Tom Clancy's Splinter Cell: Double Agent FAQ/Walkthrough
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Tom Clancy's Splinter Cell: Double Agent FAQ/Walkthrough

by Shotgunnova   Updated on
     ____________ |¯¯| (¯¯) _____/¯¯|_ S P O I L E R - F R E E |¯¯| |¯¯|
    /  ____,____ \|  | |¯¯|/    \   __/¯¯¯¯\¯¯¯¯¯\ _/¯¯¯¯\/¯¯¯¯\  | |  |
    \___ \ |  |_) )  |_|  |   |  \  |(  ¯¯ /  |¯\/ \  (¯¯(  ¯¯ /  |_|  |_
    /___  )|   __/|____)__|___|  /__| \ ¯¯¯\__|     \  ¯¯¯) ¯¯¯\____)____)
        )/ |__|                )/      ¯¯¯)/         ¯¯¯\/ ¯¯¯\/
       //                     //         ((  D O U B L E   A G E N T
 _____/(_____________________/(___________)\______ ___________________________
| FAQ 'n' WALKTHROUGH by Shotgunnova / P. Summers | shotgunnova [@] gmail.c0m |
    I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
   II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

       Stealth Techniques................................................ STLT
       Interaction....................................................... INTR
       Camouflage........................................................ CMFL
       Weapons and Devices............................................... WPNS
       New Features ..................................................... NWFT

  III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

       01) Iceland ...................................................... WK01
       02) Ellsworth Prison ............................................. WK02
       03) JBA Headquarters [Part 1] .................................... WK03
       04) New York Underground ......................................... WK04
       05) The Georgia Lee .............................................. WK05
       06) Sea of Okhotsk ............................................... WK06
       07) Congo ........................................................ WK07
       08) JBA Headquarters [Part 2] .................................... WK08
       09) New York City ................................................ WK09

   IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
    V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
   VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
  VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

I. CONTROLS                                                              [CNTR]
                     ____          |  |          ____
    L2 BUTTON -->   /____/\        |  |        /\____\   <-- R2 BUTTON
    L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <-- R1 BUTTON
                  /  _    \________|__|________/    _  \
                 / _| |_                         _ /_\ _\  <-- TRIANGLE BUTTON
DIRECTIONAL --> ( |_   _|   [SELECT]   [START]  |_|   (_)) <-- CIRCLE BUTTON
    PAD         |   |_|          [ANALOG]          (X)   | <-- X BUTTON
                )            ____        ____            (
               /            /    \      /    \            \
              (            (      ) __ (      )            )
               \         /\ \____/ /  \ \____/ /\         /
                \       /  \______/    \______/  \       /
                 \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                            (L3)          (R3)

 As with prior Splinter Cell games, a DualShock controller is required to play
 it. Controls can be changed a bit in the options menu, too, if needed.
  ___________ _______________________________________________________________
 | BUTTON    | FUNCTION                                                      |
 | D-Pad     | Toggle EMF/Night Vision/Thermal/Binoculars                    |
 | Start     | Bring up pause menu                                           |
 | Analog    | ------------------------------------------------------------- |
 | Select    | Bring up OPSAT menu                                           |
 | Circle    | Toggle crouch/upright position                                |
 | Square    | Equip selected item                                           |
 | Triangle  | Jump button                                                   |
 | X-Button  | Interact (menu-based)                                         |
 | L1 Button | (During interrogation or certain maneuvers) knock out target  |
 | L2 Button | Whistle                                                       |
 | L3 Button | Toggle back-to-wall mode                                      |
 | R1 Button | (During interrogation or certain maneuvers) kill target       |
 | R2 Button | (Hold) display quick inventory selection menu                 |
 | R3 Button | Toggle EEV function                                           |
 | L. Analog | Controls Sam's movement                                       |
 | R. Analog | Controls Sam's camera angling                                 |

 L1 is also used to fire equipped secondary weapons, such as the sticky camera
 or airfoil round. R1 fires the weapon's normal function.

II. TH' BASICS                                                           [THBS]
STORY                      [STRY]
 From manual:

 "Once, Sam Fisher was an agent of Third Echelon, assigned to infiltrate
 strongholds belonging to enemies of National Security, gather information,
 and, where necessary, use his training to neutralize those enemies.

 But times are changing. America's enemies are looking at new options, finding
 ways to make themselves more deadly. In order to stay one step ahead of its
 targets, Third Echelon is also changing, although Colonel Irving Lambert and
 Assistant Director Williams may be trying to steer in two different
 directions. And while Sam Fisher's foes are evolving and his allies are in
 flux, very soon Fisher's own life is also going to undergo a dramatic and
 permanent change. And once that happens, nothing will ever be the same again.

 With his life turned upside-down, Sam Fisher is on a new mission unlike any
 he has been sent on before. Where he used to penetrate defenses and gather
 information from the outside, now he's on the inside, working with those he's
 sworn to destroy and finding enemies among his allies. He's risking everything
 for the sake of a greater good, even if it costs him his identity -- or his


 Sam may be getting older, but his skillset remains evergreen -- veterans of
 the series should adjust right quick, thanks to similarly styled controls.

 CROUCH / CROUCHWALK                    Perform: O Button, O Button + L. Analog
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 They'll never hear y'coming -- soft footfalls are essential to outmaneuvering
 enemies, and a core stealth technique. How quickly Sam moves while crouched
 depends on the analog stick's angle, so use light touches to avoid rambling
 into trouble.

 HANGING                                    Perform: Triangle by certain ledges
 ¯¯¯¯¯¯¯                                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Many environmental obstacles are ledged, meaning Sam can hang on 'em -- this
 can provide extra cover, safety, or enable special kills (such as flipping a
 catwalk guards off to his death). Sam hangs automatically when walking off
 certain objects; however, this makes a certain amount of noise, which can
 alert enemies nearby.

 CLIMBING                                Perform: Triangle by climbable surface
 ¯¯¯¯¯¯¯¯                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Climbing is easy to understand, and its uses are innumerable. Sam can also
 "mantle" onto smaller objects by the same method, a quick and silent method.
 Double Agent adds a new action, too: if Sam is hanging from a horizontal
 pipe and said pipe shoots vertically, Sam can react and climb that way, too.

 SPLIT JUMP                                           Perform: Triangle at wall
 ¯¯¯¯¯¯¯¯¯¯                                           ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Quick, an enemy approaches and there's no cover in sight. Luckily, in certain
 smaller corridors, the answer's in plain sight! Face a wall and press the
 jump button -- Sam will take a running start, run up the vertical face and
 wedge himself feet above the floor. Enemies will walk below him, oblivious to
 the threat above. Sam can use his pistol from this position, and should he
 fall onto a mercenary, it's an instant knockout jolt. Split-jumping isn't as
 prevalent as in previous games, but wherever there's an urban environment,
 the opportunity could be right 'round the corner...

 BACK-TO-WALL                            Perform: L3 Button by vertical surface
 ¯¯¯¯¯¯¯¯¯¯¯¯                            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Another useful tactic, Sam will shrink his profile by hugging the wall with
 his body -- enemies who might normally run into him will instead walk by, or
 Sam shrinks enough into the shadows he's undetectable. A secondary effect the
 mode has is changing the camera to see around corners.

 HAND-OVER-HAND             Perform: Left analog while hanging from pipe/girder
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 This is the term for moving while hanging (fully) from a pipe. This way gives
 the least cover but fastest movement, as opposed to clinging to the pipe,
 which has the opposite effect.

 ROLLING                                         Perform: O-button while moving
 ¯¯¯¯¯¯¯                                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 While moving quickly or dropping from a decent height, Sam will roll and
 enter a crouching position. It won't see much use, really, but it could make
 all the difference stealth-wise...maybe.

 RAPPELLING                         Perform: Select action at appropriate place
 ¯¯¯¯¯¯¯¯¯¯                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Occasionally, Sam will find a pit or window he can't simply leap from, and
 will be able to rappel to the ground (done via prompt). Pressing triangle
 while in this mode lets him descend faster. It's possible to shoot from a
 rappelling position, but it's often easier (and safer) to get off and do the

INTERACTION                [INTR]

 Sam has various ways to interact with objects and bodies, both living and
 deceased. Here's how they're exploited for his own purposes:

 MOVE BODY                                       Select: when by KO'd/dead body
 ¯¯¯¯¯¯¯¯¯                                       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 In some games, defeated enemies simply disappear but Sam doesn't get it that
 easy -- he'll have to stash the bodies he leaves in his wake somewhere safe.
 While Sam is carrying a defeated foe, he moves quicker in an upright stance.

 GRABBING                                 Select: when behind applicable person
 ¯¯¯¯¯¯¯¯                                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 When aproaching an enemy unaware (from behind), the option to grab the foe
 will come up as an 'interrogation'. This silently nabs the enemy, allowing
 Fisher to squeeze the foe for information before he squeezes their windpipe.
 Speaking of which, from this position, Sam can choose to give a sleeper hold
 (L1) or lethal stab (R1). How Sam eliminates the foe can affect the mission's
 trust rating, mind you.

 BODY SHIELD                                    Select: Grabbed person + Square
 ¯¯¯¯¯¯¯¯¯¯¯                                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Captured mercenaries and soldiers can be turned into meat shields, simply by
 brandishing a weapon with Square button. Enemies may be slightly hesitant to
 fire upon Sam in this position, often suggesting he drop the weapon, but it's
 not long before they let the bullets do the talkin'. Note that bodies will
 absorb hits even if Sam's just in an interrogation stance (also if he's just
 carrying them), so it can be a double-edged sword if that person's a friendly.

 RETINAL SCANNING                    Select: move interrogated perp near device
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Although seen very little in this game, Sam can still use this tried-and-true
 ability. Basically, some devices operate by scanning an enemy's retinas, and
 instead of simply hacking through, Fisher can force cooperation by moving an
 interrogation target near the device. This only needs to be done once per

CAMOUFLAGE                 [CMFL]
 Without camouflage, Sam is just a well-equipped guy in a body suit -- he'll
 need a friend on his missions, and more often than not, that friend is the
 darkness. Fisher's stealth meter (above HUD weapons display) tells how he's
 perceived by enemies: the darker the rating, the safer. Light sources will
 affect his rating negatively, while shadowed areas are a welcome sight. By
 eliminating lanterns, lamps, lightbulbs and such, missions proceed that much

 Sight ain't the only sense enemies have, though, and Sam'll have to operate
 quietly, too. There's a noise meter on the HUD, too, which will inform the
 player to Fisher's loudness. The square on the gauge denotes the current
 "noise threshold," my term for the muffling encountered by elements such as
 motors, generators, water sources and electronics. Near these, the threshold
 rises; noise Sam makes that's lower than the threshold simply blends into the
 hum, and doesn't register to enemies. Naturally, the farther away Sam gets
 from the source, the more the threshold drops.

 Similarly, apply the rules of Sam's stealth to hiding bodies he leaves in
 his wake. Wherever Sam blends in best, that's the best place to shove those

 NOTE: The HUD is slightly different in this game, with Sam's stealth meter
 represented by a picture of himself; the better camouflaged he is, the more
 his picture blends into the background (full black = perfect darkness). His
 noise meter is the "west hemisphere" of the circle around him, and his health
 is the eastern one.

 Outside of some self-explanitory explosives (frag grenade, smoke grenade,
 flashbang), Sam usually totes another arsenal just for his primary/secondary
                                                                     SC PISTOL
 The SC Pistol is back, baby! As those who played Chaos Theory know, Fisher's
 sidearm isn't just a handy weapon usable in some of his techniques, it's also
 an electronic disruptor. The Optically Channeled Potentiator (OCP) function
 allows Sam to point and certain devices -- cameras, light sources, laserbeam
 grids, etc. -- and disable them for about 15-20 seconds, allowing safe
 passage. Each shot requires a small recharge, however, but that's its only

 If Sam's not wielding the pistol, he's wielding the SC-20K rifle, inarguably
 the best weapon in the game. With its high-quality zoom function, acceptable
 magazine size and a bevy of alt-fire weapons, it's always the best weapon for
 the job. Secondary weapons are shown above the SC-20K in its weapon display,
 can be changed via the R2 menu, and fired via L1 Button.

 • Sticky Camera [lets Sam see, lure foes and use KO gas; reusable!]
 • Sticky Shocker [100% KO against enemies it hits; mostly silent]
 • Ring Airfoil Round [nonlethal round that KOs foe; try to aim at head]
 • Gas Grenades [nonlethal grenade that KOs enemies in its blast range]

 Depending on what weapons setup Sam picks, the SC-20K may also have secondary
 functions, such as a shotgun or sniper launcher. These, not surprisingly, let
 him toggle a shotgun or sniper mode.

 A weapon similar to Sam's SC-20K, this compact launcher uses only nonlethal
 rounds, fitting considering its the size of a handgun. Note that this weapon
 doesn't have "regular ammunition," only gadgets that go with it, meaning Sam
 may really have to watch his misfires.

 • Sticky Camera [same function as SC-20K; can be reclaimed if gas isn't used]
 • Tranquilizer [incapacitates target]
 • Rubber Bullets [similar to airfoil rounds; gun comes with lots of these]
 • Gas Grenades [same as SC-20K gas grenades]
 • EMP Ammunition [permanently destroys an electronic device, even turrets!]

