GetDotted Domains

Retro Game Walkthroughs For
"Splinter Cell"
(Xbox)

This game is also available on PC, PS2 and GameCube.

Retro Game Walkthroughs for Splinter Cell (Xbox)
Submitted By: Milly2
MISSION 1 GADGETS:5.72mm SC PISTOL, LOCKPICK, OPTIC CABLE

First of all you start by a gate and some buildings. Go right
onto the balcony, jump onto the ladder, and open the trap on
top. Go down it, crouch, equip night vision and keep walking
forwards until you come to a drainpipe. climb it and Grimsdottir
will tell you to jump. Grab the zip-line wire to your left, and
slide towards the flaming building. Save the game, and open the
door to your left. Grimsdottir will tell you to go into the room
up ahead, but do not do this as the room catches fire. Instead
go down the hallway, into the room on the left, and back out
again in the hallway. Avoid the fire on the stairs, and you
should come to a large hole in the doorway. Jump onto the pipe
above the hole to get across. Grimsdottir will tell you to go up
some stairs, so go to the room on the right hand side, then on
the left up the stairs. Go into the room and talk to the dying
man on the floor, where after the conversation, he dies. Go
through the only door, where there will be a room filled with
smoke, get your gun out and shoot the two closest lights, and
advance to the door on the left to the next checkpoint. After
Lambert tells you about Bloustiens black box, open the door onto
the balcony, turn right, then left until you come to a gap. Jump
over it onto the opposite balcony and run over to the fence on
the left. Keep going forward until you come to a gap in the
fence. Kill the man on the radio, and the man who comes out the
door and hide thier bodys in dark corners. Go into the apartment
and access the computer on the left and make your way to the
bathroom to collect the medical pack. Go to the room next to the
bathroom and slide the painting open and access the computer.
The code to the key-pad locked door is 091772. When you are on
the balcony, go left and jump on the ledge to jump on the
zip-line wire. Open the door on the left, jump down the pipe,
and open the trap at the bottom. Go to the door on the far left
of the warehouse and unlock it to the next checkpoint. Silently
go down the balcony stairs and wait for the man to ring an
ambulance. Kill both men, and the gaurd around the corner, hide
thier bodys in dark places. Go round the corner were the gaurd
was, and up the stairs into a courtyard. Go over to the far
right corner and crouch to go through the hidden area. Collect
the ammo and medical packs, then access the computer to open the
getes outside. Go back outside through the gates to see a
drunken man. Ignore him and go up the streets where a gaurd will
come round the corner, kill him and take his satchel. Continue
up the streets where there will be another gaurd, kill him as
well. Go through the gap in the fence, and turn left into a
lighted area. Jump onto the dumpster in the far right hand
corner, then jump off the closest wall to get across the other
high wall to the next checkpoint. Go down the stairs and put in
the code 5929. Ignore the man in the cell, and kill the man
walking into the room, then access the computer and hide the
mans body in that room. Go back out of the room, into the
corridor, go forward, then right until you see a lab. Go into
lab were a programmer will see you and run into the opposite
room. Shoot the security camera in the far right of the room,
pick up the medical pack, then interrogate the scared man. When
he finishes talking to you, knock him out and go over to the
dead bodies and Lambert will keep you up-dated. Go back out the
corridor and open the door on the left. Go up the stairs and
kill the gaurd who comes around the corner, hide his body and
access the computer, and take the medical pack. Don't go out the
double doors, it's a waste of time, instead, go through the
automatic door, and up the stairs to the next checkpoint. Kill
the two men at computers, and access all of the other computers
in the room.Open the door where the second computer guy was
sitting, and you will see a silouette. Kill the man, go past the
drapes and access the computer to let you know you have
completed the mission. Go back down the stairs through the
double doors and up to the van. Mission complete! PHEW!



By Paul Shortell(my own work)




Submitted By: Rapid Fire
I. Introduction -


***********************************************************************
Story -

It is the year 2003.

In response to the growing use of sophisticated digital
encryption to conceal potential threats to the national security of the United

States, the NSA (National Security Agency) has ushered forth a
new dawn of intelligence-gathering techniques. The top-secret initiative, dubbed Third Echelon, marks a return to classical methods of espionage, enhanced with leading-edge surveillance and combat technology for the aggressive collection of stored data in hostile territories.
When intelligence deemed critical to national security cannot be
obtained by traditional means, Third Echelon is granted clearance to conduct physical operations.

Denied to exist by the U.S. government, Third Echelon deploys
units known as Splinter Cells: elite intelligence-gathering forces
consisting of a lone field operative supported by a remote team. Like a
sliver of glass, a Splinter Cell is small, sharp, and nearly invisible.

March 10, 2004: The CIA contacted NSA officials regarding the
loss of contact with Agent Alison Madison, a CIA operative monitoring
widespread communication shortages plaguing the former Soviet
Republic of Georgia. A second operative, Agent Blaustein, was inserted
into the Georgian capital T'bilisi to locate Agent Madison, only to drop
from contact seven days later. Fearing for the lives of American
agents compromised at the hands of a suspected terrorist effort, Third
Echelon has activated Splinter Cell operative Sam Fisher to locate the
missing agents and evaluate the situation.

You are Sam Fisher. You must leave no trace on the physical or
political map. Remember: Although killing may compromise
secrecy, the choice between leaving a witness or a corpse is no choice at all. You do not exist. You are a Splinter Cell.
***********************************************************************
[B. Controls]
***********************************************************************

Right Trigger Primary Fire
Left Trigger Secondary Fire/Holding breath in sniper mode
Right Thumbstick Free camera control/Quick turn (press)
Left Thumbstick Move/Rate of fire (press)
Right Thumbstick Click Default Camera
Left Thumbstick Click N/A
Black Button Quick Inventory
White Button Back to Wall/Reload in shooting mode
Back Button Controls map
Start Button OPSAT
D-pad Night vision (left)/Thermal vision (right)
X Target/Equip selected firearm
Y Jump/Split Jump (double tap)
A Interact
B Crouch

***********************************************************************
[C. Basic Movement]
***********************************************************************

The thumbstick is very sensitive meaning if you thrust forward
onto it, Sam will start running forward, however if you gently push onto
it, Sam will walk lightfully. That is the main rule of stealth - walk
lightfully. Also, please remember to NEVER run in an area you
didn't explore or don't already know about, even if you've secured it.
Enemies are everywhere. Stay in the shadows, and move only while
crouched! This allows Sam greater stealth rather then by moving, or running. It also creates and makes Sam the ghost's shadow.

[Crouching]
Press the B button to crouch. Sam will walk more lightly, and
will be less visible while crouched.

[Mantling]
Press the Y button to mantle near an object such as a wall or
dumpster.

[Climbing]
To climb anything vertical such as a pipe, ladder, or fence,
simply walk in front of it, and press the Y button.

[Close Attack]
Whenever you're out of ammo, and an enemy lurks nearby, put your
gun away, get into a shadow, and crouch down. While until your enemy
is less then 3 steps away from you, charge him and quickly press
the right trigger when you're in range to knock him out. It usually takes 2 hits for guards, 1 for civilianizes.

[Back to Wall]
Press the White button when you're standing and near a wall, to
put Sam's back to a wall. Sam is less visible this way, and can see
the next pathway without being spotted.

[Shimmying]
Jump by pressing Y onto a ledge, and hang from that ledge. Sam
can now shimmy to the left or right and can only pull himself up when he
has room to.

[Hand-over-Hand]
Jump by pressing Y onto a horizontal pipe or rope. Push forward
to climb forward, and back to climb back. Press B to bring up Sam's
legs to clear obstacles in your path.

[Zip Line]
Jump by pressing Y onto a Zip line. Sam will automatically slide
all the way down. Press B to once again bring up Sam's legs.

~~~Advanced Moves~~~
Advanced movements are the same as basic movements but require
more skill to apply in in-game use. Mastering these movements will
allow Sam to become enemies' greatest fears. Many of these movements are
either combinations of basic movements or new ones themselves. Without
further ado...

[Rolling]
While moving, press the B button to do a roll.

[Wall Jump]
When near a wall, jump towards that wall by pressing Y, and
pressing Y again when near that wall to get maximum height. This works as a tool to get past walls, which are higher, then Sam can jumping.

[Split Jump]
While in a narrow corridor, press Y to jump. Press Y to jump
again, at the height of Sam's first jump. Press Y one more time, which
will allow Sam to get in his Split Jump position.

[Drop Attack]
While in Split Jump position, if you spot an enemy that
approaches directly underneath you, press Y to drop down, and Sam will
automatically knock that enemy out.

[Quiet Landing]
When falling, press B to quietly land, to not make such a loud
noise.

[Door Peek]
To peek through a door before actually opening it, press the A
button near an unlock door, quickly followed by pulling back on the
left thumbstick before releasing the A button. Next, release the A
button and there you go! If you spot an enemy, pull back on the RIGHT
thumbstick to close the door, or push forward on the RIGHT
thumbstick to open that door.

[Rappelling]
To rappel from a small chimney, or wall, stand near it and
select the Rappel interaction. Sam will now move up and down the rope.
Press Y button to kick of the wall.

[Rappel Shooting]
While rappelling, press the X button for Sam to equip his
selected firearm. Press X for him to put it away.

[Hanging Shooting]
Same exact thing. Press the X button while hanging for Sam to
equip his selected firearm. X again for Sam to put it away.

[Split Jump Shooting]
You guessed it! Same exact rule. While in Split Jump position,
press the X button for Sam to equip his selected firearm.

[Back to Wall Shooting]
Same exact rule? Almost, just a little difference. While in wall
mode, walk to the EDGE for Sam to peek around the corner. Press the X
button while peeking for Sam to equip his selected firearm, so Sam can
shoot around the corner!

~~~None-Playable Characters (NPCs) Interactions~~~
Sam also has a few special tricks up his sleeve this time,
interactions with enemies or friendly civilizes.

