Pardon my hard-to-read art... ** *** * *** * * ***** * * * ** * * * * * * * * * *__ * * * * ** * * * * * * * * ** * * * * *** * * * * * * * * ________ * * * * * * \stealth\______ * *__ * * îîîîîîî\action\_________ * * * * îîîîîî\redefined\ * * * * * * * * * * îîîîîîîîîî PC Version Unpatched Written by black hole sun (bhs) Email: lauriafour74@cs.com Guide Version 3.0 Whee! Splinter Cell, the game so many Xbox fanboys have been worshipping for months now, has arrived on our Almighty PC's. Since there aren't any guides for the PC version, and since none of the Xbox guides are up to snuff with what the game deserves, it's time for me to intervene and put together a guide that will hold your little hand through the cloudy and uncertain world of 2004. Continue reading for the complete walkthrough of Tom Clancy's Splinter Cell! ______________________________________________________________________________ READ THIS FIRST! This is very important information regarding contact guidelines and cities in Illinois. * I WILL NOT ANSWER YOUR TECHNICAL PROBLEMS! I AM NOT TECH SUPPORT! DO NOT EMAIL ME WITH YOUR ERROR MESSAGES OR GLITHCES OR FRAMERATE PROBLEMS OR ANY OTHER SUCH QUESTION BECAUSE I WILL NOT HELP YOU! * Hopefully, UbiSoft will allow us saps with the PC version to download the new levels. If or when that happens, and if it is free, expect a walkthrough from me. ONLY, however, if the levels are free. No way am I willing to shell out ten bucks for a ten-minute level. * This guide is for the ***PC*** version of Splinter Cell, NOT its console counterparts. As such, there WILL be differences between the versions, such as added levels in the PS2 and GCN versions (damn them!). So, if you are an owner of any other form of the game but the PC version, I would advise you to look at the appropriately listed FAQ. * In accordance with my recent tradition of adding useless opinions to some of my FAQs, "Chicago" is the best movie of the year. That's right, much better than "The Two Towers" or "Gangs of New York." Go see it you deformed llamas! Seriously, it was a great movie. Thirteen-some Academy Awards can't all be wrong. Revision History v. 3.0 | April 19 2003 | This should be the final update. I've added many reader contributions, and have gone through the entire guide for clarity-checking. v. 2.0 | March 29 2003 | Lot's of clutter deleted. I have given this guide a facelift, which includes a better-looking format and reader submitted hints. If you bothered to notice, I also added some neat little cover art. It isn't the best, but it's the best I can do! By the way, if you have PS2, go buy Xenosaga. I don't care if you don't like RPG's, just go get it. It is what I am playing right now and it is far superior to the other console RPGs such as the crappy FFX or subpar Breath of Fire. One more thing, I've added a funny quote near the bottom of the guide. Believe it or not, I received it in a chainmail. _____________________________________________________________________________ Table of Contents îîîîîîîîîîîîîîîîî Notice there are search tags attached to each section. Press CTRL + F to bring up Windows' "Find" box, then type in the search tag number for the section you wish to visit. With or without brackets, it does not matter. Chapter One: Introductions and Tutorials Intro [I.1] Sam's Move's [I.2] True Life: I'm Sneaky [I.3] Tools o' the Trade [I.4] Chapter Two: The Walkthrough T'Bilis Police Precinct [W.1] Georgian Embassy [W.2] Azerbaijan Oil Rig [W.3] CIA Headquarters [W.4] Kalinatek Building [W.5] Chinese Embassy [W.6] Muek Tso Boe Meats [W.7] Return to the Chinese Embassy [W.8] Georgian Presidential Palace [W.9] Chapter Three: Outro Contact Guidelines / Info [O.1] Credits [O.2] Legal [O.3] _.-î-._.-î-._.-î-._.-î-..-î-._.-î-._.-î-._.-î-._ îø._.§îø._.§îø._.§îø._.§ø._.§îø._.§îø._.§îø._.§î Chapter One: Introductions and Tutorials _.-î-._.-î-._.-î-._.-î-..-î-._.-î-._.-î-._.-î-._ îø._.§îø._.§îø._.§îø._.§ø._.§îø._.§îø._.§îø._.§î In this chapter, we will go over the basics; first, we'll get the intro out of the way, then we'll move onto the Sam's Move's, and then Stealth Basics, and lastly we'll review the equipment Sam will be dealing with, in that order. I suppose you don't have to read this (or if you do, I guess you don't have to comprehend) but I did take the time to write all this, so, yeah. ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î [I.1] Introduction ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î I refuse to begin this introduction comparing and contrasting Splinter Cell to Metal Gear. No, I'm not going to fall for the clich‚. I'm simply going to say that, after playing both, Splinter Cell is better (...). Splinter Cell is one of the best games of the year, no doubt, and will most certainly be a candidate for the GOTY position. Since I'm getting lazy in regards to introductions, that is all the praise I'm going to give. Anywho, Splinter Cell has turned out to be one helluva game and has "redefined" stealth action as we know it. And this in no small debt to its incredible shadow effects. The guide version is currently...3.00. There probably will not be any more updates to this file. However, I might stop by with occasional grammar fixes. ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î [I.2] Sam's Moves ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î Our friend Sam could not be without an arsenal of moves greater than 007. This section will cover them all, if the instruction book was of no use to you (...) _________________________ +~Environmental Interaction~+ _________________ îîîîîîîîîîîîîîîîîîîîîîîîî \ zip lines/bars \ îîîîîîîîîîîîîîîîî Sam can grab hold of horizontally hanging bars and stretched pieces of rope. All you have to do is jump in their direction [SHIFT]. To bring Sam's feet up, press the Crouch button [default C]. You may shoot while hanging by pressing E [default]. ______________________ \ door peek revealed! \ îîîîîîîîîîîîîîîîîîîîîî In the console versions, Sam can 'door peek' but it seems you can't do this on PC. Well I found that if Sam is in front of a door & you press the Backwards & Interaction key at the same time, he can perform this action. If you think this is worth putting in your FAQ, please feel free. [this was contributed by SwitchBlade] _____________ \ rappelling \ îîîîîîîîîîîîî Unlike most people, Sam is an expert in the school of rappelling. To rappel a steep wall or other solid surface, you must have something to attach a cable to, typically a perpendicular smoke pipe. Move down a wall using the default controls. You can jump, as to break glass, by pressing [SHIFT]. You may also shoot in this position by pressing E [default]. ____________ \ wall jump \ îîîîîîîîîîîî No longer is this move limited to Mario and company. Run up to a wall and press [SHIFT] and Sam will jump off the current wall to a heightened state either to the left or right. _____________ \ split jump \ îîîîîîîîîîîîî This is somewhat difficult to execute. While at the top of a Wall Jump, press and HOLD the shift button and Sam will stretch out his legs and perform the acrobatic feat. _________ \ shimmy \ îîîîîîîîî I am sure either MGS2 or ICO brought this into video-game-land, and I THINK it was ICO, whichever came out first. Or maybe it was by some PlayStation game. ______________________________________________________________________________ Mike Glass writes: I was reading your Splinter Cell FAQ and I've got a correction -- or something. I might be wrong but shimmying was introduced into video gaming with I think Tomb Raider 2. Or maybe Tomb Raider. Or maybe the third one. Any of those games is really really old. ______________________________________________________________________________ Anyway, shimmying is hanging from a ledge and moving right or left. Whenever you jump onto something higher than Sam's head, such as a large crate, he will hang onto its edge until you tell him to get on top of it (press UP). To shimmy while in this position move the default controls. ________________ \ quiet landing \ îîîîîîîîîîîîîîîî Landing quietly from a fall is essential if you do not want nearby enemies to hear. All you have to do is press and hold 'C' (crouch by default) while falling. _______ \ roll \ îîîîîîî While running or jogging, press and HOLD 'C.' _______ +~Actions~+ îîîîîîî ________________ \ reload weapon \ îîîîîîîîîîîîîîîî While your weapon is out, press 'R' by default. This makes no noise and will not alert nearby enemies. ________________________ \ changing rate of fire \ îîîîîîîîîîîîîîîîîîîîîîîî You can only do this with your SC-20K. This allows you to set it to automatic fire instead of single shot. Press Z by default to do this. _______ \ zoom \ îîîîîîî With your SC-20K equipped, move the mouse wheel. Move it up and down to zoom in or out, respectively. Don't even ask about it if you don't have a mouse wheel; I don't know what to tell ya. ______________ \ hold breath \ îîîîîîîîîîîîîî While in Sniper Mode, holding Sam's breath steadies his aim for a few seconds. Hold the right mouse button to do this. ______________________ \ toggle night vision \ îîîîîîîîîîîîîîîîîîîîîî Self explanatory. Night vision goggles allow you to-- *GASP* --see in the dark. Press the number "2" to activate. _________________________ \ toggle thermal goggles \ îîîîîîîîîîîîîîîîîîîîîîîîî Heat-sensitive goggles. It works by detecting infrared radiation emitted by most living people. It can also detect land-mines, which is its most useful function. Press "3" to activate. _______ +~Attacks~+ îîîîîîî ______________________________ \ attack with equipped weapon \ îîîîîîîîîîîîîîîîîîîîîîîîîîîîîî Press E to bring the weapon out. Shoot it with Primary or Secondary Fire (left or right click, respectively). ________________________________ \ throw grenade/bottle/soda can \ îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî Pick it up and press E, and you will be shown a directional arc. The higher you look, the farther you will throw it. ______________________________________________________________________________ Terry Norseworthy writes: One thing I noticed was that you use bottles for a diversion but not a knock- out weapon. I found them great for those times when you just could not get out of the shadows to apply an elbow. A well placed head shot from a bottle at close range (5 to 6 green circles) works as well as an air foil or shocker. CIA and first Chinese embassy they were invaluable. Found myself always looking for spare bottles to carry. ______________________________________________________________________________ _______________ \ elbow attack \ îîîîîîîîîîîîîîî When you're close to an enemy, press Primary Fire to conk them over the head with Sam's elbow. Usually knocks them out, if you're behind the enemy; if you are in front of the him, it will take two of these attacks, and by then you'd probably be dead. The moral of the story? When attempting to knock someone out, make sure you are behind them. ______________ \ drop attack \ îîîîîîîîîîîîîî When you get above an enemy, drop down on him (yes 'him,' there are no female enemies in this game) and Sam will knock them out on contact. ___________ \ grabbing \ îîîîîîîîîîî To grab an NPC, sneak up behind him and press the spacebar. You can only grab an NPC form behind (duh) and you must be QUIET while doing this. Anything above a slow walk or on some surfaces a slow crouch will result in the NPC hearing and turning towards you, spoiling your chance. However, you must be at a pace slightly faster than that of the NPC otherwise you'll never catch up to him. Try crouching and going a swift pace until you near him, then get slow as you make to grab him. While holding an NPC, you can knock him out or interrogate him (space bar, if applicable), or drag him to a retinal scanner and force him to use it (this only works for enemies with the 'Colonel' rank; any other NPC won't bypass the scanner). You can NOT, however, shoot him in the head, to the disappointment of hundreds of sadists. ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î [I.3] True Life: I'm Sneaky ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î Splinter Cell is all about stealth. To play any other way defeats the game's purpose. So, it's time to arm you with knowledge that'll save you from getting shot in the arse. Fast is Bad îîîîîîîîîîîîî Yes, that's right. Running is bad for you. Forget what your gym teacher says! When you run, you generate a lot of noise. If an enemy here's you, you will hear a low tone from a piano, letting you know of your error. Basically, running will get you nowhere, fast! If you hope to get anywhere without being caught, you need to take it slow by crouching down or walking while upright. To overtake an enemy requires stealth; pounding up stairs or crunching the gravel beneath you is not the way to take care of it. In fact, crouching and going top speed is quieter than a swift jog upright. Surface Tension îîîîîîîîîîîîîîîîî It is always good to know what you're walking on. As you should know, different surfaces produce different sounds. When walking on gravel, one should be conscious of the commotion it makes. Likewise, one should know when walking on wood, which produces a loud thumping sound if you move too quickly. These noises and others will alert enemies if you're not careful. Shadow Man îîîîîîîîîîîî Shadows in this game are more photorealistic than any before it. Thus, you should take advantage of them! Always should Sam be in the shadows; in this line of work there are only three kinds of people: hostages, informants, and corpses. Avoiding the latter will require you to stick to the darkness as much as possible, avoiding the gaze of wary guards and civilians. The Visibility Meter îîîîîîîîîîîîîîîîîîîîîî You might read one of these when checking the whether. In Splinter Cell you will be using one to measure your visibility to hostile forces. The farther right the dial is at, the more visible you are. The farther left the dial is at, the more well-hidden you are. If it is all the way left you're, 'a ghost's shadow.' All the way right, and you're as visible as a blazing inferno. Hiding Bodies îîîîîîîîîîîîîîî What would you do if you were on patrol and you saw a dead comrade? You would probably sound an alarm. That's just what they will do in this game as well. If you kill someone or knock someone out, you had better make sure that you hide the body in an obscure and suitable place. Preferably, in the shadows or behind a door in a vacant room. If a guard on patrol encounters an unconscious comrade, that guard will wake him up (which happens to be the only way an unconscious guard can be revived); if he finds a dead comrade he'll either a) sound and alarm or b) search the area thoroughly. Annoying Dimwit îîîîîîîîîîîîîîîîî Many times you will encounter a stationary guard who is in your way, plain and simple, whom you cannot get around. Like in No One Lives Forever 2, you can interact with objects and use them to cause distractions. For example, in T'Bilis you find a pair of hostiles standing around, and there is no path around them. What do you do? You grab a bottle and throw it somewhere. One guard goes to inspect; while he's doing this you approach the other and grab him. Thus you get by! There are other ways to make distractions as well, such as running for a brief period or shooting your gun, or using something in your inventory. Make the best of what you have. ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î [I.4] Tools o' the Trade ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î Sam has a lot of equipment. This section will show you what he's got (oh shut up you perverts). SC-20K and its Supplements îîîîîîîîîîîîîîîîîîîîîîîîîîîî The SC-20k (pronounced "Ess see twenty thousand") is an extremely useful assault rifle. Lethal force is imminent when using its main functions, such as fire and zoom. It can be modified to shoot automatically or one bullet at a time. It comes with a range of assortments that are tremendously helpful for Sam in the field. These include the Ring Airfoild Projectile, Sticky Camera, Sticky Shocker, Smoke Grenade, and, perhaps the best, the Diversion Camera. ______________________________________________________________________________ Gnaar Mok writes: I just wanted to suggest that it might be interesting to add that the weapon the SC-20K is based on is called the FN F2000, designed and manufactured by FN (Fabrique Nationale, Herstal Belgium), also known for the P90, FAL, and Minimi (used by the US Armed Forces as the M249 SAW). ______________________________________________________________________________ Ring Airfoil Projectile îîîîîîîîîîîîîîîîîîîîîîîîî This circular weapon is designed to incapacitate rather than kill. When someone is struck by this anywhere other than the head, they will become temporarily dazed, letting Sam walkup and knock them out. If this hits the head, the target will be KO'd immediately. Sticky Camera îîîîîîîîîîîîîîî Used mainly for advanced scouting, Sam can shoot this anywhere and where it will and it will stick to. When it lands, Sam get 'inside' the camera and look around from the view of the camera. The sticky camera also has Night Vision or Thermal Vision. It isn't very useful; I used it only twice on my two trips through the game. Sticky Shocker îîîîîîîîîîîîîîîî Basically a ranged stun gun, only a bit more powerful. It will instantly knock someone unconscious. Smoke Grenade îîîîîîîîîîîîîîî Inconveniently, this must be fired with Sam's SC-20K rather than thrown. This is inconvenient because the gun shoots it very fast; it is very difficult to use this on enemies that aren't 50 feet away because it'll just roll to somewhere in which you have no need for it to be. It releases CO2 (carbon dioxide) in large amounts, which takes the place of oxygen in the blood stream; when this blood reaches the brain it incapacitates the person for lack of oxygen. Diversion Camera îîîîîîîîîîîîîîîîîî This is the most valuable and prized possession of all Sam's arsenal. It functions like the sticky camera, except it can "whistle" to nearby enemies, causing them to inspect the disturbance. When they get near the camera, you can release some CO2 gas that knocks them out within a few seconds of inhalation. Use this whenever someone is in your way. SC Pistol îîîîîîîîîîî "SC Pistol"... *S*plinter *C*ell Pistol, perhaps? This is the basic tool of assassins and operatives in the field. Although it is weak and inaccurate, it is useful for disabling lights and for close-ranged combat. Because of its recoil, you should only use this as one bullet at a time. _____________________________________________________________________________ T-Dogx writes: A bit of info about the SC Pistol. It's actually a FN Five Seven pistol made by the same company who made the FN F2000, Fabrique Nationale. You can tell because it has a 20 round clip, same as the FN Five Seven, uses a 5.7 caliber round, made for penetrating armor easily, which is the same as the FN Five Seven.(Also where it gets it's name.) _____________________________________________________________________________ Lock Pick îîîîîîîîîîî Another handy-dandy tool for spys, the lock pick functions to...unlock doors. Bet you didn't know that! Approach a locked door and take out your lock pick. Press "Fire" to use it and bring up a picture of the doors lock mechanism. You must release as many pins as the lock requires. To do this, press W, S, A or D until you see a pin moving; when this happens, repeatedly press that button until you open the pin. Some locks are stronger than others, so the amount of pins required to unlock a door varies. The Training Mission will better go over this for you. Laser Microphone îîîîîîîîîîîîîîîîîî This little honey picks up vibrations off certain surfaces and converts them to audible sounds. Equip it and press "E" to take it out and point it in any direction. When the square turns red, keep it there until the conversation ends. If only Bond had one of these... Camera Jammer îîîîîîîîîîîîîîî The camera jammer emits electromagnetic waves at a camera (more specifically, microwaves), which stalls the cameras motion and blocks its vision. Point this at a camera and press "fire" to have it jam the camera. Note that you must hold the jammer in position for it to continue to jam a camera, and when it runs out of batteries you've got to wait for them to recharge. Optic Cable îîîîîîîîîîîîî The optic cable is slid through the bottom of doors to peek through it and see what's on the other side. Since guards tend to stay away from doors this tool is not very useful. Disposable Pick îîîîîîîîîîîîîîîîî Wouldn't you like to have one of these disposable picks! No brains required! Just stick it in a lock and it'll melt the lock away! Fragmentation Grenade îîîîîîîîîîîîîîîîîîîîîîî Also just "Frag Grenade" for short. Frag grenades deliver lethal explosions in a limited blast radius, and will shatter and destroy almost everything in the area. _.-î-._.-î-._.-î-._.-î-..-î-._.-î-._.-î-._.-î-._ îø._.§îø._.§îø._.§îø._.§ø._.§îø._.§îø._.§îø._.§î Chapter Two: The Walkthrough _.-î-._.-î-._.-î-._.-î-..-î-._.-î-._.-î-._.-î-._ îø._.§îø._.§îø._.§îø._.§ø._.§îø._.§îø._.§îø._.§î Since this guide is very long, and since each level is comprised of a lot of directional text, I will divide the levels into subsections. These subsections will be titled according to the things you must do in the particular section. For example, when you enter the police building at the first level I title it 'Police Precinct.' Use your own judgment and search out the header that best describes the section of the level you are on and need help with. ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ [W.1] T'Bilis Police Precinct ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ The Burning Building îîîîîîîîîîîîîîîîîîîî Notice I am *not* covering the Training missions, as other authors choose to do *cough* worthless filler *cough*. Anyway, you will begin Sam's first field mission (in some time, as he says) on a small lawn. Splinter Cell promptly displays its graphical prowess with some excellent shadowing and dynamic lighting. Finish your gawking (you know you are!) and tread across the lawn to the patio. Jump onto the ladder and take it to the roof, where you'll find a trap door. Lift it, enter and speed through the narrow crawlspace. At the end is a pipe; ascend with it to another section of the roof, and Lambert will radio. It appears the CIA contact is inside the burning building across the street. Use the clothesline to get there, and Grimsdottir will speak up giving you instructions. Follow them, but not too fast, because where she tells you to go will explode. She revises her directions; follow them until you reach a stairwell. When you reach a fiery pit that impedes your progress, simply use the pipe running across the ceiling to get by. Continue from here until you reach the mortally wounded CIA contact. Talk to him, completing the objective and adding another, this of finding Blaustein's black box. Exit the building where Grimsdottir tells you to (it really isn't that difficult ;) to a balcony overlooking the street. Blaustein's Apartment îîîîîîîîîîîîîîîîîîîîî For now there aren't guards you need worry about. So, jump over to the balcony adjacent to the one you are on (make sure you are running when you attempt this). You will then overhear a cell phone conversation between thug and his contact, in a garden area just in front of Blaustein's apartment. When he is finished speaking, he will walk into a dark corner. Do not take him out; shortly, another terrorist will emerge from the apartment.n Hide near the left hand window until that guard emerges; he will engage in conversation with the thug in the corner. Open the windowsill and silently proceed through the ravaged apartment to the bathroom, where a medical kit will be hanging. Take it and use it if necessary, and then head into the lightless back room. There is a painting there; slide it open to find a computer. Use it to complete your objective. The code to the back door will be added to your notes section on your OPSAT. Walking the Streets îîîîîîîîîîîîîîîîîîî Exit the apartment to another balcony. Use the clothesline on the left to reach the next building's roof. Open the trap door there and get down the elevator shaft using the metal cord. This will take you to a basement, and Lambert will reconcile his order not to touch the street. Go forth through the door to the street, where you will find some police officers interrogating a drunk. The intoxicated civilian will pass out presently. ______________________________________________________________________________ By 'The Prodigal Son': I thought you might like to know that there is a way to get past the guards interrogating the drunk without being heard or seen at all. You do this by crouching down and going to the stairwell to the right. Then jump up and grab the ledge behind them (guards). then shimmy right until you get past the corner (I made sure the guard on the balcony wasn't watching) and are facing the bushes...then raise up...crouch and go slow through the bushes...voila! I'm having such a hard time in this game (quite frankly I suck...) but I thought that you might be a little curious and would want to know. ______________________________________________________________________________ ^^That is a good strategy to follow, so I deleted my own. Enter the alleyway to find a patrolling police officer. Wait until he goes to the opposite end of the street before entering the alley. Midway through, hide in the dark doorway bordering the street, and wait for the police officer to return. When he passes you, run up the wooden ramp into a new area. While you're doing this, pay close attention to the building south of the wooden ramp; there's a civilian that likes to play peek-a-boo with the windows, and we don't need any extra attention. As you enter the courtyard, the first thing you should notice is the armed man in the building ahead of you, looking out from one of the windows. When his back is to you, run past the fountain to the dark corner; there you should find a ventilation shaft (???) hidden behind some hedges and bushes. Enter it and you'll arrive at a small vacant office. Use the computer and pick up the mission critical data stick. Before you leave, grab the medkits and ammo. Back at the courtyard, proceed through the newly opened gates (they're opened for a reason, mind you; a guard making his rounds decided to come in from the area prior to the gate and circle the fountain). You will find another troublesome civilian walking the late night street. Let him pass; don't bother grabbing him, for he won't be in your way for long. As he leaves (don't shoot out the lights; it will just draw attention) trail him to the corner. The following road is patrolled by a single officer. Lay low until he heads down the street; when he does, run to the building on the left and find the dark spot; this should conceal you upon the officers return. When the guard passes, proceed on to the end of the street where another thug will pass by. This one you cannot avoid; he will soon stand directly in your way. You need to cause a distraction, and fast. Preferably, shoot out the streetlamp. As he is inspecting it, grab him. Of course, you could just put a slug in his head, but that's not the way we like to do things, is it? The Police Station îîîîîîîîîîîîîîîîîî From here on you will find no more obstacles. You should find the police station; of course, they aren't exactly holding a welcome wagon. Jump onto the dumpster on the left, then on that wall-jump into the precinct. A loading point will commence. If you have the data stick I instructed you to retrieve, then go the door and use the code, which, if I remember correctly, is 5929. Inside you will find a series of cells on either of the walls, and a cop patrolling away from you. He will return; before he does, wall-jump onto a cell, then press and hold SHIFT to do a split jump. Stay in this position until the cop returns; when he walks under you, lower the boom on him. Enter the office. The computer there has a data stick. Exit and go down the narrow, whitewashed halls to the lab. Make sure you are crouching and going slow as you proceed, for there is someone there to interrogate. Grab the overweight lab-rat and do so; he'll squeal like a pig and confess that Madison and Blaustein are in the morgue, adjacent to this lab. Careful; there's a camera in the morgue, (strange, a camera in a morgue. Maybe they were expecting Blaustein to rise from the dead :P) so shoot it out before examining the bodies. Lambert will give you a new objective, which is to find the morgue video archives. The computer that contains this information is on the upper floor. Exit the morgue and head down the hall, up the stairs to find the waiting room. Listen in on the amusing interaction between the corrupt cop and civilian. When the civilian returns to his seat, sneak around the dark outskirts of the room to the door, which is behind the bench that the civilian is on. More stairs; ascend them to the offices. The grunts at their desks won't hear you if you're quiet. Continue to the second door on the right, and then sneak up on the guard in the small room. Knock him out and use the computer to complete your objective. Before exiting, of particular note is a dead prisoner in an interrogation room near here. This confirms Lambert's accusations of the cops being "as crooked a Virginia fence." Make a silent exit, or loud one if you prefer, to the double doors in the waiting room. A car will pull up; mission complete. ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ [W.2] Georgian Embassy ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ The Parking Lot îîîîîîîîîîîîîîîîî After your radio conversation ends, rappel the side of the building and enter the first window you see by jumping into it. ______________________________________________________________________________ T-Dogx writes: On the Georgian Embassy part of your walkthrough, there is another way to go about the beginning. Instead of repelling down, you can look off the roof, and you'll see a balcony on the right of the rappelling pipe. Jump down there, then on left of the door(Which cannot be opened), you'll see a pipe. Jump on the railing, jump onto the pipe, slide down near the bottom, jump off, you should automatically grab the railing of the balcony. Get up, go to the door, open the door to trigger the guard to come into the room. Go back out on the balcany, wait there until the guard has came from the bookshelf and sits down. Grab him, drag him to the open window, and knock'em out. ______________________________________________________________________________ Shortly after you enter the room, a patrolman will enter. Keep to the shadows and wait for him to go among the bookshelves; sneak by him then to the door. The camera should not spot you. Open the door quickly and step into the hall (make sure the guard in the hall is NOT looking in your direction before you emerge; hide behind the door and peak around it to ascertain this critical information). The door you need to enter is conveniently located in the midst of the darkest section of the hall. Inside, and up the stairs, you'll find a medkit. On the lower landings, you will find cameras: take them out with a bullet; don't worry about the noise. At bottom, you will find the parking lot and a security camera. Don't shoot it out. Instead, scan the roof and find a pipe; grab onto it and start clamoring across the lot. Why are you doing this? Well, for some reason ANY movement you make on the concrete will alert the guard on the upper floor (...). Therefore, in order for you to get silently across the lot you must use the pipe. On the other side of the parking facility, another camera awaits. Stick to the shadows on the left and round the corner; Gringko's driver is taking a piss in the corner. Catch him with his zipper down and interrogate him. After, knock him out. Want Some Spit With That? îîîîîîîîîîîîîîîîîîîîîîîîîî Head back up the stairs to the dark hallway. There should only be one guard there now, and he'll have his back to you. Need I say more? After he's taken care of, enter the door on the right. Open the door and DON'T MOVE! Stand in the doorway and look up to find a smartly placed camera. Knock it off and continue to the outside balcony. Use the drainpipe to shimmy over to the open window. You will land in a kitchen. Wait a bit and a guard will come in; listen (and watch) their humorous conversation. After, approach the cook nearest the door; put an elbow in him then QUICKLY take out the other cook. They would have set off an alarm, a big no-no, whose switch is right next to the door. Hide their bodies in the freezer; leave the lights off (*NOT* the kitchen light, *just* the freezer light). ______________________________________________________________________________ By Marcos Previtali aka Abrojo: On the cooks you mentioned that you kill them, since you almost never kill anyone, I just wanted to mention that you can go through the door without them noticing it (since I tried to kill them at first and couldn't avoid the second cook from triggering the alarm). ______________________________________________________________________________ ______________________________________________________________________________ Chris Matei presents his alternate strategy: On a cabinet fairly close to you, there are some bottles. Quietly grab a bottle and toss it into the freezer room. The cooks will run and see what caused the noise. As they go to check it out, crouch and move quickly across the room. You might want to use the table as cover, just in case. I never waited around to find out, but I assume the cooks will come back once they investigate, so open the door fast, and get outta there! ______________________________________________________________________________ Once you reach the cafeteria via any of the aforementioned strategies, swiftly get behind the serving table on the right. This is because a guard will come in and turn on the lights and the area behind the serving table is the only place where you may remain concealed. As the troublesome sentinel leaves, slowly make your way out the opened door. Wait for a guard to pass the doorway on his way towards the right, then dash outside and to the space on the left, which is completely dark. Hop up over the rail, and then silently drop to the next level. Do the same here until you reach the bottom. The Retinal Scanner îîîîîîîîîîîîîîîîîîîîî From the bottom, grab the guy near the computer and hide his body. Use the computer to trigger a radio from Lambert. A Colonel is on his way down to the computer you're at; hide in the darkness until he arrives. Grab him from his seat and drag him to the retinal scanner. Force him to use it, thus not only opening the door but deactivating the laser grid in the courtyard. Spiffy. Shoot out the camera and head through the doors. _____________________________________________________________________________ IMPORTANT! Note that you may experience an alarm upon touching the door to the courtyard; this is because you didn't hide a body well enough. It doesn't even matter if no one in the whole level is conscious; the game runs an automatic sweep at this point to determine how well you've hidden your victims, and if they are not in a place where the visibility is near zero, the alarm will automatically sound. I'm only writing this because I don't want to answer your email regarding it. _____________________________________________________________________________ The Courtyard îîîîîîîîîîîîî At this point, a cutscene will show some guys in an ascending elevator. Equip the microphone, then press 'E' to activate it. Approach the elevator and point the mic at the two men conversing inside the elevator. Get closer to them until the square turns red. Hold it there until Lambert radios you informing of your success. ______________________________________________________________________________ DO NOT EMAIL ME REGARDING THIS! I CANNOT HELP ! I wrote the ONLY way I know how to do it; if it doesn't work for you, I'm sorry but I CAN'T help! ANY EMAIL REGARDING THIS WILL BE PROMPTLY DELETED! îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî Nikoladze's Private Office îîîîîîîîîîîîîîîîîîîîîîîîîî After you finish tapping the talk, get hidden because four thugs will emerge from the main building and start patrol. You don't need to take out any of them; instead, get across the walkway to the lattice under some large bay windows. Notice one of them is open. Climb the lattice into the open window. The game will now load. ______________________________________________________________________________ Regarding the guards that emerge from the main building after you tap the conversation, Justin R Bailey writes: I tried several ways to get past this part. The most effective technique for me was to immediately duck to the right of the elevator. There isn't any cover, but just crouch about 3 feet to the right of the doors, where its dark. One guard walks out to the far end, and one will walk right by you, look real gay and then walk away. You are so much closer to the elevator this way, and its faster. _______________________________________________________________________________ After the autosave, cutscene will draw your attention to the elevator, which is slowly descending to this level. Hide in the dark closet next to it and wait until two military guards leave the elevator. When they pass your hiding spot, run into the elevator they just left, thus avoiding confrontation. Take it up as far as it will. When you get off it will magically be daytime, evidenced by the light shining through the windows (what the hell...? SOMEBODY screwed up big time over at Ubi). Take out the camera near the soda machine, and then head to the door opposite the camera. You need a guard to open the glass door, which you don't have the code for [and never will]. ______________________________________________________________________________ By Christian Zuercher There is a better way to get past the glass security doors. Rather than waiting for a guard and shooting him to get through (or if you tried this and the door shut automatically), you can pick the lock on the door next to the elevator. Go in, stand on the table with the computer and lift yourself into the air duct in the ceiling. The air ducts take you past the security doors. ______________________________________________________________________________ Once you breach the hallway, enter the first door on the left. Climb the prongs to a trap door to the roof. The only way to get into Nikoladze's office is by rappelling the side of the building and smashing through his office glass. Unfortunately, a guard inhabits the room, so you're going to have to be quick with this. You should probably put a bullet in his head while you're outside, but if for some reason you don't want to kill him things may get messy. On his body is a frag grenade, which will prove to be invaluable for the upcoming events. Use Nikoladze's computer and Lambert will radio in. After, you'll intercept communications between Grinko and his grunts, about to blow open the door and turn Sam into Swiss cheese. ______________________________________________________________________________ By Tom Lowe: Congratulations on making a great walkthrough. Niceties over with: In Nikoladze's office, you say that you need to kill the guards that go in to attack you. There is a much more straightforward way to get through this: hang from the window through which you entered. Just hang until the guards go. Well that's my addition to the gaming world over and done with, goodbye. ______________________________________________________________________________ There is no longer a need for stealth; only speed. Run out of the office and down the stairs through the door on the left. You'll intercept communications intended for the guards; you now know they are fast approaching. Get down the stairs to a sub-roof. There is an elevator shaft in the corner; run to it and jump onto the pipe attached to one of its walls. Slide down to the parking lot, where an extraction team will be waiting. ______________________________________________________________________________ KH writes: Excellent walkthrough for Splinter Cell. There is an alternate way of descending the elevator shaft at the end of the Georgian Embassy mission. Instead of sliding down the pipe, you can carefully walk off of the edge and grab on. Press down and you will grab onto the ledge below, completing the same type of maneuver that Jet Li performs in "Cradle 2 the Grave". Continue until you reach the bottom of the shaft. ______________________________________________________________________________ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ [W.3] Azerbaijan Oil Rig ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ The Pipes îîîîîîîîî I dislike this level. One of the reasons I dislike it is because it's far too small and short for an oil rig; the other is that stealth is not employed here at all, except for a few short sections. But, my opinions aside, let's get to it. You'll start out about a mile from the actual rig, on a complex of pipes extending across the water (which unfortunately isn't pixel shaded...). After the briefing from Lambert, climb up the ladder and follow the pipes until you are blocked by barbed wire. Get around it by climbing onto the pipe stretching over it. The next barrier will be a large block, and I'm uncertain as to what it does. No matter, simply shimmy around the side of it. A radio interception will reveal that a guard is "proceeding to blow the bridge." You don't have to hurry, he will blow it up no matter what and it doesn't matter what position you're in, because it only blows you when you are not on it. Grab hold of the rope and slide across it, at which point you'll view the explosion. It appears that blowing the bridge worked against the guard; upon further exploration, you will discover a severed oil pipe that may be used for infiltration. Thankfully, you won't have to crawl all the way through it, because a loading point will intervene after a short crawl. Trailing the Technician (stealth) îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî Climb up the ladder and open the trap door. If you haven't already noticed, it isn't completely dark out yet, so you're still a bit visible. You cannot meet the technician or his bodyguards yet, so be quiet as you execute the following directions. Climb either of the ladders to a catwalk above. At a right angle on one end of the catwalk, a pipe can be found expanding over the catwalk the technician is walking on. Use that pipe, but don't drop from it until the technician's entourage is well away from you. There should be a leftover guard standing below; you can either drop on him or put a bullet in him; I'll leave that up to you. Quietly pursue the aforementioned personage. Midway in your tracking you will learn of American air strikes being taken out on the rig, and ground forces being deployed, although you will never actually see any. Up the flight of metal stairs, proceed through the intersection at the left, killing the commando. Round the two corners (watch out for stray mercenaries), and listen for a conversation between the technician and his escorts. Don't get near them; stay on the outside of where they are, because the WILL come back towards you. Wait for them to pass, follow them to the now-locked door they passed into. Lambert will revise his orders; you now need to get the technicians brief case using "any force necessary." Trailing the Technician (force) îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî Since the door is locked, go around. A fire will ignite, and the sprinklers won't work; roll through the fire and grab onto the pipe on the ceiling that heads into an office where the technician went. You will find one of his bodyguards destroying his equipment. Quietly sneak by him to the room on the right, which you'll have to pick to get through. Inside the anteroom, take notice of the freak on the poster. Now that's one creepy German girl if I ever saw one. Continue to follow your elusive prey. At one point you should be able to catch up with him, who will be running back towards the boat he arrived here with (only to discover it in a million pieces). Grab him and interrogate him about 'The Ark' or straight out shove some cordite into the guys head. Doesn't matter. Pick up the briefcase and the mission will conclude. ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ [W.4] CIA Headquarters ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ Infiltration îîîîîîîîîîîî It turns out that there is a mole within the CIA. Therefore, Lambert is sending Sam in to give the agency an enema (hehe). You're not allowed to kill anybody, which is understandable since nobody there is truly our enemy, except perhaps the mole. Anyway, proceed to the other side of the street to the gated machine. Climb over the fence where the barbed wire is missing and hop on top of the generator. Hurry, you only have so much time before the generator restarts and your way in is blocked off. Jump onto the flat step on which a light is attached, then jump to the left hand vents. One the vents are openable. Slide it open and proceed inside. If you miss the time limit, supposedly there is an alternate way in. ______________________________________________________________________________ By Sean Caughran You mentioned that there was an alternate entrance to the CIA building, but that you had not encountered it on your playthroughs. To the right of the barbed wire fenced in area that leads to the fan room there is a vertical pipe leading up the wall to a small ledge with one of the ventilation fan covers removed. If you proceed through the open duct you will see a trapdoor, and will enter the lobby of the building. This was actually how I got in the first time, as if you proceed straight, rather than right, you will see it first. It is approximately even with the tail end of the van parked in front of the building. ______________________________________________________________________________ The Elevator îîîîîîîîîîîî Inside the building you will find a maintenance man walking back and forth. He has no weapon; you can give him a good bruisin' that he'll be feeling in the morning, or you can stick to the shadows and bypass him. I chose the latter over the former, if you care to know. You will come across a camera as you progress through the tunnel. It isn't hard to bypass, but it will take some speed and timing. Once you reach the stairwell do not be quick to ascend it, because atop a CIA operative should be, watching the stairs. Wait until his back is turned, and then...you know what to do. Down the next set of stairs, you will find a man in a suit, an employee about to talk to the front desk. Cut him off with a good smack in the back of the neck. Afterward, enter the door the suit would have gone through (or maybe he did, but this is depending on when you found him). You should arrive at a small office; the computer contains a data stick, and out the door you will arrive in the lobby near some metal detectors. Sneak through them to a large, spacious anteroom. A man in the center is talking with someone on his cell phone. Once he finishes talking, he'll walk to the elevator and disappear. Take out the guard near the elevator; you should do this by grabbing the soda can on the bench near him, and then throwing the can away from him for a distraction. Enter the elevator and descend to the CIA's most active levels. Retrieving the SC-20K îîîîîîîîîîîîîîîîîîîîî As you wander down the hall, an office boy should emerge from a room in front of you. He will walk into another, adjacent room on the left. Enter the room he originally emerged from to find a laptop; within its hard drive is the code to the central server room (what a safe place to put it, LOL). Return to the hall and view the sign; head to the way of "Security Section A," which is to the left. There may be two people patrolling the halls; one is a guard and the other a maintenance man, but don't worry; the halls are dark enough for them to pass by not noticing you. The security office houses a guard talking to somebody through glass. Listen in, and then take out that guard; he will be a pain in the ass later if you don't take him out now. Revisit the sign with various directions on it. This time take the route marked "Server Room." Watch out for any patrolling CIA lackeys and proceed to find a well-lit room, with a guard pacing about. Grab him and knock him out, because he overlooks the server room and he will catch you when you enter it (or maybe not...this is just a precaution). If there is a computer in here, use it, (I can't remember exactly) and I believe the man had a satchel on him. Forgive my forgetfulness, for I typed this up at 10:41 PM, if that's any excuse. Enter the room across. You SHOULD have the code for the door; check your notes (if you don't have it, the code is 7687). Quickly crouch down and move behind the cart on the left. Wait for a computer programmer to approach you, then disappear in front of the cart. Silently make your way to where he was standing, near some large servers. Stay there until he approaches you; at that point, you can safely make a break for the door. Grab the medkit, and then use the computer near the door to get the code for it (how convenient). Inside, you will find a storage room with a bunch of shelves. It is possible here to execute a split jump, just so you know (I just realized this as I was typing :P). Both men here are unarmed, but there is an alarm. It is best just to stand in front of the alarm and knock off the guys who try to trip it. Up the stairs next to the alarm you will find your SC-20K (I cannot believe that didn't show up on my spellchecker). The Server Room îîîîîîîîîîîîîîî Leave the room to another dimly lit hall (I never realized how dark it was in the CIA; you should all forgive them for 9/11: how can anyone work under such conditions!). There is another CIA lackey chatting on his cell phone in the lounge around the corner. Ignore him and slip by unnoticed. Continue down the hall to find a bright entrance, which is the entrance to the server room. There is, however, a problem: the entrance is THAT bright. There are a pair of sentries patrolling the area and they will see you if you get too close to it. The more problematic of the two is the one near the cubicles; the other will stroll down the hall away from Fisher, while the one near the cubicles will always have his eyes on you-know-where. There are two ways to deal with him: we can use a Ring Airfoil Projectile, or we can sneak up behind and grab him. I prefer the former; it's quieter, cleaner, and even if the ring doesn't knock the guy out, it WILL put him in a daze for a few seconds, during which you can put Sam's elbow in his face. After you've taken care of the aforementioned guard, head into the server room. Locked are both doors, but if you found the code, (2019) take the door on the right. This will lead to a sub-division of the server room, which is dark and vacant. Climb down the stairs slowly, for some bimbo will waltz in from the opposite room like he owns the joint. Bop him over the head, and then sneak into the server room itself to find a worker crouched and repairing something. I presume you know how to handle this. After, use the supercomputer with the ten zillion gigahertz to complete the objective. Your Very First Turret îîîîîîîîîîîîîîîîîîîîîî The mole is a guy named Tom Dougherty. We need to get to Dougherty's computer to find concrete evidence before we apprehend the traitor. So, exit to the hall before the server room. Sneak by the patrolling guard to a pair of metal detectors, which happen to be placed in succession with one another, blocking your progress, for you cannot pass through them without setting off an alarm. However, notice the guard at his post; the window he looks out from looks just big enough to climb through. Knock out the guard with a Ring Airfoil Projectile, or use some sort of distraction. ______________________________________________________________________________ akluis writes: CIA building - at the metal detectors. In the hallway on the way there (between the bathrooms) are some cans. I find it quite easy to hide just outside of the window, toss a can, reposition myself in the shadows on the other side of the window, then punch the guard. Alternatively, I have tossed the can, crawled in the window and shut off the lights. The guard eventually wanders in and you can punch him as he is about to turn on the lights to his little office. The foyer past the metal detectors is filled with locked doors and a pair of cameras. The camera's are easy enough to get by, but remember to move only when they are looking the other way. In addition, you're going to have to get by them swiftly for a guard is fast approaching your position from the stairs. The hallway you're to enter is vacant except for a copy room with some ignorant and annoying office boy. Wait until his back is to you before advancing further, for the fool will alert the guard in the foyer if he sees you. ______________________________________________________________________________ akluis again: Just past the metal detectors: Shoot the lights. You have just got the SC-20K and 60 rounds of ammo, yet you aren't supposed to shoot anyone, so it's a great time to practice the scope-hold breath trick and it is extremely easy to deal with the incoming guard with the lights off. ______________________________________________________________________________ Down the stairs across from the copy room is an armored camera and a locked door. You have the code in your "Notes" section of your OPSAT; apparently, either Grimsdottir or Lambert transmitted it to you without bothering to inform you. Quickly punch in the code as the camera points in another direction. ______________________________________________________________________________ AsherD writes: In the CIA headquarters, when going towards the door at the bottom of the stairs with the keypad and camera, I always go caught typing in the code. So I figured "What the hell, might as well shoot out the light." Anyway, if you shoot out the single light, nobody will hear you and the camera won't see you. Just thought I'd let you know in case anybody's been whining about it. ______________________________________________________________________________ Through the door, you'll overhear a random CIA officer complaining to somebody over his cell phone. Since he used so many fragments, I couldn't tell what the hell he was talking about. Anyway, when he finishes, he'll approach the soda machine; cut him off, if you know what I mean. Enter the adjacent firing range to find LIVE turret. Fortunately, pointed in your direction it isn't. Hmm, I'm starting to sound like Yoda. Grab the data stick from the computer to gain valuable information regarding turrets, for reference in later missions. Pick the lock on the door and proceed to the elevator; take it down to the final section of the CIA Headquarters. Evidence of Corruption îîîîîîîîîîîîîîîîîîîîîî Enter the Media Room. It's very dark, like the rest of the building. Sneak around behind the computer terminals to avoid the two guards. In the next room, Tom Dougherty will leave his office; do not follow him. Instead, get inside his office and use the computer there to complete the objective. Afterwards, leave his office and break into the one next to it, office 509. The computers inside contain data sticks. Leave to the main hallway. Notice there is a camera overlooking a guard, who happens to be seated on a chair and doesn't look to be moving any time soon. Attempting to sneak by these two wouldn't be the smartest of ideas. Thus, enter the door on the left where a briefing is taking place. It's a rather dark room, so you may easily sneak to the door. Outside, you'll find Dougherty in the middle of the hall; shadow him to the door. Let him open and close it. What's that? You do not have the code for the door. Well then, go and get it in from the computer in the room next to the door. Bag him & Gag him îîîîîîîîîîîîîîîîî You should find Dougherty outside. Knock him over, and then shoot out the lights here. Pick up Dougherty and walk him out to the roof, where a CIA officer is patrolling. Put Tom down while you take care of the officer (unless you want to try and get around him, which is quite a difficult thing to do because Dougherty weighs a ton). Take Dougherty over to the door opposite of where you stand. Lambert will radio in, giving you another objective. Lug the body through the next door to a lower level, where some generators are making a whole bunch of racket. There are two people here; one is maintenance and the other a CIA patrolman. You have to take out both, if you want to get across the room heaving the crooked bureaucrat on Sam's shoulder. Stand on top of any of the generators and, when your victims get close enough, drop down and knock them out. Drop Dougherty and leave him inside near the generators while you take care of all the guards outside. Once you make it outside, you will discover another CIA officer keeping watch. This one is a bit more difficult than the last, because and it's raining; consequently, you make a lot more noise when walking. He will pace back and forth, near the stair and away from it. Your best bet would be to use your last Ring Airfoil Projectile (last that is, if you've been following the walkthrough). This will momentarily stun him, so make the best of the opportunity and hit him upside the head with Sam's fist. Before we can advance any further with the body, we need to take out one more guard, this one patrolling up and down the stairs and near a pair of dumpsters. It is extremely difficult to trail this guy down the stairs; I recommend you hop over the rail and drop into the dumpster when the guard is too far away to hear. Make sure the dumpster you drop into is the one closest to the stairs; the other is too well lit. Once you're on ground level, hide beneath the landing until the officer comes back down, at which point he should be all too easy to take out. The "CIA security dick" talking up your extraction team is just ahead. Listen to their conversation if you want, then commence to disarming the official to satisfy Lambert. Now, all you have left to do is head back up to Dougherty and drag his body to the truck. Lay the body down near the truck's rear to initiate the 'mission complete' sequence. ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ [W.5] Kalinatek Building ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ Parking Complex îîîîîîîîîîîîîîî You start out in a parking complex adjacent to the Kalinatek building. You will encounter five Russian mafiascos. Talk to the guy behind the gate, and then hide behind the car in front of the white van. Two thugs will surface from the depths of the building; stay behind the car because there are no shadows here to conceal you. A guard will approach your hiding place; he will then turn his back to you. That's your chance to grab him, so do so. The best course of action here would be to alert your presence to the other mafiasco, while holding hostage the one in Sam's hands. Your human shield should discourage any violence, but you're going to have to take the other out, so take out your pistol and start a shooting (the human shield should deter most of the returning fire). Bop the guy you're holding over the head once you're done with him (if he's still alive by then). Grab the medical kit in the small office, and then proceed up the stairs. Four members of the Russian Mafia await; two are standing behind the van, one in front of the van who should be visible, and another patrolling off in the distance. Quietly dispose of the one in front of the van. Pick up a bottle near the tire, then throw it in any direction to get one of the two (currently conversing) guards on the other side of the van to inspect. While one of them is doing that, grab the other. The guard who's off chasing shadows should be easy to take off now, or you can simply ignore him. There is an open window near the van; get through it using the crates and jump onto the crate that is hanging outside (this can be tricky; crouching while jumping is something Sam is not accustomed to-this may take a few tries). Glass Walls and Metal Detectors îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî Use the overhanging rope to get across the dreadfully deep gap. From the scaffolding, jump onto the roof. You will find that you can rappel down the side of the wall, thus breaking the fall. Don't alert the two guards talking inside by attempting to shoot the glass (to gain entry); you can't get into there yet anyway. Traverse the glass roofing to the square room on the left, connecting the Kalinatek building to the parking complex. Break the glass ceiling with a bullet to get on the inside. Once you drop to the floor, run and hide behind a corner, because as you land a thug will emerge from the Kalinatek building entrance. You cannot safely bypass this one; he has a code you must have unless you want to set off an alarm. Knock him out and get the satchel containing the data stick. Enter the building from the glass doors. Avoid the metal detectors by going through the room on the right, which is accessible only by using the code that may be found on the guard outside. The next door will reveal a dark server room with shattered glass all over the floor. So, crouch and move slowly towards the ventilation shaft in the corner. Hop into it and move across the passage to the other end. After intercepting a brief set of orders from some Russian scum, a cutscene will show the brutes executing technicians. Hurry and turn off the lights in here, because a guard is soon to enter. When he notices the lights off, the first thing he'll do is make for the switch. Cut him off. Disarming the Bomb îîîîîîîîîîîîîîîîîî Get into the main hallway. Turn off the lights from the switch, then grab a soda can from one of the various plundered offices. Watch out for the wall mine, though (you should hear it beeping as you near it). Throw the can to attract some attention. Grab the guard and do with him what you see fit, for there is one more stationary sentry around the corner. When both are 'taken care of' get on the elevator and take it down. When you get out of the elevator shaft, you will hear the noise that indicates that you're caught. But, you're actually not; the Russians are just destroying some computer equipment in the next room. But they will come here after they're done, so find a shadow and stick to it, since when they enter they'll also turn on the lights. One of the terrorists will stand near the corner, the other in front of a soda machine. Take out the one on the corner, or use him as a shield as you kill the one near the soda machine. Proceed down the hall to a room where a pair of technicians are cowering in a corner. Look, but don't touch, because they aren't cowering in fear for no reason: a pair of wall mines is in front of them. Return to the previous room with the fire; hide in the shadows near the circular pillar, and wait for two Russians to pass by. They will enter the hostage room and stand in front of the doorway. How inconvenient! Take one of them hostage, shoot the other. Alternatively, if you have a grenade or any other ranged device, use it. Once you're done taking care of the guards, SLOWLY approach the wall mines; crouch and go as slow as possible. When you're within in reaching distance of one of the bombs, enter the command "Disable Wall Mine" when the mines' light is *GREEN*. If you press "Disable Wall Mine" while the mines' light is red, it will explode. Disable the other mine in similar fashion. Talk to the frightened hostages to learn that the Russians have planted a much larger bomb; they will give you the code for the Archives room, which is where it is planted. A timer will now start ticking, so run down the hall past the circular pillar. It is a linear path from here, but you'll find quite a few Wall Mines; don't try to disable each one; just run past them and ROLL to avoid the blast. When you reach the mission critical bomb, disable it. No trick to it. The Auditorium îîîîîîîîîîîîîî Lambert and Grimsdottir now will give you a new objective, which is to turn on the back-up power using the generator behind the auditorium. The auditorium is right across from Archives. Sneak in there, and then disable the guy up in the box seats. You MUST knock him out here because of what we're going to do. Hide his body in the darkness near the Archives room. When you're finished, take the leftmost stairs down to ground level (the rightmost has a guard on it). Crouch and make your way behind the stage on the *right* side. No one will see you. In this position, you're not on the correct side to use the stairs, but this creates a unique advantage. Hang over the edge; a cutscene will commence, indicating that you were spotted while heading to back stage area (this is unavoidable). Climb back up, and the guys that are running up the stairs will not see you. From your position, stand upright, then RUN off the ledge and touch down near or on the stairs. Either way; just make sure you make noise doing it. This should alert the wary guard remaining inside the generator room to come and inspect. Before he reaches your position, however, run inside and slide behind the generator using the narrow space by the wall. You will become virtually invisible, and the guard will pass by. Right when he passes, leave your narrow hiding spot and dash quietly to the other side of the generator. Quickly flip the switch (DO NOT TAKE ANYTHING OFF THE DESK; doing so will alert the guards when they return) and the guards will begin to return to their posts. Hide behind the pillar blanketed in darkness. They should not see you if you press Sam's back to the generator. When they're all back in their original positions, you may exit the room safely. Pretty good strategy, is it not? This way you allows you to avoid all conflict. Opening the Fire Door îîîîîîîîîîîîîîîîîîîîî Return to the auditorium and run back up to the box seat where you [should have] taken out the guard. There is now another one in his place; this one will walk back and forth. You *must* knock this one out, for he has a code that is required to advance the mission. Get it from his satchel, then use the code on the door near the box seats. Make your way up the stairs on the right to a lounge. Grab the can off the table, and make your way across the catwalk to the dark corner. Make sure the terrorists have their backs turned and aren't idly looking around while you do his (they do that sometimes). Advance to the following dark corner. From here, throw the can down the hall bordering the room with the two terrorists, and slap Sam's back against the corner wall. One of the terrorists will inspect the noise; first, he will look at the can's landing spot, and then he'll walk towards you, examining the area he thinks is the source of the can. He SHOULD walk right by the corner if you have Sam's back is pressed tightly against the wall. When he passes, silently trot down the hall, and pride yourself on the aversion of what could have been a nasty and un-stealth-like situation. In the infirmary, you will find a pair of medkits hanging on the wall. Grab them and wait for an outside sentry to come near. You should hear his footsteps. He will walk to the doorstep of the infirmary, and then walk back, continuing his repetitious patrol. As he walks away, grab him; I don't need to say what to do with him, except to hide his body (preferably in the infirmary, since nobody will enter there). As you continue to advance through the corridor, notice the terrorist inside the glass room operating a laptop. That laptop controls the fire door that currently impedes your progress. Take out the guard and use the computer. The Search for Ivan îîîîîîîîîîîîîîîîîîî Proceed through the opened fire door to a stairwell. Initially, the room behind the door at the top of the landing will be dark; but a pair of guards will enter and turn on the lights. Thus, as soon as you enter the room, break towards the corner, right of the door, which will remain shadowy even with the lights on. After the guards finish their talk, one of them will make for the "little boys room" and the other will start his patrol. Wait and watch as the guard circles the bar. He will stop inside of it and be still with his back turned against you; that is your chance to either get past him, or (the safer method) take him out. After your dealings with him, enter the men's restroom and find the other guard taking a piss. Grab him, knock him out, then climb into the ventilation shaft. You will find Ivan in the ladies restroom, where he attempted to hide (look closely for a hidden metaphor regarding Ivan...). He was caught and is being interrogated by a terrorist. Soon, the terrorist will give Ivan a classic countdown to his death. What I did was, right when as the thug said "one" I put a bullet in the back of his head. Nice and ironic, just the way I like it. Talk to Ivan, and after a brief disagreement, he gives Sam the encryption key. Dramatic Exit îîîîîîîîîîîîî Exit the restroom to the hall, which you'll find is vacant. Enter the lift and ride it to the top floor. Lambert warned you that "you'll have to do some cleaning" to get to extraction, and let me say he doesn't joke about that. The floor is flooded with hostile Russians. Get off the elevator and blast the lights around you. Some of the slime plaguing the building is at the other end of the room, but they will neither see nor hear you destroying the lights. Quietly sneak over to the left hand side of the room, after listening to the sadistic conversation of the guards. Climb onto the plywood and jump over the wall. Make sure you land silently, lest they hear you. Another way to handle the situation is to get above the terrorists by climbing onto the stacked plywood, and then you can throw a well-timed grenade into the middle of the circle the terrorists form. You can do that IF you have a frag grenade (I got one in my first time through the game, but not on my second time) but it is not necessary. In the next section of the level, you'll find some stacked plywood and scaffoldings. Shoot out the lights before going further, because a pair of guards will patrol the vicinity once you set foot in the area. With the lights out, you will be better able to hide when they appear. Although, when they do arrive, one of them will utter, "What was that?" or something similar and return to whence he came. It might be some kind of bug, since nothing happened, but I am not sure. Well, that is one less guard to worry about! The other will return as well after a short while, but cut him off; it is best to deal with hostiles one at a time in one room at a time. Grab the ammo and supplies off the stack of wood; proceed into the room where the guard thought he heard something. Grab him from behind and knock him over the head. The next area will be quite difficult; no matter WHAT you do or HOW you do it, there are three thugs