========================== Tom Clancy's Splinter Cell Full Stealth Walkthrough (PC/XBOX) ========================== Written by: MasterLeo E-mail: See below Last Update on 23.5.2007 Version: 1.00 =============================================================================== > > > > INTRODUCTION =============================================================================== This guide is a Full Stealth Walkthrough, meaning I make a maximum effort to bypass various situations without alarms and violence (kills or knockouts). But of course, this doesn't matter much, when you can't compare your statistics against somebody else's, so I've decided to use the ranking system of Splinter Cell: Chaos Theory for every mission in this game. Read the Section 1 for more information. Before you go on, please note that this is my first full guide. Furthermore, I'm not a native English speaker, so you might encounter some mistakes here and there, but I have made a maximum effort to make it as understandable and readable, as possible. If you think you really need to contribute to this guide in some way, please visit Section 4 for more information. =============================================================================== > > > > TABLE OF CONTENTS =============================================================================== 1) The Statistics System 2) Advanced Sneaking Tips • Analyzing the capabilities of the AI • Moving around without being seen • Distractions • Equipment at Hand 3) The Walkthrough • Training • Police Station • Defense Ministry • Oil Refinery • CIA HQ • Kalinatek • Chinese Embassy • Abattoir • Chinese Embassy #2 • Presidential Palace 4) Contact Information 5) Legal Information =============================================================================== > > > > Section 1: THE STATISTICS SYSTEM =============================================================================== Like I said in the Introduction, I took the Mission Statistics System from the Chaos Theory. This is purely my personal choice, because I believe the system fits really well into this game. Any additions would complicate things too much and would just be nitpicking at the end of the day. Let's just review the SC:CT statistics one by one: --------------------- > Enemies knocked out --------------------- This statistic includes any enemies that have been knocked out during the mission. You can knock them out by throwing bottles into their heads, grabbing them then hitting them into the head, using a SC-20K gadget, etc. Enemies, that have been knocked out, remain so for the rest of the mission. They can be revived by other enemies, however. Enemies are: Any Humans with visible weaponry (Soldiers, Policemen, Guards, etc). Dogs also fall into this category. ----------------- > Enemies injured ----------------- This statistic didn't make it in. There is really no way to know if the enemy has been injured, and there is really no reason to injure them at all. Either you bypass them, knock them out, or kill them. ---------------- > Enemies killed ---------------- The usual way to kill enemies is to shoot them, but they can also die if they fall too deep or drown. ----------------------- > Civilians knocked out ----------------------- This statistic includes any civilians that have been knocked out during a mission. Civilians are unarmed Humans (Technicians, etc). ------------------- > Civilians injured ------------------- There is really no reason to injure civilians, so the statistic isn't used. ------------------ > Civilians killed ------------------ You cannot kill civilians in Splinter Cell. Any attempt to do so will result in mission failure. So there is no reason to use this one. -------------- > Bodies found -------------- This Walkthrough produces relatively few bodies, and those can be pretty well hidden. Any poorly hidden body will trigger an alarm, so there is no reason to keep this statistic. Read below. ------------------ > Alarms triggered ------------------ An alarm can be triggered in many ways (Alarm Pads, Metal Detectors, Bodies Found, ...), but at the end of the day, it's really just your poor performance which can be held responsible for it. Three alarms means mission over (one alarm is enough sometimes). ---------------- > Success Rating ---------------- I guess I could do it, but the effort is really not worth the time. I've decided it's best to leave this statistic to the player to evaluate his overall success and satisfaction. So, while it's not in, you can usually say something like "I did this part very well" or "I've put my maximum effort into it, but it didn't quite turn out they way i'd have hoped". ----------------------------------- > Statistics and Mission Objectives ----------------------------------- In SC:CT, objectives DO NOT count towards the Statistics at the end. So if a mission objective directly, or indirectly, mentions someone you need to kill/knock out, it DOES NOT count towards the statistic (for example, technician Piotr in Mission 4 doesn't count towards the knockout statistic, but a colonel for a retinal scanner in Mission 3 does, because he is not mentioned by any objectives). Anyone not killed or knocked out by you specifically, also doesn't count towards the statistic. ------------------------------------------ > My view on Forced Combat Sequences (FCS) ------------------------------------------ Forced Combat Sequences are scripted events that take place at certain points in the game. During those sequences, the enemies immediately know where you are, and it's impossible to bypass them the stealth way. Meaning, you either have to take some unnatural ways to bypass them, or kill/KO them. No such situations exist in SC:CT, so I initially wasn't sure how to include them into the statistic, given that they mostly feel "cut out" from what is otherwise a stealth game. I've decided to NOT include any kills/KO made during these sequences, into the statistic, but instead, the Enemies killed statistic includes a FCS at the end of it, if such a scene was present during the mission. This was made to simplify the statistic, avoid nitpicking, but most of all, to have fun during them. Because if something is FORCED, I really don't see a reason to try to avoid it at any cost. ------------------------------------ > My view on shooting Lights/Cameras ------------------------------------ I really make no objection to shooting lights in any way. Staying in shadow is part of this game after all, and lights certainly don't contribute to it. Of course, broken lights attract attention of nearby enemies, so don't overdo it. Shooting cameras is a different matter. It is generally not desirable, unless there is really no better way around it (like making the area dark or simply bypassing them). The game answers to this fact by simply introducing armored cameras in the last third of the game. =============================================================================== > > > > Section 2: ADVANCED SNEAKING =============================================================================== I'm really not in the mood, to explain every possible move in the game. These kind of things can be found in the manual! So read it! I will focus on certain things the manual doesn't tell you, but are extremely helpful, if not outright critical, to your success. -------------------------------------- > Analyzing the capabilities of the AI -------------------------------------- The enemies in this game can detect you by either using vision, nightvision, sound or smell. The most important one is vision: enemies do not really take any offensive action against you, until they have visual confirmation of some sort (either by seeing you, or a muzzle flash of your gun/rifle, etc). Fortunately, humans do not have eyes on their back, which means every enemy who has his back against you, CANNOT see you at all! It is important that you make sure the enemy cannot see you, before you move into places that are well lit. The same rule applies to Cameras. Enemies with nightvision are the worst possible opponents in this game, because they can see you right through the shadows. Fortunately, there is only a few of them, and they are not particularly happy to see you. Sound is another thing you need to be careful of. Moving too fast, jumping, throwing things, shooting - all that creates sound, and is bound to alert your enemies. In this game, the enemies do not really respond to sounds in a hostile way most of the time, so you can (ab)use this fact to make various distractions. More about that below. The last thing is smell. I would say this is the biggest annoyance of them all, because dogs are able to pick up your scent, and follow your movement that way. Nearby guards usually follow their dogs, making such situations very dangerous. The only real way to cover your trail is to move into water. Dogs also can't climb, so any location below or above the dog can provide cover, as long as there is no direct path to it. ---------------------------------- > Moving around without being seen ---------------------------------- Of course, the best way to not be seen is to stick to shadows, but sometimes, there is no shadows and you still need to bypass your enemies. If you encounter such a situation, look around for possible alternate paths (pipes, air ducts,...). If that fails, try to make your own shadowy trails by shooting the lights nearby. Another possible way, is to STALK your enemies when they have their backs against you. Stalking means moving slowly behind your enemies, and is a technique that you should master early. It will get you through many difficult situations. Speaking of guards, there is another thing that is good to know when bypassing them (particularly static guards). They are usually placed so they overlook a certain location, but every 30 seconds or so, they also overlook the nearby area by moving their head left/right. This is not a cosmetic move, because they CAN see you during it, and the only way to bypass some situations is to time these animations. Last but not least, Think Fast, and Move Fast as well! Take the initiative. Many situations in this game can be bypassed by simply using certain moments to your advantage, or by simply being fast. -------------- > Distractions -------------- Distractions make an important part of the gameplay. Oftentimes you will simply be unable to progress further without making some sort of a distraction. Distractions usually involve some sort of sound, so the simplest one is to move fast, or jump, when the enemy is nearby. Showing a glimpse of yourself is also a possible distraction. Of course that doesn't cover every possible situation, so you can also grab bottles and soda cans and throw them at a certain spot close to enemies, and they will go investigate. The enemies are able to investigate both the starting, and the ending point of the throw, so be careful they don't see you throwing! Another distraction you can make is by shooting into a wall near enemies, which will provoke them as well. You have to be very careful, because the enemies are able to react violently if you shoot too close to them or if they hear you shooting. For that reason, I prefer to use the gun for such distractions. The rifle makes too much noise. ------------------- > Equipment at Hand ------------------- Make sure you overview