[Move Body]
Sam needs to hide all the bodies he either knocked out or
killed. NO EXCEPTIONS. Select A from the interactions menu to carry a body.
Press the A button to put him down gently, or press the X buttons to
equip a weapon to drop the body in a hurry.

[Conversations]
Simple. Just walk up to a 'friendly' NPC and press the A button
to talk.

[Grabbing]
Sneak up quietly to an enemy and press the A button when the
'Grab Enemy' Interaction icon appears.

[Human Shield]
While holding an enemy, simply press the X button to draw your
firearm in the direction of another enemy.

[Interrogation]
Some enemies will have some rather interesting things to say.
Press the A button while holding them, to make the baddies tell you
everything they know.

[Forced Cooperation]
Unfortunately, Sam can't do everything in the game such as
hacking into a computer, eye scan, the works. But, we have a solution. Simply grab an enemy and pull him over to the computer/eye scan/ect... and press the A button to Force Cooperate interaction.

[Knocking a Grabbed Enemy Out]
Can't let go of the enemy? Is the enemy of no use to you? Simply
press the Right Trigger for Sam to pistol wipe the enemy. He should
now be knocked out... Permanently...


***********************************************************************


II. The Walkthrough -


***********************************************************************
A. Training -
Mission Overview: Prove that you are the right man for the job.
Mission difficulty rating: 2/10.

~~~Basic Assault Course~~~
After that lovely cutscene I must say, you find yourself in a
training
program. Start the game out by looking left with the right
thumbstick, as Lombard requires you to do. Then do the same to the right.
Now look up at that distant light. And once more to the light in front of you.
Now we're ready to move. Get a feel for Fisher's movements, and
the controls - Jumping, crouching, running, rolling, the whole nine
yards.
When your ready, run forward where you originally started and
jump up. Fisher should grab the ledge automatically, and you should
shimmy yourself over to where you could pull yourself up. Do it, and
drop down to this next section. Notice to the ladder to your upper right
corner.
Run over there, and climb it. Once you're at the top, you should
find the Zip line. Move close to the edge, and press Y to jump onto
the zip line, and Fisher should slide down.

In this next area, find the ladder to the right of the zip line
and climb down it. Press B to crouch, and walk forward under the
bared wire. Now stand back up once you've passed it and look left. A
narrow corridor! You know what this means! The Split Jump! Run over
there, and jump once into the right (or left) wall. Jump once more to the opposite wall, to reach maximum height. And the last time, press Y to make Fisher do his Split Jump. Once you're up there, drop back down.
Notice the loud sound that occurs? Let's fix that. Repeat the Split
Jump. Once you're at the top again, drop down, and press B right
before hitting the ground for a silence drop. Cool, huh? Make sure to
remember this for future references. Around the corner you should find a

horizontal pipe. Press Y to jump onto it, and climb all the way
down. Can't fit? Press the B button for Fisher to bring up his legs,
and climb on through. You should now find yourself in a small area.


Look over to the right to find a fence. Climb over it and onto
the other side. In this area, you should find 2 very narrow
corridors. Too narrow so that Fisher can't fit through. Oh no! But wait! Press the White button to go into wall mode near that corridor and walk on through. Keep walking, and you should happen to come across
another wall in your path. That's ok. Go out of wall mode by pressing
the White button, and go into Wall mode again, this time to the opposite
wall, and walk on down into this next big open area. Why it's a
vertical pipe! Let's climb it. At the top, you should see another ladder
a little further ahead. Climb down it. Now, it's time to put your
skills to the test. First walk over to the gate (you can't reach it the
top of it, by jumping). So, solution? Walk over to the corner of the
gate, and another wall (doesn't matter which one). Jump up, and jump up
again, this time pushing yourself to the right grabbing the ledge and
pulling your self up! Problem solved... for most of us. If you can't do
this, keep trying. It'll come soon enough. It took me over 10 attempts
heh heh. Now drop down and enter the garage-like gate. Save at this

checkpoint.

~~~Covert Ops Training~~~
Things will become a bit harder this time, since you will be
working with real people. Start out by going to the top right of the
room and opening the door. Walk a couple of feet to come across our first locked door of the game! Press the black button to go into Sam's
gadgets menu.
Scroll across to the gadgets selection, and scroll up to the
lockpicks. Pick it. Now press the right trigger in front of the locked
door. Basically, what you have to do is slowly turn the left
thumbstick counter-clockwise, slowly. Now, the second that your controller starts vibrating, turn the left thumbstick 2-3 times even slower. Trust me on this. Most people mess up and never figure this out because they don't turn it slow enough. Once you get the first lock to stick up, repeat this method 2 more times. Success! Now open the door.

See the guard/teacher? Press the B button to crouch, and make
your way around the back of the room, and sneak up on the guard/teacher.
Press the A button (once the interaction menu pops up) to grab him.
Force him to tell you the code, then knock him out with the Right Trigger.
Enter the code, and enter this next part. See the guard down there?
This time we have to sneak up on him, even more quietly. Do it. Now grab
the guard, and drag him over to the eye-scanner, near the gate's
exit. When the A button/interaction menu pops up, press A, and Fisher will thrust his heard forward into the eye-scanner unlock the gate. Knock the guard out and continue. Open this door, and you should see a camera down the hallway. You have 2 options - Pull out your gun through the black button menu, and blow the lights out, or simply run down the
hallway when the camera is facing all the way to your right. Either way
is fine. Open this door.

You're in another area with another camera patrolling. Go into
wall mode, pull out your gun, and destroy the camera when it's facing
to your right. Now enter the door to the right of the camera. We
find ourselves in a dark, dark room with a bulletproof camera, behind
a fence patrolling the area. Go into crouch mode, and when the
camera is all the way to your left, run behind the big box. Wait for the
camera to turn all the way to the right, and run all the way to the
door. Open it and walk in. Don't worry, we're almost done this. Look to
your right, there's a guard! Let's sneak up on him in crouch mode and
press A to grab him. We don't want to knock him out just yet... There
should be a dark hallway, just next to the hallway the guard was in. Drag him in there, and knock him out. Stayed crouched. Another guard should come in to inspect your work. Don't move. Once the coast is clear, the guard will get back into his room. Let's go back to the same hallway the first guard you knocked out, and hid was in. Open that door.

My, my, what is this? A sound testing area. If you make a single
peek, Lombard will hear you through the sound mics he set up. Let's
not do thus. Crouch down if you already haven't, and move all the way
to the edge. Drop down, and quickly press B before you actually hit the
floor (if you remember, this is what we originally did back in the
Split Jump narrow hallway). So anyways, move forward (un-crouch), and press the Y button to step up on this other platform. Look to your right, press Y to pull yourself up, and press B again to crouch. Move forward very slowly, oh, and do mind the chains. If you touch them Lombart will hear it and you'll have to restart. Once you get pass the chains, move forward, and even 2 times slower, for you are on glass and a single mess up shall create a sound... Walk over to the door. Holy
Christmas!
Mission Accomplished! Well, not quite yet... Simply open that
door and you find yourself in the last hallway. Open the door to your
right. Now Mission IS Accomplished! Feels good, no?

***********************************************************************
[B. Police Station]
***********************************************************************
Mission Overview - Locate the two missing CIA Agents - Madison,
and
Blaustein.
Mission difficulty rating: 4/10.

You start out in the ally of a small hallway. In back of you is
a gate. In front of you is a house will 2 patrolling guards - one on the

balcony, on further down behind another gate. Take out your gun,
and go shot to the guy on the balcony. Now, while staying in

shadows, go into crouch mode, and slowly walk down the pathway
to your right. Go up the stairs and onto a deck. Now climb up the ladder
to the top. Find the trapdoor directly across the ladder you've
climbed, open it, and drop down. You're in a narrow pathway. Go into crouch mode, and walk all the way down. Find the vertical pipe, and climb up on it. Wow, look at that - a building is on fire. Guess where we have to go?

Walk over to the Zip Line, press Y for jump, and slide down.

We don't have much time. Do as she says and go across into the
next room. Get ready, and boom! The floor directly above the one your
on will fall down, completely destroying your path. But don't
worry. Go back into the hallway and run down towards the fire. There
should be a room on your left just before the fire. Enter it, and run down that room and back out into the hallway through the next door. Run
all the way down to the stairs. Things are really getting hot now. Walk
down to the level below (its okay, the fire won't hurt you as long you
rush through, and don't get close to it). Once you're on the level
below, enter the hallway. Wow, there's fire in our way. Solution? Look
up.
There's a horizontal pipe you can use to climb past. Do it.
After you've passed the fire, look over to your left and enter the
room. You will now hear the moans of the wounded man. Quickly run over to him, and check to see how he is doing. He tells you of Pandra's Black
Box before passing away. Now, the fire is really going, and we have
to haul ass out of here. Turn around to find a door, open it. Across
from it is another room full of smoke, which is a no, no. Take out your
firearm and shoot the sky top. Wait a couple of seconds for the smoke to
clear and now enter that room. Head to the right of that room and open
that door. Checkpoint.

Open the door in front of you, and walk forward only to find
yourself on a balcony. Run to the right, and at the end of it, run to the left.
Now, look over, see the balcony across the one your on? We need
to get there. Take a running start, and jump with the Y button. Whoa,
that was close. Now walk a little to your right, and then automatically
to your left in a narrow pathway. You should hear a conversation between
two guards. Wait until the first one leaves. Now, go into crouch
mode, walk onto the garden and drop down. Remember to press B for a light jump.
While still in crouch mode, sneak up on that guard, press A to
grab him, and press X to use him as a human shield. Move towards the
door where the second guard walked into. He should hear you by now
and open the door himself. Shoot to kill. And knock out your human
shield. Enter the apartment now. Don't worry, the coast is clear. Remember to hide the corpses before advancing. Anyways go forward, and take a left. Pass the kitchen, and down the corridor, take another left. The room all the way on the right contains the Black Box behind the painting,
which is located exactly left through the doorway you entered. Now get
the code from the Box (and a data stick), and head over to the keypad
door. Enter the code to unlock the door.

