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