 EMP ammo is quite rare and can be wasted if you're not careful, so save 'fore
 using it. There are plenty of times where it's a welcome time-saver.

                                                                      WALL MINE
 Sam is running down the hallway and all of a sudden, BOOM! Looks like someone
 didn't pay attention to the wall mine! These devices are stuck on vertical
 surfaces and have a small beeping noise with a red/green light on 'em. [Leave
 night vision mode for better viewing.] Quick movements will trip these and
 instantly slay Fisher. To get by them, tread very softly. Sam can also steal
 these for himself, by choosing to disarm the thing when the light is GREEN.
 Try when the light is RED and all the king's men won't be able to put Fisher
 together again... =(

 Can you imagine people actually locking Sam out? The nerve! This sucker can
 jimmy all key-based locks. The trick is to move the analog stick until the
 controller vibrates, which moves the tumbler; repeat until all tumblers are
 done, and voila! Chaos Theory introduces a "break lock" option as well, in
 which Sam violently -- and very LOUDLY -- destroys the lock for quick access.
 Enemies can hear this and may investigate, though.

                                                                    OPTIC CABLE
 A handy tool for first-timers and vets alike, the optic cable is used to peek
 under closed doors to see the adjacent room. Generally this is used to plan
 for the eliminating an enemy contingent.

 Also known as "electronically enhanced vision," this is started by holstering
 the current weapon and hitting R3. This is basically an amalgam of enhancers
 seen in past Splinter Cell games, plus one that's new. They are:

 - Night Vision [see darkness in shades of green]
 - Thermal Vision [detect heat signatures in environment]
 - EMF [detect electromagnetic fields, caused by electronics]
 - Binoculars [zoom-in function]

 A little about each: night vision is for general use, but works horribly in
 lit-up places, so disable it there. Thermal vision is good in areas with
 heat variances but can be clumsy otherwise, as some things blend into each
 other. EMF only detects magnetic fields (white fuzz) and is worthless as a
 guide otherwise; everything else is black. EMF is great for detecting hidden
 microphones, however. Binoculars...well, kinda obvious. There's only a 2x
 zoom, unfortunately.

NEW FEATURES               [NWFT]
 Double Agent introduces a few new activites Sam'll be doing, so I'll drop 'em
 here for easier viewing.

 • Dynamic hoist: tosses jumper up a ledge; he then helps Sam up too
 • Throw over: tosses jumper over a high barrier, such as a fence
 • Standing on Shoulders: the higher of the two people gets better access

 There are more actions doable in two-player/online, but the above two are the
 only ones done in Campaign, which this walkthrough is covering.

                                                                    CO-OP MOVES
 On some missions, Sam will have a partner to help him out temporarily. This
 sets up some special two-man actions that can be done.

 In previous Splinter Cell games, Sam could hack by simply choosing numbers
 from a string of sequences. Double Agent takes a more on-hands approach, and
 changes it to a wavelength puzzle. The computer will have a red wave that Sam,
 with his green one, must match. Left analog controls Sam's wave: left/right
 crunches the wave horizontally, up/down changes the amplitude. When the two
 waves overlap (near-)perfectly, press the action button to do the next part.
 When Sam does this three or four times, the hacking is a success...failing
 means an alarm is tripped. Sometimes Sam can swipe a keycard he's found to
 avoid this part. Note that hacking in this game can take a little trial and
 error to get accustomed to -- there's no substitute for first-hand experience!

                                                                   BOMB DEFUSAL
 Whaddya mean, Sam used to do this automatically? Now he's a full-fledged bomb
 technician, meaning he'll have to cut the wires himself to avoid splattering
 all over. Each bomb will have 4 wires and a timer; cutting a wire will start
 the timer. Only 1 of the wires will have an electronic current flowing through
 it, and this is viewable by toggling EMP vision. Cut each wire thus to disarm
 the bomb. Cut a "dummy" wire with no current in it? The bomb goes off ASAP.
 It's easy to get blown up if you don't know about EMP vision, or just because
 you're new to the controls.

                                                               GETTING ARRESTED
 Sometimes, Sam's errors will get him held up by a gunman, who then quickly
 goes to his position. A sequence (example: X, X, Triangle) will show up,
 letting Sam avoid the situation in a nonlethal or fatal way. If Sam messes up
 the sequence, things won't go very well for him...

                                                                   TRUST SYSTEM
 Sam's overarching mission is to infiltrate the JBA organization under the
 guise of a hardened criminal. At the same time, he's also meant to carry out
 duties from his employer, Third Echelon. Naturally, favoring one over the
 other will create some tension for his bosses, and each objective Sam does,
 or each fatality he commits, will impact the "trust gauge".

 The gauge is meant to show which organization he's currently in favor with:
 JBA is on the far left, Third Echelon far right. In the middle is the "sweet
 spot," where he's not making either employer too suspicious. Favoring one too
 much causes the other to lose trust, failing the mission. [If Sam seems to
 be currying favor too much, there's usually a special objective given to him.
 Example: in a JBA mission, if he's doing too many pro-Echelon actions, he'll
 be called to meet so-and-so at location 'X' in 'Y' amount of time. Doing
 this will deflate some tension, lowering the bar back towards center a bit.]
 Since primary objectives will obviously tilt the favor toward the giver of
 that objective, try doing optional "opportunity" objectives to offset the
 gauge increase.

 Additionally, Sam's equipment depends on his employers' favor. So, if Sam's
 doing a JBA job and he's fallen out of favor with them, his kit may end up
 reduced to show that lack of trust. The middle "sweet spot" is usually the
 best spot on the gauge, equipment-wise at least. [Third Echelon procures Sam
 nonlethal hardware, while JBA's gear is meant for lethal force. The sweet
 spot ensures the mix is roughly even.]

 NOTE: Choosing to kill/KO an enemy affects the gauge a bit at mission's end.
 However, avoiding an enemy entirely affects nothing -- stealthily avoiding
 foes the entire map can be enough of a boost to keep the gauge where y'want
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
01) ICELAND                                                              [WK01]
      --- This guide is written for the default (Normal) difficulty! ---

 OVERVIEW: Raheem Kadir, an arms trafficker supplying terrorists worldwide,
 has apparently obtained a new kind of weapon. It's time to let Sam get in
 there and sniff around...

 [ECH] Infiltrate the Factory
 [ECH] Acquire Buyers List
 [ECH] Extract through loading bay

 [ECH] Protect the crates
 [ECH] Neutralize guards
 [ECH] Retrieve weapon schematics
 [ECH] Plant explosive charges

 SC-20K Launcher (x60)
 Sticky Camera (x4)
 Sticky Shocker (x4)
 SC-20K Pistol (x40)

PART 1: Infiltrate the Factory
 AKA ---: The Spy Who Came in From the Cold
 Alarms?: Yes
 Deaths?: Allowed
 Items -: SC-20K Ammo (x30)

 NOTE: I suggest saving each time you start a new stretch of the level -- that
 is, when there's a mandatory loading screen and all. This is to prevent you
 from accidentally losing progress. For instance: you haven't saved in awhile
 and die, having to restart from the last checkpoint. Sometimes the game may
 put the cursor on "load progress" instead. If you were to use the checkpoint
 option after doing that, it all goes to waste! Be careful, be mindful.


 Sam and his new buddy Hisham Hamza insert on a glacial lake, thankfully frozen
 over (this is Iceland, remember?). Head into the cave system to get a video
 prompt -- these will act as small tutorials whenever a "new" action is
 introduced. Splinter Cell vets on a second playthrough will probably want to
 turn these off in the menu.

 Just inside is a guard with his back to a thin ice sheet, a perfect sucker
 for the first grab. His interrogation will provide a little backstory on the
 armored crates on the lake, but little else. Unlike Chaos Theory, this game
 allows Sam to kill with impunity -- doing so will affect the overall trust
 gauge (although this doesn't come into play on this particular mission; it's
 grayed out in the menu). What's one less terrorist to the world, eh?

 The foe's satchel has a SC-20K clip, and past there, a demonstration of the
 co-op move: whenever Sam has a partner with him, he can do these. Boost Hamza
 to the upper ledge, and he'll hoist Fisher up, too.

 • [OPPORTUNITY] Protect the crates: continuing into the next passage will
   start a communication from Lambert, saying the lake crates are about to be
   extracted. Rush back there to find the task finished, and two sentries
   blocking the entrance. This objective always fails, so don't worry about it.

 • [OPPORTUNITY] Neutralize guards: Both guards are standing in a puddle, so
   Sam can use his sticky shocker to neutralize both at once. Sticky cameras'
   gas attacks can be substituted, too, if fired correctly. Hide their bodies
   in the darkened cave before continuing.

 That tall ledge leads to a lower tunnel. Since it's quiet as a church mouse
 down there, use the well-placed planks to avoid detection. The guard at the
 end will be slain by his friend (welching on a Super Bowl bet maybe?), which
 lets Sam stealthily insert into the crate-filled area. Should Sam manage to
 take the guy unawares, he can do the rare "dunk" kill -- essentially plunging
 the dude through thin ice and drowning him. That done, all that's left is
 operating the door controls from the construction booth above (medkit there
 as well).

 Hisham parts ways after boosting Sam over the locked interior gate. There's
 a video that "suggests" snapping the nearby guard's neck via the overhanging
 pipe, but it's not necessary for interrogation-minded individuals. What is,
 though, is using that pipe to climb vertically up the maintenance shaft. At
 the end, Sam will get the opportunity to provide the cathartic "ledge grab"
 assassination -- hang from the exterior edge of the landing and when the
 guard is near enough, use the prompt to toss him to his death.

 Down the shadowed hall is a camera which, as SC vets know, can be disabled
 by using the OPC function of the pistol -- press L1 when aiming at cameras
 (or other minor electronics) to disrupt it for a short duration. Ignore the
 guard around the bend and instead climb the ladder; after cutting through the
 material, the objective will end. 

PART 2: Acquire Buyers List
 AKA ---: Making the Cut
 Alarms?: Yes
 Deaths?: Allowed
 Items -: Pistol Ammo (x20)

 Sam starts at a pumping station. Crank the nearby valve to lower the water
 level in the trench, and opens part of the barrier in the process. Scale the
 pipe at the other end and catch the guard nappin' -- perfect practice target
 for another "ledge flip" maneuver! [If you interrogate him, he says the new
 weapons are probably further down the hall, past the turbine room.]

 Lasergrids are introduced in the adjacent corridor. Tripping these instantly
 causes an alarm or worse -- they could be wired to explosives. Sam won't have
 enough time to fire a synapse before he gets splattered over the pipework! But
 that's worst-case scenario; it's only alarm bells for him this time. Luckily
 the pistol's OCP works on these as well. Use EMP vision for more accurate
 shots, if needed. [Tripping alarms makes other defenses come online, so it's
 best to reload when this happens, especially for newer players.]

 Bypass the far camera and the ensuing (hopefully) inactive lasergrid to find
 the turbine room. Two guards will converse about a possible theft before
 they split ways: one patrols the area and the other inspects the computers.
 They're both standing in a puddle so the sticky shocker trick works fine, but
 both have extra to say in interrogations. The noise threshold here is huge,
 so that gives a little leeway.

 • [OPPORTUNITY] Plant explosive charges 1/4: the fuel regulator on the north
   end of the room is the first target Lambert wants gone.

 The next area is a corridor leading to a staircase -- nothing here 'cept a
 camera near one of the bends. Upstairs, a scene serves as a prelude to the
 weapons lab, currently occupied by a sleeping guard. Jump over the counter
 through the shelves' gap to get him. With a little persuasion, he mentions
 the computer behind bulletproof glass has the info Sam seeks...but he won't
 be able to get it!

 That's what all ignoramuses think before they're Fisher'd. Using Sam's EEV
 (R3 button), point at the off-limits computer to begin wirelessly hacking it.
 I suggest saving first since this is the first hacking job a player's required
 to do. Essentially, use left analog to control the wave's length & amplitude,
 and press action button when the green wave is superimposed on the red. It's
 a little annoying at first but with practice, it becomes second nature.

 • [OPPORTUNITY] Retrieve weapon schematics: hacking the computer should do
   the trick. Red Mercury huh...interesting...

 Through the west door, the corridor bends south, to another affixed camera.
 The game reminds the player that hitting L3 with a weapon brandished changes
 the shoulder view, making it less awkward to shoot 'round corners. From there,
 Sam's first lockpicking challenge. This amounts to "move stick until y'feel
 the vibration and hold it there". Impatient players can break the lock too --
 this disables the entrance permanently, but is so loud, it often attracts
 unwanted attention, sound- and visual-wise.

 Sam will now be on a catwalk overlooking the turbine room. The game suggests
 doing a split jump by facing the yellow column -- this position is excellent
 in cramped spaces and it gives a height advantage as well. Shooting the sap,
 or OCP-ing the overhead light, can also work.

