Splinter Cell Walkthrough - Guide for Splinter Cell
- Cheats |
- Unlockables |
- Hints |
- Easter Eggs |
- Glitches |
- Guides
Scroll down to read our guide named "Splinter Cell Walkthrough" for Splinter Cell on Xbox (Xbox), or click the above links for more cheats.
___ _ _ _ _
| | ||\/| | | /\ |\ || \ / / |_
| |_|| | |_ |__ /--\| \||_ | _|
_____ ____ _ _ _ _ _______ _____ ____
/ ____|| _ \ | | | || \ | ||__ __|| ___|| _ \
| |___ | |_| || | | || \ | | | | | |_ | |_| |
\___ \ | __/ | | | || |\\ | | | | | _| | /
____| || | | |___ | || | \\| | | | | |___ | |\ \
|_____/ |_| |_____||_||_| \__| |_| |_____||_| \_\
___________ ________ _ _
| _________|| ______|| | | |
| | | |____ | | | |
| | | ____| | | | |
| |_________ | |______ | |______ | |______
|___________||________||________||________|
S T E A L T H A C T I O N R E D E F I N E D
[ TITLE ] TOM CLANCY'S SPLINTER CELL
[ PLATFORM ] MICROSOFT XBOX
[ GENRE ] ACTION/THIRD PERSON SHOOTING
[ ESRB RATING ] TEEN 'T' - BLOOD and GORE, VIOLENCE
[ PLAYERS ] ONE
[ DOLBY DIGITAL] YES
[ CONTECT DL ] YES
[ FAQ VERSION ] v1.10
[ AUTHOR ] Siggenis - Nick Francis
[ E-MAIL ] [email protected]
[ CREATED ] November 23, 2002
[ LAST UPDATED ] November 25, 2002
***********************************************************************
TABLE OF CONENTS:
I. Introduction
a. Story
b. Controls
c. Movements
II. The Walkthrough
a. Training
b. Police Station
c. Defense Ministry
d. Oil Refinery
e. CIA Headquarters
f. Kalinatek
g. Chinese Embassy
h. Mission 7 (TBA)
i. Mission 8 (TBA)
j. Mission 9 (TBA)
III. General Tips, Hints, & Strategies
a. Terrorists Profiles
b. Weapons/Gadgets
c. Gameplay Hints
IV. Frequently Asked Questions (FAQs)
V. Downloads via Xbox Live
VI. Updates
VII. Legal Junk & Acknowledgements
***********************************************************************
I. Introduction -
***********************************************************************
Story -
It is the year 2003.
In response to the growing use of sophisticated digital encryption to
conceal potential threats to the national security of the United
States, the NSA (National Security Agency) has ushered forth a new dawn
of intelligence-gathering techniques. The top-secret initiative, dubbed
Third Echelon, marks a return to classical methods of espionage,
enhanced with leading-edge surveillance and combat technology for the
aggressive collection of stored data in hostile territories. When
intelligence deemed critical to national security cannot be obtained by
traditional means, Third Echelon is granted clearance to conduct
physical operations.
Denied to exist by the U.S. government, Third Echelon deploys units
known as Splinter Cells: elite intelligence-gathering forces consisting
of a lone field operative supported by a remote team. Like a sliver of
glass, a Splinter Cell is small, sharp, and nearly invisible.
March 10, 2004: The CIA contacted NSA officials regarding the loss of
contact with Agent Alison Madison, a CIA operative monitoring
widespread communication shortages plaguing the former Soviet Republic
of Georgia. A second operative, Agent Blaustein, was inserted into the
Georgian capital T'bilisi to locate Agent Madison, only to drop from
contact seven days later. Fearing for the lives of American agents
compromised at the hands of a suspected terrorist effort, Third Echelon
has activated Splinter Cell operative Sam Fisher to locate the missing
agents and evaluate the situation.
You are Sam Fisher. You must leave no trace on the physical or
political map. Remember: Although killing may compromise secrecy, the
choice between leaving a witness or a corpse is no choice at all. You
do not exist. You are a Splinter Cell.
***********************************************************************
B. Controls -
Right Trigger Primary Fire
Left Trigger Secondary Fire/Holding breath in sniper mode
Right Thumbstick Free camera control/Quick turn (press)
Left Thumbstick Move/Rate of fire (press)
Right Thumbstick Click Default Camera
Left Thumbstick Click N/A
Black Button Quick Inventory
White Button Back to Wall/Reload in shooting mode
Back Button Controls map
Start Button OPSAT
D-pad Night vision (left)/Thermal vision (right)
X Target/Equip selected firearm
Y Jump/Split Jump (double tap)
A Interact
B Crouch
***********************************************************************
C. Basic Movement -
The thumbstick is very sensitive meaning if you thrust forward onto it,
Sam will start running forward, however if you gently push onto it, Sam
will walk lightfully. That is the main rule of stealth - walk
lightfully. Also, please remember to NEVER run in an area you didn't
explore or don't already know about, even if you've secured it. Enemies
are everywhere. Stay in the shadows, and move only while crouched! This
allows Sam greater stealth rather then by moving, or running. It also
creates and makes Sam the ghost's shadow.
Crouching -
Press the B button to crouch. Sam will walk more lightly, and will be
less visible while crouched.
Mantling -
Press the Y button to mantle near an object such as a wall or dumpster.
Climbing -
To climb anything vertical such as a pipe, ladder, or fence, simply
walk in front of it, and press the Y button.
Close Attack -
Whenever you're out of ammo, and an enemy lurks nearby, put your gun
away, get into a shadow, and crouch down. While until your enemy is
less then 3 steps away from you, charge him and quickly press the right
trigger when you're in range to knock him out. It usually takes 2 hits
for guards, 1 for civilianizes.
Back to Wall -
Press the White button when you're standing and near a wall, to put
Sam's back to a wall. Sam is less visible this way, and can see the
next pathway without being spotted.
Shimmying -
Jump by pressing Y onto a ledge, and hang from that ledge. Sam can now
shimmy to the left or right and can only pull himself up when he has
room to.
Hand-over-Hand -
Jump by pressing Y onto a horizontal pipe or rope. Push forward to
climb forward, and back to climb back. Press B to bring up Sam's legs
to clear obstacles in your path.
Zip Line -
Jump by pressing Y onto a Zip line. Sam will automatically slide all
the way down. Press B to once again bring up Sam's legs.
---Advanced Moves---
Advanced movements are the same as basic movements but require more
skill to apply in in-game use. Mastering these movements will allow Sam
to become enemies' greatest fears. Many of these movements are either
combinations of basic movements or new ones themselves. Without further
ado...
Rolling -
While moving, press the B button to do a roll.
Wall Jump -
When near a wall, jump towards that wall by pressing Y, and pressing Y
again when near that wall to get maximum height. This works as a tool
to get past walls, which are higher, then Sam can jumping.
Split Jump -
While in a narrow corridor, press Y to jump. Press Y to jump again, at
the height of Sam's first jump. Press Y one more time, which will allow
Sam to get in his Split Jump position.
Drop Attack -
While in Split Jump position, if you spot an enemy that approaches
directly underneath you, press Y to drop down, and Sam will
automatically knock that enemy out.
Quiet Landing -
When falling, press B to quietly land, to not make such a loud noise.
Door Peek -
To peek through a door before actually opening it, press the A button
near an unlock door, quickly followed by pulling back on the left
thumbstick before releasing the A button. Next, release the A button
and there you go! If you spot an enemy, pull back on the RIGHT
thumbstick to close the door, or push forward on the RIGHT thumbstick
to open that door.
Rappelling -
To rappel from a small chimney, or wall, stand near it and select the
Rappel interaction. Sam will now move up and down the rope. Press Y
button to kick of the wall.
Rappel Shooting -
While rappelling, press the X button for Sam to equip his selected
firearm. Press X for him to put it away.
Hanging Shooting -
Same exact thing. Press the X button while hanging for Sam to equip his
selected firearm. X again for Sam to put it away.
Split Jump Shooting -
You guessed it! Same exact rule. While in Split Jump position, press
the X button for Sam to equip his selected firearm.
Back to Wall Shooting -
Same exact rule? Almost, just a little difference. While in wall mode,
walk to the EDGE for Sam to peek around the corner. Press the X button
while peeking for Sam to equip his selected firearm, so Sam can shoot
around the corner!
---None-Playable Characters (NPCs) Interactions---
Sam also has a few special tricks up his sleeve this time, interactions
with enemies or friendly civilizes.
