Splinter Cell Double Agent Xbox 360 FAQ/Walkthrough: DOUBLE AGENT EDITION By: lastfirstborn Xbox Live gamertag: lastfirstborn Written May 19th, 2007 Copywrite, Joe Barbee 2007 Please see bottom of guide for all legal. Please do not copy this guide and use it on your website without crediting me properly, and first contacting me. Do not edit ANY part of this guide at all. Period. This is officially my property, and will be treated such in the eyes of the law. Thank you for your understanding. ============================================================ Feel free to contact me with any issues you take with the guide, but please understand I probably won't acknowledge any typographical errors or grammatical mistakes, as long as my point still gets across in the guide. Also please note that I am aware of many strategies for the level, but may only list the best one for completing it alive and with high trust on both sides. I may give you some alternatives if they become apparent, but for the most part this guide will be same being what he is. Ruthless, well trained, focused on the job at hand, and careful. He is also ethical and compassionate almost to a fault, but in this guide, Sam does what must be done for the greater good. Welcome to the other side. ============================================================ "If you are going through Hell, keep going." -- Winston Churchill ============================================================ Table of Contents ============================================================ 1. Introduction from your host 2. Walkthrough I. Mission 1: Iceland 20 km from Akureyri II. Mission 2: USA Kansas Ellsworth Federal Penitentiary III. Mission 3: USA New York City JBA Headquarters IV. Mission 4: Sea of Okhotsk 200 km off the Siberian Coast V. Mission 5: China/Shanghai VI. Mission 6: USA New York City JBA Headquarters VII. Mission 7: Mexico Cozumel VIII. Mission 8: USA New York City JBA Headquarters IX. Mission 9: Democratic Republic of Congo Kinshasa X. Mission 10: USA New York City JBA Headquarters XI. Mission 11: USA New York City (epilouge) Quick Find Reference is like this (SAM with mission behind): SAM1 SAM2 SAM3 SAM4 SAM5 SAM6 SAM7 SAM8 SAM9 SAM10 SAM11 3. Profile Objectives A. Medical Records B. Professional Background Information C. Personal Information D. Fingerprints E. Retinal Scans F. Voice Samples 4. Gadgets of the Trade 5. Achievements 6. Closing/About the author 7. Legal ========================================================== 1. Intro ========================================================== Hello and welcome to another guide by me, your host, lastfirstborn. I really wanted Bruce Campbell to narrate this guide, but, I just couldn't get him to answer my emails! Ah well, such is life. Any time I see a section of faqs for a great game that seems a bit scanty, I decide I need to write a guide. Not that I think I'm better, or worse than other writers out there. I just feel one should have more than one or two choices out there, in case certain methods of gameplay aren't working for them. So I bring you this, very late, Double Agent guide. I've played on every difficulty, and will treat every level and obstacle with great care whenever possible. I will also take few risks, unless needed. Though I am treating my guide as Hard, realize the AI doesn't differ incredibly, just your ammo count and gadgets' uses. I will be avoiding spoilers, but I will be writing this guide in the order objectives are given to you. Basically, instead of giving you everything up front, I'm going to write it out as if it were a storyline to follow. Don't worry, I'll try not to be too wordy, so that as you browse sections you'll come up on what you need faster. My goal is to be descriptive where you need it, but quick in the long run. Hopefully I'll be able to help you through the single player DA experience, with style! ========================================================== |NOTE: If you need to skip to a section quickly, press | |ctrl+F on your keyboard. When the search box appears, | |type in whatever mission name or SAM code you need to | |find it quickly! | ========================================================== \\\\\\\\\\\\\\\\\\\\\\\\\\\\\///////////////////////////// ============================================================ 2. Walkthrough/Guide/FAQs ============================================================ BASIC: Ok. You're a highly trained ghost operative. A modern day, professional ninja. A former Navy Seal. And a boatload of other credentials. Point? Be ready for EVERYthing. Here's some tips, so that Lambert can keep his blood pressure low. KEEP IN MIND, acing objectives with * (stars) next to them will net you gadgets and ammo types. Some of these aren't so useful, others are almost needed to finish the game. I highly recommend them all. If you need a smaller list, the upgraded lock picks, and data hackers are great. Any gas type weapons are good if used as covertly