Now you appear on yet another balcony. See the Zip line? Jump
onto it, and you should slide down to another roof. Go through that door.
Now you're in a room above the elevator. Jump forward and grab the
rope, and slide all the way down. Here's where Lombart usually calls
in to tell you if there were any spotted bodies. If not, head forward,
and lock pick the door to your left. Open it. Now walk a little
forward for a checkpoint!

Hear the conversation down below? Two guards found a drunk, and
they've called police. But since of the fire, the police can't reach
them. The guards said they'd kindly keep their post until the police come. Oh great. Anyways, go into crouch mode and down the stairs...
slowly...
Make a U-Turn and go near a dumpster. Grab a bottle, or whatever
you can find and go back to the base of the stairs. Now throw the
bottle in front of you (make sure your in the shadows), and quickly equip your firearm. Deliver a head shoot for the first guard that comes
across searching for the sound! And the same for the next one. But wait
just a second... There's a civilian on the balcony. Please don't shoot
him...
Anyways, grab one guard and directly across from the drunk is a
store. Go down the steps to it, crouch down, and move below the steps.
Place the corpse there. Do the same with the second one. Now equip
your firearm once more, and move down the ally. Take a left only to
see another guard. Kill him and place him with the others. Now run
down that ally and make another U-Turn. You should walk up some
stairs. Take a right to find a big area.

In this area, you should spot a fountain and a locked gate
directly across it. Move towards the gate, and notice that nice garden.
WOW.
Crouch down and explore it. What's this? A hidden pathway. Let's
go in! Checkpoint. You should now enter 'a cell' along with a computer,
2 (maybe 3) health kits and some ammo! Collect it all and walk up
to the computer. Unlock the gate with computer's help and go back out
into the garden. Don't move. You should hear a guard lurking in this
area. How you want to 'rid' him is up to you. Remember to hide his corpse in the garden. Anyways, move toward to the gate he came from, which you

originally unlocked. In front of you are a guard and a civilian
walking past. It's hard to tell whose whom, but however, we still can.
Just show them your face with your gun ready. The civilian runs off,
and the guard draws his gun. Rid the guard, and hide his corpse.

Now take a left where the civilian ran off. There may be a guard
or two patrolling the area as well. Rid of them, and destroy the lights
with your gun. Equip your heat vision goggles, blasting every light
and enemy you come across (remember to hide the bodies). At the end
of this long ally, take a right onto a wooden deck. Slowly walk down,
and check to see if the coast is clear. Take a left and run all the way
down to find a dumpster. Jump onto it, and the wall above it too. Once
on top of it, jump down into this next area. Walk forward, and walk
down the steps. Enter the key code you got from the computer with the
health kits and ammo (If you forgot it, check your OPSAT). And open the door...

Look familiar? Why it's the demo from the December OXM (Official
Xbox Magazine). Anyways, start out by slowing walking forward. See
the guard? Wait for him to leave his post. Now take out your firearm
and blast the two spotlights. Crouch down, and wait for the guard to
wonder over to see what's wrong. From here you can - go for a headshot,
or simply knock the guard out. Either way is fine. Now, pick up the
guard's body, and walk all the way down the hallway, and take a
left to enter his station. Drop the guard, and shoot out the lights.
Remember to collect the data stick from the computer. Exit back out, and
go into crouch mode. Slowly walk down the hallway, and to the right.
Take the first (and only) glass door to your left. Sneak up behind the
guard, and grab him. Interrogate him, then knock him out. Collect some
more data sticks from the computers, and draw out your gun. Look
around the room to find another door (its across from where you came in), and enter it. Why it's the morgue! But what's a gun for in the
morgue? Notice the camera. It's NOT bulletproof so I think you know what
to do. Now walk over to the bodies to receive a message from Lombard.
We now need to recover the security tape, so exit the morgue, and the
previous room you where in. Once you're back outside the hallway, run to
your left from the room you were previously in. Open it and go up the
stairs. Checkpoint.

Open to door, crouch down, and *slowly* move forward to hear a
rather funny conversation between a guard and a civilian, which I won't
spoil for you. Now take out your firearm, and make some noise (which
shouldn't be hard to do). The civilian should run away, and the
guard will go to see what it is. Go for a headshot. If you're out of
ammo, try knocking him out. Now pick the corpse up, and enter the
guard's station. Drop the guard, and shoot the lights out if you still
have ammo. If your out of ammo, find another dark hiding place for
the guard. Remember the data stick. Now exit the guard's station.
You should now be in a 'waiting room' of some sort with a double
door in front, the door which you came in, and another door to the
opposite end of the room. Enter that door. Walk up the stairs for a
checkpoint. By now, a body should be discovered. If it hasn't then, kudos for you!
Crouch down, turn on your thermal goggles, and *slowly* walk
over to the first guard sitting typing up a paper of some sort. Grab him
(don't worry the other guard won't see), and knock him out. Repeat this

process for the second guard. Now turn on the lights in the
room. Don't worry about hiding the guards' bodies since the mission is
almost over. Okay, there are 4 rooms in this big room. The room all the way to the left is locked but contains a data stick, and some ammo. The
room right of it is locked as well, but contains a knocked out suspect
which we don't need. The room all the way to the right contains a data
stick, and the room to the left of that contains a baddy with the
security tapes. Grab the ammo, and data sticks and enter the room with
the guard. Equip your firearm, crouch down, and make your move. If
you're lucky, the guard won't hear you, but for some mysterious reason
the guard always heard me. If that is the case, the first time he
peeks his head out, you kill him. If you miss the chance, he will sound
the alarm. After you've killed the guard, grab security tapes, and
wait for Lombard to call you. That's it, we've aced this mission, and all we have to do is leave. Simply head back down to the 'waiting room'
and open the double doors. A van will drive and crash into the gate
in front of you. Run to it for a Mission Accomplished!

***********************************************************************
[C. Defense Ministry]
***********************************************************************
Mission Overview - Find out Nikoladze's secret.
Mission difficulty rating: 6/10.

What a view. It should be from 7 stories in the air. Anyways,
start out by dropping down to the balcony in front of you. Face the
courtyard and turn right. See that vertical pipe? Grab onto it, and slide down to the balcony below. Open the doors and equip your firearm. Look to the northwest of the room. See that camera? Destroy it. The guard now is curious. He draws his firearm and checks to see what it is.
Knock him out or kill him and hide his body behind the bookshelves.
Destroy the light; grab the data stick from the computer, and head out. Youare now in a hallway with two patrolling guards. Move into the shadowsand crouch. Equip your firearm and go for a headshot. Do this to the second guard (this may take a couple of attempts since the guard is
right next to the alarm). Now hide the guards' body in either the previous room or in this hallway's shadows. Examine the room. We should come tothe conclusion that there are 3 doors - one where you came from, one at the opposite side of it, and another all the way down the hallway.
Take the door in the middle, next to the alarm, and head up to the top
floor. Grab the health kit, and head all the way down. Destroy each
camera along the way (there should be about 3). You don't need to
destroy the lights. At the bottom-most floor, a checkpoint occurs...

Open the door in front and take out the camera in view. Now head
down the garage and make a U-turn into a new section. You see 2 cars,
1 guy, and one camera. Hamlet's car is the black one, and the camera is
a little higher and to the right of his car. Now, if you're a
pistol expert, take out the camera. Hamlet will check to see what this
is.
Stay in the shadows, crouched, and he shouldn't find you. Hamlet
convicts himself no one is there, and goes right in front of his
car to 'lose some weight'. Sneak up on him when he is. Interrogate him,
and knock him out. Hide his body in the shadows, and return to the
hallway with the 3 doors.

Open the last door, and STOP! A camera is directly above you.
Equip your firearm, and one bullet should do it. Grab the data stick;
turn off the lights, and lock pick the next door. Checkpoint.

Now you should see a cook open his window. Sneak out to the
balcony, facing the courtyard and turn left. Jump up on the balcony, and
face the wall. Jump up again for Sam to grab the gutter pipe. Climb
all the way to the cook's window. Once you're over the window, press Y
to let go and land on the table. Move forward and fall down to the
floor (REMEMBER TO PRESS B FOR A SILENT FALL), and hide behind the
box. Watch this funny cut scene. Now after the guard leaves, crouch down if you haven't already and move to the further-most cook through the right side of the kitchen (no I'm not crazy). The first cook shouldn't see you, so knock out (KO) the one in the corner (its only takes one hit). Now quickly run over to the alarm (next to the door the guard left through). The other cook should run over to the alarm, about 70% of the time. That's where you KO him. The other 30% he should run into the freezer. You can also KO him as well in there. Anyways, carry
the cooks into the freezer and shoot the lights out in there.

~~~~~
ALTERNATE STRATEGY for taking out the cooks - from
[email protected]
(Alex): When you drop in through window wait for cutscene to
pass, and grab a bottle, run in freezer, turn off light, go back to the
window, throw bottle in freezer. The cooks will come to investigate,
circle around and trap them inside and knock them out.
~~~~~

Moving on, turn the lights out in the whole kitchen, and open
the door. See the patrolling guard? Go for a headshot on him, and carry
him into the freezer as well. Now go out into the 'main room' where the
double-doors lead you, and quickly run into the left path. Dead end?
Yes. Wait for the other guard to come check out what the noise was. KO out

(remember, make the first move when he's close to you), and
carry him in the freezer with the others.

