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Platform: Playstation 2
Author: The Genius of the Hole
Table of contents
II. What's new
III. General Game Tips
VI. Personal Review
VII. Copyright and Special Thanks
Welcome to my second guide to the splinter cell series. Those of you who have
read the last one will know that I usually aim my guides at beginner or medium
players and that they therefore contain quite detailed descriptions.
This also means that some of the approaches to certain situations might seem a
bit rough and 'unprofessional' ...but who cares as long as it works, right?
For those of you who haven't played any of the previous splinter cell games: a
piece of advice - consider playing those first. Unlike in the last games this
game is not designed to get you started with the controls and the trainings
videos are only a minor help unless you already know what you are doing anyway.
That is not to say it is impossible to play it otherwise - constant mission
failure just might take the fun out of the game.
And since this is a sequel and in small parts builds on the previous game (some
of you might have spotted some hints in Splinter cell Pandora Tomorrow (well
done!) - it is simply more fun to be familiar with what happened so far.
Oh and one more thing: I know I mention this every time I write a walkthrough,
but English is not my first language so please ignore any spelling errors or
mistakes in grammar or whatever you've might spotted while reading this FAQ.
That's it for the intro, let's move on.
II. What's new
You will realize that some things have changed since we've last accompanied Sam
on a mission. This includes new moves, new equipment, and a lot smarter
enemies. Here a couple of things that are new in Splinter Cell Chaos Theory:
The most obvious points concerns your ENEMIES.
They all seem to have taken a crash course in 'how to be bad' and are now
a lot smarter.
This means for example that it is no longer so easy to lure them into a trap. -
While whistling in the previous game was the ideal means to get enemies to
exactly the position you needed them in, it now can give you away as an
intruder. - Use it wisely and only once at a time otherwise you will fool no
- Enemies have also gotten smarter during shootouts. They will take cover
immediately and hide behind obstacles in order to shoot you from a distance or
alternatively will try to get into your back if given the chance to.
It is, however, still possible to wait in a safe place until they get tired
looking for you, but it has gotten a lot harder to find such a place and you
will need a lot of patience.
- Enemies have also learned a thing or two about darkness. That it is bad for
them, for example. This means some of them will be wearing flares or torches,
so be careful and make sure to avoid the light once they are coming for you.
You won't be able to see who will be using one of those in advance. The safest
thing to do is still to take them out as fast as possible.
But it is not just the enemies who have learned a couple of things. SAM has
also not been lazy and has acquired some new skills.
- For example one real let-down in the last game was Sam's inability to walk
forward while holding hostages. This has changed and Sam is fully mobile with
or without another character.
- you will also discover improvement on his shooting skills - he is now able
to change the side of his weapon when taking a shot. This can come in handy
when you are using a wall for cover
- New abilities in hand to hand combat will also give you the opportunity to
attack enemies in a lethal or non-lethal way - the same goes for disposing
yourself of any hostages.
- It does not just look good it is also extremely useful: attack an enemy from
below and drown him in the water. All you need: a dark puddle, a stupid enough
enemy and some patience.
There have been new developments in your EQUIPMENT, too:
- during the game you will encounter a lot of lights and cameras which will be
unbreakable. However, Sam's handgun will be equipped with a new device, the
OCP, which will disable cameras and other electronic gadgets for about 15
seconds giving you some time to pass certain locations unseen. You will have to
aim well however, in order to make it work. If you miss the batteries will have
- It might not be the newest inventions of mankind, but it is certainly a
handy one - the knife. Good for cutting throats and materials. Provide yourself
with an additional entrance by slicing through tarpaulin and curtains. Most
helpful to get into somebody's back.
- the EEV. Once activated it can serve different purposes. Hacking, scanning,
zooming and taping, to name some of them.
- Your goggles. The only thing new about this is the EMF. This, more or less
useful function enables you to see objects that can be manipulated. If you are
looking for something particular, like weapon crates that need marking, for
example, use it to see those object in a bright white light.
- Sam's SC-20K has once again been improved. So apart from the usual launcher
it is now upgraded with a shotgun attachment. Strong but loud. Probably not to
- Gotten lost? Check out the 3D-map on your OPSAT
- we have all gotten used to hiding away in the dark, constantly checking our
stealth meter. However, there is a new parameter to look out for: background
noise. So quiet now.
Further changes have taken place in the GENERAL MAKE-UP of the game.
- For example there are now primary, secondary and opportunity objectives, of
which only the primary ones have to be completed in order to accomplish a
- Success rates have been added in a summary at the end of a mission and the
percentages given depend on factors such as alarms raised, civilians killed,
times being identified as an intruder. - Not to be seen is the key to success
This also means that unlike in the last game it is not bullets or medipacks
that is being counted for your statistics in the end. Blast away with your guns
as much as you like and get high on painkillers if you want to.
- Another new feature is the loadout. This usually consists of 'Redding's
suggestion', 'stealth' and 'assault' (unless your mission objective is to leave
people unharmed, in which case you won't be given the option 'assault'). For
all newbies and 'not so sneaky' people out there 'assault' might be the best
option since it provides you with a lot of ammunition.
SAVING - Good news for all of us who hate having to play parts of a game over
and over again. SAVEPOINTS during the game have gotten rarer but we are now
given the opportunity to save our progress separately. Saving your game before
hacking doors or computers might prevent you from having to raise an alarm, and
timer missions get a hell of a lot easier when progress can be saved.
There is now also the possibility of restarting the whole mission if you feel,
for example, that you started out with the wrong equipment or wasted your
That's about all the innovations I can think of for now. But see for yourself.
III. General Game Tips
Here some general tips in no specific order:
# what no-one saw did not happen - make sure it is dark around you
before you take out enemies, this will also prevent you from being seen by a
camera you could have overlooked; once you managed to take out an enemy without
being spotted no-one will miss him or get suspicious about his absence.
# who switched off the lights - disable lights with your OCP and you
won't be heard. If you shoot them straight away an enemy will realize he's
being shot at and raise an alarm.
# conversation is important - feel free to interrogate enemies even if
other guards are around - you won't be heard and neither will he...
# assault is the best defense - if you are new to splinter cell games or
don't feel too confident about your skills, the 'assault' loadout might be the
best option for you, unless one of the mission objective is not to kill
anyone. In this case I'd advice you to go for Redding's recommendation.
# take it easy - don't rush into unknown territory unless a timer has
started (and even then it is advisable to check out the situation first);
enemies usually walk on a given route over and over again - unless you
did disturb their routine. Try to figure out the pattern first, then act on
# there is more to it than meets the eye - You are well equipped with
thermal and night vision. Use them both before entering a new area or
proceeding down an unknown corridor. You might get alarmed to some nasty
surprises you couldn't see before (laser beams are a good example). The EMF is
useful too. It will tell you about the locations of switches, cameras and
sometimes provide you with information about your objectives.
# violence is no solution - sometimes it is easier to sneak past guards
than to take them on. Check the location for dark areas and try to figure out
the patterns of movement of the guards, you might find a way through.
# I wonder where it leads to - always keep an eye open for vents, crawl
spaces and gaps in walls. They usually lead you somewhere useful and will help
you to avoid difficult situations.
# silence - always remember that guns cause noise. So unless you are
intending to start a shoot-out, take a special shot with the sniper mode or are
sure you are alone, leave the SC-20K where it is. The pistol is silenced and
will less likely result in you being shot at.
(You might also want to take note that shooting an enemy will lower your
mission rating at the end of a level. - By 2% for each dead body to be precice
- ...this is at least what Kevin McNee calculated with his magnificent
math-skills :) .)
# I'm in - don't rush the hack, you have more time than you think you
have. If you have to abandon the hack or miss the number it is unlikely that
you will figure out the right number. Wait until you are sure you can hit the
button on time. (NOTE: depending on which numbers you lock in which order it is
possible that even with all attempts of locking a number being successful, the
hack will result in more than one number left on the list. You'll have to
# CrashBoomBang - having a hard time disabling wall mines? Some of you
do, so here is what Crij2000 suggested: - if no one is around to hear the noise
I just shoot them or throw a can or bottle at them (if they are available) -
# smile your on camera - Your sticky cameras can come in more handy than
you might think. While they are easily dismissed as a unnecessary piece of
equipment you should keep in mind that they can not only be used to distract
guards, no, more importantly they can be used to knock guards out by releasing
the gas at the right moment. Try it yourself. (I've added a couple of instances
to the guide where they can help you to achieve a 100% result. -Thanks Lee
Here a tip brought forward by Nataly who also e-mailed me some useful tips for
the hacking section:
- make sure you know what all of your weapons can do, u never know
how they may come in handy. "Necessity is the mother of invention"
And by the way, if you are aiming for a good statistic: your result will depend
on whether you are spotted or not and on how many people you have killed or
injured (which is regarded negatively) - not to be seen is the route to
Jame Tiede wanted me to remind you of the following (- note that I consider
this as requiring advanced skills and therefore do not mention this approach in
- You can use objects you pick-up (Rocks, bottles, cans and soap (the latter
in the bath house, so I guessed it was soap) as impromptu weapons with
surprising effectiveness. Throwing one at an enemy's head is silent, alert's
no one (except bottles, whcih break and unless the others are watching their
comrade) and is instant. In other words, it's very similar to a sticky shocker
except you can pick it back up. Oh, and you can use it on lights. In the bank
mission, in the courtyard, there's a rock not far from you. Pick it up, heave
it at your first guard when privacy allows, hide his body, retrieve your rock.
Repeat steps one and two for the second guard. Don't quit now. Enter the
front door, OCP the camera, pick your rock back up and heave it at the light.
If you're quick, you can rush the door, otherwise OCP the camera again and
proceed. From cover, heave the rock at the guard at the desk and OCP the
camera. Hack the computer, pick up your rock and travel on. Stone sleepy
Steve and voila. Not a shot fired. Not a single launcher piece gone. Stealth
This business of chucking objects works well in the bath house, too, many
guards fell to the mighty soap bar. Best of all, if you miss, the guard isn't
too bothered, at worst he'll check out the sound. Presumably, this gets him
turned around anyway. And, you haven't wasted a sticky shocker or airfoil
ring. Just a thought. I'm sure it can be used elsewhere. -
Give it a try.
That should cover the most important points. If anything else crosses my mind I
will update this section.
'UPDATE': For all of you who have specialized in taking people out in an
elegant or professional way or simply want to get it right, here is an e-mail I
received a couple of days ago which might be of some interest for you:
I have found out the diff between KO by hand, KO by Shocker, KO by Airfoil, and
Usually, when you knock out a person by hand (e.g. closer than ever mode) if a
guard finds the body, he will attempt to wake him up, but then say something
like, "He's out cold" ,and raise an alarm
But with a shocker, if a guard finds the body, he will do the same as above,
but will usually succeed in waking him up.
With an airfoil, there is a slim chance that the guard will wake the
unconscious guard up, but will fail 4 out of 5 times.
I tested this on the penthouse mission, from after the first guard, you head to
the right and shimmy to a thin alley, then I split jumped and shot the SS, AF,
and used closer than ever (grab) mode on the National Guard standing there, and
left the body.
Thank you for your time
'UPDATE' on 'UPDATE' above:
Apparently the information above is a general rule, but as usually there are
exceptions. So for example, Drew pointed out:
- On both the Cargo Ship and Battery levels, I knocked a guard out after
interrogating him and hid the body. But both times the body was discovered, and
both times the victim was woken up! The guy who wakes the victim up will say
something like "You have to be more careful", and the victim will say something
like "he was too fast for me" or "he came out of nowhere" or something of the
sort. But neither one of them went to raise an alarm. However, I think this is
a rare happening, since many times the body was discovered and not woken up.
The instance on the Cargo Ship was of particular interest. Right after you take
the stairs below deck, you will see a guard sleeping. I disabled the light
above him with the OCP, and he woke up, ran up the stairs, and ran all the way
back to the bow of the ship, where the mission started. He found a body I hid
and woke him up, and they both began patrolling the bow. -
Seems to me you better not leave any bodies lying around....
Not as difficult as it sounds, once one has figured out what to do. And since
the booklet isn't much of a help here I've decided to add a section on this as
The principle is quite simple. Don't get confused by all the numbers in the top
part of the screen - simply ignore them.
What you have to focus your attention upon is the handful of numbers that is
changing in the row below that. Once a number lights up use the left analogue
stick to move the square to its position and hit the square button as fast as
you can. If you are too slow you will miss the number and it will have changed
by then. If you are fast enough this number will be locked and a couple of
combinations will turn grey above.
You will only have to watch out for those numbers you haven't locked yet.
Repeat this method until there is either only one combination left in the
larger screen, in which case you should hit the x-button to use it, or, in case
there are more combinations left, choose the one you want to try.
The figure next to the row with the moving numbers will tell you how many you
will be able to lock. If you have to abandon the hack the figure will go down
so it is advisable to save your game before hacking a computer or door. The
figure will also go down if you miss a number while trying to lock it. If the
hack fails completely you will raise an alarm.
Such a failure can also occur if you are run out of time. There is a little
stroke moving from right to left above the row of changing numbers. This is the
timer. If it reaches the left side before you are done an alarm will be the
Here some useful tips sent in by Nataly. This will make hacking a lot easier
and will propably prevent you from having to guess the correct code:
1.A.while hacking, its alot better to try to get the first # in the sequence
locked, it really narrows down all of those #'s to a single set.
1.B.when confronted by 2 or 3 sets of #'s look at the numbers you haven't
locked yet in the sequence below. The #'s that appear and dont light up are not
the #'s---obviously that means you can strike those #'s out of the remaining
sets and pick the correct set w/out having to wait for the#'s to light up.
works for me all the time... : )
Lighthouse: the Dungeons
CHECKPOINT. Once the opening cinema is over you'll be once again in control of
Since there won't be an introduction to Sam's movements this time, you are
advised to check out the trainings videos in advance.
Proceed until you reach a lit area. There are no enemies around at the
moment, but you might want to shoot the light for the sake of the game. You'll
see another smaller light to the right on some rocks near the wall (don't shoot
it from a close range). Climb up there in order to find an entrance in the
wall to your right. Follow the path and enter the crawl space and exit on the
other side. Climb the wall ahead of you and encounter your first two enemies.