as possible. Color night vision isn't needed, but it's damn cool to have for the end. The ultrasonic emitter is a cheap, but effective means of getting past most guards without any problems. The emp charge rate raiser for your pistol is very good to have as well. These small things, when added up, make you one powerful agent. Pressing DOWN on the dpad will allow you to whistle. If you're in water, you may hit the side of nearby objects. If you're under ice, you'll use your knife and pound on the ice. Why does a covert individual such as yourself need to do these things? Simple. The guards, even on hard, have to respond to anything abnormal on their patrol routes. Use that as you will. One of the simpler (and highly effective) ploys is to whistle on one side of a square object that keeps you hidden, then go the opposite way around it that the guard does, ending up behind him, for a quick takedown. Your sidearm isn't a very powerful weapon. It's a specialized, low calibur, Tom Clancy weapon made for silence more than killing. But it does have several uses. Primarily, you've got an EMP disruptor on the end of it. What's that? If you aim and use the left trigger, you'll see. Aim it at a light (commonly used ploy) or anything electrical (like computers etc. for attention from guards), and you'll "short" it out very briefly. Not only does this let you travel light areas very safely, it also serves to get the attention of ANY and all guards within view! Very handy indeed, when used right. You come with several less-than-lethal ammo stocks and gadgets. This eliminates bloody messes (and trails!), is usually even MORE silent than a gun or stab takedown, and is very effective. Especially the stick shockers and gas grenades. Airfoil is ok if you're very close or a crack shot, and the cameras are only good if it's your first time through the game, or for fun use of smoke and bombs. But they leave behind evidence, so remember to pick em back up! Don't make noise unless it serves you. When you need to drop, crouch and grab ledges FIRST. When you have to jump up to something, be sure you're going to have Sam grab it, and not just land uselessly (and noisily!). Jumping is loud, but so are whistles and other means of making noise. Try to crouch everywhere. Especially if you're new to the game/series. Not only is it quieter, it'll also serve to keep you very consealed at most all times. Thinking outside the route. Every place in the world (and this game) has tunnels, closets, overhangs, pipes, and other such places that may serve a spy like you. See like Sam. Succeed like Sam. Take the training courses! Not only do you get achievements and see cool little sequences with Sam, you'll also relearn his movements and adjust to his new way of moving from the other titles. There are slight differences! Don't forget, some guards can be interrogated for useful (or funny) information! Simply sneak close enough to see the A button grab prompt, press A, and drag them off on foot. It's also quicker than carrying a body around. Use that info as you will! IF you can interrogate a soldier, a ? mark prompt will appear. Press A and enjoy. Also, press A more to speed up talking, and press it again after to hear a closing statement before you do whatever you are going to do with them. Try not to break locks, shoot lights, or kill men unless you REALLY need speed. I will indicate where in the guide you can do this and survive. Not ALL my scores will be perfect. Especially on Hard mode. If you want that 100% Zen Perfection, you will need to save often and tweak my guide a bit. I am simply getting Sam through alive, and with good trust. Trust is everything! Don't fail objectives, or forget small details. You want to keep your job (and humanity) with the NSA, but don't forget that the JBA will kill you flat out if you fail their trust. Keep a cool head, but be prepared to make quick descisions at some points in the story. Stick to your convictions! There's no "wrong" way for Sam to play this, so long as your trust levels balance out on both sides. The SATMAP (left bumper) is pretty important. Especially if you're already experienced with this game a bit. Don't forget about it, in most ways it's better than your 3D map! That's really it for Basic Training. I highly suggest skimming any other points of my guide for little things here and there that might help you out, but I think I covered most everything in this section. Good luck to you agent!! ============================================================ SAM1 - Mission 1 - Iceland 20 km from Akureyri 03 Sept. 07 Assignment NSA investigate geothermal plant NSA reach helicopter for extraction Primary Objectives NSA Prevent missile launch Secondary Objectives NSA infiltrate plant w/o alert* NSA infiltrate base w/o alert* Here we go, time for a routine Fisher mission. The man has done alot in the past, so this should be a cakewalk for you. This time, however, you have a second on board