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