My advice is to stay on the platform just below the surface. One of your
enemies will eventually walk past you and turn his back to your position. Be
fast to climb up and sneak up behind him. If you do it right you will be able
to grab him and drag him with you onto the platform before his friend gets
near. Interrogate him if you feel like it, the other guard won't hear you. He
might even be stupid enough to take the same position your previous victim
did, so send them both to sleep one after another.
Now cross the bridge and follow the corridor to the right. There is a guy
practicing his shooting abilities which causes a lot of noise. Use it to your
advantage when proceeding forward. The easiest way to take him out is to shoot
the light from a safe position in the dark area near the entrance. This will
cause him to snoop around and all you have to do is to send a bullet to his
head. The more elegant solution is to get your timing right and sneak up to one
of the wooden beams underneath the ceiling. Grab it, pull yourself up including
your legs and cause the guard to come for you. Then ...surprise him.
Time to use your EEV. Simply check out the crate to your left. (You will know
which crates to check out when you use your EMF - those objects which are
shining brightly are the ones you can interact with.)
Turn right and go up the stairs. Follow the corridor and you will hear someone
screaming. That guy is obviously in trouble, so lock-pick the door to the left
and prepare to take on two guards.
Here the assault solution: Hurry down the stairs and get your SC-20K ready.
Climb onto the box and send a bullet into the wall near the doorway you see
ahead. Now you will need a fast trigger finger because these boys are fast.
They will come running out of the doorway trying to get into a good position to
shoot you. They might even split up if you are not fast enough, so make sure
you are ready to shoot them the second they pass your crosshairs.
You could also wait until the guards have finished their conversation, then
one of them will go for a walk. This will give you the opportunity to take them
on one by one.
Morgenholt is most likely already dead, you can still cut him down though.
If you shoot Morgenholt Lambert won't be pleased with your good intentions...
Go back upstairs and use the medikit if you need to. Then open the door again
to see the second crate you need to scan with your EEV. Done with it go back to
where you found Morgenholt and turn right to enter the fortress.
Lighthouse: the fortress
CHECKPOINT. Use your thermal vision to checkout the tent to your right. This
guard looks busy, let's end his shift. Cut the material of the tent and grab
him from behind. You can interrogate him if you want to. Time to leave. Return
to your starting point and shoot the light above the door ahead. This will
probably cause a guard to come out. If you are fast enough you can get rid of
him straight away. Otherwise wait until he takes up his patrol again and sneak
up to the doorway. It is also possible that the guard isn't there yet, then
simply wait for his return and take him out. Hurry to hide his body, another
guard could be coming any second. (He sometimes doesn't, don't ask me why).
Check out the next door with your optic cable, but be prepared to withdraw
quickly in case he is already behind it. Once in the next yard, check out the
tent-like thing to your right. There is the third crate you need to scan. If
you want to save yourself some trouble proceed to the right and climb into the
the crawl space. Once outside use the one to the left as well. And left again.
If you take the other route which will end up at exactly the same point, you
will have to take out two guards in the next yard (or the one after that if you
let them get away in the first one). Get upstairs and pick the lock.
Quiet now! You can pass this room without any further action, simply sneak to
the left to the doorway, but if you are keen on it grab the guy on the chair
and present him with sweet dreams. If you managed to get injured somewhere
along the way use the medikit on the wall near the door you came in.
Now head down the stairs. Simply follow the corridor and go up the stairs at
its end. If you are quiet enough you can grab the technician near the computer
and interrogate him. Then scan the crate near the door you came in and use the
computer in order to delete Morgenholt's files. You can also read the listed
e-mails. Now exit through the door to the left and follow the corridor until
you reach a room with a trap door. Climb down there to enter the lighthouse.
Lighthouse: the lighthouse
CHECKPOINT. There is quite a simple way to take out the two guards ahead. Shoot
the light in the yard but stay in the room you dropped into. The guards will
come to check out what happened. Since they will be lined up one after another
all you have to do is to shoot them before they are able to react. Just aim for
Now scan the last crate which is to the left of the doorway, then head down the
stairs to the left. Follow the corridor and go down the ladder. Since you can't
open the next door climb up and jump down on the other side. Proceed and you'll
might be warned by a shadow on the wall that you are not alone. Either shoot
the guard in the back or, if he is already too far away, 'switch off' the
lights. This will probably alarm him so get rid of him fast because he will be
using a flare to check out the scene. Hide his body and follow the path. One
more guard between you and the lighthouse. Shoot him from a distance otherwise
the moonlight will give you away.
Approach the lighthouse and open the door near the back. Stealth! This way you
will be able to complete your next goal of finding out where the weapons are
coming from. Sneak up to the guy on the radio, but let him finish his
conversation before starting your own with him (interrogate him).
Now climb up the ladder and use the medikit if you need to. Then proceed higher
up the tower. You will hear somebody whistling so be prepared for one more
guard at the top.
Since you won't be able to shoot the lights in this last section what you'll
have to do is get your timing right. Once you've reached the top room climb the
ladder as far as you possibly can without being hit by the lights. (Which is
quite far actually). You will be able to see parts of the windows. Look to the
right and wait until the patrolling guard has passed your position. Now be
quick to climb up and shoot him through one of the windows with the broken
glass. You could also sneak up on him following him around the tower but why
bother? Now go to the left in order to find the switch for the lights.
You are ready to leave so call for extraction.
Cargo ship: lower decks
Well, we all knew this wasn't going to be a pleasure cruise so let's get to
work. Don't get tricked into storming right at your first enemy. Turn around
and sneak further to the left to see his comrade coming up the stairs. We
don't want him in our back, so let's take him out first. If you shoot him his
friend will check out what's going on, if you wait until he reaches his
colleague one of them will leave making it easier for you to take them on.
Once both of them are out go down the stairs and enter the doorway. No enemies
here, but as soon as you get close to the stairs further ahead leading into the
bowels of the ship make sure to make no noise. Sleeping during one's shift?
Calls for a punishment. You can either send a bullet to his head from the
stairs or sneak up on him. Either way get rid of him.
Now enter the cargo space and get a new assignment. Make your way to the other
side of the room to the left corner. You will find a narrow passage you can
slide through and your first weapon crate on the other side. Place a tracking
device on it and follow the passage through the boxes to the next ladder. More
good news. Well, since we are already here we might as well save a ship from
sinking. Climb up and use the medikit if you need to. Then open the door. It's
advisable to shoot the next light in case you will alarm a technician nearby.
Then proceed down the corridor until you can slide open a door to your right.
The guy in there is pretty busy. Use the noise his machine is making to your
advantage and sneak up on him. No need to kill him, he's just a civilian, but
as usual you shouldn't let his body lying around. Just in case.
Now proceed through the crawl space and exit on the other side. See the
pipe on the ceiling to your right? Use it to take out your first enemy, but be
quick to either get into shooting position afterwards or find another way to
take out the second guard in case you made too much noise. He will be using a
flare to check out what happened to his comrade robbing you of any potential
cover of darkness. Having eliminated both your problems get down the stairs and
use the pump.
Now exit through the door and follow the corridor. Turn right into the cargo
space. What you are looking for is not hard to find. Climb the boxes and read
the bill of landing. Careful now. Two guards will have taken up patrol on the
corridor outside. You can simply engage them in a shoot out. Wait up there on
the pile of boxes in a position from where you can aim at the doorway but are
covered by darkness. Once they pass the doorway open fire. But make sure you
get them both otherwise one of them will take cover and give you a hard time
luring him into the room. You could also try and sneak past them using the hole
in the ground outside the room. It will lead you to the other end of the
catwalk where you can climb up again.
Smoothly done, Deathbycontrol. Here is a really smart solution to the 'guard
problem'...remember, the room is filled with water...:
- After reading the bill of lading, hide and wait for a guard to pass. Then
whistle to get his attention. He should call his comrade. Equip a sticky
shocker, and when both of them are in the water, shoot a sticky shocker into
the water to immediately knock both of them out. -
Now that's what I call a useful tip.
Bad news for all of us who rely just a little too much on their fire power. No
firing...and nope, enemies aren't smart enough to realize this. You might want
to SAVE here just in case someone blows you up. Oh and by the way: non-lethal
weapons won't work either.
Stay close to the doorway and hide in the darkness. You'll see a guard slightly
to your right. Enter and get a close as you possibly can without being spotted
by him. As soon as he starts to move and turns around, grab him and drag him
outside. Interrogate him if you like. Done with him re-enter, but be careful
not to bump into a technician. Sneak on further down the corridor and check out
the left side of the room for his position. Get into the middle of the room and
face the entrance. Once you located him either make sure he has turned his back
to your position and will remain like this for a little while or sneak up on
him and send him to sleep. The latter option is more dangerous because he too
has a gun and will use it. Climb over the pipe to the left or use the long way
around in order to get up the stairs. Make sure you pass the lights as fast as
possible since you cannot shoot them.
Here is another way to get upstairs which has been sent in by Justin1ofakind -
please note that those very 'vivid' descriptions are not mine....
- On the second mission on the ship where there's highly explosive gas instead
of your technique you can slash the first NPC's trout take him in the back away
from the hanging light and then wait for the technician to come close enough to
slash his throat then stash is body and after that you can cut the light with
your pistol and get up the stairs without being seen by the time your at the
top of the stairs the light should come back on and cut it out once again as
soon as you can which will give you enough time to sneak behind the other NPC
and play another game of "cut throat" with him and proceed as normal -
Upstairs there is another guard. Make sure you get your timing right when using
the catwalk to the left otherwise ... well.
Wait until he is in the left corner of the room from where he has to take
the long way back to the middle and then rush up to the next stairs but without
causing too much noise. No problems on the next level so simply cross the room
and enter the upper decks by sliding past the crates. SAVEPOINT.
Cargo ship: upper decks
CHECKPOINT. Go upstairs and turn into the open doorway to the left. Two guys
talking. But despite his wishes for Lacerda's death the crewman won't be
pleased if you shoot the guard so make sure you get rid of both of them as fast
as possible. You could also shoot the light and then use the crawl space in
the first of the two rooms in order to get into their backs and take them out.
Use the computer on the desk in order to get the transit ledgers. You can also
use the other one in the first room to download an e-mail. Time to pay the
captain a visit.
Exit through the door at the other end of the room (the one you didn't come in
through). You'll find a medikit and another computer in the room to the left.
Use them if you need or want to and proceed through the next door. Place the
next tracker onto the crate next to the door and go upstairs. Ignore the first
door to the right for now, instead proceed further upstairs in order to enter
Cargo Ship: the bridge
CHECKPOINT. Head on until you reach an open doorway. Enter and turn left. Open
the door stealth and sneak up on the guy ahead. Send him to sleep. Now turn to
the guy to the right (behind you). He is the captain, although he doesn't quite
look like it. Interrogate him.
Now proceed to the left and down the stairs.
Use the medikit if you need to, then open the door and follow the corridor.
Take out the crewman and prepare for a guard in the corridor to the left.
Having passed the next doorway turn left to find your next weapon crate. Then
go downstairs and enter the upper decks. CHECKPOINT.
Slide the door open and turn right. You might encounter a crewman on your way.
In the room ahead there are two guards having a conversation. End it and then
turn left to find another crate. Place the tracking device and leave the same
way you came.
If you want to check out the other corridor there are two more guards drinking
coffee (and probably the crewman in case you haven't met him along the way).
Apart from this there is just some ammunition in this room, so no need to kill
anyone. Return to the bridge area. CHECKPOINT.
Back where the boxes are blocking the way slide past them. Open the door and
prepare to eliminate your target. Two guards will be with him, so proceed
carefully into the room to the right. Switch off the light. This will cause at
least one of the guards to check out what's going on. If you shoot him the
other one will either run for cover or try to shoot you.
If you are lucky he will get trapped between table and chair on his way to the
Hurry to shoot the light in the next room and then go assault in order to kill
both of the remaining men - the one in the white shirt is Hugo Lacerda. If you
are not fast enough they will try to get into your back from the other side of
the corridor. Once everyone is down you are theoretically free to exfiltrate to
the extraction point.
Here is a solution for all of you who take pride in their perfect results:
- Instead of having to rush in and kill everyone, wait for Lacerda to finish
his conversation with the guards. He will go get a drink in the little room
next to the captain's quarters. When he is looking for rum in the little
refridgerator, grab him and and bring him into the hallway. Interrogate him,
and when the guards call to Lacerda, interrogate him again, and he will calm
Anyway, continue interrogating Lacerda until he tells you who he was dealing
with. Actually, he will tell you he doesnt know. But it will complete your
secondary objective. Then kill Lacerda (if you choose to end the interrogation
non-lethally, you will kill him anyway). So that completes your primary and
secondary objectives. Since the two guards in the other room dont have anything
you need, just let them live. They will stay in the room and do nothing. Then
proceed to extraction. -
Thanks Drew, seems like patience can be quite rewarding at times...
If you check your goals, however, you will see that you are not quite done here
yet, so let's finish the job.
Return to the bridge by following the corridor to the left. Turn right and go
up the stairs. Leave the bridge through the other door and approach the open
doorway straight ahead. Outside you will see the next crate to the left. But be
careful when placing the tracker since this area is guarded from above.
Simply sneak into the passage to the left and wait until you see the guard
patrolling around the catwalk to your left. Shoot him and you'll save yourself
a lot of trouble. If you are of the sneaky kind you can also climb up there and
follow him around until you get a good opportunity to send him to sleep.
Whatever you do climb up there anyway and follow the catwalk until you reach a
door you can slide open. There are two guards in there and it can be a bit
tricky to take them out since they will raise an alarm the moment you shoot the
light. Shoot the first guy to the head (for some reason the second one won't
raise the alarm straight away) and then hurry to end the life of his comrade
as well. If you withdraw for a moment in between he might not even see you.
Use the computer once your are done with them. Leave the room and return to the
catwalk. Cross over to the other side using the narrow bridge and then go left.
You will come to a ladder which leads to a platform with a guard on it. Take
him out, but be careful not to alarm his comrade on the next level. Then use
the ladder to climb down and take out the guard on this level as well. Use the
ladder to the left to reach your the last crate. Once you have placed the
tracking device climb back up to the first platform and use the ladder on the
other side of the platform in order to reach your extraction point.