If you have at least 2 bullets (I had 5), you're in good
condition. Go back to the kitchen and grab a bottle from the window you came in, and then lower yourself to the floor right above the ground one in 'the main room'. Toss the bottle, and the first guard checks to see what it is. If you have 2 bullets or more, go for a headshot on him. If not, KO out. Then sneak behind the other guard, and KO him as well.
Carry them into the darkest place you can find (you don't have to carry
them into the kitchen's freezer, I just carried their bodies under the
stairs), and check out the computer. Grab the data stick, and Lombert
will call in to tell you a colonel is on his way, so hide under the stairs

(doesn't matter which one). The colonel wants to play some
solitaire on his computer, so when he does, sneak up on him (DON'T KNOCK HIM OUT), and grab him. Now facing the computer, make your way to the southwestern part still on the ground floor. Toss his head into
the Eye scanner (stand next to the eye scanner with him and press A),
and KO him. Hide his body, and enter that room you opened.
Checkpoint... finally.

You should have one or more bullets, destroy that camera, and
open that door to the courtyard. A cut scene emerges with Nikoladze, and
Philip Masse - the computer expert. Race over to the elevator and wipe
out your Laser Mic. Press X to get it out, and point it to the
elevator. Once your done, Lombard calls in and requests that you gather
data from his computer. But wait, 3 guards exit... with guns! Shouldn't be a problem for you, just hide crouched down. Knock out whatever
guard comes close to you, and then the second. Repeat this for the
third. If you still have some ammo, try and go for headshots, and enter
the door they were in. Grab the health pack on the wall and exit back
into the courtyard. There are 2 more doors. One of these doors should
contain some vines to the right of them that you can climb. Go there and
do so.
And drop down for the loading zone and checkpoint.

Wow, we have seconds before the elevator reaches the bottom. Run
into the janitor room, left of the elevator, and crouch down (make
sure that light in that room are turned off). Several seconds later,
footsteps are heard. There are a total of 2 guards. If you open the door
midway (A+down on the left trigger), you can see the first guard all
the way down the hallway. The second guard is walking around the area,
so open the door, and go for a headshot to him when he comes into view,
or knock him out in case you're out of ammo. Sneak up on the second
one, and repeat this process. Hide their bodies in the janitor's
closet, and take the elevator up to the top floor. Here's checkpoint!

We have seconds before a guard comes around and finds your
there. Run out of the elevator and to the left (the camera won't spot you so don't worry). Lockpick the first door you come across (on the left), and jump inside. If a guard follows you, deliver him a headshot. I admit, I was out of ammo so we'd have to fight. Anyways, hide his body in the exact same room, and turn off the lights. See the computer for a data stick, and jump up on the desk the computer is on. Face the door, and jump up once more to your left. Climb into the air ducts, and drop down at the end, and quickly hide behind the plants. Now, here comes the hard part.
Run out and quickly into the first room on the left you find.
The camera would have seen you by now, but we have a good 5 seconds
before the guards come. Take the two health kits on the wall, and climb
up the ladder, opening the trap down as you go. Once your up they're,
run to your right for a checkpoint, and a rappel object. Heal your
wounds (if any) with the health kits, and rappel down.

See the guard? Go for a headshot if you have any ammo. If not,
press the Y button for Sam to jump into the windows, breaking it.
Knock the guard out. Turn the lights off, and grab the guard's... FRAG
GRENADE!!!
Head over to the computer farthest from when you entered. Grab
the data stick there, and now head over to the other computer. Get your
frag grenade ready, and press A next to the computer. The information
will be downloaded and sent to Lombard, but Grinko will detect this
and send 3 guards after you. Hide in the corner, equip your frag grenade
and throw the grenade as soon as the door opens. The grenade will
knock out 2 guards, and the third will check the room. If you're in a
fairly good hiding place, the guard won't find you and he'll walk over and look at the broken window. Now's your chance. After you've knocked him out, send the rest of the information to Lombard. Mission
Accomplished!

We need to get the heck out of here, now. Open the door the
guards come from. See the camera to the left of you? It's the one that
spotted you a couple minutes ago. Anyways, run out to the hallway to your left, and enter the first door on the left. By now the camera should have detected you (I could never get past it undetected), and 3
guards will be sent after you. If you want to fight them, do so, but our
main concern is getting away. So after you've entered the first door
on the left run down the stairs and make a U-turn. To the right of the
door is a health kit. If you want it, grab it, but we don't have any
more enemies to fight, so run out the door. Run down this next set of
stairs; followed by a right. See what looks like an opened
office door?
It's an elevator. Take a running start and jump into it and grab
the vertical pipe. Slide down it.

Look familiar? It's the garage where we took care of Hamlet.
Anyways, go back to where Hamlet's car was and there's our getaway ride.
Talk to our friend to end the mission.

***********************************************************************
[D. Oil Refinery]
***********************************************************************
Mission Overview: Trail the mercenary technician.
Mission difficulty rating: 4/10.

Now this mission is extremely easy (and short for that matter).
The only hard part is the first part where you have to navigate
around the Rig. Also, I have a good thing and a bad thing facing to tell
you. The good thing is that you don't have to hide a single body. The bad thing is if you fall in the water, Mission Over (yes Sam cannot swim).


Always, you find yourself on a wooden platform just above the
ocean, and your also looking at the main part of the Oil Rig (our
destination). Start out by turning right and climbing the ladder
to the very top. Now face right and walk all the way until you reach
the bared wires. See those pipes at your left? Walk onto them and pass the bared wires. Now walk on to the big pipe, or what I call the 'main
pipe'. Keep walking all the way down until you reach some more bared
wires and drop down to the right, which so happens to contain some more
set of pipes. Crouch, and walk to the end. Un-crouch, face left and
jump back onto the main pipe. Keep walking forward until you cannot no
further.
Solution? Look right. See that pipe? That's where we have to be.
Take a few steps back, and run forward, making a sharp right turn and a
leap to that pipe. Shimmy over until you reach the main pipe just
right under your feet. Jump down onto it. Now crouch, and walk until
you reach, yet another set of bared wires.

Look right again. This time, there's a zip line. Walk back and
find where the Zip line begins (it should be over a platform you can
stand on), and jump up on it. BOOM! A huge section of the pipes should
now explode, causing Sam to let go of the Zip lines, but lucky he
grabs ahold of the platform in front. Pull yourself up, crouch down,
and turn left. Move under the main pipe, and turn right. Move a few steps forward, and jump up onto a vertical pipe. Pull yourself up, and
onto the main pipe (just let go over it). Take just a few steps
forward, and you should come across a big section of the pipe missing. Jump down INTO THE PIPE, and then crouch. Walk forward until the loading
zone, and checkpoint.

You find yourself in a small dark section. Walk over to the
ladder, climb it, open the trap door and watch the cut scene, of 2
guards escorting the technician. Turn around, and wait 10 seconds for
the guards to pass. Walk all the way forward until reaching a
walkway. Sam can't pull himself up onto it since its too high so look left.
See those pipes? Take a few steps back and get on the left side of
them. Now left once more, and you should see a small pipe over the
ocean. Take a running start, and grab onto it. Pull your self up and
face left. Now, this may get a little tricky. Crouch down (so you
have less chances of falling), and keep waking all the way over to the
walkway.
How do you do that? Simple, every intersection you come across,
simply take the right pipe and you should reach the walkway. When you
do reach the walkway, pull yourself up and crouch down.

There's a guard patrolling the walkway over you. Stayed
crouched, equip your gun, walk up the stairs, and do him in. Remember, you don't have to hide his body. Walk a little further, and up a different set of stairs. Walk the cutscene of 3 American warships (or F-18s is what I'll call them) start a battle with the Oil Rig. Regardless of what Lombard says, you have all the time in the world. Finish walking up the stairs, and wait for the technician and guards to turn the corner, and all of a sudden, boom. An F-18 hits a big section of the Oil Rig. Continue on.

Take the guard in front of you out, and turn the corner (to the
left) where the technician just did. Take a few steps, and turn right.
Take a few more steps and turn left. If your quick, you'll see a guard
in front of you - don't take him out, let him follow the
technician. If you're slow, you shouldn't see a guard. Either way, a checkpoint occurs.

Creep around the corner, and wait for the technician and guards
to enter the room. Headshot the guard whose standing there, and
kill the other one whose patrolling just a little bit further ahead of
your first victim. Walk over to the first guard you killed, and you
should hear the guards wine about how your Oil Rig is broken. They
decide to take a different route since the first door is broken. Go into
wall mode the left side of the door they entered. After they pass
you, wait about five more seconds (don't go after them), and an explosion should occur, locking the door they entered. No biggie. Now, go out of wall mode, and enter that door. Take the left route all the way around to enter the kitchen. Walk over to that locked door to find a
health kit, and exit back out to where you killed the second guard.

Around the corner should be a big fire. Stay on the left side,
and run through it (a checkpoint pops up just as you are). After you
passed the fire, looking over a little to the right. See that big box
thingy? Jump up onto it, and also a pipe over your head. Press B to bring Sam's legs up and climb into the room through the window. Suddenly,
something occurs, a guard goes crazy would be my best guess. So anyways,
bring Sam into the room, drop his legs, take out your gun (still
hanging on the pipe), and go for a headshot. Somewhere in this room should also be some ammo. Grab it, and follow the technician.

Run up the stairs for another cutscene of the F-18's taking out
the helicopter of where the technician should have ran to. Now he is
really screwed. Take out the guard in front of you, and look to your 2
o'clock. You should see a small building, under the
helicopter-pad. There's a health kit inside. Also, there should be another guard

shooting at you. He should be to your 9 o'clock of the base of
the stairs, on top of a platform. Take him out as well. Now continue
following the technician. He ran just left of that small
building with the health kit inside. So run left of that building and to your right is a set of stairs. Go down them.

