard coming from the opposite direction. Check your map to see
which way he is facing, then jump up and grab the pipe above you. Pull your
legs up and get a move on it in order to get into a dark spot. Now all you have
to do is wait for your victim to come to your position. Grab him and take him
out. Hide his body. 
There is a third guard around the corner to the right who can be taken out by
using exactly the same trick. Do so if you want to, but it is not really
necessary for the route described in this guide. Return to your starting
position and turn left around the corner. Shoot the lights (same level and the
one down the stairs (can be done through the steps)). Now go through the
door ahead and slide the next one open. Sneak through and prepare for a hostile
encounter. Sometimes whistling will do the trick and you can lure him into the
darkness, but more often you will have to follow him on his patrol and grab him
from behind. Take him out, hide him and turn left at the first opportunity.
Go left again and you will end up at the captain's cabin. 
-OBJECTIVE CANCELLED.

DEFUSE THE BOMBS
It does not matter how careful you have been. He will claim to have seen you on
his cameras. So what the heck, let's do what we have to do. Save your game the
moment the timer starts, this will make it a lot easier and depending on how
well you work under pressure you might need a couple of attempts for this one.
What is about to come is (in my opinion at least) one of the toughest parts of
the whole game:
Immediately turn around. Forget about sneaking or staying low, RUN! There are 
two ways of proceeding to the engine room. I will describe the second and in my
opinion easier way in full length. But for those of you interested in the
first route here a quick hint:  In order to take the first route run back to 
the corridor you eliminated the last guard in and check the wall for a crawl
space. Enter and go down the ladder you will find on the other end. Before
you deal with any guards in here take care of a cameras to your left (ignore 
the one almost directly above you once you have dropped down from the ladder) 
by firing a round of EMP ammunition at it (IMPORTANT: save at least one round 
of your EMP ammunition OR one round for your sniper attachment in order to be 
able to complete the mission! Depending on who you have been siding with you 
might not have enough EMP ammunition to disable all the cameras). 
For the SECOND (and easier) ROUTE: Exit the way you came and run through the 
two doors until you are outside again. Now rush down the stairs where I advised 
you to shoot the light. Go down until you cannot go any further and keep going 
through any doors in your way. Shoot the light at the end of the corridor and 
slide the door to the right open. I know you might feel under pressure to rush 
things right now, but don't! First of all switch to your EMF and check out the 
wall to the right. Cameras! Use your EMP ammunition to disable the one closer 
by (provided you still got some left) before you do anything else. (IMPORTANT: 
save at least one round of your EMP ammunition OR one round for your sniper 
attachment in order to be able to complete the mission! Depending on who you 
have been siding with you might not have enough EMP ammunition to disable all 
the cameras.)
Ignore the guard to the left for now, he is the least of your problems. Ignore 
the bombs as well, you should have more than 8 minutes left (unless you have 
touched one of them...) and it is advisable to deal with the human problems 
first. Take note of the camera opposite the door you came in through and 
approach the ladder to the right (but don't go down) just yet. Switch to the 
sticky shockers you hopefully do have left (otherwise you might have to (or 
want to) use lethal force on these guards, depending on how good you are at 
avoiding guards in confined spaces). There is a patrolling guard in the second 
row between the engines seen from the ladder. Shoot him with a shocker and then 
drop down to the ground. Go to the right and sneak to the third corridor. The 
second guard will be standing in a brightly lit area. Shoot him with a sticky 
shocker, but leave the hiding of his body for later when the timer has stopped. 
Now go back to the ladder you dropped down from and climb back up. Grab the 
pipe above you and pull up your feet. Move along the pipe until you are right 
above the remaining guard. Grab him and send him to sleep. That's the human 
factor dealt with.

FOR THE PROS AMONG YOU:
There are crawl spaces in the engines which will take you right to two of the
bombs. Use them wisely and you can avoid detection without having to shoot
the guards. The remaining two bombs on the catwalks above the ground can be
reached via a pipe. (Note that you have to disable the cameras in order not to
be spotted.)

Now to the bomb disposal: Approach the first bomb to the left next to where you
took out the final guard. Choose 'defuse' and a timer will start the moment
you cut the first wire. The rules of the game are as follows: Switch on your
EMF, memorize the correct wire, switch off your EMF, use the left analogue 
stick to highlight the correct wire and confirm your choice. DO NOT PANIC!
Ignore the timer, just focus on the wires and on keeping a steady rhythm in
what you are doing. EMF, choose, cut. Just keep going and you should be fine.
Done with the first bomb the nightmare will happen: This drunken bastard will
reset the timer. Damn! 
Still, no need to panic. Just stubbornly keep doing what is necessary.
Drop down from the ladder, turn right and left into the next corridor. The
next bomb is on the engine to the right. Defuse it, and immediately use the
crawl space to get into the third corridor and to the third bomb. Repeat: EMF,
switch off, choose, confirm... That's done with the third one. 
But where is the forth one?
Seen from a position facing the third bomb there is a ladder to Sam's right
which will take you to a catwalk above the ground. The bomb will be to your
left. Repeat the same method you used on the other bombs and you should be done
here in thirty seconds. Phew. -BOMBS DEFUSED.

IDENTIFY THE SHIP'S CARGO
Despite Sam's comment that all that was left to do was to secure the bridge
check your OPSAT to see that there are a couple of Echelon objectives left to
complete. Go back down to the ground level and go to the wall to the left. 
Go through the door you will find here and keep going through doors until you
reach another engine room. Shoot the light next to the door and wait for a 
worker to pass by. Grab him! He will give you the information about the cargo
that you are looking for. -OBJECTIVE COMPLETE.
Now either leave the way you came and go back to the first engine room and back
up the ladder where you defuse the final bomb - !EASIEST ROUTE! - in order to 
find a ladder on the opposite end of the catwalk which will take you back to 
a crawl space leading to the captain's room, or, alternatively climb either of 
the ladders in this engine room, take out the guard and use a crawl space up 
here to get back to the upper level.

If you took the route through the engine room go to the door you first entered 
the ship through and take a look through your optic cable. Bash the door open 
and take the sniper out who had been waiting for you at the stairs.

If you took the route through the second engine room you should go back to the 
stairwell you used to go down to the lower level. But watch it! Just before you 
reach the top of the stairs there will be a sniper waiting for you. He is 
hardly visible, only thermal vision will give him fully away. Now, if you have 
any sticky shockers left, feel free to use it.
But if not, here is another easy (but lethal) way to get rid of him without 
having to approach him: You should have at least one wall mine in your 
possession. Go upstairs until you can almost smell his breath, then place the 
mine on the wall to the left. Now carefully go back down and withdraw as far as 
possible, but so that you are still able to shoot the mine. Pull the trigger.
Now you can go upstairs, but be prepared for more mercenaries. Yes, the captain
has put the whole ship on alarm. Either use the pipe above you to get hold of
your next problem or shoot him with a sticky shocker. Finally eliminate the
third guard on this level either using the pipe or by playing hide-and-seek 
with him. Go upstairs.