your equipment everytime you enter a mission, so you know what is available in case of trouble. The most important item in your inventory, is the gun. It's really an item that should be in your "ready" slot for most of the time. It allows you to make distractions, shoot lights/cameras, and kill people as well. It's a very silent weapon with minimal muzzle flash, its only real disadvantage being poor accuracy. The SC-20K or as I like to call it, the rifle, is a weapon you don't receive until you have finished a few missions. It has automatic and semiautomatic firing mode, and comes with a scope as well. It also has a launcher, which is able to shoot various gadgets (AirFoil, Shocker, Camera, etc). The rifle can be used for precision shooting (cameras or lights in the distance), and is also a weapon you will want to use during FCS's. Unfortunately, it makes a lot more noise than the pistol, and muzzle flash will alert the enemies to your position much more often. It's generally a poor choice for making distractions. Another stealth gadget is the Camera Jammer. You only receive it in a few missions, but it's practically useless, because it only works for a few seconds and takes too much time to refill. I'm so glad they got rid of it in SC:CT. Last but not least, always check your inventory for Disposable picks. These nifty little things allow you to blow up the lock without lockpicking, often buying you precious seconds. =============================================================================== > > > > Section 3: THE WALKTHROUGH =============================================================================== I've not put much effort into explaining various cutscenes and story elements that accompany the gameplay. So from that perspective, consider this a relatively spoiler-free walkthrough. The walkthrough follows the most natural path possible - it is structured by missions, levels and objectives. You can easily find the appropriate part of the walkthrough, by simply checking your objectives in the OPSAT, then searching for them here. Since I don't like large blocks of text, I've put some effort into breaking them into several logical paragraphs, each one of them explaining a certain part of the level, or a certain complex situation. I do not claim my solutions are the best available. I can only claim, that they work if done properly. Furthermore, I'm quite aware that some mission scores could've been improved in various ways, often by provoking complex situations that would require a lot of extra effort to explain them properly. So while this is a complete walkthrough, don't follow it blindly. USE YOUR HEAD! ------------------------------------------------------------------------------- > > > Mission 1: Training ------------------------------------------------------------------------------- No, i won't give you a walkthrough for the training mission. It's an insult for a master sneak. I just wanted to point out a small secret here: Immediately as you get control of your character, go to the right and make a walljump up on the ledge above. Go into the room, and grab a lockpick from the shelf. Now make the whole course until you reach the end. Use a lockpick on a jammed door there, and use the computer. You will get a keypad code. Now return back to the starting point of the course (painful, i know...), and make a walljump up on the other ledge. There is a keypad locked door there. Open it and you will be able to have an interesting conversation with Anna Grimsdottir. ------------------------------------------------------------------------------- > > > Mission 2: Police Station ------------------------------------------------------------------------------- ------------------------------ > Part 1: The burning building ------------------------------ • Objective: Rendezvous with local NSA informant Thomas Gurgenidze for information on Blaustein's area of operation. • Objective: Killing civilians will result in Mission Failure. • Objective: Touching the street will result in Mission Failure. Climb the ladder to the right, open trap door and walk through the narrow pathway. Climb up the pipe, and use the zipline to move into the burning building. Now just follow Grimsdottir's instructions until you reach Gurgenidze. Talk to him to initiate the next objective. • Objective complete: Rendezvous with local NSA informant Thomas Gurgenidze for information on Blaustein's area of operation. • New objective: Find the black box, hidden in Blaustein's apartment. Now go through the door behind you. Take out your gun and shoot a bullet or two up the ceiling in the next (smoke filled) room. This will break a window, and the smoke will clear out. Go through the door to the right. --------------------- > Part 2: The streets --------------------- Follow the path here, and jump to the other side. Carry on until you see someone standing on the balcony, talking on the cell phone. Slow down now, and take your path to the right, towards the window. Jump over the fence, and wait here. Eventually another person will come out. Now slide-open the window, go in, up the stairs, and take a path to the left, until you reach a darkened room. Slide open the picture on the wall to reveal a computer. Use it. • Objective complete: Find the black box, hidden in Blaustein's apartment. • New objective: Find Gurgenidze's dead drop in Morevi square to figure out how to get into Police Precinct. Open the door next to you with the code you've just received, and use a zipline to move to the roof of another building. Take the door on your left, and fall down onto the pipes here, then onto the lift. Open trap door and enter the room. • Objective complete: Touching the street will result in Mission Failure. Pick the lock here and follow the path until you reach a street. Two policemen are interrogating a civilian. Move with medium speed towards the right side, and halfway down the stairs. Now jump and hold to the ledge here. Shimmy all the way to the right, and climb up into an area with some bushes. To your left is another long street, patrolled by another policeman. Wait for him to reach you, then stalk him almost to the end of the street (he turns around once, so be careful). Hide in one of the dark corners, and wait for him to come back. There is a civilian on a window overlooking the stairs here. Make your move when he isn't watching. You are now in Morevi square. There is a person in a room on the other side. He will sometimes move towards one of the windows, so make sure he doesn't see you. Go towards the large door and enter the corner, filled with some bushes. There is a ventilation shaft here, which brings you to Gurgenidze's dead drop location. Grab the medkit, ammo, then use the computer. • Objective complete: Find Gurgenidze's dead drop in Morevi square to figure out how to get into Police Precinct. • New objective: Use the info in Gurgenidze's computer to gain entry into Police Precinct. Go back to where you came from, and go right, through the now opened door. Go left, but stay close to the left wall as you go, because a policeman patrolling the street ahead might see you. When he isn't there, go into the dark corner, and wait for him to return. Now stalk him up the street as far as you can, then hide into one of the dark corners to the right. Eventually, he will go back down, but don't make your move just yet, because he turns around once. Go up now, and to the right. Climb up the pipe to the roof here, and take out all lights with your gun. This will alert the policeman below, and the civilian in a room to your right (on the first floor). Now go to the other side of the roof, make a soft fall, and hide in a dark spot under the tree. If this method fails initially, create another distraction by jumping in the middle of the roof here (shooting works too). The sound will cause both to move again. Eventually you'll pull it off without being seen. When everything is back to normal, shoot the light right above the trashcan at the end of the street (otherwise, the civilian will see you), and walljump into the next area. ------------------------ > Part 3: Police Station ------------------------ • Objective complete: Use the info in Gurgenidze's computer to gain entry into Police Precinct. • New objective: Locate Agent Blaustein in the Police Precinct. As you open the door, you will see a policeman going down the corridor. Speed up and catch up with him, then stalk him almost to the end. He will enter a room to the left. Go forward, and stick to the wall in front of you, then move under the window and to the right. Ignore the door. There is another room here with a lab technician. Move under the window and into the room. Check what the guy is doing, before you make your move. Use the computer on the desk, to find out there is a camera in the room next to you. I never would have figured that out :). Enter the room, go right and watch the camera from behind the curtain. When it's moving away from you, go towards the middle of the room for a brief moment, then back. This will trigger the next objective. • Objective complete: Locate Agent Blaustein in the Police Precinct. • New objective: Access the Police Precint's security surveillance system. Go back to the corridor, and to the left. Go up the stairway and into the waiting hall. After the conversation is finished, hold to the right wall and move behind the curtain. At the end, turn left and stick to shadows in front of double door. Go left again, and towards the door. Go up the stairs, and you will end up in the offices. Stick to the wall on the right, and move towards the first door here. Get in, use the computer, and grab a soda can from the basket. Go out now, and to the end of the room. Enter the door and go right, past the curtain. A technician is overlooking the target computer. Hide in a dark corner by the alarm pad, and throw the soda can to the right side of the room, so that it flies through the hole between two curtains. While the technician is busy investigating the noise, use the computer to finish the final objective. • Objective complete: Access the Police Precint's security surveillance system. • New objective: Meet Junior Wilkes in front of the Police Precinct for extraction. When everything goes back to normal, go back down to the waiting room, and past the now opened double room. ================= MISSION COMPLETE! ================= Mission statistics: Enemies knocked out ........... 0 Enemies killed ................ 0 Civilians knocked out ......... 0 Alarms triggered .............. 