Wow, we've already been here (we came just up the stairs to your
left.
Anyways, a guard lurks around the area. Waste all your bullets
into him (he'll be your last foe you meet in this level), and enter the
building to your 9 o'clock of the base of the stairs. Health kit if you
need it just behind the door. Now, there are 3 doors here - one where
you entered, and 2 more. Take the door that's left of the right door
of your right. Whoa, hard to understand? Just take the door
furthest away from you (the door that's left of that machine thingy in the middle of the two). An explosion occurs, DON'T MOVE, or you WILL catch on fire. Sam is still in good condition (if you remembered to use the health kits). Open that door, and make a U-turn to the left. Run down this ally, and turn left. There's an opened gate, and we've already
been here, twice!

The technician ran back to his boat. Simply take the stairs back
down to where we originally saw the first cutscene of the three
F-18s.
Continue further on, down the stairs, down more stairs, to reach
a technician who got the heck scared out of him. Walk all the way
behind him, interrogate him a couple of times, and then KO him. Grab
his briefcase and we're all set. Just sit back and watch that well
made cutscene.

***********************************************************************
[E. CIA HQ]
***********************************************************************
Mission Overview: Trace down the mole in the CIA.
Mission difficulty rating: 9/10.

[Even before we start] I've received several emails about random
people claming that this level is too hard. I've also received emails
about people who demand door codes. I'll give, in particular, all the
door codes for this level. That's right... all. But if you're a
person who likes to follow walkthroughs from start to finish, or want to
find them on your own, simply skip this next part, and go to '[Starting]'.

Anyways, here are the door codes:
Main Server Room - '2019'
Technical Services Room - '7687'
Backup Battery Power Room - '110598'
Weapons Testing Department - '110700'
Informal Retrieval Service Room - '0614'.

[Overlooking] You will find yourself in the front yard of the
CIA building on a rainy night. You have no guns, but you do have
'thermal vision' (D-pad right). Check it out. Cool, huh? It will come
pretty useful in the CIA building. Remember, you cannot kill a single
guard, however you can still KO them. Hiding bodies in here are
essential, shooting out lights is recommend, and dodging cameras will be
required.
Now, I finished this level with barely any health (about 1/10),
and 10 bullets. I thought the last part was amazingly hard if your not
well prepared, and searching around the CIA building for health on
your own is strongly recommend as well (I only found 3 health kits). Oh,
and here's one last hint: Use up all 3 of your saved files (make
sure to put one with bad health/ammo/ect... on a new one).

[Starting] We have a limited amount of time before the fans turn
on (just over a minute), and there are some agents searching the
area as well. Anyways, turn your 'heat vision' (d-pad left) on, and face
left.
Quickly run across the road to the left side, and run all the
way forward towards the CIA building dodging guards (don't brother
knocking them out, it's a waste of time) until you reach a fence. The
fence contains a section of its bared wires ripped off (the front
left), so climb over it and into it. Jump onto that platform thingy, and
looking at the building. There's 2 shafts, one to the left, one to the
right (doesn't matter which on to take), so jump to the platform in
the middle of it (over the light), and then, either to the left or
right (I went left) platforms. Explore around the ledge of it until an
interaction button occurs - that would be to open the shafts. Do
it, and climb inside. Checkpoint.

Time to use your thermal vision. Turn it on (d-pad right). See
the patrolling guard, or janitor I should say? He won't do anything,
except trigger the alarm. So take the janitor out (or simply jump on
him, right trigger in mid air, knocking him out) and place him in a
dark corner. Now, take a turn around the corner, while staying in the
shadows, crouched. Take another turn, this time left, into a
long hallway with a camera just down the end of it. Follow my advice
(staying in shadows, crouched), and walk down until the camera.
Wait until it turns left, and quickly walk over to the base of
stairs. SLOW DOWN and look up. See that guard? Wait until he leaves his post and then walk up the stairs. The guard is looking into the middle of nowhere (he must really hate his job), surprise him there. If
you made a loud noise another guard should come and check what just
happened. KO him as well. Hide their bodies under the stairwell and progress after the base of this next set of stairs.

See that camera? Be careful, and enter the first door on your
right in the hallway. You're in a conference room. Check the computer for a data stick and head out through the other door. Now this may be a
little hard, and take a few attempts, but here it goes. The guard is
patrolling on your left. We have to go to the far right as soon
as you open your door, but there's a different guard in his booth, just
right in front of the door we have to go into. Pass him, slowly (he
shouldn't see you) and run through the metal detector, and into that door. Turn right, and run down for a checkpoint.

Tense music? If so, await the guard (if your lucky, he won't
pass the metal detector). If not, listen to this conversation of another
CIA agent talking on his cell phone. Wait for him to enter the
elevator and enter (literally) this next section. There's on guard on
station. If you want to avoid him like I did, make some noise (i.e. jump) and wait for him to come and see what the fuss is about. He should walk around slowly, and go into the previous room of where you've just been, but on the way, he should pass on either the left or right side of this big sign. You be on the opposite side. Once he leaves or is a good distance away, call the elevator, walk into it, press the button, and take it down.

Is it hard already? Well, it's just beginning. Lombert calls in,
and tells you that you need to fetch your SC-20ks! Yea baby!
Anyways, start this brand new section out by turning around the corner, and walking down this hallway slowly. Shortly after, a sleepy agent/reporter opens his office door, and walks over to the scanner room across his office.
KO him for safety reasons. Now await this patrolling guard, and
KO him as well so he doesn't get in our way. Take a right at this
intersection, and a left shortly followed.

Down this hallway, we have a guard on station to your left, and
further down another agent in his room across the keypad door we have to
go into. Oh, and there's a janitor room where you can hide your
bodies, heh. Now, sneak pass this security guard to your left, this
agent in his room, and run into the janitor's closet. Turn off the lights in it, and await the janitor. Now, this janitor is going to scream one way or another when you KO him, so be prepared for another guard to come running. After you KO the janitor, run into this agent's room, and KO him as well (you MUST KO him). Quickly turn off the lights in his room and await the guard. KO him, and hide all their bodies in the janitor's closet. Check the guard/agent's slouch for a data stick (or door code for that keypad door). Enter the code and enter this next room.


Wow, a janitor who may run to trigger the alarm or an agent who
may kill you. Who to take out first? The janitor! Sneak to him when
his back is turned, grab him, and KO him. If you're lucky (I already
did this twice, and it worked), the agent won't here it. Now sneak
towards the agent's back through the right side of this equipment. KO
him as well. Hide their bodies behind the equipment or the place that's
most clever to you. This room located after contains a health kit.
Use it wisely, and a computer in which a data stick remains in for the
door code of the door to the right of the computer. Freaky, huh?
Enter the door for a checkpoint.

Heh, this next section contains 2 janitors, an alarm, and a
guard with a gun. It will be a piece of cake with the excellent strategy I tell you. Quietly, crouch and walk down the stairs. There's a janitor who will hear you, and be brave enough to explore to find out what that is.
The second he sees you he will run, KO him around the corner.
Now you see yet another janitor run right to you, and cry in front of
you (what a bum). KO him as well. Here comes the real superman! The guard explores to see what happened, and on the way he will see the
knocked out janitor. He will crouch, put his gun on the floor, and check
to see if his OK. The funny thing is, he will have his back to you the
whole time. KO him and proceed into this long hallway.

Walk down the hallway, and make a left. Walk up the stairs, and
turn left. A checkpoint should occur. Now look forward. IT'S YOUR
SC-20K... not to mention, a 'Ring Airfoil Projectile', a 'Sticky Shocker', and a 'Sticky Camera'. Ain't life grand? Anyways, turn off the lights in this room, and walk out.

Creep down this hallway, and take a turn left. See this guy on
his cell phone? You have seconds before he hangs up, so KO him, and hide
his body in a dark corner of the hallway. Walk back into the 'snack
room' he was in, and grab the health hit on the table, and one diet
Pepsi.
Exit this room, and make a turn to the left. Quickly, walk down
in this hallway, and face right, and await this hard part to come. Two
guards, maybe three, if I remember correctly, and two reporters. One
reporter shall go back into his booth, while another is already there.
Once a guard comes close to you, KO him. The next guard should come
running.
Get behind the corpse of the first guard, and suddenly the
second guard will check up on him. Here's your chance, BOOM! Hide their
bodies in a dark corner of the hallway if you haven't already done so. Now, gaze to the left. That's the main server room, but before we enter it, look at the right. Reporters in the CIA? Yea, right. KO both them out (they should be in their cubical), and gather data sticks from the 4 computers. Now enter the main server room, and save.

Take the door on the right, enter the keycode, and slowly walk
into this section. There are two janitors in all. Walk forward and
down the stairs, and to the right. After a while, the janitor should come into this room. KO him, and enter the bright door on your left.
Quickly run and KO this other janitor. See that glass window? That's the
agent that would have seen you, but you knocked him out, thanks to my
superb walkthrough. Anyways, wait forward to the main server computer
(doesn't look a thing like from the movie Mission: Impossible), and press A next to it. Lombert should call you in and tell you we now have to find the mole's (also known as Mitchell Dougherty) computer. Backtrack completely out of the server room.

Take a left from the exit of the main server room, and around
the corner you come across a checkpoint. See the metal detectors?
That's a no-no. The guard's station to the left contains a guard inside.
Make some noise (i.e. jump), and the guard should leave his booth.
That's where you come in. Enter his booth through the empty 'window',
and shoot the lights out with your SC-20k. Now shoot the TV screens
out as well. The guard will be dazed by what happened. Pop him with your fists when he comes in. Exit his room through the corridor he returned through. Shoot the lights out in the corridor as well and open
the door.

