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    FAQ/Walkthrough by oldschool312

    Version: 1.0 | Updated: 06/29/10 | Search Guide | Bookmark Guide

                                 Splinter Cell Conviction
                                  Created 4-21-2010
                                    Version 1.0
                             T A B L E  O F  C O N T E N T S
               Version History...................................[VSHY]
                    Merchant's Street Market.....................[WLK1]
                    Kobin's Mansion..............................[WLK2]
                    Price Airfield...............................[WLK3]
                    Diwaniya, Iraq...............................[WLK4]
                    Washington Monument..........................[WLk5]
                    White Box Laboratories.......................[WLK6]
                    Lincoln Memorial.............................[WLK7]
                    Third Echelon HQ.............................[WLK8]
                    Michigan Avenue Reservoir....................[WLK9]
                    Downtown District............................[WLK10]
                    The White House..............................[WLK11]
               P.E.C. Challenges.................................[PECC]
                    Pepare and Execute...........................[PCPE]
                    Splinter Cell................................[PCSC]
               Weapon Stash......................................[WPST]
                             I N T R O D U C T I O N                        [INTD]
    The Splinter Cell series has always been known for its stealth game play 
    mechanics. In past versions there was always darkness to hide in to avoid 
    detection. This installment in the series keeps stealth as a central component
    but adds a heavier sense of action. In this walkthrough I will attempt to 
    describe how to move through each level undetected. At certain points throughout
    Sam will have to rely more on weapon handling than stealth. I will try limit
    these times and attempt to find a way to maneuver through a level without
    leaving any trace of having been there. This is not to say we will not encounter
    areas where deadly force is neeeded. This is the method in which I enjoyed 
    playing Splinter Cell Conviction and only mention this because it is how the
    guide is also crafted. The information below is a method that will assure 
    completion of the game without unnecessary enemy detection. One of the great 
    parts about this game is that you can approach it how you choose. If you want to
    run and gun Sam has the ability to do so but if sticking to shadows is your 
    preference there will also be ample opportunities to do that as well.
                           V E R S I O N  H I S T O R Y                      [VSHY]
    Version 0.85
     -Submitted 4-22-2010
     -Walkthrough up to mission mission 8
     -P.E.C. Challenges list (needs some formatting)
     -Weapon Stash list (needs some formatting)
    Version 1.0
     -Submitted 4-26-2010
     -Walkthrough finished
     -Achievement List added
     -Weapon Stash reorganized
    Version 1.0
      -Submitted 4-27-2010
      -P.E.C. Challenges reformatted
                              W A L K T H R O U G H                          [WLKT]
    The walkthrough is written based on NORMAL Difficulty. Many of the stealth 
    sequences will not work for Realistic Difficulty. In Realistic Difficulty the 
    white Warning meter decreases to detection much quicker. The higher difficulty
    setting results in more difficult movement in light without detection.
    The walkthrough is also writtent in an attempt to limit Sam's impact on the 
    world around him. In other words, I've tried to move through the levels 
    undetected and leaving the least number of bodies that are possible. There are
    some situations where there will not be an option, Sam must kill the enemy 
    before proceeding. Also if you find a portion of the game too difficult, stop
    trying to be ultra sneaky and clear the room.
    Merchant's Street Market                                                 [WLK1] 
    Sam is in hiding from everyone and everything he knew. The game picks up with
    him sitting outside a cafe when he recieves a phone call that armed guards are 
    closing in on his position. He will not trust the person on the other end until
    she reveals how she found him. Grim responds that 3rd Echelon has their eye on
    everyone and asks Sam to look up. Move the right stick to look up and set the Y-
    axis (inverted or not). The men are closer and the recommendation is to move
    to the stalls ahead to avoid a public fire fight. Once there press and hold LT 
    to take cover. While in cover tap A to move to the next cover spot. Once Sam
    has moved twice hold your position because their is an armed man just ahead.
    Grim overloads the transformer and the lights go out just as Sam flashes back
    to 20 years ago.
    Move to the door next to Sarah's name and enter. Sarah is afraid of the dark and
    needs the light on. The good dad that Sam is, he complies with her request. Sam
    doesn't stop there though. He turns her fear into a lesson on stealth game play.
    Man, he really is a total badass. Once he convinces Sarah that its good to sleep
    in the dark she asks for the light off. Sam will then mention that when its dark
    you can see into the light but when in the light its hard to see into the dark.
    Basically, the point is that when you notice the screen is black and white Sam
    is almost invisible to enemies. Sam then discusses that in the dark one may be 
    able to see different ways to ensnare "monsters" that are trying to move in the
    dark. A sound similar to glass shattering is heard coming from another room.
    This leads Sam to leave Sarah and...
    The scene then returns to the current situation with the tranformers blown.
    While behind cover align the cross hairs over the enemies and press RT to shoot.
    Its best to wait for the the enemy to be relatively close and move the cross 
    hairs over their head. Once the three thugs are dismissed we flash back to Sam
    leaving Sarah's room, overhearing some ill-advised thieves (boy did they break
    into the wrong house). This sequence teaches you to Mark and Execute. In order
    to have the ability to Mark and Execute, Sam must first preform a stealth kill.
    An enemy will try to get the jump on Sam from the room on the right. When he 
    does press B to activate a stealth kill. In this tutorial the action will stop
    allowing Sam to mark the other two thieves with RB. Once both are marked press
    Y to execute. Unfortunately, the commotion brings Sarah from her room.
    We return to Sam on the run and the screen displays that LB will alter the Sam's
    position from standing to crouching and back. Stand up and grab one of the 
    dead guy's weapons (if you want) and move forward. Slide from cover to cover
    until you see the light. Peform a stealth kill from the cover on the enemy 
    looking away. Next mark the two other enemies in the courtyard and execute them.
    As Sam reaches the 40m mark from the target, Grim announces she knows the 
    identity of the leader of this band of marauders, Dmitri Gramkos. Sam's new 
    objective is to reach, grab, and interrogate Dmitri.
    Move by the car using cover to traverse the alley. In the next open area Sam
    will be able to see at least four enemies with a fifth hidden at the back right.
    The guy at the back right is Dmitri. As Sam reaches the piece of cover closest
    to the enemies, the one in the orange vest will approach. Stay hidden and use 
    a stealth kill. Now Sam can mark and execute two of the enemies leaving one more
    and Dmitri. Once the two marked enemies are executed quickly take out the third
    guy without shooting Dmitri. He will fire a couple of shots then run. Pursue 
    him down the stairs. He has locked himself in a room. Use B to bash down the 
    door. Inside, Sam will disarm Dmitri and begin their discussion. When Dmitri
    decides he does not want to talk press B near one of the urinals to persuade
    him to do so. Any time Dmitri decides to become tight lipped move him around
    the room to an interactable object and interrogate more.
    Kobin's Mansion                                                          [WLK2]
    At the beginning of this level Sam "finds" a mirror that will allow him to look
    under doors. Walk to the door in front of the car to try out the new tool. Now
    that you know everything is safe open the door and enter the next area. Kobin's
    compound is to the right. Do not get too close to the main gate because once
    Sam is seen the guards will begin firing. Instead look for a door at the corner
    of the compound (Sam will be about 25 m away) and use the mirror to investigate
    the number and location of enemies. It looks like there are three, one on the 
    other side of the door and two at the front gate. To the right of the door are
    a line of parked cars. Move to the one across from the corner then press B to
    sound the car's alarm. When the alarm goes off move to the compound's wall and
    climb over it. Wait for the guard to exit then drop below. Look for a pipe on
    the side of the building before the other two guards. Climb to the top of the
    pipe then move across the face of the building to the first window. Toss the 
    guy standing inside the window to the outside and enter. 
    Move through the door in front of Sam and turn left (ignore the guard looking
    over the balcony). Take cover in the next room behind the chairs. Mark and 
    Execute the two men inside then exit through the door on the far right. Remain 
    on the second floor and follow the balcony to a double glass door. Enter the 
    hall through the door. At the end of the hall Sam will find a Weapon Stash that
    can be used to upgrade Sam's weapons and equipment. Be sure to equip the MP 446
    and purchase the reflex sight. Sam will now have the ability to Mark and Execute
    three enemies at a time.
    Continue down the hall and move toward the chatter in the next room. Find the
    pipe in the corner (its okay to move through the lights no one will see you). 
    Climb the pipe and shimmy until Sam is over an enemy press LT to use the Death
    From Above maneuver. Climb the next set of stairs. An enemy in a green shirt is
    looking out the window on the right. As long as he is looking out the window and
    not patrolling Sam can walk right behind him unseen. If he is mobile it may be
    best to take him out. Walk down the stairs at ahead and quickly turn right into
    the next hall.
    Walk down the next hall and pick up a couple of EMP grendes on the table (they
    really should not have just left these sitting out like that). When needed, use
    the X button to throw a grenade. Continue down the stairs for an autosave and
    information that will flash on the distant wall.  Move to Sam's left and find
    the pipe leading to the ceiling. Climb it to move over the guard investigating
    this side of the room. Once Sam moves over the enemy drop below and exit through
    the door (after checking to see if anyone is looking on the other side). Once
    through the door turn and face the door. Jump up to a thin pipe and begin to
    move along the wall to the right. Stop at the thicker pipe and use it to move 
    across the ceiling to the opposite side of the room. When the pipe turns left
    take that path until it curves toward the floor. Wait for an opening as Kobin's
    men begin to move forward. When it appears safe slide down the pipe to the
    ground and move through doorway.
    Go up the stairs. Enter the next hall and exit to the outside via the green 
    door. Once outside find the pipe attached to the wall and climb up. Shimmy to 
    the right and pull the guard out of the building through the first window. 
    Two more guards are coming down the stairs. Mark and Execute them then go to  
    the 2nd floor of the compound. Korbin is in the room at the top of the stairs 
    and he is scared. Unfortunately, we do not have a Mark and Execute available to
    enter the room with, but we can get one. Move to the window on this floor and 
    exit. Continue to shimmy to the right until you are behind an enemy near the 
    window. Pull him out to his death and Sam now has a Mark and Execute manuever.