INSTALL TRACKER IN COMMUNICATIONS ROOM
As soon as you get the option to save you should start moving carefully. Hear
that familiar sound? Turret ahead. Approach the next flight of stairs, but
do not go upstairs. Instead turn around and jump up to get a hold of the
edge above you. You should see the turret now. Pull yourself up while it
is facing away and get behind it in order to deactivate it. Now go through
the door it has been facing. Slide the next door open and you should face a
patrolling guard the moment you turn around the next corner. Wait for him to
move away from your position, then shoot the light. As soon as you get the
chance to get into his back and grab him. Time for a nap. Turn right and 
shoot the light. This should alarm a worker. (If not, whistling should do.)
Grab him, drag him somewhere else and take him out. Repeat the same method
(this time you will have to whistle) on the remaining worker. Now go into the
communications room and use the computer to the left. On the wall opposite of 
the door you will get the opportunity to place the tracker. Done. Go back to
the turret and use the door behind it. -OBJECTIVE COMPLETE.

SECURE THE BRIDGE
Shoot the light above you and use the ladder next to it to climb up. Remain 
near the wall next to the ladder or else you will become visible. Now wait
for a guard to pass by. When he is on his way back to the right use the 
opportunity to get to the wall to the right of the barrels where it is dark
again. Wait for the guard to return and grab him once he is standing near the
railing. Drag him to the dark area and take him out.
Listen to the funny conversation while you are sneaking to the left. Stay as
close to the left wall as possible or you will be mowed down by the turret. You 
could of course hack the turret, deactivate the IFF and so on.
But that's too much hassle for too little gain and a second of amusement. 
Instead deactivate it and sneak up to the guard on the railing. Take him
somewhere dark and send him to sleep.
Now go past the turret and approach the corner to the left. Hold it right 
there! There is a turret to the left. I sure hope you still have one of 
your EMP rounds left. (If you don't one round of the ammunition for the sniper 
attachment will do the trick as well. Apart from this the turret appears to 
be indestructible.) Use it on the turret then switch into sniper mode
in order to get rid of the wall mine. Now go through the door to the right
and enter the command centre...
DO NOT ENTER THE COMMAND CENTRE IF YOU HAVE NOT COMPLETED ALL THE OBJECTIVES
YOU WANTED TO. The mission will end the moment you do. -OBJECTIVE COMPLETE.

                            - MISSION COMPLETE -
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Kinshasa, Congo - Hotel suites
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             OBJECTIVES:
             -----------
             Primary:     JBA - CONFIRM INTENTIONS OF OTHER 2 GROUPS
                          JBA - FIND EQUIPMENT IN MAIN ELEVATOR AND GO TO LOBBY
                          JBA - MEET EMILE IN ROOM 901
             Opposing:     -
             Opportunity: Echelon - FIND ADDITIONAL INFORMATION ABOUT TAKFIR'S 
                                    GROUP
                          Echelon - FIND ADDITIONAL INFORMATION ABOUT MASSOUD'S
                                    GROUP


CHECKPOINT

This mission can be a tough one. In particular if you have gotten used to 
relying too much on your equipment. All you will have with you this time is 
your knife...and the order not to use it.

NOTE: If your trust meter has moved too far to the left and you wish to change
this killing guards despite Emile's direct order might be a good idea. It will
have no further consequences than to move your trust meter towards the position
of the NSA.

!NOTE that lights can be destroyed using objects on them from a close range!

CONFIRM INTENTIONS OF OTHER 2 GROUPS
FIND ADDITIONAL INFORMATION ABOUT TAKFIR'S GROUP
FIND ADDITIONAL INFORMATION ABOUT MASSOUD'S GROUP
The worst thing about not having your equipment with you is the constant 
attempt to switch on your nightvision :) Proceed forward and turn right when
you cannot go any further. Once you reach the end of the shaft make sure
none of the two guards is looking your way and climb up. Immediately leave
through the door and turn left. But take care not to make any noise! There
is a sleeping guard on the corridor. Stand upright and squeeze yourself through
the gap to the left. Alternatively remain near your starting 
position and climb up the moment the single guard leaves the room. Immediately 
exit quietly but quickly and get out of sight. Now sneak past the sleeping 
guard and proceed through the gap before someone notices the open door.
Now call the elevator.

As soon as the lights go off climb onto the crate and onto the roof of the 
elevator. Do not jump up to grab the edge too early. Wait for the guard to
finish talking. Then jump up and check on the position of the second worker
before you grab your victim. (If he keeps spotting you while you do this wait
for a bomb to kill the power and then whistle.) Now whistle for the second
worker and send him to his colleague. Alternatively you could just climb up 
when it is dark and grab a pipe underneath the ceiling. Then it is just a 
matter of lure and grab.
Go to the door and use the optic cable. Wait for a guard to pass by (you might
have to open the door stealth in order to trigger his appearance) and for a
bomb to kill the power. Now exit quickly and turn left to get behind the 
obstacle to the right of the corridor. Wait here for the guard to pass your
position and grab him from behind. Interrogate him and leave him somewhere 
dark.
Now go to the door with the spotlight next to it (to the right - seen from the
door you entered the corridor through). Go upstairs and use the optic cable. 
When the guard is facing away rush inside and go to the position of the left
pillar half way down the corridor. It will be dark here no matter whether the
lights are on or off. Now wait for the by-passing guard and grab him. Say good
night and send him to sleep.
Now hack the door to the left of the corridor. Switch off all the lights in
the living room and go into the kitchen to the right. Switch off the lights 
and use the computer. Hack the security access and read all the e-mails you
find. -ADDITIONAL INFORMATION FOUND.
Two guards will have entered the suite by now. A safe place to hide is behind
the counter in the kitchen. This is a good starting position for a game of
hide-and-seek. Make use of the object nearby to either break the light for good
or to lure the guards to an appropriate position. It should, however, be un-
necessary since one of the guards will come straight into the kitchen. Say 
hello.
The second guard will have withdrawn into the adjoining room. Use the optic
cable to see him playing with his boss' computer. Wait for a bomb to drop and
open the door. Quickly get behind him and knock him out. Done. Search the 
cabinet and leave the suite. -INTENTION CONFIRMED.

IF YOU ARE A GENIUS AT HACKING: Proceed down the corridor to the left 
eliminating guards along the way. Just wait for bombs to drop. Then get behind
the obstacle closest to the camera at the end of the corridor and wait for the 
next bomb. Once it has deactivated the camera rush to the card reader and hack 
it. But note that you might be rushing into a guard so you might want to take 
the same route as the rest of us mortals.