Wow, sure are a lot of lights in this big room. Hehe, destroy
them all with the SC-20k's zoom feature. If you miss, a guard will come
and check the noise. Now, after the room is as dark as a rat's cave,
slowly proceed forward (don't go up the stairs but into the next
corridor), KO the janitor, and run into the next hallway. See the guard? KO him as soon as he reaches this big room. Enter the hallway now, and take a left. If you took the janitor out already, then there shouldn't be anyone here. If you didn't take him out, KO him and hide him in a dark corner. Now run down this hallway, and take a left. Walk down the stairs, and take the lights out with your SC-20k. The cameras
don't have night vision, but they sure have motion sensors, so walk
slowly. You already should have the keycode, if not backtrack, or scroll
up to where I give them to you. Open the door and mind the agent.

Taking on his cell phone, he is. Walking over to the food
machine, he goes. Knock him out Yoda style, and destroy all the lights in this room. Enter the next room, that's to the left of the food
machines.
Visit the computer for a data stick, and a flare. There are 2
more flares next to the gun turret. And for some fun, switch the IFF
system of the gun turret off >:^)

Now run in front of the gun turret and destroy it in a duel...
Just a joke! Anyways, lock pick the door in back of the turret, and
then enter the elevator and take it up.

Whoa, talk about a long mission; our most difficult part awaits
us. Getting off the elevator, turn right. Open this door for 2
agents talking about and analyzing Nikoladze's speech. Anyways, crouch
down and walk right behind the operations computer their working on.
Walk all the way to the end of it. In front you see a CIA editor
copying his papers, and another CIA agent (one from the previous convo),
pass just right in front of you. Follow him, silently. Don't brother
knocking him out; let him walk his lazy ass down the hallway. Now, we need to find Mitchell Dougherty's office. His office number is 508. It's to the right, of that long hallway. Enter it, and check out his
computer. Lombert now wants you to bag him. So leave this room, and start walking down the hallway.

At first, this seems impossible - 2 guards, and a camera, and
keep in mind we need a good amount of health for the last part. But
don't worry - cameras can't see the dark, and one guard wants his break now, heh, heh - fun time. At the base of the hallway, if the coast's clear shoot out the first 3 lights leading into the hallway, and later the last one (he heard me right). The guard walks down the hallway to check out what happened. You know what to do now :^) - KO him, and hide him in Mitchell's office. Now shoot out the last light(s) left in the
hallway, and turn left at the end.

This next part has several ways of being done: One you can alarm
the guards, and speed up the progress by making Mitchell run
outside, or if you have patience, wait for Mitchell to walk outside (which might take awhile), and surprise him there. Anyways, there's Mitchell at
the coffee machine getting some decaf. Wait until he moves on.

On the left side of this new hallway is a locked door (don't
brother). On the right section is a movie of Good Burger and later ahead
another door with one guard inside. Now, since the guards totally love
the movie Good Burger, they won't even see you run by, but let's
just crouch and walk slowly for obvious reasons... Follow Mitchell to
the door, and wait until he opens it (which might take awhile). If you chose the alarm path, simply lure the guards back down the dark
hallway, where you can pick them off one by one (sorta like
Pitch Black the movie). Anyways, if you need the door code, it's to the
right of the door Mitchell ran too. There's a guard inside. Take him out, get the code, enter it on the keypad, and walk through. Take a
right, through some doors for a checkpoint.

See the patrolling guard, KO him and now find Mitchell. He
should be crying by now, so sneak up him and bag him. Wait for Lambert to call in, and then knock Mitchell out, and carry his body the rest off
the way. Start walking to the left side of the fence in front of
you. Take a couple of steps and turn left down this walkway. Turn left at the intersection, and later right at the end. Checkpoint.

There ain't gonna be a single checkpoint until the end, and we
have a long wait to go. If you have anywhere over 1/2 health, then you
won't have much trouble, but your warned, this part is hard. Anyways,
open the door in front and carry Mitchell's body down the stairs,
slowly, while crouched. Look around the corner to the right of these two
doors, and wait for the janitor to leave his post. Drop Mitchell's body
in front of the door, and run out and jump onto the first platform
thingy.
Now, one of two things should happen. The janitor should
continue his normal route, whom you could jump on top of (right trigger with no firearm equipped, in the air). Or the janitor will race of and
see what happened to Mitchell. Either way, surprise him, and KO him
(watch out, one wrong move and he could pull the alarm). Now, if you didn't use a sticky shocker, now would be the time too. Find the other
patrolling guard, and KO him or use a sticky shocker on him (equip it, take out your SC-20K, and left trigger to fire). Now grab another sticky
shocker on the shelves right of this new door, and equip it.

Peek out and fire the sticky stocker into the patrolling guard
(which could have been your third patrolling guard around this area).
Grab Mitchell's body and slowly creep down the stairs. Make a U-turn
and another right when you reach the corner. See that patrolling
guard. Wait for him to leave his post, and rush forward and dump
Mitchell's body next to the air ducts (where you have some hiding space).
Destroy a over head light to the left of the walkway, and the patrolling
guard gets into his 'explore' stage. He comes to check out what
happen, and finds Mitchell. He checks to see if his okay, now's your chance, pop out, and KO him. YAY! The hard parts over! But there's still one more guard.

Grab Mitchell's body and head down the stairs the guard whom you
knocked out a second ago, was patrolling. Let go of Mitchell's
body, and slowly, while crouched, creep up to the ONE security guard
talking to your friends. He shouldn't be too hard to spot, he is the one
with the 'security' t-shirt. KO him, and go back for Mitchell's body.
Grab him, and dump him in front of your friends. Mission Accomplished
(now would be a very good time to scream "HECK YES").

***********************************************************************
[E. Kalinatek]
***********************************************************************
Mission Overview: Recover Encryption Key.
Mission difficulty rating: 5/10.

Door codes -
1st door - 97531
2nd door - 33575
3rd door - 1250

This mission is very, very easy except the last couple of parts,
where you're low on ammo, but high on health. Also, remember that you
don't have to hide any bodies, horray! Start out by running in a
straight line, until you see a door open. Equip your SC-20k, and kill the two guards that come out. Check in the station left of the door they
exited from, for a health pack, and run up the stairs through the same
door.
In front of you now is a guy whose head is only visible. Take
him out with a headshot, and the two other guards who race down to the
rescue, but end up getting killed. Check their satchel for a data stick.
Now check the station, left of the door you exited from, for yet
another health pack. Exit now. Take a couple of steps on the left side
of the car in front of you. Now turn right. See those crates? Pull
yourself up and precede a couple of steps for a checkpoint. Crouch now.
Run forward onto that crate that's hanging over the street. Now
pull your self up on the horizontal cable line, and climb all the way
forward, until the line becomes a zip line, and you slide down.
As soon as you drop, face the building. Take a running start and jump
over there. Once you reach there, on your left side should be hook to
where you can grapple down. Do it. See them guards talking? Take them
out, with either your SC Pistol or your SC-20k gun, and rappel down
to the end. Now you're on glass. Instead of wasting two bullets, just
jump, and you will fall through, unhurt. If you made any noise, a
guard should come running out. Kill him, and check his satchel for a
data stick, and then enter that door.

In front of you are 2 metal detectors. To the right is a door
with a keypad. You should have the code to it. Check your OPSAT for
that code, and enter it. Proceed inside, and through the next door. Turn on your night vision goggles, and turn left. Walk down, and find the air conduct. Jump up and enter it. Move all the way to the end of
it, and drop out of it. Checkpoint.

You should witness a cutscene of two workers run out, but later
two Russian soldiers kill them, and plant a wall mine. Open the door
next to the glass (not the locked one), and go for a head shot on the
wall mine, heh heh. Await the third Russian soldier and take him down
with a headshot as well. Now enter this area. There's nothing you can
do with anyone now, and stay away from the wall mine planted on the wall
if you haven't destroyed it. Its motion sensitive and set to go off any
minute now. If you simply want one, approach it slowly, and deactivate
it when it's glowing green (just press the A button when you see the
interaction menu pop up, and the mine glow green). Anyways,
proceed down this hallway, and around the corner. Enter the elevator
shaft, and you should fall down onto the elevator. Checkpoint as well...

Crouch down, and run forward, and go into wall mode just left of
the glass. The Russian soldiers will be shooting all the computers
in that room. Don't worry, and wait until there done. Make some noise,
and move behind the plant. Pull out your SC-20k, and sniper the Russian
soldiers that come around the corner. Now walk down the hallway, and make a left. Walk down this hallway, until you reach the bright area.
Equip your SC-20k, and wait for the Russian soldiers just down the
hallway to come. Head one, and the another will be scared to death, and
stupidly run into a wall mine he planted, himself. Wow, such
intelligence. Anyways, move to your 10 o'clock into a room that's on fire. Slowly walk inside crouched, and talk to the scientists. Two wall mines are right there. They tell you not to move, but it looks like your
going to have it. Slowly walk up to the first wall mine (either or), and
when the interaction screen pops up, press the A button the EXACT
moment the green light is glowing on the mine. Its disarmed. Repeat this
step for the second one, and talk to the scientists. They don't have the
encryption key, but there's a bomb. Save now.

As soon as they tell you the door code for the archives, run out
of the run even when Lombert is talking. Make a u-turn left and down
this hallway. Enter the code (if you forgot it, its in your OPSAT),
and walk in. There's a million wall mines in here. Now, we have several
ways of doing this. Either you can run all the way down, or you can walk
all the way down. I don't think its possible walking, so we're
running (I lost a bit of health for a stupid mistake, but you may be
lucky).

Face the fire, run down, and turn right just before it. To your
11 o'clock is a door. Run into it. Across this door you entered, is
another one. Run across it and into that door. To your 10
o'clock is the door back to the main hallway. Run there. Now grab your lock pick, and walk over to the door marked archives. Open it (it's a
complex lock, so it'll take you around 20-30 seconds). Make a u-turn
left once in that room, and climb upon these boxes. Simply disable the
bomb (A next to it). I finished this with 34 seconds left, and 1/5
health lost.
Now would be a good time to save, when the checkpoint pops up.