    Return to the front door of Kobin's room and shoot out the three nearby lights.
    As Sam is killing the lights, paranoid Kobin will send one of his thugs to the
    door to investigate the lack of noise. Make some noise by bashing the door in
    the enemies face then retreat to the pillar opposite the window exit we took
    just a short while ago. Wait for at least three enemies to exit the room then
    Mark and Execute them. A fourth guy will come out right after them. This one 
    will need to be shot manually. With the room clear, move to the window again and
    exit. Slide back to the right as far as Sam can go and enter the room. When 
    Kobin is not looking (shooting in another direction), move to his location and
    practice your interrogation technique.
    Price Airfield                                                           [WLK3]
    Press B a couple times to "hit" Grim then exit the cage to grab some C4. First
    though Sam needs to silently take out the patrolling guard. Mark and Execute the
    remaining enemies then grab the C4 on the table behind their bodies. Walk up the
    stairs of the hangar and peak under the door. There is an enemy standing on the
    other side and one patrolling to the right. When safe open the door and silently
    take out the guard. Close the door and take cover behind one of the barriers in
    the railing. The enemies are located as follows:
         1 in a small communications room to the lower left
         2 working on the helicopter
         2 in the back left corner underneath a "trap"
         1 straight ahead on the same platform as Sam
         1 under the platform and to the right of the screen
    Lets first focus on the guard patrolling the platform. If you are quick enough
    it is possible to crouch walk to his location and kill him without being
    noticed. Watch at the distant right for an enemy to begin walking toward the
    "trap". Once he is close to the trap behind the helicopter the stationary guard
    we are focusing on will move. If time right you can take out the guard quick
    otherwise. Patiently wait for the guy to move from his starting location and 
    leave the platform. At this time move to the right and take cover near the 
    corner. Watch as the guard returns to the platform and walks across the bridge.
    He will then turn left and walk away from Sam. At this point follow him for a 
    stealth kill. Return the way you came but stop before you reach the corner. Look
    down to find another enemy. Drop of the edge of the ledge and utilize the Death
    From Above Maneuver. Climb the yellow pipe and drop when you are near the door
    out. Exit and jump the railing that is on the left when you look at the door. 
    Drop to the floor of the porch then shimmy left to the open window. Climb in 
    through the window and drop into the opening in the floor. Open the door and 
    quietly take the man at the computer as a human shield. Reenter the room Sam
    just left and kill the guard. Exit and move to the wall with the tools then take
    cover near the machinery behind the guys working on the helicopter. Mark and 
    execute the two men at the helicopter and then shoot the trap above the two 
    others. Once the trap begins to fall press Y to Execute the enemies at the 
    helicopter. Plant the C4 then exit the hangar.
    Once outside outfit Sam and upgrade weapons using the Weapon Stash. Move toward 
    the light, passing the parked truck. Ahead is a series of barracks with several
    enemies patrolling the area. The power relay in in the barracks in the back
    right corner. One option here is to clear each of the barracks from enemies
    which is what will be described first, the other options is to move to the power
    relay station unseen.
    First though we will try to take out as many guards as possible. The first 
    building on the right has a guard outside and one inside. The one outside begins
    the level next to a patrolling enemy. Wait for him to leave then sneak up beside
    the stationary guard and grab him for a body shield. Move to the side of the 
    building and kill the guard. The one inside is easy. Enter through the window 
    and take him out. Be sure to grab the frag grenades on the table the soldier was
    standing in front of. Exit through the window in the back and move to the next 
    barracks. It is empty but there are two enemies between this building and the 
    next that are easily dispatched with a Mark and Execute. Continue to the back of
    the last barracks in this row. Wait patiently for a patrolling guard to enter 
    the room. He will pause at a table near the front then come to the window at the
    back. As long as Sam is in cover beside the window, he will not be noticed. Once
    the guard turns quickly enter through the window and grab the enemy for a body 
    shield. Move backwards close to the window then kill the guard. A second enemy 
    is stationed just outside the open door on the left wall. Stealth kill this 
    guard and exit the final barracks in this row. Go in the direction of the arrow
    painted on the ground to find the Relay Barracks. There is a window at the back
    of the building where Sam can Mark and Execute all three guards inside. Enter 
    the barracks and pull the switch at the end to cut power to the base. Exit the
    barracks and move through the door next to the gate with the stop signs. Since
    we didn't clear the other buildings in the area the remaining guards will be 
    alerted to a disturbance. You can avoid them and push forward or kill them as 
    the search the area.
    After passing by the truck with the lights on move to the right and go behind
    the first building. Depending on your speed there may be a guard looking out the
    first window. If so wait until he move then continue forward. Take cover behind
    the second barracks and move to the corner. Two guards are between the buildings
    talking. Use the Next Cover maneuver to go from barracks two to the corner of
    barracks three unseen. Enter barracks three through the open window (check for
    guards inside first because one does make a patrol in). Take the first door on
    the right using the guard outside as a hostage. Bring him to the relay station
    and execute him outside the building. Now move to the back of the relay station
    and perform a Mark and Execute command on the enemies inside. Pull the switch
    and move on through the gate to the right of the relay station.
    Now the goal has changed to plant C4 charges on the satellite dish to prevent
    tracking. The dish is in the back right corner of the next area. Move by the 
    Weapon Stash and take cover next to the opening in the tent. Wait for the
    patrolling guard to move into the next room then enter. Move all the way to the
    right and exit through the door. Make a left and reenter the hangar. Once back
    inside jump onto the wall on the right and hang. From this spot Sam can see 
    the satellite and the guards stationed around it. Jump the wall and move toward
    the truck ahead staying to the right of the large devices. Stop at the concrete
    divider and wait for any nearby guards to leave. Jump the divider and circle
    around to the satellite to plant the C4.
    Head toward the building at the back of the base closest to the satellite and
    enter. Move to the far right of the building and take cover behind the crates.
    Watch for the guards to begin to move to the left then head for the front of 
    the building and exit to the right. Keep going until you reach the fence. 
    Follow the fence until Grim talks again. Around the truck on the right will be
    another group of enemies searching for Sam. Stay close to the truck as you move
    around it and take cover behind the first column. Wait for the guard to check 
    out the area directly ahead of Sam then move to the next column. The guards
    will work there way toward the area near the truck. While they are doing that
    Sam should be moving toward the fence (staying on the right side of the area).
    Once Sam reaches the last of the columns, line up a head shot on the soldier
    inside the guardhouse and enter. Use the console to disrupt the gate security
    system and exit through the door next to the gate.
    Diwaniya, Iraq                                                           [WLK4]
    Flash to 20 years ago in Iraq. Move by the broken blue road sign and take cover
    behind some dividers to the left just behind the broken white bus. Use the zoom
    to find the two enemies in the distance and open fire. Continue forward and look
    for the charred van at about 183 m away from the goal. Use the scope to view the
    enemies. One soldier will begin to move toward the white car just ahead and
    pause as if he is looking for something. Wait for him to finish and walk by your
    location behind the burnt van. When he does use your hand to hand capabilities
    to take him out. Now scope the other enemies and fire with precision to take 
    them down. When you near 114m from the target destination you will see a blue
    pick-up truck. A guard will be standing at the bed of the truck. Take him out
    quietly and approach the group of three soldiers to the left. While in cover 
    behind the white car toss a grenade to hopefully take out all three. A single 
    patrolling enemy may remain. Quickly snipe him and move forward passing under 
    blue road signs that read Baghdad 110 km and Iraqi Border 60 km.
    We have now arrived at what appears to be a fueling station. The area is
    swarming with Iraqi soldiers. There is no stealth to be had. Take inventory of
    the enemies then begin picking them off. The fuel truck can also create quite an
    explosion that my help even the odds slightly. Move cautiously behind the 
    barriers and scope out the distant enemies while remaining behind cover. The 
    goal is a double door blue gate at the end of the path. After passing through 
    the gate move down to the red car and look for enemies. The objective is to 
    search the buildings but that is not really necessary. Stay on the main path and
    simply take out all of the enemies before passing through another blue gate.
    Enter what appears to be a school and clear it of enemies. Exit into a play
    ground only to hear an interrogation in progress. Cross the playground and 
    crouch at the window ahead. Kill both of the soldiers attempting to retrieve
    information from your friend then enter the building through the door on the
    side and rescue your squad mate. Once the cinematic has ended take cover behind
    the debris. Utilize the red barrels to take out enemies easier. Defend your 
    position untill reinforcements arrive.
    Washington Monument                                                      [WLK5]
    Sam finds himself at a fairground attempting to meet with Coste. Unfortunately,
    Coste has men tailing him. The goal is to locate the men and eliminate them 
    without being detected or seen by the public. Each of the three men will be 
    mobile and marked by a white X on screen. The key to accomplishing the objective
    is to approach each spotter cautiously. Be sure that you see them before getting
    to close. Once Sam sees one of the spotters watch their movements and follow
    from a reasonable distance. When the enemy enters an area that is dark and/or
    hidden from public view close the distance and take the spotter out.
    The first enemy is patrolling near the merry-go-round. He will walk behind the
    bumper cars. This is the perfect site to strike. The next two can be found 
    around the food court. Move by the claw machines that are located behind the
    bumper cars and look to the left. If you see the large Lemon then you have found
    the food court and the location of the final two spotters. One of the men
    tailing Coste will stand near the "Cola" machines then move away from the Lemon
    and make a circle around the booths behind the "Cola" machines. The third 
    spotter will arrive in front of the booth with the kegs and walk toward the area
    where Sam took out the first spotter. He will then turn into the opposite alley
    toward the Porta Potty and circle around next to the Space Explorer Ride.
    Now that we know how the final two enemies move its time to take them out. 