Move Body -
Sam needs to hide all the bodies he either knocked out or killed. NO
EXCEPTIONS. Select A from the interactions menu to carry a body. Press
the A button to put him down gently, or press the X buttons to equip a
weapon to drop the body in a hurry.
Conversations -
Simple. Just walk up to a 'friendly' NPC and press the A button to
talk.
Grabbing -
Sneak up quietly to an enemy and press the A button when the 'Grab
Enemy' Interaction icon appears.
Human Shield -
While holding an enemy, simply press the X button to draw your firearm
in the direction of another enemy.
Interrogation -
Some enemies will have some rather interesting things to say. Press the
A button while holding them, to make the baddies tell you everything
they know.
Forced Cooperation -
Unfortunately, Sam can't do everything in the game such as hacking into
a computer, eye scan, the works. But, we have a solution. Simply grab
an enemy and pull him over to the computer/eye scan/ect... and press
the
A button to Force Cooperate interaction.
Knocking a Grabbed Enemy Out -
Can't let go of the enemy? Is the enemy of no use to you? Simply press
the Right Trigger for Sam to pistol wipe the enemy. He should now be
knocked out... Permanently...
***********************************************************************
II. The Walkthrough -
***********************************************************************
A. Training -
Mission Overview: Prove that you are the right man for the job.
Mission difficulty rating: 2.5/10.
---Basic Assault Course ---
After that lovely cutscene I must say, you find yourself in a training
program. Start the game out by looking left with the right thumbstick,
as Lombard requires you to do. Then do the same to the right. Now look
up at that distant light. And once more to the light in front of you.
Now we're ready to move. Get a feel for Fisher's movements, and the
controls - Jumping, crouching, running, rolling, the whole nine yards.
When your ready, run forward where you originally started and jump up.
Fisher should grab the ledge automatically, and you should shimmy
yourself over to where you could pull yourself up. Do it, and drop down
to this next section. Notice to the ladder to your upper right corner.
Run over there, and climb it. Once you're at the top, you should find
the Zip line. Move close to the edge, and press Y to jump onto the zip
line, and Fisher should slide down.
In this next area, find the ladder to the right of the zip line and
climb down it. Press B to crouch, and walk forward under the bared
wire. Now stand back up once you've passed it and look left. A narrow
corridor! You know what this means! The Split Jump! Run over there, and
jump once into the right (or left) wall. Jump once more to the opposite
wall, to reach maximum height. And the last time, press Y to make
Fisher do his Split Jump. Once you're up there, drop back down. Notice
the loud sound that occurs? Let's fix that. Repeat the Split Jump.
Once you're at the top again, drop down, and press B right before
hitting the ground for a silence drop. Cool, huh? Make sure to remember
this for future references. Around the corner you should find a
horizontal pipe. Press Y to jump onto it, and climb all the way down.
Can't fit? Press the B button for Fisher to bring up his legs, and
climb on through. You should now find yourself in a small area.
Look over to the right to find a fence. Climb over it and onto the
other side. In this area, you should find 2 very narrow corridors. Too
narrow so that Fisher can't fit through. Oh no! But wait! Press the
White button to go into wall mode near that corridor and walk on
through. Keep walking, and you should happen to come across another
wall in your path. That's ok. Go out of wall mode by pressing the White
button, and go into Wall mode again, this time to the opposite wall,
and walk on down into this next big open area. Why it's a vertical
pipe! Let's climb it. At the top, you should see another ladder a
little further ahead. Climb down it. Now, it's time to put your skills
to the test. First walk over to the gate (you can't reach it the top of
it, by jumping). So, solution? Walk over to the corner of the gate, and
another wall (doesn't matter which one). Jump up, and jump up again,
this time pushing yourself to the right grabbing the ledge and pulling
your self up! Problem solved... for most of us. If you can't do this,
keep trying. It'll come soon enough. It took me over 10 attempts heh
heh. Now drop down and enter the garage-like gate. Save at this
checkpoint.
---Covert Ops Training---
Things will become a bit harder this time, since you will be working
with real people. Start out by going to the top right of the room and
opening the door. Walk a couple of feet to come across our first locked
door of the game! Press the black button to go into Sam's gadgets menu.
Scroll across to the gadgets selection, and scroll up to the lockpicks.
Pick it. Now press the right trigger in front of the locked door.
Basically, what you have to do is slowly turn the left thumbstick
counter-clockwise, slowly. Now, the second that your controller starts
vibrating, turn the left thumbstick 2-3 times even slower. Trust me on
this. Most people mess up and never figure this out because they don't
turn it slow enough. Once you get the first lock to stick up, repeat
this method 2 more times. Success! Now open the door.
See the guard/teacher? Press the B button to crouch, and make your way
around the back of the room, and sneak up on the guard/teacher. Press
the A button (once the interaction menu pops up) to grab him. Force him
to tell you the code, then knock him out with the Right Trigger. Enter
the code, and enter this next part. See the guard down there? This time
we have to sneak up on him, even more quietly. Do it. Now grab the
guard, and drag him over to the eye-scanner, near the gate's exit. When
the A button/interaction menu pops up, press A, and Fisher will thrust
his heard forward into the eye-scanner unlock the gate. Knock the guard
out and continue. Open this door, and you should see a camera down the
hallway. You have 2 options - Pull out your gun through the black
button menu, and blow the lights out, or simply run down the hallway
when the camera is facing all the way to your right. Either way is
fine. Open this door.
You're in another area with another camera patrolling. Go into wall
mode, pull out your gun, and destroy the camera when it's facing to
your right. Now enter the door to the right of the camera. We find
ourselves in a dark, dark room with a bulletproof camera, behind a
fence patrolling the area. Go into crouch mode, and when the camera is
all the way to your left, run behind the big box. Wait for the camera
to turn all the way to the right, and run all the way to the door. Open
it and walk in. Don't worry, we're almost done this. Look to your
right, there's a guard! Let's sneak up on him in crouch mode and press
A to grab him. We don't want to knock him out just yet... There should
be
a dark hallway, just next to the hallway the guard was in. Drag him in
there, and knock him out. Stayed crouched. Another guard should come in
to inspect your work. Don't move. Once the coast is clear, the guard
will get back into his room. Let's go back to the same hallway the
first guard you knocked out, and hid was in. Open that door.
My, my, what is this? A sound testing area. If you make a single peek,
Lombard will hear you through the sound mics he set up. Let's not do
thus. Crouch down if you already haven't, and move all the way to the
edge. Drop down, and quickly press B before you actually hit the floor
(if you remember, this is what we originally did back in the Split Jump
narrow hallway). So anyways, move forward (un-crouch), and press the Y
button to step up on this other platform. Look to your right, press Y
to pull yourself up, and press B again to crouch. Move forward very
slowly, oh, and do mind the chains. If you touch them Lombart will hear
it and you'll have to restart. Once you get pass the chains, move
forward, and even 2 times slower, for you are on glass and a single
mess up shall create a sound... Walk over to the door. Holy Christmas!
Mission Accomplished! Well, not quite yet... Simply open that door and
you find yourself in the last hallway. Open the door to your right. Now
Mission IS Accomplished! Feels good, no?
***********************************************************************
B. Police Station -
Mission Overview - Find the two missing CIA Agents - Madison, and
Blaustein.
Mission difficulty rating: 4.5/10.
You start out in the ally of a small hallway. In back of you is a gate.
In front of you is a house will 2 patrolling guards - one on the
balcony, on further down behind another gate. Take out your gun, and go
for a headshot to the guy on the balcony. Now, while staying in
shadows, go into crouch mode, and slowly walk down the pathway to your
right. Go up the stairs and onto a deck. Now climb up the ladder to the
top. Find the trapdoor directly across the ladder you've climbed, open
it, and drop down. You're in a narrow pathway. Go into crouch mode, and
walk all the way down. Find the vertical pipe, and climb up on it. Wow,
look at that - a building is on fire. Guess where we have to go?
Walk over to the Zip Line, press Y for jump, and slide down.
We don't have much time. Do as she says and go across into the next
room. Get ready, and boom! The floor directly above the one your on
will fall down, completely destroying your path. But don't worry. Go
back into the hallway and run down towards the fire. There should be a
room on your left just before the fire. Enter it, and run down that
room and back out into the hallway through the next door. Run all the
way down to the stairs. Things are really getting hot now. Walk down to
the level below (its okay, the fire won't hurt you as long you rush
through, and don't get close to it). Once you're on the level below,
enter the hallway. Wow, there's fire in our way. Solution? Look up.