0 ------------------------------------------------------------------------------- > > > Mission 3: Defense Ministry ------------------------------------------------------------------------------- ----------------------------------- > Part 1: Infiltrating the Ministry ----------------------------------- • Objective: Infiltrate the East Wing of the Georgian Defense Ministry. • Objective: Discover Vyacheslav Grinko's whereabouts by interrogating his driver. • Objective: Tripping an alarm will result in mission failure. Move forward towards the edge of the roof, and fall into the balcony. Use the pipe to your right, to climb to another balcony below. Use the optic cable on the door and you will see a small room with a camera above the door to the left. Enter the room when the camera isn't watching, and move with medium speed towards the wall between the door and the coffee machine. Somebody will enter the room, but will not be able to see you because you are covered by the door. Move into the next area, and use the door on the left. Go all the way down, until you reach the garage (you have to bypass two cameras but this should be easy). There is nobody here right now (except two more useless cameras), so just stick to the shadows by the left wall, and move towards the end of the garage. Eventually, you will see a car driver taking a piss in a darkened corner. Take this opportunity to grab and interrogate him. • Objective complete: Infiltrate the East Wing of the Georgian Defense Ministry. • Objective complete: Discover Vyacheslav Grinko's whereabouts by interrogating his driver. • New objective: Infiltrate the South Wing of the Georgian Defense Ministry. • New objective: Deactivate the courtyard security laser grid. • New objective: Laser-mic the Grinko and Masse conversation in the glass elevator leading to Nikoladze's office. Phew, lots of things to do. Use the same wall to return back to where you came from, Unfortunately, there is a policeman standing by the door now. Grab one of the bottles on the ground, and throw it to the middle of the area he is facing. When the camera isn't looking, open the door and go back up again. There is a stationary guard to the left, overlooking our target door. Move towards the guard until you reach the edge of shadow, then jump once, to attract his attention. You will have his back now, so move into the next room. This one also has a camera above the door, but switching off the lights will take care of it. Grab data sticks from both computers, and lockpick the door. You will end up in another balcony. Grab a pipe up above the balcony, and shimmy all the way to the open window. Your are now in the kitchen. A guard will come in and start a conversation with both cooks. Grab a bottle from the table, and throw it into the freezing room to your left. All three will go investigate, and when you have their backs, move forward and turn off the light switch. Now go towards the left and past the double door, and again to the left as far as you can go. Climb over the fence, and make a soft drop down, then repeat this and you will end up on the ground level, facing the retinal scanner. Now position yourself so, that you are under the stairway, and shoot once towards the guard on the other side of the hall (aim just close enough, that he gets alerted). Shoot another one at the pillar to the right of your position, so you put into motion the guard facing the computer (the guard above will also be alerted however). As soon as you have both guard's backs, make your way towards the computer and use it, then immediately move back towards the shadow under the stairs and dodge the alerted guards. • Objective complete: Infiltrate the South Wing of the Georgian Defense Ministry. • Objective complete: Deactivate the courtyard security laser grid. A colonel will show up, and sit down at the desk. Jump once, to attract their attention, and play a little cat and mouse with the colonel. Grab him and use him on a retinal scanner, then knock him out in a darkened spot past the door. When the camera isn't looking, move to a place below it, and open the double door. A cutscene will play, showing two men going up in the lift. RUN towards the other end of the courtyard, and hide in the shadows to the right of the double door. Use the laser-mic and aim it at the lift. Once the conversation is over, a bunch of enemies will show up, but you have already bypassed them without really trying :). • Objective complete: Laser-mic the Grinko and Masse conversation in the glass elevator leading to Nikoladze's office. • Objective complete: Tripping an alarm will result in mission failure. • New objective: Infiltrate the North Wing of the Georgian Defense Ministry. • New objective: Access Nikoladze's personal computer in his office. Climb up the fence next to you, and go through the opened window. -------------------------- > Part 2: Into the offices -------------------------- A cutscene will show a lift going down. Quickly go to the closet to the left and grab a disposable pick. Use the optic cable to track movement of both enemies. Once you have their backs, move into the lift and go up. As soon as the lift arrives, go left and use a disposable pick on the door. Use the computer in the room, and enter the ventilation shaft above the desk. You will drop down in a fairly dark corridor, with a camera on the other side. Shoot the neon light by the door to the left, go in and climb the ladder onto the roof. Go right and rappel the side of the building, until you are slightly above the ground of the office. Take out the gun and shoot the light in the center of the room (the one closest to you). QUICKLY jump once to break the window, then immediately fall through the window again, and hang on the edge of it. The guard will start moving left and right from window to window. When he moves to either side, climb up and use the computer, then drop down again. A bunch of extra enemies will rush the room, but will be unable to find you. Eventually they will leave the room. • Objective complete: Infiltrate the North Wing of the Georgian Defense Ministry. • Objective complete: Access Nikoladze's personal computer in his office. • New objective: Complete the data transfer from Nikoladze's computer. Repeat the same step you did the first time :), but now exit through the door instead. • Objective complete: Complete the data transfer from Nikoladze's computer. • New objective: Rendezvous with Jr. Wilkes in the basement parking garage for extraction. Go left and through the newly opened door, then down the stairs. As you open the door, RUN down the stairs, and then to the right side. Drop into the elevator shaft (or whatever that is), and hang on the ledge. A bunch of guards will rush the area, but will be again, unable to find you. Now start dropping down and you will end up in the same garage you entered at the beginning. Talk to Wilkes for extraction. ================= MISSION COMPLETE! ================= Mission statistics: Enemies knocked out ........... 1 Enemies killed ................ 0 Civilians knocked out ......... 0 Alarms triggered .............. 0 ------------------------------------------------------------------------------- > > > Mission 4: Oil Refinery ------------------------------------------------------------------------------- ---------------------------- > Part 1: Climbing the pipes ---------------------------- • Objective: Infiltrate the oil refinery by the main pipeline. • Objective: Trail the mercenary technician. Does this really need a walkthrough? Sheesh ... Climb up the ladder, go to the right, and follow a large pipe until you bump into barbed wire. Climb up the pipe here with legs up, and move to the other side. There is a large block in your way, so shimmy around the side of it. Use the zipline to move onto the next platform and enjoy the fireworks. Go left, climb up the pipe. Drop down and enter the opening in the large pipe, and follow it into the next area. ---------------------------------- > Part 2: Following the technician ---------------------------------- • Objective complete: Infiltrate the oil refinery by the main pipeline. Open trap, and use the ladder on the left, then go to the platform above. If you look up, you will see a small pipe stretching all the way to the other side, towards the platform that we need to reach. Move onto the black box to your left, and hold onto the pipe with legs up. As you go, a cutscene will show airplanes flying towards the refinery. Whoops! When you are above the target platform, wait for the soldier to move away from you, then make a soft drop and continue left, and up the stairs. Stuff will blow up, and you will hear some shooting. Move forward with medium speed, and hide in a corner on your left side. Technician and his escort will move on eventually, but a crouched soldier will remain, patrolling a fairly narrow passageway that you need to bypass. When the soldier isn't there, move forward some more, and hide in another corner to your left, by some pipes. When the soldier enters the corridor again, quickly stick to the wall here, and move behind the pipes to the other side. When you see the soldier returning back, sneak behind his back to the left side, and shoot the light above the fenced door, then hold on to the door, because the guard will inevitably go investigate, but should be unable to find you. As soon as you have his back, move into the next area. Wait for conversation to finish, then look at the water tank to your right. Turn the valve, and both guards will go investigate. Hide behind a black box to the right of the valve, and take a peek now and then, to see where the guards are. As soon as both have their backs against you, move with medium speed, and towards the door on the left. Enter the door for a brief second, to trigger the event, leading to the next objective, then quickly get out again, and to the left. The path is blocked by fire, but above the machinery, there is a pipe stretching into the next room (it is currently blocked by a glass window). Climb up with legs up, and wait for the objectives to progress. • Objective complete: Trail the mercenary technician. • New objective: Retrieve the laptop from the mercenary technician's suitcase. Eventually, the window will blow up, and you can now go into the room. Make a soft drop, ignore the guard who is destroying computers, and move to the right and up the stairs. You will face your first FCS (Forced Combat Sequence) here, but it's not really worth killing anyone here, and your pitiful gun vs. assault rifles doesn't sound fair either. So ignore the guards, run to the right, then left, and down the stairs. When you come down, go left, through the opened door. Go forward, through the door to the right, then left, until you come back out again. Run forward towards the wired fence, and down the stairs. This is actually the same area you started in, but is now empty. Simply follow the path and down the stairs, and you'll find the technician next to the ship debris. Grab him, interrogate, then knock him out and take the briefcase. ================= MISSION COMPLETE! ================= Mission statistics: Enemies knocked out ........... 0 Enemies killed ................ 0 (FCS) Civilians knocked out ......... 0 Alarms triggered .............. 