    Depending on the location of each of the spotters there is variability on how to
    take them out. The goal is to end up behind the "Cola" machines to take one out
    and to take the other out behind the Royal Seventh. If there is no one behind 
    the Cola machines or behind the Royal Seventh it should be safe for Sam to 
    approach the Cola machines, hide behind them, and wait for one of the spotters
    to return. If you see the guy in front of the Cola machines wait near the area
    behind the bumper cars and watch for the "third" spotter to walk by and move 
    toward the Porta Potty where he can easily be dealt with. Then move to the area
    behind the Cola machines to take out the other one. The position of the enemies
    will dictate the order in which they are eliminated.
    Sam will notify Coste once the last of the unwanted guests are gone. The meeting
    between Coste and Sam is set for a building a the base of the Washington 
    Monument. Coste provides some equipment to Sam that will help with the upcoming
    Quickly move back toward the fair but do not reenter through the opening/gate.
    Instead move to the right and there will be a small opening in the back of the
    booth where Sam can enter. Stay behind the counter and jump over on the far
    right when it seems safe. Continue on the path to the right passing by the 
    Blazing Hoops game. Head toward the car near the Mob Shooting Range game and 
    turn left down the alley. Turn right into the next booth to avoid the soldiers
    ahead. At the end of the counter will be a bucket and cash register. Jump over
    the table and head right. Move into the dark area and go through the hole in
    the back of the booth. Sam should be behind the counter of the Water Shoot Game
    looking at some soldiers. Move to the last gun of the game on the right and 
    wait. There is a soldier down the path to the right in front of the Mr. Lucky
    Ducky game. Stay hidden until you see the soldier circle the Mr. Lucky Ducky 
    game and come around the far corner close to the large Pirate sign. (If you can
    tag the patrolling enemy Sam will be able to move sooner because you will be 
    able to tell sooner when it is safe to move). When you see this soldier jump
    the counter and head right. Ahead you should see large lettering "The Fair", 
    make a right into the alley. Next turn left and Sam should be approaching the
    merry-go-round. Peak around the corner to find three soldiers walking toward 
    Sam. Now go back the way you came and stop at "the Fair" lettering. If the 
    Lucky Ducky patrolling guard is not looking move around the corner to the right
    to get behind the three guards moving toward the merry-go-round. Sam should now
    be about 35 meters from his car at the exit point of the fairgrounds. There will
    be several enemies approaching the ramp leading to the fair. Quickly move left
    of the ramp and into the darkness to avoid being seen. If you made it into the
    darker area safely, Sam can move by the remaining guards (sticking to the 
    shadows) without being seen.
    Walk in front of Grim during the intermission between missions.
    White Box Laboratories                                                    [WLK6]
    Sam should head toward the gate ahead from the left. A guard will stand at the
    gate then walk to the guard house and then back to the gate. This pattern of
    movement is repeated. Move to the divider closest to the gate and when the
    guard turns to walk into the guard house jump the divider and the gate. Once
    across the gate move toward the back of the guard house and cross the parking 
    lot. (Alternatively, you can just shoot the guard in the head).
    The left corner of the building has a pipe that Sam can climb. Once at the top
    turn to the right and jump up to the next rooftop. Walk under the wires ahead
    and find another pipe to climb. At the top shimmy to the left and climb the 
    next pipe. At the top of this one move to the left again and climb the very
    next pipe. This time once at the top move to the right to find a walkway Sam 
    can climb onto. On the right side of this walkway is yet another pipe for Sam
    to climb. At the top move to the right to find the last two pipes that lead us
    inside the facility.
    Go straight ahead jumping two pipes then ducking under a third. Climb onto the
    brick surface and go left. At the bottom of the stairs you should see a building
    with scientists inside. Move to the end of the walkway to find a yellow pipe Sam
    can slide down. Continue to move down the platforms until you reach the Security
    Room. Use the camera to peak under the door to see who is inside. There are 
    three enemies inside. Climb the yellow pipe across from the door to reach the 
    roof of the building. Mark the two enemies that are not directly below Sam. 
    While hanging above one of the soldiers drop through the skylight using the 
    Death From Above Maneuver. As soon as you hit the ground press Y to Execute the
    other two enemies that were Marked. Investigate the console to take control of
    the security cameras. Change the camera feed until you find the one showing
    several guards forcing some scientists to work on a project.
    Exit to the left and move down the platform. Jump through the window to the room
    below. To Sam's immediate left is a wall that he can use to jump to a small
    roof. From this vantage point you can see the entire room. Watch the patrolling
    guards movements and take note of the position of the stationary guards. One 
    guard will walk to the front of the room near a dark area. Move there and take
    him out silently with a hand to hand attack. Return to the roof and utilize the
    Mark and Execute ability to take out the majority of the remaining soldiers. A 
    guard may remain but without reinforcements any one left will be no match for
    Sam. With the soldiers defeated the scientist is safe. Walk to his location and
    question him. The scientist lets Sam into the elevator. Ride it to Robertson's
    Exit the elevator and use the camera to peek under the large metal double doors
    ahead. Inside you should see a couple soldiers executing a couple of scientists.
    Move through the door to the left and open a window. Jump out the window and 
    shimmy to the left to get a better view of the enemy locations inside the room.
    Move to the enemy standing in front of a window and open it. Mark the other
    four enemies inside the room. Pull the guy in front of the window out to his 
    death then Execute the others inside. Enter the room and move down the hall.
    Just before the stairs with the objective "Reach Robertson's Office" written
    on it, is a column with a yellow pipe on each side. Climb the pipe on the left
    to the top. When you can not go up any more look for a small office and take the
    pipe in that direction. When it is safe (the patrolling guard has moved away)
    drop below near a desk and take cover. Safely open a window and jump to the 
    outside. Move to the left while on the outside of the building until you reach
    the walkway with two stationary guards talking. On the left side of the screen
    there will be a pipe on the walkway shrouded with darkness. Climb on to the 
    walkway and quickly climb the pipe. There is a patrolling guard near the pipe
    that Sam will have to be wary of. The two stationary guards should not be a 
    problem. Now, Sam has returned to the outer wall of the area. Move to the right
    until Sam is under the final window. A guard will patrol the area near this 
    window. Wait for him to walk away then open the window and enter the room. Move
    through the door ahead and turn off the lights. A Weapon Stash is just ahead.
    Move by it and listen to the discussion with Grim.
    After talking with Grim move to the left and enter the next room. Wait until
    the patrolling guard has moved then jump out the window ahead. Move to the
    left as far as possible. Sam should be under a window and next to a large silver
    pipe. There are 3 stationary soldiers and one on patrol inside the room. Wait
    for the patrolling guard to move away from Sam then enter the room. Stick to the
    shadows and move to the left. Exit the room through a window. Climb onto the
    walkway and climb the pipe at the end near the dead scientist's body.
    Move to straight to the door and hit the light switch. The area to the right
    has a pressure sensitive lighting system. As soon as Sam takes one step onto the
    floor the lights will come on alerting anyone nearby of his presence. Behind the
    door Sam will find two stationary guards. A third guard will walk by them and
    patrol the area with the pressure sensitive lighting system. If you have a Mark
    and Execute saved take cover by the door and open it. Mark all three soldiers
    and wait for them to all be in view then Execute. If you do not have a Mark and
    Execute you should be able to take out the patrolling guard when he approaches
    and gain the ability (just be sure that you do not enter the pressure sensitive
    area before he does or the guards will start looking for Sam). I could not find
    a way to move around these guys successfully/repeatedly without being seen. Once
    the three guards are down turn the corner at the end of the hall and jump up to
    the roof of the "cubicle" in the next area. From Sam's vantage point you should
    be able to see a patrolling guard in the foreground, two stationary guards 
    inside the cubicle, and one patrolling guard in the back. Move to the rear left 
    of the cubicle roof. Watch for the guard at the rear to move into the cubicle
    at this time drop to the left (outside of the cubicle) and move to the area 
    vacated by the guard. Do not use the door, instead jump out the window and move
    to the outer area of the next room.
    When Sam reaches the window at the corner of the building enter the room and 
    crouch. Move forward and jump to the roof of the cubicle near the fallen chair.
    Walk to the back left corner of the cubicle's roof. Drop to the ground and walk
    behind the guard to find a yellow pipe on the far wall. Climb it and move under
    the stairs. Drop into the next room to find Robertson's office. Grim wants Sam
    to be prepared for the potential for company. Place a remote mine near the 
    elevator, then move to the desk with the computer and "Connect". There are two 
    viable options now, Sam can either protect the console from the ceiling of the
    room by climbing the pipe near the computer or exit the room via the window and
    protect it from outside. Sam can see the enemies more clearly and quicker if 
    you use the pipe but exiting through the window provides more protection.
    The enemies will flood the room in a pattern of waves.
         First Wave: elevator
         Second Wave: Door behind elevator
         Third Wave: Door near the stairs at the back
         Fourth Wave: Elevator
         Fifth Wave: Door near the stairs at the back
         Sixth Wave: Door behind elevator
         Final Wave: Comes at around 80% complete and the enemies come from all
                     three areas.
    The task is much easier using explosives to thin the crowd especially when a 
    wave comes from the elevator. Any enemies not destroyed by the explosives should
    be shot. Since the last wave has the most enemies it may be wise to save at 
    least one detonating device to deal with the larger numbers.
    Someone is trying to trace Grim's position. Exit the office via the stairs.
    Follow the walkway to a pipe that will provide Sam access down. Drop into
    the room below and be prepared for a trap. As soon as Sam approaches the EMP
    device the room will be filled with enemies. Quickly move by the EMP device and
    climb the pipe on the other side of the room. While hanging above the room Sam
    can hit the canisters to cause explosions, shoot out any of the lights, target
    the enemies with his pistol, or use Death From Above. There does not seem to be
    a way to detonate the EMP without at the very least killing the three enemies
    patroling the platform where the detonation console is located. 