Bank: North Wing
I hope you are wearing your sneaking shoes. Simply wait until those guards have
finished their conversation then follow the guard closer by on his patrol. Grab
him and provide him with sweet dreams. For the second one cross the yard using
the darkness as cover and approach the tree in his back. If you stay really
close to that tree, almost as if you wanted to walk against it, you'll be able
to get into his back. Be fast to grab him and drag him to his compulsory nap.
Now go to the door to the right.
-...INSTEAD OF GOING THROUGH THE DOOR TO THE RIGHT...GO UP TO THE DOORS TO THE
FRONT OF THE BANK AND SHOT THE LIGHT OUT CAUSE THERES A CAM IN THAT ROOM. WALK
IN AND GO UP TO THE DOORS LEADING TO THE DESK. TAKE OUT PISTOL WAIT FOR DOOR TO
OPEN AND SHOT OUT LIGHT. THEN WALK IN AND INTERROGATE THAT GUARD. USE THE PC
AND THEN EITHER GO BACK OUTSIDE AND AROUND THE BANK TO THE ROOF OR JUST TURN
THE CORRIDOR AND GO THROUGH THE DOOR AND THE NEXT ONE(IF ITS NOT LOCKED OR
SHOULD I SAY CLOSED) SOMETIMES ITS OPEN IF THAT GUARD IS ON PATROL DEPENDS ON
HOW FAST YOU GET TO THAT DOOR I THINK.
I NEVER GET A CODE FOR THE DOOR FROM ANY OF THE THREE GUARDS DONT MATTER IF I
SNEAK UP ON ALL OF THEM NEVER GET A CODE AND THE DOOR IS ALWAYS BROKEN, HOWEVER
I HAVE JUST REALIZED THAT YOU WONT GET A CODE IF YOU JUST WAIT FOR THE GUARDS
TO WALK AWAY. YOU HAVE TO GO UP AND SHOT THE LIGHT OUT OR USE UR OCP AND TAKE
OUT THE GUY ON PATROL. THEN INTERROGATE THE GUY THAT JUST FIXED THE DOOR. THEN
SNEAK INTO THE ROOM ITLL ONLY HAVE 1 GUY NOW THAT YOU HAVE TAKEN OUT THE 2 IN
THE HALL AND YOU SHOULD ALSO HAVE THE DOOR CODE BY NOW SO YOU DONT HAVE TO HACK
(note: I consider the path across the rooftop the easier one, but if the
above makes more sense to you, feel free to try it.)
Use your OCP to disable the light if you want
to and cross the room ahead. Follow the path until you reach an archway leading
to an area with another door. There is a camera to the left. Your OCP will work
on it, but you could also simply sneak your way along the left wall, timing
your moves with that of the camera. Climb the ladder and turn left. Pick the
lock of the door to the left and find the switch for the magnetic window
inside. Now exit and turn right to climb down and begin with your bank robbery.
The guard you might have seen moving around in the hallway will soon settle
down, so ignore him for now and focus on the task at hand. Listen to your
'advisor' and then get your pistol out. Use the OCP to make your way to the
computer. You'll have to aim at the birth point of a laser beam in order to
switch it off.
Worried about laser beams coming back on? Here's the way to go:
Use the EEV on the computer and hack it from a distance.
Use the computer to get rid of the rest of the beams. Now sneak
out of the cabin and approach the guard from behind. He has fallen asleep by
now so ...kick him like Beckham...you know what I mean. Once he is out, it is
time for your first hack. You might want to SAVE before you get to work with
the retinal scanner to the right. Enter the west wing.
UPDATE: This tip has been send in by Cory Ambrosino aka Sauron892:
-... there is an easier way to get past the retinal scan terminal that
leads into the west wing.
Instead of knocking out (or brutally murdering) the sleeping guard in
the chair, get behind him.
If you get behind him at a certain angle, you will be able to grab him.
Now interrogate him.
He will tell you that he can unlock the scanner for you. Face the
scanner with him still in custody and select the option that shows up.
Crafty, simple, and a much smaller risk of setting off an alarm.
Makes me wonder whether there is a guard near every retinal scanner who's just
waiting to be 'asked' to cooperate... You might want to check this out guys. I
can think of one in the Displace mission near the laser beam nightmare.
Bank: west wing
SAVEPOINT. Proceed until you can see a camera on the wall to the right. Use
your OCP on it and hurry to get past it. But don't cause too much noise, there
is a guard fixing the keypad ahead. Whistle or do something to get his
attention and lure him into the shadow. Retreat and grab him the minute he
turns around again. Interrogate him to get the keycode for the door.
Nevermind if you don't get the code from the guard - it is also possible to
hack the keypad
Enter the room and use the computer. Hack the security access in order to plant
the fake e-mail. Seven more to go. Now search the cabinet next to the desk
before you use the switch to the right.
Ignore the crawl space for now - it leads to a useless guard, a camera and a
doorcode you don't need.
Back on the corridor turn right instead and immediately left. There is a room
with a couple of guards (three if you missed out on the one in the corridor).
There is a mean but easy way to take them out. Hack the door. This will cause
one of the guards to get suspicious. Withdraw, wait for him to step outside and
shoot him in the head. His comrade is likely to step into exactly the same
position when coming for you, so keep your trigger finger ready and be fast.
Alternatively you could whistle and try to sneak up on the guard once he
followed you outside, or if you are fast take your chances when he walks over
to the computer to get into the left dark corner (the only dark corner! this
option is for pros only) and then go assault or something.
Whatever option you've used, use the computer afterwards to plant another fake
e-mail - that's two down, six to go.
Leave the west wing the way you came but remember to disable the camera when
passing it. Enter the north wing.
Bank: north wing
SAVEPOINT. Simply use the door next to the one you just came out of in order to
enter the east wing.
Bank: east wing
SAVEPOINT. Listen carefully and you will get aware of a camera. Disable the
light with your OCP, then shoot it. The camera is further ahead, but there are
two guards in the room around the corner that need your attention first. You
could simply lure them out and try to get hold of them one by one, or you use
the opening in the window to get rid of the first one with a couple of bullets
into his back. Not a very fair approach, I know, but it will cause the other
guard to come out of the room and thereby to run straight into your line of
One other advantage of this approach is that if will also spare you the trouble
of hacking the door since they will leave it open for you to enter and load up
the third fake e-mail. You will also get the keycode for the security door
Done with the upload leave the room and proceed further down the corridor.
There is a medikit to the left, just in case things didn't go as smoothly as
Quiet now, you don't want to alarm the guard further up the stairs. This area
is well lit so make sure only to move when he is further away. He is patrolling
the upper level and will be turning his back on your position for a little
while. Use it to get upstairs and into a dark corner.
Ok, don't even bother sneaking up behind him, following him around. Too much
trouble. Here is the easy way to get through this part of the game:
Wait until he almost exits the area with the laser beams on YOUR side. Then,
simply shoot him. The beams will stay offline, so pick him up and carry him
with you. Voila, your very own personal laser beam disabling device. :)
By the way, you should stop half way down the hall to use the computer for
another upload, but don't forget to pick up your useful friend again.
Well, you know what to do for the next part. Place the guard you've been
carrying somewhere safe and dark and use exactly the same method on the next
one. Wait until he reaches your side, send him to his ancestors and carry him
around. It's as easy as that.
Use the medikit if you need to, then get your sneaky shoes on again. The camera
to the left can be avoided by timing your moves and turning right into the
corridor next to the office made of glass. Quiet now. Make sure all the guards
are seated comfortably, then use the keypad of the door. No need to bother
taking anyone out or something. Just sneak to the left and use the computer and
disable the cameras. Also seize the opportunity to delete their archive.
Now use the switch next to the door. Time to use your EEV on the computer one
of the guards is using. Zoom in on the part that shines in a bright orange when
you use your thermal vision. Upload the faked e-mail, or if you prefer to do it
manually (according to the manual it is easier this way) just switch of the
vent. I will describe what to do for that option later. Now leave those nice
Sneak further to the right and stay as close to the wall as you possibly can. I
know, it looks as if he was staring right at you, but it is possible to sneak
past the guy looking out of the window. Immediately turn right into the
corridor. Hack the door and enter. Simply pick the lock of the next door and
look for the third switch to authorize your entrance to the vault in the right
corner next to the desk. Oh, and while you are there: don't forget to use the
computer. You need to upload another e-mail. Time to get to the vault. You have
to get back to the security room where you took on the two (three) guards in
the west wing. Simply sneak past the glass office again (remember to stay
close to the wall while passing the daydreaming guy), down the corridor past
the camera, and remember to pick up your 'personal laser beam disabling
devices' along the way in order to get through the beams. Head down the stairs
and leave the east wing. Enter the west wing and turn left into the corridor
after you passed the camera to the right. The door which had
been locked before will now be open.
Turn immediately right to get to your equipment. If you turn right again you
will find a computer you can use, but unfortunately there is no upload
Check the rows of boxes to find box 1024. Open it and pick up what you need for
your little robbery. You heard the man, get to the main vault. Exit the room
and turn right and simply follow the corridor.
The lockpick is not as hard as it sounds. It's basically a normal one, just
wait until all of the lights have turned green again before you even move your
left analogue stick again. That's it.
Now comes the fun part. Time to blow something up. Place the charges on the
vault and back off. Detonate the charges.
Enter the vault and use the computer. Apart from hacking the security access
you should also use the other options. Then it is time to raise Sam's salary.
Get some money and get back to the entrance of the vault.
Careful now! Use your thermal vision in order to find out what I am talking
about: First time I played the game I was able to leave and finish my job in
uploading these e-mails. The second time around for some reason all the ways to
the entrance area (where there is the next computer) was blocked and the
objective of uploading faked e-mails had been cancelled... The reason being a
laser beam you won't have been told about. If you trigger off the alarm your
mission will end here, but it won't fail. Use the OCP of your pistol to disable
the beam (Thanks Keving McNee for reminding me of this possibility) or just
wait for it to switch off for a second, which it does now or then.
Anyway, if this should have triggered the alarm simply leave through the door
where you encountered your very first camera. You will find an emergency exit
door at the end of the corridor which will lead you back to the yard you
started from. Go to the back wall in order to find your extraction point.
If, however, you manage to get passed the beam head past the door with the
camera and exit the west wing. Go past the sleeping guard and cross the area
you came in through. Open the door to the right stealth and sneak up on the
guard who is starting to fall asleep on his reception desk. He might get up the
moment you reach him, so be fast to grab him. Interrogate him if you like, then
use the computer to upload the e-mail.
If you didn't upload the faked e-mail in the glass office here an
alternative option: return to the west wing using the door with the retinal
Bank: west wing
SAVEPOINT. If you switched of the cameras in the glass office on the second
floor you won't need to worry about any alarms or guards any more. Return to
the office where you uploaded the very first e-mail. Remember the crawl
space I mentioned at the beginning of your mission? Use it now and then look
for a rainpipe on the opposite wall.
Gary has used the alternative route to the get into this yard. Here is what
- YOU CAN EITHER A CRAWL OUT THE CRAWL SPACE AND RISK BEING SEEN BY GUARD ON
PATROL OR YOU CAN GO BACK OUT OF THE OFFICE AND DOWN THE HALL TO THE BACK DOOR.
NOW THIS IS TRICKY TO DO HOWEVER IT CAN BE DONE. IF STAY FAR ENOUGH BACK FROM
THE DOOR AND SNEAK TO THE OPPOSITE SIDE OF THE DOOR AND USE THE LEFT L3 BUTTON
TO STICK TO THE WALL YOU CAN WALK DOWN TO THE CORNER OF THE DOOR WITH OUT BEING
SEEN BY THE CAM. WATCH FOR THE CAM TO LOOK ITS FAR POINT AWAY FROM YOU. DONT
REMEMBER WHICH SIDE IS THE FAR POINT, HOWEVER IF YOUR IN THE ONE OFFICE ON THE
PC WHEN YOU VIEW THE CAM YOULL BEABLE TO SEE WHICH POINT IS BETTER. ONCE ITS
POINTED AWAY FROM YOU FOR A SEC COME OFF THE WALL AND OPEN THE DOOR THEN GET
BACK ON THE WALL. WAIT FOR THE CAM TO GO ACROSS AGAIN AND WHEN ITS FAR POINT IS
AWAY THIS TIME COME OFF WALL AND USE YOUR OCP ON IT. NOW YOU CAN WALK OUT AND
SEE WHAT THE GUARD IS DOING OR JUST WALK OUT AND JUMP UP TO THE ROPE HANGING
THERE AND RIDE IT DOWN TO THE BOTTOM OF STAIR WELL. SOME TIMES THE GUY THINKS
HE SAW SOMETHING BUT DONT MATTER. IF DONT KILL HIM AND YOU SNEAK UP ON HIM YOU
CAN INTERROGATE HIM FOR INFO.-
Note: Yes, but as I mentioned earlier in my guide, it is not necessary to do
so, so you might want to focus on getting up the rainpipe instead.
Climb up and climb over to the balcony. There is another crawl space in the
wall. Use it and follow it all the way until you find yourself above the glass
office. If you switched off the vent it should be possible to climb down there
since there is a hole in the roof - haven't tried this though. But I know for
sure that this is a good position to go assault on these blissfully unaware
guards making it less likely that they will be able to raise an alarm. Once
they are down take either the long way around through the building to get back
to the office or climb down (if it is possible) and use the computer.
That's all objectives completed, return either to the door in the west wing
where you had to get past the first camera or use the main entrance to get back
to the yard you started from. Approach the right corner at the farend in order
Penthouse: Abandoned building
SAVEPOINT. New York, New York. First of all remember not to kill anyone. This
means your L1 button will be your best friend for this part of the game.
Get into one of those entrances to the left and wait for the guard to return.
Now sneak up on him and put him to sleep after you interrogated him.
Turn left around the corner and switch on your night vision to see another
volunteer guarding an alley.