 Through the next lockpickable door, "blind" another camera to find another
 catwalk, similar to the last except for light radiating through a distant
 window. This makes direct assault (slightly) less appealing, but the guard
 is easy enough to subdue -- the split jump works here again, if needed. The
 next corridor has more lasergrids, a simple task for the OCP...although if
 y'wanna be a badass, the overhead pipe is right there. =)

 Soon, Fisher will encounter the generator room. There's two mechanics and an
 armed guard here; two appear near the entrance. Ain't much to tell about the
 chamber, except the noise threshold is lower than what you'd think it'd be,
 and the spaces behind the fuel tanks provide clear avenues to get through the
 room. With the idiots indisposed, use the upper catwalk switch to unlock the
 lower door.

 • [OPPORTUNITY] Plant explosive charges 2/4: regulator's on said catwalk.

 The ground-floor path leads past a bathroom (medkit here; there often is!)
 to the exit ladder. One long descent later, Sam'll be near the heart of the
 munitions factory. Follow the path through the pipes to reach a mechanic near
 a runoff pool -- easy drowning kill situation right there. After, avoid the
 next camera to find...

 ...a dead end!? No...there's a crawlspace! It leads to a storeroom containing
 two guards, one seated at a desk and the other taking inventory. It's possible
 to fiddle with the fence lock and do some distractions, but the quicker way is
 to scale the far end and just hop over. It matters little who, if any, to get
 rid of first, but the desk guy makes it easy -- he has no variables to account
 for. [It's also possible to climb a shelf and shimmy along the fence to the
 upper landing, if needed. There's some pistol ammo up there.]

 Most people will use the stairs, though, and that path leads to a locked
 door. Hop over the railing to land in the lower, perpendicular walkway. Get
 past the small lasergrid and Sam enters the foundry proper. Up the ladder,
 the game gives a note about waiting for the moving bridge to come back -- it's
 the only way across.

 On the other side, the small stair leads above the foundry control booth. The
 funny instinct in a player is probably to try and pull an enemy into the
 molten metal, right? Don't bother -- without some kind of distraction, one or
 both of the gunmen will spot Sam and he'll have a "hot bath" instead. [Try
 using a sticky camera's clapper to attract their attention first.] Fisher's
 alternative is hopping off one of the ends and luring both guys outdoors; I
 suggest the spacious NE corner.

 • [OPPORTUNITY] Plant explosive charges 3/4: control booth interior.

 Descend the south-side ladder and continue into the adjacent hall (watch the
 camera), leading to a changing room. One guard here has his back to the
 entrance and can be easy pickings...or y'can ignore him. [It's hard to do
 that when his route enables an easy door bash!] Zap the camera up the stair
 to enter...

 ...a garage workshop! Two grease monkeys will be here pounding out metal, no
 doubt for some neferious purpose! This room will be revisited soon, so take
 'em out now. Also, it's worth mentioning that the keypad here cannot be
 hacked or even accessed, thanks to storyline purposes.

 • [OPPORTUNITY] Plant explosive charges 4/4: corner of garage

 Up the ladder, take the southern passages (watch the far camera!) to locate a
 control booth, giving a nice overlook of the Icelandic wastes. But that ain't
 what we're here for. Inspect the computer and observe any of the two emails
 to finish this section.

PART 3: Extract Through Loading Bay
 AKA ---: Quitting on the Dock of a Bay
 Alarms?: Allowed
 Deaths?: Allowed
 Items -: n/a

 Return to the garage and use the door code (7931) found on the computer --
 this lifts the barrier door. Climb over the construction junk and miscellanea
 to reach the final garage. There's two enemies here, but it's possible to
 ignore them both and reach the south wall's exit by weaving through the
 pallet stacks.

02) ELLSWORTH PRISON                                     [KANSAS, USA]   [WK02]
 OVERVIEW: With the bad new given, Sam embarks on the most dangerous job of
 his career -- infiltrating a dangerous terrorist organization led by Emile
 Dufraisne. But before that, Sam's gotta rub elbows with scum of the earth...

 [JBA] - Get walkie-talkie from security office
 [JBA] - Find an adrenaline surge
 [JBA] - Regroup with Jamie Washington
 [JBA] - Release lock to gas chamber
 [ECH] - Escape Ellsworth Prison with Jamie Washington

 [ECH] Do not let Barnham die
 [JBA] Help Jamie kill Barnham

 [ECH] Find hidden information disk
 [JBA] Alter death records

 Remember: killing/saving innocents matters, but only affects the Trust Gauge
 at mission's end. Plan for that when making decisions...

PART 1: Get Walkie-Talkie from Security Office
 AKA ---: Hard Time
 Alarms?: n/a
 Deaths?: Allowed
 Items -: n/a

 Fisher is posing as a convict, so naturally he won't have any of his fancy
 Third Echelon gadgets to tinker with. Or weapons in general. Yup, Sam ain't
 got nothin' but a lockpick. Get used to roughing it the old-fashioned way.

 So, Jamie -- that is, Fisher's next-door cellmate and overall mark -- is
 hatching a plan with him. Use the crawlspace 'neath the bed, hoist through
 the opening and meet Mr. Washington face to face. The task is to retrieve a
 second walkie-talkie from the guard station, a useful tool for when the two
 bust out of this dump.

 Do a boost technique to get access to a ladder. Sam will go it alone from
 here! Climb up and bypass the broken metal lattice via the yellow pipe. The
 path is straightforward from here -- nudge through the tight space and drop
 down to the pickable trap above the guard station. SAVE HERE because there's
 no guarantee the guard won't see or hear our intruding guest...ahh, the
 miracles of camerawork. [There's an overhead pipe in case Sam needs a good
 hiding spot.] Once the lower guard is incapacitated, snatch the prize.

 The warden will announce he's about to do a head count, and sure 'nough, a
 little ways into the backtracking, a 1:45 timer appears -- if Sam ain't back
 by then, the breakout plan goes bust! The only new obstacle will be a nosy
 guard, walking the path near where Sam first met Jamie. You can get the jump
 on him through whistling (he can't use ladder) or simply jump on him (fall
 from overhang onto his noggin).

 Back in the cell, Sam will be alerted a visitor wishes to see him...Lambert!
 He'll give a PDA to our incarcerated protag (allows Select menu to finally be
 used) and lay out some ground rules for the night's jailbreak: no casualties,
 don't kill Barnham, and the morgue contains additional intel on Washington.

 The Trust meter can now be viewed -- what side it's skewed on determines a
 few things, namely the equipment Sam receives later on and how his teammates
 treat him. There will always be JBA or Echelon primary objectives to follow;
 completing these gives trust to the respective sides. Opportunity objectives
 are optional and can be tactfully used to skew in one direction or another.

 NOTE: The overarching primary objective from this point on is "Escape with
 Jamie". Unlike other missions which have objectives one after another, the
 other primaries appear only after certain events. In the walkthrough, to
 avoid any hassle, I'll just list 'em that way.

 Inmates have their recess...err, recreational time now, so Sam can leisurely
 walk back to his cell block. That is, until it's announced the local bully
 and federal witness is hassling Jamie in the courtyard. 

 • [OPPOSING OBJECTIVE] Kill/save Barnham: Sam will mosey into the weight room
   and grab the harasser, having the option to snap his neck like a stale
   breadstick, or wuss out in front of Jamie.

PART 2: Find an Adrenaline Surge
 AKA ---: Shot in the Heart
 Alarms?: n/a
 Deaths?: Allowed
 Items -: Smoke Grenade, Flash Grenade

 After the rec room brawl, Sam and Jamie will wake up in isolation, groggy
 from the knockout gas. Seems Lambert's "distraction" team has started a riot,
 and after a short encounter with a guard who strays too close, Sam can get
 some weaponry. He'll always be able to reclaim the lockpick, and can take the
 9MM Handgun too, but only if he put Barnham on a slab. [Jamie gets it if not.]

 Pick the lock and grab the adrenaline surge from the countertop medkit. This
 item is used to revive teammates who "perish" in the line of duty. Whether or
 not he's battle ready depends on if he has the gun.

 Okay, time to do some damage. Pick up the smoke grenade near the slain guard,
 and dynamic hoist to bypass the burning security checkpoint. Save up here
 and gently drop down to take the guard unawares. (REMEMBER: killing civilian
 guards makes Sam's hardened criminal backstory more believable but negatively
 impacts Third Eschelon trust. If you plan on taking a high body count, try
 to offset it via other objectives.) There's another guard, too, but if Sam
 has a gun, it ain't no thang.

 Near some debris, do another hoist, this time letting Jamie do the legwork to
 open stairway access. The balcony walkway has a drop-down point where the
 railing has been...uh, strategically renovated. Save at the prompt if needed,
 and continue to adjacent hallway -- here, a guard is cornering a wannabe
 escapee. If Sam refuses to intervene, the officer's trigger finger gets
 itchy, so why not help a brotha out? Officer Barbrady over there isn't going
 to be winning Employee of the Month anytime soon...

 Down the hall, the overrun cafeteria can be seen through bulletproof glass.
 To reach it, do a co-op boost to turn on the sprinklers. I suggest ordering
 Jamie to wait for the next part since he can be deadweight. It's possible to
 just gun down the two guards here, but the muzzleflashes will give away Sam's
 position immediately. Those who want to neutralize the guards silently should
 use the shadows that weave toward the flashlight-brandishing guy's barricade.
 There's also a few cans to throw as distraction maneuvers. When all's said
 and done, pick up the flashbang near the dead guard and head up top.

 Jamie will wait downstairs in the locked hallway while Sam infiltrates the
 security office by crawlspace. The computer gives up a door code (3190) and
 unlocks the door for our pal in the hall. He'll recklessly run ahead toward
 the old cell block, the next destination.

PART 3: Regroup with Jamie Washington
 AKA ---: Take My Breath Away
 Alarms?: n/a
 Deaths?: Allowed
 Items -: Pistol Ammo (x10)

 The new area starts with bad news: Jamie was caught by hoodlums and confined
 to a gas chamber. This burning cell block is patrolled by guards in riot
 gear, but that doesn't make 'em any less susceptible to headshots, whistle
 lures or door-bashing techniques. They are armed with flashlights, however,
 so it's slightly more difficult. Another officer patrols the 3F walkway, so
 silent running below makes more sense (especially since the smoky atmosphere
 up there gives him an advantage if Sam runs around below). Try using the
 2F railing gap to climb to 3F or jump 'cross the pit to reach the opposite
 balcony. Destination is the crawlspace near the yellow pipe. [And, yes, you
 can do the hilarious "rail toss" ability here!]

 The vents shoot Sam out into the workshop, patrolled by two flashlighters.
 Neutralize them without much ado, and visit the nearby office containing some
 pistol ammo. A computer talks about the annoying metal detector at the shop's
 opposite end; luckily, Sam can climb the pipe here for bypass purposes. [This
 is only necessary if you pick up the carving knife as it won't trigger for

 Following the corridor, Sam should get an urgent plea from Jamie signalling
 his close proximity.

PART 4: Release the Magnetic Lock
 AKA ---: Opposites Attract
 Alarms?: n/a
 Deaths?: Allowed
 Items -: n/a

 Approaching the far door leads to the execution chamber's viewing room, and
 two loose-lipped guards talk about how the magnetic lock here is the only way
 to get Jamie out. [In fact, if you go downstairs now and try to speak to the
 inmate, he'll comment on this.] The easiest way to infiltrate this place is
 using the crawlspace accessible from the next-door lounge, which drops Sam
 right into the operating booth. Wait until both guards go patrol, then swoop
 in and hit the switch.

 This leaves two paths to descend:

 1) VIEWING ROOM: One of the guards always patrols here, so he'll have to be
    neutralized first, preferably in one of the dark corners in front of the
    operating room. [He can be flashlit by guards entering from the other side
    if not hidden properly.] Feel free to break the lock on the side stairway
    since the lower guard -- who will hear it! -- doesn't go investigate.

 2) CORRIDOR STAIRWAY: The errant guard often goes to the breakroom following
    his gas chamber chat, meaning he can be ignored, if y'wanna risk it. The
    lower stairway. The lowest exit leads to the tier where Washington's
    container is. It's less convenient but does pass by a computer talking
    about recordkeeping relocating to the chapel...interesting...

 There's always a guard watching over Jamie here, and of the two entrances
 available, the darker viewing room one works best. When Jamie's free, the
 regrouping objective is completed.

PART 5: Escape Ellsworth Prison with Jamie Washington
 AKA ---: Steeple Chase
 Alarms?: n/a
 Deaths?: Allowed
 Items -: 

 The goal now is locating the chapel.

 • [OPPORTUNITY] Find hidden information disk: Lambert said this was hidden in
   the morgue, which is conveniently located on the same floor as Jamie's
   chamber. Only one guard patrols here, so have Jamie hide while sam nixes
   his presence -- it IS possible for him to see Sam opening the door nearest
   the gas chamber computer. Other than that, it should be a cinch. The disc
   is on one of the retractable slabs. Even if y'don't wanna the Echelon trust
   points, there's a medkit here, appropriately.

 Visit the staircase accessed from the main corridor and ascend; with Jamie
 in attendance, the chapel passage is free and clear. Boost our buddy over to
 unlock the door and enter the final stretch of this hellhole. Save before
 entering the chapel proper.

 This place is patrolled by two flashlighters, and is rather well-lit thanks
 to the overhead glass and some candles -- this means Jamie tagging along is
 a big no-no. Have him stay put while Sam disposes of the vigilant officers,
 preferably in funny, fall-from-second-story-balcony kinds of ways. Killing
 is fine as long as you ask forgiveness later. =)

 • [OPPORTUNITY] Alter death records: No point escaping if the fuzz is going
   to be on Sam's trail, right? Use the desktop in the church office to get
   the job done.