    Once the EMP detonates climb back up to the ceiling using the pipe at floor
    level and to Sam's right when looking toward the exit. Three soldiers will enter
    the building and walk right underneath Sam. Move to the large gate but stop and
    take cover on the left side of the opening. As Grim and Sam talk three more 
    soldiers will be on their way to the door. Wait in the shadows for all three to
    pass by then exit to the car.
    Lincoln Memorial                                                         [WLK7]
    Sam can move freely at in the area around the memorial. Simply walk to the
    camera control booth and hack the controls. Pressing the D-Pad will change the
    camera in use and pressing R3 will zoom in. As Reed and Galliard move around
    the Lincoln Memorial Sam will have to alternate among the cameras to record
    the conversation. The order that will provide the best results is:
                      Camera 1 --> Camera 2 --> Camera 1 
    Once the conspirators part ways exit the camera control booth and head toward
    the Lincoln Memorial. If you make it quick enough Galliard will have his back
    turned talking to Grim on the phone. Move to Galliard and begin Sam's patented
    techniques for extracting information.
    Towards the end of the interrogation an agent no doubt working for Reed kills
    Galliard and runs. Chase him across the stage and into the VIP tent just before
    the camera control booth. Enter with cautious quickness because he will fire
    shots at Sam. Take cover and continue foward movement until he runs. Exit the
    tent and jump the fence. Police are now on scene and will be looking for Sam.
    There are direct orders from the president that no Washington D.C. police 
    officers are to be killed during the chase for Galliard's killer. As you exit
    the next tent and move around the white truck Sam will encounter to police
    officers. Take cover near the end of the truck and wait for one to approach.
    Take him out with hand to hand combat then move forward. If the second one sees
    Sam take him out too, otherwise continue pursuit around the corner. The 
    killer will knock over some storage trunks that same should jump over as he
    stays in pursuit. After passing the truck that is backing up the killer will be
    waiting to fire some more shots at Sam. Again move forward cautiously but
    with a sense of urgency. As Sam closes in he will run again. Climb the wall and
    enter the next tent. This one is kind of a maze. The killer will fire blind 
    shots at Sam but keep the pressure on. Exit the tent only to be encountered by
    two more officers. Take them out gently or just run by. Give chase through the 
    video truck and slide under the truck trailer. Cross the street and run through
    the cafe. Upon exiting the cafe turn left and give chase down the stairs. 
    Now that the Galliard's killer has been dealt with there are multiple Third 
    Echelon agents in bound. Run back up the stairs and enter the cafe. Move to the
    second floor and jump through the window. The objective is to hold out against
    the agents until Sam's transporation out arrives. Sam will ultimately remain
    undetected by hanging outside the window. If this seems like an easy out or a 
    chicken way of handling the situation feel free to open fire killing all that 
    approach (it can be really fun). After three waves of Third Echelon agents are
    unable to locate and deal with Sam Fisher. Drop to the ground and run to the
    right to find your ride away.
    Third Echelon HQ                                                         [WLK8]
    During this level Sam has to avoid detection. This means not being detected by
    guards or security cameras. Also the mission will be over if a guard comes
    across a dead body or Sam shoots a security camera to disable it.
    Move to the back of the car and hug the wall as you move toward the motorcycles.
    At the motorcycles turn right and jump to the roof of the office. Here you will
    find an open grate. Inside will be two guards discussing the area's security.
    Stand over the opening so that you can see the car Sam rode in to the parking
    garage. The Death From Above option should appear. Use it to take one guard out
    then press B quickly to take out the other with Sam's hand to hand fighting 
    skills. If this is too tricky one of the guards will leave the building then
    you can take out the other. Defeating this set of enemies gives Sam a security
    access card. Exit the office.
    A camera is surveying the area just outside the door of the office. Be careful
    as you exit to not get seen. Move to the left and climb the pipe. Use the pipe
    that runs across the ceiling to arrive near the next camera. Jump over the ledge
    and go to the left. When Sam can not go any further left, drop below. A guard
    will patrol this area. Once the guard passes by and is closer to Sam's entry 
    point continue forward staying in the shadows. Sam should reach a
    dead end. At this time come out of your crouch and jump to grab hold of the 
    ledge above. Move to the opening in the wall and enter the first room where C4
    is to be planted. Exit using the same vent system that you entered but do not
    drop to the floor. Move over to jump over the rail and enter the parking area. 
    Walk down the ramp when the guard walks away and hide behind the white truck. 
    Another guard will be patrolling behind the cars in this area. Stay close but 
    behind him in the shadows. When the guard walks to the right move to the door of
    the second transformer room and plant the remaining C4. Move back up the stairs
    of the transformer room and check under the door. If the guard is at the 
    opposite end of the parking area exit and walk toward the stairs on the left. 
    Jump over the railing, enter the elevator, and take a ride up.
    Walk up to the desk to speak with the receptionist. Once the dialogue is over an
    alarm will sound. A security gate behind the desk will begin to slowly descend. 
    The same will happen down the hall to the left that Sam must travel. Take cover
    behind the desk and toss an EMP grenade/flashbang into the security room ahead.
    Jump the desk and take out the guard as he tries to exit the room. Head down the
    hall only to be greeted by two more enemies. If you were able to take out the 
    initial guard with hand to hand combat then simply Mark and Execute the next two
    otherwise toss a grenade, flashbang/EMP to get the upper hand and take them out.
    Sam is unable to enter the restricted access area at this time. Instead go down
    the stairs 
    and take cover at the corner. Watch the guard enter the first office
    on the right. When he does follow him and continue to the "window" and jump over
    the edge. Slide to the right until Sam can go no further then reenter the office
    area. There may be a couple of guards that begin to move to the left but pay no
    attention to them. Continue forward to the next set of cubicles and a checkpoint
    This next area also has survelience cameras on the wall that will alert everyone
    to Sam's presence. Move to the center of the office area and jump up to the roof
    of the first set of cubicles. Walk to the left corner and jump down only to jump
    up to the roof of the next set of cubicles. Now cross the roof heading toward 
    the right corner and drop off the edge. Move straight forward to the next office
    area and jump up to the roof of the cubicles. Go to the left corner and watch 
    for the guard below to move toward the "window". While he is looking out jump
    down and go through the door. Close the door once inside and move to the right
    side of the room to find the next door. Hit the lights and peak under the door.
    The timing of this part is crucial to not being seen. The guard that you passed
    by looking out the "window" will investigate this room. However, Sam does not
    want to leave too quickly because there are two guards standing outside the next
    door. Wait for them to begin to move then head out. Here is yet another tricky
    part. A camera is in the corner watching over the door out. Time Sam's path to
    stay out of the view of the camera. Enter through the door in the Server Room 
    and talk with Fryman. He provides Sam with a new toy.
    Jump above the desk between Fryman and the door out to reach the ceiling of the
    server room. Use the goggles to identify/tag the location of all hostiles. The 
    door out of the server room is to the right. Move to the left side of the door
    (while remaining on the ceiling) and wait for the guards in the next room to
    enter the server room. Once they are in drop down into the darkness. One guard
    will remain beside the door but Sam can sneak by without detection. The camera
    just outside the door is the main concern. When the camera is looking to Sam's 
    left, move through the door to the server room then through the door to the room
    on the right. Head back the same way you came in and Sam shouldn't be seen. The
    goal is to return to the "Restricted Access" area we had to pass by earlier.
    Once inside flip on the goggles to see the lasers throughout the room. Move 
    under the first one and head toward the left. Wait for the double set to raise
    then continue to the wall. Use the "flower" box along the wall to "jump" beside
    the stationary laser. Move between the couches to the right and under the
    vertically moving laser. Ahead will be an open area with a series of three timed
    lasers. When the first one disappears move forward and continue forward as the
    second and third disappear. Sam will be able to move under the fourth in the
    series (this one does not disappear) simply by remaining in a crouched position.
    The obstacle is a set of two horizontal and two verical moving lasers. The
    timing has to be right to pass by unharmed. Try to wait for the horizontal 
    lasers to move to the side as the vertical ones rise before passing. Once Sam
    makes it jump through the gap above the doors.
    Kobin is in Reed's office. Walk up stairs and have a conversation with Kobin.
    Sam will find a way to convince him to provide the necessary intel. Use the 
    Weapon Stash if necessary and prepare for an assault by the enemies. Three
    soldiers will come crashing in. There is no escape, for them that is. So take 
    them out however you see fit. Once the discussion with Grim ends more guards
    will enter through the closed gate near the Weapon Stash. Find a good hiding
    spot (maybe even above the gate) and wait for the guards to enter the room. 
    Once they are all in (use the goggles) drop below and move through the opening.
    If you are starting from a checkpoint, simply wait in cover near the Weapon 
    Stash for the guards to pass by then move in the shadows to the exit.
    The next hall is full of lasers just waiting for someone to activate a turret.
    Enter the room on the left side of the hall. Jump over the chairs while avoiding
    the horizontally moving lasers. The door at the end of the room is blocked by
    lasers. Jump to the opening above the door to enter the next room. There are
    two large tables in this room. Sam can not move on either side of the tables due
    to the presences of lasers. Instead, what you must do is avoid the moving laser
    and jump onto the tables to cross the room. Exit through the door on the right
    and move down the hall to the left. At the end of the hall turn right and move 
    through two doors. Once through the second watch for a guard to turn his back
    in the well lit area. When he does exit the darkness and go up the stairs 
    located to the right. This floor will have two Third Echelon agents waiting for
    Sam. I have yet to find a way to move through this floor without drawing
    unwanted attention. Once the smoke is thrown, Sam can jump to the ceiling of
    this area and then find the two attackers to eliminate them.  Grim's office is
    just around the corner. Once inside move to the desk and activate the
    teleprescence call.
    After the discussion with Grim notice how the image of the game changes. Sam's
    only goal is to extract from Third Echelon before the self-destruct sequence 
    deploys. This is made much easier by the fact that Sam has unlimited access to
    the Mark and Execute function during the escape. You do not even have to 
    manually mark any of the enemies. Just keep moving and pressing Y when enemies
    are seen. Once Sam gets back to the elevator the mission is over.
