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    FAQ/Walkthrough by lastfirstborn

    Version: FISHER | Updated: 05/20/07 | Printable Version | Search This Guide

    Splinter Cell Double Agent
    Xbox 360 FAQ/Walkthrough:  DOUBLE AGENT EDITION
    
    By: lastfirstborn
    Xbox Live gamertag: lastfirstborn
    
    Written May 19th, 2007
    
    Copywrite, Joe Barbee 2007
    Please see bottom of guide for all legal.
    Please do not copy this guide and use it on your website
    without crediting me properly, and first contacting me.
    Do not edit ANY part of this guide at all.  Period.  
    This is officially my property, and will be treated such 
    in the eyes of the law.
    
    Thank you for your understanding.
    
    ============================================================
    Feel free to contact me with any issues you take with the
    guide, but please understand I probably won't acknowledge
    any typographical errors or grammatical mistakes, as long
    as my point still gets across in the guide.  Also please
    note that I am aware of many strategies for the level,
    but may only list the best one for completing it alive and
    with high trust on both sides.  I may give you some 
    alternatives if they become apparent, but for the most part
    this guide will be same being what he is.  Ruthless, well
    trained, focused on the job at hand, and careful.  He
    is also ethical and compassionate almost to a fault, but
    in this guide, Sam does what must be done for the greater
    good.  Welcome to the other side.
    ============================================================
    
    "If you are going through Hell, keep going."
    -- Winston Churchill
    
    ============================================================
    Table of Contents
    ============================================================
    
    1. Introduction from your host
    
    2. Walkthrough
    I. Mission 1: Iceland 20 km from Akureyri                    
    II. Mission 2: USA Kansas Ellsworth Federal Penitentiary       
    III. Mission 3: USA New York City JBA Headquarters             
    IV. Mission 4: Sea of Okhotsk 200 km off the Siberian Coast   
    V.  Mission 5: China/Shanghai                                 
    VI. Mission 6: USA New York City JBA Headquarters              
    VII. Mission 7: Mexico Cozumel                                   
    VIII. Mission 8: USA New York City JBA Headquarters             
    IX. Mission 9: Democratic Republic of Congo Kinshasa           
    X. Mission 10: USA New York City JBA Headquarters            
    XI. Mission 11: USA New York City (epilouge)  
    
    Quick Find Reference is like this (SAM with mission behind):
    
    SAM1
    SAM2
    SAM3
    SAM4
    SAM5
    SAM6
    SAM7
    SAM8
    SAM9
    SAM10
    SAM11                   
    
    3. Profile Objectives
       A. Medical Records                                           
       B. Professional Background Information                       
       C. Personal Information                                      
       D. Fingerprints                                              
       E. Retinal Scans                                             
       F. Voice Samples   
    
    4.  Gadgets of the Trade
    
    5. Achievements
    
    6. Closing/About the author
    
    7. Legal 
    
    ==========================================================
    1.  Intro     
    ==========================================================
    Hello and welcome to another guide by me, your host, 
    lastfirstborn.  I really wanted Bruce Campbell to narrate
    this guide, but, I just couldn't get him to answer my 
    emails!  Ah well, such is life.  Any time I see a section
    of faqs for a great game that seems a bit scanty, I decide
    I need to write a guide.  Not that I think I'm better, or
    worse than other writers out there.  I just feel one should
    have more than one or two choices out there, in case certain
    methods of gameplay aren't working for them.  
    So I bring you this, very late, Double Agent guide.  
    
    I've played on every difficulty, and will treat every level
    and obstacle with great care whenever possible.  I will 
    also take few risks, unless needed.  Though I am treating
    my guide as Hard, realize the AI doesn't differ incredibly,
    just your ammo count and gadgets' uses.
    
    I will be avoiding spoilers, but I will be writing this 
    guide in the order objectives are given to you.  
    Basically, instead of giving you everything up front, 
    I'm going to write it out as if it
    were a storyline to follow.  Don't worry, I'll try not to
    be too wordy, so that as you browse sections you'll come
    up on what you need faster.  My goal is to be descriptive
    where you need it, but quick in the long run.  Hopefully
    I'll be able to help you through the single player DA 
    experience, with style!  
    
     ==========================================================
     |NOTE: If you need to skip to a section quickly, press    |
     |ctrl+F on  your keyboard.  When the search box appears,  |
     |type in whatever mission name or SAM code you need to    |
     |find it quickly!                                         |
     ==========================================================
    
    
    \\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////
    
    
    
    ============================================================
    2. Walkthrough/Guide/FAQs
    ============================================================
    BASIC:  Ok.  You're a highly trained ghost operative. 
    A modern day, professional ninja.  A former Navy Seal.
    And a boatload of other credentials.  Point?  Be ready for
    EVERYthing.  Here's some tips, so that Lambert can keep his
    blood pressure low.
    
    KEEP IN MIND, acing objectives with * (stars) next to them
    will net you gadgets and ammo types.  Some of these aren't
    so useful, others are almost needed to finish the game.
    I highly recommend them all.  If you need a smaller list,
    the upgraded lock picks, and data hackers are great.  Any
    gas type weapons are good if used as covertly as possible.
    Color night vision isn't needed, but it's damn cool to 
    have for the end.  The ultrasonic emitter is a cheap, but
    effective means of getting past most guards without any
    problems.  The emp charge rate raiser for your pistol is
    very good to have as well.  These small things, when added
    up, make you one powerful agent.
    
    Pressing DOWN on the dpad will allow you to whistle.  If 
    you're in water, you may hit the side of nearby objects.
    If you're under ice, you'll use your knife and pound on the
    ice.  Why does a covert individual such as yourself need to
    do these things?  Simple.  The guards, even on hard, have
    to respond to anything abnormal on their patrol routes.  
    Use that as you will.  One of the simpler (and highly 
    effective) ploys is to whistle on one side of a square
    object that keeps you hidden, then go the opposite way
    around it that the guard does, ending up behind him, for
    a quick takedown.
    
    Your sidearm isn't a very powerful weapon.  It's a
    specialized, low calibur, Tom Clancy weapon made for 
    silence more than killing.  But it does have several uses.
    Primarily, you've got an EMP disruptor on the end of it.
    What's that?  If you aim and use the left trigger, you'll
    see.  Aim it at a light (commonly used ploy) or anything
    electrical (like computers etc. for attention from guards),
    and you'll "short" it out very briefly.  Not only does this
    let you travel light areas very safely, it also serves to
    get the attention of ANY and all guards within view!  Very
    handy indeed, when used right.
    
    You come with several less-than-lethal ammo stocks and 
    gadgets.  This eliminates bloody messes (and trails!), is
    usually even MORE silent than a gun or stab takedown, and
    is very effective.  Especially the stick shockers and gas
    grenades.  Airfoil is ok if you're very close or a crack
    shot, and the cameras are only good if it's your first time
    through the game, or for fun use of smoke and bombs.  But
    they leave behind evidence, so remember to pick em back up!
    
    Don't make noise unless it serves you.  When you need to 
    drop, crouch and grab ledges FIRST.  When you have to jump
    up to something, be sure you're going to have Sam grab it,
    and not just land uselessly (and noisily!).  Jumping is 
    loud, but so are whistles and other means of making noise.
    Try to crouch everywhere.  Especially if you're new to the
    game/series.  Not only is it quieter, it'll also serve to
    keep you very consealed at most all times.
    
    Thinking outside the route.  Every place in the world (and 
    this game) has tunnels, closets, overhangs, pipes, and other
    such places that may serve a spy like you.  See like Sam.
    Succeed like Sam.
    
    Take the training courses!  Not only do you get achievements
    and see cool little sequences with Sam, you'll also relearn
    his movements and adjust to his new way of moving from the
    other titles.  There are slight differences!
    
    Don't forget, some guards can be interrogated for useful
    (or funny) information!  Simply sneak close enough to see
    the A button grab prompt, press A, and drag them off on
    foot.  It's also quicker than carrying a body around.  Use
    that info as you will!  IF you can interrogate a soldier,
    a ? mark prompt will appear.  Press A and enjoy.  Also,
    press A more to speed up talking, and press it again after
    to hear a closing statement before you do whatever you
    are going to do with them.
    
    Try not to break locks, shoot lights, or kill men unless you
    REALLY need speed.  I will indicate where in the guide you
    can do this and survive.  
    
    Not ALL my scores will be perfect.  Especially on Hard mode.
    If you want that 100% Zen Perfection, you will need to save
    often and tweak my guide a bit.  I am simply getting Sam
    through alive, and with good trust.
    
    Trust is everything!  Don't fail objectives, or forget small
    details.  You want to keep your job (and humanity) with the
    NSA, but don't forget that the JBA will kill you flat out if
    you fail their trust.  Keep a cool head, but be prepared to
    make quick descisions at some points in the story.  Stick to
    your convictions!  There's no "wrong" way for Sam to play
    this, so long as your trust levels balance out on both 
    sides.
    
    The SATMAP (left bumper) is pretty important.  Especially
    if you're already experienced with this game a bit.  Don't
    forget about it, in most ways it's better than your 3D map!
    
    
    That's really it for Basic Training. I highly suggest 
    skimming any other points of my guide for little things
    here and there that might help you out, but I think I 
    covered most everything in this section.  Good luck to you
    agent!! 
    
    ============================================================
    SAM1 - Mission 1 - Iceland 20 km from Akureyri 03 Sept. 07
    
    Assignment 
        NSA investigate geothermal plant
        NSA reach helicopter for extraction
    
    Primary Objectives
        NSA Prevent missile launch
    
    Secondary Objectives 
        NSA infiltrate plant w/o alert*
        NSA infiltrate base w/o alert*
    
    
    
    Here we go, time for a routine Fisher mission.  The man has
    done alot in the past, so this should be a cakewalk for you.
    This time, however, you have a second on board going in too.
    I'm going to hold your hand for this mission and give you
    several possibilities when dealing with guards.  I won't
    do this for every level, so keep that in mind.
    
    Go ahead and swim to where your assistant is heading.
    Watch out, he'll drop a body right on you if you're under
    him.  When he's up, stop and float a little to the side of
    the hole he made.  Switch on your heat vison goggles and 
    get used to using them when under water.  This won't be the
    last time.  If you wait a several moments, the guard will
    turn.  You can surface with Y, or A, and pull him under.
    You can also wait for him to go away, and you don't have to
    hurt him at all.  Yet another option is to knock him out or
    kill him when he's walked a good distance away.  I just let
    him go on about his patrol.  Locate your "partner" and 
    remember where he's crouching.  Now look left and find the
    shed.  There is a sleeping guard in here as well as a power
    box on the far side of the room.  Walk slowly, use the lap
    top, and turn off the power.  Sneak out and quickly to the
    other agent.  Crouch nearby and he'll climb up.
    
    Follow suit, climb the fence.  Use your pistol's EMP drain
    on an orange
    light near a ladder.  Hurry up the ladder and you'll see
    the rest of the area laying before you both.  Jump up when
    the wire above you is lined up right (otherwise you'll just
    loudly jump...bad thing in this series).  You'll zoom over
    into the base, without alerts.  Good job!
    
    Ok, creep slowly over the roof, and locate the lone guard up
    top.  You can drop and avoid him, or just land on him while
    holding left trigger for a nonlethal takedown drop.  It's
    loud, but no one should hear it.  Head down the steps to the
    small platform, and jump over the side railing.  Before or
    VERY soon after, use your emp charge on the light over the
    fence to your right to distract the two guards.
    
    Land quietly on top of the box, and about face.  See the
    tower with the blue light?  Get a good aim at it, and use
    the emp again to turn it off briefly.  Rush to the house on
    your upper right.  QUIETLY enter and locate the laptop.
    Sneak behind the guard and use it.  Be very slow here.  Hack
    in and open the fence up  you saw a minute ago.  Slowly 
    exit, and don't go all the way outside.  EMP the light
    again.  Take the far left route past the two guards.  Use
    noises to distract them if needed.  Turn off the first light
    you emp-ed earlier to distract more guards, and enter the
    fenced in area.  Go hard left and avoid the spotlight.  Make
    for the opposite end/right of the area, and avoid the lone 
    guard.  Climb the ladder quick and save.  See the swinging
    bulb?  Get a good aim, and emp it quickly.  Rush up one
    level of steps, but slowly cover the other flight.  You
    will likely see a guard with a flashlight.  I chose to use
    a sticky shocker on him, but you don't have to.  You can
    just sneak him if you follow his patrol for a bit.
    
    By now you know the other agent has stopped the fan, and 
    made a mess of things too.  Enter the fan.  Drop down, watch
    if you want, and make left to the platform.  Pull up and 
    listen to what you're told here.  Locate a second flight
    of steps on the far end of the platform that leads down to
    a white lighted area.  EMP it and beware a single guard.
    Sneak up on him and take him down, or if you're nervous just
    shocker/airfoil him until he's down.  Go to the control 
    panel (it's lit by a single light) and use the switches
    here to start the first part of your silo operation.
    
    Now, go directly back to where you started, quick.  Your 
    time is running out.  Locate the first flight of steps 
    nearest to where you first climbed up to this platform.
    Go down it into a booth and operate the platform.  Rush up
    top and EMP the white light on the far end (opposite the fan
    entry point).  Rush to where it was and locate a pipe.  Sam
    can climb onto this.  Follow it out until the option to use
    your winch comes up.  Use it with A and head allllll the way
    down.  Hack in and do what you gotta do.  Nasty suprise for
    these guys, eh?  Now locate the ladder nearby and get up to 
    the other main ramp.  Beware the lone technician up here, 
    he's
    armed and can raise the alarm as well.  I just let him turn
    away and ran by when he was facing the wrong direction.
    When I reached the missle I had tons of time.  Get out to
    left and find the spotlight and rope being lowered.  Go all
    the way up it to ace your mission and your * objectives!
    