There's a horizontal pipe you can use to climb past. Do it. After
you've passed the fire, look over to your left and enter the room. You
will now hear the moans of the wounded man. Quickly run over to him,
and check to see how he is doing. He tells you of Pandra's Black Box
before passing away. Now, the fire is really going, and we have to haul
ass out of here. Turn around to find a door, open it. Across from it is
another room full of smoke, which is a no, no. Take out your firearm
and shoot the sky top. Wait a couple of seconds for the smoke to clear
and now enter that room. Head to the right of that room and open that
door. Checkpoint.
Open the door in front of you, and walk forward only to find yourself
on a balcony. Run to the right, and at the end of it, run to the left.
Now, look over, see the balcony across the one your on? We need to get
there. Take a running start, and jump with the Y button. Whoa, that was
close. Now walk a little to your right, and then automatically to your
left in a narrow pathway. You should hear a conversation between two
guards. Wait until the first one leaves. Now, go into crouch mode, walk
onto the garden and drop down. Remember to press B for a light jump.
While still in crouch mode, sneak up on that guard, press A to grab
him, and press X to use him as a human shield. Move towards the door
where the second guard walked into. He should hear you by now and open
the door himself. Shoot to kill. And knock out your human shield. Enter
the apartment now. Don't worry, the coast is clear. Remember to hide
the corpses before advancing. Anyways go forward, and take a left. Pass
the kitchen, and down the corridor, take another left. The room all the
way on the right contains the Black Box behind the painting, which is
located exactly left through the doorway you entered. Now get the code
from the Box (and a data stick), and head over to the keypad door.
Enter the code to unlock the door.
Now you appear on yet another balcony. See the Zip line? Jump onto it,
and you should slide down to another roof. Go through that door. Now
you're in a room above the elevator. Jump forward and grab the rope,
and slide all the way down. Here's where Lombart usually calls in to
tell you if there were any spotted bodies. If not, head forward, and
lock pick the door to your left. Open it. Now walk a little forward for
a checkpoint!
Hear the conversation down below? Two guards found a drunk, and they've
called police. But since of the fire, the police can't reach them. The
guards said they'd kindly keep their post until the police come. Oh
great. Anyways, go into crouch mode and down the stairs... slowly...
Make a U-Turn and go near a dumpster. Grab a bottle, or whatever you
can find and go back to the base of the stairs. Now throw the bottle in
front of you (make sure your in the shadows), and quickly equip your
firearm. Deliver a head shoot for the first guard that comes across
searching for the sound! And the same for the next one. But wait just a
second... There's a civilian on the balcony. Please don't shoot him...
Anyways, grab one guard and directly across from the drunk is a store.
Go down the steps to it, crouch down, and move below the steps. Place
the corpse there. Do the same with the second one. Now equip your
firearm once more, and move down the ally. Take a left only to see
another guard. Kill him and place him with the others. Now run down
that ally and make another U-Turn. You should walk up some stairs. Take
a right to find a big area.
In this area, you should spot a fountain and a locked gate directly
across it. Move towards the gate, and notice that nice garden. WOW.
Crouch down and explore it. What's this? A hidden pathway. Let's go in!
Checkpoint. You should now enter 'a cell' along with a computer, 2
(maybe 3) health kits and some ammo! Collect it all and walk up to the
computer. Unlock the gate with computer's help and go back out into the
garden. Don't move. You should hear a guard lurking in this area. How
you want to 'rid' him is up to you. Remember to hide his corpse in the
garden. Anyways, move toward to the gate he came from, which you
originally unlocked. In front of you are a guard and a civilian walking
past. It's hard to tell whose whom, but however, we still can. Just
show them your face with your gun ready. The civilian runs off, and the
guard draws his gun. Rid the guard, and hide his corpse.
Now take a left where the civilian ran off. There may be a guard or two
patrolling the area as well. Rid of them, and destroy the lights with
your gun. Equip your heat vision goggles, blasting every light and
enemy you come across (remember to hide the bodies). At the end of this
long ally, take a right onto a wooden deck. Slowly walk down, and check
to see if the coast is clear. Take a left and run all the way down to
find a dumpster. Jump onto it, and the wall above it too. Once on top
of it, jump down into this next area. Walk forward, and walk down the
steps. Enter the key code you got from the computer with the health
kits and ammo (If you forgot it, check your OPSAT). And open the
door...
Look familiar? Why it's the demo from the December OXM (Official Xbox
Magazine). Anyways, start out by slowing walking forward. See the
guard? Wait for him to leave his post. Now take out your firearm and
blast the two spotlights. Crouch down, and wait for the guard to wonder
over to see what's wrong. From here you can - go for a headshot, or
simply knock the guard out. Either way is fine. Now, pick up the
guard's body, and walk all the way down the hallway, and take a left to
enter his station. Drop the guard, and shoot out the lights. Remember
to collect the data stick from the computer. Exit back out, and go into
crouch mode. Slowly walk down the hallway, and to the right. Take the
first (and only) glass door to your left. Sneak up behind the guard,
and grab him. Interrogate him, then knock him out. Collect some more
data sticks from the computers, and draw out your gun. Look around the
room to find another door (its across from where you came in), and
enter it. Why it's the morgue! But what's a gun for in the morgue?
Notice the camera. It's NOT bulletproof so I think you know what to do.
Now walk over to the bodies to receive a message from Lombard. We now
need to recover the security tape, so exit the morgue, and the previous
room you where in. Once you're back outside the hallway, run to your
left from the room you were previously in. Open it and go up the
stairs. Checkpoint.
Open to door, crouch down, and *slowly* move forward to hear a rather
funny conversation between a guard and a civilian, which I won't spoil
for you. Now take out your firearm, and make some noise (which
shouldn't be hard to do). The civilian should run away, and the guard
will go to see what it is. Go for a headshot. If you're out of ammo,
try knocking him out. Now pick the corpse up, and enter the guard's
station. Drop the guard, and shoot the lights out if you still have
ammo. If your out of ammo, find another dark hiding place for the
guard. Remember the data stick. Now exit the guard's station. You
should now be in a 'waiting room' of some sort with a double door in
front, the door which you came in, and another door to the opposite end
of the room. Enter that door. Walk up the stairs for a checkpoint. By
now, a body should be discovered. If it hasn't then, kudos for you!
Crouch down, turn on your thermal goggles, and *slowly* walk over to
the first guard sitting typing up a paper of some sort. Grab him (don't
worry the other guard won't see), and knock him out. Repeat this
process for the second guard. Now turn on the lights in the room. Don't
worry about hiding the guards' bodies since the mission is almost over.
Okay, there are 4 rooms in this big room. The room all the way to the
left is locked but contains a data stick, and some ammo. The room right
of it is locked as well, but contains a knocked out suspect which we
don't need. The room all the way to the right contains a data stick,
and the room to the left of that contains a baddy with the security
tapes. Grab the ammo, and data sticks and enter the room with the
guard. Equip your firearm, crouch down, and make your move. If you're
lucky, the guard won't hear you, but for some mysterious reason the
guard always heard me. If that is the case, the first time he peeks his
head out, you kill him. If you miss the chance, he will sound the
alarm. After you've killed the guard, grab security tapes, and wait for
Lombard to call you. That's it, we've aced this mission, and all we
have to do is leave. Simply head back down to the 'waiting room' and
open the double doors. A van will drive and crash into the gate in
front of you. Run to it for a Mission Accomplished!
***********************************************************************
C. Defense Ministry -
Mission Overview - Find out Nikoladze's secret.
Mission difficulty rating: 6.5/10.
What a view. It should be from 7 stories in the air. Anyways, start out
by dropping down to the balcony in front of you. Face the courtyard and
turn right. See that vertical pipe? Grab onto it, and slide down to the
balcony below. Open the doors and equip your firearm. Look to the
northwest of the room. See that camera? Destroy it. The guard now is
curious. He draws his firearm and checks to see what it is. Knock him
out or kill him and hide his body behind the bookshelves. Destroy the
light; grab the data stick from the computer, and head out. You are now
in a hallway with two patrolling guards. Move into the shadows and
crouch. Equip your firearm and go for a headshot. Do this to the second
guard (this may take a couple of attempts since the guard is right next
to the alarm). Now hide the guards' body in either the previous room or
in this hallway's shadows. Examine the room. We should come to the
conclusion that there are 3 doors - one where you came from, one at the
opposite side of it, and another all the way down the hallway. Take the
door in the middle, next to the alarm, and head up to the top floor.
