GetDotted Domains

Retro Game Walkthroughs For
"Tom Clancy's Splinter Cell Double Agent"
(Xbox 360)

This game is also available on Xbox, PS2, Wii and PS3.

Retro Game Walkthroughs for Tom Clancy's Splinter Cell Double Agent (Xbox 360)
Submitted By: AliBoy
A quick start guide that should guide you through the main objectives that need to be completed throughout the game.
This guide wont guarantee that you'll get 100% stealth in each mission or complete all the objectives but it will help you understand what you need to do on each mission to complete it and also help you work out which areas you could improve on next time you play the game.

CONTROLS

MAIN CONTROLS
LT - Close combat K.O
LB - SATCOM
Left stick - Move - Click = back to wall
Back - OPSAT
d-pad up - Wave vision
d-pad left - Night vision
d-pad right - Thermal vision
d-pad down - whistle
Right stick - Camera control
A - Action
B - Change posture / drop
Y - Jump / acrobatics
X - Equip/ un equip
RB - Switch weapon - hold for inventory
RT - Close combat kill
Start - Pause game

UNDERWATER CONTROLS
Same as above except:
d-pad down - Knock on the ice
Y - Go up / climb
B - go down
X - Boost

HACKING LOCKS AND COMPUTERS
When hacking a lock or a computer you are given 4 columns of numbers all randomly scrolling through numbers. You need to select a number from each column that is fixed and no longer scrolling through random numbers.
Easy once you get the hang of what needs to be done.

PICKING LOCKS
When picking locks you need to move the left stick in a specific direction that will unlock the door. Some locks require you to move the left stick in a few different directions to unlock the lock. You will feel the control pad vibrate when You are pushing in the right direction and the lock pick will move to the next part of the lock when You have found the right direction.

CRACKING SAFES
To crack a safe rotate the left stick until the first disk turns green, then rotate the left stick until the next disk also turns green. Then turn the left stick in the opposite direction until the last disk also turns green. Going slowly helps a lot when cracking the safes.


ALTERNATIVE ENDINGS
Based on certain actions in the game it is possible to obtain a different game ending rating.

Ending A: Good - NSA trust above 33%, and you managed to save at least two of the three targets.
Ending B: Normal - NSA trust below 33%, but you managed to save the three targets. Or destroy two of the three targets, and NSA trust above 33%.
Ending C: Bad - Destroy/Kill all three targets. Or Destroy/Kill two of the targets, and NSA trust below 33%.
Note: The targets listed above are the Cruise Ship, Hisham, and Lambert

OBJECTIVES
By completing the objectives marked with a star you can unlock additional equipment

WEAPONS
By completing some objectives You can unlock additional equipment and weapon upgrades. These include some non lethal weapons. You can use these to take out enemies without killing them from a distance.

You are also equipped with various gadgets for some missions. The sound emitter lets You produce a sound at the point of where You place the cross hairs. This can lead enemies on patrol away from key locations on certain levels or draw them into the darkness so You can knock them out or kill them without anyone being able to see.


MISSION WALKTHROUGH

Mission 1 - Iceland - Geothermal Plant

ASSIGNMENT
NSA - Investigate geothermal plant

SECONDARY OBJECTIVES
NSA - Infiltrate base without alerts
NSA - Infiltrate plant without alert

Jump off the plane into the water and swim ahead and through the tunnel. Surface through the hole in the ice and jump up and Knock out the guard. Enter the hut and go straight ahead and cut the wire to the fence.
Go out of the hut to the right and help your partner over the fence. Climb over then go up the ladder on the left. Move forward then slide down the zip line above you. Climb down onto the roof below and wait for the guard to come by, when he turns away from you sneak down and knock him out. Head down the stairs and sneak past the guards into the building. Use the computer to open the gate. Go through the gate avoiding the guards and climb up onto the wall straight ahead of you.
Go up the stairs to your left and in the open hatch where the fan has stopped. You'll see your partner get shot, after this shimmy to the left and climb up then go to the far end and down the stairs. Knock out the guy at the control panel then the other guy at the stairs near where you just came down. Go down one level and open the manual release on the missile. Then go back up one level and use the controls beside the guy you knocked out then go out towards the missile and hack the controls.
Climb the ladder beside you and go top the left and climb up the rope to end the mission.



Mission 2 - Kansas - Ellsworth Penitentiary
ASSIGNMENT
JBA - Help Jamie Washington escape

SECONDARY OBJECTIVES
JBA - Open cells to start riot
NSA - Don't kill guards
NSA - Reach central tower without alerts

Quite a fun mission this one. Listen to Jamie then when he hands over the equipment rip the poster of the wall behind you and crawl through the hole. Climb the pipe on the left to the top then go through the air vent. Sneak across to the left and break the air vent and crawl through. Open the hatch and climb down. When the officer uses the controls knock him out. Hack the computer and use the code to open the weapons lock. Then pick the lock on the other door and head down the stairs and through the door.
Use the code from the computer upstairs to open the sealed door and go in and hide on the left beside the metal detector. When the guards walks past knock him out and then cut the wire on the wall. Pass through the metal detector and pick the lock at the end of the hall. Sneak past the fight in the food hall area and go up the stairs to the top. Knock out the guard at the top and pick up his body and carry it towards the door to open the door. Go ahead and into the door ahead of you. Hack the computer to open the cell doors then go up the stairs and into the elevator.
When you exit the elevator turn left and go through the broken window and climb the pipe, shimmy to the left and and climb up then cross over the metal rig to the other broken window and outside to the roof. Knock out the guard that has Jamie then listen to Jamie and then run down the stairs with him. When you get to the bottom of the stairs run ahead down the small path behind the building. Open the door and climb the ladder to hijack the helicopter and end the mission.



Mission 3 - JBA Headquarters

PRIMARY OBJECTIVES
NSA - Upload Trojan to JBA server
JBA - Complete Training Course
NSA - Bug antenna on the roof

SECONDARY OBJECTIVES
JBA - Practice at firing range

PROFILE OBJECTIVES
NSA - Get JBA member medical files
NSA - Get professional background info


When the mission starts follow to your room. You'll then meet up with Moss who will ask you to follow him to the training course.
The training course isn't too difficult. Every time a door in front of you closes another door will open up for you. Aim is to get through and open up the safe. The safe itself is simple enough just rotate the left stick until the first disk goes green, then rotate the stick the other way until the second disk also turns green. Do the same for the last disk and the safe will open.


Next step is to bug the antenna on the roof. Go back out the way you can and back up the stairs and to the left as if you were heading back to the training room. Instead of going straight ahead though turn to the left towards the medical room and go up the ladder straight ahead of you. Walk slowly past the two guys and into the open tunnel. Go up the ladder and round to the right. Wait for the guard to move ahead then sneak up and through the open gate. Go round behind the antenna and open the control panel then bug the antenna.
Then make your way down back to the room where the training takes place. You could also go into the shooting range (the next room) and try your luck at beating the score of 75 with the sniper rifle. Then just wait for Moss to come back and then follow him.
You then have the choice. Shoot the pilot or let him live. Your decision will effect your trust levels so if either of them are particularly low then that might help you make up your mind what to do.



Mission 4 - Sea of Okhotsk

ASSIGNMENT
JBA - Capture the supertanker

PRIMARY OBJECTIVES
JBA - Retrieve Equipment
JBA - USE Detonators to blow the ice wall

SECONDARY OBJECTIVES
JBA - seize the Rublev without alerts
JBA - Reach Rublev without alerts

After the rather impressive sky dive you will see your equipment smash of the ground not far from where you land. It is gathered some unwanted attention though so be sneaky and take out the two guards who are on patrol around your equipment. Pick up your stuff then jump into the water.
Swim through until you see a break in the ice that you can smash through. Climb up and head to the left. You need to use the switch board on the right hand side of the camp to blow the ice wall - sneak around if you can or take out the guards on patrol in the area - your choice. When you blow the ice wall head to the scene of the explosion and into the water.
Again swim through till you reach a point you can break through. Break through the ice and climb out. There are two guards here so take them down then jump in the water and swim towards the tanker.
You'll need to take out the guards in the boat so get under the water and sneak up on there boat and take them down.
Head to the right of the boat and climb up the rope. You need to take out the crew and also climb to the top and disable the communications and also contact Lambert. Get to the top of the tanker and contact lambert then go down one level and climb the ladder towards the funnels. Open the hatch and go down and put the gas in the ventilation system. Climb back up the rope and back onto deck.
You need to find the captain and take him out. This will lead you below deck where it is quite dark and everything is confined to small spaces so watch out. You need to sneak up on the captain and stop him from blowing the tanker. Climb the ladder beside you and open the hatch at the top to get on the chopper.



Mission 5 - Shanghai - Hotel

PRIMARY OBJECTIVES
NSA - Record the secret meeting

SECONDARY OBJECTIVES
NSA - Infiltrate the hotel without alert

You need to quietly make your way across the roof and over to the right hand side towards the crane. Sneak past the guards and up the stairs to the crane. Open the control panel and hack the controls, Climb up the ladder and rope down the crane. Drop down to hang on the ledge and shimmy to the left and then climb down the pole on the wall. On the next ledge do the same but shimmy to the right then use your rope to go down the building and to view the meeting.
When the chopper comes go right down as far as you can then shimmy over to the left, the light wont reach the far left side so just wait there, a guy will open the window grate above you, when he moves away go in and knock him out. Sneak past or knock out the next guy and go round and get in the elevator. Go up and when you exit the elevator go round the corridor and in the next room, knock out the guy and hack the computer to shut down the camera. Sneak in the next room and take out the guard on patrol, sneak to the left and crack the safe. You then need to go out the door near you and into the main hall of the hotel. Go to the right and through the door across from the lifts.
Climb the ladders then go along and rope down from the ledge. Climb on top of the lift on your left and go down, climb off and go and do the same to the lift on the right. Climb of that one when it goes down and move along the platform. Go to the room and crack the safe to get the documents, then kill the doc when he arrives and head into the next room and slide over to the chopper.