Go back out into the main hallway, and look into the new one.
Head shot this soldier in sight. Another guard runs out. I think you own
what to do. Anyways, take the first left you see. Run all the way down
this hallway. You see that door? That's where we have to be, but we
don't have the code for it, so run down to the speaker stand in this
auditorium. Face the opposite way away from the speaker stand
and take the right. Walk forward, and you should see stairs going down,
but, your over the steps. A chance to surprise to your guests, hehe.
Now drop down into the steps, but while hanging. You witness a cut
scene of troops running down for backup. Take them out while their
standing on top of the stairs, right in front of you. If you miss this
chance, peek around the previous corner for another opportunity. Now jump down, and walk to the base of the stairs. Take a right, and run down this big hallway, or dry cleaning one I should say. Make another right,
followed by one more right, and right down this hallway. See the desk?
Grab the bullets for your SC-20k/Pistol, a health kit, and frag grenades.
Also, pull the switch across the desk. Exit back to the top of the
stairs.

More troops are hunting your ass. Take out your SC-20k, and go
for a headshot. Remember to make some noise if you don't see your
victims.
There's 2 guards in all. After the tense music ends, proceed and
rob a guard's satchel. There should be a data stick inside for the
combo of the keypad door. Enter the code and enter inside.
Above you are two guards talking about their dating problems
(don't brother shooting them from the glass its bullet proof. Anyways,
crouch, and walk up the stairs. There's a small space to where you can
see their heads. Put them out of their miserly. Anyways, from the
top of the stairs, walk forward, take a right, walk some more, and take
another right. Once again, let's walk some more, this time to
all the way down the hallway. Turn left there. To your right, there's a
room where two health kits, but don't go there yet. Equip your
SC-20k, and a guard should be patrolling the area, and come into you. Do him in, and take the health kits. Walk back out, and take a right u-turn from that room's exit. Walk down this hallway slowly, and take a left.
Find a crack in the glass, take your SC-20k out, and go for another
headshot on this guard who thinks he's cool. Run in further down this
hallway, and see both of his computers for a data stick, and to open up
that locked iron door. Exit this 'little area', and enter that door.
Lambert will call in, and tell you that you need to get to Ivan with the encryption key, before the Russians get to him and kill him.

Open this door, and walk up the stairs, and open the next door.
Some guard had too much coke and will run off to the bathroom.
Another guard will walk in front of you and look out into outer space. Here's your chance, to KO him, and spare some bullets. Now walk to where the guards were talking, turn around the corner, through the door, and KO this guard that's 'in the process'. Now move towards the air ducts.
Climb in, and move left. Equip your SC-20k and go for a headshot of
this Russian guard ready to do in Ivan. Talk to Ivan now.

After a couple of minutes, Ivan will decide to finally give you
the key. Now, open the exit, and you see that you were in the ladies
room. Why was Ivan in there? Nevermind that (me and my lame jokes)...
Take a right, and walk down this hallway. Call the elevator, and take
it up...

You're now on the roof with Russian soldiers as well. Walk a
little bit further, and take out a frag grenade. Throw it in that little unfinished area. Taking out a Russian soldier. Two more will run
in. Go for a headshot on them as well. Now, after you did all three of
them in, walk forward to where they were, and face left. Open that
door, if it's locked, and face left again. Walk into this room, and jump
up, onto the crates. Pull yourself up, and face to your 9 o'clock.
Drop down, and face to your 11 o'clock. Enter this next area and a
half to spot some crates. A patrolling guard wonders into your sight. I
think you know what to do. Now, another guard wonders into your sight!
Do to him, what you did the first guard. Oh, and don't forget that box
of frag grenades on the crate, a little bit further on your right.
A health pack rests as well, right of the door. Now enter that
room the guard was in.

Turn right, and walk into the next area through the doorway.
There are three Russian guards in here. Do them in, and walk to your 1
o'clock from the base of the door. See that door? Enter it. Walk down
this hallway, and face right. Walk down that hallway as well, and
face left at the door all the way to the end of it. Walk up the stairs.
Checkpoint.

This new area should be the most difficult part of this level.
Two Russian guards are throwing grenades at you through windows
above, while another Russian guard prepares to kill you with his Ak. If
you have any frag grenades use them on the Ak guard. If not, sniper
him like you would do later on to the two Russian guards above.
After they fall, and the action music ends, walk to your 10 o'clock from
the base of the door you just entered. Walk up the stairs, and to your
left.

Walk down this short hall-like maze, and face left at the end of
it. You see some crates. There's some ammo on top. There's also a
door to your 1 o'clock, with some guards at the end of that hallway.
Pull out a mine (you should have at least one), and place it to the left of the door, and move back. Fire one bullet in that crowd of three
guards, and hide (I advice you not to take them on, because they have damn good accuracy). Now watch the show, as the first guard runs in, and
the wall mine explodes just as two other guards run in. Wait for the fire to die down, and at the base of the hallway, turn right. Some ammo
awaits you on some crates. Grab it, and exit back into the hallway.

Run down this hallway, and face left in this next hallway. Face
left again, and you should see a wall mine in a bathroom, or what
looked like a bathroom, through a crack in the wall. Take out your gun,
and fire into it (if you want to, grab it, but we don't need it),
and run down the rest of this hallway. Face left, and this door, and
walk forward. Spot the wall mine on the support beam, and just as a
guard walks in this room, fire into the wall mine. Boom! Enter the
room he was just in. Run down this short hallway, and face right. Run
down this next short hallway into an open area.

Shoot the lights out, and wait for the guard to wonder what
happened. Go for a headshot on him, and wait a few more seconds. A second guard should come into your sights, do him in. And yet a third guard should join them, with a headshot from yours truly. Anyways, run down into this open area, and face right. Run down this next area, and
face right again. Run down this new area, and face left. Do the same once more, and you should get a checkpoint, as well as a sad cutscene,
which I won't spoil for you.

To get revenge, jump down and walk forward. Sniper the guard all
the way down this area, and try to find the next guard. If you're
low on health, use sticky shockers, or whatever else you may have. You
should have around 3 health kits - use them up, if needed. Now, walk
over to the crates on your right, a little bit further ahead. Grab onto
it, and jump up onto it. See that ladder to your 10 o'clock? Jump over
there, and climb it. Sniper the guard out if you already haven't done
so, and move forward. Pull yourself up on this support beam, and walk
over to your left to finish this level.

***********************************************************************
[F. Chinese Embassy]
***********************************************************************
Mission Overview: Find the Chinese/Georgian Connection.
Mission difficulty rating: 8/10.

Back to hiding bodies, and staying on probation (AKA not being
able to kill). Also a great tip of you, if you're playing on your own:
Kill when you have to kill, KO when you can't kill, and pass by when
all else fails. Basically, it means you don't have to KO everyone in
this level, and you could simply run by. One more thing, do not use
any of your special gadgets until the last part. Trust me on this.

Start out by facing the opposite way of the Van's headlights.
Walk down this friendly neighborhood, and take the first right you have.
Walk down this ally, and jump on a dumpster. Pull yourself up, and
silently drop down into this next area. Two guards, there are. You can
either pass them by, or KO them. Once you've done your method of
choice, at the end of this ally, turn left. Run down this next ally, and
find the trashcan that's on fire. Walk to the right of it, and climb the
stairs for a checkpoint.

This is the area where most people have trouble. There are about
three Chinese guards, with damn good ears. Walk forward onto the
wooden structure, forgetting they're even there. Climb this ladder and
walk a bit further. Jump up onto the horizontal rope, and climb forward
to the balcony of this house/apartment. There's a health kit, and a
checkpoint. Remember to shoot out the light.

Walk over to the edge, and go into wall mode. Walk down this
edge, and go out of wall mode. Turn right, and climb down this ladder, and suddenly run behind the dumpster. Crouch, and wait for this
guard (in front of the trashcan to leave his post). Follow him, and KO him if you want. Avoid him, is what I did. Finish walking down this ally to find a huge courtyard with spotlights, and guards. Study the guard's movements and when the coast is clear, run down in a straight line, between the 2 spotLIGHTS. When you reach the gate, walk a little to the right, and out onto the street. Face left again, and find the manhole.
Climb into it as fast as you can. Checkpoint.

We have to be quick if we want to take out three guards here.
Face the light bulb, and run down this hall. Turn left, and run down all
the way. There are three Chinese guards taking about Pokemon. Equip
your SC-20k, with a sticky shooter, and fire it (Left trigger) into
the water where they stand. All three of should go in la-la land. If
not, KO whoever is still alive. We just saved a great deal of health.

Anyways, turn right, and run down this hallway until coming to
an intersection. Take a left, and grab a health kit down there, and
exit back to where the Chinese guards where.

This part should be a little hard to explain, but we can best
it. From where the guards lay, run ALL the way down this hallway until to starts to go right. Once the hallway turns all the way back to the
direction we came from, look up. A ladder! Climb up it, and save.

Don't move, not.even.an.inch. A Chinese guard should stop right
next to the manhole, and his shadow should occur in your sight. Wait
until it disappears, and wait three more seconds. Climb out, and turn
right. Here's a guard whose back is to you. KO him, and hide in the
shadows. Equip your SC-20k with a diversion camera, and fire the camera
next to the guard's body. The guard who you saw a second before should
come over to wait him up. Gas (press Y button in Diversion camera)
him. Hide their bodies.

Make your way over to the ladder next to this wooden platform.
Climb it and move a little forward. Jump up onto the horizontal pipe, and climb all the way over to the next wooden platform. Drop down, and
face left.
Jump up there. Once there, spot the vertical pipe. Climb it, and
face left. There's our destination, a guy who resembles a guard. Talk
to him. Now, once done, move forward. There should be a health kit
on this bench. Grab it, and step up on this other wooden platform in
front of you. Rappel down.