YOU ARE GOOD, BUT A MORTAL AFTER ALL: Go back downstairs and go left past the
door you first entered the corridors through. As soon as you reach the next
corner start sneaking. A guard on patrol. And a nasty, little camera....
Never mind. Whistle near the corner and he will come close. ...but not close
enough. Keep whistling from time to time to hold his attention. As soon as
a bomb has killed the power whistle for a last time and get into his back. Grab
him and quickly get him out of sight. Now give him a good, hard knock.
The next bomb will kill the power again. Check your map for a guard further
down the hall. Then use the opportunity to get past the camera and down the 
corridor. If the guard ahead is coming your way stop before you step into the 
light of the spotlight. I know, pressure is on considering that the power will 
come on again any moment, but patiently wait for the guard to turn around and 
walk away again before you hurry to get into his back. Grab him and interrogate
him if you want to. Now proceed to the door at the end of the corridor. (You
can knock on Emile's door on the way their if you want to.) Hack the card
reader, wait for the next bomb to drop and enter the moment it does. Climb onto
the table to the right and drop down at its other end. Proceed quietly 
along the wall and get into the guards back. Grab him and drag him into the
kitchen right behind you. Once he is knocked out use the switch to the right 
inflict darkness. Now use the computer and hack the security access. There
you go Lambert. -ADDITIONAL INFORMATION FOUND.
Time to get to the room upstairs. The only problem is a guard above you.
Check your map for his position and cross the room to get to the bottom of the 
stairs. Stick close to the chimney and you'll be fine. Alternatively wait for
a bomb to drop, this will make the task a lot easier. See the light half way
up the stairs? It is broken and underneath it is a good location to wait for 
the guard. Do so and grab him when he passes you on his way back to the room
he is guarding. Take him with you into the room to the left and go through 
the open doorway. You will find a retinal scanner here. Force the guard to
cooperate and knock him out. Now copy the plans. -INTENTIONS CONFIRMED.
Don't forget to hide the body before you leave. 

MEET EMILE IN ROOM 901
Go back downstairs and go 
through the door you came in through to get to Emile's room. Knock and meet the 
boss. -OBJECTIVE COMPLETE.

FIND EQUIPMENT IN MAIN ELEVATOR AND GO TO LOBBY
Leave the room, turn right and wait for a bomb to drop. Enter the elevator
once the camera has gone offline. -OBJECTIVE COMPLETE.

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Kinshasa, Congo - Hotel gardens
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             OBJECTIVES:
             -----------
             Primary:     JBA - CLEAR EXTRACTION AREA
                          Echelon - GAIN ACCESS TO A COMPUTER (additional 
                                    objective)
             Opposing:    Echelon - SAVE HISHAM
                          JBA - KILL HISHAM
             Opportunity: JBA - DISPOSE OF HISHAM'S BODY


CHECKPOINT

Note: saving some sticky shockers for the end of the mission will make life a
lot easier. However, your equipment is likely to depend on previous actions.

Phew, that was close. In particular with the recently found e-mails in mind...
But, Hisham is in trouble. He's been a terrible nuiscance during the mission
but he doesn't deserve to die, ...does he? Anyway, whether your aim will be
to keep him alive or not will depend completely on who you are going to side 
with.

Once in the lobby go either way to get to the entrance area. Stay close to the
wall and climb over the railing instead of using the stairs. This way you will
remain covered by darkness. Climb onto the next railing and check your
equipment. A sticky camera could work nicely on these two guards (at least on
one of them, the rest is a matter of 'hit and run'). But you can also drop down 
to the desk and wait here for the guards to pass by and then knock them out or
simply snipe them down from a distance (depending on whether you want your 
trust meter to move towards the left). 
Note that you sometimes do get lucky and one of the guards will get killed.
Make sure you switch off the turret if you are planning on crossing the 
room. Now go right and enter the corridor.
Sneak to the next corner and wait for a guard to come your way. As soon as he
turns around get into his back and take him out. Turn left. Wait for a guard
to pass the door, then open it and make some noise. Once he comes for you
withdraw and get in his back. Grab him and interrogate him. For the second
guard shoot a sticky camera onto the floor near the double doors ahead. Wait
for him to come in and trigger the gas. Done. Hide his body.

Exit through the door he came in through and follow the corridor until you come
to a door to the left. Open it and meet up, with Hisham. 
Leave through the door to the left and invite a climb on near the window to the
left. Why? Because guards are better eliminated from above. But watch it, you
can be spotted (unless you shoot the lights in the room you are in)! A sticky 
shocker would work nicely, but saving them for later might be a good idea since 
you will be making your way through a garden with multiple guards. (It is also
possible that you only have a limited amount of sticky shockers due to your
previous actions.) Try a sticky camera instead, but find a location which 
enables you to trigger the gas as quickly as possible or the guard might see 
you. Alternatively snipe him down.
Now climb down again and go through the door to the left (use the medikit if
you need to). Hide the body and go through the door opposite the window you
have been looking through. Open the door to the right and sneak to the path
leading to the left. Stop once you are around the corner and wait for two 
guards to appear. If done correctly a gas grenade will do the trick (if you
have one). Two in one! Alternatively use airfoil rounds, leave them alone 
altogether or snipe them down. Proceed to the right and turn left into the 
building to get to the parking lot.
Tell Hisham to wait at the bottom of the stairs. There are guards hidden behind 
the cars, but the glass will prevent you from seeing them with your thermal 
vision. Stay close to the wall and move to the right. You should soon be able
to see the first guard behind the red jeeb. The second one can be discovered
using a sticky camera. Shoot it right underneath the back of the red jeepfs and
you will be able to see him behind the black car to the right. Here is what
worked nicely when I played the game: Shoot the sticky camera right next to 
the guard behind the red jeep. Knock him out with the gas. The other guard
will notice and will walk over to his colleague. While he is trying to wake
up his friend run to the front of the black car he had been hiding behind (it
is dark here) and fire a second camera right between the two of them and you
should knock them both unconscious as soon as you trigger the gas. 
If you don't have enough sticky cameras due to your previous actions check your
equipment for some frag grenades. Those will due the trick as well or at least
drive those cowards out of their hiding places.
Now call Hisham to your position. 

OPPOSING OBJECTIVES:
###############################################################################
NSA - SAVE HISHAM
NOTE:
I tried placing one of the guard's bodies into the back of the car and 
detonated the charge. However the game did not accept this for some reason and
I did still get the message that the objective of DISPOSING OF HISHAM'S BODY
OR FAKING HISHAM'S DEATH was unsuccessful and CANCELLED.... ?? 
Maybe you do have more luck.

Anyway lend Hisham a hand and help him to get over the fence. He will give you
a little present which might come in handy later on. Listen to the bleating
of your boss and leave the way you came. 