Grab the health kit, and head all the way down. Destroy each camera
along the way (there should be about 3). You don't need to destroy the
lights. At the bottom-most floor, a checkpoint occurs...
Open the door in front and take out the camera in view. Now head down
the garage and make a U-turn into a new section. You see 2 cars, 1 guy,
and one camera. Hamlet's car is the black one, and the camera is a
little higher and to the right of his car. Now, if you're a pistol
expert, take out the camera. Hamlet will check to see what this is.
Stay in the shadows, crouched, and he shouldn't find you. Hamlet
convicts himself no one is there, and goes right in front of his car to
'lose some weight'. Sneak up on him when he is. Interrogate him, and
knock him out. Hide his body in the shadows, and return to the hallway
with the 3 doors.
Open the last door, and STOP! A camera is directly above you. Equip
your firearm, and one bullet should do it. Grab the data stick; turn
off the lights, and lock pick the next door. Checkpoint.
Now you should see a cook open his window. Sneak out to the balcony,
facing the courtyard and turn left. Jump up on the balcony, and face
the wall. Jump up again for Sam to grab the gutter pipe. Climb all the
way to the cook's window. Once you're over the window, press Y to let
go and land on the table. Move forward and fall down to the floor
(REMEMBER TO PRESS B FOR A SILENT FALL), and hide behind the box. Watch
this funny cut scene. Now after the guard leaves, crouch down if you
haven't already and move to the further-most cook through the right
side of the kitchen (no I'm not crazy). The first cook shouldn't see
you, so knock out (KO) the one in the corner (its only takes one hit).
Now quickly run over to the alarm (next to the door the guard left
through). The other cook should run over to the alarm, about 70% of the
time. That's where you KO him. The other 30% he should run into the
freezer. You can also KO him as well in there. Anyways, carry the cooks
into the freezer and shoot the lights out in there.
~~~~~
ALTERNATE STRATEGY for taking out the cooks - from [email protected]
(Alex): When you drop in through window wait for cutscene to pass, and
grab a bottle, run in freezer, turn off light, go back to the window,
throw bottle in freezer. The cooks will come to investigate, circle
around and trap them inside and knock them out.
~~~~~
Moving on, turn the lights out in the whole kitchen, and open the door.
See the patrolling guard? Go for a headshot on him, and carry him into
the freezer as well. Now go out into the 'main room' where the double-
doors lead you, and quickly run into the left path. Dead end? Yes. Wait
for the other guard to come check out what the noise was. KO out
(remember, make the first move when he's close to you), and carry him
in the freezer with the others.
If you have at least 2 bullets (I had 5), you're in good condition. Go
back to the kitchen and grab a bottle from the window you came in, and
then lower yourself to the floor right above the ground one in 'the
main room'. Toss the bottle, and the first guard checks to see what it
is. If you have 2 bullets or more, go for a headshot on him. If not, KO
out. Then sneak behind the other guard, and KO him as well. Carry them
into the darkest place you can find (you don't have to carry them into
the kitchen's freezer, I just carried their bodies under the stairs),
and check out the computer. Grab the data stick, and Lombert will call
in to tell you a colonel is on his way, so hide under the stairs
(doesn't matter which one). The colonel wants to play some solitaire on
his computer, so when he does, sneak up on him (DON'T KNOCK HIM OUT),
and grab him. Now facing the computer, make your way to the
southwestern part still on the ground floor. Toss his head into the Eye
scanner (stand next to the eye scanner with him and press A), and KO
him. Hide his body, and enter that room you opened. Checkpoint...
finally.
You should have one or more bullets, destroy that camera, and open that
door to the courtyard. A cut scene emerges with Nikoladze, and Philip
Masse - the computer expert. Race over to the elevator and wipe out
your Laser Mic. Press X to get it out, and point it to the elevator.
Once your done, Lombard calls in and requests that you gather data from
his computer. But wait, 3 guards exit... with guns! Shouldn't be a
problem for you, just hide crouched down. Knock out whatever guard
comes close to you, and then the second. Repeat this for the third. If
you still have some ammo, try and go for headshots, and enter the door
they were in. Grab the health pack on the wall and exit back into the
courtyard. There are 2 more doors. One of these doors should contain
some vines to the right of them that you can climb. Go there and do so.
And drop down for the loading zone and checkpoint.
Wow, we have seconds before the elevator reaches the bottom. Run into
the janitor room, left of the elevator, and crouch down (make sure that
light in that room are turned off). Several seconds later, footsteps
are heard. There are a total of 2 guards. If you open the door midway
(A+down on the left trigger), you can see the first guard all the way
down the hallway. The second guard is walking around the area, so open
the door, and go for a headshot to him when he comes into view, or
knock him out in case you're out of ammo. Sneak up on the second one,
and repeat this process. Hide their bodies in the janitor's closet, and
take the elevator up to the top floor. Here's checkpoint!
We have seconds before a guard comes around and finds your there. Run
out of the elevator and to the left (the camera won't spot you so don't
worry). Lockpick the first door you come across (on the left), and jump
inside. If a guard follows you, deliver him a headshot. I admit, I was
out of ammo so we'd have to fight. Anyways, hide his body in the exact
same room, and turn off the lights. See the computer for a data stick,
and jump up on the desk the computer is on. Face the door, and jump up
once more to your left. Climb into the air ducts, and drop down at the
end, and quickly hide behind the plants. Now, here comes the hard part.
Run out and quickly into the first room on the left you find. The
camera would have seen you by now, but we have a good 5 seconds before
the guards come. Take the two health kits on the wall, and climb up the
ladder, opening the trap down as you go. Once your up they're, run to
your right for a checkpoint, and a rappel object. Heal your wounds (if
any) with the health kits, and rappel down.
See the guard? Go for a headshot if you have any ammo. If not, press
the Y button for Sam to jump into the windows, breaking it. Knock the
guard out. Turn the lights off, and grab the guard's... FRAG GRENADE!!!
Head over to the computer farthest from when you entered. Grab the data
stick there, and now head over to the other computer. Get your frag
grenade ready, and press A next to the computer. The information will
be downloaded and sent to Lombard, but Grinko will detect this and send
3 guards after you. Hide in the corner, equip your frag grenade and
throw the grenade as soon as the door opens. The grenade will knock out
2 guards, and the third will check the room. If you're in a fairly good
hiding place, the guard won't find you and he'll walk over and look at
the broken window. Now's your chance. After you've knocked him out,
send the rest of the information to Lombard. Mission Accomplished!
We need to get the heck out of here, now. Open the door the guards come
from. See the camera to the left of you? It's the one that spotted you
a couple minutes ago. Anyways, run out to the hallway to your left, and
enter the first door on the left. By now the camera should have
detected you (I could never get past it undetected), and 3 guards will
be sent after you. If you want to fight them, do so, but our main
concern is getting away. So after you've entered the first door on the
left run down the stairs and make a U-turn. To the right of the door is
a health kit. If you want it, grab it, but we don't have any more
enemies to fight, so run out the door. Run down this next set of
stairs; followed by a right. See what looks like an opened office door?
It's an elevator. Take a running start and jump into it and grab the
vertical pipe. Slide down it.
Look familiar? It's the garage where we took care of Hamlet. Anyways,
go back to where Hamlet's car was and there's our getaway ride. Talk to
our friend to end the mission.
***********************************************************************
D. Oil Refinery
Mission Overview: Trail the mercenary technician.
Mission difficulty rating: 4.5/10.
Now this mission is extremely easy (and short for that matter). The
only hard part is the first part where you have to navigate around the
Rig. Also, I have a good thing and a bad thing facing to tell you. The
good thing is that you don't have to hide a single body. The bad thing
is if you fall in the water, Mission Over (yes Sam cannot swim).
Always, you find yourself on a wooden platform just above the ocean,
and your also looking at the main part of the Oil Rig (our
destination). Start out by turning right and climbing the ladder to the
very top. Now face right and walk all the way until you reach the bared
wires. See those pipes at your left? Walk onto them and pass the bared
wires. Now walk on to the big pipe, or what I call the 'main pipe'.
Keep walking all the way down until you reach some more bared wires and
drop down to the right, which so happens to contain some more set of
pipes. Crouch, and walk to the end. Un-crouch, face left and jump back
onto the main pipe. Keep walking forward until you cannot no further.