Mission 6 - NYC - JBA HQ - Part 2

PRIMARY OBJECTIVES
NSA - Scan blueprints in Emile's safe
NSA - Record voice to access locks

SECONDARY OBJECTIVES
JBA - Complete training course
JBA - Practice at firing range

PROFILE OBJECTIVES
NSA - Get JBA member medical files
NSA - Search quarters for personal info
NSA - Get professional background info
NSA - Get JBA member voice samples

Head back over the dumpster and over the wall and go inside and talk with Enrica, follow her down to the mine machine and let her go through the door. I'd try get the mines done here as quickly as possible to give you time to do some of the other objectives too. The trick to getting the mines completed is to go slowly, the slower you go the more control you have and the less you damage the detonators. Once you get the idea of it you shouldn't have any problems with it.
The shooting range and training course are the same as the last time round. Enrica will also ask you to dispose of a body so take it from the medical room downstairs then go to the right past the room where you had to decide on shooting that guy and down the stairs in the next room and dump the body.
Head into the computer server room and use your mic to record the voice of the guy at the computer. Head back to where you were making the mines and use the voice to open the door. Go up the stairs then through the door on the right. Sneak past the guard and pick the lock on the glass door ahead of you. Go through and hack the lock. Take what info you can from this room then hide under the desk when the two guys enter.
When he returns the info to the safe wait for him to leave the room then crack open the safe and scan the documents. Depending on the time you have left you'll either want to head back downstairs to the mine machine or continue searching the rooms around you for additional information.



Mission 7 - Cruise Ship

ASSIGNMENT
JBA - Place the JBA's bomb

PRIMARY OBJECTIVES
NSA - Get detonation frequency
NSA - Place smoke bomb

SECONDARY OBJECTIVES
NSA - Don't kill civilians
JBA - Reach pool deck without alerts


Grab the equipment on the desk beside the tv then head out onto the balcony. Go over the edge and head to the right, climb up then head right again. When the guard goes inside go over the balcony and inside. You need to get through the doors in the middle. If you go into the office at the far right you can switch the lights off to make things a bit easier.
When in the main hallway wait for the guy on the stairs to play around with the lights controls then go and knock him out. You need to enter the room on the left and pass through this room to the right and along the hall and into the elevator. Its busy with guards so finding the best way through can be tricky. I opted to go out onto the balcony and over the edge to try sneak past but it took a while.
When you get in the lift you'll receive a message telling you someone is coming. Jump up through the hatch and wait for the guard to inspect the elevator then leave. Go out through the elevator into the pool area and stick to cover to avoid the guards. I headed to the left and stayed behind the deck chairs and showers for cover. You need to go up the stairs and into the door at the middle with the camera. Take out the camera then go through the door. You need to enter the steam room and climb up the wall at the far end and open the vent to climb through.
Climb out of the hatch and out of the door. The door ahead of you needs a code. Its found on the computer in the room on the left or use 2112. Check the cabinet on the left wall then go through the door and down the stairs. Wait for 2 of the officers to go back up the stairs then go in and knock the last one out. Go out the door and slide down the rope. You need to go down 1 level and into the room where the two guys are to plant the bomb. Knock out the guard and plant the bomb and receive the detonation frequency from it. Then go back out and round the the right. Open the hatch and dive to complete the mission.


Mission 8 - NYC - JBA HQ - Part 3

ASSIGNMENT
NSA - Stop Cruise ship explosion
JBA - Allow cruise ship explosion

PRIMARY OBJECTIVES
NSA - Obtain visual proof of bomb
NSA - Scan finger print to access lock

SECONDARY OBJECTIVES
NSA - Obtain Enrica's disarm code
JBA - Practice at firing range
JBA Complete training course
JBA Assemble mines for Kinshasa

PROFILE OBJECTIVES
NSA - Get JBA member medical files
NSA - Search quarters for personal info
NSA - Get professional background info
NSA - Get JBA member voice samples
NSA - Scan JBA member fingerprints


From the start follow Emile, he'll ask you to decrypt an e-mail. This can be quite tricky and time consuming. Here is how to do it if you don't fancy doing it on your own.
First use the finger print scanner on the desk beside the computer. Then use the computer.
On the first side you want to have
000 001
110 111
Then press RB to get to the next side. You want
010 011
000 001
Then press Rb to get to the next side. You want
100 101
010 011
Then press Rb to get to the next side. You want
110 111
100 101
All the sides should now be done. Then go to either the top or bottom and press A until you get a number that fits. Shouldn't take you too long.

If you missed any JBA headquarters profile objectives before they will be included here so you can try finish them off if you wish.
Head down to the mine machine and use the voice locked door to enter the restricted area. Go up the stairs and when you get to near the camera press Y to grab the pipe then y again to crawl along the pipe. Hack the keypad to the door then sneak past Enrica and hack her computer to get the code.
Leave the room and sneak past the camera then go through the door straight ahead of you.
You need to go up the stairs and through the door, then straight ahead, then left then to the right and access the finger print lock.
Listen to Moose then go through the door and pick the lock on the door to the left. Scan the cabinet for the info but be quick as moose comes back quite quickly. Hide in the locker till Moose leaves then go along the corridor and enter the door on the left. Access the next security locked door and use the computer to get proof of the bomb.
Depending on the time you can try get some profile objectives but I was short on time and had to head back to where Emile wanted the e-mail decrypted.
Follow Emile then decide what you want to do - probably depends on which of the endings you wish to receive.



Mission 9 - Kinshasa

ASSIGNMENT
NSA - Bug the secret meeting room

SECONDARY OBJECTIVES
Avoid all alerts


The start is pretty easy, head to the far end of the garage area past the guards and into the elevator. When you come out of the elevator go into the kitchen area but wait for the two armed guards to leave, follow them but wait for them to start shooting and leave before you enter the next room. Head to the right and out the broken wall and onto the ledge, go right and climb the pole then climb up.
Go through the window then through the door on the right and into the room ahead of you. Wait for the guard to move to the desk then sneak past him and into the next room. Go into the bathroom and wait for the other guard to leave then go out onto the balcony then climb over the left side and go up the sign. On the roof go right and up the ladder, continue on and then go up the steps and into the room. Hack the controls and then go down the hatch, go down the ladder through the gap then under the pipes. Climb the pipe across from you then shimmy across to the middle and jump down. Go over and hack the hatch and fall down and grab the pipe. You need to move across the room avoiding the green lasers and without touching the floor.
Head to the lights in the middle of the room and winch down to place the bug.

Wait for them all to leave then drop down and head out the door and winch down the broken window part to the left.
Head to the right and crawl through the vent space to the toilets in the car park. Meet up with Emile then run up the car park ramp.

ASSIGNMENT
JBA - Find CIA Agent Hisham Hamza

PRIMARY OBJECTIVES
NSA - Retrieve plans from the camp

Wait for the truck to leave and hide behind the car ahead of you. Sneak past the two guards and head to the right. Continue ahead then right at the end of the wall. Take the first right and stop the execution.
Head into the building on the left and through the window. A fire fight is taking place in the street so avoid people by sneaking through the buildings and over the roof at the far side.
A new objective comes in asking you to save the woman on the bus.
Go to the end of the roof and drop off, kill any soldiers that get in your way and head to the right side of the bus, go i and save the woman then follow her out of the bus. Head down the road taking out the guards at the truck then run directly ahead across the road and down the small path. Follow this path to the camp then head down beside the tent. Cut into the side of the tent and sneak inside.
Grab the guy at the computer and knock him out, hack the computer to receive the files. Then exit the tent the way you entered and head to the right. You need to climb the radio tower and use the sniper rifle to either kill Hisham or let him live.

Head down the zip line ahead of you and fall into the room, enter the next room and go through the hole in the floor. Enter the bus on the left then head right and through the next bus and then into the pipes. Follow the pipes round then get into the helicopter. When you exit the front of the chopper Hisham is in the building beside you. Sneak in and free him then escort him to the fence nearby then wait for the explosion nearby.



Mission 10 - JBA Headquarters

Follow Emile to the interrogation room. You then need to decide whether you shoot your boss or Jamie. If you kill Jamie scan his retina to access the locks then head out the room. Go right and go downstairs and scan Enrica's retina. If anyone spots you they will shoot you so do your best to sneak past and Knock out anyone you see.
It also gives you the chance to seek out any info you need for the profile objectives as you are no longer timed on this level.

You should have free roam of the HQ as you have the retina scan and finger prints to access all the locked doors. I would recommend getting your weapon from the armoury though. To get downstairs use the lift that Jamie used after his conversation with Moose in the previous JBA HQ mission.
When you come out of the elevator knock out the guy on patrol ahead of you - a few more guys will come so you may need to use your gun to take them down.
Go through the door in the computer lab and then through the plastic tunnel and through the door at the end. Watch the cut scene.
Go down the stairs and open the door, wait for the guard to come up the stairs then take him out. Go down and wait at the other door for the two other guards to come out and take them down. Go in the room and to the right and climb the ladder to the top. Go out the room and jump over the rail and take out the guard nearby. Take out the remaining guards and then get to work accessing the bomb and defusing it to finish the mission and the game.


Well not quite....