 The computer mentions an auto-locking door leading to the garage -- this is
 accessed from 2F. This means Sam will have to use the gallery's overhanging
 pipe to reach the opposite balcony. Detach the rope and hop down (fall onto
 a pew to land softly) -- the only way from here is up.

 While Jamie waits patiently below, Sam has the enjoyable task of dealing with
 rooftop riffraff, particularly the guard. He'll mention the watchtower has
 been killing potential escapees and that ground-level access would be the way
 to exit. Thank him (I do this by throwing him to his death) and break the
 nearby lock, which leads down to 2F where our pal waits.

 Rejoin, descend, and enter the parking area. There's a fence preventing an
 upward escape, but Lambert's splinter cells left a present: a bomb-sized hole
 in the concrete wall. Scale through and navigate the lower trench to complete
 the level.


03) JBA HEADQUARTERS, PT. 1                         [NEW ORLEANS, USA]   [WK03]
 [ECH] Adjust four fuseboxes
 [ECH] Access JBA's server
 [ECH] Return to public area

 [JBA] Send info to Emile about Cole Yeagher
 [ECH] Send info to Lambert about Cole Yeagher

 [ECH] Scan Enrica's fingerprints
 [JBA] Plant false information on Moss' computer

 KIT (JBA-slanted)
 SC-303 Compact Launcher
 Rubber Ammunition (x10)
 Sticky Camera (x2)
 Tranquilizer Ammunition (x1)
 Fingerprint Scanner

PART 1: Adjust Four Fuseboxes
 AKA ---: Crossing Wires
 Alarms?: Allowed (2 Max)
 Deaths?: No (impossible)
 Items -: n/a

 Now that Sam has been welcomed into JBA's flock, he's "betraying" that new
 trust by secretly exploring the compound's restricted area. Third Echelon has
 provided his kit, although unless Sam's trust with the group is strong, he'll
 have a bunch of non-lethal gear this time. [Williams doesn't like it when his
 witnesses are killed, I guess. ;_;] There's plenty of ways to navigate the
 stronghold, but I'll pick a more natural route to avoid backtracking.

 As the HQ Tip video prompts show, this mission is for reconnaisance, not for
 killing. Sam's lethal R1 maneuver now defaults to the sleeper hold, and if
 he's caught snooping by guards (which are armed with nonlethal rounds), he'll
 be "arrested". In these situations, Sam can input a button sequence to knock
 that guy out. Other than that, triggering alarms only activates the dormant
 security grids around this place; this can be done twice. There isn't any
 mission-ending consequences like in previous SC games. Armed with that
 knowledge, let's continue!

 Enter the ground-level door nearby and flip [FUSEBOX 1/4]. Don't go in any
 further though; instead, take the rooftop access ladder outside. The guard
 won't say much of use, though, so tweak [FUSEBOX 2/4] while y'ponder his
 inadequacies. Avoid the wall-mounted camera and slip into the nearby door.

 This hallway junction leads to Emile's room and the company's secure server.
 Another bald guard (who looks suspiciously like Billy Corgan) patrols these
 waters, and it's possible he bumps right into Sam, so be careful! There's a
 camera near the server but shooting the overhead light makes it a non-issue.
 Dufraisne's laptop contains some emails, but Sam can also use his fingerprint
 scanner on it, which unlocks his boss' profile in the PDA menu. [The alarm
 clock is an adequate substitute for the prints, too.]

 In the server room, OCP the beams to snoop on the computer after hacking. It
 can be done wirelessly, too, if y'don't wanna bother with anything.

 • [OPPOSING] Send Yeagher's info to Emile or Lambert: confirming Cole's evil
   intentions lets Sam pick which employer to email on the subject, earning
   trust of the assisted organization. Note that, no matter what decision is
   made, Yeagher is out of the picture anyway -- it's just that KOs and the
   bevy of trust-improving Echelon objectives tend to make the JBA suspicious.
   This is the biggest trust boost in the mission, so pick carefully.

 Further down the hall is Enrica's room, currently vacant. [Y'may have heard a
 loudspeaker request from her lab, asking for assistance...well, we know where
 she is, then.]

 • [OPPORTUNITY] Scan Enrica's fingerprints: her laptop is a treasure trove,
   and like Emile's, unlocks her profile in the PDA menu. Another option is
   scanning her alarm clock. If you scan the prints near Enrica's electronics,
   Sam can also pick up Sykes' profile.

 Exit the hall and descend happily, knowing there's no cameras or enemies in
 this area. The ensuing workshop contains a medkit and branching path: one leg
 goes toward the 1st fusebox, the other to a garage. It's the latter one we'll
 need to visit. [You can get Yeagher's prints off the workbench here; it's the
 only chance to do so!]

 First things first, pay attention to the camera above the door. Getting around
 this place can be a little difficult thanks to the enemy presence, but there's
 a shortcut: climb the tall locker near the camera entrance, and hoist to the
 2F storage area. When the guards' conversation ends, one starts patrolling the
 upper catwalk region; the other goes toward Sam's lower entrance. Both can be
 nabbed without the locker boost-up, but it does make things considerably

 • [OPPORTUNITY] Plant false information on Carson Moss' computer: the man
   himself hangs out in this garage, and his laptop can be remotely hacked
   from the shadows. There's a funny interrogation if y'catch him off-guard,
   but it's not necessary. [No complete FP scans here either...]

 When the coast is clear, avoid the other double door's cameras and exit to
 the hallway, which branches again (after ANOTHER camera). The right-hand path
 leads to the loading docks, the next target. Avoid the security measures --
 the stacked crates obscures another "spy" -- to exit outdoors again. There's
 two guards here, including BJ Sykes, who can be interrogated to little avail.
 The reward for this dead-end area? Why it's [FUSEBOX 3/4]! Climb the shipping
 containers to avoid the cameras.

 Backtrack to the previous bifurcation and take the left-hand path now, which
 ends up at a lonely warehouse. There's a shadowy ring around the interior
 periphery, making it easy to avoid the 2 cameras and neutralize the hapless
 guard on watch. Climb the west wall's shelf/stack combo to find [FUSEBOX 4/4].
 The easily-missed laptop in this warehouse can be scanned for Jamie's prints,

 A quick exit to this place is using the other high shelf. Hop over the boxes
 and enter the obsolete ventilation duct, which leads to a crawlspace back on
 the JBA rooftop.
PART 2: Access JBA's Server
 AKA ---: Fisher Expedition
 Alarms?: Allowed (2 Max)
 Deaths?: No (impossible)
 Items -: n/a

 Unless the player does the above walkthrough backwards (roof -> warehouse
 -> docks -> garage vicinity), there'll probably be a little backtracking. In
 any case, Sam will have already visited the JBA servers earlier, and must do
 so again now. Hack or log-in to automatically finish this objective. And, yes,
 logging in must be done TWICE if you visited earlier -- this part wasn't

PART 3: Return to Public Area
 AKA ---: Public Decency
 Alarms?: Allowed (2 Max)
 Deaths?: No (impossible)
 Items -: n/a

 With all objectives complete, it's time to return to the doorway near the
 level's starting point. There's no rush, however, so feel free to flit around
 doing the side objectives or optional fingerprint scans.

04) NEW YORK UNDERGROUND                          [NEW YORK CITY, USA]   [WK04]
 [JBA] Get the vault's code
 [JBA] Get to front of train
 [JBA] Disconnect communications system

 [ECH] Leave station chief alive
 [JBA] Kill station chief

 [ECH] Isolate rear train cars

 KIT (JBA suspicious)
 SC-20K (x30)
 Sticky Shocker (x6)
 Ring Airfoil (x8)
 SC Pistol (x20)

 KIT (JBA confident)
 SC-20K Launcher (x90)
 Sticky Shocker (x2)
 Airfoil Round (x2)
 SC-20 Pistol (x60)

PART 1: Get the Vault's Code
 AKA ---: My Lips Are Sealed
 Alarms?: n/a
 Deaths?: Allowed
 Items -: n/a

 Sam's equipment will differ a lot here -- if the JBA is suspicious, Sam'll
 have a lot of non-lethal rounds; in the reverse, Dufraisne provides fewer
 gadgets and a lot more ammo. More ammo ain't a bad idea, considering boss'
 orders are to kill first, ask questions later. Leaving witnesses flies in the
 face of that directive, and will provide Echelon trust. Use this knowledge to
 offset the hefty amount of JBA trust objectives in this place.

 Enrica is Sam's partner for this heist. Use her talents to hoist over the
 defunct subway tunnel's barrier and infiltrate the bank's lower reaches. Help
 our gal over the next impediment and she'll deactivate the ventilation fan,
 allowing Sam to slide on through.

 At the crawlspace's end, Sam will encounter the first of the civilian guards.
 This dirty "storage" room is quite dark, which should help in hiding the
 body from the patrolman down the hall. Careful where y'take that guy out as
 the adjacent room -- where the renovation materials are -- can hear pretty
 well, and will come running, pistol drawn. There's an overhead pipe in case
 Fisher wants to get fancy, too.

 • [FUN TIP] If you're taking pity on these poor saps but finding it hard to
   get through, climb onto the broken 2F ledge in the "junk room" -- this'll
   connect to the renovations room down the hall. This can be done in the
   reverse, too, not that it matters much.

 West leads to a save prompt and a stairway, which leads down to two guards
 talking conversing. They'll split up, but if they catch sight of Sam, they
 will probably take out emergency flares and sweep the area -- not good! This
 is a semi-new tactic: the flares heavily brighten the chamber and, when the
 guy's done with 'em, he'll toss it away, keeping an area lit for as long as
 the device lasts (often 30+ seconds). To combat this annoyance, use the pipe
 atop the stair -- this allows Sam to bypass the ground floor completely,
 dropping him in a maintenance room beyond a fenced-in area. Both guards'll
 visit this place at one time or another, so stay to the shadows.

 Down the eastern hall, Sam will come to the railway repair center, where the
 trains are fixed. The guard who patrolled earlier stops here outside of door-
 -swinging range, letting him be nabbed easily -- unless he opens first, which
 often leaves Sam exposed. [The split jump can be done here to alleviate this,
 if y'catch it in time.] Another guard can be found here, too, and will come
 running if he hears a tussle, often with flare in hand...yikes. The mechanic
 trench 'neath the lead car provides a safe avenue, if needed.

 Break the next lock to find a shaft rusted with years of disrepair. There's a
 spot to rappel down, so don't pull a Spider-Man and fly into the pit! Getting
 to the bottom concludes the first stretch of the level, and starts the second:
 the bank's personal station.

 Enrica radios in to say the bank chief is two rooms north, talking with one
 of the guards. Since she's hacked the cameras to provide a loop, there should
 be no problem! The crawlspace leads to some drainage tunnels; the only way
 forward is the vertical pipe. Above, look for a fissure in the wall, leading
 to yet another crawlspace -- this one a backdoor passage to the security room.

 When one of the two guards exits for his beat, exit yourself and neutralize
 the buddy, before his watchful eyes prove to be Sam's undoing. The buddy is
 looking around money storage, the adjacent chamber; without the camera eyes'
 help, his demise is assured.

 Through the next L-shaped corridor, Enrica suggests Sam find cover quickly
 to avoid a guard. Her warning is very premature -- if Sam split-jumps ASAP,
 nothing'll happen. Instead, inch down the hall until the guard's figure is
 spotted (he'll only head to the door then), then backtrack to the money room
 and wait. Pickpocket his keycard, or take it off his lifeless body -- whatever
 works! Use this to break into the main control room where the chief is.

 • [OPPOSING] Kill/spare the station chief: after interrogating the poor guy
   for the vault keycode (1773), Sam can pick which faction to assist. Like
   before, this will give the biggest faction JBA/Echelon boost, so consider
   the other objectives and your own (lack of a) body trail before acting.

 If Sam kills/KOs the chief before getting the code, the objective can be
 gleaned from the computer. This is the same computer that tells the nearby
 door code: 2833. Additionally, the chief's life is spared if y'exit through
 the vault door instead of confronting him. The door closes after a moment,
 permanently blocking the objective (this counts as Echelon trust).

PART 2: Get to Front of Train
 AKA ---: Flirtin' with Disaster
 Alarms?: Yes
 Deaths?: Allowed
 Items -: 

 With the code passed on, Sam's destination is locating the train. Through the
 next hall, slip into the holding cell by the security checkpoint -- there's a
 crawlspace cleverly hidden that enters the stairwell next door. Upstairs is
 the street-entry landing, patrolled by one guard. There's plenty of shadows
 here, and Sam can even hop onto the gigantic wooden structure for stealthier
 maneuvers, so not much to mention. East is the loading platform, two guards
 here. Luckily, Sam needs only find the caboose to cue the cutscene, so these
 scrubs aren't important at all.

 Finally, Sam's on the train. The goal is to hijack it at the front, but to
 do so, we've gotta get there. [Why didn't Sam just board at the front? It
 would've been so simple...] Using cat-like stealth to avoid passing girters,
 continue forward via the roof. After jumping down to hear Enrica's message,
 save here. She'll mention there's 8:00 to disable the train's communications,
 immediately starting the clock. Plenty of time, but ooh boy...