that will start shooting at you WHETHER OR NOT they see you. Meaning, it does not matter if you are behind a wall or in complete darkness, they will start shooting at you. This is very annoying, especially since this is supposed to be a game where you don't have to kill anyone (although, in a later mission, you'll be _required_ to kill someone anyway...). So, use cover and shoot back. Conclude the firefight with a bang (haha), or with the silent whiz of a snipers bullet. Climb the ladder to reach a room with a medkit, then continue to the next mandatory gun fight. You should have many frag grenades by now; use some of them to clean out the place. Once morbid silence overcomes the loud thumping of gunpowder, head up to the left side of the room to the only door. You can continue to follow the linear path until you come to the second to final part of the level that will require strategy. This is where you find the trio of guards talking about "hoarding cigarettes." In the room before the hall, grab the ammunition off the stack of wood and DO NOT shoot out the light. Enter the hall and make a right to another room with stacks of wood and a medkit hanging near the doorway. Shoot out both lights in here, and then stick near the doorway and wait for a guard to enter on his patrol. Of course, he'll be alerted, but in here it is pitch black so grab him and knock him unconscious. Since another Russian might enter the room, hide the body. In the next room bordering the hallway, go to the doorway, where another Russian has his back to you. Waste him and head into the dark, unfinished section of the level. No construction is taking place, and it appears the Russians are discouraging any such action with the pair of wall mines covertly placed around the area. There is one patrolman here on other end of the room; when he nears the wallmine, which is placed on a pillar near the doorway, snipe the wall mine. This'll take care of the guard with a pleasant explosion. In the next room, you'll find a box of ammo you cannot pick up. It is a bug, and I think they fixed it on the patched version, but I'm not sure. Continue to the last sector of the roof. Try not to make too much of a clamor as you head up the stairs. At the landing, shoot out the lights near the pipes. This will attract attention. Hide in the dark until the guard comes, and then take him out. Head out onto the catwalk. There is sentry who will periodically near some barrels next to his comrade. When both are together near the barrels, shoot the barrels a few times and enjoy the light show :) Climb down the ladder and a cutscene will show Sam's friend (ARGH I cannot remember his name...Vincent? Louis? Bleh) mortally shot. Go on out up the scaffoldings and slaughter the terrorists in revenge. Your helicopter waits on the roof. ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ [W.6] Chinese Embassy ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ Walking the Streets îîîîîîîîîîîîîîîîîîî You will begin this level in a briefing with Lambert. Talk to the hotty facing you (oh yes, we DEFINITLEY do not mind working with a woman, do we Sam?). Once your ordeals with the woman are over, head into the alley and wall-jump over the barrier. The first Chinese militant you will encounter is blocking your progress with his back turned. You can grab any of the various bottles and throw them in an inconspicuous area, or you can handle him my way by walking up to him and hitting him with Sam's elbow. Drag the body into the shadows before you attempt to get around the other Chinese guard, who is patrolling up and down the street. He is a cinch to avoid; run along the right side of the street, behind the carts and other such junk. tba When you come to a shack with a burning barrel inside of it, climb up the ladder in the corner. The slummy-ness of these houses and tenements is distinct for this part of China. Make your way to a series of scaffoldings; at the end of which there is a rope, which stretches at a downward angle across the street. Grab hold of it and glide to a landing near a window. It is bright there; consider shooting out the light. The noise should not be heard in the street below, but you never can know for sure. Shimmy across the side of the landing to a ladder. Slide down to street level and immediately hide behind the dumpster. A guard [probably] will come near your place of concealment; I would recommend you to let him go, because he is not a problem we need concern ourselves with as we aren't heading in that direction. Pick up the bottle, which should be lying around somewhere near the dumpster; as the guard moves away from the dumpster, dash behind the rear of the car in the street. Although most of the area behind the car is well lit, the spot _directly_ behind the exhaust pipe should mask Sam completely (albeit illogically, since it is bright there). From here, you should catch view of a guard patrolling the area *in front* of the vehicle. When he comes near you, throw the bottle towards the dumpster. This will distract him long enough for you to slip across the bright street. The Sewers îîîîîîîîîî Scurry across the street, out of the sight of the complacent Chinese military. At the T-intersection, a pair of the armed communists will walk down the street, flanking the middle like a pair of parallel rays. Let them pass, and then you can cross the street to a manhole with steam coming up from it. Shoot out the light next to it so you won't draw attention when you enter. In the sewers you will find some Chinese soldiers sloshing around in the dirty water. Trail them down the dark tunnels, but never get too close to them because on occasion one of them will turn and head back for a few paces as if to see if he is being followed. On your way following them you may find ladders heading up to the street, but their grates are all closed. You need to find one that's open. The soldiers will eventually cease their wandering at a brightly lit right angle. Here you are going to have to pull each one away individually and 'put their lights out.' You could also draw one away with a diversion camera, and then take out the rest with a smoke grenade. Once you devise a way to get by the troublesome guards, you will find a ladder leading up to the street. Take it up to find a small alley watched by a pair of guards. One has his back against the sewer entrance. Another guard is further down the alley, but he is steadily approaching on his never-ending patrol. Make haste and climb up the scaffoldings. Ascend using them to a vacant building. Use the pipe inside to get to the roof, where the CIA informant awaits. Approaching the Embassy îîîîîîîîîîîîîîîîîîîîîîî On the roof with the CIA informant, go over to the smokestack and use it to rappel the building's wall. The game will load. When you land, yet another back alley will greet you. Continue from here to round the corner and find a guard patrolling the pitch-blackness. Let him go by, ignorant of Sam's presence and malicious intentions. Run across the street to the scaffoldings. Climb the ladder to the landing of one scaffolding, then jump onto the ladder attached to the brick wall to get in a vacant building. This may be difficult, getting from the ladder to the wooden platform next to it. Nevertheless all you must do is, at the top of the ladder, jump while holding D. Make your way through the vacant building to its balcony where you will find a guard. You really didn't think you'd get it that easy, did you? There are a few bottles inside; grab one and smash it to lure the guard from his post. While he is away, run to the balcony and jump onto the above rope. Use it to get across the street without being seen. At the end of the rope, you should drop down onto the awning of some kind of shop. Climb down from it and run into the alleyway on the left side of the street to get a radio from Lambert. A Chinese militant will patrol the catwalk overlooking the alley; let him climb down the ladder at the catwalks end and let him walk into you. I am assuming you're not afraid to use a gun...? You should see the truck pass by. Stick to the inviting shadows on the right side of the street until you come to where the road makes a 90 degree angle. You must cross; if you have your night vision goggles on, turn them off to see the narrow shadow running from one corner of the street to the other. Use that shadow to get across unseen. Inside the Compound Surrounding the Embassy îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî Enter the open gate and wait out behind the guardhouse for the conversation between the guard and driver to end. Note that some people (such as myself) might experience a mission failed sequence after the conversation ends; if this happens, just knock out the guard in the office and the truck will enter the compound. I don't know if it is a bug or not, and it probably won't happen to you (it didn't with my brother), but if it does happen make sure you READ THIS FIRST before emailing me. If you have happened to knock out the guard in the tollbooth, you should have received a datastick with some invaluable information. It seems there is a guard dog patrolling the grounds with his master, and the dog will sniff out your scent straight to your position if you go anywhere near it (which is quite a problem since there is no way around it). According to the datastick however, you can elude the troublesome mongrel's nose by jumping into water, which happens to be directly past where the guard dog patrols. So, make sure you don't alert the human (although, you *will* alert the dog no matter what), run past the two, and jump into the water and get under the bridge. You should shoot out the there light as well, since dogs also have eyes. Once the mutt loses the scent, he will return to his patrol and you may resume your espionage. Strut across the dark garden until you are given a glimpse (via cutscene) of Feirong picking up the phone in his upstairs room. Take out your mic and press E, like you did back at the Georgian Embassy. Listen in on the telephone dialogue. It will end, because Nikoladze on the other end is worried that their conversation might be overheard (now how could that happen? :). SO, he will pull out in his stretch limousine and use the car phone (which is safer...how?). Lambert warns that if you are seen the mission is over (is that guy ungrateful or what? After all Sam has done for him, one slip up and Lambert acts like an ass!). You needn't try too hard not to be seen. Just stick to the shadows and when the limo stops, zoom in with your mic to the rear door of the limo. Once you finish, conclude the mission by getting across the pavement (use some diversion camera's to avert the eyes of the enemy) to the wall; there you will discover a pipe going up and over. Climb it to meet back up with Cohen. ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ [W.7] Muek Tsoe Boe Meats ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ The Minefield îîîîîîîîîîîîî You will start Muek Tsoe Boe Meats with the intentions of rescuing some American POWs (if you can call this scuttle with Nikoladze an actual war). You will begin on the surrounding premises of the slaughterhouse. Climb over the fence where the barbed wire ends. When the guards in the yard are farthest away from you, run behind the barrels and the machinery on the left. There is a wheel; turn it to drain some drainage ditches, which you can use to get by the heavily patrolled area. The guards will remark about this, but they will dismiss it as a mechanical failure. Drop down into the ditch and crouch while running across. At the end of the trough, climb out of it (but only while the guards are near the fence opposite of you). Quickly head through the door. Grab the medkit on the wall, get the datastick from the computer, and then head outside to a mine field. This part is incredibly difficult. There are two guard towers looking over the field, one guard on the ground patrolling, and to top it all off there are a pair of bulletproof searchlights scanning for intruders. To view the position of the mines, turn on Sam's thermal goggles. The mines will pulsate into the visible light spectrum at every half second. Needless to say, you need to find away around the mines and past the penetrating gaze of the searchlights. This could turn really ugly. The first thing you should do is snipe the guards on the watchtowers. Now, in case of an alarm (which WILL happen, because while you have your thermal goggles on you cannot make out light patterns, thus can't avoid the searchlights) no one will be able to throw frag grenades at you. Well, not quite on that last part; there is one guard, inside a watchtower, who comes out only on the event of an alarm; but at least he is only one man instead of three. I really don't care if you don't want to kill anyone; the only other possible thing you could do to take care of the hostiles is use diversion cameras. But, not only is that wasteful because we definitely need to use them later, it's pretty sissy. Anyway, there is pretty much only one route you can possibly take to get across the minefield; after a few deaths, you will discover just what route I'm writing of. You need to get to the farthest point on the right. The door with the light over it, which you would think would allow access to the factory, is not openable, and it has a mine in front of it, so watch out. The Radio Antenna îîîîîîîîîîîîîîîîî When you finally do get across the minefield, you should be near a dumpster with a ventilation shaft above it. Climb onto the dumpster, then wall jump into the shaft. Take it to the roof, which is in a way a mine field in itself; the roofing is made of thin metal sheets, which if stepped on make an awfully loud noise even if you go as slow as possible. We need to find a way across the roof without actually touching the surface. To do this (FIRST, before you follow these directions, wait until the lights flash out) run across the beams to the large sign on the right. Then, when you wait for the lights to turn out again, run to a beam disconnected from the others, but semi-connected by the same material the roofing is made of. Crouch slowly across it to an overhanging pipe. Make like a monkey and use it to cross the roof. Climb over the