You'll find yourself on a boat having 10 minutes to diffuse a bomb. Wait for the guards to leave then jump over the rail to the right then over again and over till your hanging on the right side of the boat. Shimmy across until you reach the door in the middle of the boat. When the coast is clear jump over and go through the door. Climb the ladder and kill Moose and scan his eye. Then diffuse the bomb beside him.
You'll see the clock speed down so get out the door to your left and press A to jump of the boat just in the nick of time.



Hopefully there have been some helpful tips in this walkthrough that have helped you through the game or helped you on any of the levels that have proved a bit tricky. Now You can play through the game again and try improve on your stealth scores and find any other ways of completing some of your objectives.
Submitted By: Nickonono
Iceland

03 September 2007

Ah, missiles. They have a pesky habit of being going skyward and shooting down commercial jet liners. Those pesky habits are no longer appropriate in this world of counter-terrorism, though, and it's up to Sam Fisher to stop this particular missile from hitting its target.

In a change to the normal routine of Splinter Cell, though, Sam is bringing along a special friend to the party in Iceland. This rookie is ex-Delta Force, but apparently hasn't been appropriately trained for Splinter Cell field work (at least according to Sam). Don't worry, though; the rookie is going to be controlled by the computer and will stay out of your hair for most of the mission.

At the very outset of the mission, while you're still in the plane, you can turn around and turn on the computer screen behind you. Using it will reveal an email from Sam's daughter...the last one she'll ever write. To get on with the mission, walk towards the open back door of the plane, and you'll automatically jump out.


Into The Plant

Your goal here is to infiltrate and reconnoiter an energy plant where "suspicious activity" is said to be occuring. These nefarious rascals have been TPing all the trees in the neighborhood, dropping sugar in people's gas tanks, and putting dog poop in paper bags which they put on people's porches and set on fire after ringing the doorbell. They must be stopped, at any cost.



Banging on the ice will let Sam draw in enemies and pull them under.
Begin by falling from the plane into the water below. You'll have to follow your teammate as he makes his way into the water intake valve. When you reach the ice above it, John will automatically kill one of the guards there by grabbing him through the ice and pulling him into the water, leaving a single guard for you to deal with. The easiest way to take him out is to glide up the water to the other weak spot in the ice (where some light is softly filtering through), then use your whistle button (the down direction on your d-pad for most console versions). You can't whistle underwater, but you will turn over and bang on the ice, causing the soldier to investigate. When he gets close enough, select the stealth kill icon and perform your own smash-and-grab operation.

When you've surfaced, listen to what Lambert has to tell you, then quietly sneak in to the outbuilding here and cut the power to the electric fence at the breaker box inside the building. Note the terrorist sleeping away the night, though; don't rouse him or he'll open fire on you. You can use the laptop if you wish, although there's nothing important on it. A sonic grenade is on the floor next to the light switch in this room.

With the fence depowered, walk out and give John a lift up and over, then climb it yourself. Maneuver around until you reach the guidewire near where John's standing, then jump up to grab hold and slide across. If all goes well, you'll wind up in the transformer station.


Transformer Station

This area's big, and there are a lot of enemies here, so take your time while moving out. Begin by dropping down to the platform below you; if the soldier there is standing in the right place, you can knock him out by dropping down onto him. From this catwalk, you'll be able to shoot out some of the lights overlooking the lower areas of the transformers. This is optional, of course, since you can disable the lights temporarily with your pistol's alt-fire. Also note that shooting out lights will also affect your stealth score at the end of the mission. There's also a searchlight that pans back and forth over the mechanical equipment below; it'll be annoying to you when you have to pass through, so you might want to wait until it pans as far as it can to the left, then shoot it. You can't shoot out the light at this point, but you can prevent it from panning.



No need to deal with this soldier; just leave him be and hack the computer behind him to open the gate.
From there, walk down the steps to overhear two soldiers conversing; ominously enough, a countdown seems to have started! You'll have to maneuver your way through the gate here to find out precisely what's going on. If you wait until the two soldiers get done with their conversation, you'll see that one of them moves down to stand in front of the shipping container below you. You can hop over the railing, drop down to the container, then drop down onto his head to knock him out.

If you shoot out or disable the lights, you should be able to learn the roaming soldier's movement pattern. He has a flashlight, so it's best to just avoid him entirely, unless you want to hit him with an airfoil or sticky shocker and take him down. When he's far enough away from the small control station here, open the door and head inside. Another soldier will be monitoring the screens inside, but he won't move or turn around, allowing you to walk up to the computer on the desk, access it, and open the gate. Move quickly, though, as the soldier outside will be able to see you through the windows in the light. There's another grenade on the desk by the door if you want it.


Tip: If you want to take an alternate route, you can open the gate manually by interrogating the guard here for the code (1077), then entering it at the keypad near the gate itself. This will require you to knock out or disable the two guards nearby, but that shouldn't be difficult.
With the gate opened, sneak your way back towards it. A guard patrols the far side of it, but if you disable both the lights here, you should be able to get past him while his back's turned. Watch out, though, for the light that pans back and forth over this area. If you didn’t shoot it before, you'll have a hard time getting a good view of it to disable it.

Kansas - Ellsworth Federal Penitentiary

01 February 2008



It's kind of a minor riot, honestly. It'll be up to you to get things going full-swing.
Skip ahead six months. Sam's daughter is dead, cut down by a drunk driver, and Sam's decided to get past his grief by going undercover and infiltrating a terrorist operation. You're going to begin by heading into prison and attempting to bust out one of the gang's members, in the hopes that this will ingratiate you to the terrorist mastermind behind the plot. Of course, as a law-abiding citizen (more or less), you'll have to decide whether or not your Fifth Freedom extends to killing guards to effect your mission.

Anyway, begin by ripping the poster in your cell after Jamie hands off your equipment, then crawl through the tunnel and ride the pipe up to the ventilation shafts. A bit of walking around will lead you to a crawlspace above a control room. Drop down behind the guard inside; feel free to immediately knock him out if you wish. If you're trying to proceed nonviolently, you can avoid his routes. First access the computer on the desk near you to learn the access code for the weapons locker here and the door down the nearby steps (1403), then open the weapons locker to pick up a few smoke grenades. They’re optional, but they'll come in helpful in escaping the jail without setting off alarms.


Guards!

Pick the lock on the door here and head on out. You have two paths here: down the stairs, and through the door across the way.

Downstairs: Heading downstairs will eventually lead you to a locked door; the 1403 code will open it. Beyond is a metal detector, along with a guard patrolling. You'll probably have to knock him out to proceed. The metal detector can be disabled either by accessing the computer on the left side or by cutting the power cables near the two doors.

At the end of the hallway nearby, switch off the lights before opening the door. There should be one or two guards in the cafeteria beyond you, firing away at the rioting inmates on the other side of the room. Luckily, they have their back turned to you, allowing you to sneak up and knock them out. If they're right on top of each other, it'll be best to just throw a smoke grenade at their feet, then run across the room to the far side, avoiding them entirely. This is risky, though, as there are guards on the walkways that might spot you.



Be sure to disable the metal detector before attempting to head through it.
If you can knock them out, though, do so, then hug the wall to your left, since it'll keep you in the green in terms of light exposure. When you reach a lunch table blocking your way, either sneak around it or jump over it to move on to the central tower.

The central tower isn't so difficult for this path. Just knock out the guard on the lowest level, pick the lock on the door, and start walking upwards. The second floor will have a riot (non-lethal) shotgun on a weapons rack, so grab it and the extra ammo for it before proceeding upstairs.

Locked Doorway: This is the second path you can take to reach the same area, starting all the way back where you knocked out your first guard. If you pick the lock on the door nearby, you can walk across to a locked door with a red light above it. It won't open except for guards, so go back and pick up the body of the guard you disabled previously and walk back towards the door with him in tow; that will cause the door to pop open.

At this point, you'll be on the catwalks above the cafeteria. There's likely going to be one guard just in front of you to knock out, as well as a couple further along the path, near the uppermost exit from this room. Sneaking around on the catwalks is difficult, as they'll be somewhat well-lit, and there won't be any place to hide unless you want to dive over the railings and hang on there, which will be risky due to the presence of the guards below. It's best to try and make your way around to the stairs leading down, which will lead to an unlocked door leading to the bottom of the central tower. If you do head out through the upper exit, you'll need to knock out another guard and use his body to move on. This will lead you to the third floor of the central tower, where three guards will be stationed - it'll be difficult to take them down without the riot shotgun. Smoke grenades might help.


Tip: If you find it difficult to take out the three guards without tripping an alarm, try jumping over the railing near the walkway and dropping down to the ground floor. You'll take some damage, but probably won't die, and can grab the riot shotgun before engaging these fellows.

The Central Tower

Whichever way you reach the central tower, you'll have a few different things to take care of. On the bottom floor, there'll be a guard outside the tower and a locked door to get in. On the second floor, a riot shotgun and ammo can be found. The third floor will be overwatched by guards, who will probably be difficult to bypass unless you came up from the ground floor and can fire on them with the shotgun; just be careful not to trip any alarms. It might be wiser to try throwing a smoke grenade at them and knocking them out from within the cover.


JBA Secondary Objective: Open Cells To Start Riot

The third floor also contains a computer which you can use to unlock the cells and start the full-fledged riot that Jamie was requesting. Although doing so will cause you to lose a little respect with the NSA, it's worth doing it, since you're so low on respect with the John Brown's Army faction at this point. Even the minor gain you earn here will make it less likely that you lose the game next mission due to lack of respect, so open the floodgates at the computer.