Solution? Look right. See that pipe? That's where we have to be. Take a
few steps back, and run forward, making a sharp right turn and a leap
to that pipe. Shimmy over until you reach the main pipe just right
under your feet. Jump down onto it. Now crouch, and walk until you
reach, yet another set of bared wires.
Look right again. This time, there's a zip line. Walk back and find
where the Zip line begins (it should be over a platform you can stand
on), and jump up on it. BOOM! A huge section of the pipes should now
explode, causing Sam to let go of the Zip lines, but lucky he grabs
ahold of the platform in front. Pull yourself up, crouch down, and turn
left. Move under the main pipe, and turn right. Move a few steps
forward, and jump up onto a vertical pipe. Pull yourself up, and onto
the main pipe (just let go over it). Take just a few steps forward, and
you should come across a big section of the pipe missing. Jump down
INTO THE PIPE, and then crouch. Walk forward until the loading zone,
and checkpoint.
You find yourself in a small dark section. Walk over to the ladder,
climb it, open the trap door and watch the cut scene, of 2 guards
escorting the technician. Turn around, and wait 10 seconds for the
guards to pass. Walk all the way forward until reaching a walkway. Sam
can't pull himself up onto it since its too high so look left. See
those pipes? Take a few steps back and get on the left side of them.
Now left once more, and you should see a small pipe over the ocean.
Take a running start, and grab onto it. Pull your self up and face
left. Now, this may get a little tricky. Crouch down (so you have less
chances of falling), and keep waking all the way over to the walkway.
How do you do that? Simple, every intersection you come across, simply
take the right pipe and you should reach the walkway. When you do reach
the walkway, pull yourself up and crouch down.
There's a guard patrolling the walkway over you. Stayed crouched, equip
your gun, walk up the stairs, and do him in. Remember, you don't have
to hide his body. Walk a little further, and up a different set of
stairs. Walk the cutscene of 3 American warships (or F-18s is what I'll
call them) start a battle with the Oil Rig. Regardless of what Lombard
says, you have all the time in the world. Finish walking up the stairs,
and wait for the technician and guards to turn the corner, and all of a
sudden, boom. An F-18 hits a big section of the Oil Rig. Continue on.
Take the guard in front of you out, and turn the corner (to the left)
where the technician just did. Take a few steps, and turn right. Take a
few more steps and turn left. If your quick, you'll see a guard in
front of you - don't take him out, let him follow the technician. If
you're slow, you shouldn't see a guard. Either way, a checkpoint
occurs.
Creep around the corner, and wait for the technician and guards to
enter the room. Headshot the guard whose standing there, and kill the
other one whose patrolling just a little bit further ahead of your
first victim. Walk over to the first guard you killed, and you should
hear the guards wine about how your Oil Rig is broken. They decide to
take a different route since the first door is broken. Go into wall
mode the left side of the door they entered. After they pass you, wait
about five more seconds (don't go after them), and an explosion should
occur, locking the door they entered. No biggie. Now, go out of wall
mode, and enter that door. Take the left route all the way around to
enter the kitchen. Walk over to that locked door to find a health kit,
and exit back out to where you killed the second guard.
Around the corner should be a big fire. Stay on the left side, and run
through it (a checkpoint pops up just as you are). After you passed the
fire, looking over a little to the right. See that big box thingy? Jump
up onto it, and also a pipe over your head. Press B to bring Sam's legs
up and climb into the room through the window. Suddenly, something
occurs, a guard goes crazy would be my best guess. So anyways, bring
Sam into the room, drop his legs, take out your gun (still hanging on
the pipe), and go for a headshot. Somewhere in this room should also be
some ammo. Grab it, and follow the technician.
Run up the stairs for another cutscene of the F-18's taking out the
helicopter of where the technician should have ran to. Now he is really
screwed. Take out the guard in front of you, and look to your 2
o'clock. You should see a small building, under the helicopter-pad.
There's a health kit inside. Also, there should be another guard
shooting at you. He should be to your 9 o'clock of the base of the
stairs, on top of a platform. Take him out as well. Now continue
following the technician. He ran just left of that small building with
the health kit inside. So run left of that building and to your right
is a set of stairs. Go down them.
Wow, we've already been here (we came just up the stairs to your left.
Anyways, a guard lurks around the area. Waste all your bullets into him
(he'll be your last foe you meet in this level), and enter the building
to your 9 o'clock of the base of the stairs. Health kit if you need it
just behind the door. Now, there are 3 doors here - one where you
entered, and 2 more. Take the door that's left of the right door of
your right. Whoa, hard to understand? Just take the door furthest away
from you (the door that's left of that machine thingy in the middle of
the two). An explosion occurs, DON'T MOVE, or you WILL catch on fire.
Sam is still in good condition (if you remembered to use the health
kits). Open that door, and make a U-turn to the left. Run down this
ally, and turn left. There's an opened gate, and we've already been
here, twice!
The technician ran back to his boat. Simply take the stairs back down
to where we originally saw the first cutscene of the three F-18s.
Continue further on, down the stairs, down more stairs, to reach a
technician who got the heck scared out of him. Walk all the way behind
him, interrogate him a couple of times, and then KO him. Grab his
briefcase and we're all set. Just sit back and watch that well made
cutscene.
***********************************************************************
E. CIA HQ
Mission Overview: Trace down the mole in the CIA.
Mission difficulty rating: 9.5/10.
[Even before we start] I've received several emails about random people
claming that this level is too hard. I've also received emails about
people who demand door codes. I'll give, in particular, all the door
codes for this level. That's right... all. But if you're a person who
likes to follow walkthroughs from start to finish, or want to find them
on your own, simply skip this next part, and go to '[Starting]'.
Anyways, here are the door codes:
Main Server Room - '2019'
Technical Services Room - '7687'
Backup Battery Power Room - '110598'
Weapons Testing Department - '110700'
Informal Retrieval Service Room - '0614'.
[Overlooking] You will find yourself in the front yard of the CIA
building on a rainy night. You have no guns, but you do have 'thermal
vision' (D-pad right). Check it out. Cool, huh? It will come pretty
useful in the CIA building. Remember, you cannot kill a single guard,
however you can still KO them. Hiding bodies in here are essential,
shooting out lights is recommend, and dodging cameras will be required.
Now, I finished this level with barely any health (about 1/10), and 10
bullets. I thought the last part was amazingly hard if your not well
prepared, and searching around the CIA building for health on your own
is strongly recommend as well (I only found 3 health kits). Oh, and
here's one last hint: Use up all 3 of your saved files (make sure to
put one with bad health/ammo/ect... on a new one).
[Starting] We have a limited amount of time before the fans turn on
(just over a minute), and there are some agents searching the area as
well. Anyways, turn your 'heat vision' (d-pad left) on, and face left.
Quickly run across the road to the left side, and run all the way
forward towards the CIA building dodging guards (don't brother knocking
them out, it's a waste of time) until you reach a fence. The fence
contains a section of its bared wires ripped off (the front left), so
climb over it and into it. Jump onto that platform thingy, and looking
at the building. There's 2 shafts, one to the left, one to the right
(doesn't matter which on to take), so jump to the platform in the
middle of it (over the light), and then, either to the left or right (I
went left) platforms. Explore around the ledge of it until an
interaction button occurs - that would be to open the shafts. Do it,
and climb inside. Checkpoint.
Time to use your thermal vision. Turn it on (d-pad right). See the
patrolling guard, or janitor I should say? He won't do anything, except
trigger the alarm. So take the janitor out (or simply jump on him,
right trigger in mid air, knocking him out) and place him in a dark
corner. Now, take a turn around the corner, while staying in the
shadows, crouched. Take another turn, this time left, into a long
hallway with a camera just down the end of it. Follow my advice
(staying in shadows, crouched), and walk down until the camera. Wait
until it turns left, and quickly walk over to the base of stairs. SLOW
DOWN and look up. See that guard? Wait until he leaves his post and
then walk up the stairs. The guard is looking into the middle of
nowhere (he must really hate his job), surprise him there. If you made
a loud noise another guard should come and check what just happened. KO
him as well. Hide their bodies under the stairwell and progress after
the base of this next set of stairs.
See that camera? Be careful, and enter the first door on your right in
the hallway. You're in a conference room. Check the computer for a data
stick and head out through the other door. Now this may be a little
hard, and take a few attempts, but here it goes. The guard is
patrolling on your left. We have to go to the far right as soon as you
open your door, but there's a different guard in his booth, just right
in front of the door we have to go into. Pass him, slowly (he shouldn't
see you) and run through the metal detector, and into that door. Turn
right, and run down for a checkpoint.