0 ------------------------------------------------------------------------------- > > > Mission 5: CIA HQ ------------------------------------------------------------------------------- -------------------- > Part 1: Getting in -------------------- • Objective: Access the CIA central server to identify and locate the information leak. • Objective: Any agency fatalities will result in mission failure. As soon as the mission starts, run forward as far as you can, then to the right, until you have a fenced area in front of you. Climb over the fence, go up onto some machinery. The left ventilation shaft has a trapdoor. Slide-open it and enter the next area. The timer will stop now. You will see a technician by the wired door. Wait for him to move away, then jump over onto the fence, and to the other side. Proceed through the dark corridor, and stop under some pipes there. When the technician returns back to the first area, move forward towards the end of the corridor, dodging the camera as you go. Go right, and move towards the stairs, but don't go up yet! The guard above will start moving towards your side of the stairs. Wait for him to go the other way, then move up the stairs, and go forward. Stop by the chair, so you stand almost shoulder to shoulder with the guard. When the guard turns around, slowly move down the stairs. When you come down, you will see a person entering the room to the right. Wait a little, then enter the same room, and use the computer. Exit the room via the second door, and immediately move towards the door on the other side, then into the pathway to the right. You will come out in a room with the elevators, but some guy is having a conversation over the cell phone. Eventually, the conversation will stop and he will use the elevator. Go left and grab a soda can lying on the ground, then return to the other side and move towards the guard by the elevator. If you look up and to the left, you will see another floor behind a glass window. There is another guard patrolling there, and he has a rather nice view of the elevators. So make sure he isn't there before you make any moves. Throw the soda can towards the middle of the hall, and the guard will go investigate. Quickly move towards the switch and call lift. It will take a few moments, before the lift arrives, so hide into the shadow again. As soon as it's there, go in and push the down button. In case the guard stops investigating before you can enter the lift, use the other soda can and make another distraction. --------------------------- > Part 2: Inside the CIA HQ --------------------------- • New objective: Retrieve the SC-20K from the storage room behind the battery generator backup. Go forward, and enter a room to the right. Use the computer inside, to get the main server room code. Go out and to the right. There is a rather large, U- shaped corridor here, patrolled by a guard. Go right and wait for the conversation to finish, then hold to the left wall and move under the window to the other side. The technician is doing some repairs on the keypad. He will sometimes move to the closet at the end of the corridor. Now look into the room to your left. There is a civilian (or at least, I THINK it's a civilian) walking up and down. When you have his back, and when the technician is in the closet, turn off the lights in the room, and grab him, when he wants to turn them back on. Oddly enough, nobody really seems to care about the light here. Anyway, knock him out and you will receive a keycode for the technical services room (aka the keypad locked room next to you). You can leave the body right here - nobody seems to care about that either. Use the code, but before you enter the room, check it with the optic cable, because there is a guard moving around. Go left, and hide behind a cabinet. When the guards moves to the right again, go forward and around the table, then to the left into the next room. Use the computer here, to get the keycode for the pad next to you. Those CIA guys sure have security par excellence. The room here is filled with some machinery, so it's pretty noisy. Go right and down the stairs. Wait for the technician to clear the path, then move on and hide in a dark spot to the right. There is another technician here, so wait for him to move towards you. He will investigate some machinery next to you. Use this chance and move with medium speed to the end of the path, then all the way to the left and up into the storage room. Grab the SC-20K from the shelf to complete the first objective. • Objective complete: Retrieve the SC-20K from the storage room behind the battery generator backup. Move out and to the left, until you hear a guy having a cellphone conversation. When he finishes, he will go away. Go to the table, and grab the medkit and one of the soda cans. Move left to the end of the corridor, and stick to shadows. You will see a well lit door to the server room on the left, but there is a guard moving around to your right, and he is overlooking that door. Throw the soda can into his room, and when he moves away, get into the server room. Enter the door to the right, go into the dark room down the stairs and hide somewhere near the entrance which leads to the central server. When the moving guard bypasses you, get into the room, and move along the wall to the left and hide into the corner. You can see the computer's console from here, but you cannot move any further, because the technician will see you and your cover will be blown. Instead, take out your rifle and shoot once towards the server, to alert the technician. A few moments later, the patrolling guard should be back to the room again, and circle it. When he goes away from your spot, and when the alerted technician has his back against you, move to the server's console and use it. • Objective complete: Access the CIA central server to identify and locate the information leak. • New objective: Tap Dougherthy's computer to trace the intelligence leak to the Georgians. Now wait for the patrolling guard to go back into the dark room, and move towards the left of the server somewhat, and jump once, to attract the technician again. As he goes investigate, use the server for cover and make a run for the door and into the dark room again. Return back up to the glass door, and look at the guard outside. When the guard starts to move to the right, quickly move out and to the left until there is a long corridor in front of you. A guard is patrolling it. You can either stalk the guard, or wait for him to move away from you then move all the way up the corridor, until you reach a metal detector. You cannot move past the detector, because an alarm will sound. There is a window with a guard in front of you. Move slightly to the right of it, and jump once to alert the guard. Climb into the window, and move on into the next area. It's a large hall with two cameras on the ceiling, so be careful not to be seen. Go right towards the lifts, then all the way to the other side and hide in a dark corner. A patrolling guard will likely appear at the stairway now, and move into the corridor next to you. When he goes out of the corridor, go in and to the left. A room with a copy machine is here, and the guy is moving up and down. When he moves away from the window, go towards the end of the corridor and down the stairs into a small room with a camera. Shoot the light and use the code on the keypad (if you wonder which one it is, it's the "override code for weapons testing department" which you have received with the previous objective). Go left, and you will overhear another cell-phone conversation. Eventually, the guy will move towards the soda machine. Now move towards the opened door and hide behind it (so your side is against the pillar), and wait for him to start going back into the room. Before he reaches it, quickly move into the next room with the turret. Use the computer, pick the lock, and use the lift to go up. ------------------------- > Part 3: Capture the Spy ------------------------- Go into the media room, where two guys are having a conversation about a sound clip. Stick to the wall in front of you, and move to the left, behind the board and desks, then into the next area. Hide in a shadow, and wait for the guy to move out of Dougherty's office (another one will also come from the media room behind you, so be careful), then go in and use the computer. • Objective complete: Tap Dougherthy's computer to trace the intelligence leak to the Georgians. • New objective: Kidnap Mitchell Dougherty. Go to the corridor, and enter the auditorium through the double door. It's dark and some officials are having a briefing. Move forward, towards the middle of the room, then move to the right under the projector's beam. There is a guy standing in front of the door, and the only way to bypass him, is to wait until the briefing is over. Pick the lock, and you will end up in the corridor again. Move into the shadow to the left, and wait for the conversation to finish. Dougherty will go towards the double door on the other side. The door is keypad locked, but you can simply stalk him through it, or you can grab the code in a small room to the right of the door (the guy inside doesn't notice you at all). Once you bypass the double door, go towards the other door and overlook the next area through the glass built into the door. A guard is moving left and right. When the guard goes to the left, open the door, grab Dougherty, and move to the other side of the open area, then to the left. • New objective: Take Mitchell Dougherty to the rendezvous point near the document disposal loading dock. Wait for the guard to come back again, then move onto the platforms, to the left, and down the stairs, until you bump into a door. You can't enter the door now, so knock Dougherty out. • New objective: Incapacitate the CIA Security Officer speaking with Wilkes and Baxter. Before you enter the next room, take out your rifle and pop two reflectors on the street below (only the two closest ones, if you shoot the farthest one, an alarm will sound). Open the door, grab the body of Dougherty, and move down the stairs. The only maneuvering option with the body on your shoulder, is either a standing or a crouching position. Using the former will make you move faster, so make use of that fact. Okay, now you will enter a room with some more machinery. Move forward, but stay close to the left wall, until you see a door and a guard. He will start moving towards you, but don't panic, because he will turn around and start moving away from you and eventually, away from the door as well. Quickly move through the door and towards the middle of the stairs here. This is the only spot where the guard below cannot see you. When the guard below moves reasonably far away, move down the stair and hide in another dark spot to the right. When he moves away from you again, go forward and hide under the stairs. Wait for the guard to bypass you, then move along the wall and to the right. Hide in a dark corner here, and wait for the guard to move away from you yet again. If you look to the other side now, you will see another guard moving up and down. Go forward and hide in a shadow between two lights, and if the guard isn't there, continue down towards the middle of the stairs and hide in a dark corner. I'm sure you are glad you popped the reflectors before ... anyway, when the guard goes up the stairs again, move down the stairs to the ground level. The path from here is totally dark, so just continue until you reach the end of the street where the target security officer is having a conversation with Wilkes and Baxter. Before you take him out, make sure the guard above isn't overlooking the area, other wise... well you know :). Knock out the officer with a shocker, then pop the reflector on the right wall, otherwise the guard above will see his body. • Objective complete: Incapacitate the CIA Security Officer speaking with Wilkes and Baxter. All you need to do now, is to bring Dougherty's body towards the car. ================= MISSION COMPLETE! ================= Mission statistics: Enemies knocked out ........... 0 Enemies killed ................ 0 Civilians knocked out ......... 