There are two ways to proceed up from here. If you take the elevator on the fourth floor, you'll come out on the fifth, although you'll have to pass through a couple of guards and some medium light to get by. On the other hand, if you manage to disable all of the guards on the third floor and check out the walkway there, you'll find a few pipes leading up directly to the fifth floor. Climb up one of them, and you'll be able to scope out the guards on patrol there and wait for your chance to sneak over the railing and knock them out.


JBA Primary Objective: Rescue Jamie From Guards



A simple shotgun blast, and you and Jamie will be almost home free.
When you're on the fifth floor and ready to move on, look around for the broken glass leading to another pipe. This pipe will lead to the roof, so quickly climb it, shimmy off to the left, and head up and over the small walkway to reach Jamie, who's being led away by a guard. Tag him with your riot shotgun to free Jamie.

After that's done, a prison chopper will engage the news chopper here. To complete the mission, head down the stairs and into the small room near the prison wall. The ladder there will lead up to the roof of the building, where you'll automatically hijack the news chopper and take off.

New York - JBA Headquarters, Part I

February 02, 2008

Time for your deep undercover missions to commence. At this point in the game, you'll finally be indoctrinated into the JBA - John Brown's Army. Time to invade the strongholds of the American South in the name of a fanatically abolitionist demagogue! Or not.

Anyway, while you're undercover in the JBA, you'll note that you have two trust meters going on, one for the JBA and one for the NSA. Performing actions that impress the JBA will increase your trust with them, while performing actions that impress the NSA will do likewise for that faction. On the flipside, some actions will lose you trust with the JBA, while others will lose you trust with the NSA. Lastly, some actions will lose you trust with one faction while gaining trust with the other. If you lose all trust with the JBA, then you'll lose the game.

For the purposes of this mission, you have to avoid being spotted in off-limits areas to avoid losing trust with the JBA. You also can't be seen using your ultrasonic transmitter, as it's an NSA device and being seen with it will lose the game automatically. Failing to follow orders from the JBA will likewise cause trust to be lost.


Following Time

At the start of the mission, follow Jamie, then Moss, as they lead you through the compound. You'll eventually wind up with Moss, standing outside the JBA's obstacle course. He’ll tell you to bust a move through the course, then unwisely leave you standing there, all by your lonesome. It’s now that you have to decide which course of action to take. You have a few objectives here, including three Star objective, so we’ll run them down one by one.


JBA Primary Objective: Complete Training Course

First up is the training course that leads to the safe that Moss wants you to crack. Here’s what to do, in order. (If you mess up a test or trip a laser, just backtrack until you see one of the closed doors you passed by earlier. It’ll be open, allowing you to try the section again.)


Duck underneath the first laser tripwire.
Stand up and wait for the second set of lasers to shut off (except for the uppermost one), then quickly walk underneath it.
Turn the corner and pick the lock on the door.
Wait until all of the lasers disappear, then run through the field to move on.
Either head up the ladder around the corner and rappel down to the platform, or take the down ladder and climb up to the platform.
Drop down and head right to squeeze between the wall and the fence.
Drop down, turn left, and climb the rope to the top.
Rappel down from the top, being especially careful of the lower tripwire. Time your descent so that you start moving down when it moves away from you, and you should make it.
Turn the corner. Wait for the lower laserbeam to move away from you, then follow it to the gap between the two small enclosures. By the time you reach it, the laser up top will be behind you, so jump up and climb over the second enclosure to move on.
Three small enclosures lie in front of you. Wait until the laser is moving away from you, then drop down in the first or second gap and duck. When it goes behind you, jump up and climb over the remaining enclosures to move on.


Video Walk-through
Completing the JBA obstacle course will require some finesse.
Watch It »
After all that, you’ll be facing off against a safe. The safe-cracking minigame goes like so: rotate your left analog stick, and you’ll start spinning the cylinders, beginning with the rearmost cylinder. Keep spinning it and the others will begin spinning as well, until the one in front is spinning. When the one in front is spinning, move it around slowly until the small gap in it is lined up with the rod at the top of the window. When it’s perfectly aligned, the rod will catch and the circle will turn green. Stop spinning.

At this point, when the cylinder has turned green, start spinning the stick in the opposite direction. This time, you’ll start with the rear cylinder, then move to the middle cylinder. Line that one up, then start rotating the other way for the final cylinder. You have to rotate the last cylinder extremely slowly, though, since you won’t be able to see the gap in it until it’s almost to the rod. If you manage to line it up, though, the safe pops open and you’ve completed the assignment. All told, this entire run should take you around five minutes, unless you made plenty of mistakes through the laser tripwires.


NSA Primary Objective: Bug Antenna On The Roof

Next up is the antenna on the roof. To reach it, head out to the central area of the base, and look for the ladder next to Karina’s office. Climb it, and look for the two uniformed workmen working on the large fan that’s propped up next to the wall. Wait for them to finish their conversation, then slowly walk up behind them, tapping your crouch button as you go. When you finally manage to get close enough to get into crouch mode, sneak around them into the small hallway nearby and climb up the ladder.



If you get spotted up here, you'll have to exit the area and start over.
There are two soldiers on the rooftops. One will be overlooking the far edge of the rooftop and likely won’t look in towards the ladder or the roof; you can pause just before leaving the hatch to see him. When he’s clear, pull yourself up and look around for the other guy, who makes a clockwise ambit around the central skylight. If you follow the path that he makes, you should be able to sneak behind him when he’s on the far side of the skylight and walk to your right to reach the antenna. It’ll be shielded from sight, so take your time popping open the box and planting the bug.

To exit, simply watch the route of the gentleman walking around (the satellite view from the left bumper button will be helpful if you can’t spot him) until he’s walking away from you, then move out of the antenna’s gated area and open the hatch on the ground directly in front of you. Doing so will let you climb down to the unrestricted area again; you’ll come out right on top of the ladder you climbed up before.

Siberia - Sea of Okhotsk

February 5, 2008


JBA Assignment: Capture The Supertanker

Time to capture the oil tanker everyone’s been talking about. Why does Emile want it? Who knows. All you’re told is that your job is to go in and get in.

During your skydive in, you can press forward on the analog stick to get a burst of speed. When you’re prompted to open your chute, do so and watch it fail. Your backup chute will work, though; move your left analog stick over to the left side and rub it up and down while tapping the A button rapidly. Doing so will ensure that you hit the icon when it pops up, as it has a habit of flashing on and off when you’re trying to grab the pin.


JBA Secondary Objective: Reach the Rublev Without Alerts
JBA Primary Objective: Retrieve Equipment

You land safely, but your equipment chest will burst open when it hits the ground a hundred yards or so from where you land. The enemies here are on top of it almost before it lands, meaning that you’ll have to avoid or disable them to retrieve it. It’s not mandatory to retrieve it, but the sticky shockers and sticky cameras are going to be really helpful in completing the mission.



A gas grenade will hopefully let you dispose of these gentlemen before they spot you.
Now, the easiest way to take these guys out without raising an alarm is to get them both while they’re still milling about the crashed equipment by throwing a gas grenade at them. To do so, quickly move away from your initial position and head towards the sharp little spire near the fallen equipment. Getting there without being seen will require you to stand up and run and keep the spire between you and your foes. If you can manage it, though, you’ll be able to spot the two soldiers as they mill about the box. They’ll look around for a bit, then start talking. If you scootch to your right just as one says "Maybe they belong to the scientists?" you should be able to pop off a gas grenade at their feet without being seen, which will then knock them out.

If you don’t have gas grenades, then you’ll have to be a bit more careful in your dealings. Both of the soldiers will take opposite paths from the crash site to investigate, so it’s not difficult to split them up. Actually taking them down quietly is a different matter, though, as they’re pretty sensitive to footsteps. If you can get them far enough apart, the airfoil will be a good way to knock them out. Just hit them once, run up and knock them down, then quickly grab the airfoil before it disappears. Of course, you can also try making a noise with your sonic emitter and getting them far enough away from the equipment to pick it up and dive into the water nearby before they manage to see you.


JBA Objective: Use The Detonators To Destroy The Ice Wall

Somehow this detachment of soldiers from the tanker (and since when does everyone on an oil tanker carry automatic weapons?) managed to let a wall of ice freeze up and block them from returning to the ship. Not too smart. Luckily, the bombs they’re placing to free up the ship from its ice prison will let you open a path back to it; you just have to detonate them without getting killed.

Begin by dragging the guy near the first weak spot in the ice to his death. (Some kills are apparently unavoidable in this mission, but he should eventually move away from the spot if you don’t want to harm him.) Hop up from there, but instead of heading towards the buildings in the distance, head right to find another body of water and dive in. From there, head back underneath the ice and go towardss the closest weak spot you can see. There should be another soldier milling about on top of this spot. Lure him over by beating on the ice if need be and pull him under as well.


Explosivo

In addition to the two holes in the ice you’ve made, there’s an additional hole near the second one, as well as a sole remaining weak spot near one of the tents. You have to surface from one of these holes, preferably one near the shed or tents, in order to complete your objective. If you check your map, it should denote the position of the detonator you need to use. It’ll be in the middle of the two tents and the shed, and surrounded by pools of light.



Disabling the lights here will give you slightly more shadow to work with.
Don’t forget to keep your radar screen (left bumper button) up and running while you’re moving around here; it’ll be helpful in letting you see around blind corners. There are a couple of soldiers who will stick close to the wall that the explosives are planted in, so unless they spot you out of the corner of their eye, you shouldn’t need to worry about them. There will still be a couple of enemies roaming the area around the detonator, including one who will initially be sleeping in one of the tents.