Go through the garden and back inside.
Now use the opposite door. Got your sticky shockers with you and a sticky
camera left? Good. Open the door and fire a sticky camera to a location 
somewhere between the patrolling guards. If you do get lucky and get the timing
right you can get a two in one result again. Just wait for both guards to 
approach the camera. If this does not work make use of the rest of your
equipment and/ or disable the lights. Hide their bodies or inflict darkness
around them.
###############################################################################
JBA - KILL HISHAM/ DISPOSE OF HISHAM'S BODY
Sorry man,...get your gun out and do what you have to do. Lambert will be
furious. Ignore him and quickly put Hisham's body into the trunk of the red 
car. Now place the charge (quickly, a timer could start any sec) and run 
towards the door you came in through. Detonate the charge the moment you get 
the option to do so. It is likely that, if you have been mainly siding with the 
JBA so far you might have triggered an

ADDITIONAL OBJECTIVE - GAIN ACCESS TO A COMPUTER
Get to a computer... If you are thinking about the computer in the entrance 
hall you passed earlier on, forget about it. There is another, much closer one.
Run through the garden and back inside. Now use the opposite door. Got your 
sticky shockers with you and a sticky camera left? Good. Open the door and fire 
a sticky camera to a location somewhere between the patrolling guards. If you 
do get lucky and get the timing right you can get a two in one result again. 
Just wait for both guards to approach the camera. If this does not work make 
use of the rest of your equipment and/ or disable the lights. 
If you don't have any sticky shockers or a camera left or you are short of
time simply shoot these guards. Two dead bodies will hardly move your trust
meter and therefore only hurt your pride. Now immediately check the wall
next to the door in order to find a computer you can use to link up with 
Echelon.
Now hide the bodies or inflict darkness around them.
###############################################################################

CLEAR EXTRACTION AREA
Follow the path and shoot the light. Now equip your airfoil rounds or a sticky
shocker (unless you are out of both or never possessed enough) and take care of 
the patrolling guard. If you feel like it, sneak up on him and do it the good 
old-fashioned way.
Now proceed forward until you are almost entering the well-lit area. Shoot
the lights one by one using airfoil rounds (if you have some) or bullets (make
sure the guards are not anywhere near) and then use the remaining sticky 
shockers to take care of the patrolling guards. DO NOT ENTER THE MAIN PATH! A 
turret will mow you down before you know it. Instead use the path 
immediately to the right and go through the path in the hedges. Now switch
off the turret and place the charge on the AA gun. Get away from the gun and
detonate the charge.  -EXTRACTION AREA CLEARED.
Time to call for extraction.

                              - MISSION COMPLETE -
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JBA Headquarters - Part two
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             OBJECTIVES:
             -----------
             Primary:     Echelon - STEAL EMILE'S CONTACT LIST
                          Echelon - SAMPLE RED MERCURY
                          Echelon - ACCESS THE UNDERGROUND BUNKER
             Opposing:    Echelon - STRENGTHEN LAMBERT'S IDENTITY
                          JBA - REVEAL LAMBERT'S TRUE IDENTITY
             Opportunity:  - 


CHECKPOINT

ACCESS THE UNDERGROUND BUNKER
There are two ways to enter the bunker: The long one: climb up the ladder,
enter the crawl space to the left, follow the path, use the hole in the
middle of the warehouse (don't forget to deal with the guards and cameras).
In my opinion the easier route, considering the things to come, is simply
to use the door next to Fisher's starting position. If you want to take
the other route I will leave you to your own devices. This guide will only 
describe the simplest route through the building. -OBJECTIVE COMPLETE.

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JBA Headquarters New Orleans - Double agent part two
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             OBJECTIVES:
             -----------
             Primary:     Echelon - STEAL EMILE'S CONTACT LIST
                          Echelon - SAMPLE RED MERCURY
                          JBA - REPORT TO EMILE (additional objective)
             Opposing:    Echelon - STRENGTHEN LAMBERT'S IDENTITY
                          JBA - REVEAL LAMBERT'S TRUE IDENTITY
             Opportunity:  - 


CHECKPOINT

Follow the corridor and open the door. Wait for a guard come through the door
at the bottom of the stairs. My advice: take him out. Following him and 
avoiding him is possible (use pipe) BUT you will have to pass him more than 
once and on occasions a timer will be running so you might want to be able to
proceed as quickly as possible. 
Note that it is also possible to use him (unconscious) to deactivate the laser
grid, but it might be more of a hassle than using the pipe to get across.
Careful when you get to the other side, there is a camera, and for all I know
it uses nightvision.
Go down the stairs and hack the keypad. Now enter, close the door and look 
through the window. Use your EEV on the computer and read the funny e-mail. 
The next step would be to start hacking the security access, however a guard
might enter the room while you are still busy planting (false) information on
the computer. In order to avoid detection withdraw as high up the steps to the 
door as possible and wait for a guard to come in, come close to your position
and to turn away again. Now you can take all the time you want to hack the 
computer. 

OPPOSING OBJECTIVES:
###############################################################################
NSA - STRENGTHEN LAMBERT'S IDENTITY
Lambert has been a good friend for years, so confirm Lambert's cover by 
pressing the circle button.
############################################################################### 
JBA - REVEAL LAMBERT'S TRUE IDENTITY
Is the mission worth more than Lambert's life? If you think so press the 
x-button and sentence your old friend to death.
###############################################################################

SAMPLE RED MERCURY
Now proceed along the wall with the window to the opposite door. Open it and 
immediately get into the dark corner straight ahead. Take a look around. 
Nightvision camera, linked to a turret... a wondering guard (probably next 
door, but coming soon). Calls for the right timing. First of all wait for the 
guard to pass your position. Now take a look at the red beams the camera is 
producing. Facing away from the door to the right? Good, rush in there, but 
stop right behind the door. Use the computer via your EEV (funny e-mail) and 
then disable the camera on the wall with your OCP. Now rush to the right before 
the guard gets back. Note that if you have triggered any alarms you will have 
to deal with laser beams as well.
Quickly hack the keypad and exit the room. Go down the stairs (triggered alarms
will lead to more security measures here). Use the OCP on the camera ahead,
but do turn right into the corridor. Open the door and check the catwalk to the
right for a guard. It is not wise to take out guards in the Headquarter, 
however, since you will be sampling mercury in a brightly lit area and since
you will be staying in this area for a little while it is likely that this guy
is going to spot you. Cause him a headache before he causes you trouble. Luring
him into the darkness near the entrance will do nicely and the tranquilizer 
ammunition will do the rest. Now go up the stairs to the left and use the
computer. Next it is time to get a hold on some red mercury. Go back 
downstairs and hack the cardreader. Now get inside and use the computer. 
Finally sample the mercury. ...crap! But don't panic! You have plenty of 
time to figure out an escape route and the Hisham's little present might
actually could turn out to be of some use (you won't need it). Check out the
wall above the shelf to the left (seen from the door you came in through) There 
is a vent high above the ground. ... ... a vent? In a cell which is supposed to 
prevent poisonous gas from contaminating the surrounding..? ? Anyway, good 
for you. Climb up there and get out as quickly as possible. Phew. That sure 
cleared the sinus. -RED MERCURY SAMPLED.

STEAL EMILE'S CONTACT LIST
Go back to the door you came in through, but do not exit. Instead turn left and
use the door the guard has been using. Proceed upstairs and use the computer.
Damn, that's not good news. Search the cabinet and get a move on it. 
-OBJECTIVE COMPLETE.
###############################################################################
NSA - 
If you have been completing all the objectives and have been siding with the 
NSA you will just have hit the distrust point on your trust meter. And you know 
what that means by now: A timer will start. 