    Michigan Avenue Reservoir                                                [WLK9]
    Use the Weapon Stash to equip the Five-Seven and the MP5-SD3 with 2x scope.
    Follow the fence toward the building and find an opening near some concrete 
    blocks right before reaching the truck. A few guards will be standing near the
    truck and one will be patrolling to Sam's immediate left. When the patrolling 
    guard walks away enter the area and jump over the railing into the dug out area
    in the ground. Move to the other end and jump up to edge of the wall below the
    railing. Wait for the patrolling soldier to approach and grab him to gain a Mark
    and Execute. Climb over the railing on the far end and take cover behind the
    bricks. Then move to the debris behind the Black Arrow Officer we need to 
    interrogate. Mark and Execute the four remaining enemies (minus the guy in the 
    center). Finally, grab the officer and ask him a few questions. 
    Once you get the required answers, move to the left side of the building to
    climb a pipe. Enter through the window. From this vantage point survey the area
    to get an idea of where the guards are and how they move. Jump the pipe to the
    right and drop to the warehouse floor. Find the nearby railing and jump down
    into the cut out portion of the floor. Move through the opening to the right
    then turn left and (when safe) jump up/over the railing. Move to the next
    railing and lower into the cut out portion in the floor. Cross through the 
    opening to the left and at the end jump up/over the railing. Now move into the 
    cut out portion of the floor straight ahead. Cross through the opening to the 
    right and return to the warehouse floor. Stay in the shadows and wait for the 
    two nearby stationary guards to begin talking. Move between them and the guy 
    operating the console in the small room to the right. Enter the room and 
    silently take out the soldier inside. Jump up to the pipe and use it to cross 
    over the barracade. Slide down the pipe to find a checkpoint.
    Press forward until you see the "Rescue the Scientist" objective written on the
    wall. Climb the nearby yellow pipe to reach the platform above. Follow the 
    platform until you see another pipe crossing the ceiling. Jump to it and enter
    the gap in the wall ahead. There will be an opening where Sam can see two 
    stationary guards near a doorway (this is our path). Before doing anything turn 
    on Sam's goggles to locate the position of the patrolling guard. If you have 
    been following this guide you should have a Mark and Execute available. Use it
    on the stationary guards only when the patrolling guard is directly under Sam.
    As you finish the Mark and Execute utilize the Death From Above maneuver to 
    eliminate the third guard. As soon as the first enemy goes down the guy holding
    the scientist hostage begins some trash talking. There is a soldier around the
    corner so wait for him to turn his back then climb the stairs on the left. Four
    guys are in the room with the scientist. Mark and Execute the enemies then 
    discuss your options with the scientist.
    Move through the tunnel and go up the stairs. Continue down the hall and jump 
    up to the ledge to trigger the next cinematic. At the end Sam will see several
    guards exiting a gate. There is an opening above Sam's location where one guard
    will investigate. Hug the wall on the left to avoid detection and move toward
    the guard that entered. Stand below him then as the guard moves jump to the 
    railing to enter the room. Sneak behind him and jump out the rear window near
    the pipe. Head away from the gate and take cover behind the concrete blocks that
    provide a view into the room the guards evacuated. Inside Sam should be able to
    scope a soldier operating a computer terminal. Eliminate the guard to deactivate
    the highly sensitive and dangerous turret inside. The shot though silent will 
    not create an alarm situation but will put the remaining guards on alert. Sneak
    to the right of the screen and at the building that marks Sam's entry point turn
    right. Continue around the edge of the area until you reach the gate. Enter 
    unseen and go down to the left.
    Follow the path until a dead end and jump up. Sam can take the guard out quietly
    and dispose of the body below. Go to the left and Mark the four visible enemies.
    Execute them when all are in range. Pull out the MP5-SD3 and scope the final two
    enemies near the generator. Move to thier fallen bodies and tag the generator 
    for destruction.
    The path to the second generator is next to the corner of the building ahead. 
    Once you pass the corner soldiers will begin to comb the area for any threats.
    Jump through the open window in the building but do not stay inside. Continue
    out the window on the other side, crouch, and move forward. Take cover beside
    the concrete block and wait for a guard to pass quickly. Proceed ahead to the
    back of the area and move through the opening in the large cylindrical tank.
    The goal is behind the truck parked just outside the building Sam passed
    Use the Weapon Stash if necessary and continue forward. Ahead will be a room
    that has two entry points. Pass by the first heavily guarded doorway and enter
    through the second. Jump over the crate and head to the left of the soldiers
    loading the truck. Continue forward passing the truck and arriving at the
    fencing behind the soldier repairing one of the trucks. Now jump over the box
    to the right to prevent detection from a patrolling guard behind Sam. Jump the
    fence ahead and turn left. Wait in the shadows for a patrol to walk by and take
    him out to gain a Mark and Execute. Continue around the building to find three
    enemies in the distance guarding the path out. Mark each of them and move
    forward behind cover until all the arrows turn red. Switch on the goggles and
    make sure the patrolling guard from earlier is not near the soldier repairing
    the truck, then execute the three guards. Move up the ramp to find a helicopter
    and several enemies waiting for Sam. The key is to stay behind cover while 
    moving forward. Use all tools at your disposal to eliminate all of the ground 
    troops. This includes grenades (when not close to the generator), flash 
    grenades, and EMP. Pick off each soldier one by one until they are gone. Once 
    they are defeated move to the generator and tag it. Conte will then help with
    some air defense and the level ends.
    Downtown District                                                       [WLK10]
    Move up the theater aisle headed for the exit. Lights will shine on the other
    side of the doorway indicating enemy presence. Take cover near the door and move
    to Next Cover on the other side of the door. Contine to the right to find an
    alternate entry point to the lobby. Wait by the door for a guard to approach 
    when he does take him hostage then eliminate him on the theater side. Now Sam
    has a Mark and Execute that can eliminate four targets in the lobby (that is if
    you are using an upgraded Five-Seven). Move into the lobby and take cover behind
    the nearby counter. Several more enemies will enter the area, take them out 
    with the action/stealth skills we've used thus far (EMP, Flash, headshots).
    Once outside the theater run/walk down the deserted street. Take the first 
    available left to find citizens of Washington D.C. discussing what has just 
    happened. Listen to the details as you pass through. Take a right at the site
    of the second explosion where the man wants to reach the burning car to save a
    loved one.
    Around the corner of the building, Sam will find a man trying to pass through
    a gate guarded by Black Arrow. The soldier turns the guy away. As they are 
    talking move to the pipe on the opposite wall and climb it. Move to the left 
    to circumvent the checkpoint. Continue on the side of the building until Sam
    sees another pipe and drop below. You may have also noticed a truck rushing to
    the scene. The truck is carrying more Black Arrow agents. Drop to the ground
    near the pipe and sneak to the right around the enemy presence. If timed right
    Sam can pass through the area with the multiple columns and by the final guys
    near the truck without detection. As Sam moves down the street you should 
    notice more people and a helicopter will pass over head. Begin looking to the
    right for a yellow ladder hanging from an elevated platform. Jump up their and
    Mark four of the enemies below. Execute them at any point you like because they
    will remain at the barracade preventing anyone from passing unseen. Once the 
    Mark and Execute is initiated be ready to switch to the alternate weapon to
    dispose of the remaining Black Arrow soldiers. Watch the cinematic
    Sam has arrived at the White House but as expected it too is heavily guarded.
    The goal is to blow up the gate leading to the White House grounds. This part is
    easy just take a couple shots at the tanker parked outside the gate. When it 
    explodes the gate will be gone but more Black Arrow Soldiers investigate
    the disturbance. Stay near Sam's entry point and take the nearby sidewalk right.
    Near the end of the sidewalk make a left using the concrete barracades to avoid
    detection. An open gate to the White House is just ahead. When it is safe enter
    through the gate to find a guard house. Sam can move to the side of the guard
    house an jump to the roof. From the roof take a mental snap shot of the number 
    and position of the nearby guards. Drop to the ground on the side of the guard
    house and when clear advance to the gate and enter going right. One immobile 
    guard will remain on the far side of the gate but as long as Sam sticks to the 
    shadows he can enter undetected. The key is to be sure the patrolling guards are
    not away when you make your move.
    At the 5m mark move to the left into the wooded area. Take cover behind a large
    rock with a pine tree above it just in case one of the soldiers moves down this
    path. If the soldier does Sam can wait for him to pass or use stealth techniques
    to eliminate him. Either way continue down the path and cross the street between
    the sand bags before the remaining Black Arrow agents begin to retrace their 
    steps. Stay behind the buildings, barracades, and hedges on this side of the 
    street. Watch for more soldiers to begin to enter the area ahead from behind the
    hedge located after the decorative building. Wait for the soldiers at the rear
    to disperse back and the ones near Sam to begin their search. Jump the hedge and
    move toward the trucks across the street. Circle behind the second truck then 
    move between the ATV and the next truck. Around the corner in the distance is
    a helicopter. Walk toward the white truck to the right and take cover behind
    the crates on the helicopter side of the truck. Continue to stay close to the
    equipment on this side of the area and circle around to the back of the white
    truck. More Black Arrow soldier will enter the White House grounds once Grim is
    finished talking. When you see them and the "Reach the garden door" is active
    stay to the right side and Sam will find the door undetected.
    The White House                                                         [WLK11]
    Walk down the hall of a White House no one would want to visit. Near the end of
    the hall Sam should find an open door to the right. Enter this room then use the
    door to the left to exit by two guards unseen. In the next hall use the Weapon
    Stash to equip the Five-Seven and MP5-SD3. Go up the stairs to witness an 
    execution in a dinning room. Take cover behind the table with the "fancy" table
    cloth and silver serving dish on it. Move to the Next Cover behind the turned
    over counter. Finally move to the entry way of the next room. Take out the 
    guard inside quietly and take cover in the shadows to the right of the door. 