With the radar active, it shouldn’t be overly difficult to disable the soldiers near the detonators. If you want to, you can puncture the gas tanks on the generators in the area, thus killing the lights, but since you’re going to be in constant yellow light anyway, this won’t help overmuch in terms of keeping you hidden, although it will force the enemies to be closer to you to get a positive hostile identification on you. Also of note, especially if you’re playing on Hard difficulty, are the two boxes of 5.56mm ammo in this area. One of them is in the tent with the table, on the table itself, and the other one is on a box in the shed, right near the generator there. If you want to finish the mission on Hard difficulty, pick up both of them.

When the area’s cooled down a bit, head towards the detonators and hack them to blow the ice wall. With any luck, this will kill the two soldiers over there, although if you pulled them from their position earlier by being seen, they probably will remain alive. No big deal; just avoid them and run towards the hole in the ground where the explosives went up, then dive in to move on.

China - Shanghai
February 06, 2008

At the beginning of this level, you'll have to take on the controls of the helicopter you're flying in, after the pilot suffers an acute case of CIA poisoning. Simply move the ship back on course by pressing your left analog stick to the right until the ground levels out. If you want to put the chopper into a maniacal death-spin, that's your right as well.


NSA Primary Objective: Record The Secret Meeting
NSA Secondary Objective: Infiltrate The Hotel Without Alerts

Time to get busy. When you can start moving Fisher around, move him to one of the small stacked set of pallets in order to boost yourself up to the railings above, where the guard was standing a few moments ago. He'll eventually move away a bit and start talking to the other guard on the small structure. When you're on the upper level, sneak around to the opposite side of the antenna building and climb up the pipe there to reach the roof.



Uh, I'm the cable installer?
The two guards should still be busy talking when you hit the roof. If you're quiet and careful, you can stay in the green on your light meter while you sneak around and get underneath the zipwire and jump up to it, or you can zap the light on the antenna with your EMP device on your pistol if you want to be extra sure you're not spotted. Either way, get underneath the zipwire and jump up to slide across. You go across bare-handed, which would shred the flesh of most mere mortals, but hey - this is Sam Fisher we're talking about.

You'll land on another roof nearby, free of guards. Hop over the air duct near you and immediately drop down to reach another section of the same roof. A small set of wooden planks will lead you across to the top of a large container. If you head towards the lighted area nearby, you'll probably spot a couple of guards and a pair of floodlights. Your goal is to drop down and head up the set of steps leading to the crane nearby. If you zap both of the lights and monitor the guard's reactions, you should be able to find a path to the steps. It's not very far. Just remember to edge off the container so that you turn around and grab hold before you drop; otherwise you'll make a crunching sound when you hit the ground and get the attention of the guards.

When you hit the top of the steps, move over to the small control panel near the crane. (If you can't spot it right away, use your wave vision to see it.) No guards patrol up here, so take your time and hack the box so that you can extend the crane with its lights off. Immediately after you do so, though, a soldier will come up the steps and investigate, so hide behind the control box until he goes away (you can EMP the light across the way to move him more quickly), then climb up onto the crane and start rappeling down.


Time For Fireworks

The climbing section of the level begins in earnest now. When you start rappeling, go straight down until you hit the window washing platform, then move off to the left. When you hit an obstacle in the corner, drop down to hang on with your hands, then continue to the left until you can slide down the pole nearby. From there, slide to the right while hanging on until you hit an obstacle in your path.



Moss can't see you through the window, as bizarre as it may seem. Record the meeting from anywhere you like.
A party appears to be ongoing inside the windows here, so you'll have to be careful about your movement. Each of the two obstacles here will require you to pull yourself up to the top of the walkway and move on your feet, but each of them will also be "guarded" by a drunken civilian inside. The first obstacle is near a man who rotates his head to look inside and then look out the windows. Wait for him to look out the windows, then, when he turns back inside, quickly pull yourself up and sidle along to the right and drop back down when you can. At the second obstacle, simply wait for the gentleman in the chair on the left to get up and fall over in a stupor, then repeat the process and move off to the right. The fireworks here will occasionally light up your light meter, but that doesn't matter; if people can't see you, then it doesn't matter how lit up they are.

After the checkpoint marker, hook yourself up to rappel again and quickly go down the building; you can use your jump button to make one large leap if you like. When you reach the window into the meeting room, quickly equip your laser microphone and point it at the glass; you'll need to get there before the conversation proceeds too far if you want to have a chance to record enough to appease your NSA masters. If you jump down, though, you should be there in plenty of time.


Infiltration

With the meeting recorded, immediately stow the microphone and start hitting your jump button to rappel down as far as you can. The helicopter that you're hearing about will be coming down the building in an attempt to spot you, but if you're quick, you can completely avoid it. Just jump down the building until you're forced to disengage, then quickly move off to your left until you hit a couple of gray panels. Drop down to your hands at this point and move over to your left.



Real smooth, Sam.
If you didn't beat the helicopter down to the bottom level here, you'll have to avoid its spotlight. It's a pretty regular rotation, where it'll move left when it's on the bottom of the ridge and right while it's on top. It's easy to avoid; just stand and move to the left when it's pacing on the bottom, then drop down when the light comes up top and move with your hands while it's on the top. When you reach the gray air conditioning casings, again, move over to the left.

You won't be able to go far, but no matter; a soldier will eventually come up to one of the casings and open up to peek outside. He can't see you, but you can pull him out if you wish, then climb up yourself. If you're going nonlethal, then whistle to alert him, then wait for him to walk away and quickly tap the jump button to climb on up. He'll move around to the side, allowing you to sneak around to the right and disable him.


NSA Primary Objective: Sample Red Mercury
NSA Secondary Objective: Don't Kill Any Civilians

Time to get busy. Now that you're inside the hotel, you have to find some way to get upstairs without causing a ruckus. You're in the laundry room, and Emile and friends are one level up. Guess where you're going?

Anyway, laundry room first. There are a few guards on this floor, but only one of them should currently be inhabiting the laundry room, although one more may join him soon. There are a few ways to proceed from here, but the simplest one will let you sneak through without getting any attention at all.

To begin with, zap the light in the air conditioning room, then open the door and peek off to your right. The soldier there shouldn't be able to see you, so creep off beyond the tables towards the red switch on the wall. There'll be an electrical line off to the left of the switch; cut it to cut the lights in the washer/dryer room. With that done, watch the soldier until he moves off a bit, then sneak behind the left row of washers to find a small gap leading to an open access port. This port has a ladder, which leads you up to a closet in Emile's hotel room. Simple!

If you want to make things more interesting, you can fool around in the laundry room (the valves on the walls cause bursts of steam to shoot out, which either disables or kills anyone it gets in contact with) or attempt to move out the other exit from the room to find the stairs. It's a far more complicated path and will probably force you to disable more enemies, so if you're looking to stay stealthy, the behind-the-washers path is definitely the best bet.

New York - JBA Headquarters, Part II

February 22, 2008

Time for another group of missions in JBA headquarters. As you might expect, these are going to be a bit more tricky than they were last time, but if you plan your movements as best you can, you should be able to complete your objectives in the allotted time. Maybe.

After you get done talking to Lambert, hop on top of the dumpster and jump over the wall. Crouch and speed your way forward until you can duck into the garage and return to a safe zone. Enrica will find you soon afterwards and start telling you your objectives for this next round of 25 minutes. Your main objectives are to complete the construction of the mines for the forthcoming operation in Kinshasa, and to infiltrate Emile's office in the HQ and analyze his files. In order to get inside, though, you'll need to record some voices.


NSA Primary Objective: Record Voice To Access Locks
NSA Profile Objective: Get JBA Member Voice Samples

As soon as Enrica moves past the voice-coded door, move back a bit and wait in the shadows. She and Emile will meet on the steps and talk. If you equip your microphone and point it at them, you'll get voice samples for both of them, which will then let you bypass the door.



Record Emile's and Enrica's voices to complete one objective right off the bat.
You only actually need to get one voice sample to open the door, but a profile objective in this mission is to obtain all five voice samples for the key JBA personnel. If you wish to try this out, then get the voice samples for Emile and Enrica as they talk. When you have them, stow your microphone and leave the area, letting them finish their conversation in peace. Head back to the central shaft of the building. If you recall the staircase where you first entered the building under Jamie's guard in the last HQ mission, then head there. There's a voice sampler on the fritz there, and Jamie will be heading that way to converse with the technician. Stand in the shadowed stairwell and use your mic to pick up the conversation.

A minute or so after Jamie leaves, Moss will come to the same area himself looking for a guard (at around 22:15 on your timer). Record his voice as well.

Dayton is the last guy on your list, but he won't be available until later on. When you pass through the voice-activated doors and into the Low-Security Corridor, you'll be able to pick the lock leading to Jamie and Dayton's Quarters, where Dayton is laying asleep, having a nightmare. Record his voice when he speaks to nab the last voice sample.


JBA Primary Objective: Assemble Mines for Kinshasa

Your main goal here is to assemble ten mines for the operation in Kinshasa. This isn't necessarily all that difficult, though. You can find the mine-assembly device near the door to Emile's security area.

To use it, simply walk up to it and access the computer screen. There are only two controls involved here; on the 360, they'll be your right trigger and the left analog stick. The right trigger will cause the detonators to descend into the mine itself, while the left analog stick will orient the detonator so that it heads into the core of the mine. If you descend too quickly, you'll likely have a hard time controlling the detonator's movement and crack it on the side of the mine. If you descend too slowly, you'll have a hard time lining up the detonator with the center of the mine (since the slower it moves, the less control you'll have over it).



Back in my day, we had to assemble mines by hand...and we liked it that way!
The trick, if there can be said to be one, is to go not too fast but not too slow. This is more of a touch game than anything else. We found it best to adjust our aim using the diagram in the upper-right corner of the screen to guide us, but also keeping an eye on the height of the detonator on the right. If you're in the green zone when you're just above the sweet spot, you can hit the plunger and send the detonator where it needs to be in one swift stroke.