Note that, as Grant Hill has pointed out to me, there is a ladder straight
ahead of you when you are still in the alley you start the mission from (I sure
did see it and climbed up, but couldn't quite make out what it might be useful
for...). Here is what you actually can do with it:
- Pull yourself up and walk up the stairs until you can't climb any farther
(due to a break). From here, you can jump up and grab the ledge which will
be above the ledge that you would have to grab after knocking out the second
guard and climbing the rain pipe. Basically, just shimmy to the left until
you're over the wire, like before, and let go. It's a floor higher than the
previous method which you mentioned in the walkthrough but Sam won't get
injured at all. When you land on top of the van, turn around (make sure the
guard that comes in and out of the building isn't in site) and fire at him with
a Ring Airfoil or a Sticky Shocker. -
Well, anyway, try whatever works for you.
Simply sneak towards him and make sure no-one is in the alley to your left when
you knock him out. But be fast and show no hesitation otherwise he'll might get
a chance to react.
Once he is out and hidden away climb the rain pipe in the alley he was
guarding. Shimmy to the right until you see a wire underneath you. Make sure
you are right above it and let go of the ledge. Sam should slide over to the
truck and land on its roof. Wait until the guard comes out of the building to
the right and then get his attention. He will come towards the truck. Sneak
forward and when he has almost reached the car rush towards him pressing L1.
Sam will do a really cool knock-out move and a roll.
Enter the building the guard came out of and use the door.
Once inside turn left into the corridor and immediately left again. There is a
guy repairing an elevator. Sneak up on him and take him hostage. Retreat
into the darkness while interrogating him, there could be another guard showing
up any second and you don't want to get caught, do you?
Since the volunteer didn't finish his repairs you'll have to use the long way
and climb up. Use the hole in the elevator roof to get on top of it and use the
Once the elevator stopped climb inside. Listen carefully and you will hear a
guard patrolling the area behind the doors. Wait until you are convinced he
must be further away before rushing out and rolling into the darkness in the
I haven't tried this myself yet but sounds like a good tip to me - the
following has been e-mailed from Nataly:
- ... instead of only relying on your ears to hear the enemy leave away from
the elevator you can always use the thermo to see them leave. This really
helped me during co-op mode with my bud, I gave her the signal to open the
Wait for the return of the guard and knock him out. If something should have
gone wrong, there is a medikit on the wall to the left. Leave the room through
the next door.
This part can be a bit tricky, but it's not too hard really. You could even
cross this area without knocking anyone out at all, but you would have to get
your timing right while climbing up to the neon sign otherwise you will be
spotted and shot at.
So here is another way: Turn left and proceed until you've reached a small gap
between to buildings where you can do a split jump. Now get the attention of
some guards and knock them out by dropping on top of them. If they are coming
together and you are fast enough you can take out two at once, simply hit the
second guy as hard as you can as soon as you dropped onto the first one.
If this caused the third guard to snoop around that's even better, wait for him
in the darkness and take him out. If he doesn't come for you alarm him in any
way or shoot him with a non-lethal projectile. Now climb the neon sign and jump
up to grab the wire.
Penthouse: Zherkezhi's Pad
SAVEPOINT. Ok, time to stop handling people with kid gloves. These boys are the
usual type of bad guys, so feel free to shoot who you consider necessary. Well,
almost free that is: make sure you get hold of this first guy in order to
interrogate him, otherwise you will be unable to complete all you objectives.
By the way, there is a crawl space at the other end of this balcony like area.
Try to memorize it for later.
Now use your OCP on the light bulb above the door and shoot it afterwards. Then
get inside. Sneak into the middle of the room and wait for a guard to come from
the right. Grab him and interrogate him before sending him to sleep. The guy
doing the repairs seems pretty tired too, so do him the same favour.
Now use the computer to the right in order to get the plans you where looking
It doesn't really matter whether you use the route through the elevator first
or use the crawl space, but let's say you used the elevator to begin with
the more difficult part.
Climb into the elevator and use the roof to get to the next level.
Listen to what Redding has to tell you and then switch on your night vision.
You will see a camera immediately to the right once you exit the elevator. It's
hard to see its beam with the night vision since it is a well lit area. Use
your OCP and rush underneath it in order to run a tap on it. Done with it DO
NOT REMAIN there, you will trigger an alarm if you do. Immediately head further
down the corridor and get behind some cover without opening the door ahead.
There is a guard in there, but he is going to fall a sleep any minute so your
main problem will be a camera on the wall to the right. If you shoot the guard
it will realize this, if you get caught on camera in any way, ..well you know.
Just tap it. It's possible to cross this room simply using your OCP on the
camera when ever necessary, but to be honest it is a lot easier to send the
guard to sleep first, especially since you will have to cross this room again
on your way back. Simply take cover behind the pillar so that the camera won't
see you and then whistle. If he comes for you make sure he cannot be seen by
the camera before you take him out.
On your way upstairs make sure you use your night vision to see the parts of
the stairs the beam of the camera can see. It's possible to use the OCP but
it's a lot easier to position Sam so that he can jump up and get hold of the
next level (turn his back to the camera). Climb up and enter the next door.
Leave your night vision switched on and you will see a camera to the left in
the room. Either use your EEV to hack the computer or make your way through the
room. If you stick like glued to the right side of the room you won't even need
Return to the door you came in through (but don't leave) and this time make
your way to the opening next to the camera. Turn left to find the computer you
were looking for. Use it to enable Grim to get access.
Return to the camera and tap it. Now go to the door you haven't used yet. Cross
the room and enter a narrow hallway. Listen to those two guys talking. One of
them seems to know something. So let's ask him.
When you look around you will realize that this is a clear split-jump situation
so make use of it. Shoot the lights and return to the wall near the door to
make a split-jump. One of the guys will check out the corridor so be fast and
whistle. Once he is underneath you surprise him. Now approach the door to the
greenhouse and open. Get his attention and retreat until you get the
opportunity to grab him. Do not enter the greenhouse! There is a camera above
the door. Interrogate him and give him sweet dreams. Now it is time to take
care of the camera. Get your timing right and enter. You will have to get away
from the door in order to close it. Now tap the camera and leave. If you have
been injured use the medikit first.
Return to the hall with the stairs. You can simply drop down at the farend to
land in a position the camera won't see. Now leave the room and use your OCP on
the camera in the corridor. Use the elevator to climb down again.
Remember the crawl space I mentioned earlier?
Go there. Simply head back to the balcony like thing and turn left. Get into
the crawl space and exit on the other side. Now turn right and climb up the
rain pipe. Careful now. There are two guards on the balcony. Wait until the
patrolling one is further away and knock out the lazy one. Now wait for the
return of his colleague. He won't realize his comrade has been knocked out so
don't move and wait next to him until you get a chance to grab him. Now shoot
the light ahead to make it easier for you to see the beam of the camera. Use
your OCP and tap the camera. Return to the crawl space, but don't get in. (You
could also use the door next to the camera to get back to the elevator but you
would have to use the crawl space again to get back.)
Tap the camera and you will be done with this part of the mission. Now shoot
the guard who is watching the stairs next to the camera. You might need to use
your thermal vision and the sniper mode in order to get a good shot. Now use
the OCP on the camera and rush up the stairs. Enter the corridor and proceed to
the next door.
Ok, don't let your nerves get to you now. What ever you do, don't shoot the old
man. He will help you for this next part of the mission. Use the computer in
the left corner of the room, then talk to him. You will have to talk to him a
couple of times before he will understand what you want. Be patient and follow
Don't worry about this next part you have as many attempts as you need. Once
you've figured out what to do it's actually easy. First talk to the old man to
get his assistance. Now switch on the main server and use your thermal vision
to see which of the servers starts to get yellow. Switch it ONCE. Don't bother
about the right side of the room just stay in your part. It's only three
servers you will have to switch in the right order. (With your back turned to
the main server its the one to the left then the second one on the right
side and then the first one on the right side.)If you fail simply start the
main server again and you can repeat the whole procedure.
Retrieve the punch cards and you are done here. Time to go home.
Return to the elevator to exfiltrate.
- Since there is no option 'assault' available in the loadout I would advise
you to use Redding's recommendation -
Note: Objective 'find out real identity' incomplete
(not sure it is possible to complete it here since it will be transferred to
your next mission)
UPDATE: Received the following e-mail by manilenio:
In the Displace level (after the bank), on the 3rd floor, to complete the
secondary objective, when you enter the hallway that has 2 guards talking
inside the second glass room, don't make the glass transparent, just aim
your EEV at it and it should start recording the conversation of the two
(one in a suit, the other in full gear with an assault rifle). They will
be talking about Milan Nedich (or Milo, the butcher). This will complete
SAVEPOINT. Once again you are not allowed to kill anyone so be careful. Proceed
until you reach an open area. Wait for one of the guards to take up his patrol
then follow him until you can grab him. Interrogate him and end his shift. Now
stay close to the left wall of the yard and approach the fence. Climb over it
and time your moves with that of the technician. Take him out and use the
switch for the vent. Go back to the huge vent in the middle of the yard and
pick the trap in order to rappel down.
Turn right and you will hear a conversation. You can use the optic cable to
hear what's going on. Once they are leaving climb down into the office and
follow those men.
- In the Displace mission, after the part where you repel down the fan shaft go
as quickly as you can (without making noise) to the Trap Door and open it. Here
you will hear the two guards talking. Now instead of having to chase the guy
with the computer down the hallways, I discovered this. As soon as you open the
Trap whip out your EEV. Move over until you can clearly see the laptop on the
floor now scan and hack it. You should have about a minute to do this so don't
panic if you're good or average at hacking.-
- Thanks,Brandon H. Splintercell Junkie
Turn right and shoot the lights this might alarm those guys
but just wait for them to calm down. Now follow them through the doors. You
will have to hack a keypad on your way. You will find them standing around in
the corridor. Watch out for the camera to the left, stay in the dark and use
your EEV on the laptop one of them is carrying. Hack the security access. If
you miss out on this opportunity you will still be able to follow them around
and try it again.
Let's assume you made it. Now wait until they have left the area and shoot the
lights - use your OCP first to avoid any suspicion. Now approach the door
ahead. It will slides open so repeat the same method on the lights in here.
He is well hidden, but there is a guard behind the computer terminal. Sneak up
on him and interrogate him before sending him to sleep. Now turn to the door
leading to the training room. Enter and you will get a new objective from
Grim. Open the next door stealth and switch off the lights to your left. Knock
out the guy coming to switch it back on and then approach the railing right
behind the other guard. Climb up, jump down and grab him. Alternatively you
could have used the beams in the room to cross over safely. Use both computers
in the room and upload the first tracer. If you are hurt for some reason use
the medikit right next to this computer. Leave and get back to the room leading
to the main server. You will have to hack the retinal scanner to enter the next
I received an e-mail from Jessica pointing out the following:
- I have a tip for Displace when going through the laser beams after the
retinal scanner. If you pick up the guard that you knocked out in the
previous room after making him use the retinal scanner and walk towards the
beams, they will automatically go off because of the beacon on his body.
YOU COULD DO YOUR PRIMARY OBJECTIVE FIRST - but you will have to return to this
floor if you do.
If you don't want to have to return - here your opportunity objective:
Go back to where you hacked the laptop of this suitwearing guy. Head back to
the office where you started your mission from, but stop on the corridor where
you shot the lights. This suitwearing guy is hanging around in his office. Lure
him to your position and interrogate him.
If you have been too quick his colleague might just cross the corridor. Wait
for him to enter the next room and follow him. Stay close to the door and
whistle. He will come for you, so grab him and ask him a couple of personal
questions. Now switch off the lights and wait for the second guard to come to
the switch. Grab him, have a little chat with him and send him to sleep. Use
the computer to the left and access the other ones if you like.
Now return to the room with the retinal scanner and hack it if you haven't done
Careful now! Switch on you thermal vision and you will see a real nightmare.
The first couple of laser beams aren't too hard, but the third row of beams
won't switch off. You OCP will work however and it is possible to dodge through
if you keep going (otherwise Sam will get up a bit hitting the beams).
Go through the next door and use the switch for the lights next to the retinal
scanner. If it doesn't alarm a guard he might still be in another room, but he
will come eventually so take him out. Now approach the doorway to the next room
- don't worry if you here gunshots they are not directed at you and get the
attention of the other guard. Give him a headache and then use the computer in
the room you just crossed. Now use the computer in the next room as well and
hack the security access. Feel free to use the medikit near the doorway if you
need to. Now go to the next room and switch off the turret. Hack it if you
like, but I can't see the use of it. Go past the target and jump up to grab the
vent. Pull yourself up and enter the first floor.
Displace: first floor
SAVEPOINT. Follow the vent and climb down. Use the computer and then
immediately climb up again. As Grim puts it: You've got company. Wait inside
the vent until a man started using the computer. Then climb down again and grab
Interrogate him, but get out of sight with him, the door will open now or then
if the guard passes by. Once the computer guy is asleep it's time to take out
the guard. Either lure him inside (be quick to knock him out) or get outside
when you are sure he isn't there and wait in a dark corner for his return.
Proceed down the corridor until you reach another door. Go through and head
down the corridor. Switch off the TV screen while passing - the darker the
better. Now open this next door stealth. Don't go outside yet. Watch the scene
until you see a guard passing by. Follow him, but make sure not to get spotted
by the camera. Don't attack him just yet - he is not alone and camera and
comrade are not fun to be with. Instead stay in the dark short corridor he has
gone through and do a split-jump. Now just wait and take him out. If this
alarms his comrade repeat the same procedure, if it didn't, well, get his
attention. You could also 'switch off' the lights in the next area and try to
get to him this way. Whatever you do, once both are out go back to the area
with the camera and turn right into the opening - you will see a reception desk
with a computer (useless, just some camera access). Follow the corridor and you
will find a door to the left. Enter and use the second door to the left. Shoot
the lights and retreat immediately. The guard coming for you will use a torch.
Hide away on the corridor outside the bathroom and get into his back. Once he
is out enter the room ahead, but be quiet not to alarm the guy working on the
computer. Grab him from behind and send him to sleep. Now use the computer and
make Grim a happy girl. Go back to the elevator and use it to get to the third
Displace: third floor
SAVEPOINT. Leave the elevator and turn left. Switch off the lights for the next
corridor and then wait at its other end. A couple of guards will pass by
realizing that something isn't quite right so retreat into the dark area
halfway down the corridor. The reason being: this guy has a torch so you need
to get into his back in order to grab him and interrogate him. But stay away
from the door in this dark corner, there is a camera right behind it and you
don't want to get spotted blackmailing a poor man on duty, do you? He'll give
you a keycode, so thank him by sending him to sleep.