going in too. I'm going to hold your hand for this mission and give you several possibilities when dealing with guards. I won't do this for every level, so keep that in mind. Go ahead and swim to where your assistant is heading. Watch out, he'll drop a body right on you if you're under him. When he's up, stop and float a little to the side of the hole he made. Switch on your heat vison goggles and get used to using them when under water. This won't be the last time. If you wait a several moments, the guard will turn. You can surface with Y, or A, and pull him under. You can also wait for him to go away, and you don't have to hurt him at all. Yet another option is to knock him out or kill him when he's walked a good distance away. I just let him go on about his patrol. Locate your "partner" and remember where he's crouching. Now look left and find the shed. There is a sleeping guard in here as well as a power box on the far side of the room. Walk slowly, use the lap top, and turn off the power. Sneak out and quickly to the other agent. Crouch nearby and he'll climb up. Follow suit, climb the fence. Use your pistol's EMP drain on an orange light near a ladder. Hurry up the ladder and you'll see the rest of the area laying before you both. Jump up when the wire above you is lined up right (otherwise you'll just loudly jump...bad thing in this series). You'll zoom over into the base, without alerts. Good job! Ok, creep slowly over the roof, and locate the lone guard up top. You can drop and avoid him, or just land on him while holding left trigger for a nonlethal takedown drop. It's loud, but no one should hear it. Head down the steps to the small platform, and jump over the side railing. Before or VERY soon after, use your emp charge on the light over the fence to your right to distract the two guards. Land quietly on top of the box, and about face. See the tower with the blue light? Get a good aim at it, and use the emp again to turn it off briefly. Rush to the house on your upper right. QUIETLY enter and locate the laptop. Sneak behind the guard and use it. Be very slow here. Hack in and open the fence up you saw a minute ago. Slowly exit, and don't go all the way outside. EMP the light again. Take the far left route past the two guards. Use noises to distract them if needed. Turn off the first light you emp-ed earlier to distract more guards, and enter the fenced in area. Go hard left and avoid the spotlight. Make for the opposite end/right of the area, and avoid the lone guard. Climb the ladder quick and save. See the swinging bulb? Get a good aim, and emp it quickly. Rush up one level of steps, but slowly cover the other flight. You will likely see a guard with a flashlight. I chose to use a sticky shocker on him, but you don't have to. You can just sneak him if you follow his patrol for a bit. By now you know the other agent has stopped the fan, and made a mess of things too. Enter the fan. Drop down, watch if you want, and make left to the platform. Pull up and listen to what you're told here. Locate a second flight of steps on the far end of the platform that leads down to a white lighted area. EMP it and beware a single guard. Sneak up on him and take him down, or if you're nervous just shocker/airfoil him until he's down. Go to the control panel (it's lit by a single light) and use the switches here to start the first part of your silo operation. Now, go directly back to where you started, quick. Your time is running out. Locate the first flight of steps nearest to where you first climbed up to this platform. Go down it into a booth and operate the platform. Rush up top and EMP the white light on the far end (opposite the fan entry point). Rush to where it was and locate a pipe. Sam can climb onto this. Follow it out until the option to use your winch comes up. Use it with A and head allllll the way down. Hack in and do what you gotta do. Nasty suprise for these guys, eh? Now locate the ladder nearby and get up to the other main ramp. Beware the lone technician up here, he's armed and can raise the alarm as well. I just let him turn away and ran by when he was facing the wrong direction. When I reached the missle I had tons of time. Get out to left and find the spotlight and rope being lowered. Go all the way up it to ace your mission and your * objectives! You'll gain EMP Grenade and Exploside Cam Attachment for *. ============================================================ SAM 2 - Mission 2 - USA Kansas Ellsworth Federal Penn 01 Feb 2008 Assignment JBA Help Jamie Washington Escape JBA Hijack news helicopter Primary Objective JBA Rescue Jamie from guards Secondary Objectives JBA Open cells to start riot NSA Don't kill guards NSA Escape without alerts* NSA Reach central tower without alerts* Not too bad really. Fun, even! You'll start in your cell, chatting with your mark, Jamie Washington. He's your way into the JBA, so you have to help him out. Careful not to kill an guards here! After you