ADDITIONAL OBJECTIVE - REPORT TO EMILE
Head down the stairs and exit through the door to the left. It is your decision
now whether you take the way you came to get back or whether you will turn
right into the corridor and try your luck this way. If you used the path to the
left to get to the mercury all you will have to do is back track your own 
route. Therefore I will, for the sake of completeness, describe the route to 
the right here. Shoot the camera with an EMP round, then  approach the door.
Use the optic cable to see some guards talking. Wait for them to depart and
enter the room quietly. If you feel you have plenty of time, there is a 
computer to the left which can be used. However, my advice would be to move on
immediately. Do not bother using pipes, too much light and too little time. 
Just follow the guard to the right but turn left and approach the trap as soon
as you see it. But watch it! There is a camera on the wall to the right. 
Quickly climb down and follow the path. Climb up and use the ladder to reach
another trapdoor. Pick it, but wait for a guard to pass by before you open it.
I know, the clock is ticking, but when you are spotted you are in trouble. 
Make sure you avoid the camera on the wall above you while you run to the
crate to the right of the trapdoor (seen from your position while climbing 
out).  Familiar room, isn't it? Climb up onto the crate and run up to the
shelf. Time your jump and you should get a hold of the shelf. Pull yourself up
and enter the hole to the left. Rush through the narrow passage and exit the
crawl space to get back onto the roof. Run to the ladder to the right and climb
down. Run to the door ahead to report to Emile. Now save!
###############################################################################
JBA - 
A timer will start. But don't worry, if you are going to side with the JBA on
the bomb issue (meaning you allow the JBA to get away with the bombs) you will
have plenty of time and not far to go. 
Just head down the stairs and exit through the door to the left. Go back the
way you came until you reach the room where you had to disable a camera on the
wall and where you had to hack a cardreader in order to exit. Now use your
OCP on the camera again and get back to the door on the opposite side (make 
sure no guard is on his way to the room you are in). Before you leave use your 
EEV on the computer (you already used it once but a new option has been added) 
and prevent the bomb's defusal. Now back track your way to the entrance of the 
bunker (if you have not taken care of the wandering guard make sure you avoid 
him!) exit and...
###############################################################################

--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
JBA Headquarters - Part two
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     Echelon - RETURN TO PUBLIC AREA
                          JBA - REPORT TO EMILE
             Opposing:    Echelon - DISABLE NASHVILLE BOMB
                          Echelon - DISABLE LA BOMB
                          JBA - PREVENT THE BOMB'S DEFUSAL
             Opportunity:  - 


###############################################################################
JBA - 
exfiltrate. Done.
###############################################################################
NSA ONLY - 

DISABLE NASHVILLE BOMB
DISABLE LA BOMB
Why? A timer has already started while you were still reporting to Emile. Gee,
nasty little timers. Anyway, there is an easy way out of this, but it is the 
way of the bad guys. So let's not take this route. If you check your map you
will see that there is an objective down in the bunker to the left. DO NOT GO
THERE IF YOUR INTENTIONS ARE TO SIDE WITH THE NSA! That would waste a lot of
time and won't get you anywhere but in trouble. This part of the guide will 
assume that you are willing to go through hell and back for the NSA so if you
are looking for the easy way out, or simply are siding with the JBA take a look
at the JBA section to find the information you are looking for.

The first of the two bombs will be on the upper level of the roof. It can be
disabled without even taking any measures against the guards. Just stay in
the shadows, approach the bomb from the dark side and only move as far towards
the light as is necessary in order to get the option to defuse the bomb. 
Deal with it exactly the same way you did on board of the tanker. EMF, back to
normal, cut wire. Repeat. That's it. Done here. If you made good progress, you
might want to save, but it is hard to define 'good progress' without knowing
what is going to come. -BOMB DEFUSED.

You could reach the docks via the main route through the building, but I would
advise you to take the route through the crawl space on the lower roof and 
through the room with the shelves. This is the way I am going to describe here.
It is basically exactly what you have done before when adjusting the fuse 
boxes.
As I said, get to the crawl space on the lower roof, follow the narrow passage,
jump down when no-one is looking and climb onto the crates to the right. Now
exit and turn left. Go through the door way and stop behind the pile of crates
to the left. Use your OCP on the laser beam and then on the camera. Rush past
and open the door to the docks stealth. Wait for the guard to walk away, then
open it completely and cross over to the other side. Climb onto the container
and carefully sneak to its other end. Nasty situation. Patrolling guards, 
a camera, one guy fumbling around with the bomb.... Use your EMP ammunition on
the camera and then drop down silently next to the guy messing with the bomb.
Now wait for the other guards to walk away and get into the back of the 
lone guard who is blocking your access to the bomb. It is possible to get right
behind him, though you have to be really careful while approaching him. Just
stay close to the pile of crates. Grab him, drag him into the darkness and
take him out. Now defuse the bomb. -BOMB DEFUSED.

...Ok, that's getting a kind of annoying, but I guess that's just the fate of
us good guys: your trust meter will have hit the right side. That means that
the next timer will have start any second. 

ADDITIONAL OBJECTIVE - REPORT TO EMILE
Get back to the building the way you came using the container and save your 
game the moment the timer starts. Enter the building when no-one is around and 
use your OCP to disable the laser beam and the camera. Run to the doorway and 
turn right to get back into the room with the shelves. Climb onto the crates, 
run, jump and climb back onto the shelf. Get into the narrow passage when 
no-one is looking and rush back to the roof. Now hurry to get back to the 
ladder and down to the ground. Report to Emile by approaching the door:
Approach the door again to exfiltrate.
###############################################################################

                            - MISSION COMPLETE -
<<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>

<<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
New York City - Snowbound rooftop
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     Echelon - DEFUSE FIRST BOMB
                          Echelon - KILL BJ SYKES AND JAMIE
                          Echelon - MAKE YOUR WAY TO SIDE OF TOWER
             Opposing:     - 
             Opportunity: Echelon - NEUTRALIZE SYKES' MEN


CHECKPOINT

NEUTRALIZE SYKES' MEN
Final mission. The good news: now that your cover is blown you are free to use
lethal force again.
Follow the guards but remain invisible to them. Use the OCP to get past the
red laser beam and sneak around the corner. Check out the wall to the left.
That is a great split jump location. Once you are above the ground wait for 
the patrol to return. Drop onto the first guard and get your weapon out. Shout
the second one and then eliminate the unconscious guard with a head shot.

Follow the path and go into sniper mode. Neutralize the patrolling guard and
walk up to the laser beam. Use your OCP and enter the building through the door
to the left. Check your map. A guard is patrolling the next room. Be patient
and wait for him to leave the room through the corridor to the left, otherwise
he'll might spot you since you cannot shoot the lights in the corridor. Now 
open the door, shoot the light and make some noise to cause the guard to come
back in. Shoot him using the pistol. 
Now go up the ramp he had been using when he left the room. Use the OCP on the
laser beam to the left and open the door stealth. My advice is to use a sticky
shocker on the guy on the catwalk above the ground. This way he is posing no
risk and you can take all the time in the world to take out his comrade. 
Snipe his colleague down and then fire a couple of shots into the guy on the
catwalk. Check his body temperature using your thermal vision. Done here go
back to the door you came in through. There is another one on the opposite
side, however I consider this one the either route since you can deal with the
guards one by one instead of running the risk of alarming a bunch of them, plus
you won't have to deal with a turret.