You have fifteen detonators to work with and need to construct ten mines, so you have some leeway here. It's best to save your game before you attempt this mini-game and give it some practice before trying it for real; doing so will save you time when you actually get good at it, and you'll probably need all the minutes you can get here. Just be sure to finish them off before you head up into the restricted zone, since you might not get the chance to come back down here.


JBA Secondary Objective: Complete Training Course
JBA Secondary Objective: Practice At Firing Range
JBA Secondary Objective: Dispose Of The Pilot's Body

The first two objectives here are exactly the same as you encountered earlier. Theoretically you can earn some more JBA trust if you repeat them, although you'll be cutting things close, time-wise.

The disposal of the pilot's body is pretty easy. Just pick him up from the cot in the infirmary and drag him down near the furnace room. You'll eventually get a popup command that lets you place him on the cinderblock near the furnace; the dirty work of disposing of the body is apparently left to someone else. Don't bother doing this mission unless you need the trust, though, as it's mostly just busywork.


NSA Primary Objective: Scan Blueprints In Emile's Safe
NSA Profile Objectives: Search Quarters For Personal Info
NSA Profile Objectives: Get Professional Background Info

Once you're done with four of the five voice samples and the mine assembly (and maybe disposing of the pilot's body), you can start working on the other collection items here, as well as the main objective of scanning the blueprints in the safe.

First off is one of the professional background information files, for Dayton. His file is in the server room, next to the workstation there. You can enter the server room like you did before; hack the keypad, ride the pipe over the camera and drop down. Emile will be in the server room, though; he has a hilarious interaction with the computer there that you just have to listen to. Creep up behind him, being sure to stay in the green part of your light meter, and wait for him to walk over to the far side of the server room. When he does, creep up and rifle the cabinet there for the intel you need. He may or may not magically detect you through the bank of servers, so you'll probably want to save your game ahead of time. If he does, you'll lose a bit of trust, but you should hopefully be almost at maximum with them, so no big huge deal or anything. Just run out of the area. In any case, you may want to do this before disposing of the pilot's body or completing the mine assembly, just in case you need to make up for a trust hit here.

Cozumel - Cruise Ship

February 27, 2008

Time to start acting like a real, grown-up terrorist! Since you're a member of the JBA, and apparently the only one that can go on location like a big boy, it's up to you to give the bomb technology the JBA has developed a dry run. Or a wet run, as the case may be; Emile's bright idea is to plant the bomb on a cruise ship and blow it to smithereens, just to see if it'll work. Brilliant! That'll certainly keep things on the down-low.


NSA Primary Objective: Place Smoke Bomb
NSA Secondary Objective: Don't Kill Civilians
JBA Secondary Objective: Reach Pool Deck Without Alerts

Before you leave your cabin, grab the sticky shockers on the desk near the television. With those stored away, hop over the railing and start sliding out to your right. From there, climb the pole upwards and slide to your right again, until you reach a small balcony where the Mexican Coast Guard is stationed. Wait for the soldiers there to move away, then creep inside the room and hide behind the small table until the checkpoint hits.

Keep in mind that the Coast Guard here aren't bad guys; they're considered civilians, in fact. Killing them will cause a large reputation drop with the NSA. They're not your enemies, so do your best to avoid taking them out. Giving them a bump on the head? That's a-ok, as far as we're concerned.


Video Walk-through
Getting through the casino without disabling anyone can be tough.
Watch It »
Anyway, the casino area here is going to be the first test of your sneaking skills. Stay behind the table until Enrica hacks into the slot machines and causes a distraction. (Using your pistol's EMP device on a slot machine will recreate this effect.) When both of the nearby soldiers move to the slot machine, hug the wall to your left and move across to the shadowed area in the center of the room.

From here, try to drop down to the second half of the room, where more slot machines are located. Your goal is to get close to the small casino payout window room in the corner of this large area. It's well-lit, though, so you'll have to engage in some trickery if you want to get inside and throw a smoke grenade in the vent there. The best way to proceed is to avoid getting the attention of the guards as best you can, then watch the guard that paces by the door leading to the stairwell. He'll flash his light in your direction a few times, then turn his back and walk away. When he does, the other guard nearby should also be on the far side of the room, giving you time to get close to the door of the bank, use your pistol's EMP on the camera, then run across the room and drop a smoke grenade into the vent there.


Tip: If you're consistently having trouble with entering this room undetected, you can skip it; there's another vent upstairs. It'll be tough to get to as well, though, so try your best to hit this one.


Turning off the lights will cause all the guards to investigate this area.
Here's the tricky part. While the camera's still out of action, move to the panel on the wall next to the vent and pop it open. Hacking into the computer hidden behind it will let you access the lights for the casino; shut them off, and everything gets taken offline. This freaks the guards in the area out! Quickly move out of the teller room (ignore the safe here; all it contains is a pair of sonic grenades, and the computer is likewise ignoreable) and back to the main floor of the casino. Since you're invisible while you're in the green light, start making some noise; shoot your EMP at slot machines to divert the guard's attention away from the teller room. You need to keep them away from it long enough for you to get to the stairwell door, pick the lock, and head inside.

Unfortunately, even with the lights shut off, you'll likely have to deal with yellow light meters when you get up close to the doors. (The door furthest to the left seems to be the best one here in terms of light exposure.) The guards won't be able to spot you and identify you until they're right on top of you, though, so use your ultrasonic emitter to shuffle them off to a far corner of the room before picking the lock and moving through the door. They don't appear to be capable of following you, no matter how noisy you were heading through, so just get through the door ASAP and shut it behind you.


Off To The Bar

Time to hit the stairs and get to the bar. Go up the first flight here until you spot the two lights on the wall. A technician with a handgun will walk over and attempt to work the breakers to light up the entire area. If you want, you can knock him out, but he's not too difficult to evade. You can try using your EMP to knock out the lights if you wish.


Video Walk-through
The bar is full of guards, but with some sneaking, you’ll get past.
Watch It »
When you reach the entrance to the bar, you're going to have to deal with perhaps six to eight guards in the area. (We'd probably hit the bar, too, if we had to work in the Mexican Coast Guard.) Getting through here is going to be a pain, all right. If you're playing on normal or easy mode and actually have ammo for your guns, you can create some hella diversions by shooting out the aquariums; just be sure that you're far enough away from them to have plausible cover when you do so.

If you're on hard, though, that won't be an option (unless we missed an ammo pickup earlier in the level). You'll have to glide through the room based on your intangibility and skills at avoiding enemy lines of sight. The video on this page will be your best bet for getting through unscathed. Since so much of the light here is sunlight, you won't be able to either shut it off or avoid it.


Tip: As aural distractions, the many liquor bottles in the bar are excellent, but don't forget that you can knock guards out by chucking them at their heads.
Begin by opening the door to the bar and hiding behind one of the drink islands near the two guards who are conversing about the fish. Eventually they'll break off and leave the area. When they do so, wait for the guard who appeared in the middle of the three sunlit doorways to turn around and head back out to the balcony. When he does, you should be able to sneak past the doorway and hide amongst the tables near the piano stage. If someone catches a glimpse of you in the sunlight, just keep on moving and find a shadow as quickly as possible, while still keeping an eye on the noise level.

When you're snug as a bug in a rug amongst the tables, flip on your radar and zap the camera across the way with your EMP. When your radar and visual scanning makes you think that no one's watching the sunlit stretch of carpet that separates you from the hallway across the way, dash across and hide in the right side of the hallway. (The vent for a smoke grenade is near here, although it'll be in a yellow-light area.)

Wait on the right side of the hallway for the two guards near the elevator to get done with their talk. When they do, they'll head to the bar via the left side of the hallway, letting you easily move through to the elevator and hop aboard.

New York - JBA Headquarters, Part III

February 28, 2008

Time to get ready for the fireworks. Emile's on the verge of detonating the bomb you planted on the cruise ship. It'll be up to you whether or not to allow the bomb to go off.


JBA Primary Objective: Decrypt Mail Message

Your main task for this mission is to perform some busywork for Emile. He needs to know whether or not Massoud was behind the poisoning of his pilot in Shanghai; if someone's out to kill him, he'd prefer to know it before they all meet in Kinshasa. He leaves the task of decrypting the intercepted email message to you.

It can be a bit confusing to figure out what the hell's going on here at first. You've got a cube of some sort, and you can tap A to cause the quadrants to light up with buttons, but it's not really clear what the objective is. Well, it's kind of like a 3D version of Sodoku. You have eight different numbers that you can input here, and the goal is to make sure that the same number isn't repeated on the same row or column of the cube (assuming it was stretched out into 2D). Yeah, it's confusing, but if you want a quick solution, try plugging this in. Use whatever blank face you start out with for the top most block, then go from there. The important thing to get right is the central column; the two wings here can be filled in just by tapping A until you find a number that works.

x x 000 110 x x
x x 001 111 x x
100 110 010 000 011 001
111 101 011 001 000 010
x x 100 010 x x
x x 101 011 x x
x x 110 100 x x
x x 111 101 x x



NSA Primary Objective: Scan Fingerprint To Access Lock
NSA Profile Objective: Scan JBA Member Fingerprints

One of the mini-goals in this version of the JBA Headquarters is for you to find the fingerprints of all of the JBA core membership. You're going to have a new gadget here; the fingerprint scanner. If you equip and use it, you'll shoot out some UV light, letting you get all CSI up in this piece.