chat and get your gear back, look left at the rabbit hole poster. Tear it and enter the hole by pressing up into it. Climb through here as you listen to a riot start. Go up and take the vents you come out to left to a small red dotted vent. Break it open and follow the vent shafts until you can drop in on the guard station for your block. Good so far? Good. There is one guard here and it's bright. I like to nab the can on the nearby desk and and toss it into the corner. If you do, be sure it's AWAY from the front door to this room. Get behind him however you do it, slowly, and use a nonlethal take down (left bumper). Drag him away from view of the exit door. Hack the nearby laptop for the code to the weapons locker in this same room. You can also interrogate the guard if you could get close enough to grab him. Either way you'll get your code. Enter it for three smoke grenades. You don't need them, even on hard, but I'll still list where they come in handy if you must have them. Carefully approach the exit door and use the small window in it to see if the guard in the hall is gone. When he's good and gone, feel free to actually break this lock for speed, or take the time to pick it for stealth (recommended if you're new to the series). Go downstairs and follow the straightfoward path, viewing the riot if you want as you go. You'll come to an open small lobby type room with a metal detector in it. Be ready for a lone guard patrolling this area. If he seems to be past the detector, you MAY be able to very quickly and quietly hack the detector, disable it, and sneak up behind him. I highly suggest you wait in a safe corner and simply let him come into the room, turn his back, and get nonlethally taken down. Hide him past the detector, and hit the lights for the small hall to obscure his body with shadow. Break or pick your way into the next room (but remember, even in a riot broken locks somehow get noticed and noted in the ratings aftermath). Careful. Hug the wall to your right and stay away from everyone. Prisoners and guards alike need to forget you were even here. If you want to promote general unrest and chaos, here's where. Make your way hard right to the lunch line, and get behind the counter. From here, you can launch smoke into the middle or at either side in the gunfight. Careful though, you may get noticed eventually this way. Anyway, stay low, leap the other side of the counter, and move foward. There's a door just past the stairs on the other side of this room. Get there without incident, and save up! Even on hard, this next lonely patrolman is simple to sneak by or knock out. Just don't kill him! Hide behind the bench, wait for him to turn, and knock him out or wait even longer for him to leave entirely while you stay low. Head by the punching bags and around past the bars to the control tower door. Be VERY quiet here. Enclosed spaces carry noise more so. Go very slowly up the floors until you come on a guard (sooner rather than later usually). Let him turn his back, and go for the K.O. At the first command point look on the wall opposite the computers to find nonlethal ammo and the nonlethal shotgun! This will help you out at the end of the level, if you need it. Hack the nearby laptop and open the cells. The NSA dislikes this, but the JBA needs you to do it. It's ok, just do it. Poor guards though. But you need standing with the JBA more than the NSA right now, so do it. Sneak up stairs past the shooting guard. Get into the elevator quietly (sometimes, a random ghost alert occurs here, it could be that a body you knocked out has been found). Go up one level and SNEAK carefully up through the rest of the tower. There are two guards on one side. That's the wrong side for you. Go to the opposite side from them and find a hole in the glass. If you read the emails earlier, you'd know how that hole got there. Shame on those C.O.s! Climb up the pipe and get ready for a message from J.W. Cross the catwalk fast as the tention mounts and either take a good shot (anywhere to the upper body) with the shotty, or simply rush him and use a knock out move. Now speed matters. If you take too long, there will be four SWAT guys like the one you just hit on the roof after you and Jamie. So, very quickly rush to the other side (the way the guard was facing as he lead Jamie), drop down for minor damage, and run left or right to the small boxed in room. Once inside, climb a ladder and you'll escape in the News Chopper! For * here you got Ultrasonic Emitter and the Stun Mines. The Emitter is VERY useful and you'll always have it, even in JBA levels. It's cheap, but handy! =========================================================== SAM3 - Mission 3- USA New York City JBA Headquarters 02 Feb 2008 Here's your undercover guidelines, stick to the rules! -All objectives are optional but failure to complete them may cause a loss in trust -You have a limited time frame in which to choose and complete your objectives. -Always return to the location of a given JBA task before the time limit runs out. -Restricted areas are protected by high security locks that you will have to open. -Any suspicious action detected by the JBA will cause a loss in their trust. 