Tense music? If so, await the guard (if your lucky, he won't pass the
metal detector). If not, listen to this conversation of another CIA
agent talking on his cell phone. Wait for him to enter the elevator and
enter (literally) this next section. There's on guard on station. If
you want to avoid him like I did, make some noise (i.e. jump) and wait
for him to come and see what the fuss is about. He should walk around
slowly, and go into the previous room of where you've just been, but on
the way, he should pass on either the left or right side of this big
sign. You be on the opposite side. Once he leaves or is a good distance
away, call the elevator, walk into it, press the button, and take it
down.
Is it hard already? Well, it's just beginning. Lombert calls in, and
tells you that you need to fetch your SC-20ks! Yea baby! Anyways, start
this brand new section out by turning around the corner, and walking
down this hallway slowly. Shortly after, a sleepy agent/reporter opens
his office door, and walks over to the scanner room across his office.
KO him for safety reasons. Now await this patrolling guard, and KO him
as well so he doesn't get in our way. Take a right at this
intersection, and a left shortly followed.
Down this hallway, we have a guard on station to your left, and further
down another agent in his room across the keypad door we have to go
into. Oh, and there's a janitor room where you can hide your bodies,
heh. Now, sneak pass this security guard to your left, this agent in
his room, and run into the janitor's closet. Turn off the lights in it,
and await the janitor. Now, this janitor is going to scream one way or
another when you KO him, so be prepared for another guard to come
running. After you KO the janitor, run into this agent's room, and KO
him as well (you MUST KO him). Quickly turn off the lights in his room
and await the guard. KO him, and hide all their bodies in the janitor's
closet. Check the guard/agent's slouch for a data stick (or door code
for that keypad door). Enter the code and enter this next room.
Wow, a janitor who may run to trigger the alarm or an agent who may
kill you. Who to take out first? The janitor! Sneak to him when his
back is turned, grab him, and KO him. If you're lucky (I already did
this twice, and it worked), the agent won't here it. Now sneak towards
the agent's back through the right side of this equipment. KO him as
well. Hide their bodies behind the equipment or the place that's most
clever to you. This room located after contains a health kit. Use it
wisely, and a computer in which a data stick remains in for the door
code of the door to the right of the computer. Freaky, huh? Enter the
door for a checkpoint.
Heh, this next section contains 2 janitors, an alarm, and a guard with
a gun. It will be a piece of cake with the excellent strategy I tell
you. Quietly, crouch and walk down the stairs. There's a janitor who
will hear you, and be brave enough to explore to find out what that is.
The second he sees you he will run, KO him around the corner. Now you
see yet another janitor run right to you, and cry in front of you (what
a bum). KO him as well. Here comes the real superman! The guard
explores to see what happened, and on the way he will see the knocked
out janitor. He will crouch, put his gun on the floor, and check to see
if his OK. The funny thing is, he will have his back to you the whole
time. KO him and proceed into this long hallway.
Walk down the hallway, and make a left. Walk up the stairs, and turn
left. A checkpoint should occur. Now look forward. IT'S YOUR SC-20K...
not to mention, a 'Ring Airfoil Projectile', a 'Sticky Shocker', and a
'Sticky Camera'. Ain't life grand? Anyways, turn off the lights in
this room, and walk out.
Creep down this hallway, and take a turn left. See this guy on his cell
phone? You have seconds before he hangs up, so KO him, and hide his
body in a dark corner of the hallway. Walk back into the 'snack room'
he was in, and grab the health hit on the table, and one diet Pepsi.
Exit this room, and make a turn to the left. Quickly, walk down in this
hallway, and face right, and await this hard part to come. Two guards,
maybe three, if I remember correctly, and two reporters. One reporter
shall go back into his booth, while another is already there. Once a
guard comes close to you, KO him. The next guard should come running.
Get behind the corpse of the first guard, and suddenly the second guard
will check up on him. Here's your chance, BOOM! Hide their bodies in a
dark corner of the hallway if you haven't already done so. Now, gaze to
the left. That's the main server room, but before we enter it, look at
the right. Reporters in the CIA? Yea, right. KO both them out (they
should be in their cubical), and gather data sticks from the 4
computers. Now enter the main server room, and save.
Take the door on the right, enter the keycode, and slowly walk into
this section. There are two janitors in all. Walk forward and down the
stairs, and to the right. After a while, the janitor should come into
this room. KO him, and enter the bright door on your left. Quickly run
and KO this other janitor. See that glass window? That's the agent that
would have seen you, but you knocked him out, thanks to my superb
walkthrough. Anyways, wait forward to the main server computer (doesn't
look a thing like from the movie Mission: Impossible), and press A next
to it. Lombert should call you in and tell you we now have to find the
mole's (also known as Mitchell Dougherty) computer. Backtrack
completely out of the server room.
Take a left from the exit of the main server room, and around the
corner you come across a checkpoint. See the metal detectors? That's a
no-no. The guard's station to the left contains a guard inside. Make
some noise (i.e. jump), and the guard should leave his booth. That's
where you come in. Enter his booth through the empty 'window', and
shoot the lights out with your SC-20k. Now shoot the TV screens out as
well. The guard will be dazed by what happened. Pop him with your fists
when he comes in. Exit his room through the corridor he returned
through. Shoot the lights out in the corridor as well and open the
door.
Wow, sure are a lot of lights in this big room. Hehe, destroy them all
with the SC-20k's zoom feature. If you miss, a guard will come and
check the noise. Now, after the room is as dark as a rat's cave, slowly
proceed forward (don't go up the stairs but into the next corridor), KO
the janitor, and run into the next hallway. See the guard? KO him as
soon as he reaches this big room. Enter the hallway now, and take a
left. If you took the janitor out already, then there shouldn't be
anyone here. If you didn't take him out, KO him and hide him in a dark
corner. Now run down this hallway, and take a left. Walk down the
stairs, and take the lights out with your SC-20k. The cameras don't
have night vision, but they sure have motion sensors, so walk slowly.
You already should have the keycode, if not backtrack, or scroll up to
where I give them to you. Open the door and mind the agent.
Taking on his cell phone, he is. Walking over to the food machine, he
goes. Knock him out Yoda style, and destroy all the lights in this
room. Enter the next room, that's to the left of the food machines.
Visit the computer for a data stick, and a flare. There are 2 more
flares next to the gun turret. And for some fun, switch the IFF system
of the gun turret off >:^)
Now run in front of the gun turret and destroy it in a duel... Just a
joke! Anyways, lock pick the door in back of the turret, and then enter
the elevator and take it up.
Whoa, talk about a long mission; our most difficult part awaits us.
Getting off the elevator, turn right. Open this door for 2 agents
talking about and analyzing Nikoladze's speech. Anyways, crouch down
and walk right behind the operations computer their working on. Walk
all the way to the end of it. In front you see a CIA editor copying his
papers, and another CIA agent (one from the previous convo), pass just
right in front of you. Follow him, silently. Don't brother knocking him
out; let him walk his lazy ass down the hallway. Now, we need to find
Mitchell Dougherty's office. His office number is 508. It's to the
right, of that long hallway. Enter it, and check out his computer.
Lombert now wants you to bag him. So leave this room, and start walking
down the hallway.
At first, this seems impossible - 2 guards, and a camera, and keep in
mind we need a good amount of health for the last part. But don't worry
- cameras can't see the dark, and one guard wants his break now, heh,
heh - fun time. At the base of the hallway, if the coast's clear shoot
out the first 3 lights leading into the hallway, and later the last one
(he heard me right). The guard walks down the hallway to check out what
happened. You know what to do now :^) - KO him, and hide him in
Mitchell's office. Now shoot out the last light(s) left in the hallway,
and turn left at the end.
This next part has several ways of being done: One you can alarm the
guards, and speed up the progress by making Mitchell run outside, or if
you have patience, wait for Mitchell to walk outside (which might take
awhile), and surprise him there. Anyways, there's Mitchell at the
coffee machine getting some decaf. Wait until he moves on.
On the left side of this new hallway is a locked door (don't brother).