This part is one of the hardest parts in the level/game. It
should take you a couple of attempts to perform, but here it goes. Start out by taking out this light bulb, and turn around. Enter this
building, and hide behind the trashcan on the left side. A guard should come in.
Don't move. He shouldn't see you, and walk by. Run into his
back, so he sees you, and alerts the other guards. KO him, remembering your not Superman. Hide behind the trashcan again. If the action music is still playing, you've done everything right. Another guard should run
into this room, and spot his friend. KO him once he is bending down
to save him. Repeat this process for the next guard. Head out through
where they came in.

Run forward, and turn right around this corner. Stick to the
left wall, and run all the way down. The first left hallway you come
across, turn there (it will take you a while to get there)... Destroy this light, and move forward. Wait until this guard climbs the ladder in
front of you, before proceeding. After he climbs the ladder, and leaves
your sight, walk down this ally, and turn left. Equip your SC-20k
with your Ring Airfoil Projectile. Wait until the guard turns the corner
(should take awhile), and when you're at point blank range - Fire it
into him, and quickly run up in front of him, and hit him once. He's down. Hide his body, and climb the ladder. There's some ammo next to the
window.
Grab it, climb down the previous ladder, and turn the corner. A
truck pops up in your sight. We have a few minutes (not that many),
during which, we need to enter the embassy. Grab your SC-20k with your
diversion camera, and fire it into the patrolling guard's feet.
Press the Y button to gas him to sleep. Now while staying in the
shadows, approach the van. Checkpoint.

Cross the street via Shadows, and turn right. Walk forward, and
turn the corner. There's the truck, and the gate opened. Run into the
embassy, and listen in the convo with the guard, and driver.
When the guard goes in to check the driver's ID (and turn his body to
you), enter his booth, and KO him (forget the driver). Turn out the
lights in it, and exit the booth. At the booth's base, turn left, and run down to the other side past the gate. Turn left again, and run under to the truck. See this guard? Use your sticky shooters to do him in.
Now run underneath the second truck. Go for a headshot on the doggie (I
know, its sad). The patrolling guard goes to see what it is. Wait a
few seconds, until he returns back to his post. Run to the ally he
is guarding, wait for him to walk down, and while staying to the
right side in the shadows, run all the way down.

Here's the main part of the embassy. Face the red building, and
run past the wooden bridge, and hide in the garden. Quickly equip
your Laser Mic., and point it at the window (top floor, red
building).
Yada, yada, yada. The general decides to continue his convo in
his limo. Wait for him to exit, and get inside his limo. Point the
laser mic. at his limo's window. Yada, yada, yada. We find out the
truth. Time to get the heck out of there. Take the two guards out near
the red building with anything you've got left. Now face the gate. To
the left of it is a guard in his booth. Fire your smoke bomb into it.
He's out cold. Now, take aim to the camera, right of the booth. Take it
out, and head over there. Behind the booth is a ladder (to your left of
the gate). Climb it, and drop down. Mission over.

***********************************************************************
[F. Abattoir]
***********************************************************************
Mission Overview: Rescue the American soldiers.
Mission difficulty rating: 8/10.

...Coming Soon...

***********************************************************************


III. General Tips, Hints, & Strategies -


***********************************************************************

A. Terrorists Profiles -

[KOMBAYN NIKOLADZE]
Using his political, technological, and financial influence,
Nikoladze has become the newly elected President of Georiga. His ambition is matched only by his industriousness.

[VYASCHESLAV GRINKO]
Ex-Spetsnaz (Russian Special Forces), Grinko is now Nikoldze's
"lieutenant" of the Russian Mafia.

[HAMLET]
Grinko's personal driver.

[GEORGIAN COLONELS]
The leadership for Nikoladze's worldwide military/mercenary
forces. Several colonels can be found in each cell of the Georgian
mercenary army. They also have security clearance areas that normal
soldiers don't have.

[PHILIP MASSE]
Hired for his vast computer knowledge, Philip Masse is the man
directly responsible for the Georgian information crisis.

[CHINESE OFFICERS]
The leadership behind the People's Liberation Army of China.
These officers can use to accomplish his missions. Eliminations might
be the best option when first encountering them.
***********************************************************************
[B. Weapons/Gadgets]
***********************************************************************

1. SC-20K M.A.W.S. (Modular Assault Weapon System) -
The bullpup configuration of this assault rifle makes it light
and compact without sacrificing firepower (5.56x45mm ss109). Its
modular configuration allows it to be customized to fit any mission
profile. Equipped with a flask/sound suppresser and combined with a
multipurpose launcher, the SC-20K becomes the obvious choice for Sam when infiltrating enemy territory.

Sniper Mode: Sniper Mode is only available with the SC-20K!
-Equip SC-20K.
-Press Y button to enter Sniper Mode.
-Press the left trigger to hold Sam's breath and steady his aim
(for a limited time, around 10 seconds).
-Right trigger to fire.

Manual Reload: Pressing the white button with the SC-20K
equipped, will make Sam reload his weapon. Sam also automatically reloads his weapon when he runs out of ammo.

SC-20K's Multipurpose Launcher: Pull the Left Trigger to fire
with the launcher. The Launcher cannot be used in Sniper Mode.
NOTE: Sam does not receive this firearm only until further into
the
game.

2. Ring Airfoil Projectile -
A high-impact, zero penetration projectile designed to
incapacitate rather than kill.
Note: The Ring Airfoil is much more effective if it hits the
head.

3. Sticky Camera -
A miniature camera with full pan and zoom functionality, plus
night and thermal vision modes. The sticky camera feels its image directly to Sam's OPSAT. Ideal for advance scouting and intelligence
gathering. Sticky Cams are reusable.

4. Sticky Shocker -
A high-voltage discharge device coated in adhesive resin. The
Sticky Shocker will adhere to an enemy and give him an incapacitation
shock.
Hint: Fired into pools of water, the Sticky Shocker can
neutralize multiple opponents.

5. Gas Grenade -
Standard CS (0-chlorobenzalmalononitrile) gas canister grenade
can incapacitate groups of enemies. Exposure to CS gas causes
violent respiratory seizures. Prolonged exposures causes
unconsciousness.

6. Distraction Camera -
An adaptation of the Sticky Camera. The Distraction Camera has
had its pan and zoom motors as well as its vision enhancement apparatus

replaced with a noisemaker and a CO2 gas canister. The device
can be triggered to attract enemies with sound and then dispense a
cloud of incapacitating gas when they are nearby.

7. SC Pistol -
The SC Pistol tactical model with single-action trigger and a
20-round magazine comes equipped with a silencer/flash suppressor. Its
5.72x28mm rounds offer good penetration against modern body armor, while
keeping the weapon's weight, dimensions, and recoil at reasonable
levels.

8. Camera Jammer -
The Camera Jammer emits microwave pulses that disrupt the
characteristic signals used in the microcircuitry of
surveillance cameras. The Camera Jammer operates off of a capacitor that must be allowed to recharge from its battery after a short time.

9. Optic Cable -
This flexible cable/camera can easily be slipped under doors to
view the other side. Complete with Night Vision enhancement.

10. Disposable Pick -
Unconventional lock picks, these microexplosive-shaped charges,
deliver a quick impact to any standard lock cylinder that will shatter
the pins and unlock the door.

11. Night Vision -
Night Vision goggles amplify very low existing light, especially
lights at the lower end of the infrared spectrum.

12. Thermal Vision Headset -
Similar to Night Vision, Thermal vision is an essential tool in
low light situations. This technology differs from Night Vision in
that is captures the upper level of the infrared light spectrum, which
is emitted as heat rather than reflected as light.
NOTE: Thermal Vision is not available in the first few missions.


13. Wall Mine -
The Wall Mine is a motion-sensitive explosive device that can be
attached to almost any surface. To deactivate and pick up a wall
mine, wait for the green light.

14. Chemical Flare -
Chemical Flares are lightweight plastic sticks filled with a
binary chemical agent. When the inner containers are cracked, the
chemical agents mix, causing the stick to glow. Useful for attracting and distracting enemies.

15. Emergency Flare -
Similar to Chemical Flare, these standard road flares also emit
a great deal of heat, making them useful for distracting heat sensors
such as those found on automated turrets.

16. Frag Grenade -
The 14-oz M67 fragmentation grenade consists of a 2.5" steel
sphere surrounding 6.5 ounces of high explosive. Upon detonation, the
steel sphere shatters, emitting a burst of high-velocity shrapnel.

17. Medical Kits -
Standard field first-aid kit.

18. Bullet Box -
Find it to retrieve some ammo.

19. Alarm Panel -
Standard alarm switches that can be triggered by enemies to
alert nearby comrades. Because of the extremely covert mature of Sam's
operations, indiscretion with alarms can lead to Third Echelon
aborting a mission.

20. Automated Turret -
Heat and motion sensing turrets with an Independent Friendly
Fire (IFF) recognition system. Turrets can be hacked from their
attached control computer. Either deactivate a turret entirely, or
disable its IFF system. With IFF disabled, it will still attack Sam, but it will also attack enemies. Use the D-pad to navigate in the attached
control computer.

21. Surveillance Camera -
Standard, off-the-shelf surveillance cameras that detect
movement and have the ability to directly trigger alarms. This type of camera is fragile and can be destroyed.

22. Armored Camera -
Except for the bulletproof casing, these cameras are identical
to the standard surveillance camera.

23. Key Pad Lock -
Standard push-button security pads linked to electromagnetic
locking systems in a door. Only the correct code will allow a keypad
locked door to be opened. Multiple failed attempts to enter a code will
sound an alarm. Select the numbers with the left thumbstick.
IMPORTANT: Once you find a keypad code, it will automatically
appear in your inventory in the Notes section.

24. Retinal Scanner -
A locking device that reads the unique imprint of a person's
retina before unlocking a door. No one without access can open a
retinal scanner-locked door, but those with the correct retinas can
sometimes be "convinced" to open them for you. An incorrect retinal scan automatically triggers an alarm.

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