Now go back to the elevator and head into the other direction. But be careful
there is a guard patrolling the corridor. Switch of the lights and wait for him
to come back. Sweet dreams little soldier... Now approach the recreation room
ahead and open the door stealth. If you are quiet enough this guy won't even
hear you coming before it's too late. Grab him and interrogate him for another
That's the area cleared from guards, feel free to use any computer you like.
Remember the dark area you interrogated the first guard on this floor in? Go
there and cause the door to slight open. Use your OCP on the camera and
immediately rush through the next door. Use the key pad if you did get the
code, otherwise hack it.
There are two guards talking in the second room on the right. Since they are
absolutely useless you could might as well leave them alone, but if you want to
play with them: Switch of the lights. Now use your OCP to toggle the state of
the windows of their room. This will cause one of the guards to come out. Send
him to sleep. The next guy will come if you whistle a tune. Knock him out and
proceed down the corridor.
NOTE: I was wrong to claim they were absolutely useless! It is here that you
will be able to complete the objective about finding out the real identity...
simply follow the advice by manilenio at the beginning of this mission...My
mistake, sorry about that.
You could have the code for this door. Get in and use the two computers.
You can go to extraction now, but don't forget to use the OCP on the camera on
your way back to the dark area. And be careful. It will see you if the door
slide open and you miss with the OCP. Back in the dark area turn right and
you will find a door at the end of the corridor. Open it and you will find a
fire exit. Hack the keypad and go upstairs to extract.
Hokkaido: Common area
Forget about Redding's comments at the beginning of your mission - it is true
there is less high-tech, but the guards are as blissfully unaware as ever.
SAVEPOINT. Ok, first of all shoot the light ahead (the one dangling from a
tree). Your OCP will work on it, though to me it looks like a candle. Anyway,
this will cause a guard to snoop around. Careful, he will be using a flare,
retreat as far as possible. He will throw it away eventually and this is the
moment you should get into his back. Just wait until he has climbed down to
Climb all the way up and enter the building.
This is a 'sneaking mission'. The floorboards will be loud and there won't be
an awful lot of background noise going on. Take your time and stay invisible,
most situations can be solved with a bit of patience (and a silenced gun).
Don't rush ahead, there is a guard with a torch walking around. Instead wait
until he went outside before you follow him. Slide the door open and simply
drop down from the catwalk to land behind the first car. Use your EEV on the
license plate of the car the soldier is leaning against.
Wait until they take up separate positions. And climb back up on the catwalk.
Once the guard that had been on it left it, use your OCP and shoot the light.
You might have to drop down from the catwalk again once both guards start
snooping around again, but it shouldn't take too long. Now simply sneak up on
the guy with the torch who is standing around on the catwalk and be quick to
send him to sleep. Ignore the guy in the middle of the yard for now, though it
would be quite simple to knock him out the same way. You'd be running the risk
of alarming a third guy if you get caught in the headlights. Instead sneak past
him staying close to the right wall. You will find a window to the left. climb
up and make sure you are alone before you shoot the light. Careful now, there
will be a guard coming out of the corridor to the right. He will use a torch,
so make sure you stay close to the right wall near the crawl space when he
walks past. Grab him or do anything else with him, he is just an idiot anyway
(ask him something and you will see for yourself). Alternatively you could have
used the beam on the ceiling in the corridor to take him out from above, but
that seems to be too much trouble to me. Don't use the crawl space to proceed,
I find it easier not to jump out in the middle of a corridor with two guards
around you, and you will miss out on the first MIC if you do. Instead take the
long way through the corridor the guard came through.
Shoot the light in the livingroom like area and wait for the guard to calm
down if you alarmed him. Use your EMF to check out the area next to
the cupboard with the telephone on it. You will see a bright spot. That's your
first MIC - disable it. Now take care of the guard next door. Sneak up on him,
he is standing behind that carpetlike thing in the middle of the corridor.
Interrogate him and he will be really helpful.
Now let's do something really cool. You might have seen this in the demo at the
beginning of the game. First make sure the corridor is dark, then approach the
next room. Wait until the guard leaves and then sneak in and to the right. Drop
into the bath and position yourself halfway near the edge where the guard stood
a couple of seconds ago. Now just wait. He'll be back and you'll be able to
Cross the next area and you'll see a guard lighting a candle in the next room.
Take him out anyway you want. It is easy to sneak up on him and follow him
around since the candle leaves you with enough dark areas to hide in. He isn't
really useful and you will pass the kitchen anyway.
Proceed and enter the temple and garden area.
Hokkaido: temple and garden
SAVEPOINT. Use the time while these guys are talking to sneak into the right
dark corner. Once the smarter one has disappeared it is time to follow the
stupid one around. Send him to sleep, that's better for him anyway. Now follow
the other guard into the next area. He'll be looking for MICs there. It's easy
to follow him if he passes the door, if he doesn't, get rid of the lights and
then of him. You will find the MIC next to the cupboard on the opposite wall.
Use your EMF.
Enter the next room to find the medikit one of the guards told you about and
Slide the next door open and you will find a yard with two guards patrolling
the area. Unfortunately they have torches, so it is not going to be easy to get
rid of them. It is actually a lot easier to simply leave them alone. All you
have to do is wait until one of them (the one in the yard itself) is leaning
against a tree. Now make sure the walking guy is far enough away from you and
sneak down the stairs ahead. Make sure you stay in the dark! Now hurry to move
on, otherwise the torch using guy will come back and you'll be - to use
Lambert's words - lit up like a Dutch brothel. Cross the yard and you will
reach a doorway. Get in there staying as close to the dark wall as possible.
When you proceed you'll hear voices. Turn right in the next room to find a
crawl space next to a door. You could just simply open the door, cause them to
come out and go assault. But you will miss out on a hell of a lot of
information if you do and it's actually quite fun to use the crawl space and
sneak around while they are talking. The guy in the suit is your target. Once
the guards left he'll be taking a bath. Wait until he is in the bathroom (use
your thermal vision to see him behind the wall paper) and then grab him from
behind through the wall (cool!). Once he has told you everything he knows send
him to his ancestors. Before you leave remember to look for the MIC and disable
it, and don't forget about the guards on the corridor outside! They'll be
snooping around with torches. You can simply shoot them or play a game of hide
Either way they have to disappear. Now enter the room next to the corridor with
the crawl space. There's your next phone with the MIC. Follow the doors
until you reach the living area.
Hokkaido: living quarters
SAVEPOINT. Slide the door open and shoot the light. Now you will come to an
area with a greenhouse. Stay in the doorway and look to the right. You will see
a switch and a valve. There is a sneaky method to get through this room
involving those two, but you'll have to be quick here otherwise the guard will
see you. Use the valve first. Then be quick to use the switch. Get to the end
of this niche and jump up to get hold of the ledge above you. Hurry, the guard
will check out what triggered off the sprinklers. Once you are upthere and in
the next corner you'll be safe. Now simply cross over to the other side of the
room and use the valve there - the guard will return to his post providing you
with a good spot to land on: His head. But hurry to either hide him away or get
your gun out, another guard is patrolling the corridor outside and he won't be
too pleased with you knocking out his comrade.
Use one of the doors ahead to enter the TV room. There is a medikit in case you
need it. The other thing you should take care of is the MIC next to the table.
The last MIC is immediately in the adjoining room, so check it out.
Proceed and slide open the next door.
Ok, ignore the stairs to the right for now, it is easier to take the route from
the lower level than to sneak up some well lit stairs with a guard watching
you. Instead jump over the railing ahead of you and you will find a door to the
right. Open it and you probably will see a guard unless he has gone upstairs
for a while. Take care of the lights. This might cause both of the guards to
snoop around so be patient and just wait. If you get a chance to, get hold of
the first one. If not, well, whistle him a tune to lure him into a good
position. The second guard will also react to any sound you make so cause him
to come down and take him out.
Get upstairs and proceed until you reach a crawl space. Get in there.
Unfortunately it doesn't really matter what you do now. Zherkezhi is dead
anyway. If you wait and listen - he'll die, if you jump down and try to do
something - he'll die. That's just the way the story goes I'm afraid. You
can try and rush after Shetland, but well, why bother, he is supposed to get
away. You're done here, don't bother about the guard in the right corner of the
yard and proceed through the building until you reach a backdoor. You'll might
encounter another guard on your way there - wasn't there the last time I
played, but the next time around he was standing there with a sabre...strange
things happen in Japan. Use the medikit in the building if you get hurt
You'll be back in the yard where you scanned the license plate. It is easy to
get into the back of each guard and take them out one by one, but actually it
is a waste of time, all you need to do is return to extraction. Simply sneak
past them and enter the building to the right. Go all the way back to the place
you started your mission from.
That's goodbye to Japan.
SAVEPOINT. Careful while sliding down, the workers might see something. You can
take them out if you want to, just get rid of the light and then do what Sam
does best, but actually you could just jump into the hole to the left (from
where you rappelled down). Yep, ignore the door, it just leads to a nasty
camera. The hole on the other side is a safe and fast way in. Turn left,
right, left, left, right and right again to reach a ladder. Climb up, open the
trap and send this nice man on his desk to sleep.
Leave the room and use the corridor to the left. Open it stealth and sneak up
on this guard. He is not exactly of the brave or bright kind, but you can
interrogate him if you want to. He is better off sleeping. Now use the computer
terminal he has been working on. Hack it for an e-mail. Now leave through the
door just opposite the one you came in through. But be quiet. The man next door
looks busy. Do him a favour and send him to sleep. Now use his computer for the
first of the shipping logs.
Leave and use the door to the right.
Follow the corridor and shoot the lights. If you've checked the cameras on the
first possible computer, you'll know there is one to the left behind these
double doors. Get your pistol out and use the OCP on the camera as soon as
you've opened the door. This should cause a worker to check on it. Lure him
into the corridor and send him to sleep. Strangely enough this could be enough
to trigger off a mad comrade chasing after you, so get ready to shoot him or do
something else to defend you from this maniac. It didn't matter what I tried,
he always came for me. If you should get more lucky than I did: he will be in
the room further down the corridor to the right. Go there anyway and proceed to
the next room in order to find an unattended computer. Use it and retrieve some
repair logs. Use the medikit in the first room if you need to.
Go back outside and down the stairs to the left.
Battery: command center
SAVEPOINT. This part can be really tricky. There is no way to switch off this
light and there are two workers who are able to see the doorway AND there is a
camera on the wall to the right. NASTY.
One of the problems with those guys is that they don't leave their area, so you
can't lure them into the corridor (at least in my experience). But there is one
thing you can do to help you: head to the entrance while these guys are still
having their conversation. Now be quick to place a wall mine into the entrance
and retreat as fast as possible. They will see you, and they will come for you.
They will even see the mine, but in an attempt to disable it one of them will
blow up. Yes! One down, one to go. In my experience the other guy will be
totally confused now and will talk non-sense about your potential position and
stuff like that. Good for you. Shoot the light in the room and retreat. When
you go back in be fast to leave the area with the light. He will be confused,
but he will shoot eventually!
If this method shouldn't work for you for some reason, there is still the
option of simply luring them into the entrance and then to blast away while
running towards them. You will take damage while doing this and you will
probably be seen by the camera, but it will get you inside the hangar.
UPDATE: Nice one. Here an alternative way into the hangar which was e-mailed to
me by daytrader:
- If you picked up the gas grenades earlier in the level, it's not that
tricky any more. Move around the corner just far enough to see the light
bulb and not be spotted. Along that line of sight, there is a stack of two
crates in the background, a little behind and right of the guards. If you
shoot a gas grenade at the upper crate, it should bounce off nicely towards
the guards, taking them both out. As soon as you have fired the grenade,
shoot the light bulb - if you like, you can OCP the camera before firing
the grenade to buy yourself a little more time, but it shouldn't be
necessary unless you shoot like a stormtrooper. Shooting a sticky camera at
the crate and releasing gas might also work.
Finally got around to adding this nice piece of advice:
- Here's what I did:
(I did stop to get the gas grenades in the warehouse room, but I didn't end up
needing them.) When in the hall with the indestructable light in the corner
end and the camera and guards just around the corner, sneak immediately to the
end of the left wall, lean around, and OCP the security camera, then
immediately shoot out the light hanging in front of the camera--don't OCP it,
cause you'll need it dark later. Back away into the darkness of the hall
again, and shoot a sticky camera onto the same wall that the security camera is
on, but in the little entryway to the big hangar. When looking through the
sticky camera, you should be able to see the hangar, but not the security
camera to the right side of your sticky camera. Wait until the patrolling
guard comes down the stairs at the far end of the hangar, then push the X
button for your sticky camera to make noise. When BOTH of the guards are
standing close to the sticky camera, push Y to emit the gas. It should knock
them both out cold. Don't pick up any bodies yet--instead, use the OCP on the
security camera again. Then hide the bodies in the shadows. SAVE IT!! No
alarms, no used ammo, no lost health. Snap!
Here's to gaming,
And here is to you for a 100% completion!
You are a hell of a sniper? Then this one might work for you:
- the 2 guards beyond the corridor with the light that cant be taken out and
the camera in the next room can be lured over but its a bit risky and you take
a chance of getting caught..u can shoot the light ((he is talking about the
hangar itself)) after the guards talk and one will walk over and stop in the
corridor wheres its dark and if you are able to land a headshot then the other
guard will say "what was that?"(or something to that effect) and the other
guard will be in the corridor and you will have a clear shot at his head if you
use your night vision and aim carefully(he is about 90% obscurred by the
corridor by the time he is in your sights) -
Lee Justice actually managed to get into the hangar without being spotted -
(one of the instances in which sticky cameras can come in really handy):
- Simply lay back in the shadows as far down the corridoor as you can, but
make sure Sam is still able to see the wall and entrance to where the gurads
are, shoot a sticky camera onto the wall, as far into the main room as
possable, hit a few clicks and wait for the guards to come over an investigate,
then simply gass them. Hide the bodies, activate the missile across the room
and hike into the command centre proper using the missile rail above.... Same
with the two guys after you drop down from the missile rail. Just hit a camera
into the wall and click their attention, gas them when they come for a look.