    Enter the next room staying to the right. Sam can pass between the couch and the
    guard then move by the second in the room unseen. Continue forward through the 
    open doors to find Samson in the ballroom guarded by Black Arrow.
    If you were able to quietly disarm the soldier mentioned above then Sam should
    have a Mark and Execute available. Utilize the ability on the four Black Arrow
    members in the room then have a "civil" discussion with the Vice President. Once
    the Vice President is secure move to the pipe next to the stage on the left
    side of the screen. From this view point Sam can see everyone that enters the 
    room. It is possible to exit into the next hall unseen but I can not seem to 
    move through the subsequent hall without early detection. Since I could not 
    remain unseen in the next hall I simply tossed some grenades into the two rooms
    with open doors to quickly take out the enemies then shot anyone that survived.
    Once the room is clear drop to the floor and take cover beside the exit. Inside
    Sam will find four advanced agents that seem to only spawn once you enter. Take
    them out anyway possible. After the talk with the VP you will have a Mark and 
    Execute if you did not use it while hanging from the ceiling now would be a good
    time. Continue forward until the cinematic activates.
    After the cinematic, turn the corner and enter the elevator shaft to the left
    of the objective written on the wall. Ignore the guard and exit to the left. On 
    the right side of the hall will be a large window enter the kitchen through
    this window. Now walk to the back of the kitchen and make a right. Exit into the
    next hall undetected. At the end of the hall sits a turret that will fire at 
    Sam unmercifully. Use the Next Cover ability to move toward the turret without 
    receiving much damage. Near the end of the hall will be a doorway on the left 
    enter here. Once Sam reaches the next room more enemies will infilitrate and 
    attempt to find Sam. Toss a grenade inside to defeat them quickly, shooting any
    survivors as you pass through. Finish the detour through the library and take
    cover upon exiting. Just ahead is the guard operating the turret. Toss a grenade
    or remote mine his way to take him out.
    Grim says we are running out of time. Enter the office area and toss a remote
    mine to the end of the room immediately. Take cover in the second cubicle on the
    left. Enemies will enter the area. As soon as the smoke hits or you see one of
    the agents detonate the remote mine and all three will likely be eliminated.
    As you enter the next office space, more smoke will hit and enemies will enter
    from the ceiling dropping into the central area of the room. At about 65m to
    the objective pause and toss a remote mine onto the inside portion of the first
    column to the right and one on the far divider straight ahead (once you toss
    the first remote mine press the D-pad over to find the mines then back over to
    the detonator). Once the smoke hits and the enemies enter activate the mines
    to eliminate the majority of the danger. Defeat any survivors and move into the 
    next hall. At the end of the hall Sam will see some enemies running to the left
    and a flash bang explode. Continue forward and go left following Black Arrow.
    You will hear a lot of gun fire coming from the next room. Do not take the first
    door way, instead continue until you reach the last door and enter. Black Arrow
    is still meeting some resistance from the Secret Service. Help out by 
    eliminating the Black Arrow agents firing at the Secret Service. A Mark and
    Execute works wonders if you have one.
    The Press Room and Grim are just ahead. She has an idea for getting Sam into 
    the Oval Office safely for an attempt to save the president. Walk in front of
    her until you see Reed and his guards. Mark all of the guards and wait for the 
    right moment to Execute them. Sam will have three opportunities to "Grab Reed".
    You have the option of listening to the dialogue up to the third chance or 
    just grab Reed as soon as he gets close. Once the president is secure Sam will
    interrogate Reed. You have the option to shoot or bash the former head of Third
    Echelon. At the end of the interrogation Sam will have the opportunity to Kill
    Reed or allow him to live. Try both options to see what happens with each.
                           P . E . C .  C H A L L E N G E S                  [PECC]
    The following abbreviations are used below:
         CH: Challenge
         DT: Details
         L#: Challenge Level (1, 2, or 3)
         TP: Tips for achieving the challenge
    Prepare and Execute Challenges                                           [PCPE]
     CH: Death From Above
     DT: Neutralize an enemy using Death From Above
     L1: Completed at 5 and gain 400 points
     L2: Completed at 15 and gain 450 points
     L3: Completed at 30 and gain 550 points
     TP: The Death From Above maneuver is just as the name implies, Sam takes out an
         enemy from a higher position. Anytime Sam is hanging from a ledge or pipe
         watch for the Death From Above message to become active. This is an 
         effective, quiet method to take out enemies and gain a Mark and Execute.
     CH: Grab From Ledge
     DT: Neutralize an enemy using "Grab From Ledge"
     L1: Completed at 5 and gain 400 points
     L3: Completed at 30 and gain 550 points
     TP: Any time Sam is hanging from a ledge, railing, or window he can grab an
         enemy above him pulling the foe down to their demise. The first level that
         comes to mind with multiple opportunities to utilize this maneuver is 
         Kobin's Mansion. If you see an enemy at a point where it would be possible
         for Sam to hang below them, use it as an opportunity to build on this
     CH: 5X Predator
     DT: Neutralize 5 enemies in a row without being detected
     L1: Completed at 5 and gain 400 points
     L2: N/A
     L3: N/A
     TP: This challenge is not difficulty at all. If you attempt to be "stealthy"
         at all during the game this challenge will complete itself.
     CH: Stealth Headshot
     DT: Neutralize an enemy with a headshot without alerting other enemies
     L1: Completed at 10 and gain 400 points
     L3: Completed at 50 and gain 550 points
     TP: Headshots are (as with any game with guns) at a premium. Sam should always
         aim for the head when shooting. The trick here is to get the kills without
         alerting others to Sam's presence. Most kills in Normal (and I assume 
         Rookie) will not garner attention from other enemies.
     CH: Mark Proficiency
     DT: Neutralize at least 2 enemies in a single Mark & Execute
     L1: Completed at 5 and gain 400 points
     L2: Completed at 50 and gain 450 points
     L3: Completed at 100 and gain 550 points
     TP: There really is not a need to use the Mark and Execute ability unless there
         are multiple enemies to attack. Combining this challenge with others
         (Stunned, Behind Closed Doors, Sonar Mark etc.) will make earning all of 
         the challenges that much easier.
     CH: 3X Frag
     DT: Neutralize 3 enemies at the same time with a single frag grenade
     L1: Completed at 10 and gain 400 points
     L2: Completed at 25 and gain 450 points
     L3: Completed at 50 and gain 550 points
     TP: There are a few levels where multiple enemies will congregrate to allow
         Sam to accomplish this challenge. Specifically, the Iraq level and leaving
         the fairgrounds at the Washington Monument provide several opportunities
         to defeat 3 enemies with one grenade. Additionally, Sam can work toward
         this challenge while protecting the data transfer during the White Box 
         Laboratories mission.
     CH: Remote Explosion
     DT: Neutralize at least 3 enemies by detonating a remote explosion gadget
     L1: Completed at 10 and gain 400 points
     L2: Completed at 25 and gain 450 points
     L3: Completed at 50 and gain 550 points
     TP: See the above 3x Frag tips
     CH: Stunned
     DT: Neutralize an enemy who is stunned by a flashbang or EMP gadget
     L1: Completed at 10 and gain 400 points
     L2: Completed at 25 and gain 450 points
     L3: Completed at 50 and gain 550 points
     TP: Upon gaining the equipment use the flashbang regularly by Marking a group
         of enemies, tossing a flashbang near them, then activating the Execute.
     CH: Behind Closed Doors
     DT: Use the mirror or snake camera to mark an enemy, then neutralize him
     L1: Completed at 10 and gain 400 points
     L2: Completed at 25 and gain 450 points
     L3: Completed at 50 and gain 550 points
     TP: Do not exit a door without peaking under first. When you see an enemy Mark
         them then take them out.
     CH: Sonar Mark
     DT: Use the sonar goggles to mark an enemy, then neutralize him
     L1: Completed at 25 and gain 400 points
     L2: Completed at 50 and gain 450 points
     L3: Completed at 100 and gain 550 points
     TP: The Sonar Goggles are not obtained until the Third Echelon HQ level. Even
          so there will be plenty enough enemies to mark and neutralize in the 
          subseqent levels. Be sure to utilize the goggles even if the position of
          the enemies is known.
     CH: Shadow Takedown
     DT: Perform hand to hand takedowns in the shadows without alerting other 
     L1: Completed at 25 and gain 400 points
     L2: Completed at 50 and gain 450 points
     L3: Completed at 100 and gain 550 points
     TP: Any attempt to move through levels with a high degree of stealth will allow
         this challenge to be earned quickly. Hand to hand stealth takedowns set the
         table for other actions throughout the game so much that it is difficult to
         move through a level without utilizing this ability.
     CH: Sticky Camera Whistle
     DT: Make noise with the sticky camera to attract an enemy, and neutralize him
     L1: Completed at 5 and gain 400 points
     L2: Completed at 10 and gain 450 points
     L3: Completed at 15 and gain 550 points
     TP: I found the sticky camera in Conviction to border on useless. You may have
         to actively attempt this challenge in order to gain the points. The
         beginning of the White House level is a good place to do so. Simply run to
         the end of the hall toss a Sticky Camera on the far wall and "Make Noise".
         One of the guards will investigate. Shoot him in the head and take out the
         other. If you are in need of some of the grenade/stun challenges Sam can
         go up the stairs for a room full of enemies that can help. Do not move to
         the vice president though, instead restart from checkpoint and repeat.
    Vanish Challenges                                                        [PCVN]
     CH: Vanish Silently
     DT: Once you are spotted, vanish without neutralizing any enemies
     L1: Completed at 5 and gain 400 points
     L2: Completed at 10 and gain 450 points
     L3: Completed at 15 and gain 550 points
     TP: Intentionally, allow the enemy to see Sam then run and hide around a 
         corner, out a window, behind cover, by climbing a pipe or any other way 
         possible. Just do not attack the enemy while on the run.
     CH: Cat and Mouse
     DT: Peform a hand to hand takedown against an enemy who is investigating your
         last known position
     L1: Completed at 5 and gain 400 points
     L2: Completed at 10 and gain 450 points
     L3: Completed at 15 and gain 550 points
     TP: Being seen at or near an entry point or a ledge can make this challenge 
         more obtainable.