    You'll gain EMP Grenade and Exploside Cam Attachment for *.
    
    ============================================================
    SAM 2 - Mission 2 - USA Kansas Ellsworth Federal Penn
    01 Feb 2008
    
    Assignment 
        JBA Help Jamie Washington Escape
        JBA Hijack news helicopter
    
    Primary Objective
        JBA Rescue Jamie from guards
    
    Secondary Objectives
        JBA Open cells to start riot
        NSA Don't kill guards
        NSA Escape without alerts*
        NSA Reach central tower without alerts*
    
    Not too bad really.  Fun, even!  You'll start in your
    cell, chatting with your mark, Jamie Washington.  He's
    your way into the JBA, so you have to help him out.
    Careful not to kill an guards here!
    
    After you chat and get your gear back, look left at
    the rabbit hole poster.  Tear it and enter the hole by
    pressing up into it.  Climb through here as you listen
    to a riot start.  Go up and take the vents you come out
    to left to a small red dotted vent.  Break it open and
    follow the vent shafts until you can drop in on the 
    guard station for your block.  Good so far?  Good.
    
    There is one guard here and it's bright.   I like to
    nab the can on the nearby desk and and toss it into the 
    corner.  If you do, be sure it's AWAY from the front
    door to this room.  Get behind him however you do it, 
    slowly, and use a nonlethal take down (left bumper).
    Drag him away from view of the exit door.  Hack the 
    nearby laptop for the code to the weapons locker in
    this same room.  You can also interrogate the guard
    if you could get close enough to grab him.  Either
    way you'll get your code.  Enter it for three smoke
    grenades.  You don't need them, even on hard, but I'll
    still list where they come in handy if you must have 
    them.  Carefully approach the exit door and use the
    small window in it to see if the guard in the hall is
    gone.  When he's good and gone, feel free to actually
    break this lock for speed, or take the time to pick it
    for stealth (recommended if you're new to the series).
    Go downstairs and follow the straightfoward path, viewing
    the riot if you want as you go.  
    
    You'll come to an open small lobby type room with a metal
    detector in it.  Be ready for a lone guard patrolling this
    area.  If he seems to be past the detector, you MAY be
    able to very quickly and quietly hack the detector, disable
    it, and sneak up behind him.  I highly suggest you wait in
    a safe corner and simply let him come into the room, turn 
    his back, and get nonlethally taken down.  Hide him past the
    detector, and hit the lights for the small hall to obscure
    his body with shadow.  Break or pick your way into the next
    room (but remember, even in a riot broken locks somehow get
    noticed and noted in the ratings aftermath).
    
    Careful.  Hug the wall to your right and stay away from
    everyone.  Prisoners and guards alike need to forget you
    were even here.  If you want to promote general unrest and
    chaos, here's where.  Make your way hard right to the lunch
    line, and get behind the counter.  From here, you can launch
    smoke into the middle or at either side in the gunfight.
    Careful though, you may get noticed eventually this way.
    Anyway, stay low, leap the other side of the counter, and
    move foward.  There's a door just past the stairs on the
    other side of this room.  Get there without incident, and
    save up!  
    
    Even on hard, this next lonely patrolman is simple to sneak
    by or knock out.  Just don't kill him!  Hide behind the 
    bench, wait for him to turn, and knock him out or wait
    even longer for him to leave entirely while you stay low.
    Head by the punching bags and around past the bars to the 
    control tower door.  Be VERY quiet here.  Enclosed spaces
    carry noise more so.  Go very slowly up the floors until
    you come on a guard (sooner rather than later usually).
    Let him turn his back, and go for the K.O.  At the first
    command point look on the wall opposite the computers to 
    find nonlethal ammo and the nonlethal shotgun!  This will
    help you out at the end of the level, if you need it.
    Hack the nearby laptop and open the cells.  The NSA dislikes
    this, but the JBA needs you to do it.  It's ok, just do it.
    Poor guards though.  But you need standing with the JBA more
    than the NSA right now, so do it.  Sneak up stairs past the
    shooting guard.  Get into the elevator quietly (sometimes, a
    random ghost alert occurs here, it could be that a body
    you knocked out has been found).  Go up one level and SNEAK
    carefully up through the rest of the tower.  There are two
    guards on one side.  That's the wrong side for you.  Go to
    the opposite side from them and find a hole in the glass.
    If you read the emails earlier, you'd know how that hole got
    there.  Shame on those C.O.s!  
    
    Climb up the pipe and get ready for a message from J.W.
    Cross the catwalk fast as the tention mounts and either take
    a good shot (anywhere to the upper body) with the shotty, or
    simply rush him and use a knock out move.
    
    Now speed matters.  If you take too long, there will be four
    SWAT guys like the one you just hit on the roof after you
    and Jamie.  So, very quickly rush to the other side (the way
    the guard was facing as he lead Jamie), drop down for minor
    damage, and run left or right to the small boxed in room.
    Once inside, climb a ladder and you'll escape in the News
    Chopper!
    
    For * here you got Ultrasonic Emitter and the Stun Mines.
    The Emitter is VERY useful and you'll always have it, even
    in JBA levels.  It's cheap, but handy!
    
    ===========================================================
    SAM3 - Mission 3- USA New York City JBA Headquarters
    02 Feb 2008
    
    Here's your undercover guidelines, stick to the rules!
    
    -All objectives are optional but failure to complete 
    them may cause a loss in
      trust
    -You have a limited time frame in which to choose and 
    complete your objectives.
    -Always return to the location of a given JBA task before 
    the time limit runs
      out.
    -Restricted areas are protected by high security locks 
    that you will have to 
      open.
    -Any suspicious action detected by the JBA will cause 
    a loss in their trust.
    
    Primary Objectives
       NSA upload trojan to JBA server*
       JBA Complete training course*
       NSA Bug antenna on the roof*
    
    Secondary Objectives
       JBA Practice at firing range
    
    Profile Objectives
       NSA Get JBA member medical files (5)
       NSA Get professional background info (1)
    
    
    Don't worry.  All you need to do here are a few simple
    JBA things, some moderately tough NSA things, and learn the
    layout of the building.  You can't even explore ALL of the
    area just yet.
    
    Follow Jamie, meet Moss (haha Moose).  Follow Moss.
    Now you've got 30:00 minutes to complete all your
    objectives.  It's daunting at first.  This is where I 
    recommend you make a second save file.  Learn the building,
    who goes where and when, and what's going on with your
    mission.  Then, reset and do it all quickly.  On hard, I
    could finish everything with nearly five minutes to spare.
    On easy, some people had as high as eight minutes left.
    
    Ok, do the training course first.  It's pretty self 
    explanitory.  Follow the path until the green laser wall.
    Learn the pattern and crouch through it.  Don't touch any
    lasers or you lose the course, starting over costs alot of
    time so save often as you learn the course.  Follow the path
    again until you climb to a ledge.  Shimmy walk onto it until
    you reach a rappelling point.  Go down and through the
    area you land at.  Slightly harder here, but nothing major.
    Follow your path, climb the rope, and rappell down past the
    beams slowly.  Save before you try it, and after you
    complete your descent as well.  Ok, next is a high/low bar
    kind of thing.  Follow the laser carefully, ducking when you
    have to, and let is pass you at one point.  It *can* be 
    jumped, but be careful.  Follow your path around further and
    discover another high/low.  Do what you did before, but 
    quicker.  Go to the safe and figure out the minigame.  Be 
    sure you have it down solid, because you will be safe 
    cracking again later on.  Exit and climb the ladder, using
    the hatch at the top.  See the barred door?  That's the
    shooting range, which I recommend you save for the end of
    this level.  It's quick and easy once you learn how to do
    it efficiently.
    
    Go back to where you came from with Moss, and find 
    the clinic.  Talk to Enrica and let her go into the locked
    office.  
    
    Turn around and look to the right of the exit for a ladder.
    Go up it and listen to the chat.  Walk slowly and quietly
    until the guys turn around.  Keep pressing crouch (B) until
    it will let you crouch.  Go really slowly by the guys and
    into the right passage.  Climb the ladder and save before
    you hit the top.  See the guard?  There's a second too up
    here.  Immediately make a left and go backwards.  Stay low
    and be fast.  Locate the other, mobile guard.  Follow him
    along the left side, between boxes and a fence.  Wait until
    he begins to walk away, and make for the opening to the
    left, getting into the fenced area.  Go to the back of
    the tower and lockpick in quickly.  Plant your tap and SAVE.
    
    Get a bead on the moving guard.  When he's safely turned
    and walking away, slowly move along the way you came, 
    between the boxes.  Be quick enough, and the other guard 
    should still be turned away from the hatch you came in
    from.  Go SLOWLY down the ladder as not to make a thud, and
    sneak all the way back to the clinic.  Check the hallway
    for grunts, and when it's clear hit the lights in the 
    clinic.  SLOWLY walk to the door of Enrica's office.  Keep
    trying to croutch until you can.  Now slowly get to the lock
    and pick it.  Open up, and go straight across to the filing
    cabinet.  Scan is for a few seconds and you'll have the
    medical files!  The laptop has an interesting tie between
    Moss and Enrica, but nothing major is on it.  Exit QUICK but
    quiet, and close the door.  Turn the lights back on.
    
    Ok, take the stairs down into the meeting area.  There's a
    large flatscreen t.v. in here and a big table.  Stick left
    once in it and follow the path right from there.  You'll
    see a barred up area with a keypad and a lightswitch.
    Look around for any grunts on patrol, flip the light switch
    to off, and quickly hack the pad.  Enter the bar door,
    and immediately make left as long as no one is in here.
    
    If a grunt IS in here, use the sonic emitter, or whistles.
    Hug the left wall and squeeze between the desks until you
    hit the back left corner.  See the door with a camera?
    
    Approach it and notice Jamie coming your way.  Yikes!  This
    is supposed to happen, no worries.  See the locker on your
    left?  Hide in it FAST.  Jamie storms off.  When he finally
    leaves the area entirely, croutch, let the camera swing
    right, and enter the room.  Is Dayton alone at the computer?
    Hopefully so, but there may be a grunt here with him if you
    were early or later than my parameters.  If so, simple use
    the large boxes (the servers) on your right to conceal 
    yourself.  When he's long gone flip the lights and don't go
    up the catwalk yet.  Wait for Dayton to get near the 
    steps and use the Emitter to distract him, or whistles if
    you dont' have the emitter.  Try to be in the corner of the
    server boxes when you do this.  Now you can simply stealth
    walk over the catwalk instead of under it, and get his file.
    It's in the desk the computer is on.  Then, use the top of
    a server box to conceal yourself as you fixes the light and
    returns.  When he's just past it, go to the back corner you
    haven't yet seen and hide behind the wall of computers.
    
    When he's safely seated you can hack into the main server.
    DON'T FORGET TO PLANT THE TROJAN after the hacking is done.
    Now look behind you.  See the trapdoor?  Use it, drop down 
    as quietly as you can, and hug the right wall.  You'll 
    basically be going under the huge box you just hacked, and
    then under Dayton.  When you get under him, go VERY slow to
    be really quiet.  Exit the way you came, until you're beyond
    the bars again.  Be very careful of which way the camera is
    pointing when you exit the room.  It needs to face the FAR
    left as you make for your right.
    
    If the grunt in purple is back again, you
    will have to play it carefully to climb your ledge at the 
    front.  Use sounds to get him away, once more.
    
    Now then, back to business.  Now go to the training room,
    with hopefully at least five minutes left.  Six is best
    if you're new to the game.  Go to the shooting area on the
    left instead of the course with the safe on the right.
    The guy is sleeping, great.  Anyway, approach the gun and
    use it.  Your controls appear up top.  They also apply to
    shooting in game, in case you didn't read the manual on how
    to reload, breath when aiming, etc.  They are very valuable
    to master, though shooting isn't needed much in this game.
    To get the 75 points, you need to not miss but once or
    twice if possible.  Time is also a factor here, so be sure
    you save while you learn how to really tear up the targets.
    I get central shots and miss maybe once, and clear around
    95 points.  75 will come easy with practice, so save, save,
    save.
    
    Now go to the meeting area steps near the clinc and look for
    Moss.  If you have around 4 or so minutes showing he'll
    just be coming up the stairs, complaining about grunts, as
    usual.  Follow him to the Safe Course you started at, or
    simply go there by yourself and wait at the front of it,
    where your exit hatch was.  He'll show and cut the clock
    short, or if you're late to get there, berate you and cut
    your trust down some.  Now he has what he calls a "real"
    test for you.
    
    Follow Moss to the last new area you can acess, the back 
    hall.  From here is a furnace room, interogation room, and
    a laptop hub.  Anywho, now you have to decide between:
    
    NSA Don't Kill Cole Yeager
    JBA Kill Cole Yeager
    
    It's up to you what you do here honestly.  You can have Sam
    be noble and "miss" by hitting the wall, or just sit there
    for a while and you'll just not shoot.  Or, you can plug him
    anywhere in his body (I go for the chest since his death
    animation makes little sense for a headshot honestly), and
    gain JBA trust.  I'll tell you now, this poor guy is dead
    no matter what, so I go ahead and shoot him for the JBA 
    trust since some find later JBA objectives tricky.  You will
    lose some NSA trust here, but you can get it back in the
    next level easily, I mean all the way full if you've been
    following my guide.  Either way, time for the next mission.
    
    If you managed the * objectives here, you got Electric Lock
    Pick, Gas Grenades, and an enhanced EMP Device.  If you ask
    me (and I AM a professionaly ninja, just check my 
    achivements :P), this is the BEST * level.  Everything is
    useful for the rest of the game here, though not at it's 
    highest levels just yet.  It's still a fine boost for 
    beginners.
    