 The first car contains two guards -- they'll either walk around a bit or
 lounge near one of the overturned tables. Sniping/sticky shocking them will
 work best, but do be careful about the interior camera partially obscured by
 the shelf -- these ones DO function properly! Not to mention excess alarms'll
 put everyone on edge, and that's never good for Sam... The next car over is
 just lasergrids, which can be bypassed by OCP or sliding through gaps that
 conveniently avoid them. Not much to say here -- business as usual.

 • [OPPORTUNITY] Isolate rear train cars: Since this train is going to crash
   harder than the 1983 video game market, Lambert wants Fisher to detach the
   rear cars, which'll minimize the impact somewhat and save some civilians in
   the process. This gives a miniature boost to Third Echelon trust, but won't
   impact much if one's deeply entrenched in the JBA.

 For some reason, while climbing on the roof of the next car, some ignoramus
 will start "patrolling" up there. Surely this is too dangerous for their pay
 grade!? In any case, Sam can avoid them by hanging on the extreme of the car
 and shimmying to his destination. He'll have to pull up at the end, but that
 guy won't watch his six or anything, so don't worry much.

 The next car can be opened at either end, but the south (and closest) door's
 blocked by junk. Climb the length of the car and enter the north side, then.
 Stealth-minded individuals will want to save here if the timer provides a
 nice cushion (4:00+ is always good). The key to KOing the guards stealthily
 relies on eliminating the overhead lights. OCP works but is temporary, and
 leaves Sam hanging when the far duo patrols the length. Use airfoil rounds
 to eliminate lights without muzzleflashes; other guns will notify the goons
 immediately. With both lights gone, Sam can eliminate the nearest guard via
 a crawlspace insertion, then trick the other two via whistle lures, or just
 by sticky shocker-ing 'em.

 • [PRIMARY] Disable communications system: this must be done manually, by
   fiddling with the box near the southern barricade.

 To cue a scene with Jamie, exit the car via the north. Note that, if Sam's
 JBA antics have Williams too suspicious, the laptop near the shelf can be
 used to contact him and allay his fears. [Any laptop works, technically, but
 Sam won't have access to others.]

 North again, the engineer's car. Two guards patrol here and can be lured to
 the shadows, where a stealth kill or KO setup is easy. Approach the engineer
 (ERECTIN' A SENTRY...err, wrong game) to end the mission.


05) THE GEORGIA LEE                                  [COZUMEL, MEXICO]   [WK05]
 [JBA] Help Enrica install comm relay
 [JBA] Help Enrica reach the comm relay
 [JBA] Recover the bomb
 [JBA] Deliver the bomb and help Enrica reach fuel tank
 [JBA] Extract via service boat

 [ECH] Disable Enrica's cell phone
 [JBA] Protect Enrica's cell phone

 [ECH] Obtain passenger manifest
 [ECH] Disable ship's engines
 [ECH] Delete camera records

 KIT (JBA confident)
 SC-20K Launcher (x90)
 Sticky Camera (x2)
 Sticky Shocker (x2)
 Airfoil Round (x2)
 EMP Ammunition (x1)
 SC-20K Pistol (x60)
 Frag Grenade (x2)

 KIT (neutral)
 SC-20K (x60)
 Sticky Camera (x4)
 Sticky Shocker (x4)
 Airfoil Round (x4)
 EMP Ammunition (x2)
 Gas Grenade
 Smoke Grenade
 Frag Grenade
 SC Pistol (x40)

PART 1: Help Enrica Install Comm Relay
 AKA ---: Relay Race
 Alarms?: Allowed (2 Max)
 Deaths?: Allowed
 Items -: n/a

 Welcome to the Georgia Lee, a honeymoon cruiseliner outside Cozumel, Mexico.
 Ordinarily there'd be cocktail-sipping lovebirds all around, but thanks to
 some interference, armed guards are now prowling in search of terrorists.
 Great... The PDA map shows the next destination is all the way west, at the
 ship's stern.

 The empty suite Sam starts in will soon get a shakedown by a roving guard --
 his coming is prefaced by a loud corridor conversation. There's another guy
 waiting in the hall, but can be distracted with whistles or throwables. Or,
 y'can bypass him by slipping behind the dresser he leans on. Either way, it's
 up the connecting hall. Two guards occupy the east/south path, and there's an
 overhead camera above the (locked) dining room doors.

 • [OPPORTUNITY] Obtain passenger manifest: the laptop nearby contains all the
   information, and can be remotely hacked before dealing with the patrolman.

 Deal with the fuzz in your preferred way (sticky camera suffices) before
 trekking west, past an empty lounge, to the magnificent ballroom. Only instead
 of flamenco dancers and festivities, it's darkness and flashlighters. There's
 no real difficulty in nabbing these 3 guys; it's finding a good hiding spot
 for a clean mission record. [If you care...] Try using the SW corner behind
 the speakers.

 From there on, the last impediment is bypassing the 2 guards (and camera!)
 up the twin spiral staircases -- they block deck access. If y'can lure them
 to one side of that platform, they can be gassed or picked off one by one.
 Shooting the overhead light is good 'nough for the camera.

 Outside, rejoin Enrica on the mast's deck and help her install the relay.

 • [PRIMARY] Help Enrica reach the comm room: follow Enrica to the westernmost
   passage and boost her over.

PART 2: Recover the Bomb
 AKA ---: Catch of the Day
 Alarms?: Allowed (2 Max)
 Deaths?: Allowed
 Items -: n/a

 With Enrica's portion out of the way, she'll unlock the service elevator in
 the lounge east of the ballroom. [If Sam went there earlier, he wouldn't be
 able to descend.] It's the same way backwards as it was forwards, only some
 reinforcements have arrived: 3 guards on the western deck and 3 more coppers
 in the ballroom. It's dark enough to bypass them all without firing a shot,
 but if y'left bodies strewn all over, they may be detected, hence the earlier

 Taking the service elevator leads to the second section: the lower hold. This
 first corridor system has no noise threshold, meaning both Sam and patrolmen
 will be quite audible. One guy will eventually walk right toward Fisher's
 insertion point, and if Sam goes east instead of west, he can find a sleepy
 guard holding a keycard. Watch out for the camera near the western stairway
 and things'll be hunky dory.

 That mechanical hum is a sign the engine room is near; Lambert radios in at
 this point to kill the engines, so if the bomb does go off, the coastal city
 won't be affected. First, navigate the two-tier system of catwalks. A guard
 patrols each tier, but Sam can hang off one side as a shortcut (and maybe
 even drop on a fella).

 • [OPPORTUNITY] Disable ship's engines: the console that gives this option
   is in the engine room's ground-floor tier, NW corner. Doing this naturally
   gives Echelon trust, so if you're planning on letting the bomb plan proceed
   unhindered, this can offset the damage a bit. [The engine room noise won't
   dim one decibel, though...]

 The lit-up path along the southern wall is the correct path to go, and since
 Sam'll have to come back this way at the end, try to eliminate the current
 opposition. [You'll probably want to do this anyway since overhead guards can
 spot Sam as he runs through the light.]

 'Round the first corner, a guarded laptop confirms that Sam's boat is being
 kept in the interior dock to the south -- that's the destination! Once there,
 open/hack the keycard door; whistle-luring guards won't work for this one.
 Once inside, there's two ground-floor guards and another atop a high catwalk.

 • [OPPORTUNITY] Delete camera records: up the catwalk, there's a door that
   leads to the sleepy guard's position, just on the unlockable fence's other
   side. Hacking the computer allows one to earn a little Echelon trust, a
   useful thing if Sam's sending this hunkajunk to the bottom. Of course, if
   Fisher left the sleepy guard alive earlier, he may still be around, so
   be careful on the approach.

 When all's ready, break into the craft's trapdoor and claim the explosive

PART 3: Deliver the Bomb and Help Enrica Reach Fuel Tank
 AKA ---: Short Fuse
 Alarms?: Allowed (2 Max)
 Deaths?: Allowed
 Items -: n/a

 Return to the engine room -- how easy this goes depends on enemies left
 standing on the last trip through -- and visit the tiny ground-floor trench
 used for pipe maintenance. Enrica will be here and needs a boost over to set
 the bomb. Save at this point.

 • [OPPOSING] Disable/protect Enrica's cellphone: Sam gets one chance to curb
   the inevitable bloodshed by uploading a virus to the detonation phone. The
   option he picks gives heavy trust to the organization it favors. [Should
   Sam need to prove his loyalty to Echelon via computer, there's that laptop
   en route to stern, remember.]

PART 4: Extract Via Service Boat
 AKA ---: Honeyboomers
 Alarms?: Allowed (2 Max)
 Deaths?: Allowed
 Items -: n/a

 Sam has laid the tracks and there's no going back -- all that's left is to
 exfiltrate from the scene. Returning to the boat shouldn't be altogether too
 difficult, but 2 foes now patrol the engine room and 3 the interior dock,
 making it annoying if y'didn't hide bodies properly. This is where the
 pre-delivery save can come in handy, perfect stealth-wise. [In the engine
 room, the dark corner nearest the maintenance trench can work; in the dock,
 tossing bodies in the water suffices.]
 The mission ends once Sam boards the getaway craft.

06) SEA OF OKHOTSK                                            [RUSSIA]   [WK06]
 [JBA] Neutralize all mercenaries
 [JBA] Disable all 5 communications relays
 [JBA] Board tanker and neutralize captain
 [JBA] Defuse the bombs
 [JBA] Secure the bridge


 [JBA] Disable bombs placed around machine room
 [JBA] Locate encryption key
 [JBA] Identify ship's cargo
 [JBA] Install tracker in communications room

 KIT (JBA favored)
 SC-20K Launcher (x90)
 Shotgun Attachment (x21)
 Sniper Attachment (x18)
 Sticky Shocker (x2)
 Airfoil Round (x2)
 EMP Ammunition (x1)

 KIT (Echelon favored)
 SC-20K Shotgun (x30/x7)
 Sniper Attachment (x6)
 Sticky Shocker (x6)
 Gas Grenade (x2)
 Airfoil Round (x6)
 EMP Ammunition (x2)
 SC Pistol (x20)
 Flash Grenade (x2)

PART 1: Neutralize All Mercenaries
 AKA ---: Siberian Slayer
 Alarms?: n/a
 Items -: SC-20K Ammo (x30)

 From one ship to another...Sam can't catch a break! Dufraisne wants Sam to
 liberate an ice-encrusted vessel from its original owners, but before that,
 he has to approach the ship. There's a band of mercenaries working to free
 the tanker, and naturally they can't be left as witnesses. Like normal, Emile
 wants 'em bleeding, Lambert wants 'em kayoed. They MUST be dealt with -- Sam
 can't simply bypass 'em.

 • [PRIMARY] Disable communicators 1/5: the laptop near the insertion point

 Once the first merc's dealt with, head south through the glacial passage to
 find a flare lighting the path. One flashlighter patrols here, and there's
 another not too far beyond. Sam can use the icy ledges to get a bird's-eye
 view of the place (and from the shadows!) before striking. The hill area is
 cleared once the first 3 foes are dealt with.

 The frigid crawlspace meanders south again, depositing Sam on a cozy cliff
 overlook -- there's a mercenary camp below. The unlucky guard on overwatch
 will mention the band has a cave for storing items, and one may be able to
 break the ice to infiltrate...interesting. Ignore the urge to test this
 noob's flight time and descend, either by the hanging rope of rappel spot.

 Two guards hang out near the cozy fire, and depart in different directions
 before returning. Try to snag the guy nearest the glacial wall first for an
 easier time. Note that the tent nearby is quite thin, so thermal vision can
 setup a nice interrogation grab while you're inside it.

 • [PRIMARY] Disable communicators 2/5: the laptop in the camouflaged tent.
   The main entrance is at the back, so I wouldn't doubt if inattentive people
   somehow missed this. There's also a medkit here.

 • [OPPORTUNITY] Locate encryption key: this is also in that same tent, on a
   the small table. With the computer being the main focus, it's possible to
   miss this easily also!

 With all 3 of Camp A's mercs sleeping (perhaps eternally), it's time to trek
 west. There's a wall mine blocking the route here, but a tutorial will show
 Sam how to disable it, thereby letting him use it at will. Beyond the save
 prompt is a laser-trapped tunnel, leading up to a turret that's thankfully
 deactivated. A guard moves around this area, so it's possible to snag him
 while he idles. [Like usual, the lasers deactivate in his proximity.] Around
 the corner is a laptop and a final mercenary. Dealing with him clears the
 ice trenches section.

 • [PRIMARY] Disable communicators 3/5: the outdoor table past the flare-lit
   cliff face.

 If you haven't checked the map, it's possible to forget this area contains a
 northern route! OCP the ensuing lasergrid to reach the bridge-laden area. It
 isn't too hard to get through stealthily, because different areas are wired
 to different generators -- you can kill the power source or zap the bulbs to
 provide extra shadow. There's also a crawlspace 'neath the first bridge for
 another route. [Personally, I like this area for a different reason -- I get
 to kill enemies and throw them in water! One of my fave activities, heh heh.]