On the right section is a movie of Good Burger and later ahead another
door with one guard inside. Now, since the guards totally love the
movie Good Burger, they won't even see you run by, but let's just
crouch and walk slowly for obvious reasons... Follow Mitchell to the
door, and wait until he opens it (which might take awhile). If you
chose the alarm path, simply lure the guards back down the dark
hallway, where you can pick them off one by one (sorta like Pitch Black
the movie). Anyways, if you need the door code, it's to the right of
the door Mitchell ran too. There's a guard inside. Take him out, get
the code, enter it on the keypad, and walk through. Take a right,
through some doors for a checkpoint.
See the patrolling guard, KO him and now find Mitchell. He should be
crying by now, so sneak up him and bag him. Wait for Lambert to call
in, and then knock Mitchell out, and carry his body the rest off the
way. Start walking to the left side of the fence in front of you. Take
a couple of steps and turn left down this walkway. Turn left at the
intersection, and later right at the end. Checkpoint.
There ain't gonna be a single checkpoint until the end, and we have a
long wait to go. If you have anywhere over 1/2 health, then you won't
have much trouble, but your warned, this part is hard. Anyways, open
the door in front and carry Mitchell's body down the stairs, slowly,
while crouched. Look around the corner to the right of these two doors,
and wait for the janitor to leave his post. Drop Mitchell's body in
front of the door, and run out and jump onto the first platform thingy.
Now, one of two things should happen. The janitor should continue his
normal route, whom you could jump on top of (right trigger with no
firearm equipped, in the air). Or the janitor will race of and see what
happened to Mitchell. Either way, surprise him, and KO him (watch out,
one wrong move and he could pull the alarm). Now, if you didn't use a
sticky shocker, now would be the time too. Find the other patrolling
guard, and KO him or use a sticky shocker on him (equip it, take out
your SC-20K, and left trigger to fire). Now grab another sticky shocker
on the shelves right of this new door, and equip it.
Peek out and fire the sticky stocker into the patrolling guard (which
could have been your third patrolling guard around this area). Grab
Mitchell's body and slowly creep down the stairs. Make a U-turn and
another right when you reach the corner. See that patrolling guard.
Wait for him to leave his post, and rush forward and dump Mitchell's
body next to the air ducts (where you have some hiding space). Destroy
a over head light to the left of the walkway, and the patrolling guard
gets into his 'explore' stage. He comes to check out what happen, and
finds Mitchell. He checks to see if his okay, now's your chance, pop
out, and KO him. YAY! The hard parts over! But there's still one more
guard.
Grab Mitchell's body and head down the stairs the guard whom you
knocked out a second ago, was patrolling. Let go of Mitchell's body,
and slowly, while crouched, creep up to the ONE security guard talking
to your friends. He shouldn't be too hard to spot, he is the one with
the 'security' t-shirt. KO him, and go back for Mitchell's body. Grab
him, and dump him in front of your friends. Mission Accomplished (now
would be a very good time to scream "HECK YES").
***********************************************************************
E. Kalinatek
Mission Overview: Recover Encryption Key.
Mission difficulty rating: ??/10.
...Coming Soon...
***********************************************************************
III. General Tips, Hints, & Strategies -
***********************************************************************
A. Terrorists Profiles -
KOMBAYN NIKOLADZE
Using his political, technological, and financial influence, Nikoladze
has become the newly elected President of Georiga. His ambition is
matched only by his industriousness.
VYASCHESLAV GRINKO
Ex-Spetsnaz (Russian Special Forces), Grinko is now Nikoldze's
"lieutenant" of the Russian Mafia.
HAMLET
Grinko's personal driver.
GEORGIAN COLONELS
The leadership for Nikoladze's worldwide military/mercenary forces.
Several colonels can be found in each cell of the Georgian mercenary
army. They also have security clearance areas that normal soldiers
don't have.
PHILIP MASSE
Hired for his vast computer knowledge, Philip Masse is the man directly
responsible for the Georgian information crisis.
CHINESE OFFICERS
The leadership behind the People's Liberation Army of China. These
officers can use to accomplish his missions. Eliminations might be the
best option when first encountering them.
***********************************************************************
B. Weapons/Gadgets
1. SC-20K M.A.W.S. (Modular Assault Weapon System) -
The bullpup configuration of this assault rifle makes it light and
compact without sacrificing firepower (5.56x45mm ss109). Its modular
configuration allows it to be customized to fit any mission profile.
Equipped with a flask/sound suppresser and combined with a multipurpose
launcher, the SC-20K becomes the obvious choice for Sam when
infiltrating enemy territory.
Sniper Mode: Sniper Mode is only available with the SC-20K!
-Equip SC-20K.
-Press Y button to enter Sniper Mode.
-Press the left trigger to hold Sam's breath and steady his aim (for a
limited time, around 10 seconds).
-Right trigger to fire.
Manual Reload: Pressing the white button with the SC-20K equipped, will
make Sam reload his weapon. Sam also automatically reloads his weapon
when he runs out of ammo.
SC-20K's Multipurpose Launcher: Pull the Left Trigger to fire with the
launcher. The Launcher cannot be used in Sniper Mode.
NOTE: Sam does not receive this firearm only until further into the
game.
2. Ring Airfoil Projectile -
A high-impact, zero penetration projectile designed to incapacitate
rather than kill.
Note: The Ring Airfoil is much more effective if it hits the head.
3. Sticky Camera -
A miniature camera with full pan and zoom functionality, plus night and
thermal vision modes. The sticky camera feels its image directly to
Sam's OPSAT. Ideal for advance scouting and intelligence gathering.
Sticky Cams are reusable.
4. Sticky Shocker -
A high-voltage discharge device coated in adhesive resin. The Sticky
Shocker will adhere to an enemy and give him an incapacitation shock.
Hint: Fired into pools of water, the Sticky Shocker can neutralize
multiple opponents.
5. Gas Grenade -
Standard CS (0-chlorobenzalmalononitrile) gas canister grenade can
incapacitate groups of enemies. Exposure to CS gas causes violent
respiratory seizures. Prolonged exposures causes unconsciousness.
6. Distraction Camera -
An adaptation of the Sticky Camera. The Distraction Camera has had its
pan and zoom motors as well as its vision enhancement apparatus
replaced with a noisemaker and a CO2 gas canister. The device can be
triggered to attract enemies with sound and then dispense a cloud of
incapacitating gas when they are nearby.
7. SC Pistol -
The SC Pistol tactical model with single-action trigger and a 20-round
magazine comes equipped with a silencer/flash suppressor. Its 5.72x28mm
rounds offer good penetration against modern body armor, while keeping
the weapon's weight, dimensions, and recoil at reasonable levels.
8. Camera Jammer -
The Camera Jammer emits microwave pulses that disrupt the
characteristic signals used in the microcircuitry of surveillance
cameras. The Camera Jammer operates off of a capacitor that must be
allowed to recharge from its battery after a short time.
9. Optic Cable -
This flexible cable/camera can easily be slipped under doors to view
the other side. Complete with Night Vision enhancement.
10. Disposable Pick -
Unconventional lock picks, these microexplosive-shaped charges, deliver
a quick impact to any standard lock cylinder that will shatter the pins
and unlock the door.
11. Night Vision -
Night Vision goggles amplify very low existing light, especially lights
at the lower end of the infrared spectrum.
12. Thermal Vision Headset -
Similar to Night Vision, Thermal vision is an essential tool in low
light situations. This technology differs from Night Vision in that is
captures the upper level of the infrared light spectrum, which is
emitted as heat rather than reflected as light.
NOTE: Thermal Vision is not available in the first few missions.
13. Wall Mine -
The Wall Mine is a motion-sensitive explosive device that can be
attached to almost any surface. To deactivate and pick up a wall mine,
wait for the green light.
14. Chemical Flare -
Chemical Flares are lightweight plastic sticks filled with a binary
chemical agent. When the inner containers are cracked, the chemical
agents mix, causing the stick to glow. Useful for attracting and
distracting enemies.
15. Emergency Flare -
Similar to Chemical Flare, these standard road flares also emit a great
deal of heat, making them useful for distracting heat sensors such as
those found on automated turrets.
16. Frag Grenade -
The 14-oz M67 fragmentation grenade consists of a 2.5" steel sphere
surrounding 6.5 ounces of high explosive. Upon detonation, the steel
sphere shatters, emitting a burst of high-velocity shrapnel.
17. Medical Kits -
Standard field first-aid kit.
18. Bullet Box -
Find it to retrieve some ammo.