    ===========================================================
    SAM4 - Mission 4 - Sea of Okhotsk 200km off the Siberean
    Coast 05 Feb 2008
    
    Assignment 
       JBA Capture the supertanker/Disable the supertanker's 
       crew
       JBA Reach landing pad for extraction
    
    Primary Objectives
       NSA Contact Lambert
       JBA Retrieve equipment
       JBA Take out bridge crew
       JBA Use detonators to blow the ice wall
    
    Secondary Objective
       JBA Seize the Rublev without alerts*
       JBA Reach the Rublev without alerts*
       JBA Disable communications
    
    Whew, nice to be outdoors again yeah?  In this sweet free
    falling sequence you can control your speed and do side
    to side stunts.  For speed use up and down.  At one point
    something tragic happens, and you must react.  Use the
    movement stick (left stick) and press A to live, and
    breathe relief with the aging Sam Fisher.  He sounds so
    happy haha!  Checkpoint save here.  Enjoy the cool
    snow effects here, and ice graphics.  Halo 3's ice looks
    alot like this too, actually!  For those that have played
    the Beta, you've seen it already.  It's very realistic.
    Moving right along.
    
    Immediately rush the largest boulder near you pack on the
    right.  Let the two guys talk about scientists and speculate
    and then let them both turn away.  Use the rock for cover
    against one of them, and make for your stuff.  Quickly grab
    your items (only four on hard mode) and then about face and
    run to the ledge to jump off, unseen by the dolts.
    
    Swim quickly with the X button and reach a place you can
    now break up into.  Don't though.  Use your map and SAT
    Map (left bumper) and find the power generator area with
    your heat vision.  It's sort of central to this new area,
    almost.  Break the ice HERE and kill the guard.
    
    There is another guard new a bonfire you can see from the
    generator area.  You can either flip off (don't destroy)
    the generator to get him to you, or make sounds.  Get way
    underwater and let him come.  Pull him in as well.
    
    Another good tatic I use when I don't mind being dirty is
    just plain shooting him in the head, dragging him to open
    water, and dropping him in.  But this will leave blood on
    the ice in spots, so be careful.  If you're on Hard mode,
    there's some ammo for your rifle (30 rounds) in the power
    generator area you killed the first guy at.
    
    Make for the bonfire area now and find a computer to hack.
    Get in and set off the explosives.  You just killed two
    guards in doing so.  Make for the area indicated on your
    map in the upper rightish spot from the computer, and dive
    into the place you just blasted open.  If you're quick,
    the sleeper in the tent will never Red Light spot you.  He
    may grow suspicious, but come on, a bomb just went of so
    he's in alert ANYway.  
    
    Swim to your checkpoint and locate the thin ice.  WAIT here
    for one guard to turn down the other's proposition for a 
    fun night with him and the wife.  When the second guard is
    around 10 feet away (use heatvision goggles when dealing 
    with ice!), yank the poor guy under.  Immediate go up and 
    right to a second thin patch of ice and use DOWN on the DPAD
    to summon the second guard.  When he's there pull him in.
    Or exit the first hole and quickly shoot him in the head,
    and throw him over to be safe.  Locate a guy on a boat.
    
    On hard he's kind of hard to avoid but it's doable.  I 
    suggest you snipe him from afar on Hard mode, or on easier
    modes simply swim to the upper right section, and get out.
    Climb the rope and save.  You'll be told you HAVE to take
    out all the crew here.  You can actually knock them all out
    with several means if you're feeling human.  But these guys
    are criminals too, so if blood is spilt I won't lose any
    sleep.  Just remember that blood can be discovered even if
    bodies aren't.
    
    Use your 3D map AND your SATMap (left bumper!) in 
    conjunction to locate the six or so guys here.  Some are
    on far ends up top, and some (around four) are low, where 
    you are.  Using the map you can usually snipe out the up 
    top guys, and use stun mines and gas grenades to take out
    the patrollers on your level.  Or, you can VERY slowly and
    dangerously stalk each one and knock them out but it's hard
    to not have bodies discovered this way.  My main advise is
    to use both your map types here, as the patrols differ 
    depending on how you played up to now.  
    
    When you've taken out guys above and below on both sides,
    Moss will tell you that you have eight or so left.
    Go to the far side from where you first climbed onboard.
    Go up the flights of stairs for another guy to take down
    by any means you wish, and quietly find a ladder.  Climb it
    and notice the huge windows to the bridge in front of you.
    Use heatvision or just be careful and sneak to a pipe you
    can climb up.  Go to the middle and climb the highest mast.
    From here, FIRST contact Lambert via hacking.  If you shut
    down beforehand, you'll lose your chance.  You need these
    NSA points.  Plus, Lambert offers two kinds of sympathy 
    lines to Sam, depending on whether you knocked out, or 
    killed off the guards.  Once that's done and you feel 
    better about yourself, go ahead and shut down the comm for
    the JBA.  Good job.
    
    Now, climb down, and take out another guard on this small,
    raised area.  From here, locate a vent hatch (it's pretty
    big..).  Climb in and go to the far side, and use your
    gas when prompted.  Leave (don't worry about the gas, Sam
    has a rebreather on, hence him talking in water as well),
    and go back the way you came.  By the time you get back 
    down to the bridge door (with the big windows I told you
    to be careful of), everyone inside should be dead.
    
    Enter, and make a hard left.  Look familliar?  Be sure all
    the guards around here (one, maybe two if you're very un-
    lucky) and go to the far end, use your 3D map as a guide to
    finding where the captain went.  He's jumpy now.
    
    Jump a rail and get into that new part of the ship.  Stay
    hard to the left and use boxes for cover.  Use heat vision
    and locate one (maybe two if you're lucky) guards in the 
    crow's next.  Snipe them dead if you don't mind killing.
    Move slowly forward to find one last guy for the top 
    area.  Snipe him, or approach with caution as the floor is
    metal, and take him down.  Go up the steps near him and
    if you didn't snipe earlier look out for the one or two
    guards.  Take them both down however you wish and go to the 
    opposite side from where you started this little section.
    
    See the big, open hatch?  You might have noticed on the 3D
    map, that's where the Captain went.  You have to take him
    down.  Once in this red room, you can use your pistol on the
    lights in various spots to conceal your movements.  Follow
    the perimeter of the room and finally find a good place to 
    go down.  There is a ladder in the center of the room, but
    I only recommend it if you REALLY know how to use your maps,
    as the last armed guard you need to take down for Moss is
    here.  Find him, and either subdue or kill him.  Moss 
    should be giving you a message now about that being done.
    
    From here, locate the only door down here and go in.
    Follow the mini-hall to an area where two mechanics are 
    panicing.  Yeah, Sam has that effect on people.  Ok, one
    patrols on the bottom, he is unseen on the left.  The other
    is partially visible through the catwalk above you, with
    a flashlight.  Immediately kill the one in the middle, on
    your level to make the top one run to you.  Or, subdue your
    level's guy, and then make tons of noise.  Either way, be 
    sure you take out BOTH these guys, or it'll bite you short-
    ly.
    
    Enter the bottom doorway here to find a fan reactor room.
    Use the console behind you to shut it off.  Jump safely
    down into the water, try not to hit the still fan, it
    still kinda hurts.
    
    Swim for a checkpoint.  Find a shadow area on the small
    islandlike underside of the reactor.  The captain is hold-
    ing a lethal flare.  You're in a gasoline type fluid you
    see.  If he alerts at all, sees you at all, hears you at
    ALL, he'll drop it and you all die.  Nice eh?  This is one
    of the harder parts of the game if you don't know what to 
    do.  Wait till he's *just* an inch past, and jump up to the
    catwalk.  Learn how to position Sam so that he'll grab on 
    and not just slam down and make noise.  Save lots here.
    
    When you've finally gotten the climb right, you can easily 
    crouch-walk behind him and grab him with A.  This way, you
    can sort of "steer" where he drops his flare.  It should
    fall harmlessly to the catwalk you're on.  Do with him
    what you will.  Many kill him, but a true punishment would
    be to knock him out so that the new ship owners can have
    their way with him after this mission.
    
    Either way, locate a small red incline hall from here, and
    take it to the upper mechanical room where the flashlight 
    guy you took out was.  See, he can really hurt your survival
    chances because sometimes he enters the captain's room and
    helps to alert, thusly dropping the flare and sealing your
    doom.  Anyway, take the stairs down, and backtrack ALL the
    way back out to the helipad area you passed.  Use your map
    if you need help.  It's up out of the hatch you took to
    follow the capatain.  Good job!
    
    For *s you'll gain Wall Mine - Flash and Shotgun Attatchment
    
    
    
    ============================================================
    SAM5 - Mission 5- China/Shanghai 06 Feb 2008
    
    Assignment
       JBA Reach Aswat's room 2406
       JBA Extract via Emile's helicopter
    
    Primary Objectives
       NSA Sample Red Mercury
       NSA Kill Dr. Aswat
       JBA Get Aswat's notes from his room
       NSA Record the secret meeting
       NSA Infiltrate the hotel
    
    Secondary Objectives
       NSA Complete mission without alerts*
       NSA Infiltrate the hotel without alert*
       NSA Don't kill civilians
    
    
    Ah yes, one of my favorite missions, for the atmosphere and
    level design.  Also, this is another "mission" mission,
    rather than a JBA level.
    
    I'm not sure if Sam did it for cred with Emile or not, but
    it's time for him to take over flying.
    
    Ok, for the heli part, just use the stick and try to even
    out the horizon.  Remember that down is up and up is down
    here.  Even out the spin using left and/or right as well.
    
    Ok, get your orders, meet another covert agent via radio,
    and go over to the fence on your right.  You can cut it
    or pick the lock/break the lock, but I don't do any of that.
    Just wait until all the guards turn away, and very qucikly
    jump ONTO the fence, it shouldn't be loud at all.  Climb up
    and as you come down be sure you are slow on the stick to
    not thud.  Croutch and immediately go right.  Go left in
    the middle and go right again.  You'll see one man going
    up some stairs, and one main with a light standing around.
    Also, to your far left you'll hear a guard asking about
    mecca.  That's actually the agent on the NSA's side, just
    so you know.  He's deep cover.  Anyhow, take the stairs 
    get right up on the guard.  Let him head left as you make
    for the control panel VERY slowly.  Break into it, and hack
    it for Crane - NO LIGHTS.  That's important, since we 
    haven't knocked out/killed anyone.
    
    When it's active, use the ladder it extends and VERY quickly
    go out to the edge of it.  Rappell down.  The guard will 
    come to turn it off, so you need to be fairly quick.
    
    Once down to the ledge, walk until you can't anymore left.
    At the attenna drop, go left to a neon pipe.  Climb down
    it and enjoy that awesome view.  Go right and drop to shimmy
    by hand until you can't anymore.  When the fireworks are
    dark again you have around 22 seconds to get up and across.
    From here don't bother shimmying again, just side walk.
    
    Rappel at the prompt, and use the Y button twice to jump 
    down far.  Pass Emiles' room and get just under it.  VERY
    qucikly get out your directional mic and aim it at Emile's
    head.  Moss is close but won't see you here, even with fire-
    works.  If you were quick enough, you should just barely
    get everything you need on Hard mode.  You can see a progre-
    ss bar for sound collection.
    
    From here, quickly rapel down further and make a hard left,
    over to the steam area.  A chopper is coming with a light
    to make sure no one is doing anything crazy like spy on the
    meeting from outside, at 78 stories!  Nah, not us!!  And 
    so, reach the steam vent, drop to shimmy with your hands,
    and wait as far left as you can.  The heli checks twice,
    then goes.  A guard opens a hatch.  I feel so very, very
    bad for him.
    
    At this point you can gleefully grab him with A buttom and
    send him plumetting to the pavement easily, or you can
    let him leave so you can sneak up later or sneak by.  When
    you do pull yourself up into the room, whatever you did,
    look left at the floor for a hatch.  Use it and quickly
    squat-run over to the next room.  Hit the hatch and climb 
    up CAREFULLY.  Use your EMP pistol attatchment here in a
    couple of places on your right.  Go hide and keep those
    lights off with EMP over and over.  The doors will open and
    you'll see a white suited guard, and then not ten seconds
    later a camo guard too.  They'll both wonder at the light,
    letting you sneak right by to the elevator.  Activate the
    button FAST and it'll come, an exscrutiating (since the 
    white suit guard is returning) 8 or so seconds later.
    
    Get in, go up a floor.  Use your optic cable on the door
    here to see a man washing his hands in a private bathroom.
    Good.  He leaves, you open and very quietly sneak into the
    room.  Grab this guy with A from his chair and interrogate
    with A as well.  After a funny exchange, do with him what 
    you will, but drag him to his bathroom first and hit the
    lights.  Use his laptop where you grabbed him and shut down
    all the cameras after a quick hacking.  You may have 
    noticed the hacks are getting a little tougher.  Don't worry
    you've got it.  Be sure the cams are off though.
    
    Enter the next hallway where fireworks periodically go off
    and bathe most of the room in yellow status light.  Go over
    to the paper screen on the left side and wait (not right
    on it though).  Let a guard come in here and your JBA 
    buddies step out with the terrorist.  A white suited guard
    will enter.  Use your sonic emitter or your own whistles
    to make him leave, or knock him out and hide him in the
    camera guy's bathroom in the dark.
    
    Either way, slowly go around the rice paper.  This is the
    room you just spied on with the microphone earlier from
    outside.  Make a sharp left when Emile has walked away.  Be
    SURE he's away, or the mission is over.  He'll shut off a
    light for you.  Go further up towards the money machine, and
    don't take any doors, it's all open hallway from here.  If
    you use a door and go to the wrong spot, you may be in 
    trouble, as it's sort of confusing and deadly to be outside.
    