You don't get any info but you don't get seen -
Sounds good to me...
Now sneak past the camera and bypass the circuit you will find. Now head to the
platform at the other end of the hangar, but remember to stay in the dark.
Bypass the next circuit and then jump onto the construction the missile had
been hanging above. What you have to do is climb as high up on this thing as
you possibly can. There is some kind of roller like thing at its end, you can
use that for example. What you need to do is to grab onto the girder and
make your way to the other side. So pull your legs up and get going.
Jump down on the other side and climb into the hole. Now proceed forward until
you reach the next corridor. Careful now, one sitting guard, one entering the
corridor from the right. Try to lure the walking guard into your fist, then
take care of the other one. If you switch off the lights use your OCP only,
anything else will probably alarm a third guard behind the gate to the left.
Let's take care of him before we do anything else. Enter the gate to the left
and sneak through the next door. Grab the guy on the computer and ask him for
directions. Then return back outside, pick up the goodies on the box if you
haven't done so yet and hack the keypad in order to use the elevator.
Here a useful piece of advice for those of you who prefer the sneaky way (the
splintercell way so to say...): Having asked the guy near the computer for
directions follow Ryan Rhine's directions instead in order to avoid some
rather unpleasant surveilance measures:
- As you walk out the doors of the room he's in, look up in front of you in the
hall way and you will see an opening in the ceiling. You can jump here and
pull yourself up and in. Once inside it allows you to move around and end up
on top of the elevator. Here you bypass the circuit and the elevator will move
up. When it stops, enter the crawl space and move forward exiting out the
other side. Now, move forward and a little to the right and there will be a
hole to drop down in to. STOP> Only drop in to the hole and hang on the edge.
Doing so will start the conversation between the Capitan and the Commander (if
you drop in all the way they will see you), you hear all the same conversation
resulting in the Commander shooting the Capitan, etc. When they finish
speaking, drop down. Now you are on a hidden ledge above the Command center
behind some flags or something. Move around the ledge in the only direction
you can go and eventually it will bring you to a grate like door that you can
open. Do so, drop in and sneak up behind the guard, knock him out and proceed
up the left side to the Commander and resume your directions as described in
your FAQ. -
Good job soldier, keep up the good work ;)
First of all shoot the light in the elevator, then pick up the object. There is
a pretty tricky situation ahead involving a camera, some lights and a security
guard. The thing is, you can't really approach the guard without being seen. If
the camera won't see you he probably will, so you will have to lure him
somewhere where you can take him out without being spotted. The camera will
mainly cover the right side of the room (seen from the doors of the elevator).
Get him to go into the dark corner to the left. You probably will have to keep
the doors of the elevator open. One method that worked well for me was: open
the doors of the elevator and step almost outside. Whistle and retreat (the
doors will close) head back to the switches and open the doors again and your
present should be standing right in front of you. All you have to do is hit him
hard and hope he won't drop into the sight of the camera. Remove the body from
the seen and you are almost done here. Now to the door ahead. (Forget about the
computer, bloody useless thing). There is a dark path through this room leading
exactly to the door and the retinal scanner, try to roll the last meter into
the dark corner. Maybe you are better off with the OCP. Use it anyway before
entering after you hacked the retinal scanner.
Proceed and listen to this interesting conversation. Unfortunately it won't be
enough to complete your mission, so get ready and sneak inside. First go down
to the left and grab the guy on the computer. Interrogate him and send him to
sleep. Use his computer and then head up the stair to the left. If you are
quiet enough the commander won't pay much attention to his surrounding either.
Use this to your advantage and grab him. Interrogate him and get some bad news.
Once he is out use the computer in order to retrieve more shipping logs.
Leave the room and head back to the elevator. Don't forget to use the OCP on
the camera. Go back down and use the corridor to the right. If you've followed
my advice the guard in here will be sleeping, so cross the room (use the
medikit if you need to) and exit quietly at its other end.
Battery: west launcher
SAVEPOINT. You'll hear a camera once you enter, so be careful. Follow the
darkness which will lead you to your victim. He's to the left checking some
machines. Give him sweat dreams and then shoot the light to the left (seen from
your position behind the worker). Use the door and the next one as well. Go
down the stairs and follow the corridor. Use your optic cable to see a guard
outside next to the launcher you are supposed to hack into. Lure him to the
door to take him out in order to avoid the camera to the right. It's possible
to lure him behind the closed door and bash the door open.
Now use your OCP on the camera and rush down the stairs. Ignore the launcher
for now, you will have to abandon your hack anyway, so don't risk being spotted
in an useless attempt. Open the door ahead carefully. A guy will be coming
straight at you, but he shouldn't see you. There is a second guy working in
here, use the dark area to the left to work out a method to take them out. One
of them will take position near that area, so it's easy to drag him to his
sleep. But the other guy will keep pacing around. Sneak up on him and knock
him out. Use the computer to the right and retrieve the last log. Now by-pass
the circuit and use the medikit if you got hurt. Use the other exit and sneak
carefully up to the launcher. Stay out of sight of the camera. Now you'll have
to be really quick: Use the OCP rush to the side of the launcher facing the
door you came out of in the first place, use the computer and retreat as fast
as you can. It won't work if you are not kneeing down! 14 seconds is all you
have to do this, don't waste any or you'll be spotted.
You heard the two. Get back to the area with the elevator. You know: corridor,
stairs, door, hangar, room. Use the other corridor. Cross the room and enter
the east launcher.
Battery: east launcher
SAVEPOINT. Two guards in here who urgently need to go to sleep. One is
immediately to your left. Watch out for his torch when you lure him into your
fist. Retreat and be fast to rush up to him and knock him over, or if you get
the chance get into his back. The second on is to the right. Shoot the light
and he'll be snooping around. An easy target. Don't get caught by the camera to
the right! Use the door and follow the corridor. Get down the stairs and get
underneath the catwalk in order to proceed. Take my advice now: By-pass the
circuit and then ignore any conversation. As soon as the gate permits it rush
to the left and down the stairs. A timer will start. My advice save the game as
soon as it does. You could have made it just through the door into the launcher
room. Now it's important to stay calm. Three minutes aren't an awful lot, but
enough to make it unless you do something stupid. I tried blasting away the
first time, but I got killed by the third guard before I had gotten rid of the
second one. The solution is a cold blooded, cool headed, sneaky one. Grab the
standing guy first, then take the other one out and immediately hack the
computer to the right. NOT DONE YET!
Rush away from the computer and back to the gate you came through. Back to the
hangar you knocked the two guards out and back to the room with the computer
terminals. The timer will still be running! Use the computer to stop the
launch. That was close! But for those of you who easily get nervous under
pressure: it is possible to make it in one minute thirty, if you followed my
advice of proceeding immediately. Time to get to extraction. It's the launcher
platform above the control room you just got the codes from. But before you can
hitch a lift you should take care of the remaining guard on the platform. Get
back to the gate where you by-passed the circuit and go back down the stairs.
Use the door on the opposite side and sneak up on him. Grab him and send him to
sleep. All you have to do now is run to the left and exfiltrate down the cliff.
Seoul: east market
Leave the room and turn right. You will find a hole in the wall so rappel down,
but Keep an eye on the guard underneath your position. Now take him out.
Approach the alley to the left, but stop to by pass the circuit on the wall.
This is part of your objective just in case you are wondering. Climb over the
fence, but be careful on the other side. There is a little nasty package on the
wall to the right. Approach it carefully and take it when the light turns
Now how handy is that! The special forces you are looking for are straight
ahead - and they are not special at all. Wait until one of them mentions he was
going to take a leak, he'll walk over to the left to relieve himself so get
hold of his comrade in the meantime. Drag him somewhere dark, like the alley,
but make sure you withdraw far enough, since his colleague will check there. (I
sure hope you've removed the mine!) Interrogate the soldier. Then take care of
Turn left into the alley until you cannot go any further and by-pass the second
circuit. Now use the rain pipe right next to it to climb up. Open the door and
position yourself underneath the pipe. Jump up and cross over to the other
side. Now cut the material to your left and enter. Use the switch right next to
the door and you will alarm a guard to your presence. - well not to yours, but
to something. Take him out and get back outside onto the corridor. Turn right
and open the door.
Get outside and follow the balcony the long way around to its other end.
(You'll end up right in front of a speaker.) Climb down but make sure you
won't be seen by a guard patrolling the yard. Careful now, be aware of a wall
mine nearby! Ignore it for now and take care of the guards first. One of them
will be patrolling up and down the yard, while the other one will stay close to
the command centre. Depending on your style you might find it easier to get
past the patrolling guard unseen and take out the easier target first - which
is the guard near the lorry. You'll then just have to position yourself
somewhere in a dark spot along the route of the patrolling guard and let him
walk into your ready fist. But you might as well can grab him when he is next
to your position underneath the balcony. If you get around to by-pass the
circuit straight away, its location is only a step away from where you dropped
down. If not, well, do it later. Use the computer in the truck.
Ok, you could just simply use the door, follow the corridor, use the pipe, take
out some guard from above, jump down to the next level (eventually taking out
another guard on the stairs) and then approach the computer for the drives.
BUT, I found a quicker and safer way, so here's my suggestion. Use the ladder
next to where the wall mine was instead. Then get into the crawl space to the
left and follow it until you reach a ladder on its other end. Get down there
and use the trap. Turn right switch off the lights and follow the path to the
computer, if you are quick to use it, you'll be gone before the guards even
arrive. Well, the thing is, you'll have to leave a different way you came. The
guards will split up so you will have to take out at least one of them. If this
alarms the other one..., well, he asked for it. Now take out the guard on the
stairs, if he's not there he's patrolling the corridor nearby. Sneak up the
stairs and you will meet him somewhere along the way. Send him to sleep. If you
are injured you might want to use the medikit in the room to the left, if not
use the elevator.
A slightly different approach to the area with the computer has been sent in by
Matt Crook, so here it goes: Having climed down through the trap door
- place one of your wall mines on the double doors and quickly move out of its
way, after switcing off the lights got get the CD drives, then you will hear
gaurds say "blow the door!" stay on the opposite side of the room, away from
the doors, by placing your wall mine on the doors, it will create a big enough
explosion to take out 2 gaurds, move out of the room and take the 3rd gaurd
from behind, he should walk past you -
To be continued...
SAVEPOINT. Nice cutscene. Hard mission. First of all, hit the select button to
check your map. Get an overview of your surrounding - you won't have much time
during gameplay to think about where you are heading.
The situation is as follows: you will start in a dark spot - good for you. A
guard is right behind you - bad for you. A flying device with a searchlight
heading your way - VERY bad for you. THE GOOD NEWS: you can take them down with
your sniper attachment. But my advice for now: forget about both (guard and
device) and get your ass out of sight. There is a gap between the wall and some
ventilation building (or what ever that is) just opposite your current position
when you turn towards the stairs behind you - it has a roof. This will hide you
from the flying device and will give you a chance to lure the guard to your
NOTE: There is more good news. I received an email from drumhead89 stating that
it is possible to disable those flying devices with your OCP. - Seems I've
overlooked the most obvious option...But remember, your OCP works only
Here a piece of advice by Crij2000:
- the UAV's on the Seoul mission can be taken out with the shotgun
attachment. They have to be pretty close for it to work. I suggest disabling
them with the OCP and then blast away. I have found one shot does the trick.
Take him out and then check the sky for the device. You will see the
beam if it is near you. Turn left and rush down to the vents. There is a
computer to the right and a wire you can use to slide over to the other side.
Climb over the fence. Use the door and the next one and squeeze yourself
through the pipes. Now check your gun. Depending on your loadout you will see
that it has changed into a sniper attachment. VERY HANDY! Try it on the guy who
will be patrolling the next area. But be aware that he is not alone. Stay on
your side of the gap in order to take the shot. Another guy will come for you
and shoot from you from behind a cover, you can snipe him down, too, just be
quick to pull the trigger. There is a third guy to the right, but you will have
to cross over to get him. Use the pipe to the left. (You could have tried to
cross over before you took those guys down, but I found this rather difficult
since there was always at least one guy who realized I had taken out his
comrade). Once your are on the other side, drop down and climb the small
building part to your right. Use the sniper rifle to check out the catwalk
further in a distance. That's target number three. Once he is down go to his
former position and use the computer. You will find a trap door to the left.
Jump down and follow the corridor until you reach the elevator. There is a
wooden door near by which will lead to a roof top. Use your optic cable to see
another flying device. Open the door and snipe the guy on the roof underneath
you. Now use your EEV on the computer in order to use it from a distance. You
could attempt a mad dash to the door on the other side, using the ledge to
cross over to the other part of the building (I mean get past the wall you are
facing), rushing to the right (I assume your back against the wall) and
across the bridge like formation but I'd really advise you to snipe that thing
down. You are safe near the door and you have all the time in the world to do
so, so do yourself that favour. Now climb down and use the medikit on the wall
on the second level from above. Enter the door and use the pipe to get to the
Seoul: city streets
SAVEPOINT. Once these cowards are gone jump down and sneak up on the counter.
Climb up and take out the guard. Now open the door to the right and the next
one as well. Stealth! Take out the guard and use the computer.
Exit through the next door and wait. Don't bother about the guy repairing the
car, bother about the guy shooting him. Once he is out as well, go to the right
and climb the fence. Wade through the water and go to the right. Shoot the
guy who's busy shooting someone else. (Better him than you.) Now check out the
street to the left to find another soldier who needs to be taken out. You will
also see a tank further down the road. Now I didn't wait to find out whether or
not it would shoot me, I rather got out of its range by rushing down there and
up the pipe to the right. By the way, I wasn't alone up there. Take out the
guard and use the computer. Proceed to enter the north market.
UPDATE: I received an e-mail by Jeremie who told me that the tanks could be
disabled with the OCP. I haven't tried it myself though.