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 (5) NSA Get professional background info (1) Don't worry. All you need to do here are a few simple JBA things, some moderately tough NSA things, and learn the layout of the building. You can't even explore ALL of the area just yet. Follow Jamie, meet Moss (haha Moose). Follow Moss. Now you've got 30:00 minutes to complete all your objectives. It's daunting at first. This is where I recommend you make a second save file. Learn the building, who goes where and when, and what's going on with your mission. Then, reset and do it all quickly. On hard, I could finish everything with nearly five minutes to spare. On easy, some people had as high as eight minutes left. Ok, do the training course first. It's pretty self explanitory. Follow the path until the green laser wall. Learn the pattern and crouch through it. Don't touch any lasers or you lose the course, starting over costs alot of time so save often as you learn the course. Follow the path again until you climb to a ledge. Shimmy walk onto it until you reach a rappelling point. Go down and through the area you land at. Slightly harder here, but nothing major. Follow your path, climb the rope, and rappell down past the beams slowly. Save before you try it, and after you complete your descent as well. Ok, next is a high/low bar kind of thing. Follow the laser carefully, ducking when you have to, and let is pass you at one point. It *can* be jumped, but be careful. Follow your path around further and discover another high/low. Do what you did before, but quicker. Go to the safe and figure out the minigame. Be sure you have it down solid, because you will be safe cracking again later on. Exit and climb the ladder, using the hatch at the top. See the barred door? That's the shooting range, which I recommend you save for the end of this level. It's quick and easy once you learn how to do it efficiently. Go back to where you came from with Moss, and find the clinic. Talk to Enrica and let her go into the locked office. Turn around and look to the right of the exit for a ladder. Go up it and listen to the chat. Walk slowly and quietly until the guys turn around. Keep pressing crouch (B) until it will let you crouch. Go really slowly by the guys and into the right passage. Climb the ladder and save before you hit the top. See the guard? There's a second too up here. Immediately make a left and go backwards. Stay low and be fast. Locate the other, mobile guard. Follow him along the left side, between boxes and a fence. Wait until he begins to walk away, and make for the opening to the left, getting into the fenced area. Go to the back of the tower and lockpick in quickly. Plant your tap and SAVE. Get a bead on the moving guard. When he's safely turned and walking away, slowly move along the way you came, between the boxes. Be quick enough, and the other guard should still be turned away from the hatch you came in from. Go SLOWLY down the ladder as not to make a thud, and sneak all the way back to the clinic. Check the hallway for grunts, and when it's clear hit the lights in the clinic. SLOWLY walk to the door of Enrica's office. Keep trying to croutch until you can. Now slowly get to the lock and pick it. Open up, and go straight across to the filing cabinet. Scan is for a few seconds and you'll have the medical files! The laptop has an interesting tie between Moss and Enrica, but nothing major is on it. Exit QUICK but quiet, and close the door. Turn the lights back on. Ok, take the stairs down into the meeting area. There's a large flatscreen t.v. in here and a big table. Stick left once in it and follow the path right from there. You'll see a barred up area with a keypad and a lightswitch. Look around for any grunts on patrol, flip the light switch to off, and quickly hack the pad. Enter the bar door, and immediately make left as long as no one is in here. If a grunt IS in here, use the sonic emitter, or whistles. Hug the left wall and squeeze between the desks until you hit the back left corner. See the door with a camera? Approach it and notice Jamie coming your way. Yikes! This is supposed to happen, no worries. See the locker on your left? Hide in it FAST. Jamie storms off. When he finally leaves the area entirely, croutch, let the camera swing right, and enter the room. Is Dayton alone at the computer? Hopefully so, but there may be a grunt here with him if you were early or later than my parameters. If so, simple use the large boxes (the servers) on your right to conceal yourself. When he's long gone flip the lights and don't go up the catwalk yet. Wait for Dayton to get near the steps and use the Emitter to distract him, or whistles if you dont' have the