Go back down the ramp and use the door on the opposite side of the room (pick
lock). Exit carefully (wall mine to the right), distance yourself from the 
wall mine and shoot it (unless you want to take it with you in which case you
should take it). Follow the corridor and enter the crawl space to the left in
the next room. Exit at its front and go left around the heating(?). Wait
for the guard to come your way and use the pistol to take him out with one 
shot. Now move forward along the railing until you feel sure that you will be
able to shoot the guard in front of the door and the light above him in almost
one go. (Note: he sometimes turns around and stands with his back to your
position. In this case it is possible to grab him and interrogate him.) Now 
check your map. If the third guard is walking into the opposite direction shoot 
the guard in front of you and immediately inflict darkness.
Now you can take your time to follow the remaining guard and snipe him down.
But watch it! A turret to the left will be blocking the way. Wait next to
it for the patrolling guard and take him out. That was the last of Sykes' men.
-SYKES' MEN NEUTRALIZED.

Go back to the door where you took out the second guard. Go down the stairs
and listen to an interesting conversation before you carefully approach the
wall mine (make sure none of the men is coming your way or able to see you).

KILL BJ SYKES AND JAMIE
Now approach the door and pick the lock. Check Jamie's and Sykes' positions
and quickly rush inside and underneath the scaffolding / catwalk. Now take your
time and get into Jamie's back. Grab him and take him with you underneath the
scaffolding, but make sure you get away as far from the ladder near the door as
possible. Why? Sykes will be coming down the moment Jamie hits the ground, so
once you have finished interrogating Jamie and have killed him, sneak up to the
ladder in order to get into Sykes' back while he is still on his way to Jamie's
dead body. Grab him and have a last chat with him before you stab him.
-OBJECTIVE COMPLETE.

DEFUSE FIRST BOMB
Now all that is left for this part of the mission is to defuse the bomb. If it 
is of any help to you hack the bomb first to download its specs. This way you 
can learn about the correct order the wires have to be cut in. But to be honest
using your EMF will work nicely and you should have gotten used to it by now.
Once you are done here Enrica will contact you. -BOMB DEFUSED.

MAKE YOUR WAY TO SIDE OF TOWER
Climb onto the catwalk and slide over to the other side using the wire above 
you. - OBJECTIVE COMPLETE.

--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
New York City - Darkened offices
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

Note: It is vital to ration your ammunition well or you might get into 
trouble. And: hiding bodies in a dark area won't work.


             OBJECTIVES:
             -----------
             Primary:     Echelon - DEFUSE SECOND BOMB
                          Echelon - KILL MOSS
             Opposing:     - 
             Opportunity: Echelon - NEUTRALIZE MOSS' MEN



This part of the mission can be the toughest part of the whole game. The reason
being: Darkness which used to be your best friend for most of the game will
now be your worst enemy. The guards protecting this building will be wearing
nightvision goggles and therefore see you no matter how well you hide.

CHECKPOINT

NEUTRALIZE MOSS' MEN
Go to the right and climb up the ladder. Now pick the lock of the trapdoor and
jump down.
After the cutscene turn right and follow the corridor. Don't bother using pipes
or anything, it is dark and you will be visible to any guard. Open the door to
the left and listen to the interesting conversation. The sprinklers, he?...
Are you thinking what I am thinking? Right, sticky shockers. Go to the
left and shoot one right into the puddle near the guards. If you do get 
lucky both of them will be rendered unconscious, if not shoot the second one 
immediately. Now kill the unconscious guard and hide their bodies near a 
spotlight! Don't forget to pick up the SC-K20 ammunition.
Leave either way to the right or to the left (there is a room to the right with
a frag in it) and prepare for a potential hostile encounter. There might be 
a guard just around the corner. You can use his dead body to switch of the 
laser beam, then carry him to a spotlight and position him there. If the guard 
is not there yet, use the pipe or your OCP to get past the laser beam. As soon 
as you drop down again or have walked past switch to your SC-K20 and aim at a 
height you would assume a head in. Now proceed carefully until you encounter 
the guard. Shoot him and hide his body in the light. 

This next bit can be tricky, and you have to be quick to survive (at least the
way I am dealing with the situation). I found it rather tricky to sneak in and
remain hidden since the room is well guarded. So here is my approach: Open the 
door (possibly even bash it open) and immediately withdraw into the full light 
of a spotlight. Now aim at the doorway and just shoot anything that moves and 
might come through the door. A bit rough, but hey, you might actually survive 
it, so who cares. It is of course possible to sneak from spotlight to spotlight
and cause confusion using objects, but for beginners this bash-and-shoot 
approach might be the better one. Hide the bodies.

Pick up the SC-20K ammunition in the corner near the cabinet, then proceed 
through the door at the opposite end of the room. Exit and carefully approach
the wallmine. Pick it up and sneak to the counter to the right. In the 
adjoining room behind the counter there is a medikit you could use if you have
taken damage. Now go around the counter and pick up the ammunition and one of
the objects. Choose the gas grenades for your SC-20K, but do not draw your
weapon just yet. Approach the laser beam and stop right in front of it. Now
throw the object at the opposite wall down the corridor and immediately get
your SC-20K out. Wait for the guards to snoop around and fire a gas grenade
down the corridor at exactly the same spot. This should provide you with a two
in one, but prepare for a shoot-out just in case. 
If you did take damage, go back and use the medikit, then proceed by using your
OCP and go through the door in the next room. Quietly go upstairs and take up
position in the light of the spotlight. Now fire a single shot at the door and
wait. Be patient, you will be rewarded eventually. As soon as the door opens,
kill the first guard. And the second. And the third. Just aim at exactly the
same position and mow them down, they'll be coming one by one, thereby 
providing you with and easy target. Go to the door with the keypad and use
your EEV on the computer to the right. Now use the keypad and exit the room.
Proceed down the corridor and go down the stairs. Stop in the light of the 
spotlight at the bottom of the stairs and fire a single shot at the corner of
the corridor to the right. Now immediately switch into sniper mode, aim at the
wall mine and wait. There are two guards in this corridor. Wait until both of
them are visible, then shoot the mine. The explosion has the potential to kill
both of them, however, remain prepared to shoot the guard still standing.
Now carefully approach the corner and fire and EMP round at the turret in 
the corner at the farend. 

KILL MOSS
Ok, I am sure there are fancy ways of dealing with the situation ahead. Flash
grenades, using spotlights for cover, sniping... However, those are tricky and
for those of us who don't care about fancy ninja tactics and who just want to
survive and proceed in the game this might be the best way to get through this:
RUN! Moss and a sniper are guarding the bomb in a room above the level you are
on. They are using nightvision, and are patrolling around. The room has glass
walls and you are visible from all angles. Forget about fancy sneaking. Your
destination is the right corner at the farend of the room, so make your way
around obstacles and run straight across. Never mind any damage you take, there
is a medikit once you get to the other side, just get there alive. If you check
you map before you start running and both men are facing away it is even 
possible that you will get to the other side without being spotted.
And now...