 • [PRIMARY] Disable communicators 4/5: laptop near the western pond

 From here, Sam can either backtrack (returns to the rappel wall in Camp A)
 or backtrack to the southern ice trenches -- the latter is the way to go,
 but the other route has 2 extra wall mines to claim. Anywho, the SE path'll
 have two more mines before the tunnel ends, spitting Sam out at the tanker's
 exterior. The three-man merc crew on the northern flank will stand near some
 construction equipment, acting as a nice muffler if Sam gets his hands dirty.
 • [OPPORTUNITY] Disable bombs around perimeter 1/2: this is on the eastern
   side of the equipment. Bypassing the circuit is a cinch, and this can even
   be done without neutralizing any of the foes, thanks to the shadowy locale.

 • [PRIMARY] Disable communicators 5/5: behind the crates near the bulldozer.
   This can be hacked from afar, but I dunno why you'd want to...

 Shouldn't be too hard to cleanse the area of opposition; doing so completes
 the objective. Through the craggy snow-topped rocks west of there, the
 crawlspace leads to the tanker's lower stern. There's three foes here, two
 up near the higher mound and one on an east-west patrol. They're all
 flashlighters, so be careful, especially if killing them loudly near one
 another (the generator only provides so much muffling).

 Eliminating the three mercs here rounds off the objective entirely, although
 it provides a lot of JBA trust -- Sam may need to backtrack a bit to the last
 computer to assure Lambert he hasn't gone loco! Additionally, dealing with
 the merc brigade allows Sam to use the rope hanging near the crates, which
 enters the next part of the level.

 • [OPPORTUNITY] Disable bombs around perimeter 2/2: the detonator near the
   ship access rope. 

PART 2: Board Tanker and Neutralize Captain
 AKA ---: Captain Crunched
 Alarms?: n/a
 Deaths?: Allowed
 Items -: SC-20K Ammo (x30)

 After Emile confirms the orders, Lambert radios in with the two opportunity
 objectives. If y'check the map, you'll see that the ship is comprised of 3
 tiers -- Sam begins on the middle deck, and has access to the lower holds as
 well. The outer walkway he begins on has three guards, all of which patrol a
 different section, making it easy to eliminate 'em outside of earshot. Any of
 them can be forced to talk about their captain, revealing him as a drunkard.

 • [REMINDER] The enemies here are armed with nonlethal rounds, and if Sam
   misses his killing shot, he'll be hit with a sticky shocker -- this leads
   to an interrogation scene on the lowest deck. He'll have to pick the cuffs
   and grab his confiscated equipment from a nearby crate, then figure out how
   to avoid the two captors outside.

 • [OPPORTUNITY] Identify ship's cargo: this can be done in two ways: (1) if
   Sam gets caught and interrogated, after breaking out, there's a crate he can
   inspect to learn the lading. This room is NEVER available outside of getting
   caught this way. (2) interrogate the lower of the two guards in the engine
   room to learn the information. Naturally if Sam progresses too far and/or
   kills said guard, he won't be able to complete this objective!

 With the outer guards finished, take either of the eastern doors inside. The
 goal is to locate the captain's quarters, which turns out to be a rather easy
 task: just approach the SWmost of the interior rooms. To do this, get rid of
 the guard in the entryway, and slink to the destination. [The opposite hall
 contains a patrolling guard and one in his quarters; there's also ammo at the
 locker room, and a cryptic email on the otherwise worthless laptop.]

PART 3: Disable Bombs Placed Around Ship
 AKA ---: Scuttlebuttin'
 Alarms?: Allowed (2 Max)
 Deaths?: Allowed
 Items -: n/a

 The scene with the captain reveals Queeg-like insanity: he rigged the machine
 room to blow in 10:00! Sam will have to locate said chamber and defuse all
 traps before Dufraisne's tanker ends up in Davy Jones' locker. There's three
 ways to get to there:

 1) CRAWLSPACE: On the middle deck's interior hallway, eastern side, there's a
    small vent that's a straight shot to the location. If y'can't find it, use
    the minimap for help. Sam will end up on one of the upper catwalks.

 2) OUTER STAIRWAY: The stairway near the starting point leads down a ways,
    and without any major branches, leads to a door at the NE tip of a hall:
    this enters onto the other catwalk.

 3) LOWER HOLD: In doing #2 above, there'll be another small crawlspace half-
    -hidden by a door (close it to find). This leads to the western engine
    room containing two guards -- one on the upper balcony, one below. Take
    'em out and use the lower door to reach the target.

 Now, 3 things other things about this event:

 1) Bombs only appear once the captain's been talked to
 2) Foes respawn in the machine room only if killed earlier
 3) There's a heavy camera presence, so spot 'em with your EMF

 For the respawning portion, note that bodies of the first watch remain too,
 so hopefully y'didn't leave 'em under a spotlight or something. Defusing is
 probably the easy part -- since they're attached to the piping hot boilers,
 they show up in thermal vision as blackish-blue on bright red. When one of
 the bombs is defused, the captain cuts the overall timer to 3:00.

 I suggest saving when the objective's complete.

PART 4: Secure the Bridge
 AKA ---: Bridge Over Troubled Water
 Alarms?: Allowed (2 Max)
 Deaths?: Allowed
 Items -: n/a

 NOTE: guards from this point on use lethal rounds!

 Sam has saved the ship from certain what? Time to ascend to the
 tanker's upper deck and commandeer this rustbucket. If Sam uses the main
 stairway, he'll be greeted by a hit squad waiting for his head to pop up.
 The safest way is, of course, the crawlspace method. The only route leads by
 that stairway, so entering from the darkened interior lets Sam lure the guard
 nearby in, then he can just snipe the other one further along. This sequence
 is way easier if the mid deck's overhead light is popped; the stairway itself
 has unbreakable fixtures. [It's possible to do the stairway route, don't get
 me's just needlessly harder.]

 With those two nixed, there's only one left, and he peeks around the corner.
 That tactic is helpful but thermal betrays his position. The reward for good
 stealth is a trip up the new staircase, at the top of which is an active
 turret hungry for Sam's blood! This can be avoided by jumping to and climbing
 up the ledge right near it. The exit to the outer deck is right behind the

 • [OPPORTUNITY] Install tracker in communications room: The other path near
   that gun leads directly to the destination by way of an adjacent corridor
   (containing one guard). Destroying the light sources here is a smart way to
   create extra cover, since the comm center is monitor-lit and has few easy
   hiding spots. The laptop here just repeats the previous email; to install
   the tracker, use the prompt on the room's west side.

 Ahh, the fresh outdoors. The guards here have a conversation about a "ninja,"
 a fun reference to Sam's sneaky skills in "Chaos Theory". After that, the two
 split up, making the lower one a sitting duck. Loud noises will attract the
 other off his ledge, a move which can be done deliberately if needed. There's
 one other guard patrolling up near "ninja man", and he can be the wild card.
 Thankfully all light sources in the vicinity can be broken, ensuring safer

 The ladder near the outer entrance leads up to the next deck; climbing the
 opposite one puts Sam right in the path of an angry turret! Flank and bypass
 it, and switch its IFF (after hacking) if you want to kill ninja guy...even
 though he's such an amazing guard... Naw, let's let him live! There's another
 turret around the corner, and it's guarded by two wall mines. OCP the turret
 and disable one of the nuisances.

 To finish the mission, enter the adjacent passage and take control!

07) KINSHASA                                                   [CONGO]   [WK07]

 [JBA] Confirm intentions of other 2
 [JBA] Meet Emile in Room 901
 [JBA] Find your equipment in main elevator
 [JBA] Clear extraction area
 [JBA] Extract from hotel

 [JBA] Kill Hisham
 [ECH] Save Hisham

 [ECH] Find additional information about Takfir's group
 [ECH] Find additional information about Massoud's group
 [JBA] Dispose of Hisham's body

 KIT (JBA-favored)
 SC-20K (x90)
 Sniper Attachment (x18)
 Shotgun Attachment (x21)
 Sticky Camera (x2)
 Sticky Shocker (x2)
 Airfoil Round (x2)
 EMP Ammunition (x1)
 Frag Grenade (x2)

 KIT (neutral)
 SC-20K (x90)
 Sniper Attachment (x18)
 Shotgun Attachment (x21)
 Sticky Camera (x2)
 Sticky Shocker (x2)
 Airfoil Round (x2)
 EMP Ammunition (x1)
 Frag Grenade (x2)

PART 1: Confirm Intentions of 2 Other Groups
 AKA ---: Room Disservice
 Alarms?: n/a
 Deaths?: Allowed (technically)
 Items -: n/a

 The ultimate mission for stealth lovers: Sam begins "naked," completely
 without equipment or firearms. Dufraisne says he won't need it to investigate
 his trading partners, whose tentative alliance he requires -- this means no
 killing anyone! [Killing people only gives Third Echelon trust, it doesn't
 give game overs.] Lambert also wants info on Massoud & Takfir, and with that,
 the mission brief is over.

 Sam starts in the hotel's maintenance area, a few floors below the quarters.
 Two guards inhabit this area, although only one patrols through both rooms
 (he's the first one seen). If a player wants to avoid the divide-and-conquer
 strategy, it's possible to ignore them both and slip into the hallway
 undetected. There's a third guard here, but he's sleeping on the job -- this
 lets Sam slip through a crack in the barricade to reach the elevator.

 In mid-ascent, a wild card appears -- intermittent bombing that temporarily
 knocks out the hotel generators. During these brief sequences, all areas'll
 grow darker, making it a helpful ally for Fisher's sneaking. Since the lift
 stops halfway up, climb onto its cage and enter the laundry room, preferably
 by the vent, not the entrance the nosy guard peers down.

 When the coast is clear, slip into the adjacent hallway. Sam's presence'll
 start one of the guard's AI, and he'll exit Room 905 (which has nothing of
 interest inside) to do his patrol. The corridor's longest stretch, past the
 save prompt down the hall, contains a guard and a camera -- not a great combo
 for our weaponless protag. The gunman can't be lured out of this stretch due
 to some AI limiter, and the camera overlooks a bright area of the corridor.
 Time your strike with the shelling to get by both.

 The next bend has another patrolling guard and a generator-fed floodlight
 that is unaffected by the rebels' mortarfire. Should Sam sneak up on this guy,
 he'll divulge the operation's planning docs are inside a safe, behind one of
 the paintings. Past Emile's room (we'll return here later) is a room with a
 hackable card reader. Do the deed and open the door -- DO NOT pick the stealth
 open command! Sam will just walk right into the bright chamber and get gunned

 When the next bomb falls, slink along the nearest interior wall toward the
 kitchen. Should Sam flip the light switch to 'off' while the generator isn't
 working, the normally overt action won't spook anyone. Speaking of which,
 there's two guards present -- one near the fireplace who'll certainly see any
 intruders, and on the balcony overlook above him, who sees nothing (but can
 still hear!).

 • [OPPORTUNITY] Find additional info on Takfir's group: the small kitchen has
   a laptop that, when hacked, sheds some light on the subject. The screen
   faces away from the entrance though, so even in pitch darkness, it's hard
   to see it at certain angles. :p

 Ascend the staircase to deal with the remaining guard -- this usually requires
 watching his movements, either by minimap or visual ID. That said, should Sam
 take him unawares, he can enter Takfir's suite and make him use the retinal
 scanner. If not, just hack it. Either way, this confirms half of the objective
 Dufraisne wants.

 At the other end of the balcony is the next path, a brightly lit hallway in
 the same shape as the ninth floor Sam was just on. Bypass the camera at the
 start and slink down to the first bend -- another guard walks this area. Nab
 him and infiltrate the first suite. Breaking its lock will attract the guard
 in the adjacent suite; picking it allows Sam to catch him nappin'. The reward
 for bothering with these rooms is a keycard in Room 1003, the guard's room.

 Back in the hall, nix the remaining gunman, preferably with the dark shroud
 brought on by the target practice. Get into Room xxxx at this point and enter
 the bedroom to do a cabinet search, which ends this part of the mission.

 • [OPPORTUNITY] Find additional info on Massoud's group: like his partner in
   crime, the kitchen laptop reveals some extra info on this guy, and its
   location is great in case Third Echelon requires Sam to check in.

 Be forewarned: searching the cabinet or doing the opportunity objective here
 spawns 2 guards at the room's entrance. It can be helpful to shut off the
 light sources before doing this, since any odd behavior will attract the
 guards attention...and without night vision, that's going to be annoying.

 Return to Emile's room at this point, either by backtracking or taking the
 side staircase near Takfir's suite. This is considered its own objective, but
 it's so short, we'll just leave it as a footnote. After the rendezvous, Sam
 has to get to 9F main elevator, where all his luggage is waiting. Again, a
 very small objective, so it's relegated to a few sentences.

 Leaving this area starts the second portion of this delicious mission.

PART 2: Save/Kill Hisham Hamza
 AKA ---: Friends in Need
 Alarms?: n/a
 Deaths?: Allowed
 Items -: n/a

 Although technically a secondary objective, this will be the only overarching
 line of thought for awhile, so we'll go with it. The elevator lobby leads
 round to the foyer, demolished thanks to rebel efforts. Two security personnel
 patrol the bombed-out reception, and they're assisted by a turret. Like usual,
 if Sam flips the friendly fire off, it will do all his dirty work. [Try
 hacking it from the stairway railing for an easier time.]