    You should see a dimly lit area with a safe in it, right
    next to Emile and the others.  Gulp.  Get into that safe,
    FAST, and crack it like a pro!  Once you do, be sure you
    open it and analyze the Red Mercury.  Waitaminute, this 
    isn't PS1's Warhawk?!  :P  
    
    Ok, NSA trust, good to go.
    
    Look directly to your left for a bathroom.  Head into it, 
    close the door, and be sure you can grab the ledge in
    the ceiling as you leap, or your jump may alert Moss.
    
    Follow the utility area and when you can drop back down
    into a control room-like spot, be wary of a white suited
    guard.  When you're sure it's safe, go STRAIGHT across to
    another ladder area.  Follow it as far as you can until
    you can rappel.  Once you do that, locate the glass
    elevator, and defy all stealth logic by jumping onto it!
    I tell myself the occupants don't notice you because it's
    Chinese New Year and they're all drunk.  I know I sure
    get drunk on Chinese New year.  And regular.  Any holidays
    really.  Any days ending in "Day" actually.   What?!  
    Moving on.
    
    Ride to a platform you must make a tiny hop to.  Enjoy the
    cool festivities.  Find your second elevator, leap to it.
    Crack the glass for giggles.  Cool.  Now, locate a last
    elevator, and make a death defying leap to it.  Ride it to
    a final catwalk, and press to the wall.  You have several
    options here of getting around the catwalks by going around
    the dragon, but here's my way.  It's mostly painless.
    
    At the low, yellow wall, there is a lone guard.  He may have
    heard you land.  Either way, let him turn his back to you.  
    Eventually he leaves, or you can just take him out however
    you wish and drag him into a shadow.  Be sure it's to the
    left of the elevator, however, as the scientist terrorist
    will be coming soon.  Go right and stick to the intersperse
    -d shadows.  There is one guard.  You can hide from him,
    distract with sounds to get him into an alcove, or take him
    out, but be sure you take him down past room 2406.
    
    Whatever you did, locate 2406 and head into the larger al-
    cove.  Save.  Inside, go immediately right, fast.  Be quiet
    though.  Look for a ducking man in the bedroom.  Grab him,
    and get him over to the corner of the room, take him down.
    Go out into the main hall and take down a guard approaching
    the entry/bedroom/laptop.  It's random what he does.  When
    you have him, leave him in the corner behind curtains near
    the laptop.  Go back to that room on the right you first
    went into, and take out one last guy in the dark.  The
    floor is wet, so you can actually shoot a stick shocker
    anywhere onto it to shock him, or do it the old fashion
    way.  Good to go.
    
    Head for the last room in this place (read the laptop real
    quick for some insight into Emile's "friends").  You'll have
    a lone guard if you've done it my way.  Use your EMP pistol
    on the flashlight on the bed.  Go over behind him and take
    him out, and crack the safe, FAST.  You'll get a message
    from Emile, so stay nearby.  Get the papers from the safe
    for the JBA.  Good times.  Uh oh, NSA wants you to take
    out the scientist before the JBA shows up to grab you.
    
    You don't have to, but it's not hard.  If you have alerts,
    the Scientists body guard enters first.  Let him pass and
    knock him out, RUSH into the hallway and knife the target
    before he can fire a shot into your chest.  If, however,
    they are unaware, use a wall mine to kill them both.  This
    is quite noisy, however, so you could also simply position
    yourself correctly, save the game, and pop him in the fore-
    head as the door opens up.  Either way, try to kill him,
    but be quick about it because for each second you're late, 
    you lose some JBA Trust.  You can earn it all back 
    (up to half the bar) in the next part, however.  From here,
    go to that right room you first enter to find a zipline at
    the window the JBA broke into for you.  Good job!
    
    For the *s here, you'll get Hack Upgrade and Smoke Grenade
    Attachment.  The Hacking Device Upgrade is quite useful at
    this point.  I hope you get it!!
    
    
    ===========================================================
    SAM6 - Mission 6 - USA NYC JBA HQ  22 Feb 2008
    
    Primary Objectives
       NSA Scan blueprints in Emile's safe*
       NSA Record voice to access locks*
    
    Secondary Objectives 
       JBA Complete training course
       JBA Practice at firing range
       JBA Dispose of the pilot's body
    
    Profile Objectives
       NSA Search quarters for personal info (4)
       NSA Get professional background info (2)
       NSA Get JBA member voice samples (5)
    
    You've come farther than most men could.  Hang in there, 
    there's alot more to come.  After you meet up with Lambert,
    you'll find yourself headed into a restricted area.  It's
    near the garage/car port area, and Emile's quarters.
    
    As you drop in, get hidden and use your sound emitter to
    distract the two guards.  Roll into the garage to very
    quickly pass by unseen.  If you don't have the emitter,
    you'll have to wait them both out, and it can take a bit.
    Luckily, no timer just yet.
    
    As you enter, Enrica just happens to be coming to find you.
    Close one Sam.  Follow her to the mine machine, and make
    one real fast after you save and learn it.  She'll scan
    her voice and go into a door you need to remember for later.
    As she goes up some steps, position yourself safely behind
    the machine and aim your microphone scanner at Emile, then
    her to get both their voices fast.  Be sure the grunt
    nearby can't see you, this may take a few tries.  Be SURE
    you get one or the other at minimum, so that you can enter 
    later on in this mission.  You now probably have around
    24:00 minutes to get done.  This one is a bit tougher than
    your last JBA HQ mission, but you'll manage, I promise.
    Go ahead and do nine more mines and finish it for another
    checkpoint.
    
    You probably have around 22:00 minutes now, even 20:00 is ok
    , though anything around 15 is pushing it.  Now then, VERY
    quickly cut up to where you were shown your bed, but go 
    right (where you first entered this place with Jamie) and
    find Moss, talking.  Be sure a man on a balcony across from
    you can't see, and Moss is turned, and use your Mic on him
    to get his voice on the radio.  If you aren't able, you can
    still follow him around in several other missions to get it,
    if you want it at all.  At this point I should clarify, that
    the optional stuff really doesn't do anything but net you
    an achievemnt, except of course, for the files.  The files
    will let you know ALOT about all the JBA major players that
    you'll be working with (against?).  I do highly recommend
    you get the files at least, for fun reading.
    
    Moving on, keep an eye on Jamie too.  Follow him when you
    get done with Moss and he'll lead you to a new keypad that
    needs to be tested for voice.  He'll sing Sweet Home 
    Alabama, and you can record him with the Mic.  Awesome.  
    Again, you can follow him pretty much anywhere for speech,
    but this is one of the top spots where you won't get caught.
    Another good spot is to stand in the meeting room when you
    see Jamie sitting on the sofa.  Wait in the blue hallway 
    (near the interrogation eye scan room), and let a grunt
    come to Jamie to chat.  Stand well back and record Jamie
    from here with your Mic.  Either way, Mission 6 has some
    good opprtunities for voices.
    
    Now, get out and go back to where you first had to work
    on the mines with Enrica.  Go to the voice scan, make sure
    you're alone, and go inside.  Time to get sneaky.  By the
    way, you probably won't be coming back here at all this mi-
    ssion, so, if you want some JBA points for the body, shoot-
    ing, or the Safe course, do it now.  Now then, go past the
    voice scan door and up the stairs.  
    
    
    Save frequently when you feel you haven't cut yourself off,
    i.e. don't make a loud noise then save if you aren't sure
    of a guard varying his patrol, etc.  At the top flight, look
    left.  There's a big pipe hanging above you and a camera 
    you may not have noticed.  Careful there.  Jump up onto the
    pipe and press Y again so that you're all the way up on it.
    Shimmy safely past, and drop down, get into the door here.
    Enrica!  Save, and squeeze past the furniture.  While she's
    working you must shimmy by the desks and get into her files.
    There is a cabinet Sam will scan for several seconds.  Be
    quick about it and you'll be fine.  Also, check her laptop
    if you want to read Emile's response to a previous email 
    she wrote, being kind of hesitant about your next mission.
    You'll learn what your mines were for too if you snoop 
    enough.  Anyway, if you are willing to wait and hide,
    Enrica sometimes gets  a phone call here.  You can easily 
    record her voice if you couldn't at the start of this 
    mission.  Leave the way you came and be glad you don't have
    to hack that keypad again!  
    
    After you have pipe shimmied past the camera again, go into
    the door that was on your right when you first scaled the
    steps.  Go inside, take the stairs, and flip the light
    switch to off unless you want your restricted acess to be
    revoked real fast.  Once it's off open the door and get
    ready to be quick, but very quiet whenever possible.
    
    Go to your right but avoid the small light.  Look left past
    the rubber hangings for the loading docks (like curtains,
    kinda, blue) and turn off that light switch too.  Slowly
    pass the sitting guard as not to make a sound.  Go forward
    and be wary of two guards ahead.  Quickly roll up the right
    hallway into the light and hit the lightswitch.  You'll hear
    Moss, being a hard case as always on a radio with a grunt.
    He'll get up and start to patrol.  The grunt will very 
    likely go to turn on the light you just hit, but he 
    won't be actively searching for a problem.  Good.  Let him 
    go just inches past you and then quickly go to where he 
    was.  The music in the room drowns out running crouch.  Find
    a lightswitch in the corner to your right and hit it to make
    the place where you was stationary dark.  Then, go right
    to find yet another switch that darkens the rooms you're
    going to want to enter.  First, go ahead and go to the one
    on the left.  Pick the lock and if you don't have the 
    upgrade, pray you make it before the guard returns to hit
    the lights again.
    
    Inside, be silent as you can be, because our man Stan Dayton
    is sleeping in here.  Get over to him and record his night-
    mare voice.  Also, very carefuly search the TWO filing cab-
    inets in this room for vital info.  Exellent.  Don't worry
    if Dayton jumps up or anything, he's having a nightmare.
    
    Very silently leave the room, but use your optic cable
    first to see what it looks like in that hallway.  You may
    well have trapped yourself here if you're on Hard mode, but
    not to worry!  If you have the sound emitter, you can dis-
    tract the grunt that has now taken to sitting once again.
    It's risky, but possible.  Stand well back from the door
    when you shoot the sound wave out, and send him far if you
    can.  Turn off the light again and go for the other door you
    saw earlier.  From Dayton's room, it'll be on the left, 
    down the hall on it's other side.  Not even six feet away.
    Lock pick it and head in.  If you still get caught, try not 
    turning off the light so that he won't come around the corn-
    er, but be ready to roll when you leave Dayton's place.
    
    This is Enrica's bedroom.  You probably have between 10:00
    and 14:00 minutes left here.  That's good.  If it's under,
    I hope it's not under 8 or so.  There's a filing cabinet
    immediately to your right.  Some folks miss this one, so
    watch for it.  Also you'll notice a small prompt for 
    mission status when you near things like that.  This may
    help in the future so keep that in mind.  Anyway, scan her
    personal files and go into her bathroom.  Turn off the 
    light in there, for your own safety.  See the open window
    above her shower?  Jump up into it and go out.  Silently
    drop down a few times.  Be careful, and run at full speed,
    upright, to the van on the left.  From there, run to the 
    back corner and climb up the crate, then the pipe you see.
    
    Shimmy right and up over the railing.  Could you imagine Sam
    as a cat burgler? Anyone remember when you break into a 
    bank vault for a mission in Chaos Theory?  Good times!
    
    Anywho, now that you're up, go into the sunroom door.  The
    safe is in front of you, but Enrica and Emile are coming in!
    Go back into the left hallway, shutting the door quick, and
    hit the lights.  Take the last door on the left to get into
    his bedroom, and scan his files really quickly.  By the time
    that half minute or less passes, go back to the hallway door
    but don't open it!  You will likely be able to see Emile
    going into his safe for something to show Enrica.  When he
    has his papers, you can go out and hide at the left closet.
    But be careful, he's talking to Jamie about bomb parameters.
    You can record their voices here, but it's not recommended.
    Not only do either of them not say much, you're very expose-
    sed when you do this.  Keep hiding in the hallway and look
    through the door's window.  Emile will go back to the safe
    and put the papers you want back in.
    
    Your SATMap (left bumper) is nice here.  You'll find that 
    Emile has stayed in the room.  But don't worry, he's sitting
    with his back to you.  Go crack his safe and get your scan.
    There's also a filing cabinet in here.  After you close up
    the safe, you can snake along the right side of the room 
    and attempt to get at the files.  Emile will stand up
    eventually though, so try to be obscured by his desk.  It's
    the ONLY spot you're safe, even though you have yellow light
    status.  As soon as he retires to his room, scan the files
    really fast and leave the way you came.  Trust me, you don't
    want to leave the way he came from.  Not only are there 
    guards, you won't get a special cutscene.  Oh, in all your
    haste, don't forget to check his laptop!  It's got some
    really juicy emails on it.  Also, keep in mind that when
    Emile is asleep, you can get his bedroom personal files
    there, too, in case you missed them earlier.
    
    Now then, climb up through Enrica's bathroom window again
    and proceed to leave her room.  Suprise!  If you're a fan
    of James Bond, or just like Enrica or whatever, you'll dig
    this scene.  Told you you didn't want to miss it, Sam is 
    a bad ass!!  Moving on.
    
    
    For good * work, you snag Sonic Grenade Attachment and the
    Hacking Device's Force Hack Upgrade.  It makes the game MUCH
    simplier, even on Hard, in terms of, obviously, hacking.
    