1 Alarms triggered .............. 0 ------------------------------------------------------------------------------- > > > Mission 6: Kalinatek ------------------------------------------------------------------------------- ----------------------- > Part 1: Hell's Garage ----------------------- • Objective: Infiltrate Kalinatek. • Objective: Access Kalinatek's fire emergency system to open the fire doors surrounding Ivan. • Objective: Find Ivan before the Russian Mafiosos kill him. This part can be hell ... From the starting point, locate a blue light on the other side of the garage with the scope. Now turn scope to the right towards the pillar, and pop the first light there. Now align yourself with the blue light, and RUN towards it as fast as possible. A door will open as you go, so crouch and slow down. Stick to the wall between two telephones, and wait for the first guard to bypass you, then quickly move towards the edge of the wall, and stay stuck to it. Eventually, the other guard will go on patrol around the garage. Open the door and go up the stairs. Grab either a soda can, or a bottle, and move along the right wall past the first guard. Throw the bottle at the van on the other side, and two guards will go investigate, but one of them will still be standing. Wait for him to move his back against you, then go right, climb up the block and jump through the window onto the hanging container (or whatever that is). Hold onto the line above you and move forward as far as you can, then zip onto a scaffolding. From here, jump onto the building, and rappel down on the side of it until you are standing on a glass roof. Wait for the conversation to finish, then move forward and to the left side of the glass roof (so you can see the double door into Kalinatek from here). Shoot the glass and drop down, then hide in a dark corner either to the left, or right. A guard will see you drop and will go investigate. Knock him out and grab the satchel. Hide the body in the same dark corner you used to conceal yourself, and move on. The satchel you picked up, contains a keypad code for the door on the right, past the double door. • Objective complete: Infiltrate Kalinatek. This first room is not interesting, because it only has some rifle ammo for you to grab. The next room has a ventilation shaft on the wall. Make sure you move slowly towards it, because there is some broken glass on the floor and the guard past the door on the left will hear you (not that it really matters). You will come out in a room with an aquarium. As you move forward, a cutscene will show mercenaries killing and destroying everything. Open the door, and move slowly to the right side, into an opening, then into a dark corner. When the mercenaries stop conversing, you will see one going into the aquarium room, and the other two are gone (for now). Take out the rifle, and shoot all three lights on the ceiling. Now move to the other side until you come to another opening. Move towards the doorway of the office right next to you (the one with a dead technician). Above the doorway is a neon light. Take it out (3 shots needed), then grab a soda can from the desk, and move to the left, towards the edge of the wall at the end of the corridor. You will see the other two guards standing in front of the elevator here. Move slightly past the edge of the wall, so they catch a glimpse of you and go investigate. Now go back into the office which you previously prepared, and stand in the doorway. Both mercs will eventually bypass you. Now throw the soda can to the right side, towards the room with the aquarium (depending on situation, this step may not be required). Both guards will investigate further and with their backs against you. Use this opportunity to enter the opening in the lift and into the next area. --------------------------- > Part 2: Wallmine paradise --------------------------- As soon as you get in control, get out of the lift, move right towards the table, then up into the shadowy corner. Two mercenaries will start blowing stuff up, and when they're done, they'll bypass you. Now RUN forward into the corridor, then go left into the room. Slow down and quickly disable wall mine on the left side (do it, when the light is green), then the one on the right side. You will have a conversation with the technician and when you are done, you will notice two guards have appeared by the door, overlooking your location. • New objective: Disable the bomb planted in the Archives Room. Don't waste time now! Use the table for cover, and move slightly towards the edge, so both guards catch a glimpse of you (jumping works too). Now wait close to the wall right next to the technician and they won't find you, but during their search, they will also leave the room. Use this opportunity to get out and hide in the shadow to the left, by a pillar. Start moving down the corridor, and bypass another wallmine, then open the door with the keycode you have received from the technician. This whole area is wallmined, so slow down and go right into another office, then to the left and bypass the door on the other side, then diagonally to the left. You will reach a door to the Archives, but it's heavily locked, and you have no disposable picks. You will need about 30 seconds to do it. When you are done, go left, roll over the fire, and disarm the bomb. • Objective complete: Disable the bomb planted in the Archives Room. • New objective: Restore power to the fire door circuit by accessing the fuse box behind the auditorium. Phew, that was close. Or was it? Go out and past the dead technician into the auditorium. Stick to the wall and move left, towards the keypad locked door. From here, look to the other side. You will notice, the auditorium is pretty well lit, but you can shoot the lights above. When they are all out (at least the ones on the left side), move forward and to the right of the stage, until you come to a stairway going down. Pop the lights here as well, then drop down toward the stairs, and hold on the edge. After the cutscene, climb up again, and wait for the mercenaries to bypass you, then drop down and go towards the other side of the room with machinery, and hide in a corner by a pillar and some pipes. A mercenary is standing right at the switch we need to turn. Take out your gun and shoot into the pillar, and when the guard is covered by the pillar (so you can't see him), shoot again further away from your position, so the guard goes investigate even further down the corridor you just came from. Now quickly move towards the switch, turn it and move back into that darkened spot by the pillar (oddly enough, the mercenaries never investigate that position). • Objective complete: Restore power to the fire door circuit by accessing the fuse box behind the auditorium. Eventually, the alerted guard will calm down, and the other two guards will return from the auditorium as well. It's safe to return back to auditorium now. Use the darkened path you created before, to return back to the keypad locked door. There is a new guard patrolling the glass room. Knock him out to get a satchel with the keycode, and move into the area with a Kalinatek fountain and up the stairs a bit. Take out your rifle and start shooting lights above the only path you can take. Now go on and to the other side of the corridor (shooting lights as you go), and into the infirmary. When the guard isn't there, shoot the other light by the doorway, and wait for the guard to come back. Jump once to make him go investigate (he seems to ignore the infirmary), then move all the way into the server room. Shoot the closest neon light, so the mercenary by the computer goes investigate, then shoot the other light above the computer. Use it now. Get out of the room and approach the now opened fire doors to get another objective. • Objective complete: Access Kalinatek's fire emergency system to open the fire doors surrounding Ivan. • New objective: Take Ivan's encryption key. Leave Ivan behind for the FBI. Go up the stairs, and into the next room. When the two mercenaries stop conversing, go forward towards the light switch, and follow one of them to the right, into the bathroom. You cannot enter the ventilation shaft without him seeing you, so move into the toilet behind him (so you are covered by wood) and jump once. During investigation, he will also leave the bathroom. Enter the shaft, and go to the other side. Knock out the mercenary with an AirFoil, then converse with Ivan. • Objective complete: Find Ivan before the Russian Mafiosos kill him. • Objective complete: Take Ivan's encryption key. Leave Ivan behind for the FBI. • New objective: Rendezvous with the Osprey for extraction. Go out of the bathroom, to the right and use the lift to go up. -------------------------- > Part 3: Kalinatek's roof -------------------------- I don't like this part of the game, because it forces you into combat without any reason whatsoever. Anyway, go forward and to the left. Three guards will start conversing. Ignore the hanging light and move towards the wall and climb over it. The guards will be alerted by now, but it doesn't really matter, as long as you are quick. Shoot the hanging light and climb up on building material, then onto the roof, and drop into the next room. Grab the medkit by the scaffolding. Go on and two mercenaries will come out of another room. Use a soda can for distraction, and move on. Eventually, a combat music will start and you will be greeted to a FCS (3 enemies). Hide behind the portable toilet to the right (you need to be here, otherwise the guards in the previous room will hear you shooting), and pick them off, one by one. Don't bother with their bodies. Go on, and up the stairs. And you will be greeted to another FCS (3 enemies). When you are finished, carry on until you see a well lit corridor with 3 mercenaries on the other side of it. Grab the rifle ammo, and enter the room to the right, filled with stacks of wood. Start shooting the hanging lights like a madman, and move on until you end up in the doorway, facing the area where the guards were standing before (they should all be alerted now). Shoot the neon light right above this spot (3 shots needed), then quickly move forward (hide in the dark corner if you need). If you fail to do this the way i told you, you'll just have to do it the slow way, shooting all neon lights and using more distractions. You will end up in a room with a wallmine on the pillar and another guard. Ignore the mine, bypass the guard and exit through the door into the next area. Shoot out the hanging lights and the reflector, and this will attract another guard you cannot see right now, but is standing on a catwalk on the other side and will go investigate. Go to the doorway on the right but don't go up the stairs, because you will bump into a previously alerted guard. Instead, follow the path below, until you end up in front of a ladder and two more guards. Take out your gun and shoot into the wall to the left, so you distract the guard standing by explosive barrels, then make your way into the final area, and into another FCS (2 more mercenaries). Snipe them, and climb up towards Osprey for extraction. ================= MISSION COMPLETE! ================= Mission statistics: Enemies knocked out ........... 3 Enemies killed ................ 0 (FCS) Civilians knocked out ......... 