     CH: Last Known Position
     DT: Neutralize an enemy while standing at least 10 meters from your last known 
     L1: Completed at 10 and gain 400 points
     L2: Completed at 25 and gain 450 points
     L3: Completed at 50 and gain 550 points
     TP: Sam will have to detected then run away. From a distance
     CH: Portable EMP Escape
     DT: Use the portable EMP to vanish. Stun at least 3 enemies while escaping from
         a combat situation
     L1: Completed at 10 and gain 400 points
     L2: Completed at 25 and gain 450 points
     L3: Completed at 50 and gain 550 points
     CH: Flashbang Escape
     DT: Use the flashbang to vanish. Escape from a combat situation
     L1: Completed at 5 and gain 400 points
     L2: Completed at 10 and gain 450 points
     L3: Completed at 15 and gain 500 points
     TP: Intentionally be seen by the enemy then toss a flashbang before running.
         Having the flashbang as the active "grenade" will allow for a smoother
         transition between being seen and running away 
     CH: EMP Grenade Stun
     DT: Stun at least 3 enemies with a single EMP grenade
     L1: Completed at 10 and gain 400 points
     L2: Completed at 25 and gain 450 points
     L3: Completed at 50 and gain 550 points
     TP: This one's fairly easy. Just toss an EMP grenade into a crowd of enemies.
         The radius upgrades can help ensure at least three will be stunned.
     CH: Choke Hold Freedom
     DT: Free your team-mate from a choke hold in any Multiplayer game mode
     L1: Completed at 5 and gain 400 points
     L2: Completed at 10 and gain 450 points
     L3: Completed at 15 and gain 550 points
     CH: Reviving Team-Mates
     DT: Revive your team-mate in any Multiplayer game mode
     L1: Completed at 5 and gain 400 points
     L2: Completed at 10 and gain 450 points
     L3: Completed at 15 and gain 550 points
     TP: When your teammate goes down move to their location and clear any 
         enemies. While next to their downed body press and hold A to heal them.
    Splinter Cell Challenges                                                  [PCSC]
     CH: Mark Mastery
     DT: Neutralize 4 enemies with a single Mark & Execute
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: Once the Five-Seven (my gun of choice for most of the missions) is unlocked
         purchase the reflex sight to gain a fourth Mark then find an area that has
         at least four enemies near each other (which shouldn't be too much of a 
     CH: Advanced Stealth
     DT: Complete a level without being spotted and without retrying
     L1: Completed at 1 and gain 750 points
     L2: N/A
     L3: N/A
     CH: Advanced Close Combat
     DT: Complete a level without firing a single shot and without retrying
     L1: Completed at 1 and gain 750 points
     L2: N/A
     L3: N/A
     TP: The Washington Monument level is where I completed this challenge.
     CH: 10x Predator
     DT: Neutralize 10 enemies in a row without being detected
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: Using stealth this should not be a problem. Just be sure to engage the 
         enemies from the shadows and alternate between hand to hand kills and 
         Mark and Execute kills. Using a gun with a higher number of Marks can make
         the challenge easier. The Five-Seven with reflex sight has four marks. If
         you take out an enemy with hand to hand skills then mark and execute four
         guards in a subsequent room you have achieved 5 kills without detection.
         That is half of the total for the challenge.
     CH: Assault Rifle Marksman
     DT: Neutralize 15 enemies with a single magazine using an assault rifle
         without reloading
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: Move through a Deniable Ops level by gaining Mark and Executes with hand
         to hand combat then utilizing the abilities to make kills with an Assault
         Rifle. Mark and Execute kills guarantee minimal bullet use. The only 
         trick is to remember to not reload.
     CH: Pistol Marksman
     DT: Neutralize 10 enemies with a single magazine using a pistol without
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: A pistol will likely be your primary weapon. Utilizing Mark and Executes 
         will minimize bullet usage increasing the kills per bullet. Line up head
         shots when the Mark and Execute function is unavailable. Finally, be sure
         to never reload.
     CH: Collateral Damage
     DT: Take an enemy into human shield and bash him against a wooden door to 
         shatter it.
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: Grab an enemy for a human shield and move to any door that appears to be
         made of wood. Move the left stick toward the door and press B to send the
         enemy flying through.
     CH: Human Collision
     DT: Knock an enemy down by throwing another enemy onto him
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: Take an enemy as a human shield and approach another enemy. While moving
         the left stick press B to toss the enemy into the other. If you are not
         moving the left stick at the time Sam will just kill the human shield.
     CH: Deadly Fall
     DT: Throw an enemy so he falls 10 or more meters
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: When Sam is climbing a building or a platform move below an enemy and press
         B to toss them down to the ground.
     CH: Environmental Hazard
     DT: Neutralize 3 enemies using a single trap or explosive
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: Traps and explosives will include: Chandeliers, Equipment held by a crane,
         Red Barrels, Fire Exinguishers. Shoot one of these objects with three 
         enemies nearby. Kobin's Mansion is a good early mission to obtain this 
         challenge. Once Sam has entered the building the next room with the balcony
         looking over the first floor has a chandelier. Under the chandelier three
         guards will congrate and talk. Shoot the chain holding the chandelier to
         take out all three guards at once.
     CH: Security Device Diversion
     DT: Attract an enemy by disabling a security device, then neutralize him
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: There are several cameras at the Third Echelon Headquarters that Sam can
         use for this challenge. Just be sure to use not to shoot any of the cameras
         in the parking garage while trying to plant the C4 doing so there will
         result in a game over/restart from checkpoint. Basically, shoot a camera
         and stay hidden while a nearby guard investigates. When he gets to the 
         broken camera shoot him in the head.
     CH: Car Alarm Investigation
     DT: Neutralize an enemy while he is investigating a car alarm
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: At the beginning of Kobin's Mansion, Sam will first have to enter the
         mansion grounds. The street is lined with multiple cars. Activate the alarm
         of a car near the mansion and a guard will investigate. Now the only thing
         left to do is neutralize the guard.
     CH: Human Kevlar
     DT: Mark and Execute 3 enemies while holding a human shield
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: Sneak behind an enemy and hold B to grab them as a "human shield". Move to
         a location with multiple enemies then use the Mark and Execute ability.
         Make sure you are using a gun with the capability of intiating at least 
         3 marks. The Five-seven and MP446 with Reflex Sight are good choices.
     CH: Group Neutralization
     DT: Nuetralize 3 enemies who are stunned by a single gadget
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: Mark three enemies then use an EMP Grenade/flashbang to stun the enemies.
         Activate the execute to take them out.
     CH: Alternate Door Entry
     DT: Crush an enemy on the other side of a door by bashing into it or kicking
         it down
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: At the end of Kobin's mansion, Kobin will send a guard to the door leading
         out of his room. When the guy reaches the door bash it to take him out.
     CH: Breaking Glass
     DT: Shatter a window by throwing an enemy through it
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: This one can be obtained during the Kobin's Mansion mission. When Sam is 
         entering the mansion. A guard will have his back to an entry window. Take
         him as a human shield then move to another window in the room. Stand across
         from the window then give the guy a toss by pressing forward on the left
         stick and hitting B. Even though the window is open the glass portion
         should still shatter. 
     CH: Effective Interrogation
     DT: Use 3 different special moves during a single interrogation
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: This challenge can be obtained at the end of the very first level. Smash 
         Dmitri's head into the urinals, the sink, and the wooden stall door to 
         complete. Otherwise, during one of the primary interrogations be sure to
         use the environment three times.
     CH: Full Recovery
     DT: In any CO-OP game mode, when you are knocked down, sit up and neutralize 5
         enemies before your team-mate revives you
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: Be sure to aim for the head because while you are sitting up defending
         yourself the enemies will attempt to shoot you as well. Be in a position
         where your teammate can come in for a heal after the challenge. You also
         want to find an area where the enemies are funneled through at most two
         entrances. I was able to complete the challenge 
     CH: Remain Undetected
     DT: Remain undetected for 10 minutes after vanishing
     L1: Completed at 1 and gain 500 points
     L2: N/A
     L3: N/A
     TP: Intentionally be seen by the enemy then just run and hide. During this time
         make a sandwhich, check your e-mail, or run for a bathroom break. As long
         as Sam is not seen for 10 minutes the challenge is complete.
                               W E A P O N  S T A S H                        [WPST]
    Possible Upgrades for Weapons
        Extended Mag - offers a higher bullet capacity
        Laser Sight - increases the accuracy of a weapon and improves aiming
        Hollow Point Ammo - is optimized to slightly increase the damage per bullet
        Reflex Sight - increases the weapon's associated marks by 1
        Match Grade Ammo - is optimized to slightly increase the range of bullets
        Gun Stock Attachment - offers a slight increase to weapon accuracy
        2X Scope - doubles the weapons zooming capability and increases range
        Suppressor - The Suppressor offers silenced gun fire and a decreased muzzle
                     flash, for a stealthier approach 
        4X Scope - The 4X Scope quadruples the weapon's zooming capability and 
                   increases range
    Abbreviations used below 
           DT: Details
           MK: Marks (initially)
           MG: Magazine size (initially)
           UP: Upgrades available
         DT: Available by default, the silenced MK.23 pistol is averagely balanced
             but still gets the job done
         MK: 2
         MG: 12
         UP: Extended Mag (300)
             Laser Sight (250)
             Hollow Point Ammo (250)
    MP 446
         DT: Available by default the silenced MP446 is balanced evenly as an
             effective sidearm
         MK: 2
         MG: 17
         UP: Reflex Sight (400)
             Laser Sight (250)
             Match Grade Ammo (250)
    Desert Eagle
         DT: Super powerful but fairly inaccurate the Desert Eagle is deadly in the
             hands of a master
         MK: 2
         MG: 7
         UP: Laser Sight (250)
             Reflex Sight (400)
             Match Grade Ammo (250)
         DT: P228 packs strong recoil but is worth the highly damaging fire power
         MK: 3
         MG: 13
         UP: Laser Sight (250)
             Extended Mag (300)
             Match Grade Ammo (250)
    Five Seven
         DT: The Five-Seven offers a built in silencer, improved accuracy, and
             effective stopping power
         MK: 3
         MG: 20
         UP: Laser Sight (250)
             Reflex Sight (400)
             Match Grade Ammo (250)
    USP .45
         DT: Powerful and accurate at medium ranges. The USP.45 is one of the most
             trustworthy sidearms
         MK: 2
         MG: 12
         UP: Laser Sight (250)
             Reflex Sight (400)
             Hollow Point Ammo (250)
    Machine Pistols
         DT: The compact Skorpion offers one-handed full automatic rounds with a
             high rate of fire.