    
    ============================================================
    SAM7 - Mission 7 - Mexico Cozumel 27 Feb 2008
    
    Assignment 
       JBA Place the JBA's bomb
    
    Primary Objectives
       NSA Get detonation frequency
       NSA Place smoke bomb
    
    Secondary Objectives
       NSA Don't kill civilians
       JBA Reach pool deck without alerts*
       JBA Place bombs without alerts*
    
    Interestingly enough, I know people that have gone on a 
    cruise ship just like this one, to Cozumel.  Glad they
    weren't on this particular pleasure cruise, though!
    Actually, if you've been sneaking and reading emails in
    people's offices and such, you'll know that there is some
    debate about this mission coming up.  It'll also tie into
    how it ends in the next mission.
    
    So you're on a boat now.  This one can be a little tough,
    until you learn it's tricks.  Or read this guide!  Let's 
    begin.
    
    Sam talks to Lambert, then you get visitors for obvious
    reasons.  Good stuff fellas, thanks.  Head out onto your
    balcony, after you search your room for sticky shockers (
    the desk).  Don't hide in the bathroom, it'll only get you
    shot eventually.
    
    On the balcony, drop on the right side and shimmy up the
    pipelike thing hanging off the boat.  Go up it and follow
    the fairly straight path right.  You'll shimmy over to a 
    little balcony with a guard on it.  Then there's two.  Plus,
    everyone (NSA, JBA) is watching you.  Fantastic.
    
    Let the guards finish chatting, and then climb up.  Try to
    locate a good hiding spot, and don't forget to use both
    your maps!  SATMap, again, is great here (left bumper).
    
    Directly to your right, you'll see some serving carts and
    slots even further.  Hide by a cart and try not to make ANY
    sounds.  The slots will start up soon, thanks to your
    support.  The guards will go into alert mode, so be careful,
    and make your way straight up the left when the second
    guard meanders over to the first at the slots.  Keep in 
    mind, we're dealing with around three to four more guards on
    the opposite end of the casino.
    
    Cross the car display steps and find the lone guard at a 
    slot machine.  As he meanders off to the left, grab him
    and interrogate him with A.  Then, walk him slowly back to
    the steps near the display, and knock him out or kill him.
    Go back the way the guard was originally headed, and note 
    the well lit back room.  You need to go there.  There are
    two spots you can use the smoke in this level, but I 
    choose this one because you can also alter the power in 
    this room to further serve your escape from the casino area.
    
    Things are gonna get dicey.  You can take it though.  Sam
    needs to make sure no guards are too nearby on the right
    gap, roll quickly into the lit room under the camera, and 
    use his EMP jammer on the lone light.  As it blanks, he can
    rush to a power box on the right far side, and unlock it.
    Then he can trip a switch that turns off Casino power.
    Congrats, you now have every guard here after the room 
    you're in.  But it's needed. If any cameras spot you doing
    NSA stuff, Enrica will know, as she's tapped in, and you'll
    lose JBA trust.
    
    Quickly look to the lower left
    for a hatch and a smoke grenade prompt.  Use the smoke for
    the NSA trust.  There is a safe behind you, the camera won't
    see you now, but it only contains weaponry.  It's up to you
    whether or not you want to take the time to get it.  They
    are two, maybe three Sonic Grenades.  I wouldn't bother, 
    personally.  Now, hit your night vision and get out!
    
    Look around carefully but quickly for flashlight guards,
    en route to your position.  Quickly and quietly find a
    way around the three or four men in your path.  Even if it
    means encircling the entire room and passing the car display
    again.  Go to the main, central, double door sets and unlock
    them.  Go in, shut the door behind you, and save!  Whew.
    
    If you're fast in the next room, this will be a bit easier.
    Rush up the steps to your right, but crouched.  There is
    a crewman here trying to fix the lights.  If you can take
    him down before they flicker back on, it'll stay dark for
    a few extra seconds.  If not, don't worry too much about it.
    Be sure to take his body down to where you came in from and
    leave him behind an oriental screen in the left corner.
    
    Head up cautiously and keep an eye out for a door with a 
    large window in it.  A guard is here, and usually staring
    in your direction.  Hide around the corner on his side,
    and wall press until you feel safe.  Zoom around it and into
    shadows and enter the Bar area.
    
    "Nice bar.  Nice drinks.  NIce fish."
    "Yeah, nice guards too, BE careful Sam."
    
    I love Sam's lines in this series.  Anyway, the bar is 
    pretty well lit.  There's some bottles in here in case
    you don't have the sonic emitter.  There's three guards in
    view.  Hide near the first bar you come to and watch them.
    
    When the three are well split, dash for the well lit 
    aquarium.  You can actually shoot it open and hope it
    distracts the guards, but I do what Enrica says and try
    to avoid any detection, there are ALOT of guns here.
    So, head for the middle bar and pause while the guard does.
    As as soon as he's off, snake along the bar VERY silently.
    He'll stop and face you, but won't come in.  Wait for the
    two near you to turn away from you.  Make for the hard left
    stage area, take the long way around it at a full crouch/run
    , and then run and ROLL into the overhang area so that the
    camera can't fully detect you.  It'll whirr and buzz, but
    won't alert.  If you're lucky and fast up to now, no one
    will have seen you at all, or at the least, will suspect 
    someone but you'll be long gone.
    
    Save.  The elevator comes and here come two guards, luckily
    this is a very dark hallway.  Keep to the shadows, and if
    you feel lucky and bold grab the last one for some intel.
    Head for the elevator in the wet-from-the-pool carpeted area
    and get in.  Loading, Checkpoint.
    
    Take Enrica's advice or fail the mission.  Locate a small
    open hatch above you and climb up fast.  You should make it
    with time to spare.  When the guys come in, resist the urge
    to hit them with a gas grenade, you may need it soon.  Just
    hang tight until they leave.  They'll think someone is
    fooling with the elevator buttons.  You'll also hear the 
    hapless man they think is you.  Poor guy.
    
    Wait around five seconds after the investigator guard leaves
    and then drop down quietly and make for the table to hide
    behind quickly.  The deck is absolutely SWARMING with 
    nervous guards.  Make you way to the stacked up pool chairs
    with stripes, and hide for a moment.  Enrica comes through
    again!  The foutain distracts one guard, and makes the 
    second one walk left.  She says to swim into that, but you
    actually have two choices here.  You can head left and use
    tables and chairs as cover all the way around the room, or
    you can take a chance and dive under water past the fountain
    and pray.  There are some stairs on the far side of your
    exact location, with five or six guards in between, so I go
    for the pool myself.  If you're quick and use the map, you
    will be fine.  X button swims faster when under water.  You
    don't have to worry about air with your gear.
    
    There's a door at the top of the stairs you were gunning for
    that goes to your next area.  There is a guard up by it on
    patrol.  Use the table and big column to get a bead on him,
    along with your map.  Either wait until he's way down past
    the door, or take him out and hide him behind a table near
    the door.  Next up, steam room adventure!  That just sounded
    wrong.
    
    Inside, hit the lights, and take the left path first.  Make
    some sounds and rush over to the right corridor instead, and
    note there is a central door and a door on the right.  If
    you go right, be very silent, as there is a third guard here
    and he'll alert his cheery buddies.  I simply eliminate all
    the trouble by making sure the front two guards are in the
    left entry corridor, so that I can sneak right into the mid-
    dle room.  From there, I roll across as the steam comes in
    hard, and jump onto the far fountain.  I climb up to a vent
    shaft and boom, you're done, and safe.  Use the knife and 
    head inside for a checkpoint.
    
    The only way this next guy could have made it easier would
    be to wear a flashing neon sign that says GRAB ME!  Anyway,
    watch the man enter at the edge of the vent, he'll hit the
    lights.  Snake out and grab him with A and interogate him 
    for the door code.  Then, simply turn off the lights for him
    , since now he's taking a nap.  Head outside but be aware of
    the gentleman sitting with his back to you and singing.
    I heartily recommend you leave the previous room's door open
    , since it's about to have another occupant.  There's also
    a laptop on the right with the same door code you can inter-
    rogate from these guys.  Either way, get your code and
    remain alert, you've got two or three more guards just down
    stairs post the coded door.  Take an immediate right from
    the steps downstairs and be VERY quiet.  These guys are 
    armed and capable of hitting the alarm.  Don't kill any of
    them, however, or the NSA will lose trust in you.  Use your
    map(s) here and guide yourself around them.  Press against
    the back area you found here and wait for them to chat if
    you need to.  When they're done talking, they'll simply head
    up the steps you're near, so stay well hidden and let them
    go.  Aren't you glad you hid those two bodies in the room?
    
    Make for the front of the control room and note the third
    crewman outside.  Let him come in (or he may already be in)
    and use noises to make him turn his back to the windows and
    the outside area.  Make for the outside door on the right,
    and find the zipline right in the middle.  Jump up and enjoy
    your ride.  Try to note the area's layout on the way down if
    you can.
    
    Stay hidden behind the red supports.  Wait for the crewman
    in white with GREAT eyesight to turn his back to you comple-
    tely.  He's chatting it up with a guard in the tiny room,
    that, you guessed it, you have to reach.  There are several
    things you can do here.  You can wait them out, learn 
    patterns, and enter quickly.  You can try and arm the bomb,
    then get the frequency for NSA, and make your escape, all 
    before the guards come back.  But I prefer to put them down
    for a nice sleep.  Simply wait for your small window shot,
    when the one in white steps inside, and let a gas grenade
    go.  In that tiny room, with the door closing, they'll both
    be out within seconds.  Of course, to do this you need luck
    and skill, so I only recommend it to people that want a 
    challenge.  What you do is, when his back is turned, drop 
    down using Y and B.  Land hard and loud and hide behind the
    central stair structure.  Sneak around perfectly and lob 
    the gas grenade in.  They'll have a chance to react, but
    not alarm.  It isn't perfect, but it works and puts them
    both down, making the rest of your mission easy.  Another
    small option is to wait for the guy to be to the left of the
    door, there's water there.  You can shock him, and sometimes
    both of the guards with a shocker.  Or let the man in white
    walk away, and shoot him or shock him then, unlock the door,
    and take out the last guard.  Like I said, tons of ways, and
    we're not even getting into making sounds to distract etc.
    
    However you do it, enter the small room with the glass door.
    Check out the laptop once the room is safe to learn about
    the negligence onboard, and about the escape hatch.  Then,
    go backleft and place the bomb.  Enable the frequency as 
    well, just so you have options in the next segment.  Trust
    me, you'll want the options.  The game drastically changes
    with the characters depending on your choices coming up.
    
    With that done, head back outside and go to the back corner,
    using your map, to find your exit.  Activate it and smile,
    because this one is done!
    
    Rewards for * this time are EMP Grenade Attatchment and Gas
    Grenade Attatchment.  Good job!!
    
    ============================================================
    SAM8 - Mission 8 - USA NYC JBA HQ 28 Feb 2008
    
    Choice Objectives
       NSA Stop cruise ship explosion
       JBA Allow cruise ship explosion
       NSA Frame Enrica
    
    Primary Objectives
       NSA Obtain visual proof of bomb*
       JBA Decrypt e-mail message*
       NSA Scan fingerprint to access lock*
    
    Secondary Objectives
       NSA Obtain Enrica's disarm code
       JBA Practice at firing range
       JBA Complete training course
       JBA Assemble mines for Kinshasa
    
    Profile Objectives
       NSA Search quarters for personal info (1)
       NSA Get professional background info (1)
       NSA Get JBA member voice samples (0)
       NSA Scan JBA member fingerprints (5)
    
    
    Lot's to do here, and a big ending for this one, no matter 
    the choice.  First off, Emile has done some sneaking of his
    own and found an email from an ally, Massoud, that he wants
    decrypted.  This is one of the most confounding parts of any
    game, much less this one alone.  There's really only one
    fast way I know of, so it's what I'm printing.  Here we go.
    Be sure you SAVE.
    
    Rotate using LB 
    
     --------     -------      -------     -------
    |000 |001|   |010|011|    |100|101|   |110|111|
    |--------|   |-------|    |-------|   |-------|
    |110 |111|   |000|001|    |010|011|   |100|101|
     --------     -------      -------     ------- 
    
    The top of the cube will look like: (using LT)
     ------- 
    |010|000|
    |-------|
    |001|011|
     -------
    
    The bottom of the cube will look like:  (using RT)
     -------
    |100|110|
    |-------|
    |111|101|
     -------
    
    
    Keep on reloading until you can do it in just a few minutes.
    At this point, be sure to grab Emile's fingerprints with
    scan on the keyboard. Head up to where Moss first showed you
    the obstacle course and scan the button for his prints. 
    Nice!  Next up is in the clinic where you first ran into
    Enrica.  Pick the lock and head in, light on or off, and
    scan her microscope area for the prints.  Be wary of hallway
    grunts.  Now head to the kitchen (right across from the 
    med bay where you are) area and when the grunt leaves you,
    scan the fridge for Jamie's print.  Good job.  Head down to
    the mine area Enrica showed you but not that far, and scan
    the pad you hacked for Dayton's fingerprint, at the barred
    door area.  Their prints can also ALL be found all around
    their private quarters and any other rooms they frequent.
    
    At this point, it's good to have 17:00 minutes or so left.
    Now, go back behind you to the mine area and use the voice
    print to get into the restricted area again.  Shimmy past
    the camera upstairs and enter Enrica's lab again.  Shimmy
    to her laptop and hack in to get her disarm code for later.
    You may decide you want it, trust me.  Then, leave the way
    you came quickly.  She gets a phone call here and will come
    near you if you don't hurry.  Once hacked, don't forget to
    get the security room code.  Now it's down to NSA business.
    
    Shimmy past camera, go into upstairs door opposite you, flip
    light switch like before, and go into the hallway you've 
    seen once before.  Be very, very quiet.  This grunt will
    likely respond to you opening the door, so make for the low
    crates in front of you sort of on the right.  Carefully
    slip past the guard and climb one, then another, then fall
    fast into a roll down the hallway on the right, into the 
    room with the pool table and jukebox.  Make for the light
    switch just outside the room on the right.  Hit it to dist-
    ract guard number two.  Now, slip into the bathroom as he
    passes, immediately move right down the hallway (past 
    Enrica's bedroom) and go all the way down the dark hall to
    a door on the left that requires print scan.
    