0 Alarms triggered .............. 0 ------------------------------------------------------------------------------- > > > Mission 7: Chinese Embassy ------------------------------------------------------------------------------- ---------------------------------- > Part 1: Just some basic sneaking ---------------------------------- • Objective: Rendezvous with the agency contact. • Objective: Collect intelligence from the Embassy with the laser mic. • Objective: Any Embassy fatalities will result in Mission Failure. You receive a Camera Jammer for this mission, but I really don't recall any cameras. So what the crap? Anyway, climb over the wall, then move slowly towards the right garbage can, then towards the left one, and climb over it to the other side. Wait in a shadow to the left, until the patrolling guard has his back against you, then run into the room with the burning barrel, and go up the ladder. Follow this path until you reach a scaffolding with a line leading to the other side. The landing poing is illuminated by a small light, so pop it before you go. On the other side, stick to the wall and move towards the ladder on the right, then climb down to the street, and hide behind a trash can. This area is a crossing point of two soldiers, so be careful you aren't spotted when you climb up the pipe. Use a bottle for distraction if necessary. Once you are up, stay close to the right side and move forward until you almost reach the end of roofs. Take out your rifle and with the scope, locate a manhole on the left side of the clearance and past the fence (there is an air conditioner right above it). That's your target now. As you go forward, two guards will emerge from a police car on the right side of the street, and move to the left (the third one is standing by the police car however). Go right and drop from the roof onto a garbage can, then use a shadowy path into the fence opening and to the left, then climb into a manhole leading into the sewer. Go forward, to the left, then to the right. If you were fast enough, you will see two guards patrolling the sewer with flashlights, but they seem to move away from you. Follow them but keep your distance, because they turn around often (they must be looking for strange ninjas in black clothing and american accent). Eventually, you will come into a well lit place, and these two will have a conversation with another soldier. When they finish, they will move further into the sewer. Follow them past a fence, and soon after you will notice an opening on the ceiling. Quickly jump on the ladder but don't climb out yet, because there is a guard patrolling the street to the left of the manhole. When you have his back, go left, and climb up the ladder onto the scaffolding. Hold onto the pipe, and move to the other side, then climb into the window on the left, climb up the pipe. Talk to the informant. • Objective complete: Rendezvous with the agency contact. • New objective: Follow the truck into the embassy grounds from the warehouse. Grab the ammo, medkit, and rappel on the side of the building into the next area. -------------------------------- > Part 2: Think fast - move fast -------------------------------- Immediately as you start, go forward, hide behind a wall and wait for the guard to move into the building. Quickly, go right and then left all the way to the other end of the area, and climb the ladder onto the scaffolding. From here, go up another ladder and into the opened window. From here, follow the path until you come to a balcony, patrolled by a guard. Above some stacked crates, is a zipline, leading to the other side. Grab one of the nearby bottles, and distract the guard by throwing it into the building somewhere. Quickly climb on crates, and zip to the other side. Drop down and go down the street, then left until you see a ladder in front of you. • New objective: Any alarm sounded will result in mission failure. Quickly climb the ladder to the catwalk above, and go to the other side, then down (you might have to adjust this, depending on the guard's initial location, but in my case, he always shows up below). You will exit into a pretty large area, and a truck will bypass you. It's best if you the part from here on, VERY QUICKLY, because it seems the soldier patrol paths are easier to bypass initially, and furthermore, there is a guard dog patrolling the parking area by the embassy. Just so you know. Anyway, run crouched, to the right, along the wall, then when you see a streetlight, run towards it, bypass the truck, and hide under the closest trailer. • Objective complete: Follow the truck into the embassy grounds from the warehouse. The guard nearby will be alerted, but when he has your back, move towards the other trailer to the left, and hide under it. As soon as the guard and his dog move away, move into a dark path to the right (behind the trees) go forward and past the water stream. If the dog detects you at any time, waste even less time, because only water can really hide your presence from him. Anyway, from here, go left and hide in a dark, wooded area with some bushes. You will see someone on the 1st floor having a phone conversation. Take out the laser mic, and record it. • Objective complete: Collect intelligence from the Embassy with the laser mic. • New objective: Trail Kong Feirong to his car and laser mic it to intercept his conversation. • New objective: Do not get seen or raise enemy suspicion at all until the conversation has been caught. A limousine will appear soon after, and Feirong will enter it, then it will drive towards the gate. Take our your mic again, and aim at the last window of the car. • Objective complete: Trail Kong Feirong to his car and laser mic it to intercept his conversation. • Objective complete: Do not get seen or raise enemy suspicion at all until the conversation has been caught. • Objective complete: Any alarm sounded will result in mission failure. • New objective: Rendezvous with Coen for transportation to Mouke Tsoe Bo Meats. Stick to the shadow, and move towards the embassy entrance (with this, I mean the actual entrance into the building), then stay hidden by the edge of the wall. Watch the movement of both guards closely, and when they both have their backs against you, run forward along the doors and towards the wall on the other side, then use the pipe to climb over the wall. Talk to Coen for extraction. ================= MISSION COMPLETE! ================= Mission statistics: Enemies knocked out ........... 0 Enemies killed ................ 0 Civilians knocked out ......... 0 Alarms triggered .............. 0 ------------------------------------------------------------------------------- > > > Mission 8: Abattoir ------------------------------------------------------------------------------- ------------------------- > Part 1: Patience is key ------------------------- • Objective: Access the antenna on the abattoir roof and destroy its broadcasting ability. NOTE: I strongly suggest you grab any medkits you come across during this mission. There are a few autoguns in this (and the next) level that you will need to bypass, and it's possible you will take some damage from it. Climb over the fence next to you, and wait for the guards to align so, they all move away from the opening. Take this chance, and hide behind the barrels diagonally to the right, on the other side. Now wait for another opportunity, and move towards the door, and into the room. Grab the medkit, and use the computer. Exit the room and move to the right, then wait by the container until the talking guard returns into the room. The area forward, is pretty dark, but full of mines, and there are also two guards on platforms above. However they cannot really see you. The thing you need to be most aware of here, is the two indestructible reflectors, illuminating parts of the courtyard. However, the reflectors are unable to illuminate you, if you stick to the shadow of objects in the courtyard, which are directly facing the reflectors. Oh... and the mines can only be seen using your thermals. If you have trouble following my directions, use the simple map below for help. Go forward, and climb over the concrete blocks to the left, then hide behind a small container (A). From here, take the direct path towards the middle of the courtyard, and hide behind another, rather large container (B). From here, move all the way to the right, until you come to another large container (C, which is just below the guardpost). The logical way would be to move forward from here, but the area is blocked by two mines, so don't do it. Instead, go slightly back to where you came from, and move over the three concrete blocks to the other side, then use the large box for cover (D), to hide from the light. When it moves away again, quickly climb over the concrete block next to you, onto a crate, then down on the other side. The door to the left is FAKE, so don't enter it, because it's mined. Instead, go right and walljump into the hole up above, then go on until you end up on the roof. /---------------\ | A | | B | | D| | | | C | \-- ----------/ The trick to this area, is to avoid the blinking light, while also staying away from the surface of the roof (but you can use other surfaces to bypass it). When the light is off, move on the concrete surface towards the middle of the area, so you stand at the edge of the glass surface (if you move further, they will see you). When it turns off again, go on and walk on wood to move to the right side of the area. Use the line here, to move to the other side, then climb over the fence towards the antenna. Switch the box here, to turn it off. • Objective complete: Access the antenna on the abattoir roof and destroy its broadcasting ability. • New objective: Locate the captured American soldiers and Chinese dignitaries. After the cutscene, RUN forward, up the stairs and past the door, and hide in a shadow there. A guard will rush towards the antenna. Use this opportunity to quickly enter the opened door (don't let the door close, because you'll have to pick the lock...), and move down the stairs. Slow down, and disable the wallmine, sneakily placed on the wall to the right of the computer, and also grab all explosive stuff from the table (this time around, it might actually come in handy). Go up again, and enter the other door. A masked guard will rush towards you in a comical way, so quickly hide in a corner by the door, and he will bypass you. Go down the stairs, and into the bathroom. Climb over the fence, and soft drop down onto the medkit. Take it, hide behind the nearby lockers, and shoot once towards the toilets with your gun. The guard blocking the doorway will go investigate, so take this opportunity to move into the corridor. Go past the double door, to the left and drop down into a ventilation shaft. Follow the path here, until you see a grating above you, and shoot once or twice, to attract the guards bypassing it. Climb up the pipe, and drop down through the hole, then quickly into the freezing room. For this part, you need to have your thermals switched on all the time. Also, the fog doesn't seem to block the enemy vision any, so you are practically operating in daylight conditions. Wait for the guard to move into the next room, then stalk him, but when he moves to the left, go right instead and hide behind a