Fingerprints are scattered all around the compound, so there are multiple places to get the fingerprints of each member of the troupe, with most of them scattered around their personal spaces. You can begin with Emile, who left handprints all around the decryption computer at the beginning of the level.



You'll need to be close to the surface or wall in order to scan blueprints.
Apart from him, here are some other locations for fingerprints:

Enrica: Microscope in the infirmary office, cabinet drawers in her quarters, keypad outside her lab.
Dayton: The keypad leading into the server room, Jamie and Dayton's quarters.
Jamie: The refrigerator in the kitchen, Jamie and Dayton's quarters.
Moss: The file cabinet in his room, probably areas in his office.

Any of these fingerprints will get you into the high security area outside the surveillance room. If you don't care about the profile objectives, though, just get Emile's fingerprints and leave it at that.


NSA Secondary Objective: Obtain Enrica's Disarm Code

If you intend to let the bomb on the ship go off, then you won't need to finish off this objective. If, however, you do intend to stop the explosion and pass the blame off on Enrica, then you'll need to grab her disarm code. It's on her computer in her lab, near the low-security corridor. You probably visited the lab the last time you were here to grab her personnel files.

Anyway, head back to the lab and sneak behind Enrica again. As you approach her computer, though, she'll be contacted by Jamie and will likely walk over near you. If you have force hacking, you can use that to quickly bust open the encryption on her folder and get the disarm code, then hide in the small corridor between the desk and the wall while she and Jamie talk. You can creep out while she's near the windows, or wait for her to return to her desk after the conversation and sneak out then.


Using The Fingerprints

A few of your goals will take you into the high-security part of the compound, which is sealed with fingerprint scanners. You should have at least one fingerprint reading by now, so feel free to sneak out back to the low-security corridor and head towards the entrance to the surveillance wing of the facility, the entrance to which is near Enrica's quarters.

Head into the low-security corridor from the entrance near Enrica's quarters. You'll note that the guards have changed positions. One will be looking right at the door that you enter from, so be sure to switch off the lights before heading through. The other will be set up to look at the door of Emile's office. If you can avoid the first guard when he gets up to move about, he'll eventually move over to the couch area and engage his cohort in a conversation about Emile's patriotism. While they're doing that, you can creep down the hallway leading to Emile's quarters, but duck into the pool room here instead of busting in on Emile. When the conversation's over, you can sneak out towards the couches, douse the lights, and quickly move down the hall towards the high-security area. If you didn't get the fingerprints from Dayton, Jamie, or Enrica, their quarters are all in this area.


NSA Objective: Search Quarters For Personal Info

You should've been able to get four out of the five instances of personal information on the JBA in the last headquarters mission. (If you didn't, they're all still in the same place that they were last time, so check back earlier in the walkthrough for details on them.) The one you're missing would be the files on Moss, which are kept hidden away in his quarters, which will be the first room you pass by when you enter the high security area. Wait for he and Jamie to get done talking before heading around and into the room.

After picking the lock, quickly scan the top of the cabinet near the door to find Moss's fingerprints. Don't actually search the cabinet, though; instead, move past it and hide inside the nearby closet. Moss, despite having just passed by his quarters, will spawn outside the door and start heading back your way, so get into the closet and wait for him to get done with his punching bag. He'll hit it for a minute or so and then leave. When he does, leave the closet, rifle the drawers for the personal files, then leave the room.

Congo - Kinshasa

March 1, 2008

Get ready for an epic three-part mission. It'll be taxing and difficult, especially if you haven't played it through at least once. Luckily...you have this guide to work from.

One note of import is that, since the mission is so long, you can cripple yourself in the later portions if you use up your special ammo too soon. Your handlers did give you five sticky shockers and five airfoil rounds, which is appreciated, but you'll want to save them until you hit critical spots in the level, where enemies are going to be very difficult to take down quietly. Of course, if you're playing on easy or normal difficulties and don't mind popping off headshots or setting off the alarms, then this shouldn't affect you overmuch.


NSA Secondary Objective: Avoid All Alerts

You start off in the basement parking garage of the hotel where Massoud, Emile, and their bankroller will meet. Hisham messages you almost immediately after Emile leaves, asking you to bug the room they're meeting in. This is going to be tricky...

Anyway, head around or over the chain-link fence in the parking garage, and hug the left wall, sliding behind the stacked boxes there. You'll come out near some trash cans with bottles on them; use the bottles, or your ultrasonic emitter, to distract the three guards here, then sneak past them to access the elevator.


Upwards And Onwards

After hopping into the elevator, step out on the upper floor and creep along until you spot two soldiers talking. They'll quickly split apart, with one of them coming towards your area. If you don't mind knocking him out, you can hide in a locker, whistle him over, then bash the door out to disable him. Otherwise, wait until right after the two soldiers split up, then watch the soldier fiddle with a lever on the wall. When he does that, creep into the room and head to the left to avoid his line of sight when he paces.



Hiding in the lockers is a good way to knock out the guards when they come to investigate you.
The next large room (behind the curtains) will be an abattoir for you unless you can avoid or disable the guards. If you don't mind a bit of lethality, you can try headshotting them, but the path of least resistance will be to hide in the blood-stained locker near the curtains and whistle over as many of the soldiers as you can before bashing them in the head. If you're really lucky, you can simply pass through the curtains, take an immediate right, hide behind the overturned tables, and duck out through the broken window there. That's the path you should take in any case, but you'll only be able to make it through without any alarms if you're either really lucky (as mentioned) or disable some of the guards first.

In any case, through the curtains, hang a right, out the window, then drop down to the ledge and shimmy over to the pipe across the way. Climb up, but before you get to the top, you'd be advised to save your game.

When you reach the top and shimmy off to the right, a guard will come out and stand right in front of you. You can reach up and grab him and throw him to his death, if you like, but this has a good chance of tripping an alarm, since there's another soldier behind the door to the left who'll probably hear it. Otherwise, the smart move here is to let the soldier walk off to the right, look over the balcony again, and then keep walking. When that occurs, jump up and over the railing, sneak across to the window in front of you, and jump over the windowsill to head inside. From there, flip on your radar, enter the hallway through the door, and enter the door leading to the room with two soldiers inside. Be sure to close the door after you as you walk in.


Straight To The Roof, Alice!



Do your best to lure this guy away from the bedroom if you want to avoid him or take him down nonlethally.
The two soldiers here aren't going to be difficult to take out. Let them talk while you hide in a closet near the door. When they split up, pop out of the closet and disable or kill the soldier near the table by you.

The second soldier will head into the bedroom. He'll be more difficult to sneak up on due to the route he takes and the way that the room is lit. If you move after him immediately after knocking out the first soldier, you should be able to reach him before he turns and disable him as well. You can also burn a sticky shocker here, if you like, or (our favorite) pick up a liquor bottle from the coffee table in the middle of the room and chuck it at his head.

When these guys are done for, head out to the balcony and jump onto the walkway nearby to reach the ledge. Move over to the sign and start climbing up it, ignoring any sniper fire that sounds like it might be close to hitting you.

Congo - Kinshasa - Part II


JBA Assignment: Find CIA Agent Hisham Hamza

The bad thing here is that Moss and company know that your ally Hisham is a mole for the CIA. He's making a run for the imperial palace, where he hopes to contact the U.S. Embassy and get the hell out of this mess. The good thing is that you have no more "avoid alerts" objectives here. If you don't particularly care about your stealth score (and by this point in the game it's hard to imagine you will), you can be seen by the guards as often as you like without having to worry about failing an objective. Unfortunately, that's all too likely a proposition here, since the battles between the rebels and the government have caused plenty of soldiers to flood the streets, and the mid-day lighting will afford you very few places to hide.

At the outset here, watch the two rebels destroy the government troop carrier, then wait for one of them to retreat back to the right before moving forward. The other rebel will be obscured from your vision, but not from your radar. He'll eventually start moving to the right himself, but he'll move slowly, allowing you to creep up behind him and knock him out.


NSA Secondary Objective: Prevent The Execution

Around the corner from there, you'll spot an RPG rebel up in a window, and another shirtless rebel in the street below, telling him to fire on a nearby building. Use the noise as cover for you to duck into the alleyway on your right. If you check your 3D map, you should see a concentration of five or six bodies in the area, but don't worry too much; three of these are actually hostages.



Knocking out the hostages is effectively the same as saving them, even if the rebels don't get knocked out themselves.
If you don't particularly care about the hostages or losing a bit of trust with the NSA, you can let the rebels off their captives, but if you're like us and would feel bad about letting them die, you can rescue them. To do so, creep around to the rear of the stack of boxes nearby. You only have a few seconds to distract, disable, or kill the rebels here. We liked to plop down a gas grenade at their feet, launching it from our SC-20k. The smoke radius is enough to disable both of the soldiers, as well as all of the civilians in most cases. If that doesn't work, then you might have to resort to sticky shockers or airfoils to stun both of them.

Stay in the relative shadows of the wall behind the hostages as you move down the alleyway; if the enemies in the street spot you, they'll give chase. Even if they do see you, you can probably run for cover and disable them as they pursue you.


Dancing In The Streets



That's a hell of a bang for a frag grenade!
Check your 3D map. You have two paths to take here; one that leads through the street to the right of the end of the alley, and another one that'll have you jumping up to a window to move through some enclosed rooms. If you can reach the window, it's a far better option, because the street path will be overflowing with violence.

When you hop up to the window, creep around the corner until you reach the rebel with the blown-off legs. He's in a lot of pain, and he's decided to end it with a bang, as you'll be able to tell when the grenade rolls out of his hands. Immediately back up a bit until you have a wall between yourself and it, then wait for it to go off before creeping forward.