 The back corridor leads to the kitchen, with only one patroller in-between.
 Inside the preparation room are two guards, although only one stays there the
 whole time. Interrogating him reveals there's a parking lot hit squad waiting
 for Hamza. Oh dear! With both guards neutralized, proceed down the enemyless
 hall to a save prompt. The door nearest that leads to a reunion with Hisham,
 who joins up as Sam's partner for awhile.

 Sam can gun down Hamza now if he really wants the next objective (detailed
 in Part 3), but for fun's sake, we'll wait to later. From the locker room
 vantage point, Sam can do a co-op action to peer into the adjacent pool -- it
 only has a single guard to speak of, but he'll have to be taken care of one
 way or another. Beyond, the corridor provides two exits; for now, take the

 With Hamza limping in tow, sneak into the botanical gardens, amazingly intact
 after all the damage the main building's taken. The downside: light sources
 here never flicker off. Shouldn't matter though -- plenty of shadows large
 enough to hide bodies in (*cue evil laughter*). This is the last major road
 bump en route to the parking lot.

 Once at the parking lot, go along the east wall to get a good shot at both
 assassins -- sticky shockers do the job fine. [If they're spooked, one will
 start toting a flare, making everything more annoying.] Although the game may
 suggest otherwise, there isn't a way to fake Hamza's death, probably due to
 a glitch. Either boost Hamza over the gate or kill him on the spot.

 • [OPPORTUNITY] Dispose of Hamza's body: if your friendly fire weren't enough,
   you can put your buddy's body in the SUV's back end, then place a charge.
   Detonate it a ways away to get even more JBA trust at the expense of Hamza!
   And, no, putting someone else's body in and exploding it does nothing. If
   you manage to put a guard in the SUV while the other guard's alive, the
   explosion WILL kill him. It won't kill Hamza though, even if he's two feet
PART 3: Clear Extraction Area
 AKA ---: Clean Sweep
 Alarms?: n/a
 Deaths?: Allowed
 Items -: n/a

 With the Hamza situation taken care of, it's time to clear the extraction
 zone. Return to the previous path branch and use the other door, which leads
 to the southern botanical gardens. Perhaps it's a sight to see in daytime,
 but at night, it's creepy and daunting, thanks to the armed guards. There's
 two nearby, patrolling 'neath a lamplight. Muzzle flashes are a bit no-no
 here, so use airfoil rounds to snuff the lights safely. [The laptop here
 is worthless in general, but y'won't think that if Lambert requires Fisher
 to check in.]

 Around the corner is the middle section, patrolled by one guard. He can be
 safely shot/KO'd in general, thanks to the isolation. The third and final
 portion contains not just two patrollers, but an AA gun (no danger to Sam)
 and its protective turret (yikes!). The second and third gardens are joined
 by a large, doorless arch, and that's the place to lure and nab the guards.
 With them out of the way, use the southern wall to get a good sightline on
 the turret and hit it with an EMP round, permanently disabling it. [This can
 be done while the guards are about, too.]

 From there, simply place a charge under the oblivious AA gun and detonate it
 a safe distance away. This allows Sam to call for extraction. Note that he'll
 have to check in with Third Echelon first, if it comes to that -- use the
 previous computer for the deed. Also, if Sam ignored the Hamza situation and
 tried to extract, he won't be able to. ALSO, Sam does NOT have to neutralize
 all guards; he can bypass some of them at leisure.

08) JBA HEADQUARTERS, PT. 2                         [NEW ORLEANS, USA]   [WK08]
 [ECH] Steal Emile's contact list
 [ECH] Sample red mercury
 [ECH] Access the underground bunker
 [JBA] Report to Emile
 [ECH] Return to Public Area

 [JBA] Reveal Lambert's true identity
 [ECH] Strengthen Lambert's false identity
 [ECH] Disable Nashville bomb
 [ECH] Disable LA bomb
 [JBA] Prevent the bombs' defusal


 KIT (JBA-favored)
 SC-303 Compact Launcher
 EMP Ammunition (x1)
 Tranquilizer Ammunition (x1)
 Sticky Camera (x2)
 Rubber Ammunition (x10)

PART 1: Access the Underground Bunker
 AKA ---: Down the Rabbit Hole
 Alarms?: Allowed (4 Max)
 Deaths?: No (impossible)
 Items -: n/a

 Ready for round two? The compound's layout is exactly the same, although the
 security's been beefed up a bit to include extra lasergrids. Somehow, the
 enemy personnel staffing this place are in shorter supply, making proceeding
 a lot least to start with. Also, Lambert stuck his neck out for
 the JBA mission and has been put on the chopping block, so Williams will be
 Sam's handler for awhile.

 As said, the facility environs are identical, so there's little else to do
 here to start with. The bunker in question can be entered in two ways: (1)
 the warehouse accessible by the rooftop shack or the ground-floor passageways
 (2) the door behind where Sam starts. Note that using #2 works against the
 proper flow of the mission, so we'll be using #1 for the guide's purposes.

 So, Sam can head right to the warehouse and hop through the floor vent -- it
 was covered by crates last time but the coast's clear now. If a player wants
 to eliminate some of the dock or roof gunmen now, that's not a bad idea, as
 we'll be returning here later.

PART 2: Steal Emile's Contact List
 AKA ---: False Flag
 Alarms?: Allowed (4 Max)
 Deaths?: No (impossible)
 Items -: n/a

 Using the old drainage system, Sam can sneak into the bunker area by ladder,
 coming up into the sleeping quarters. There's two guards nearby, plus an
 ever-watchful infrared camera on the north wall. Waiting on the overhead pipe
 (easily missable) for the duo to split up is a great tactic, as one leaves to
 check the storeroom down the west hall. Don't use the upside-down sleeper
 maneuver near the camera...the only reward is a free alarm upgrade.

 With both guards eliminated, the NE passage (which features another camera)
 bifurcates -- go north to the laboratory. It'll be quite empty except for
 the occasional patroller who goes up to Emile's office nearby. There's no
 security here besides him, though.

 • [PRIMARY] Sample Red Mercury: Hack the card reader to gain access to the
   quarantine chamber. The emails on the nearby computers notify Fisher about
   the danger the chemical poses, as well as the door locking mechanism that
   triggers when it's aerated. Sample with the prompt, then use the pipe to
   climb onto the shelf, where the open vent allows Sam to escape the toxic
   fumes. Use the medkit nearby if needed, too.

 Use the northern stairway to visit Emile's sanctum, strangely security-free.
 The computer gives nothing, but the cabinet is a treasure trove -- the list
 is obtained immediately.

 There's technically no primary objective to do at this point, so Sam's got
 no choice but to enter further into the place. Back at the path branch, go
 east up to the secondary laboratory. There WILL be a camera here, but nothing
 else of use. Find a dark corner to hide from the patrolling guard, then tail
 him north for the kill (proverbial only, of course). Be mindful of these
 ridiculously loud floor tiles, too.

 Sam will now be in the security wing. Avoid the overhead detection device
 (identical to the one in the garage) and disabled turret, then sneak toward
 the NW door. This opens up into a small garage near the security station,
 currently occupied by one idiot. There should be no other active devices here
 if y'managed to avoid alarms.

 • [OPPOSING] Confirm/deny Lambert's identity: Hack the security station comp
   to be faced with this key choice. Sam can post fraudulent info that shows
   Lambert's backstory, but this will leave Emile still suspicious. Or, he
   can sell his superior up the river to appease Dufraisne's paranoia. The
   latter option gives JBA trust, naturally.

 When this step is complete, if Sam also finished the Red Mercury sample and
 contact list objectives, the next step begins. This means, if Sam wants to
 put off the identity bit to clear the way ahead, that can be fine.

PART 3: Disable Nashville & LA Bombs
 AKA ---: Agent Provocateur
 Alarms?: Allowed (4 Max)
 Deaths?: No (impossible)
 Items -: EMP Ammunition (x1)

 If Sam let the Cozumel bomb detonate, the timer here will be 12:00; if he
 saved it, the JBA will be extra frantic, resulting in a shorter timer. Hack
 the northern door and ascend the ramp up to another camera and laser array.
 This place can result in a lot of wasted time, so I suggest using that EMP
 ammo on the camera and bypassing the grid via the overhead pipe. The lasers
 will deactivate in a guard's proximity too, so tailing the guy or carrying
 his unconscious body works, too.

 Williams said earlier the JBA's bombs are on the dock and rooftop.

 1) ROOF BOMB: Its sitting near the eastern wall. If Sam knocked out Moss and
    his cohort earlier, they'll still be snoozing, making defusal fast and

 2) DOCK BOMB: Use the rooftop-warehouse shortcut to save extra time. The bomb
    will be near the bay's middle freighter, and to defuse it, Sam must stand
    in the light. Neutralize Sykes and his 2 buddies, zap the camera, and race
    against the clock to turn this sucker into a dud. [One of the guards drops
    EMP Ammo for some reason.]

 Naturally, if Sam doesn't want to defuse any bomb, he can just let the timer
 aiming for the best one, disable both.

 Anyway, the timer ends if the bombs are defused or it simply expires. Note
 that the bombs are only sent toward their destinations while Sam's not there,
 meaning if the timer expires while he's near a bomb, he can still defuse it.
 This is merely a gameplay mechanism. Letting bombs leave gives MAJOR JBA
 trust, enough that letting both should make Third Echelon suspicious. Oddly
 enough, in that case, there's no "check in via laptop" commitment to fulfill.

 The final step to this mission is always "Return to Public Area," where Emile
 requests Sam's presence back at the bunker. Return to the starting alleyway
 to finish up.

09) NEW YORK CITY                                      [NEW YORK, USA]   [WK09]
 [ECH] Defuse first bomb
 [ECH] Kill BJ Sykes and Jamie
 [ECH] Make your way to side of tower
 [ECH] Defuse second bomb
 [ECH] Kill Moss
 [ECH] Make your way to roof


 [ECH] Neutralize Sykes' men
 [ECH] Neutralize Moss' men
 [ECH] Neutralize Emile's men

 KIT (JBA-favored)
 SC-20K Launcher (x90)
 SC-20K Shotgun (x21)
 SC-20K Sniper (x18)
 SC Pistol (x60)
 Sticky Camera (x2)
 Sticky Shocker (x2)
 Airfoil Round (x2)
 EMP Ammunition (x1)
 Frag Grenade (x2)

 KIT (Echelon-favored)
 SC-20K Launcher Attachment (x30)
 SC-20K Shotgun Attachment (x7)
 SC-20K Sniper Attachment (x6)
 EMP Ammunition (x3)
 Airfoil Round (x6)
 Gas Grenade (x2)
 Sticky Shocker (x6)
 Sticky Camera (x6)

PART 1: Kill BJ Sykes & Jamie
 AKA ---: Impunity
 Alarms?: n/a
 Deaths?: Allowed
 Items -: Sniper Ammo (x6), Frag Grenade

 Ahh, the final mission! No matter what allegiances Sam's forged, Fisher's
 cover gets perforated -- this mission always plays out the same way. [However
 this storyline occurance doesn't affect the trust meter, which determines the
 starting equipment!] Having parachuted onto a snowy rooftop, Sam'll have to
 work hard to eliminate the remaining three bombs, guarded by members of the
 JBA syndicate. No more need to pull punches with these civie-killing psychos. 

 To start, be careful about walking in snow, since it's deep and makes loud
 crunching noises. This'll easily attract attention 'cause it's mostly silent
 here. Two other guards parachuted near Sam, and after a brief convo, trudge
 eastward. Past the sniper ammo satchel and C4 laser trap, Williams radios in
 to give his own kill-on-sight order, which resets the trust meter all the way
 to Echelon's ranks.

 Eliminating the first two guards won't be too hard, which leaves one trooper
 remaining outdoors. He can be spotted a mile away with thermal, due to the
 iceberg-like temperatures. [There's a frag grenade sitting in a lonely drift
 around here, too.] Bypass the second laser boobytrap to get indoors.

 Around the corner is a dilapidated dovecote, a fact that spooks the patroller
 inside there. Sam's mission is to kill his two "old friends," but the path'll
 split here, giving a choice on how to approach them.

 1) SHORTEST PATH: Break the eastern door's lock, steal the wall mine and
    use the anteroom's crawlspace to reach an isolated portion of the north
    section. That is, isolated except for the two guards and a turret. Sneak
    along the west wall and mantle the railing when able -- this sets up the
    position to nab or whistle-lure all 3 guards. When they're eliminated,
    descend the northern staircase to reach the bottom.

 2) LONGEST PATH: The dovecote's west passage leads to another boobytrap, and
    from there, an old elevator-accessed, two-floor warehouse. There's a pair
    of foes here, one on the lowest floor and the other above. Regardless of
    how Sam deals with these clowns, the exit's in the NE corner. Descend the
    next staircase to get back outside, but beware the guard right around the
    corner. He'll patrol a bit, but the eastern alley is blocked by a turret's
    gaze, so that's a no-go. Instead, rappel down the northern ledge to reach
    the target ledge and its wall mine security. [There'll be an extra convo
    here if Hamza's alive.]