EMBRACE THE LIGHT. Go right up the stairs and make sure you are fully visible.
Now aim to the right and wait for one of the men to go to the adjoining part of
the room. Fire away and take them out one after the other. All you have to do 
is to be quick and it will be over before it has started.
-MOSS' MEN NEUTRALIZED.
-MOSS KILLED.

###############################################################################
Running like hell just does not feel right (or simply does not work for you)?
Try these approaches sent in by Augusto Bonzini:

- Here are 2 other ways to kill Moss:
 
1- (I used it) I killed the 2 guards near the turret with their own turret, 
then, I coudln't turn it off because the sniper allways killed me (I only had a 
dot as a life bar), so, I made a plan:
 
Launched a smoke grenade next to the turret and killed the sniper, then before 
my smoke faded, y stood in the light on the opposite wall, Moss kept shooting 
at the smoke, while I took my time to aim an kill him.
 
2- (Didn't try it) When I defused the second bomb, a new order appeared: Go to 
the roof. I asked to myself, Where the hell is the roof? (I was searching in 
Moss floor) And I found some panels hangin on the ceiling... I went up there 
and walked a mini path in the ceiling, the path startedon the hallway near the 
ladder you can't climb (A lot before Moss floor); that path ends right next to 
the sniper, so you can take him hostage and kill moth ((-pretty sure he means
Moss...-)) later, I think that was made for a stealthy approach... -
###############################################################################

DEFUSE SECOND BOMB
Time to take care of the bomb. Use your EEV if you need to know the correct
order of the wires in advance, otherwise just defuse it the way you did any
previous bomb in the game. Done with it go back down stairs and pick the lock
of the door next to the medikit. Enter and place a charge at the end of the
narrow room. Exit the room and detonate the charge. Re-enter to complete the 
second part of the mission.
-BOMB DEFUSED.

###############################################################################
Here is another approach to this tricky situation: (See update above for how to 
get up above the ceiling.)
 - I did everything up to the part where you go down the hallway where you find 
the turret but instead i did the trick where you climb up above the ceiling and 
walk the glass panes. I walked toward the turret until i was above it, took out 
my EEV and used on the bomb all the way across the room. I hacked the bomb and 
i was able to do two things afterwards I could download the bomb specs and/or 
initiate countdown. The bomb specs tell you the exact wires to cut on the 
bombs; far left, center right, center left, and far right. After i started the 
countdown the guard nearest to Moss starts to flip out about the bomb starting 
to countdown and runs down the stairs make sure you hide behind the corner at 
this point because the fearful guard will spot you. I made my way across the 
suspended rectangles toward Moss's floor and grabbed him from behind getting 
the chance the interrogate him. But if you do interrogate him you will surely 
run out of time to defuse the bomb so just i just killed him. - Sent in by Bert 
l

###############################################################################

--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--
New York City - The Fifth Freedom
--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--

             OBJECTIVES:
             -----------
             Primary:     Echelon - DEFUSE THIRD BOMB
                          Echelon - KILL EMILE
             Opposing:     - 
             Opportunity: Echelon - NEUTRALIZE EMILE'S MEN


CHECKPOINT

NEUTRALIZE EMILE'S MEN
The bad news: This is the final part of the final mission. The good news: 
darkness will be your friend again. Follow the pipe around the corner to the 
left and jump up. Climb all the way up and make your way to the other side. 
Once above the catwalk drop down. Now sneak to the right and bypass the circuit 
at the end of the catwalk. Immediately withdraw and turn left (Sam's left) to
get off the catwalk and onto a pipe leading back the way you came. Wait on this
pipe at a very dark location for a guard to come your way. Shoot him and 
climb back onto the catwalk. Follow the catwalk to a doorway to the left and
proceed past the engines you have just switched off. Go further down the 
corridor, but start sneaking the moment you see the wall mine to the right. 
Shoot it or disable it in order to take it with you. Then pick the lock of the
door next to it. Enter quietly. If you do have one left you will encounter a
clear gas grenade situation here. Everything else might lead to your detection
and, if you overlook the turret at the farend of the room even to your 
death. A shoot-out will do nicely if everything else fails. Using the water to
the left or the right is the only way to get past the turret but to avoid 
the guards those places are too well lit. 
Alternatively: Break the lock instead of picking it. This should alarm the 
guards. Withdraw into the darkness near the position where you disabled the
wall mine, then switch to your shotgun attachment. Now wait for each of the
guards to check out the doorway. Shoot the second! one of them with your 
shotgun. This should cause the first guard to come back in. Shoot him 
immediately and enter the room without any hassle from the guards. In order
to avoid the turret approach the window to the right before you go down
the stairs. Now drop down into the water, but make sure you remain close to the
window or else the turret will start shooting at you. Proceed along the
window and through the next water feature in order to get to the other side.
Approach the turret and deactivate it if you want to. Don't forget to pick
up the ammunition.

Leave the room through the doorway and approach the door to the right of the
corridor. Shoot the lights above you and bash the door open to alarm two guards
to your presence. Wait for them to come through the doorway, then pull the
trigger to take them out one by one. 
Depending on your timing and the noise you have caused you could have alarmed a 
third guard who will be coming through a door of the building at the opposite 
side of the snowfield. If he has already started snooping around snipe him down 
from your position near the door you just entered (climb onto the railing if 
you are having difficulties getting him into your sights). If he is not there 
yet do not use the catwalks and the stairs to get to the upper level. Instead 
run across the snowfield to the left and climb onto the next catwalk where it 
is dark. Then carefully approach the door with your finger on the trigger. 
Shoot the guard the moment he comes out of the building. 

Time to eliminate the remaining four guards. If you have four sticky cameras 
left this is going to be child's play. Two will do, if you are any good at
sniping. 
Here we go: Enter the building and turn right. Use the optic cable to ensure 
that no guard is nearby, then open the door. Withdraw a bit and fire a sticky 
camera onto the low wall next to the stairs to the left. Now wait for the 
guard to pass the camera and trigger the gas. Approach the laser beam and fire 
a sticky camera onto the stairs at the opposite side of the room where the 
second guard is patrolling. Now wait for him to pass by and send him to
sleep. Pick up the body of the first guard and use it to disable the laser
beams. Once you are on the opposite side, kill both guards and exit through
the door. 

In my opinion it is easier to deal with the next to guards coming from the
same side as you did when you approached these guards. This means you would
have to go back to the corridor with the wall mine, disable it and then use the
door to the left. However, it does not make much of a difference, so you might
as well proceed down the hall ahead. DO NOT ENTER THE DOOR TO THE RIGHT JUST
YET. This will end the mission (almost) and you will not be able to complete
the objective of neutralizing Emile's men. Instead walk past this short 
corridor and pick the lock of the door on the opposite side of the hall. Now
repeat the same method you used for the first room. If you are out of sticky
cameras, snipe them down or simply engage in a shoot out. No need to bother 
about wasting ammunition. You won't need it anymore.
-EMILE'S MEN NEUTRALIZED.