    Moss and Jamie are arguing here, so if you don't have the
    voices of these two yet, here's a good time.  Just like 
    Enrica on the phone before.  Shadow Moss and follow him
    until you come upon your first door.  This is Moss' room.
    Look for a filing cabinet, with the lights out, and scan it
    real quick for some info on Moss.  He often returns to the
    room, so be ready to hide in the locker in there until he's
    done.  Then, you can follow him around a corner to...light
    in the hall.  Doh.  To the right, you have guards.  Go left
    into a caged area.  Remember it.  Inside the area, jump up
    and grab the gray shelf in front of you and head up and 
    over it.  Quietly drop down and hack the keypad on your
    left, where Moss was headed.  You can also sneak VERY
    carefully through the chalkboard room with the two guards,
    in and around to the second exit (to bypass a camera), and
    carefully stick to the far right wall and pass the sitting
    guard in the fence area.  Either way, go to the keypad and
    either hack in or use the code you got.
    
    Once inside, wait for Moss to leave for his office in the
    back.  Figures it'd be here, in the security office.  Now
    for a tricky part.  2 grunts are in here.  The one on the
    right won't go anywhere if you're quick.  The one on the 
    left is one to watch.  When he seems busy, save, and go 
    between the desks to get to Moss' office.  Stay hidden in
    the obvious spot(s) as he moves about in a set pattern.
    When he is at the table or board, sneak behind the shelf
    with the boxes on it.  You'll be able to hit his file 
    cabinet from here.  You can also hit his computer for info
    on Jamie's office's passcode.  It's so simple it hurts.
    Head out into the security room for the NSA info.  
    
    This is the tricky part.  Watch the guards as they sit 
    about.  Hopefully no one has noticed any sounds or sights,
    and they will stay simple.  If one hears something, though,
    that complicates matters alot.  Now, sneak back the way you
    entered, from in between the desks, and quietly go back to
    the door you came in from opposite Moss'.  From this 
    vantage point, wait until the grunt returns to his position
    on the right.  A few seconds after he's seated, the one on 
    the left will do something different and good.  He'll go to 
    towards the back, where Moss is at.  Hurry but stay low and
    go to the back left computer monitor he was posted at.  Hack
    in quickly and get the visual confirmation NSA needs.  Go
    ahead and get out of this blasted room quick and quiet.
    
    From here you'll either already see a man coming to you
    or a man about to be leaving the fenced area.  When the
    grunt moves on, go into the fenced area to bypass the grunt
    leaning on the wall and the camera.  Thanks fellas.
    
    Haul butt out of the restricted area completely, the way you
    came in, and go complete any secondary objects you think
    you have time for if you need any JBA trust (like if you 
    were spotted during this mission heh).  The shooting range
    is quick but you need a higher score now.  The safe course
    is your best bet as it hasn't changed.  You can also make
    mines again, if you're good at that.  No matter what you 
    choose or if you just want to speed things up, head for
    the laptop Dufraine left you on to decode.  He'll show soon
    and then it's time for a cutscne, and a choice.
    
    What you pick here is going to change the plot some, and the
    endings some, but not too much.  You can read about them
    all on various websites, so I won't list them here.  I may
    list them towards the bottom of the FAQ eventually.
    
    I chose to use the Enrica Code.  It keeps Trust levels of
    both sides normal, meaning if you were both full they'd be
    full, or stay at whatever level you are at for each.
    
    Anywho, for * this time you get the last two, the Frag 
    Grenade attatchment and the Enhanced Night Vision.
    
    Good job!!
    
    ============================================================
    SAM9 - Mission 9 - Democratic Republic of Congo Kinshasa
    01 Mar 2008
    
    Assignment
       NSA Bug the secret meeting room
       JBA Find CIA agent Hisham Hamza
       JBA Return to the parking lot
    
    Choice Objective
       JBA Kill Hisham
       NSA Do not kill Hisham
    
    Primary Objective
       NSA Retrieve plans from camp
    
    Secondary Objective
       NSA Avoid all alerts
       NSA Prevent the execution
       NSA Save woman on the bus
    
    A multipart mission, NSA and JBA objectives, daytime light 
    everywhere you go, and an ongoing civil war?  Sounds fun.
    
    First off, if you press on the left dpad here, Sam will
    adjust his sunglasses on or off.  Pretty useful for the 
    many outdoor sections of this level.  Time to make some
    trouble.
    
    Hisham is here, just like in Shanghai.  You get some intel 
    and learn it's time to make for the roof.  Your goal is the
    elevator on the far end of the garage.  You can make sounds,
    flip the light, or take out and hide the rebel guards here.
    Soon, a truck pulls in, getting attention as well, and 
    adding one more guard.  
    
    Go on up, and get a checkpoint.  EMP the light in here to
    draw a guard in.  Take him down however you wish and 
    progress, but watch your map.  There's some trigger happy
    milita here.  Enter slowly and once the shooting starts 
    again take a hard right and crouch/run to the windows.
    Not only can you cut these open, but one pane is already
    gone.  Go outside.  Go straight and shimmy right to a
    bombed out opening.  You will be suspected here but no 
    alerts just yet.  Rush to the debris in front of you by
    going around and left, and climb up it fast, and the 
    soliders will be too busy to care about you anymore.
    
    Enjoy the checkpoint.  Careful of the right hallway, you've
    got a gaurd in it.  Either wait for him to fully patrol
    and go into the hall, or take him down here and now.  I 
    like to grab him and guide him back to where I first 
    climbed up, get him in the corner, and take him out there.
    
    Either way, head into the hall on the right.  Locate the
    third open window on the left and head in.  Get into
    the laptop and read about the laser mines in particular.  
    Head out into the hall and be aware of two guards.  One is
    in a room on your right, doing nothing.  Another is patroll-
    ing your hallway and may have already picked up on you.  If
    you can outmanuever him and grab him, he'll give you some
    intell.  But so will I so you don't absolutely have to
    get him.  Instead, go for the double doors to your left.
    
    Here's two guards talking.  Wait for them to split up, and
    hide in the closet on your left if you're antsy.  Grab one, 
    take him in the doorway, and then make your way into the
    large room.  Stalk your prey here and either shoot him in
    the head to be quick, or draw him to you to knock out or
    what have you.  Either way, move on into his room and go
    onto the balcony.  You guessed it.  Jump over the left side 
    and follow the ledge.  Here comes a chopper!  
    
    Climb the sign quickly and jump up, shimmy right on the
    ledge here.  Note the guard climbing away from your 
    position.  Rush to the ladder but don't jump at it or he'll
    turn on you and kill you quick.  These guys are always in
    alert mode, obviously.  Go left, left again, right, and
    be wary of a guy coming near you to reload.  When he moves
    on you can shoot or stun the guy firing on the helicopter
    and rush right and up the stairs you'll discover.  Be quick,
    and if you have to, be deadly and pull some headshots, if
    you have ammo or nonlethal to spare.
    
    Go up quickly after taking down at least the one guard near
    the steps for best results.  After you're in the small place
    , go ahead and hack the fuse box near the trapped hatch.
    Before you open it, hack into it further and dismantle the
    laser.  Then open the hatch and head down.  By now someone
    knows about the body you left, so hurry!
    
    Drop in and embrace the pain of falling.  Now you're in a
    seemingly impossible security room, where you need to end
    up placing a bug for the meeting.  Head down your ladder 
    nearby, squeeze under the room, and then crawl out to the
    other side.  Jump and climb the pipe in front of where you
    emerge, and shimmy with it until you are over the cube.
    Drop down and locate the hatch to your left, and hack in.
    
    Line yourself up with the small aluminum piping and drop
    down a foot to grab it.  Shimmy to either side and avoid the
    green laser walls.  Wait for them to cut off and make your
    way over until you can drop down behind the painting struc-
    tures.  Time your jumps to avoid the lasers here.  You can
    also hug the glass wall but it's a bit slower.  From here
    climb up the next pipe you find and follow it until you 
    find another pipe at an intersection.  Take it to the dead
    center of the room and use the winch to lower yourself dire-
    ctly down to the table but don't go so far that you drop.
    Plant the bug in the indicated spot and zoom back up fast.
    Try not to drip any sweat or blood, because you're here
    for the meeting, just like Sam wanted earlier.  :)
    
    After you hold on for the entire meeting using the Y button
    to draw up further, save.  You can drop for noise and
    damage or use the winch again but this time fully lower.
    Either way, get out of here the way everyone else left.  
    Gulp, gotta hurry to the parking lot to hear about the mole.
    
    Once you're down, look left for a table and some debris.
    You can repel down from here.  Go allllll the way to ground
    level.  Find the little silver door, head into the bathroom,
    and go down into the hole in here.  Follow it, drop out,
    and casually leave the men's room as Emile becons you close.
    He wants Hisham.  You have to take him down.  Whew, not you,
    but still bad news.  Run down the ramp there behind you and
    load.  Checkpoint.
    
    This part is pretty new and different for a Splinter Cell
    title.  Daylight, wartime, and several small objectives that
    hinge on both stealth and action.  Get ready.
    
    Wait a moment for the explosion, then either scale the fence
    or cut through it.  It's faster than lock picking, even with
    the auto pick.  I chose the left side.  Hide on either side
    and you'll discover the duo has split up and you have one
    guard to deal with.  Do whatever you want here, though I 
    like to just follow him when he moves on.  Stay behind the
    car until you can move to more boxes, when the guard moves.
    Look around the corner here for a man in red running.  He'll
    give up a sniper position by yelling up to him.  Now you 
    know where he is.  While they're talking briefly, move into
    the right hand alleyway.  If you weren't spotted by anyone,
    and there were no alerts yet, the execution is still about
    to happen.  If, however, you get seen or a body is found,
    they kill the hostages and the NSA loses a tiny bit of 
    trust for you.  Whether you want points or not, Sam's 
    character, I beleive, would stop to save innocents.  Ok, 
    we're dealing with two guards, if you position yourself
    carefully by using your map you can take them down before
    they can kill anyone.  If you want to be sneaky, follow
    one through the cloth and doorway to take down.  Then, keep
    an eye out for the other man in the far alley.  You can
    use a shocker here for quick results, or shoot him, or what
    have you, but I like to try and sneak to knock them both
    out for a better rating.  It really doesn't matter how you
    do it, so long as one can't alert the other.  Meaning, if
    you take one down quietly, you can shoot the other or do
    just about anything you wish.  
    
    Now, head out of the alley and down to the right.  From 
    here, you'll see a woman running right as shots are fired.
    Follow her into the building she runs for, and quickly 
    find an exit through the window in here.  You can knock her
    out, but I choose not to.  You'll get another big boom off
    to the left of Sam's position, keep moving down the street
    to the right near the large stack of boxes.  Look left of
    here for a ladder, head up and save at the checkpoint.  Keep
    in mind everyone will be alert here, but it doesn't mean 
    they've seen you.  Though on Hard mode, it's safe to assume
    they have, just to keep alive.
    
    Be careful and as you round the corner and hear from Emile
    keep an eye out for two men below.  Wait for them to leave
    before you move on to avoid a quick death.  There's a cable
    you can slide down at the end here.  Head right and keep
    your eyes open for a red hatted guard to move behind a large
    broken cylinder.  Note your new objective.  Anywho, the two
    guards are shooting in the opposite direction of you, so
    take this time to to go near the truck and jump down into a 
    ditch.  Follow the ditch behind the guards and try to stay
    low or you risk problems here.  Get to the front of the bus
    and jump inside.  Lift the chair up off her leg and follow
    her to a great room if you're on Hard.  It's cool any time 
    but invauluable on Hard mode.  She'll lead to some ammo
    and supplies.  Note on your map two guards down the road 
    here.  After they check the underside of the truck out,
    sneak VERY carefully up behind it and crawl under.  You
    will ride to the Checkpoint.  Whew.
    
    Now, when the drive is gone roll out on his side of the 
    truck.  Quickly and quietly move behind the boxes to the
    rear of the green tent.  This isn't as bad as you might
    think.  You can cut the matieral to enter the tent here,
    but keep in mind it may be found out later.  But by then,
    you should be long gone.  Hide behind the boxes to the 
    left and notice the laptop with the guard.  The guard will
    soon leave to greet the new arrivials that just landed via
    chopper outside this tent.  Hack the computer to get the
    plans, then sneak out through the back and cut into the 
    next tent.  Your goal will be to climb the tower here, so
    use the boxes for cover as you make you way to the fence's
    door.  You can't climb this one, it's electric but can
    be shut down.  In between the two rows of generator boxes,
    you'll find a wire here you can safely cut to shut it off.
    You could also just distract the two guards nearest the door
    with sounds but it's riskier.  So now cut into or climb up
    and over the fence and make for the ladder.  Make SURE the
    coast is clear of the two guards nearby, and climb.  Up top
    you save and find a sniper rifle.  Nice.
    
    Here's Hisham, poor guy.  Emile wants him gone, of course
    Lambert will have none of that.  Don't worry, this next
    section isn't that hard.  But if he dies, you finish here.
    The most heroic and cinematic, to me, is to save Hisham.
    When he and a guard enter they will fight.  Shoot the guard
    when he's clearly on top.  From here you will get a scene,
    Emile is furious, and Lambert has a great idea.
    
    If you killed Hisham or let him die in the fight, however,
    you win this mission and may move on to SAM10 in this guide.
    