NSA Secondary Objective: Save Woman On The Bus



The tank doesn't threaten you, but you can blow it up with a grenade anyway, if you wish.
You should be overlooking a pair of buses in the street at this point, which are situated behind a government tank, which is itself supported by a group of soldiers. Another squad is down the alley across the way; this appears to be the last redoubt of these soldiers, although that tank will likely hold off the rebels for a while. You're going to have to get past them, though, which isn't going to be easy unless you're willing to expose yourself to a bit of fire.

Your ultimate goal here is to reach an exposed sewer pipe that sits kitty-corner from where you are, on the opposite side of the tank. After avoiding the grenade, flip on your radar and take a look at the signals for the soldiers around the tank. After a couple of seconds, they'll all be dead, leaving only the tanks and the rebels that it's firing on, along with the soldiers near the sewer.

Drop down, but don't bother with the hatch on the bus; just hit the top of the bus, then drop down behind it so that it's between you and the rebels. Now, the objective here is somewhat time-sensitive, so if you want to pick up some NSA trust and save the woman on the bus, you'll need to get moving.


Tip: If you want to try something odd, you can sneak up behind the tank and plant a grenade in it to blow it up. This will expose you to fire from the soldiers and seems to have no immediate use except to make a pretty explosion, since the tank isn't a threat to you.
Anyway, if you want our advice, it's to just book it and run like hell across the street. Get behind the first bus, move between the buses to get behind the tank, spot the opening of the sewer, and stand up and run like hell! It's possible - even likely - that the soldiers there are going to spot you, but if you run like hell, you should be able to duck into the ditch and move into the first covered area before they shoot you. If your light is still flashing red, pop a smoke grenade in the next uncovered section of the ditch to move on. After moving on a bit, you'll reach the end of the sewer; hop up onto the ground to your right to move on.

The soldiers here will likely spot you as you run past them towards the bus; you can pop smoke if you're worried about it. If you stand and run, though, they shouldn't be able to hurt you overmuch. Just get into the bus, free the woman from under the chair, and follow her out of the bus to the nearby street.

Congo - Kinshasa, Part III


JBA Secondary Objective: Reach Fence To Extract

If you killed Hisham, then all you have to do here is reach Emile to extract back to New York. This is the easier of the objectives, so hopefully you'll be able to figure out a path. (Much of your travels will be described below.) Don't forget to take a look at your 3D map if you're curious about which way to go. We're going to assume that you're taking the harder path here...


NSA Assignment: Rescue Hisham

Hisham's been taken captive by the rebels that have taken control of the palace. It's up to you to get in there and free him. Sam Fisher's doesn't do too many broad-daylight rescues, but hey - there's always time for something new.

Hop up to the zipwire here and ride down to the next building. A wall will explode shortly, allowing you to move to another war-ruined street where the rebels and government soldiers will be doing battle. This is going to be a heck of a place for you to run through, so gird yourself for war. Or at least for avoiding soldiers.



It's a madhouse, a madhouse!
Begin by dropping down near the bus and heading into the door there. Avoid the hole in the back of the bus, and wait for a few seconds while crouching down inside. Another soldier will run towards the hole in the bus and get shot down for his troubles. When he's dead, head through the hole in the side of the bus and head right; you'll wind up behind some sandbags. There's another wrecked bus nearby, so head inside, take a left, and jump above the makeshift ramp inside to reach another pit. At the end of this pit, you'll find three smoke grenades.

Now, if you look out to your right, you'll see the tail end of a helicopter. Your goal is to get inside of it somehow. Since you have smoke grenades, you can pop a couple in the street and run for the chopper...or you can just ignore the smoke and run for it anyway. Someone will spot you, but they likely won't be able to shoot you before you reach your destination. The chopper will have some pistol ammo for you (which will be quite handy on hard difficulty).


Into The Palace

Time to take on the rebels. There are perhaps six or seven of them wandering the halls of the palace, which, all things considered, is fairly small. Now, we've been writing this walkthrough with the intent of providing a moderately non-lethal method of proceeding, but by this point (playing through the entire game on hard mode), we're going to go ahead and say that you should just start popping some heads. You can, of course, resort to sticky shocking or anything else you like, but man - if you manage to get through this part of the level without disabling or killing any guards, then you're a better man than us.

Unfortunately, causing an alert here will cause the rebels to begin executing their prisoners, a group which consists of a number of people, including Hisham. The other hostages are frankly expendable, and maybe everyone would be happier if they're dead, you ever think about that? Hisham, however, is a required save if he's still alive at this point, but luckily for you, he'll be the last hostage they kill. Just do your best to avoid setting off any alarms until you're ready to kill off pretty much everyone, and you should be fine.


They Want You To Clean Up The Place

Begin by moving up the helicopter, grabbing the pistol ammo if you need it (the sonic grenades are basically worthless, so don't bother with them), then exiting via the left side of the cockpit and immediately hiding behind the crates there. After a few moments, the government soldier will run towards the chopper, get shot down, and then the rebel soldier will come along and blast him with some automatic weapons fire. This makes for a good time to get a headshot or tag him with a gas grenade or sticky shocker or something similar. Whichever you prefer, killing him here will at least prevent him from being within the line of sight of any of the other soldiers.



From the scaffolding or the rooftop, you'll have good line of sight into the building, letting you kill off soldiers all willy-nilly.
If you can then dash across the yard here towards the scaffolding adjacent to the building, you can climb the ladder there and disable another guard atop it. From the scaffold, stand up next to the building and jump straight up to ascend to the roof. (This jump might not always "take", but if you try it a few times in different positions, you should be able to make it.)

On the roof, you can either head towards the central dome and start picking soldiers off from there, or drop down into the hole near the side of the roof and use the interior scaffolding to do the same thing. Even if you want to get lethal, sticky shockers are probably going to be a better bet for taking out soldiers, since they're much easier to aim with and less likely to cause alerts in other soldiers. If you haven't used any yet in the mission, you should have five in reserve.

Anyway, we're not going to get specific here. Shoot people. Shoot them in the head. Shoot them until they're dead. Shoot them and their blood is red. Or, just stun them. Regardless, Hisham should be a-ok if you manage to disable or kill all of the guards. Even if they do cause an alarm, they likely won't shoot him.


NSA Objective: Help Hisham Escape

When you cut Hisham's wriststraps, check your 3D map for the location of your extraction point and take him there. Sometimes he won't follow you; if this occurs, check the area for more guards and disable them. When you reach the fence, throw Hisham over, then watch the fireworks and get ready for the game's last couple of missions. You're past the worst the game has to offer by this point.

New York - JBA Headquarters, Part IV

March 6, 2008


NSA Profile Objective: Scan Retinas of JBA Members

Here we go. At the beginning of this mission, Emile will give you the opportunity to shoot Lambert, who apparently had the bad sense to sneak into the compound simply because he wanted to tell you to defuse the bombs. Yeah, like we couldn't have figured that out on our own? Anyway, this is the third critical choice in the game, along with destroying the cruise ship and killing Hisham. You can do destroy or kill a maximum of one of these three options; if you destroy or kill any two of them, you won't be able to play the bonus mission after this one. If you're trying to be a total badass, then chances are you already blew up the ship and killed Hisham, so you may as well kill Lambert too.



Start getting some retinal scans if you want them.
If you don't want to shoot Lambert, you have to kill Jamie instead. Shoot him in the chest and quickly, quickly move over to his body and use the retinal scanner to get his eyeball data. You only have a limited amount of time to do this before two guards come to the area and perforate you. If you find yourself constantly getting shot by the guards, then leave the room without going for the retinal scan; you can always come back later. Choosing to shoot Jamie will immediately drop your JBA trust to zero, however, which will make you a kill-on-sight target to the other JBA terrorists. Either way, your objective will remain the same.

When you're done with the optical scan (don't worry about Lambert), stand up and run out of the room, taking two right turns to get to the furnace room. Enrica's body will be here if Emile shot her earlier, so grab her optical scan as well if that's the case, then use the ladder here to return to the garage. The garage exit will put you in the hallway outside the firing range, so head in there to outfit yourself with an SC-20k and a set of night vision goggles. If you want to start taking out some terrorists, you finally have your chance.


Old Data



If you want to take Enrica out, you'll have to look her in the face to do so.
You can get three of the four possible retinal scans in this section of the level. The second (or third) will be Dayton, who's in the server room. Head in there, shut off the lights, wait for him to get close, then either disable or kill him before scanning his eyes.

Now, if you're missing biometric data or personnel files, this would be an ideal time to go back and rifle through cabinets or scan for fingerprints. All that stuff is around in the same places that it always was, so feel free to check the earlier sections of this walkthrough for lists of locations.

Otherwise, head back to the low security corridor and unlock the path to the surveillance office, near Moss's quarters. If you let Enrica live by blowing up the ship, she'll be here, and offer to open up the elevator to the bomb factory. If you didn't grab your weapon or goggles, she'll also supply you with those. Nice lady. Unfortunately, if you want her retinal scan, you'll have to get behind her and either disable or kill her to get her on the ground and scan her eyes.


Tip: Before taking off for the bomb factory, though, sneak back into the armory near the surveillance office and grab the ammo off the crates there. There's also some smoke grenades on the desk here, which will be very helpful at the end of this level.
When you’re ready to move on, take the elevator down to the lower level. You can’t come back up here, so if you want to make sure that you complete all of the profiles, be sure you have Enrica’s and Dayton’s retinal scans, as well as Jamie’s, if you shot him, as well as any other information that you may have missed. If you didn’t shoot Jamie, you’ll get his scans in the next section. The only information that should be unavailable to you at this point are retinal scans for Moss and Emile (and Jamie if you shot Lambert), and Jamie’s professional data.

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