KILL EMILE
Once you have eliminated all of Emile's men it is time to take care of the man
himself. Go back to the hallway I mentioned earlier, use the medikit if you
need to (!you will need every inch of life you have available) and go through
the door ahead in order to find Emile. 
Once the cutscene is over you will engage in a new feature in the splinter cell
series: the boss battle. The only problem: You are unarmed and not very 
dangerous. 
Here is how you will survive against all odds: Save your game and wait for
Emile to reload. Get up(! you are too slow if you don't!) and run to the left. 
Immediately crouch down again as soon as you are behind the obstacle. Emile 
will be moving alongside you thereby switching off laser beams in your way. The 
moment he reloads get up(!) and run around the corner just to stop behind the
pillar-like construction in front of the obstacle you have previously been 
hiding behind. Crouch down! Wait for the moment Emile reloads and run behind 
the next obstacle. You will have to pretend that you are going to run to the
right in order to make Emile go there and switch off the beams. When he reloads
make your move and crouch behind the pillar-like construction (it is vital to
find the correct position or you will take damage. When he reloads again run
further to the right past the stairs (do not attempt to approach them!!) and
get behind the huge black construction to the right. Stay there, but look 
around. See that computer on the ground? Use your EEV to hack it and deactivate
all laser beams. A timer will start. Run to the obstacle next to the computer
(the computer has to be in your back and Emile right in front of you). Now wait
for Emile to reload and rush back to your gun behind you. Grab it and 
immediately turn around to rush back to your cover. Wait for Emile to stop 
shooting. Time to take a lethal shot yourself. Get up, aim well and put a 
bullet right into Emile's head. Done. -EMILE KILLED.
###############################################################################
Having difficulties getting rid of Emile? Here is an easy way out (Thanks Bas
Smit): Got a frag grenade left? Say good-bye to Emile by sending one to his 
position.
###############################################################################
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Alternative solution: You need some additional help but do want to kill Emile
yourself? Try a flash grenade instead. Used after disabling the laser beams,
this will provide you with vital seconds. If you can't find the right angle
or an obstacle is in your way try going back to your starting position. 
- Thanks Al Zlobik for this enlightenment.

'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''


NOTE: IF YOU ARE HAVING REAL DIFFICULTIES WITH THIS FINAL PART REMEMBER THAT
YOU CAN SAVE YOUR GAME AT ANY MOMENT. (But also note: you are likely to take
quite a lot of damage while going for your gun (though not necessarily if your
timing is right) - DO NOT SAVE unless you have managed to get from one obstacle 
to another without taking any damage (or minimal damage only) or else you will 
not be able to complete the game.

DEFUSE THIRD BOMB
Quickly make your way to the bomb. Defuse it and watch the tragic cutscene. 
That's goodbye to Enrica and your life as a splinter cell.
-BOMB DEFUSED.

                             - MISSION COMPLETE - 
<<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>
                          <> WALKTHROUGH COMPLETE <>
<<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>

=-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-
                                  UNLOCKABLES
=-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-
If you have been following this guide correctly you should have unlocked two
bonus missions during different stages of the game. 
While one of them covers a past incident with Sam's daughter, the other one is
a plain escape from a bunker. 
I will not cover these two missions here, if you have managed to beat this game
you won't need my help. Both missions are child's play and no real challenge
(though enjoyable). 
Note that I have no idea what particular factors have to be fulfilled in order
to unlock the missions. It neither appears to be a perfect zero result nor
a 'zero times spotted' or 'zero alarms' result. It is possible that they are
simply unlocked by your progress in the game.

#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!
Also an unlockable: A special treat for all you perfect double agents out
there - 
Manage to keep the trust meter from hitting either side throughout the game
and you will be rewarded with an additional ending!
- Thanks Ceyanne Wings!
#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!#!

=-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-

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                                 PERSONAL REVIEW
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I've said it before and I am going to repeat it now: In my opinion the most
exciting Splinter cell game so far. While slight changes to the make-up of the
game as well as a good mixture of challenging missions in multiple 
surroundings create a varied and enjoyable gaming experience, the familiar 
structure of the game (as well as familiar controls) make getting into the game 
an easy task, in particular to those of us who have been following this series
for the last couple of years. 
Good graphics (though no competition for any next generation game), a good 
atmosphere and a nice storyline add to the picture of a very good and well 
designed game. Different missions require different skills and the missions
get more challenging as you go along. Even the handling appears smoother than 
ever. So apart from being slightly unsuitable for newbies this game has no 
obvious downside, at least not for someone who is into stealth games.... Or 
does it?

Well, this might just be my personal opinion and it certainly shouldn't 
influence the rating given to the game (9-10/10), but what came as a surprise
to me (and appears to be a big letdown the more I come to think on it) was
the fact that the Splinter cell Double Agent version for the PS2 appears to be
different from other version of the game in more than one way. Not only have
changes been made to the storyline, it even appears that the missions vary
from version to version. No diving, no parachute jumping... PS2 owners appear 
also to have been ripped off with hindsight to the 'double agent' factor 
since other versions seem to contain a lot more snooping around in the 
headquarters and apparently a love affair between Enrica and Sam....It beats me 
what the programmers have been thinking when they made these changes.
So if you have been reading about this game in magazines or have seen previews
on TV you are probably in for some confusion or even a disappointment. Most
magazines and previews contain features of the X-box version and therefore 
will tell you about things you won't be able to see or do. 
In addition the ending appears a bit dissatisfying to me since too much is
left open and you start to wonder if there is ever going to be a next part
and, if there is going to be one what it could look like. But enough of 
complaining.

Altogether this is a very enjoyable game and I would even call it a must for
every stealth fan!
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                        COPYRIGHT AND SPECIAL THANKS
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All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

My special thanks go, as usually, to ubisoft for making this entertaining
stealth game as well as to those of you who have been sending me e-mails and 
did let me know that you appreciated my work.

Writing a FAQ means investing a lot of time, energy and work. Therefore it 
should be a matter of course that people should treat this work with some 
respect. But for those of you who need it spelled out:
Don't take it as a whole or in parts and present it as your own work. 
This is guide is for private use only, and if you have anything else in mind 
with it, DO ASK PERMISSION. ANYTHING ELSE IS THEFT.
This also goes for other web sites which are interested in using this 
Walkthrough: ask for written permission before using any part of this guide.

For all honest user of this walkthrough: I hope you have enjoyed my guide and 
have found what you were looking for. If, however, any further problems arise, 
or something should be unclear, you can e-mail me, BUT ONLY IF YOUR MAILS ARE 
FREE FROM ANY WORM, VIRUS OR ANY OTHER NASTY SURPRISE, and I will see what I 
can do to help. Also, only friendly and serious mails, and make it clear in the 
title of your e-mail that you are referring to 'Splinter Cell Double Agent'!, 
since anything else will probably be deleted as junk mail.
=-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-

<<=>>==><<=>==><<=>>==><<=>>=The Genius of the hole<<=>==><<=>>==><<=>==><<=>>=

                        Copyright 2007 Katrin Koblischke