gate to reach the platform on which the antenna is. Turn the lever on the antenna to disable the outgoing signal. After a comical cutscene, dash across the roof (noise is no longer a problem since they already know you're here) and perch just behind the door. It will open in a second or two; let the mercenary run by. Enter before it closes (it is locked from the outside and we don't want to waste time picking it), and then run downstairs to get a datastick (watch out for the wall mine near the barrel). Run back up and go through the next door. A thug should come running at you; drop him on his ass, continue to a locker room. The Locker Room îîîîîîîîîîîîîîî Jump onto the pipe running over the locker room. Use it until you get over the wall, then drop down on the guy below who is either taking a piss or washing his hands (falling on him will cause Sam to knock him out). Get into a stall or in a dark corner, because some random soldier will come into the locker room and retrieve a few things. Drop him if you want but make sure to grab the medkit on the bench. In the outside hall, go into the room on the left and grab the guy seated at his desk. Interrogate him, and he'll tell you the prisoners are in the basement. Send him to dream land, head back outside and drop into the shaft near the floor. The Meat Freezers îîîîîîîîîîîîîîîîî Follow the shaft to a ladder. Climb it to an area above the ceiling. Slowly cross it to an opening where you view a trio of mercenaries that is talking among themselves. If you have a frag grenade, use it on them. Since you probably don't, use a smoke grenade. They should not react in time to run away. If all else fails, a singe diversion camera should do knock out the whole lot. After you dispose of them, drop down to ground level. Enter the meat freezer. The fog will be very dense, so wear the thermal goggles. Remember; although the fog is dense enough for Sam to NOT see through, your enemies on the other hand have superman x-ray vision and can see you a mile away just because 'you are so well lit' :|. Smart, UbiSoft, smart. There should be two guards in the following room; one is patrolling, as is the other. You can avoid them easily, but the turret in the room is not so easily avoided. When you enter the room (if at all possible when the guard nearest you is on the other end of his patrol), hug the left hand wall as you move. Eventually you will be blocked by a refrigerator. Hop over it to a small area behind the turret. Use its computer to deactivate it. ______________________________________________________________________________ R. Sutton writes: [This is to] get by the second turret gun with no injury or shots fired. Right before the plastic, hanging partition that separates the rooms, look up while the infrared goggles are turned off. Above the door and continuing into the next room is a pipe. (These pipes are all through the level. They are the same pipes the racks of meat are hung from) Use the wall next to the door to jump up and grab the pipe, then press the crouch key to hug the pipe with your feet. Crawl into the room past the gun and the cooler underneath you, then drop down and go disable the turret gun. From here, be quiet, and disable the enemy troops in that room as normal. ______________________________________________________________________________ The succeeding steamy meat room will contain another turret. This one is a bit tougher to get by, primarily because it is right next to the door and you have no flares. RUN by it (if you go fast enough it will deal you minimal damage). Use some diversion cameras to get by the local patrols. Eventually you should arrive at the end of the meat storage rooms. This will be evident because there will be nowhere else to go. Use the shaft under the floor to proceed with the mission. The Stables îîîîîîîîîîî At the end of the shaft, you will arrive at a small room with a medkit in the corner, bulletproof glass on the right, and some stairs on the left heading down to a sewer. Grab the medkit and then shoot out the lights. This will attract a guard in the sewers. When he ascends the stairs, hop over the rail near where the medkit was positioned. Drop down quietly and proceed to a switch on the wall. Use it to slide open a passage; go through it to a loading point. At the end, you will find a series of stables. The first of which is patrolled by a single terrorist. He will be easy prey because his back will be turned in your direction almost the full time he's in the stable. Grab the flare near the shelves and head out into the hall. Midway through the hall will be a flare; pick it up. In the next stable there will be a turret; recall from the CIA level how turrets are to be dealt with; throw a flare near them and they'll go wild, shooting at the chemical reaction the flare creates. Do this and slip by to the next stable. This stable will house several turrets, and two terrorists standing in the hall. Creep to the right; behind the haystack will be another flare. Afterwards turn around to find a little passage going along the wall. Mantle onto it and crouch through the space; take the space to the other end, which will be a little area behind the two turrets. Use their controlling computers and click "Disable IFF." Get back into your crawlspace and make a noise by shoot your gun; this will attract the unsuspecting guards within the range of the now-hostile turret. The turret will take care of them both :) The Hostages îîîîîîîîîîîî In the next hall, a pair of terrorists will walk in. Quickly hide in one of the depressions in the wall. Listen to their talk for a bit, then take out a frag grenade and throw it at them. If you do not have a frag grenade, use one of your Diversion Camera's. Continue to the final stable, where the hostages are being held. A pair of turrets is guarding the hostages' prisons; however, if you walk straight between the deadly duo they shouldn't see you. Deactivate completely the turret on the right, then for the other click to clear "Disable IFF" but do not deactivate it. Now, enter the room that the deactivated turret is facing (it really did not matter which one you deactivated, although the room on the right has a Chinese ambassador that will reveal more plot information). Speak with the inhabitants; shortly after, Gringko's men will be down here making a ruckus. Return to the stable turrets and activate the one you recently disengaged. Make sure you disable its IFF. Grab the medkit and hide anywhere you wish; the turrets will *probably* take care of the terrorists (who will ignore Sam and run to execute the hostages). However, just to be safe, stand near the turrets and slaughter anything that passes. When you finish with the first wave, Gringko himself will appear. He is easily defeated; he'll mainly spend his time ducking for cover. Once you kill him, the mission will end. ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ [W.8] Return to the Chinese Embassy ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ The Restaurant îîîîîîîîîîîîîî It appears that Feirong is a splinter faction, and does not represent the will of China. Good, good; going to war with a country that houses more than 1 billion people is not my idea of fun. Also, Sam is no longer "on the leash" here in China; he is fully authorized to use lethal force, which is always a nice option to have. At the start of the level you'll find Cohen facing you (she's funny actually; if you throw a bottle at her, she'll die [seriously!] and Lambert will get on Sam's case). Enter the restaurant through the back door. It will take you to its kitchen. Grab a bottle and make some noise to lure the cook away from the stoves, and then conk him out. Climb the ladder in the corner (be careful here, because a pair of rouge militants are inside eating) to the attic. Lambert will then radio Sam and tell him that we can no longer rely on gathered intel to bypass coded doors. Good to know >| Computers, and the Fun of Shooting Them îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî Cross the boards and head into the house across the street. Though in disrepair, it still is watched by a sentry. Ignore him and head out onto the balcony where a rope stretches across the street to the next building. Use it and get to a small ledge on which Sam can shimmy. Shimmy him around the side of the building (DO NOT FALL) until you reach an opening in the guise of a ventilation shaft. Drop through the hole there into the main building. After you hear out Grimsdottir, head into the room on the left. You will hear the sound of an operating turret, but you will not encounter it for some time. Slide in between the wall and proceed to a lower level where some guards are blowing computers to bits. Grab the single stationary mercenary; the others won't notice. Take care of him, then take out your SC-20K and let loose a rain of bullets on the guards shooting the computers; if you don't, they will destroy Feirong's computer, which equals a mission failed screen. ______________________________________________________________________________ Pinky writes: In chapter 8, the section named "computers, and the fun in shooting them", if you throw a frag grenade from down the narrow stretch right before the soldiers shooting the computers, the grenade will take out 2 of the 3 soldiers, and cause the third to be on alert for sam. I found this very nice cuz I no longer have time constraint for killing them. _______________________________________________________________________ The computer that is mission critical is behind the door near the glass wall. Use it to transmit its data to Grimsdottir. Getting Outside îîîîîîîîîîîîîîî In the following hall and in an adjoining room will be a pair of medkits. From there continue to a stair. Head up until you can no longer ascend because the stairwell is destroyed. There will be a guard standing in the doorway. Grab him, drag him to the darkness of the landing, and then incapacitate him. The other, a roving sentry in a messy office, will be a bit trickier. You could take the easy way, and use a Diversion Camera, which is the way I'd recommend. There is camera in there as well, so do be careful. Upon entering the next hall you should be aware that there is a pair of guards snoozing in the room bordering the hall. So, be quiet and head to the room at the end of the hall. Wait there for some guards to start talking, whom will walk down the hall. They will enter the key-pad locked room. Wait for them to leave, and then turn on your thermal goggles and use the keypad; you should be able to see trace heat signatures on the buttons. Press the buttons that have the least amount of heat on them, preceding the ones with the most amount of heat on them (those ones were pressed most recently). Do NOT rush into the foyer once the door opens; a turret and accompanying guard lies right outside, to the right of the opened door. Instead, stand in the doorway and jump onto the shelf above with flowerpots on it. Quietly make your way to the other side of the shelf, at which point you'll notice that part of the hand rail above you is missing. Jump up there; don't touch the turret controls, but quickly jump onto the metal pipe above. Scurry across it to the middle of the room, and a colonel will emerge from a door ahead of you. Do not move yet. When the colonel opens the door for the guard 'who forgot something,' drop down and knock out the guard below you and near the turret. You MUST take him out because, if you continue to move across the rail, he WILL see you and alert the colonel and inspire a big ugly mess. Once you take him out, you can safely proceed across the pipe to the area behind the colonel. When you get behind the colonel, you are going to have to drop down. As you are falling, quickly press 'C' to quietly land, otherwise the colonel will turn around. Grab him and shove his face into the retinal scanner. This will, of course, open the door. Inside you'll find a communist at a computer. Slip by him to the windowsill; slide it open and jump outside. Outer Yard îîîîîîîîîî Shoot out the lights in surrounding area. When you draw near the doorway, you will find a guard patrolling back and forth. There is another guard to the left, with his trusty dog. Right when the guard in front of you turns his back, make for the water on the right. Hug the wall and proceed through the yard to the door on the other end. Through the door you'll find a square in the back of a warehouse. Shoot out the light, which will alert the guard, but will also make the area pitch black. Sneak by him and enter the warehouse. Bombing the Trucks îîîîîîîîîîîîîîîîîî There should be a medkit in the locker room. Go through the door to find a series of shelves. This place appears to be a toy factory. Get through the shelves, by either going under them, through them or around them to the colonel across the room that is about to punch in a code. Turn your thermal goggles on and repeat what he punched in. In the next room, you will find the colonel again, annoyingly standing in front of a doorway. Grab him and put his lights out. Enter the storage room he was standing in and slowly creep past the guard standing around. Turn on your night vision goggles to get a glimpse of a patrolling guard, to know where he is when he moves. Get around him to the back right corner where a camera is watching. Shoot it out (this will cause the guards to become alert; one will inspect but it should not be a problem) and climb onto the crate; from there jump on top of the stacked bundles of toys to a catwalk overlooking all of the guards. Get across it (as you cross, the guards will be alerted no matter what; however, they cannot get to the catwalk you're on). A cutscene will show the truck drivers filling up for their long drive. Noise is not a problem now; however, time is of the essence. Run as fast as Sam will go to the other end of the catwalk. From there, take out a few frag grenades and throw them near the trucks. That should cause a large explosion and will destroy both trucks. If it does not and one truck gets away, try again. ______________________________________________________________________________ Pinky writes: In chapter 8, if you ran out of frag grenades, you can run around the corner and snipe their fuel tanks through the slit. ______________________________________________________________________________ He's Going to Kill Himself! Bummer. îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî Do not stop and listen to the congratulations from Lambert; a cutscene will show a pair of militants heading your way. Quickly open the hatch near the fence and climb down the ladder. Proceed to follow the guard ahead of you, while staying near the right hand wall. You should eventually come to a depression in the wall where you can hide when the guard turns around (which he will). When he leaves continue down the tunnel and another guard will approach from ahead of you; however, he will be cut short because of a transmission from Feirong's office that warns that Feirong is trying to kill himself. Follow this guy; he has two codes we need. Follow the guard to an elevator. Head up when the elevator returns, to and through a pair of coded doors. You'll find Feirong in the last room, with a bottle in his hand. After a conversation, he'll stand up, drunk, and start shooting at you like he did the other guards that came in and tried to save him. Run around back of him (he must have had a six-pack because he will not react to your swift actions) and grab him. If you interrogate him, he'll refuse to open his computer. Well, after you're done interrogating him, bring him to the computer and he'll type what Grimsdottir needs anyway. After, he'll fall to his death of alcohol poisoning (which is my assumption; he might have already been shot). Leave the corpse of Feirong and continue through the next door. You'll find that a fire has started; proceed to a stairwell where you'll find a glass window that can be slid open. Use it to get to extraction. ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ [W.9] Georgian Presidential Palace ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ ,./,./,./ Acrobatics îîîîîîîîîî This is, in our version, the final level of Splinter Cell, so enjoy it. You will start out on a cliff fifty feet below the presidential palace. Don't look down. Wall-jump up to the first ledge. Hang from the edge of that little shelf and drop. You'll catch hold of a small hand hold. Continue dropping to the bottom. Use the pipe, and at the top, jump WHILE HOLDING 'D' to get on the shelf. Shimmy the narrow hand holds to the next ledge; note that you'll again have to hold D to reach the land. Next, you'll be required to make a giant leap. This sure is testing Sam's endurance and acrobatic skills. Make the leap while running. The next ledge is something you'll have to shimmy to get around. When you reach the pipe climbing up to the courtyard, scale it to the top. The Courtyard îîîîîîîîîîîîî Watch out while you're climbing the pipe; there is a dog on the surface above and it will hear you if it's close to you. When the dog is on the other end of where you are, climb up to the courtyard of the presidential palace. These dogs are extremely annoying, especially so since the only water here to break their trail is in a well-lit spot and too far away. However, we can exploit a funny AI glitch. Although, it's not so much of a glitch as it is AI stupidity; you can snipe the dogs, and the guards probably won't notice. Even if they do, they will at most become alert and begin to inspect the area. Since the area is almost entirely dark, and since there are plenty of hiding places, this should be simple. Get across the courtyard to the hedges. In the hedges continue to a guard with his back to you. Grab him and kill him, because he has a necessary code to get inside the main gate. Use it and enter the code. Watch out for the mercenary on the other side of the fence, though. Right passed the main gate, head to the left to find a grate near a door. Open it up to penetrate the palace. The Gallery and Foyer îîîîîîîîîîîîîîîîîîîîî The desk on the right will have a medkit lying on it. Grab it and continue into the gallery. Turn on your night vision goggles to view the trip wires around here. Approach the door on the other end to trigger an instance where a trio of guards will emerge from the door that was once blocked off by tripwires. Since this room is incredibly dark, you shouldn't have much trouble getting by. I'd recommend you hide near the tripwires right of the door, wait until the coast is clear, and then hurry through the double doors. Keep your night vision on; with it, you will uncover some tripwires on the first three steps of the stairs. Run and jump over them. There are also three tripwires blocking your exit from the stairs, but you can climb over the handrail on the right to get by them. The foyer is a hard room to get by because it is so crowded and linear. First, immediately after you enter, hide in the corner on the right and crouch. Wait for the patrolling guard on the *above* walkway to turn his back, and then run into the hall under that walkway, which is rather dark and is patrolled by a single sentry. Softly tread the carpet to the other end. Hide in the dark area near the stairs and wait for the guard patrolling the hall to return and walk away from you. That is your chance to head up and overtake the guard, and get his critical code for the door. Nikoladze's Computer îîîîîîîîîîîîîîîîîîîî The hallway you'll enter is one similar to the gallery, except there are no tripwires and the guard presence is much heavier. The most troublesome type of guard here is the Georgian Special Forces in black, who patrol the hallway. Follow the Special Forces down the corridor. When the Special Forces turn and head back towards you, keep in mind that one usually is a little behind the other; this means you can zig-zag your way through them to not be seen. Because, if you simply stay in the middle of the hall, you *will* be seen. Ultimately, you will reach a break in the hallway that heads left to a small branching corridor. There is a camera on the ceiling; get by it using the Camera Jammer. The door will be locked, but it is not well lit so you do not have to make haste with picking the door. Inside, turn on your night vision goggles to spot trip wires. These ones, however, pulsate. While they are off, dash through the space. The next set of trip wires requires Sam to jump over them while they are off. Do so. ______________________________________________________________________________ Pinky writes: Also, to bypass those three lasers at the bottom of the stairs (for those who can't time jumps to save their life , like me) you can jump onto the table thingie at the bottom of the step, jump again to hang on to ledge, and shimmy past the 3 lasers. ______________________________________________________________________________ A guard will enter the office from the adjoining room. After his cell phone conversation ends, he'll make for the light switch, which is near the door next to the desk. Cut him off. After, peruse the computer to discover the identity of the 'Ark.' Trailing Nikoladze into the Vault îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî Return to the hall with the Georgian Special Forces. This time follow the passage to its end, a pair of double doors. Go through them to find another camera perched on the ceiling; again, use the camera Jammer to bypass it. In the following, open corridor you will find some of Nikoladze's men, sprawled out, dead. It seems that Cristavi is betraying Nikoladze, although, I do not know for what reason. It might be because Cristavi is 'copasetic with the CIA' as Lambert said he is, but then again he might have other reasons. Anyway, you will find the elevator to the library (which in turn leads to the vault) heavily guarded by three members of Cristavi's personal guard. Two are patrolling and the other is stationary. Make your way around the elevator to the stationary sentry. Take him out from behind; if the other two see something, drag your hostage across the room and wait out their alert period. Debilitate the guard in Sam's hands, and then wait for the right moment to deploy any remaining Diversion Cameras you have. If you have none, you are going to have to resort to some kind of violence, because it is very difficult to tackle one of these Special Forces from behind when they are moving like they are. Once you incapacitate both sentries, descend with the elevator. Inside the Vault îîîîîîîîîîîîîîîî In the library, the soldiers will become alert, and there is no way to hide from them, for they have been issued night vision headsets! Violence is the ONLY way out of this one. Whip out your SC-20K, set it to automatic fire and start blasting away. When the fight is over, take the passage near the stairs into the basement, where the vault and Nikoladze await. Go up to Nikoladze and grab him. After interrogation, shove his head into the retinal scanner. At this point, Sam will be caught! Six or seven of Cristavi's Special Forces will overtake the two of you. Sam will automatically let go of Nikoladze and put his hands up. DO NOT MOVE. After the Georgians take Nikoladze away, the guards will interrogate Sam. They will give him the dreaded countdown to death, but at "1" the lights will go out because of a little help from Lambert. Use the outage to your advantage and knock out the sentry that was interrogating Sam. Hide behind the crates and barrels, and then take out your SC-20K and kill the remaining forces. Assassinating Nikoladze îîîîîîîîîîîîîîîîîîîîîîî This is it; the final section of the game on the final level (unless UbiSoft bothers to release the extra levels). Return to the library once you have done some cleaning. Enter the newly opened doors to a courtyard, where you should immediately head to the left and climb up the pipe. Drop from the top of it to the handrail, which you may climb over. Kill the approaching guard and pick the locked door, where you will be in position to snipe Nikoladze. You will barely be able to see the top of his head. Take the ammo if you need it, equip the SC- 20K, zoom in, hold your breath, and fire away. One well-shot bullet will go through the glass into the skull of the terrorist leader. Immediately take to the shadows near the door, for a guard will come in and look for the sniper (YOU). Ignore him and head through the door he opened. You'll arrive at a dinning room; head down the stairs and hide in the fist shadow you arrive at on the right hand wall near the dining table. Press your back against the wall and wait for the mercenaries to pass by. When they do, run to the area to the left of the door. Climb onto the object there, and then jump to the balcony overlooking the dining room. Break for the door down the steps to end the game. Enjoy the final cutscene, which hints at a sequel, or maybe some yet- to-be-released levels! Thus concludes my 11th FAQ. I hope you enjoyed it! So long, people. _.-î-._.-î-._.-î-._.-î-..-î-._.-î-._.-î-._.-î-._ îø._.§îø._.§îø._.§îø._.§ø._.§îø._.§îø._.§îø._.§î Section Three: Outro _.-î-._.-î-._.-î-._.-î-..-î-._.-î-._.-î-._.-î-._ îø._.§îø._.§îø._.§îø._.§ø._.§îø._.§îø._.§îø._.§î Yes, it is time to say goodbye. But before we part, let us go over a few more things. ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î [O.1] Contact Guidelines / Info ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î You MAY contact me under any of these pretences:  Comments  Suggestions  Corrections  Contributions*  Questions (ONLY AFER YOU HAVE CONSULTED THE WALKTHROUGH!)  Constructive Criticism You MAY NOT contact me for ANY of the following reasons:  ANYTHING to do with the laser mic  Technical problems  Spam  Hatemail  Chainmail  Any sort of complaining or whining If you choose to violate any of these guidelines, consider yourself blacklisted. Meaning, if or when you email me anything legitimate, I won't reply. *When contributing, bear in mind that I if I do accept your contribution, I reserve the right to alter any letter I receive for taste, spelling, or clarity. ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î [O.2] Credits ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î Sean Caughran - Alternate way into the CIA HQ Christian Zuercher - For an easier way into the hall prior to Nikoladze's office The Prodigal Son - An easier way around some guards in 'Walking the Streets' at the Police Precinct. Tom Lowe - Easier way out of Nikoladze's office Abrojo - Alternate way to handle the two troublesome cooks Gnaar Mok - Weapons information, specifically the SC-20K. And for liking Morrowind :) Morrowind PWNZ! Akluis - Several hints in the CIA level Pinky - Various tips and tricks Chris Matei - Another way to handle the cooks Justin R Bailey - Strategy for handling the guards that come out after you tap the conversation between the two men in the elevator, Georgian Embassy level. AsherD - Good way to get by a camera, CIA Level. T-Dogx - Several additions to the Georgian Embassy Terry Norseworthy - Tip regarding bottles that can be used to knock out people. SwitchBlade - Submitted how to door peek. ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î [O.3] Legal ______ ______ ______ ______ ______ ______ ______ //___//___//___//___//___//___// î î î î î î î î î î î î î î This document and everything in it is Copyright 2003 Paul 'black hole sun' Lauria. NO part of this file may be reproduced or transcribed under any circumstances except for personal, private use. It may not be placed on any web site outside of GameFAQs. You may NOT copy my format and put it in your own guide for this or any other game. This guide may not be distributed electronically or physically outside of the GameFAQs' web site until further notice, and it may not be distributed otherwise at all without advanced written permission. Any person who infringes upon these rules violates various copyright laws and shall be punished to the full extent of the law. Let me reiterate once more: this document and every thing in it is for private use *_only_*. Complying with these rules assures that my wild pack of rabid llamas will not come to your home and spit on you. "You know the world's gone mad when the best rapper is a white guy, the best golfer is a black guy, the tallest guy in the NBA is Chinese, the Swiss hold America's Cup, France is accusing the USA of arrogance, and the Germans don't want to go to war!" END OF FAQ, DOCUMENT AND FILE. See you next time!