    Assignment
        NSA Rescue Hisham
        NSA Help Hisham escape
    
    When you're up and ready again, slide down the cable via
    zip and you'll be on your way to making it right to JBA.
    Move into the next room and drop through the floor.  Hide
    behind the car and move left in the shadows towards the bus.
    Enter the bus and exit it's opening on the side, and quietly
    crouch behind the dumpsters.  Look at this guy, whoops!
    
    Kinda tough here, depending on your gear.  If you don't have
    smoke grenades in any form, roll for the black smoke created
    by the missle that killed the guard you just saw die.  This
    will let you reach a ditch under the truck.  Exit towards 
    the car that just landed to your right, and head for the
    downed chopper.  Enter the opening here for a checkpoint 
    save.  
    
    If you do, however, have smoke grenades, feel free to use
    them to keep you safe and away from the missles of the
    heli above you.  You can also use them to redirect attention
    from guards at war.
    
    After you arrive on your map at the palace, go in and stay
    behind the table.  A guard will examine a body.  Sneak past
    him and exit the palace to the right while he's busy.  On
    Hard, if you can't seem to get by alive, take him out and
    move him to where you came from.  Reenter the palace on 
    other side of the debris here, and exit again to the right.
    Move down the palace wall behind the sandbags quietly, and
    turn left.  You'll be able to locate Hisham, tied up, just
    inside the main part of the palace.  A guard will mess with
    him some, turn, and walk away.  Sneak in and untie Hisham,
    just as the guard walks away.  Exit the palace with him in
    tow and movetoward the rear, on the left of the opening in
    the wall.  If you wait long enough, the guard
    will rush through, responding to something on that end,
    and you can feel free to either take him down or let him
    pass (no noise from you).  At this point you're homefree, so
    just move through the opnening and toward the fence ahead,
    make a quick left and help Hisham over the wall here.  Just
    stay there and the mission ends with everybody happy.  Plus,
    Sam can now sleep at night.
    
    On Hard mode, you pretty much have to follow this to the
    letter, since you probably have next to no ammo left.  But, 
    if you choose, you can actually kill everyone in the
    palace if you're quick and sneaky about it, otherwise they
    will kill off Hisham.  There are ways to climb into other
    areas of the palace and take shots at guards, however.
    There are even different routes for this level entirely.
    But, I'm just trying to help you survive.
    
    Good job on this one, no *s left to
    unlock!  The game is almost done!!!
    
    ============================================================
    SAM10 - Mission 10 - USA NYC JBA HQ 06 Mar 2008
    
    Primary Objectives
       NSA Scan retina to access lock
       NSA Find and defuse bomb
    
    Profile Objectives
       NSA Get professional background info (1)
       NSA Scan retinas of JBA members
    
    Here we go.  The "true" last level.  It's a doozy, so I hope
    you're ready to use everything you've learned thus far.
    Keep in mind you can also have all the time and kills/K.O.s
    in the world to gain all the files, prints, and other things
    like that you need.  But you won't get voices for Moss,
    Enrica, or Jamie if you follow my guide exactly.
    
    You'll hear some plans for the other bombs, and then Emile
    will tell you to come with him and Jamie to the interrogati-
    on room.  You also hear SWAT is out front.  And Dufraine
    says he knows why.  Uh-oh.  You have no choice but to follow
    on.  When you enter, you're given a choice.  No matter what
    you pick, you must progress and defuse the NYC bomb!  So,
    what to pick?  Well, I like Lambert, he's been in all the
    games, and though he would expect same to maintain cover,
    I save him.  If you choose to shot Lambert, you can freely
    walk the base and crouch whenever and all that, but no one
    will bother you unelss you enter restricted areas, and the
    final, bomb area.  That small bit of freedom doesn't make
    me too happy, honestly.  I prefer (and find it far more 
    cinematic) to kill Jamie here, and declare war on the JBA,
    by myself.  If you wait too long to do either, Jamie will
    kill you.
    
    Also keep in mind, if Enrica is alive here she will help you
    open up on of the final doors in the HQ and tell you that 
    you can "talk later".  She also gives you your goggles and
    rifle with some ammo.  However, we never see this talk 
    happen, and if you still want her retina you'll have to
    knock her out or kill her here.
    
    Once you see the declaration of traitor here, go to Jamie 
    and scan his retina.  Once the checkpoint occurs, exit and
    go right fast.  If you're just quick enough, the JBA grunts
    on the way to kill you and Lambert will be too late.  Move
    across the hall to the boiler room down the steps to find
    Enrica's body here if you did what I did earlier or allowed
    her to die.  Either way, if she's dead, she's here.  If not,
    you'll have to find her later.  Scan her retina.  If you 
    have problems here, you'll have to scan Jamie and
    roll out to the right hard, hoping to only take one
    hit or so.  Then get Enrica's retina 
    scan if she's dead, and follow my and continue on, going
    back to kill off the two guys you had to leave, as they
    may be problems for you later.  Don't forget light switches
    and the ultrasonic emitter for sounds.
    
    Climb the
    ladder to reach the garage port.  Exit and move towards the
    safe cracking maze and firing range.  Everyone has cleared
    out, luckily, to go face SWAT, so you can pick up your
    goggles and your SC-20K rifle to really have a party.  Look
    for any other ammo types around here and move on.
    
    Head to the main area of the compound and be wary of the 
    two patroling guards, one downstairs and one upstairs.  For
    Dayton, we have to head to the server room so go on downst-
    airs first.  Stay flat against the left wall here and keep
    quiet to avoid detection.  Follow the guard as he moves
    towards the server room, and wait in the darkness of this
    area to avoid him, or go ahead and finish him off.  Sneak
    into the server room the usual way, locate Dayton, and end
    him for his retinal scan.  You could also just knock him out
    for the scan.  Now for the NSA big stuff.
    
    Do you remember how to reach Moss' room, with the punching
    bag?  Head to where you made Mines before.  It's very near
    the server room where Dayton meet his untimely end by your
    blade.  Scan in, take the steps, go in, flip off the light,
    open the door, and you'll be in the rec area where the
    pool table and all that was.  Turn out the lights on the
    right side of the area to really freak out the approaching
    grunt.  Take him out or bypass him however you see fit, and
    head for the next light switches, you know the drill by now.
    With everything nice and dark, and your goggles on, head 
    down that right hall (past Enrica's bedroom), and scan in at
    that last door on the left again.
    
    Head through the left part of the double doors, but instead
    of taking the familliar path toward the security office,
    look immediately right for a retinal scan elevator.  Do you
    remember the fenced in area from before, with a guard 
    sitting at a desk?  If you go to that desk now and avoid/
    take out the guards in the area, you can find three smoke
    grenades, to be used on Emile and his four thugs at the end.
    But, in the end, it will make very little difference 
    actually.  So if you want to be truly safe, just head for
    the elevator on the right hand side we came up on.
    
    From 
    here, Sam can do several things.  While it may feel really
    great to dismanle the JBA with your knife, fists, and 
    bullets, the mission comes first.  So now we're playing it
    very safe.  Exit the elevator and flip the light switch
    on the right before the guard turns around.  Stay to the
    side and VERY quietly move past him as he approaches.  
    You'll be in a mini-hall.  Flip the enticing light switch
    ahead when the guard is far enough ahead of you, and
    quickly get on the metal and jump the railing off to the
    right.  There's some ammo here if you need it, and on Hard,
    you do, for those just in case moments coming soon.  Head
    around the small corner and enter the password 1234 you
    obtained earlier to get into Jamie's office.  Here, you can
    obtain the final piece of professional background info.  
    Pretty elusive considering how Moss called Jamie stupid for
    getting arrested.  Anywho,  use the computer to get the code
    you may not have to the main lab area, which is 2112.  
    
    Go through the other door in the room (not from where 
    you came) and drop through the opening in the floor.  
    Climb onto the box and then jump up through the hole 
    in the wall.  Great, a smart guard with a flashlight.  There
    *is* a way to avoid this guy's sight line, but you have to
    be pretty lucky in how you position yourself behind the 
    boxes
    even on Normal.  I recommend shooting him in the head when 
    you can take the shot, as sneaking around him in water is
    hard, as is using other nonlethal means.  But IF you can
    hide, by all means do, and let him pass you.  Save often
    here and coming up.  Leave through the door and go left,
    head up the stairs you'll find, out the door, and into the
    door on the right.  Head into the next door and now you're 
    getting closer to the bomb.  Good luck!  Checkpoint save 
    here.
    
    Now you get an interesting (if not horrifying) scene, and
    then a 10:00 minute timer.  Use your SATMap here (LB) and 
    be ready for a guard at the next door you encounter.  Either
    let him pass you by, or go ahead and K.O./kill him.  Go
    on down the tiny stair set and turn around.  Ready to tee
    off some guards?  Since you don't have much to take care of
    lights, you'll need to shoot the one here.  Unless you want
    100% stealth (which I don't recommend on the first or even
    second tries here), it's quite helpful.  Hit your night 
    vision and wait for the alert mode guards to arrive.  If you
    position yourself safely enough, pressed to the windows,
    they will pass right by you
    and you can do what you will with them or just pass right
    on by and let SWAT nab em.  Whichever you pick, get to the
    door they just came from and use the code you got or hack in
    quick to gain access.  Good!
    
    Climb the ladder (as if you'd turn back now, right?!), and
    hopefully the guards won't see you, though you will pass
    a light here.  There is another ladder and you will see
    Emile on the other side of the bulletproof glass, so 
    don't get too trigger happy and waste ammo.  Take the exit
    into the new (and final) room.  This, is a tough spot.
    
    You'll see a guard walk
    from left to right down a set of stairs and then he'll pass
    right by where you are if you sat still upon entry.  Jump
    to the right over the railing and sneak around behind him 
    quick for a grab and knock out.  The grab is good if you can
    get him into more shadows for the K.O.  If not, don't worry
    about it.  At this point you're dealing with (use that map!)
    three other guards plus Emile Dufraine.  I have tried, and
    tried, on each difficulty, to find ways to sneak and trick
    my way through here.  But like the other Splinter Cell 
    titles before it, you simply don't have that option.  So
    get ready for a battle of sorts.  This WILL be messy.  Even
    at my best, it's hard to sneak everyone in time, and will
    take alot of practice.  Be sure you have at least six 
    minutes entering this section if you want to practice the
    sneaking method.  It can be done in five but it's down to
    the last seconds.
    
    Check your gear.  If you're on Hard, you have probably 89
    bullets, and your knife, plus the goggles.  You may also
    have up to three smoke grenades if you chose to hit the
    fenced in area before you took Jamie's elevator down to the
    bomb area.  They are totally optionally and not incredibly
    useful so it's ok if you don't.
    
    You're going to
    have to position yourself behind the crates near you here.
    From here, you'll need to draw them out into the open, and
    use whichever goggles you are most comfortable with.  Kill
    them all with head shots, as that ammo goes fast.  Now, if
    this doesn't work, you can try and find other spots to hide
    in, but the premise is pretty much the same, as in, lure
    one or two, and end up shooting all four to death in a 
    frenzies, luck filled fire fight.  Save, save, SAVE!  Keep
    at it, you can do it.  Also, here's a little known fact.
    If you actually manage to sneak up on Emile and go for a
    grab K.O., you'll have a pretty cool little fight sequence
    with him that's worth the trouble.
    
    ************advanced method, stealth****************
    
    If you want to try sneaking, here's what I finally got to
    work on Hard after four or five retries.  I drop down to the
    right without looking for the first guard (fifth man).  He
    heard me and came over to the corner, where I could safely
    grab and silent K.O. him.  I then used the column on the
    right that casts a thin shadow to get to where I can see
    two men standing, facing Emile, as he watches the bomb.
    I whistled, and quickly moved back (using the column shadow)
    to the main shadow corner in the back right of the room.
    The will *slowly* approach, usually only two of them, 
    though sometimes I see the third climb down his ladder too.
    They will investigate (night vision helps here) and SLOWLY
    turn around to leave back to their posts with Emile.  Very,
    very carefully try and grab the one in the very back, and 
    DRAG him to the corner you're hiding in.  Take him down
    quick and go whistle again to bring one, or two more.  
    However it works, use the same, time consuming lure tactic 
    here to grab the one in back (or alone), grab with A, and
    carefully guide him to the corner to K.O. him so that
    Emile doesn't hear.  If the one guard up top is still around
    , you will have to whistle until he comes first, but be
    carefuly not to bring Emile.  Here's a good option with the
    last grunt body.  Kill him on the steps, in the light and 
    quickly fall back to hide.  Hopefully you have around 2 and
    a half minutes left here for the bomb.  THEN, position, 
    using shadows, yourself to see Emile.  Carefully whistle
    until he moves, or, better yet, let him barely see you in
    light for a second to really get him moving quick.  When he
    finally comes around, he'll spot the dead man on the steps,
    and rush him to kick at him and check.  This is your chance
    to grab him for the cool take down sequence, and it still
    counts as stealth, though you did kill a man.  You could
    also K.O. the bait on the steps but you'll have to grab at
    Emile before he can reach the body or he'll wake him up 
    pretty fast.  Again, scan his retina BEFORE the bomb if you
    want the data.  At this point I had literally one minute
    as I began to crack the safe.  If you're in the zone or
    lucky, you'll be in within six seconds.  Then force a data
    hack if you don't mind the hurt stealth score for a two
    second entry there.  Then, hold the RT hard when getting the
    bomb core, while wrestling to keep the bullseye in the 
    green.  As you lift it out, you should have nearly 30 
    seconds, so use Sam's breathing to slowly lift out the core,
    safely.  I finished with two seconds until detonation.  So,
    this method CAN work, but it helps to really know what
    you're doing beforehand.  Remember to keep a save at the
    five or six minute mark and don't overwrite it in case you
    can't make this method work for you.
    