machine here. Wait for him to move back into the previous room, and when the other guard isn't looking, hold along the right wall and move forward towards another machine. Stand up, stick to the wall, and move to the other side of the machine. There will be an autogun right infront of you now. Wait for the guard to move reasonably far away, and wait for the turret's gun to move away from you, then quickly move into the next, rather small room. A guard is standing right in front of the doorway leading to the next area. You can use two options here. Either use a distraction camera, and force him to move to the right side of the room, or sneak behind him (it is just barely possible to do this, without touching him in the process). When he is away, move to the left side of the room, go all the way forward, using machinery for cover, and towards another doorway. There is another autogun hidden right behind it (you can hear it), and you also have a guard to the right, and another one in the next room. One of them is barely moving at all. Shoot once into the next room, so you force the guard investigate, then RUN into it, go right and into the doorway past the hanging meat. You will take some damage from the autogun, but as long as the guards don't see you, it's okay. I suggest you put some extra effort into grabbing the medkit in this room, before going forward. At the end of the corridor, you'll bump into another guard right at the doorway. Grrr... Anyway, shoot once to the left side of the room, so he goes investigate, and use the opportunity to move to the right side, dodging the other moving guard. Move along this wall all the way to the other side, using freezing machines for cover. Climb over machine and drop into a ventilation shaft on the ground. On the other side, shoot both neon lights, grab the medkit, and wait for the guard to go investigate. Once he goes up the stairs, climb over the fence, make a soft drop, run to the right side, use the switch and move into the next area. ----------------- > Part 2: Stables ----------------- I kind of expected to see cows in this level, but all I found was a bunch of soldiers and autoguns. I won't lie to you, this area can be difficult. Anyway, go forward and wait for the guard to bypass you, then quickly move out and to the left into another stable, then hide in a dark spot near haystacks. At the next opportunity, move forward a bit more, and hide behind the barrels containing rifle ammo. Wait for the guard to move into the next corridor (also, always look back to where you came, to make sure the guard there isn't looking), and also wait for the gun to move away from you, then hide behind the small wall, and after that, run forward onto a haystack, by the autoguns computer (you will take some damage doing it, but it's the only way). The guard will probably go investigate, but the haystack you are sitting on, is pretty dark, and thus - safe. When he stops looking, disable the turret, wait for him to go back into the corridor again, and move left, through the corridor, towards the next doorway. You will see two guards conversing, and hear noise from autoguns. Go left, and climb up onto a ledge, and move past the web to the other side. Disable both autoguns, grab a bottle and toss it to the right side of the corridor. Both guards will go investigate, but during that, toss another one into the same direction, so they go investigate even further down. Now quickly go forward, and roll towards the doorway, so the autogun misses you, then hide in a dark hole right in front of you. Be happy, for the hardest part is over now. Just move forward into the corridor ahead, and hide in another hole, when you see two guards coming towards you. After the conversation, they will go away, and the path towards the area with prisoners is clear. Disable both autoguns in the middle, and disable their IFF as well. Go talk to the americans first. I suggest you prepare this room a little, because a pretty difficult combat sequence will follow. Set up a wallmine slightly to the left side of lockers (the ones, standing by the room with americans), and enable the autogun overlooking them. This will blow any enemy trying to rush the americans. Now go back towards the entrances into the room, and set up a wallmine on low walls to the left and right side - this will soften up the main attack. Load up your rifle with shockers, and go talk to the chinese dignitaries. • Objective complete: Locate the captured American soldiers and Chinese dignitaries. • New objective: Protect the U.S. soldiers and Chinese dignitaries. A FCS will start and a few enemies will blindly rush the room, only to be blown up by the mines. After a conversation, another three enemies will show up. • New objective: Kill Grinko. Unlike others, Grinko will fight defensively, at the room entrances, so you'll have to come closer to take a good shot at him. Mission done after you do. ================= MISSION COMPLETE! ================= Mission statistics: Enemies knocked out ........... 0 Enemies killed ................ 0 (FCS) Civilians knocked out ......... 0 Alarms triggered .............. 0 ------------------------------------------------------------------------------- > > > Mission 9: Chinese Embassy #2 ------------------------------------------------------------------------------- ------------------------------------- > Part 1: Not much to do here, really ------------------------------------- • Objective: Infiltrate the Embassy via the upper floor. • Objective: Access Feirong's communications archives from the Embassy's server in the basement. • Objective: Killing Kong Feirong will result in Mission Failure. Hrm... you don't get lockpicks for this mission. /me *Scratches head* Turn around, and enter the building via the back door, only to end up in the kitchen. When the cook isn't looking, move towards the other door, and wait in the shadow there, for the cook to turn his back again, then go left towards the microwave oven, and climb up the ladder into a room. Go up again, and hide in a shadow by the wooden bridge. A guard is patrolling the building here, but he is rather easy to bypass. When you see him going forward into the building, stalk him and hide in a corner by the balcony. When he bypasses you, zip towards the Embassy, then hold onto the ledge. Shimmy all the way to the left, climb up the pipe and drop down through the trapdoor. ------------------------------------------------- > Part 2: Use your thermals to determine keycodes ------------------------------------------------- • Objective complete: Infiltrate the Embassy via the upper floor. Go forward into the closet, and stick to the right wall while standing. Move to the other side and climb down the pipe. Stick to the wall some more and you will see two soldiers shooting computers, while the other is standing right in front of you. Take out your gun, and shoot the neon light on the ceiling, then sneak past the guard on the left side, and into the next room. Use the computer on the right side. • Objective complete: Access Feirong's communications archives from the Embassy's server in the basement. • New objective: Detonate their gas tanks to destroy the trucks carrying Feirong's nuclear weapons. When done, shoot the EXIT sign above the door, open it, and shoot both lights in it as well, then go up the stairs and turn off the light. Jump once, to distract the guard by the door, and move into the dark area to the left, then shoot the light on a wall to the right (the one overlooked by the camera). It is now dark enough to go forward into another room with sleeping guards. Move SLOWLY through it, because there is some broken glass on the ground. One the other side of the room, you will overhear a conversation. A colonel will open the keypad locked door. As soon as they go through the door, use the keypad, and switch to thermals to determine the keycode (blue color is older, yellow is newer, and red is newest). Open the door, but don't rush into the foyer, because you will be cut down by the autogun. Instead, look up above the doorway. A ledge can be seen. Climb up, and move past the vases to the other side. Drop down on the guard below, to knock him out (this is necessary, otherwise he will see you climbing the pipe above). Hide his body in a corner and shoot the light above. Climb up again, and look at the guard on the right side of the upper floor. He is overlooking the stairs in front of him, but sometimes turns around, towards the autogun. When he does, climb up, ignore the turret, hang onto the pipe and move to the other side of the foyer. Take out your gun and shoot the chandelier at the end of the pipe. A colonel will also emerge now, and open the door with a retinal scanner, then he will just stand there in front of it. Climb to the end of the pipe, make a soft drop, grab the colonel, and open the door. This situation can be pretty crappy, because sometimes the colonel just magically sees you climbing the pipe (even with his back against you), and if you happen to bump into such a situation, the only solution is a gun distraction. Knock out the colonel and hide him into some dark spot, then go to the opened room, to the left and slide open the window and drop into the next level. --------------------------------------------- > Part 3: Taking out the Nukes... and Feirong --------------------------------------------- Go right, and overlook the gardens. When the guard patrolling the first bridge moves away from you, go under it, and get out of the water on the left side. When the guard goes away from you again, move past the second bridge towards the fence door. In the next area with a camera and patrolman, shoot the reflector and move up the stairs and into the room with some lockers. Grab a medkit, and enter the storage room. You will see a colonel on the other side, using another keypad. Go under the first shelf, climb over the next one, then to the right, up the stairs, and open the door (don't do it too fast, or the colonel will see you). Take all the stuff from the tables, then shoot both lights in the room. The colonel will go investigate. Move forward into another storage room, and turn off the light switch on the right side of the doorway, below the camera. Follow the shadowy path diagonally to the right and hide in a dark spot with some bottles on the ground. From here, move to the right and towards the end of the room until you are standing below another camera. Shoot it, then move forward into a well lit spot, climb up the boxes onto the catwalk above, then go forward until a cutscene plays out. Take out the rifle and shoot into a gas tank of the truck below. • Objective complete: Detonate their gas tanks to destroy the trucks carrying Feirong's nuclear weapons. • New objective: Access Feirong's computer to transmit the data back to fort Meade. • New objective: Feirong's death before the computer has been unlocked will result in mission failure. What's the point of the last objective? They already told you not to kill Feirong. Okay, whatever. Move forward, down the stairs, and use the trap door to drop into the corridor below. Stalk the guard all the way to the other side of the corridor, then hide in a dark corner on the right side. You will overhear a conversation, and a colonel will start running left, then towards the end of the corridor. He will open a keypad locked door and go up with the elevator. Do the same, and once the lift comes up, run to the other side of the corridor, open the door, then to the right and open another door. This is actually the same area you started in. After the cutscene with Feirong, run towards his seat, and grab him (he turns around very slowly). Have him use the computer, and after he is done, he will pass out from alcohol overdose (psychology of war, you know). • Objective complete: Access Feirong's computer to transmit the data back to Fort Meade. • Objective complete: Killing Kong Feirong will result in Mission Failure. • Objective complete: Feirong's death before the computer has been unlocked will result in mission failure. • New objective: Meet Coen for Osprey extraction at the helicopter pad by the garden. Stuff will blow up, and the big door will open magically. RUN to the right, through the door into the next room. From here, move forward, then to the right side and down the stairs. Slide open the window and run towards Osprey for extraction. ================= MISSION COMPLETE! ================= Mission statistics: Enemies knocked out ........... 