         MK: 2
         MG: 20
         UP: Gun Stock Attachment (500)
             Reflex Sight (400)
             Hollow Point Ammo (250)
         DT: The SR-2M offers great power in the form of a highly accurate one
             handed machine pistol
         MK: 2
         MG: 30
         UP: Gun Stock (500)
             Reflex Sight (400)
             Laser Sight (250)
    Sub Machine Guns
         DT: Fast and lightweight the MP5-N offers moderate stopping power with high
         MK: 2
         MG: 30
         UP: Laser Sight (250)
             Reflex Sight (500)
             Hollow Point Ammo (250)
         DT: Silenced sub-machine gun the MP5-SD3 is an ideal choice for highly
             accurate damage
         MK: 2
         MG: 30
         UP: Gun Stock (500)
             2X Scope (300)
             Hollow Point Ammo (250)
    AKS-74U (Unlocked in Co-Op)
         DT: The AKS-74U offers high damage, but sacrifices some accuracy in return.
         MK: 2
         MG: 30
         UP: Reflex Sight (400)
             Laser Sight (250)
             Hollow Point Ammo (250)
         DT: The UMP-45 offers higher damage than most sub-machine guns, while
             sacrificing a bit of range
         MK: 3
         MG: 30
         UP: Laser Sight (250)
             Suppressor (650)
             Hollow Point Ammo (250)
    Assault Riffles
         DT: The AK-47 provides excellent stopping power across long ranges.
         MK: 2
         MG: 30
         UP: 4X Scope (300)
             Extended Mag (300)
             Match Grade Ammo (250)
         DT: The M468 is suited to fit any situation, offering high stopping power
             with excellent accuracy
         MK: 2
         MG: 30
         UP: Reflex Sight (400)
             Suppressor (650)
             Hollow Point Ammo (250)
         DT: The G36C specializes in exceptionally strong damage maintained over far
         MK: 2
         MG: 30
         UP: 2X Scope (300)
             Laser Sight (250)
             Match Grade Ammo (250)
         DT: The staple assault rifle of Splinter Cells. The SC3000 offers strong,
             accurate gunfire with minimal recoil
         MK: 2
         MG: 30
         UP: Gun Stock (500)
             Suppressor (650)
             Hollow Point Ammo (250)
         DT: The M-500 pump shotgun offers massive damage at medium ranges, but
             spreads over distance
         MK: 2
         MG: 8
         UP: Reflex Sight
             Match Grade Ammo
             Laser Sight
    SPAS-12 (Thanks to Robert Pendell for the info on this GameStop pre-order bonus)
         DT: The SPAS-12 offers silenced semi-automatic fire power covering medium
             to far ranges
         MK: 3
         MG: 8
         UP: Gun Stock
             Match Grade Ammo
             2X Scope
    U Play
         DT: Built for rough conditions, the SCAR-H deals far range damage, while 
             keeping accurate
         MK: 2
         MG: 30
         UP: 4X Scope (300)
             Laser Sight (250)
             Match Grade Ammo (250)
         DT: The MP7A1 offers one-handed silenced full automatic gunfire
         MK: 2
         MG: 20
         UP: Extended Mag (300)
             Reflex Sight (400)
             Hollow Point Ammo (250)
    Proximity Mine
         DT: Proximity Mines will attach to any surface they touch and automatically
             detonate when an enemy gets too close
         MK: N/A
         MG: N/A
         UP: Radius Upgrade 5 ---> 6 (250)
             Radius Upgrade 6 ---> 7 (250)
    FAMAS G2
         DT: Specializing in effective stopping power over far distances, the 
             FAMAS G2 is an ideal assault rifle
         MK: 2
         MG: 30
         UP: 2X Scope (300)
             Laser Sight (250)
             Match Grade Ammo (250)
    EMP Grenade
         DT: Temporarily shuts down electric sources and stuns enemies
         MK: N/A
         MG: N/A
         UP: Radius Upgrade 15 ---> 17 (250)
             Radius Upgrade 17 ---> 19 (250)
    Frag Grenade
         DT: The Frag Grenade deals out deadly explosive damage.
         MK: N/A
         MG: N/A
         UP: Radius Upgrade (250)
             Radius Upgrade (250)
         DT: Flashbang will temporarily blind and stun nearby enemies who are within
             its line of sight
         MK: N/A
         MG: N/A
         UP: Radius Upgrade 3 ---> 4 (250)
             Radius Upgrade 4 ---> 5 (250)
    Remote Mine
         DT: Remote Mines will attach to any surface it touches, and can be detonate
         MK: N/A
         MG: N/A
         UP: Radius Upgrade (250)
             Radius Upgrade (250)
    Sticky Camera
         DT: The Sticky Camera offers a remote camera, noise attaction, and remote
         MK: N/A
         MG: N/A
         UP: Radius Upgrade (250)
             Radius Upgrade (250)
                               A C H I E V E M E N T S                        [ACVM]
    -Accessorizing (10)
         Purchase any 1 accessory for any 1 uniform
    -Fashionable (20)
         Purchase all 6 texture variants for all uniforms
    -Gadget Upgraded (10)
         Purchase all 3 upgrades for any 1 gadget
    -Gadgets Expert (20)
         Purchase both upgrades for all gadgets
    -Ready for Anything (20)
         Purchase all 9 accessories for all uniforms
    -Variety (10)
         Purchase any 1 uniform
    -Weapon Upgraded (10)
         Purchase all 3 upgrades for any 1 weapon
    -Weapons Collector (20)
         Unlock all weapons in the weapon vault
    -Weapons Expert (20)
         Purchase all 3 upgrades for all weapons 
    -Best of the Best (30)
         Complete all Splinter Cell Challenges
    -Preparation Master (30)
        Complete all Prepare and Execute challenges
    -Stealth Master (30)
        Complete all Vanish challenges
    -Well-Rounded (50)
         Complete all challenges
    -CO-OP Realistic Difficulty (50)
         Complete the CO-OP story on "Realistic" difficulty
    -Hunter (10)
         Complete any 1 map in "Hunter" game mode in co-op
    -Hunter Completionist (20)
         Complete all maps in "Hunter" game mode on rookie or normal difficulty
    -Hunter Master (50)
         Complete all maps in "Hunter" game mode on realistic difficulty
    -Perfect Hunter (20)
         Complete any map in Hunter without ever having been detected on realistic
    -Last Stand (10)
         Complete any 1 map in "Last Stand" game mode in Co-Op
    -Last Stand Completionist (20)
         Complete all maps in "Last Stand" game mode on rookie or normal difficulty
    -Last Stand Master (50)
         Complete all maps in "Last Stand" game mode on realistic difficulty
    -Modzok Proving Grounds (20)
         Complete Co-Op Story "Modzok Proving Grounds" on any difficulty
    -Quality Time (20)
         Invite a friend to join and participate in a Co-Op story or game mode
    -Russian Embassy (20)
         Complete Co-Op Story "Russian Embassy" on any difficulty
    -St. Petersburg Banya (20)
         Complete Co-Op Story "St. Petersburg Banya" on any difficulty
    -Survivor (10)
         Battle your Co-Op teammate and survive
    -Yastreb Complex (20)
         Complete Co-Op Story "Yastreb Complex" on any difficulty
    -Face Off (10) 
         Win one match in "Face-Off" game mode on any difficulty
    -Face-Off Completionist (20)
         Complete all maps in "Face-Off" game mode using any connection type
    Single Player
    -Merchant's Street Market (20)
         Complete Single Player Story "Merchant's Street Market" on any difficulty
    -Kobin's Mansion (20)
         Complete Single Player Story "Kobin's Mansion on any difficulty
    -Price Airfield (20)
         Complete Single Player Story "Price Airfield" on any difficulty
    -Diwaniya Iraq (20)
         Complete Single Player Story "Diwaniya, Iraq" on any difficulty
    -Washington Monument (20)
         Complete Single Player Story "Washington Monument" on any difficulty
    -White Box Laboratories (20)
         Complete Single Player Story "White Box Laboratories" on any difficulty
    -Lincoln Memorial (20)
         Complete Single Player Story "Lincoln Memorial" on any difficulty
    -Third Echelon HQ (20)
         Complete Single Player Story "Third Echelon HQ" on any difficulty
    -Michigan Ave. Reservoir (20)
         Complete Single Player Story "Michigan Ave Resevoir" on any difficulty
    -Downtown District (20)
         Complete Single Player Story "Downtown District" on any difficulty
    -White House (20)
         Complete Single Player Story "White House" on any difficulty
    -Judge, Jury, and Executioner (10)
         Take down Tom Reed
    -Man of Conviction (10)
         Allow Tom Reed to live
    -Realistic Difficulty (50)
         Complete single player story on "Realistic" Difficulty
    -Revelations (10)
         Discover Anna Grimsdottir's dark secret
    -Last Man Standing (50)
         In Last Stand, survive all enemy waves of any map in one session without
         failing on any difficulty
                                 L E G A L I T I E S                          [LGLS]
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    E-mail: oldschoolwv312 at yahoo dot com
    Copyright 2010 Jason Fryer a.k.a oldschool312

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