NOTE: Has been confimred. (Thanks Drew)
Here a very handy tip from Dave - since I am very busy at the moment I haven't
checked it myself yet, but it sure sounds pretty cool:
- In mission number 8 ( Seoul ), it is very easy to take out the tanks by
dropping a frag grenade down their open hatches. This will allow you to achieve
" BONUS OBJECTIVES " rescue the EA-68 pilots and disable all type 86 battle
Note that this information has been confirmed by now. Thanks Crij2000
Seoul: north market
SAVEPOINT. Follow the corridor and use the medikit if you need to before you
take position at the window. Get your sniper rifle out and wait for the flying
device in order to snipe it down. This will alarm a guard in the yard, but he
should calm down after a while. Get outside and shoot him from above before
using the wire to slide over to the other side. You might have alarmed another
guard who had been in the truck. Shoot him from above and then use the ladder
at the other side to climb down. Get into the truck and use the computer.
Follow the alley, but disable the wall mine along the way! Climb over the
fence and you are almost at the plane. Wait at the end of the alley for a guard
to show up, shoot him and proceed to the right. But watch out for the tank
which actually can shoot you if you are unlucky. You will find the pilots but
get a nasty order. (I carried the pilots behind the tank and the cutscene
showed no explosion in that area, but maybe that was just wishful thinking). I
assume you are standing left of the plane, so check the area near the dumpsters
for a rain pipe. Climb up and disable the last radar. Now follow the narrow
roof with the gap in it and use the wire to slide over to the structure on the
other side. Climb to the top and use your EEV on the plane to designate it as a
target. Watch the tragic-heroic cutscene.
UPDATE: According to Jeremie it is possible to disable the tank with the OCP.
UPDATE: Dave suggested to throw a frag grenade down the open hatches of the
UPDATE: CHECK THIS OUT! there seems to be a way to rescue the pilots against
all odds. Here is what Kevin McNee sent in:
- Hi, I was replaying the Seoul mission and found a way to successfuly rescue
the pilots (and complete the bonus objective). To do this carry one of them
into the ally with the fence that was used to enter this section of the
map(the one just meters away from the designation stucture). LAMBERT will
tell you when he is safe. Then go and bring the other one to that location.
Doing this also brings up arguing between Sam and Lambert. I goes something
-when you approch the ally with the first one: "Sam if you compromise this
mission for the pilots.....
-when first pilot is in the safe zone: "Ok he should be safe here now call
-when you return for the other piolet: "Fisher what are you doing?"
"No sence rescuing one
and leaving the other"
-when you approch the ally with the second one: "Your compromising the
mission Sam no way are you going to get a medal for this." "Medals don't
help me sleep at night Lambert"
-when both piolets are safe: "ok they're safe now please call the airstrike"
When you call the airstrike Sam won't say "God forgive me"
SAVEPOINT. Follow the alley until you see two guys talking. One of them will
get to work on the phone line to the right. Make sure the other guy isn't
watching then grab him and ask him a couple of questions. Now bypass the
circuit. Now check out the wall next to it to find a suitable pipe to climb up.
Slide over to the other side. You'll be now in a good position to drop on this
guys head. Once he is out hide his body and use the trap door.
Follow the corridor and use the ladder at its other end. Now that's a mean
trick: it will be nice and dark when you climb up, but if you wait for too long
one of those guards will switch on the lights. Surprise! They weren't exactly
glad to see me...
Here's what to do to avoid this unlucky situation. Sneak up on the chair to the
left as soon as you exit the trap door. Now wait for the guy to sit down and be
fast to grab him. Drag him somewhere nice and interrogate him. Now sneak to the
right and wait for the walking guy to get near your position. Follow him and
take him out.
Go up the stairs and use your optic cable to hear a conversation. Now enter the
room stealth and follow the walking guard around until you get the opportunity
to grab him. Interrogate him and then take care of the receptionist. Head
through the door next to the reception and follow the corridor.
Use the optic cable to watch two guys talking. Once one of them has left be
patient. You are waiting for the other guard to get close to the door. Now bash
it open and hide his body. Use the computer for an e-mail, a camera view and
the security access. Hack it and you will be able to disable the camera system.
Use the large doors you can slide open and whistle to lure a guard into a trap.
Take him out and climb onto the roof above the doors. Jump up and grab the
ledge, now shimmy over to the left. There is an open window, but be quiet
once you get inside otherwise you will have an unpleasant encounter with a
cleaner. Instead lure him into your fist. Turn right into the corridor and hack
the keypad. Once inside search the cabinet for the information you are looking
for and use the computer.
Here is something I overlooked when I was playing the game myself. It has
been sent in by Peter Shaw (sorry it took me so long to add it to my guide.):
- I have found out on Bath house: Reception, if you manage to interrogate the
cleaner after climbing in the window, He will reveal the code for the nearby
keypad and the fact that their is crawlspace in the office. This leads to a
Secondary objective. I have drafted up a bit you could put in. Feel free to use
After searching the Cabinet, be sure to use the crawl-space right next to it.
After exiting, STAY IN COVER. There are two heavily armed I-SDF assault
soldiers in the room too. After listening in to their conversation,
wait for the mobile guard to move away from the one at the computer. Introduce
him to your fist. Deal with his comrade after. Simply hack into both the
computers to complete a secondary objective.
Return to the reception using the stairs, but be careful, there could be a
guard downstairs snooping around. Once in the reception room use the door to
the south to enter the public bath
Bathhouse: public bath
SAVEPOINT. Follow the corridor into the next room and try to sneak up on the
toilets. Bash the left of the two doors to take out a soldier. If this doesn't
work for you shoot the light from a distance and climb the first row of lockers
seen from the entrance door. Now wait for the guard to take up his patrol and
drop onto him when he passes you. Problem solved. Leave the room through the
Turn left into the corridor and cut the material. Once in the bath get to the
left and wait for one of the guards to take up his patrol on your side of the
pool. Grab him and send him to sleep. Now use your OCP and shoot the small bulb
to the right. This should cause the second guard to go there to check out
what's going on. You can drop down into the pool to avoid him and get into his
back, but make sure you get somewhere close to the wall where it is dark. Get
up again and take him out. You could have used the scaffoldings as well but
this way seems pretty foolproof at least if you've made it so far.
Now by-pass the circuit near the spots and get back onto the corridor.
Check out the next room from the doorway. One man standing looking away, one
patrolling. Use the OCP on the light and shoot it. Retreat until everything has
calmed down. Now wait for the guard to come back on his patrol and start
walking the moment he has turned around again. Your aim: left corner where it
is dark and cosy. Climb up and drop into the water. You know what comes now:
soldier needs a bath. Grab him, drown him, job done.
Stay inside the water, his comrade can't swim either. Whistle and retreat a
bit, then grab him and make him wash his ears.
Leave the room on the other side, and sneak up on the next area. You will see a
civilian turning his back to your position. But not for long he will proceed to
the door pretty soon so be quick to send him to sleep. Use the medikit to the
left if you need to, then proceed to the next door.
You could have gotten to this next room using a trap door, but it is actually
the longer way, so don't bother. First of all climb into one of those baths
ahead of you and cross over to the next one with the water in it. Switch on
your night vision and you will see a patrolling guard coming your way. Try the
same method you used in the previous room. Whistle and drown. It works really
well on both of them. If you have opened the trap door in the empty bath the
second guard will get nosey anyway and a sound from you will lure him to your
position for sure. Use the second door on the same side you came in and enter
the private bath.
Bathhouse: private bath
SAVEPOINT. Sneak through the curtains and take position right behind the
talking guy. Now wait until he said 'dismissed' and grab him. Drag him away
from this position, the other guy might have realized that there was something
wrong with his superior. Interrogate the guard and then take care of his
comrade. This could alarm a third guard further down the corridor - if not,
well you'll meet him eventually. Bypass the circuit behind the desk and
Listen to the conversation and wait until the guard has returned to
his position. Hit him hard and move on. Proceed down the corridor and ignore
the one to the right. Get into the crawl space and exit on the other side.
Cross the room until you see some kind of green house on the other side. Shoot
the right window and enter the crawl space. Listen to the conversation.
Jake provided us with this information:
- in the private bath area, before you must defuse the bombs in the bathhouse,
when you listen in on shetlands conversation, you can scan the laptop next to
him with your binoculars to get an email about the Chaos Theory.
Terminator had a useful hint as well - check this out guys!
- Tired of getting 'smoked', during the : Firefight, in the Bathhouse section
(just after listening to Shetland's conversation), or do you just fancy a
laugh, for the hell of it ?
Start this section, as: ' Assault ' (so you start off equipped with 2 Wall
Just before heading for the wall vent, (to listen to Shetland); strategically
place these 2 in the corridor, where you know the firefight ' badguys ' are
going to appear.
(Personally, I prefer to put one at the ' paper ' doors (which get blown open)
at the top of the corridor, and the other, at the doors which are already
Then, just smirk to yourself, as you hear a couple of very satisfactory bangs
as you are exiting the vent, and making your way there !
The other 2 Wall Mines, you pick up, also come in very handy.
Just after picking up the last one; Replace it, but on the last door frame,
before the fence door. (While Shetland is still ' bending your ear ' ).
This will neatly catch the guy who tries to sneak up to ambush you, and will
flame his underpants nicely, while your busy defusing the first bomb !
Immediately afterwards, run back and either set your second Wall Mine in the
same place or SaveGame and experiment a little (maybe trying different
locations) at the top of the stairs.
This should toast the tonsils of the pair which make an appearance, after
you've defused the second bomb.
You can always lob an odd ' frag ' grenade, you know, just to sort of :
' smarten them up ' a bit !
Don't forget to save your LAST grenade, to quickly, lob through the last
door,the INSTANT it opens, after defusing the last bomb. -
Sounds like fun. Give it a try!
Ok, get going - bad guy needs to be taken out. Exit the vent and ignore the
corridor. It's blocked by a shootout. Instead use the first vent again and turn
right into the corridor to take the long way around and into the back of one of
those shooting maniacs. Rush into the now open door and use the medikit if you
managed to get hit by the crossfire.
Ok, this is one of the hardest parts in the whole game. But there is one thing
you should take care of first, and that's the wall mine nearby.
Note: an alternative approach to this next part is given below.
Three guys ahead in the shower room. They'll be wearing helmets with torches
and will be eager to take you down in the doorway. Now I hate shoot-outs so I
am not going to advise you to dodge into the room and dash from cover to cover.
Here is my method - not very elegant but who cares as long as they die: Forget
about night vision and normal sight. Thermal vision is the answer to your
problem. That and a lot of ammunition which I hope you still got. I usually
wait until they've calmed down and then try to figure out the position of one
of them approaching the doorway as careful as I possibly can. They will spot
you so be quicker than they are to fire some rounds into one of them. Then
retreat and wait. Save after each dead man if you want to. That takes the
pressure out of the situation. And there is one more thing that makes life
(staying alive) a lot easier: remember the medikit next door. Use it every time
you did get hurt - But make sure there are no guards on the corridor behind you
when you do so (remember the guys caught up in the shoot-out? they might turn
against you, so watch your back). If you have the suitable loadout you'll might
be able to make use of the sticky shocker on the ground. There is water nearby,
so see what you can make of it.
Once they are all down, exit through the next door.
You hate killings or are simply aiming for the prefect result? Try this:
- During the big shootout in the shower room, there is a way to get by without
having to kill anyone. You need the launcher attachment to do this. Equip the
launcher attachment and load airfoil rounds. Stand at the doorway to the shower
room and shoot out both lights. Then retreat back so no one can see you. Wait,
a couple of the guards will come out to check out the room. Move to the door,
and see if any are in the open (it may take some time for them to come out). If
you have a shot, take one down with an airfoil round. Then wait again for the
next guard (it's okay if they see you, as long as they dont kill you!) and take
him down with an airfoil round. Then launch a sticky camera to the wall on the
right side of the shower room and use it to locate the last guard. Equip a
sticky shocker and take him down. If at any time you need to heal, use the
medical kit in the previous room.
...However, only use sticky shockers on the last guard! If you use shockers on
any of the first two guards, he will be revived by the others ... . -
Well done Drew.
I told you sticky cameras could come in handy more than once throughout the
game - here is another one:
- This trick works well throughout the game, particularly in the bathouse as
you enter into the room before the bomb defuse (after the 1st wall mine,
chasing shetland). Pick up the sticky's being carefull not to get the guards
attention in the room as they are night viz kitted, sneak upto the door, armed
up with the camera ready to fire, and hit a camera onto the far wall straight
in front of you as you're looking through the door, noise the guards out and
sticky shocker them one by one..... no need to get in there cos they can
easilly see you. i managed to sneak through there once without being seen
Once again an info provided by Lee Justice.
Disable the wall mine and head down the corridor. I hope you didn't think this
hunt was going to be easy. Break the lock of the door in the fence and
immediately turn left and squeeze yourself past the boiler.
Note: Drew has informed me that if you leave the gate open a guard will appear
behind you. This will not happen if you close it.
A timer has started, the bomb is to the left where you cannot go further. The
moment you start to disable it the timer will stop, but it will start over
again so don't think it is over yet.
Ok, things are really getting from bad to worse. Guards have entered the area
and will shoot you the second they'll see you (and they will since they are
wearing goggles like yourself). For the second bomb return to the door (watch
out for a guard to the right if you are too slow you'll meet him on the catwalk
above) and run up the stairs. Climb onto that thing ahead of you (guard ahead
on the catwalk) and drop down on the other side. Jump down to the right and you
will land right next to it. Jump up again and look for a red light that is
flashing further to the right. Follow the catwalk to the right but make sure
you have your gun ready. Jump over from the catwalk to the heating and you will
be able to disable the last (finally!) bomb. Shetland will pass you, but you
won't be able to move until he's gone.
Are you having a hard time with the shoot-out or are you even going for a
100% stealth success? Here is an alternative method by Sumudu Fernando to get
through the shoot-out and bomb defusing part:
- I used the stealth loadout (was going for 100% rating), and sticky
cameras turned out to be essential.
First for the room with the three badguys (after the wallmine & before
the bomb defusing):
Start by running into the room right away (e.g. right after defusing
the wallmine) and hiding behind the short wall - this is done while
the three men are "setting up" and they won't see you. Shoot a sticky
camera into the far-left corner of the room (near the roof) -- this
should give you a nice view of the three men, one of which is hiding
in the shower below the camera.
Hit the "noise" on the camera, and wait for two of the men to turn
around and look. At this point you can safely go down the right side
of the room and through the door (go as fast as possible without
making noise). Note that the third man never moves, but he is looking
the wrong way to see you.