 Either way, Sam will insert onto the snowy balcony where the bomb, Jamie and
 Sykes wait -- the only difference is, on the shortest path, Sam will have to
 first disable a wall mine near the lockpickable door. [Oddly enough, neither
 enemy's AI permits them to enter the staircase.] When their argument ends,
 Sykes will patrol the billboard catwalk while Jamie stays near the explosive.
 Going their separate ways tends to be their undoing, making both easy to sneak
 up on -- both have special interrogation convos, too. If y'wanna have fun with
 this, do the ledge kill ability on the billboard railing...very satisfying!

 • [PRIMARY] Disable 1st Bomb: self-explanitory. The only difference is these
   bombs have a very short 12-second fuse, so Sam'll have to bring his 'A'
   game if he wants to survive the experience.

 • [OPPORTUNITY] Neutralize Sykes' Men: this is finished when Sam's knocked
   out or killed all enemies in this section.

 To finish this stretch, use the billboard's zipline.

PART 2: Kill Moss
 AKA ---: Muted City
 Alarms?: n/a
 Deaths?: Allowed
 Items -: SC-20K Ammo (x90), Frag Grenade

 This second portion is the most challenging in the entire game, namely 'cause
 Moss' crew is equipped with night vision goggles. That's right, Sam can be
 tracked by his own kind! Their enemy AI hasn't changed, though, so the same
 tactics will still work. I highly suggest saving sticky shockers and EMP
 ammo for later in the mission, too, if y'can.

 Fisher's zipline shoots him onto an outer sill, which he can take up to the
 outdoor ventilation unit, and then the elevator. After the meetup with Rica,
 Sam learns Moss is on 68F and Emile's on the roof -- that means two floors
 in-between him and the nearest target. Moss' team killed the circuit breakers
 as well, meaning most of the place is in pitch darkness. [I suggest saving
 after every cleared room, if y'do it efficiently. Also, the enemies beyond
 always creep silently, meaning they don't set off wall mines.]

 The north passage's side door leads to the first encounter with Moss' night
 vision squad -- they patrol the empty gallery after a conversation on the
 ornamental waterfall. One guy will eventually walk up to the tiny stair near
 the entrance before turning around, making him the easiest target. To snatch
 the other guy, Sam can hop through the water display to reach an isolated
 back room, which sets up door-bashin' opportunities. When the coast's clear,
 grab the frag grenade in the back room and the SC-20K ammo on the outer sill.
 Sneaking west, use the patented "use camera to look around corner" technique
 to spot the patroller -- no need to stumble into firing range. This passage
 leads to the 2nd major encounter in an office block. There's two enemies
 here: one patrols near the door (can be seen w/ optic cable), one around the
 far corner. If there's a third guard here: that's the guy y'just killed in
 the hall. He'll patrol into the western reception area if left to his own

 When the nearest guard walks back out of sight (use optic cable), Sam has a
 window where he can sneak kittie-corner to the cubicle setup, giving him some
 cover and a better view of the area. Snatch that nearest guard when his back
 is open, and stash his body somewhere, preferably out of the other gunmen's
 eyeshot. Once y'see if the "wild card" merc is present, use his absence to
 dispose of the 2nd guard, just like the first. [There's some soda cans that
 can be thrown as distractions here, too.] One of the satchels nearby has even
 more SC-20K ammo!

 Through the remaining north door, disable the wall mine to reach a lengthy
 receptionist desk -- nothing here except for the medkit in the storeroom and
 extra SC-20K ammo on the countertop. Get past the next alarm laser and watch
 the guards as they patrol the tiny serving area. One goes to and from the
 door, but never into Sam's hallway; the other walks the interior perimeter.
 The easiest way to do this is, when Sam can spot both guys in his sights,
 sneak up on the nearest merc as he walks, then headshot the other guy from
 the interrogation stance. [I suppose a well-timed frag grenade could also
 work here, if you've a love of kabooms. :p]

 Cleansing the sitting area gives access to the 68F staircase, where two
 men will be making their way up as well (ahead of Sam, thankfully). Once
 they get into their routine, watch their movements on the minimap -- one'll
 circle the piano lounge and the other the eastern corridor. Strike the former
 when he passes by the stair access door, then eliminate the other when his
 pattern gives clearance. Their paths do cross slightly, so the minimap will
 be a helpful tool. Remote-hacking the nearby computer tells the keypad code
 (4869) for the locked door, which gives easy access to the third enemy here,
 the one that doesn't move once his patrol is finished.

 This lower corridor leads to the Marcoux Engineering Firm's final area. [It
 is possible to jump and catch the thin tier above the passage while near a
 tiny staircase, but this doesn't lead to many advantages actually.] Take the
 wall mine and look for a turret to hit with EMP ammo -- it's a major obstacle
 in approaching the final chamber where Moss is located.

 Okay, the setup: Moss and a cohort are in an upper office, but can see down
 to the stairway's floor thanks to night vision and the glass window. There's
 also two more foes near the turret, doing a light patrol. The goal here is to
 split the groups into manageable chunks; otherwise, their combined fields of
 vision are too tight, and will spot Sam without a doubt.

 The first step, after eliminating the turret, is getting rid of the lower two.
 Try whistling about halfway down the turret's hallway to make them search.
 Then, they'll start patrolling, going toward the stairway lobby where Sam just
 was. The beautiful thing is, if Sam hides in the T-intersection's northern
 dead end, they'll skip him completely, letting him do the fun "snatch one and
 headshot the other" method. If you find the other guy catches on too quickly,
 nab the straggler and maneuver into the turret's hallway; then when the other
 guy goes to investigate, there's a moment where Sam can headshot him before
 he uncovers what happened. SAVE when the duo is eliminated successfully.

 Now for Moss and his buddy. With the lower stairway free of watchful eyes,
 Sam should move toward the southern stairway running adjacent to the bomb's
 office. The success of this approach depends on the patrolling guard usually,
 so if it's getting too annoying, use the above-corridor walkway to insert
 better. [Use a long-range sticky camera to distract if needed.] My proposed
 takedown strategy:

 1) Make it onto the stairway alongside Moss' office position
 2) Fire a sticky shocker at the west wall, near the office's makeshift walkway
 3) Quickly snatch Moss while his back is turned
 4) From the interrogation stance, headshot the other preoccupied guy

 I find this the most cathartic maneuver -- not only do you act like a badass
 splinter cell, but you get to hear Moss' interrogation. It's pulled off best
 when the patrolling guard has to walk farther, and doesn't start nearer to
 the stairway than Moss, so keep that in mind. Don't want to proceed like this?
 Just lob a grenade or something.

 • [PRIMARY] Disable 2nd Bomb: same fuse length (12s) as before.

 • [OPPORTUNITY] Neutralize Moss's Men: Pretty hard to miss this one, since
   Sam encounters every enemy on this floor. I guess it's possible if Sam
   intentionally skipped one or something...

 Deep-sixing Moss and his plans for a mushroom cloud allows Sam to exfiltrate
 via the boiler room, immediately below. Place the charge and we'll put this
 section in the history books!

PART 3: Kill Emile
 AKA ---: The Iceman Cometh
 Alarms?: n/a
 Deaths?: Allowed
 Items -: SC-20K Ammo (x30)

 The final section! Sam will begin in the maintenance area's pipework, making
 nice little bridges above a huge abyss. Climb a vertical pipe to insert onto
 the catwalk, and bypass the northern fusebox -- this cues an enemy's advance
 into this region. He starts in the far south though, and like all remaining
 enemies, does NOT have night vision! Try to set up a ledge throw maneuver, as
 there won't be many opportunities remaining to do that!

 Down the eastern corridor, snatch the wall mine near the exit -- it's hidden
 behind a wall obstruction, so it's easy to die in it, or trigger it to notify
 the two guards in the firm's massive lobby. Neutralizing them isn't so hard,
 but there's a shadow-hidden turret across the way, meaning if Sam draws too
 close to the middle, he'll get turned into Swiss cheese. A proper distraction
 can allow Sam to slip behind the ornate fountain and screw with the turret's
 IFF; this way also allows an easy way to bypass it.

 Save and exit the eastern door, leading onto a snowy series of walkways that
 lead to the final building. There's two guards here and if Sam's loud during
 the approach, they may spook and investigate. This exit's brightly lit and
 there's no optic cable prompt, so just opening it's a gamble. Once out, head
 north quickly to hide. These two jokers can be nixed since they patrol very
 different areas, but the lamplit catwalks don't help matters.

 Inside the east building's first passage, there'll be a guard laying wall
 mines -- don't startle/grab him there, 'less y'wanna turn Sam into a Jackson
 Pollack painting. The path bifurcates here, leading to two symmetrical paths
 that reconnect down the way. The wall mine guard goes to patrol the north if
 Sam doesn't do him in (shooting mine = fun!) and either path's easy to do.
 Just two flashlights exploring opposite ends...simple stuff.

 • [OPPORTUNITY] Eliminate Emile's men: you'll have to do clear both walkways
   in this last building to do this, in addition to previous foes. Fisher must
   KILL them to get this objective, so y'can't take pity on any saps along the
   way, like the "helpful" guard near the fountain turret. KO'd guards don't
   show up on the minimap as arrows, though, so use your memory, eh?

 Once the final lock is broken/picked, use the medkit and save before entering
 the final area. Here, a boss fight with Emile will begin. The situation: Sam
 has had his pistol shot out of his hands, and had to throw down his SC-20K as
 well. He won't have any firearms, basically. The place is also boobytrapped
 with laser-trigger C4 charges, so that part will be familiar, at least.

 A player's first instinct may be "why don't I hit him with a frag grenade?"
 That WOULD certainly kill Emile, but does nothing about the C4 charges, so
 we'll have to play Dufraisne's game... [Grenades don't set the laser traps
 off, but it CAN set off the Red Mercury bomb.] Emile will run around firing
 his infinite ammo machine gun; like most guards, the lasers will deactivate
 in his proximity. This is Fisher's ticket to move! 

 Wait for the boss man to empty his clip, then leapfrog from bench to bench.
 When Emile can't get a good shot off, he'll move, cuing Fisher to do the same.
 There's a very linear path to do this in, so don't worry about that part. The
 goal is to reach the black SE pillar, which Emile can't shoot through (unlike
 those grey obelisks). From here, remote hack the computer to deactivate all
 laser grids -- and opening up a path to the pistol. From here, time your
 advances and grab the pistol while Emile reloads. Then, it's just a matter of
 shooting Emile. [If you have a smoke grenade, Sam can make Emile disoriented;
 it's possible to get a unique interrogation sequence here. Sam must have
 Third Echelon favor to start with smoke grenades, though.] Dufraisne can take
 quite a few hits, and the pistol's got 20 rounds, so try for headshots.

 • [PRIMARY] Disable 3rd bomb: There's still a 12-second timer, but a 2:30
   timer starts when the lasers are removed. This is plenty of time, even
   allowing leeway for said interrogation sequence.

 That ends the game! There'll be a unique news story at the end, depicting
 the victorious mission or how badly it failed when various cities get nuked
 due to Sam's misplaced allegiances... Enjoy!

V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]

 [Q] - Mission 2: what's that booth down the hall from the observation room?
 [A] - You must be talking about the office near the chapel/morgue access
       stairway. There's apparently a functioning computer here, but there's
       no way to access it -- guards won't even inspect it, and it doesn't
       show up as a proper entrance on the PDA map. I'm thinking it's just
       for show or it was dummied out.

 [Q] - Why are there so many computers that contain near-worthless info?
 [A] - Sometimes these provide emails one may have missed, but the major part
       is, if Sam gets in with the JBA too heavily, his Echelon superiors may
       get antsy, and require him to check in -- this is done by locating the
       computers in the level. There's only a set amount of time to find one
       before the plug's pulled, so their seemingly stupid placement can wind
       up being carefully selected (such as on Mission 4's final stretch).

 [Q] - How do I unlock Elite mode?
 [A] - Finish the campaign once. This unlocks the mode -- which is just OCP
       and a knife, no firearms -- for both campaign and bonus missions.

 [Q] - Are the bonus levels fun?
 [A] - The cargo ship is a fun rescue mission, and provides some old-fashioned
       search-and-destroy tactics. The close quarters make it quite enjoyable.
       Bunker is enjoyable for a different reason: Sam hallucinates through
       portions, tinging it with some groovy sections, especially during one
       of the interrogations where he can't understand anything the guy says.

 [Q] - Is this different from the Xbox 360 version?
 [A] - To my understanding, yes -- the more capable console has different
       missions, map layouts and the plot changes somewhat.

 [Q] - Any online still?
 [A] - Nope, it's been dead for ages, even at the time I write this (2012).

VI. UPDATES & CONTRIBUTORS                                               [UPDT]
  5-23-12 ----------------------------+ Started walkthrough
  6-16-12 ----------------------------+ Finished walkthrough

 • Sailor/Ceej, for hostin' my stuff
 • Fisher, for excellence in the field of badassery

 • Mission 3: where's Moss and Jamie's fingerprints?
 • Add missing trust-based starting equipment

VII. LEGALITY                                                            [LGLT]
This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

 Allowed Sites:                       Disallowed Sites:

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LET THE PEOPLE                Document © Shotgunnova, 1997-2012 (and countin'!)
KNOW MY WISDOM,                      Splinter Cell namesake © respective owners
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