19. Alarm Panel -
Standard alarm switches that can be triggered by enemies to alert
nearby comrades. Because of the extremely covert mature of Sam's
operations, indiscretion with alarms can lead to Third Echelon aborting
a mission.
20. Automated Turret -
Heat and motion sensing turrets with an Independent Friendly Fire
(IFF) recognition system. Turrets can be hacked from their attached
control computer. Either deactivate a turret entirely, or disable its
IFF system. With IFF disabled, it will still attack Sam, but it will
also attack enemies. Use the D-pad to navigate in the attached control
computer.
21. Surveillance Camera -
Standard, off-the-shelf surveillance cameras that detect movement and
have the ability to directly trigger alarms. This type of camera is
fragile and can be destroyed.
22. Armored Camera -
Except for the bulletproof casing, these cameras are identical to the
standard surveillance camera.
23. Key Pad Lock -
Standard push-button security pads linked to electromagnetic locking
systems in a door. Only the correct code will allow a keypad locked
door to be opened. Multiple failed attempts to enter a code will sound
an alarm. Select the numbers with the left thumbstick.
IMPORTANT: Once you find a keypad code, it will automatically appear in
your inventory in the Notes section.
24. Retinal Scanner -
A locking device that reads the unique imprint of a person's retina
before unlocking a door. No one without access can open a retinal
scanner-locked door, but those with the correct retinas can sometimes
be "convinced" to open them for you. An incorrect retinal scan
automatically triggers an alarm.
***********************************************************************
C. Gameplay Hints -
...Coming Soon...
***********************************************************************
IV. Frequently Asked Questions (FAQs)
***********************************************************************
Some basic questions that I've spotted over the board these past few
days:
Q: Alarms go off, and I failed the mission! What is wrong?
A: You didn't hide a body(s). ALL bodies you killed/knock out must be
hidden.
Q: I hid a body, but alarms still go off!
A: I'm guessing you hid the body in a dark room. The first thing guards
do is turn on the lights when they enter a room, so you must destroy
all lights in that room.
Q: Okay, I hid ALL the bodies I've killed, and destroyed the light in
that room. Alarms still go off.
A: I'm guessing you did everything right, but cameras spot you, and
alarms go off from there.
Q: I can't destroy this camera! What the heck?
A: It's a bullet-proof camera. Don't even brother. Your best bet is to
sneak by or to take a different route.
Q: How do you throw bottles/cans/ect?
A: Press the A button to pick it up, followed by the X button for aim.
Right Trigger to throw it.
Q: I need to sneak past this guy, but he sees me!
A: Remember to crouch! People often forget this. Crouch down, and walk
*slowly*.
Q: I NEED AMMO!!!
A: You have more then enough ammo for a level. You will rarely get
ammo, around 2, 3 times in a level. You only need your gun to shoot out
lights and cameras. Use your weapon only as a last resort, stick to the
shadows crouched down, and when baddies get near, charge them and knock
them out.
Q: I heard you could play custom-music from the Xbox's harddrive?
A: Sorry, you can't.
Q: When can I download additional levels and is it ONLY with Xbox Live?
A: Yup, you can only get it on Xbox Live. Currently there's no new news
on downloading any additional levels, but when they go up for grabs,
I'll make a level walkthrough for them too. Be patience, and beat the
game on hard mode.
Q: In Defense Ministry, when I was climbing over the gutter pipe,
alarms go off, and I hid all the bodies...
A: Except the driver, Hamlet, which I'm sure you left laying around the
middle of the garage. Thank [email protected] (Alex) for this major
correction.
Q: In Defense Ministry, alarms go off alarm I get the colonel to the
retinal scanner...
A: Hide the cooks, and the guards body. It's not that hard!
Q: The dogs sniff me out in the Chinese mission level...
A: You can trying killing them or wear your scent off, by finding a
water source...
Q: Help in CIA building...
A: Be more detailed.
Q: I have another question...
A: Email me - [email protected]
***********************************************************************
V. Downloads via Xbox Live
***********************************************************************
Alright, since a couple of people emailed me with this (even though
there are no downloadable levels available as of now), I'll give you
the 411 of how to go Live with your Xbox . Remember, modded
Xboxes WILL NOT work.
Step 1: Connecting
We have two ways of going about the first step:
The first way is to go through a 'direct connect' with Xbox to a
broadband modem. This is done by connecting an Ethernet cable (The RJ-
45) required, from our Cable or DSL modem to the outlet of out Xbox
(bottom right). Now, obviously, if you have no more outlets in your
Cable or DSL modem, the second way would be for you.
The second way is to simply connect our Cable or DSL modem to our
Cable/DSL router. Now this router has 3 (or more) LAN ports - one for
the Cable/DSL modem, the other for our PC, and the third is free
(you'll want the third one to connect to Xbox). An Ethernet cable (The
RJ-45) is required to connect Xbox to the Cable/DSL router.
Step 2: Go Live
Before we continue on with this, you'll need 'The Xbox Live
Starter Kit' which can be found at any major electronics store for
$49.95 (plus tax). You'll also need a subscription code to set up an
Xbox Live account. If you want more information on this, visit
www.xbox.com/live
Here's how to step up your Xbox Live account:
1. Insert your Xbox Live Start Kit disc into your Xbox DVD tray.
2. Within this disc, select the option for Xbox Live.
Here's the moment of truth. If everything works, your Xbox will
officially be online. Party. Now, create your Xbox Live account, and
wait until there's downloadable levels for Splinter Cell.
If your Xbox did not connect, go on to Step 3.
Step 3: Configure (if needed)
If you can't go online, obviously something is wrong. Remember,
modded Xboxes do NOT work. So first use Network Setup in the Xbox
dashboard for network settings. You may need to enter some information
such as a host name, a MAC address, or an ISP user name and password.
If at this point, Xbox still does not connect or you may need
additional information in network settings, contact your broadband
service provider. Once you obtain the information, enter it in the Xbox
dashboard and keep your fingers crossed!
For additional assistance see www.xbox.com/live or call (United States
and Canada): 1-800-4MY-XBOX (1-800-469-9269).
***********************************************************************
VI. Updates
***********************************************************************
Pretty easy to understand what this section is about ... My FAQ
updates.
Version 1.15 - As promised I deliver, the CIA level, and all door codes
for it as well! Sorry for the delay, Windows kind of froze on me,
deleting half the CIA level. I also got my email box stuffed with
questions, which I'll bring over to the FAQs. Expect the next FAQ
version in a couple of days with the next two missions, and a major
grammar/spelling check for I'm going to take a long break.
Version 1.10 - Completed missions 2 and 3 (Defense Ministry, and Oil
Rig). CVXFreak helped out with the ASCII art you just saw, and I
completed the 'Downloads via Xbox Live' section. Work on mission 4 (CIA
HQ) is being conducted as we speak, and I hope to get that posted by
Wednesday at the latest, for a number of people are having trouble with
it at the boards, and that's my main concern as of now. Expect just
that in my next version (1.15).
Version 1.00 - Started the FAQ guide. First level - Training is
complete. I also completed the weapons/gadgets part, basic movements,
controls, terrorist profiles, and FAQs. My next update will focus 100%
on the walkthrough only in which I hope to accomplish mission 2, and 3
possibly even 4, but since the demand for mission 2, and 3 on the
boards are high, I will try to get that in as soon as possible (around
2 days).
***********************************************************************
VII. Legal Junk & Acknowledgements
***********************************************************************
Legal Junk -
Let me quickly skip forward to 411.
Things you CAN do with my guide:
-Read it (obviously),
-Print it,
-Save it on your HDD,
-Give it to friends,
-Recommend it,
-Link to it.
Things you CANNOT do with my guide:
-Save it on your HDD, and turn it in to ANY website under your name,
-Copy & Paste it, and put it on your site (Just email me, I'll agree if
you link me to it),
-Go around saying you made it.
If any of these special requests - 'Things you CANNOT do' by me are
broken, actions will be taken place. Please don't make me do this. If
your not sure of what you can/cannot do, just email me.
Acknowledgements -
I'd just like to thank the following people who made this guide
possible here today:
CJayC - For making GameFAQs and accepting my guide,
CVXFREAK - for the ASCII and the formatting
Myself - For making ...myself convict me to make this guide,
Ubi Soft - For making one of the best damn games ever,
Ubi Soft manual - Whom I'd borrowed the story, weapons, and terrorist
profile section from.
You - For reading this guide.
A guide by Nick Francis - Siggenis
Copyright (c) 2002. All Rights Reserved.