2 Enemies killed ................ 0 Civilians knocked out ......... 0 Alarms triggered .............. 0 ------------------------------------------------------------------------------- > > > Mission 10: Presidential Palace ------------------------------------------------------------------------------- ------------------------------- > Part 1: Dogs in the Courtyard ------------------------------- • Objective: Recover the Ark Interrogation File, the record of an interrogation conducted by Georgian agents representing current Georgian President Cristavi. The file details a interrogation of one of Nikoladze's high-ranking mercenaries, possibly revealing the identity of "The Ark." This first part has no enemies, but is tricky nevertheless. Go forward, and walljump up to the wall, then drop down three times. To hold onto the pipe, you need to walljump again. Once up, use the ledges to shimmy to the other side. From here, RUN, and jump over the abyss, then over another one. You will bump into a wall, so drop down to the right side, and hold onto the edge. Shimmy to the other side of it, then climb up the pipe onto the palace courtyard. Here, you need to be careful of the sniper up on the tower (he will shoot at you, if you get illuminated too much), and two dogs, which are actually the biggest annoyance in this area. As soon as you climb up, drop down again, and hold onto the edge, then shimmy to the right side. Shoot both streetlights on the right side of the courtyard, near the fence, to make a shadowy path. When the guards move to the other (left) side of the courtyard, RUN forward, towards the path in the bushes, then left, and follow the sound towards a fountain. A guard is overlooking it, with his back towards you. Grab him, and move with him to a dark corner on the right side, then knock him out and take the satchel (keycode). Jump into the fountain, and pray to the Splinter Cell Gods, that the guard, following the dog, won't find the body. When they stop investigating, turn your attention to the fenced door. Once the guard on the other side of the fence patrols to the right side, open the door and run to the left side towards the door, slide open the air duct, and drop into the basement. Take a disposable pick, medkit, and go up the stairs into the gallery. RUN to the other side and use a disposable pick on the double door, then grab another one from the table :). Three guards will enter the gallery and patrol it, but they really shouldn't be a problem. Anyway, go back to the gallery, to the left and jump over the laser, then stick close to the pillar and circle it towards the double door. Through here, go towards the end of the corridor, jump onto the stove, and hold onto the ledge. Shimmy to the left side (to avoid lasers on the stairs), then climb over the railing. As you enter the next room, use the corner on the right side for cover. When the guard on your level goes to the right side, stalk him and hide under the stairway, and when he goes away, go forward a bit more and jump onto the table right in front of the stairs going up. When the guard above starts moving towards the door on the left side, stalk him and knock him out. The satchel has the keycode. Before you enter the door, use the optic cable to make sure the coast is clear, then open door, and hide the body near the stove by the door. When the two guards start moving up the corridor, stalk them and enter the opening on the left side, with a camera on the ceiling. Shoot the light, and quickly pick the lock into the next room. Crouch-move over the first stack of lasers, and jump over the one at the end. A guard will enter the room from the other side, but won't actually switch the lights on immediately. QUICKLY, go to the right side of the room, climb over the bench and use the computer, then move past the lasers back into the corridor you came from. • Objective complete: Recover the Ark Interrogation File, the record of an interrogation conducted by Georgian agents representing current Georgian President Cristavi. The file details a interrogation of one of Nikoladze's high-ranking mercenaries, possibly revealing the identity of "The Ark." • New objective: Use Nikoladze's retina to unlock the safe inside the vault in the library. • New objective: Retrieve the Ark from the safe inside a vault in the library. • New objective: The death of Nikoladze before retrieval of the Ark will result in mission failure. Go towards the double door at the end of the corridor, and wait in the shadows nearby, because a guard will come out of them. Once the coast is clear, go to the right side of the next room, and bypass the camera, then open the double door and go into the next level. -------------------------- > Part 2: Lots of fighting -------------------------- Like the title says, at one moment you are sneaking, but at another you are killing things. Very disturbing. Go forward, past the double door, and hide in a shadow by the pillar. Three guards are in this room, two of them patrolling around the elevator. When both guards circle to the left side of the lift, go right and hide in a shadow by the double door. The static guard is standing here, but he is facing the door, not the lift, which makes the situation much easier. When the guards circle the elevator with their backs against you, open it, go in and push the down button. Prepare your rifle now, because a FCS will follow! Switch to thermals, exit the lift to the right side, and shoot the first soldier hidden behind the bookcase. Turn to the right side, and you will see another soldier running up the stairs to the level above. Take him out as well, then look down and shoot two other guards by the bookcases. Hide the bodies and heal up to the max, then follow the path down into the basement. Grab Nikoladze, and use him on the retinal safe. • Objective complete: Use Nikoladze's retina to unlock the safe inside the vault in the library. • Objective complete: Retrieve the Ark from the safe inside a vault in the library. As soon as you open the safe, a bunch of night vision soldiers will rush into the basement. After the conversation, two of them will leave with Nikoladze, but the others will remain and will initiate a countdown to kill you. However, before they finish, the whole place will blackout for a brief moment. Switch to thermals, and take out the guard closest to you with a shocker, then roll to the right side and hide behind the pillar and two boxes. Kill the two guards as they approach, then use a gas grenade on the one behind the pillar. Snipe the one standing at the doorway, and go up into the library again, then enter the garden through a double door on the left side. • Objective complete: The death of Nikoladze before retrieval of the Ark will result in mission failure. • New objective: Kill Kombayn Nikoladze. Go forward into the garden, and hold to the right side of the fountain, using the hedge for cover. Once on the other side, climb the pipe all the way up, and wait for the guards to go away from you, then climb onto the balcony. A cutscene will show Nikoladze sitting onto a chair by the window. Kill him from here. • Objective complete: Kill Kombayn Nikoladze. • New objective: Rendezvous with the Osprey for extraction. A soldier will rush onto the balcony from the nearby door. Use that door, go down the stairs, to the left and hide inside the kitchen somewhere, because guards will sweep the area, looking for you (a good spot to hide in, is in the storage area to the left of the fire extinguisher, because it's just narrow enough to allow a splitjump maneuver). Eventually, a guard will report all clear for the kitchen, and they will move out. Go back to the stairs, but there is a guard overlooking the dining hall now. Jump once, to make a distraction, then run to the other side, towards the double door. Next to the door are two cupboards. Climb up onto them, and shoot the light below you (3 shots needed). Once the guard stops investigating, jump onto the railing of the balcony, climb up, open the double door, and RUN down the stairs towards the double door. Congratulations, you have just finished a great game! ================= MISSION COMPLETE! ================= Mission statistics: Enemies knocked out ........... 2 Enemies killed ................ 0 (FCS) Civilians knocked out ......... 0 Alarms triggered .............. 0 =============================================================================== > > > > Section 4: CONTACT INFORMATION =============================================================================== My e-mail address is: izidorsuc39@yahoo.com READ BELOW BEFORE YOU SEND ME AN E-MAIL! Please note I'm a rather busy person, so I will only have time to respond to a limited number of mails. I can only help you with the PC/XBOX version of the game, but not other console ports, so please don't ask! I don't know! I also won't respond to any questions regarding technical issues, bugs, glitches, etc. Refer these to Ubisoft's tech support. Don't use vague subjects when you send me a mail. It will be redirected into the spam box and I won't read it. Sorry. I will only read your text in the mail, so don't bother sending me links to other guides, forums, etc. Only mails in English will be accepted. Quality feedback is welcome, and might end up in one of the next versions of the guide. I will, of course, give credit where the credit is due. If you have read this section and still want to send me an e-mail, remove all numbers from the e-mail address I posted above. Only that way will it fall into my mailbox. =============================================================================== > > > > Section 5: LEGAL INFORMATION =============================================================================== Copyright 2007 Izidor Suc a.k.a. MasterLeo This guide is for personal use only, and no parts of it may be sold, copied or otherwise reproduced. This guide may only be published on websites that have my written permission. The latest version of the guide will always be posted on http://www.gamefaqs.com/. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If you have any questions and want to send me an e-mail, read the section above for contact information.