Next is the area with the bombs. Break the lock, and then place some
sticky cameras around the room before defusing the first bomb. I
recommend putting one camera at the top of the first set of stairs,
and one that overlooks the catwalk from the door leading to the roof.
Make sure you put this second camera on the left side of the catwalk,
so that the guard will turn *away* from you to look at it. You can
use more cameras if you want.
After defusing the first bomb, you will know which side the guard is
coming from by listening for him to complain about the broken lock on
the fence (usually it is the first guard that comes from here, but not
always). Use the cameras to figure out where the guard is (just tap
"down" on the d-pad to switch to cameras, and L1/R1 to cycle between
cams), and then distract him with the "noise". While he's
investigating, get behind him and sticky shocker him.
Repeat this for the 2nd bomb & guard (who usually comes from the other
door). Then defuse the third bomb and run to the exit & Shetland.
I hope that that is pretty clear (I'm sure if you try it you'll get
where to put the cameras). This was the only way I could manage to
get 100% rating for this mission (e.g. subdue those guards without
them seeing me first). -
Follow him outside and climb up the ladder. Open the door and let Sam do what
he has to. Pull the trigger.
NOTE: you do not want to shoot an old friend? - Take the gun down to have Sam
take an alternative approach to the problem....
(No mission failure if you do so.)
Thanks Brittney Schmelter
Kokubo Sosho: reception
NOTE: There are at least three ways to get into the building and to the
hostages. I decided to describe the one I consider the easiest since my
intention is to provide help for every level of gamer. For the rest of you:
keep an eye open for crawl spaces and gaps underneath the ceiling and pipes
SAVEPOINT. Seems it's not over yet. Careful now - the red light you see has its
source in a flying device guarding the area above you. Since you have to go on
this mission without a sniper attachment your only choice is a dash past it.
Move straight ahead until you cannot go any further and check the wall to the
right. You should see a crawl space. That's the aim of your dash. Get in there
and follow the vent. On the other side use your night vision to see two guards
patrolling the area ahead of you. Watch out for the camera - you'll see its
beam with the night vision (it seems to be able to penetrate the wall as well -
I got caught while sneaking to the right). You'll be safe once you reached the
door so use your OCP on the camera and pick the lock of the door to the right.
Climb up the ladder and use the crawl space. Now bash the right door in the
men's room. (You can see some feet under the door). Use the medikit on the
corridor if you need to and proceed. Use the OCP on the lights and then shoot
it. The guard will use a torch so it might take some following around in
circles until you will be able to grab him, but once you get hold of him
interrogate him. If you feel the urge to use the computer to the right switch
off the lights (switch to the left in the corridor) and time your move with the
camera (it spotted me once despite the lights being off (night vision), so you
might want to forget about the computer -it contains only e-mails anyway).
Alternatively you could use Sam's ability to hack the computer from a distance
(thanks Rob for reminding me of this). Use the door to the left instead and
enter the offices.
Kokubo Sosho: offices
SAVEPOINT. Wait until those two guys have finished their conversation - it's
rude to interrupt anyway. Now wait until one has gone upstairs and the other
one has taken position in front of a computer screen. Grab him and drag him
away to question him. Now use the computer to the right and hack it for an
e-mail and a code.
Nice sculpture! And really useful! (Some people say modern art wasn't any good
- I say it's a real enrichment!) Climb up and cross the room. On the other side
turn left above the stairs and let yourself down a bit. Wait until the guard
passes your position and drop onto his head. Repeat the sculpture climbing
method and this time cross the room all way through before you turn left. Now
use the crawl space and listen to the conversation. Drop down (careful it's a
bit too high, you will get hurt if you drop all the way at once.)
There is a camera behind the wooden beam to the right. You can't see it from
your position, but you can hear it. Get as close as you can and whistle to get
hold of the guard. Interrogate him and end his shift. Now shoot the light bulb
above the hostages and talk to them. Exit through the door and turn right.
Follow the corridor to the room with the sculpture and you will know why I took
out the guard in advance. Go down the stairs, but stop one level above the
ground. A new guard has taken up patrol. Drop down over the railing and sneak
up on him. Take him out and use the security gate to get into the I-SDF base.
Kokubo Sosho: I-SDF base
You can get caught during this part of the mission. Never mind - it's actually
quite funny - except that all the guards will be on the highest level of alarm
Here's what you have to do if you should fall into their hands:
You will wake up in an interrogation room with your hands tied behind your
back. A guy will be questioning you, but of course Fisher won't answer. Instead
use the option 'pick cuffs'. It's basically a normal lock pick, just without
seeing what you are doing - just like Fisher. Now use your left analogue stick
to open the cuffs. Unfortunately every time you do get hit you have to start
over again. But your chance will come when the guard decides to use stronger
methods and starts to prepare some drugs. Open the cuffs and take him out -
interrogate him first if you like.
Now bash the door and pick up your equipment outside. It's near the door you
step out of next to some shelves.
That's back to work for you. Pick the lock.
SAVEPOINT. Switch the object on the wall to the right and retreat. Now wait for
a guard to come to switch it back on again. It is not possible to lure him to
the dark side of the corridor, so I hope you still got something non-lethal in
your pocket. Use it and proceed down the corridor.
FUNNY: Mark provided me with one of those tidbits by the programmers I was
talking about. Here is what he told me (sorry that it took me so long to add
- In the Kokubo Sosho: I-SDF base level, if you interrogate the first guard
that comes up the ramp after you switch off the lights, he makes a funny joke
about Metal Gear Solid and how you can shake the guys for weapons and ammo.
Use the dark area to get rid of each guard one at a time, but mind the camera,
which is this round thing on the ceiling.
Head to the right and hack the retinal scanner. Follow the corridor and unless
you want some sticky shockers ignore the room to the right and go immediately
to the server room. You could have the code, so either hack or use the keypad.
Immediately use your night vision to see the cameras. It is quite easy to
follow them around and if you stay in a corner and you don't move they
shouldn't be able to see you. You have to use the computer in the middle
corridor between the servers.
Note: I found an e-mail on the second computer in the room claiming those
servers would sink into the ground if an alarm was sounded and could only be
brought up again using the retinal scanner in the room. Don't know whether that
happens or not, but in case it does, you know what to do now.
Use the computer and leave the room. Go back to the first camera and turn right
into the corridor to get to the area with the war room.
Unfortunately I haven't found a way through that next part without raising an
alarm, but at least I can tell you how you won't get caught by the guards. The
problem is the camera, which is either left or right of the room. The OCP
doesn't seem to work from that distance and you cannot shoot it either.
So here is what I did: I use a smoke grenade to obscure the sight of the guards
throwing it underneath the camera. Then I switched on my thermal vision and
rushed down there knocking out guards along the way. Two of them that is. You
can also take them out with a sticky camera which will release gas.
J.Pitts seems to have found a way to get into the war room without raising
an alarm. Here is what he wrote, try it for yourself:
- I've knocked out the camera to the right by walking near that corridor,
staying close to the protruding piece of wall to my left.
Then use the OCP near the base of that camera.
The sticky camera method I mention above has been confirmed by Lee Justice.
Here is where he did place this technological wonder:
- just hang back in the shadows as you move into the corridoor that leads
around the war room, with the infra red camera up near the top end, hit the far
wall beyond the all seeing camera eye with a sticky cam and do the works on the
two guards before busting the all seeing with the pistol's secondary. -
Climb onto the platform and you will find a vent to the right. Use it and watch
the scene below you. Use your EEV and press L1 aiming at the screen once the
conversation has started. Now use your EEV on the computer and keep listening
(keep it pointed after using the computer and press L1 to record it). Get out
of the vent again and this time your OCP will disable the camera since you can
get close enough, but you will have to aim at its holder. Rush to the exit. And
use the elevator outside.
Kokubo Sosho: lower levels
SAVEPOINT. I sure hope you didn't stand on the trap door. Anyway, you have to
get down there so let yourself down into the hole and move to the side opposite
the elevator doors, then let go. And let go, and let go. You get the picture,
be fast in order not to be seen.
Three guards patrolling this corridor. They look dirty, let's get their ears
cleaned. If you are patient enough you can take them out one by one simply by
grabbing them off the platform and into the water.
NOTE: Here a cool move to get rid of the three guards which was sent in by Evan
Kaufman. This will require a lot less patience:
- In the I-SDF base, after dropping out of the elevator and into the water,
theres the three guards to take care of, as well as the wall mines. in your
FAQ, you suggest "If you are patient enough you can take them out one by one
simply by grabbing them off the platform and into the water." If, however,
you're not the patient type (or you just like fireworks, heh) you can grab the
first guard from the water, then jump out, inch to the corner on the right
(careful, cause the two other guards are right by there), and toss a flashbang
grenade (or a frag, possibly even a smoke) to land right near the closest wall
mine. the mine will detonate, causing a chain reaction, taking out the
remaining guards AND the rest of the mines in one rather spectacular move.
Its easier, of course, just to wait & grab them all at the edge of the water,
but its certainly more fun to send em off with a bang :)
NOTE: There are days even the most professional of us overlook the most obvious
thing to do ;):
Simply shoot one of the mines (from an appropriate distance this is) and you
should get rid of all your problems. Thanks Johnnie S.
Funny: Whisteling seems to be enough to set off the chain reaction. Arent_we_
sarcastic told me that this could cause one of the guards to turn around
quickly. Too quickly, thereby causing the explosion. Check it out guys -
sounds like fun.
You like using your cameras? Try this:
- Move left when Sam is in the water and camera the wall that is in shadow,
wait for a guard to get close, click and he'll come for a look, wait for the
2nd guard to get close and click him over too while the first one is still
looking. Once they're stood together shock em and move onto the third guy who
is usually standing still near to the door down on the other side, oblivious to
his comrades' plight. No explossions, no dead bodies, 100 % success.... -
That's at least what Lee Justice claims.
Get out of the water and prepare for another rush of adrenaline. A timer will
start. Three minutes that's all you got. But be careful there are wall mines at
different locations in the room. My advice: turn right after climbing out of
the water and disable the two wall mines next to the door. Follow the corridor
and open the next corridor. Dead bodies all over...could have something to do
with the laser beams in the corridor. Avoid them by staying low and making
Note: Arent_we_sarcastic informed me about a control panel to the right
(immediately behind the door through which you enter the corridor). This should
switch off the laser beams enabling you to cross the corridor safely.
Careful when you enter the server. You'll be shot at if you rush in there.
Instead climb over the railing and stay behind the orange screen while
proceeding to the right. Use the computer at the other end of the platform and
then place a charge. Get out of reach and detonate it. That should solve the
missile problem for now.
You might want to get out a good gun now. Nasty company. My advice: if you have
some sticky shockers left, use them now! Those guy will be shooting like mad
from the second you fired your first shot. And stay away from that shooting
device on the ceiling near the computer terminals. I managed to take out two
guys using sticky shockers and rushed up to the last guy knocking him over.
(Don't worry about your health as long as you stay alive).
Once they are out go into the corridor to the right and go to the room with the
large windows. (Not the door to the right.) Typical. You will have to save
him, so get to the room to the left and jump into the hole. Now go forward
until you cannot go any further and turn left. Jump up and save Otomo. (You
will need to approach him from the side of the windows, otherwise no option
will pop up.) Time to go home now, you saved the world. Place a charge at the
windows with the waterfront and go behind the wall with the smaller window next
to it. Return to the incoming water and exfiltrate.
I received an e-mail by Schlauchi who claims he was a reliable source for the
following: (If you've spent hours switching lights on and off and it didn't
work, please send your complains to directly to Schlauchi)
SplinterCell 3 Chaos Theory Team Picture Cheat:
Go to the menu where you can choose between online and offline mode. Now press
R2 and insert the following: circle, circle, circle, circle, circle, square,
square, square, square, square, circle, square, circle, square, circle, square,
circle, square, circle, square
!!EASTEREGG!! in the bank level:
Activate the sprinkler system and switch off the lights. Go to the stairs in
order to leave the tresor.
Return back into the tresor and switch off the lights again. Go back to the
stairs in order to leave.
Return to the switch for the lights and use it 30 times in a row without
Note: Schlauchi claims to be one of the guys from the cheat above. If I have
been fooled, please let me know.
!!IMPORTANT NOTE!!: I have not been fooled. His identity has been 'proven', the
cheat code is correct. Thanks Schlauchi.
VI. Personal Review
This is a new section which has been requested by some of you sending me
So here you go - my personal opinion:
Thumbs up for another brilliant ubisoft game!
If you ask me 'Splinter cell Chaos Theory' is a 10 out of 10 on my personal
scale. Apart from potential difficulties for newbies I haven't found any real
downside to it.
The graphics are good, the handling is fine and smooth like ever and the
storyline is fast and dynamic (-and almost topical I may add).
Each mission provides you with new surroundings, new challenges and requires
different skills. Nothing to get bored with.
Conversations are likely to make you smile and Sam is sarcastic like ever (if
not better). Keep an eye open for the tidbits of the programmers!
My verdict: A must for anyone who loves stealth games!
VII. Copyright and Special Thanks
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
My special thanks go to ubisoft for making this excellent stealth game.
I also want to thank those of you who have encouraged me to keep going and who
appreciated my work.
I guess it is quite obvious that writing a FAQ means investing a lot of time,
energy and work. Therefore it should be a matter of course that people should
treat this work with some respect. But for those of you who need it spelled
Don't take it as a whole or in parts and present it as your own work.
This is guide is for private use only, and if you have anything else in mind
with it, DO ASK PERMISSION. ANYTHING ELSE IS THEFT.
This also goes for other web sites which are interested in using this
Walkthrough: ask for written permission before using any part of this guide.
For all honest user of this walkthrough: I hope you have enjoyed it and that
you found what you were looking for. If, however, any further problems arise,
or something should be unclear, you can e-mail me, BUT ONLY IF YOUR MAILS ARE
FREE FROM ANY WORM, VIRUS OR ANY OTHER NASTY SURPRISE, and I will see what I
can do to help. Also, only friendly and serious mails, and make it clear in the
title of your e-mail that you are referring to 'Splinter Cell Chaos Theory'!,
since anything else will probably be deleted as junk mail.
Until then, 'embrace the darkness'!
Copyright 2005 Katrin Koblischke