    ************end advanced method, stealth**************
    
    
    Before you approach the bomb for the win, go ahead and scan
    Emile's Retinas.  Nice.  Now, go into the red hued bomb
    room, and try not to panic.  Ok, crack the safe.  Not too
    bad yet, right?  Then, hack the computer.  Now, time for
    bomb defusal.  Do you remember when you had to make the
    mines?  I hope you were fairly good at it, otherwise you 
    may need to do several save/reloads at this point.  You use
    the right trigger, as before, to move the bomb core and it's
    speed adjustments.  You have to "feel" your way around with 
    the stick and keep the bullseye green.  Once you're aligned
    properly, the arm will grab on to the core.  From this
    point on, hold Sam's breath with LT, and slowly let off on
    the RT so that it comes up smooth.  Don't let the core touch
    the sides.  With the bomb disarmed, you've accomplished...
    
    MISSION COMPLETE!  Way to go!!  It's not over yet, though...
    
    ============================================================
    SAM11 - Mission 11 - USA NYC 07 Mar 2008
    
    Primary Objective
        NSA Disarm the bomb
    
    Back in the saddle again.  Remember Moss?  This is a bonus
    level.  Moss is taking the bomb to one of the men from the
    meeting earlier in Africa.  But he's sort of changed his
    plan, in a rage.  Thankfully Sam is dedicated to the last.
    
    Climb the ladder and listen in on Moss and the last of the 
    free JBA grunts.  You've got 10:00 minutes and no weapon.
    There are a couple of ways to pull this off, but here's a
    quick and relatively painless way to reach Moss.  Simply 
    wait for everyone to finish talking.  Stay in your hiding
    spot and carefully  watch the top area
    that Moss headed for, and wait for a guy to come out and
    go down the steps.  NOW you can sneak into the top room and
    take down Moss.  Sneak up and use a grab on him for a very
    cool kill.  Much like with Emile's sneak take down in the 
    previous level.  Don't forget that retina scan if you're a
    completionist or after the achievement.  You should
    have waited for everyone to be clear for sure before you go
    in after Moss, you should still have enough time to get the
    bomb.
    
    You can also find a crawl space under the steps leading to
    Moss in the cabin, it leads you to the med bay and is a 
    decent hiding spot if you use your map right.  You can
    *also* feel free to grab and take down anyone (in a good,
    hidden spot) if you feel like they see you too soon.
    
    The bomb will be right next to you in that room, so simply
    pick the lock, hack into it and go for the disarm.  After
    this, leave the room for the final cutscene.  People may be
    shooting at you here but you should be fine, even on Hard.
    If not, you need to restart and go for more stealth, or 
    attempt taking at least one of the men out before you get
    Moss.
    
    To be continued...
    In Splinter Cell:  Conviction
    
    You can find info about it on the internet right now!
    
    
    Congratulations on beating this awesome game!!
    
    
    ============================================================
    3. Profile Objectives
    ============================================================
    If you're looking for the quick methods of obtaining the
    coveted spy info for fun, or for the achievements, look
    no further!  Here's a quick tip list on getting them.
    For greater detail, however, you'll need to use the Guide
    above.
    
    A. Medical Records - 
    (Available beginning Mission 3)
    
    Simple.  Your first time in the JBA
    Headquarters, right after the prison mission.  Go to the 
    clinic at any point during your 24 minutes and speak with
    Enrica by standing near her.  When she's done, she'll turn
    and leave to lock herself into the medical lab's office.
    Turn around, leave, and be sure no one can see the open
    doorway (you can't shut the door).  Flip off the lights,
    and crouch as soon as the game let's you by her door.
    Be very quiet in your movements, or she'll kick the door
    open on you.  Lockpick the door, and quietly go straight
    across the room to the file cabinet.  The laptop has an
    interesting email too (though useless to gameplay). Voila!
                                         
    B. Professional Background Information -
    
    1. Beside the computer in the server room. Use your 
    handy
    Sound Emitter gun or flip the light switch to get him
    away from the PC desk.  I use both actually.
    (Available beginning Mission 3) 
    
    2. Enrica's office in the section accessed by voice 
    recognition next to the mine creating machine. 
    (Available beginning Mission 6)
    
    3. Emile's office between the grandfather clock and 
    the desk. (Available beginning Mission 6).
    
    4. Next to the computer in Moss office located next to 
    the security room. Just wait for him to move away from
    where you want to be.
    (Available beginning Mission 8)  
    
    5. Jamie's office accessible via the elevator next to
    Moss' quarters.
    (Available beginning Mission 10)
    
                        
    C. Personal Information -
    1. Upper restricted access area, in the room where 
    Dayton is sleeping and having nightmares. Keep it
    quiet.
    (Available beginning Mission 6)
    
    2. Upper restricted access area, in the room where 
    Dayton is sleeping and having nightmares. 
    Again, be very silent in this room, or it's over.
    (Available beginning Mission 6)
    
    3. Enrica's room. The room with the open window in 
    the bathroom that allows outdoor access to Emile's 
    office and the car port. 
    (Available beginning Mission 6)
    
    4. Emile's bedroom. The room next to where Sam 
    scans the blueprints from the safe. 
    (Available beginning Mission 6)
    
    5. Moss' bedroom. The room with the heavy bag on the 
    way to the security room. This one is easy to miss
    for some people (myself included).   Use your map(s)!
    (Available beginning Mission 8)
    
                                     
    D. Fingerprints -
    1. Enrica
         -On the microscope in the lab next to the 
    infirmary, as long as she's gone, no worries.
     
    2. Jamie
         -Refrigerator in the kitchen near the 
    infirmary, tougher.  Be wary of grunts walking
    near the hallways.
    
    3. Dayton
         -Next to keypad for entry into the server room
    Flip off the light switch when you get this one.
    4. Emile
         -On the desk next to the computer where Sam is 
    decrypting the e-mail, watch the break room next door
    carefully.
    
    5. Moss
         -Next to switch that activates the obstacle 
    course, or anywhere in his bedroom if he's gone.
    
    
    E. Retinal Scans -  I'll provide more detail
    in the walkthrough for these, as to avoid spoilers.
    SAM10 and SAM11.
    
    1. Enrica 
        -Boiler room
    
    2. Jamie
        -Interrogation room
    
    3. Dayton 
        -Server room
    
    4. Emile 
        -Last room where the bomb must be defused
    
    5. Moss
        -During mission 11 on the boat
                     
    F. Voice Samples -
    
    1. Enrica
        -Very beginning of mission 6 after she asks 
    Sam to follow her.  Stand at Mine Machine, wait
    for Emile to talk with her at stairs on your
    right.  See walkthrough for better detail.
    SAM6
    
    2. Jamie
        -When he is practicing the updated voice 
    recognition system to the door for
         entry to the upper restricted area. The 
    door is accessible via the stairs
         near the infirmary
    
    3. Dayton
        -While he is having a nightmare in his bed 
    during mission 6
    
    4. Emile
        -Next to mine making machine at beginning of 
    mission while he is talking to
         Enrica.  See her section above for more 
    details.
    
    5. Moss
        -Follow him during mission 6 and he will 
    stop and talk over the radio
    See SAM6 for greater detail.
    
    
    ============================================================
    4. Gadgets of the Trade  (Equipment)
    ============================================================
    A. SC-20K 
         -One of Sam's primary weapons. 
         -Features include (reflex scope)sight, silencer, 
    automatic or semi automatic fire
    B. SC-20K Scope 
         -Access by pressing the right analog. 
         -An upgrade of the scope is available adding night,
     thermal, and wave vision.
    C. Sticky Camera 
         -Attachment of the SC-20K. Launchable surveillance 
    camera.
         -Has noise making and non-lethal gas release 
    capabilities.
         -Possesses an upgrade that adds an explosion 
    effect.
    D. SC-20K Attachments 
         1. Sticky Shocker - Produces electric discharge 
    that incapacitates target
         2. Airfoil Round - 1 round stuns target 2 rounds 
    knocks them out
         3. Smoke Grenade
         4. Sonic Grenade
         5. Gas Grenade
         6. EMP Grenade
         7. Frag Grenade
         8. Shotgun shell
    E. SC Pistol
         -One of Sam's primary weapons
         -EMP mounted under barrel (used to deactivate 
    electrical equipment)
    F. SC Combat Knife
    G. Grenades
         1. Frag Grenade
         2. Smoke Grenade
         3. Flash Grenade
         4. Sonic Grenade
         5. EMP Grenade
         6. Gas Grenade
    H. Wall Mine
         -Motion sensitive adhesive mine
         -Lethal to 3 meters
         -May be disabled when green light flashing
         -Stun and flash varieties also available
    I. Riot Shotgun (prison level only)
         -Non lethal weapon that fires beanbag rounds
    J. Optic Cable
         -Cable with camera used to provide a view of 
    an area before entering
    K. Lock Pick 
    L. Electronic Lock Pick (*upgrade)
    M. Hacking Device (can be *upgraded twice)
    N. Laser Microphone
    O. Ultrasonic Emitter (* item, good stuff)
         -Shoots small sound emitting transceiver for 
    purposes of distraction
    P. Glass cutter
    Q. Winch
    R. Goggles
         -Includes night, wave, and thermal vision
    S. OPSAT Watch
         -SATCOM feature provides location of hostiles
    T. Blueprint Scanner
    U. Retinal Scanner
    V. Fingerprint Scanner
    
    ============================================================
    5. Achievements
    ============================================================
    1. Hero (20) 
         -Complete solo mode with the best ending 
    
    2. Agent of the Month (20)
         -Complete the profiles of all the major members of the JBA 
    
    3. Defeated the JBA (100)
         -Complete the main storyline 
    
    4. Save Lambert (10)
         -In solo mode save Lambert's life
    
    5. Save Hisham (10)
         -In solo mode save Hisham's life
    
    6. Kinshasa Assignment Completed (30)
    
    7. HQ 3 Assignment Completed (30)
    
    8. The Collector (20)
         -In solo mode collect all gadgets and upgrades
    
    9. Cozumel Assignment Completeed (30)
    
    10. HQ 2 Assignment Completed (30)
    
    11. Shanghai Assignment Completed (30)
    
    12. Okhotsk Assignment Completed (30)
    
    13. HQ 1 Assignment Completed (30)
    
    14. The Invisible Man (20)
          -In solo mode complete a mission without being detected
    
    15. Ellsworth Assignment Completed (30)
    
    16. Getting Technical (20)
          -In solo mode knock out 5 enemies using non-lethal gadgets
    
    17. Iceland Assignment Complete (30)
    
    18. The Human Light Switch (20)
          -In solo mode use your EMP Pistol to turn off 20 light sources
    
    19. Training Completed (10)
          -Successfully complete a training course
    
    20. Teacher's Pet (40)
          -Successfully complete both training courses
    
    21. Professional Ninja (40) 
          -Complete solo mode on Hard difficulty
    
    22. Recruit (10)
          -Obtain an overall characteristics average of over 1%
    
    23. Operative (15)
          -Obtain an overall characteristics average of over 5%
    
    24. Field Agent (20)
          -Obtain an overall characteristics average of over 20%
    
    25. Special Agent (25)
         -Obtain an overall characteristics average of over 45%
    
    26. Officer (30)
         -Obtain an overall characteristics average of over 75%
    
    27. Commander (45)
         -Obtain an overall characteristics average of over 95%
    
    28. Bronze Trophy (15)
         -Complete all the challenges by obtaining at least the bronze medal
    
    29. Silver Trophy (30)
         -Complete all the challenges by obtaining at least the silver medal
    
    30. Gold Trophy (50)
         -Complete all the challenges by obtaining at least the gold medal
    
    31. Blackwing Expert (20)
         -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play
          25 sessions in this map
    
    32. Motorway 90 Expert (20)
         -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play
          25 sessions in this map
     
    33. Terminus Expert (20)
         -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play
          25 sessions in this map
    
    34. Slaughter House Expert (20)
         -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play
          25 sessions in this map
    
    35. Red Diamond Expert (20)
         -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play
          25 sessions in this map
    
    36. Boss House Expert (20)
         -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play
          25 sessions in this map
    
    37. Dawn Waves Expert (20)
         -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play
          25 sessions in this map
    
    38. USS Wisdom Expert (20)
         -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play
          25 sessions in this map
    
    ============================================================
    6. About the author
    ============================================================
    What can I say?  I like video gaming.  Been into it since
    the NES days, when I was a kid.  Grew up, kept playing.
    I'm 24 now.  I own all the old systems and portables, and as
    for the new stuff I've got a 360, Wii, GBA and PS2.  My game
    library combined from all the systems is pretty massive.
    Usually around 25-45 on each console.  I also own a few PC
    games, but all older ones, because I can't really afford to
    buff up my PC.  I live in Georgia, in the USA.  I did the
    college thing, dropped out halfway, and have worked random
    jobs ever since.  I'm kind of thinking of law enforcement
    (something safe though), but it's up in the air right now.
    Other than that I work menial jobs to buff up my game and
    movie collection, as well as select comic books.  But my 
    life isn't all dorkdom, as I also have a wonderful girl, a
    great family, a handful of good friends, and my own 
    apartment.  Feel free to add me if
    you want to play any online titles I have for 360.  I'm 
    always open to new people.  I don't care what your skill
    level is.  Mine is average-good.  That's really about it!
    
    
    ============================================================
    7. Legal
    ============================================================
    This may be not be reproduced under any circumstances except
    for personal, private use. 
    It may not be placed on any web site or otherwise 
    distributed publicly without advance written permission. 
    Use of this guide on any other web site or as a part of 
    any public display is strictly prohibited, and a 
    violation of copyright.
    
    
    Email: lastfirstborn@gmail.com
    Xbox Live gamertag: lastfirstborn
    Copywrite 2007 Joe Barbee aka lastfirstborn