emitter. Try to be in the corner of the server boxes when you do this. Now you can simply stealth walk over the catwalk instead of under it, and get his file. It's in the desk the computer is on. Then, use the top of a server box to conceal yourself as you fixes the light and returns. When he's just past it, go to the back corner you haven't yet seen and hide behind the wall of computers. When he's safely seated you can hack into the main server. DON'T FORGET TO PLANT THE TROJAN after the hacking is done. Now look behind you. See the trapdoor? Use it, drop down as quietly as you can, and hug the right wall. You'll basically be going under the huge box you just hacked, and then under Dayton. When you get under him, go VERY slow to be really quiet. Exit the way you came, until you're beyond the bars again. Be very careful of which way the camera is pointing when you exit the room. It needs to face the FAR left as you make for your right. If the grunt in purple is back again, you will have to play it carefully to climb your ledge at the front. Use sounds to get him away, once more. Now then, back to business. Now go to the training room, with hopefully at least five minutes left. Six is best if you're new to the game. Go to the shooting area on the left instead of the course with the safe on the right. The guy is sleeping, great. Anyway, approach the gun and use it. Your controls appear up top. They also apply to shooting in game, in case you didn't read the manual on how to reload, breath when aiming, etc. They are very valuable to master, though shooting isn't needed much in this game. To get the 75 points, you need to not miss but once or twice if possible. Time is also a factor here, so be sure you save while you learn how to really tear up the targets. I get central shots and miss maybe once, and clear around 95 points. 75 will come easy with practice, so save, save, save. Now go to the meeting area steps near the clinc and look for Moss. If you have around 4 or so minutes showing he'll just be coming up the stairs, complaining about grunts, as usual. Follow him to the Safe Course you started at, or simply go there by yourself and wait at the front of it, where your exit hatch was. He'll show and cut the clock short, or if you're late to get there, berate you and cut your trust down some. Now he has what he calls a "real" test for you. Follow Moss to the last new area you can acess, the back hall. From here is a furnace room, interogation room, and a laptop hub. Anywho, now you have to decide between: NSA Don't Kill Cole Yeager JBA Kill Cole Yeager It's up to you what you do here honestly. You can have Sam be noble and "miss" by hitting the wall, or just sit there for a while and you'll just not shoot. Or, you can plug him anywhere in his body (I go for the chest since his death animation makes little sense for a headshot honestly), and gain JBA trust. I'll tell you now, this poor guy is dead no matter what, so I go ahead and shoot him for the JBA trust since some find later JBA objectives tricky. You will lose some NSA trust here, but you can get it back in the next level easily, I mean all the way full if you've been following my guide. Either way, time for the next mission. If you managed the * objectives here, you got Electric Lock Pick, Gas Grenades, and an enhanced EMP Device. If you ask me (and I AM a professionaly ninja, just check my achivements :P), this is the BEST * level. Everything is useful for the rest of the game here, though not at it's highest levels just yet. It's still a fine boost for beginners. =========================================================== SAM4 - Mission 4 - Sea of Okhotsk 200km off the Siberean Coast 05 Feb 2008 Assignment JBA Capture the supertanker/Disable the supertanker's crew JBA Reach landing pad for extraction Primary Objectives NSA Contact Lambert JBA Retrieve equipment JBA Take out bridge crew JBA Use detonators to blow the ice wall Secondary Objective JBA Seize the Rublev without alerts* JBA Reach the Rublev without alerts* JBA Disable communications Whew, nice to be outdoors again yeah? In this sweet free falling sequence you can control your speed and do side to side stunts. For speed use up and down. At one point something tragic happens, and you must react. Use the movement stick (left stick) and press A to live, and breathe relief with the aging Sam Fisher. He sounds so happy haha! Checkpoint save here. Enjoy the cool snow effects here, and ice graphics. Halo 3's ice looks alot like this too, actually! For those that have played the Beta, you've seen it already. It's very realistic. Moving right along. Immediately rush the largest boulder near you pack on the right. Let the two guys talk about scientists and speculate and then let them both turn away. Use the rock for cover against one of them, and make for your stuff. Quickly grab your items (only four on hard mode) and then about face and run to the ledge to jump off, unseen by the dolts. Swim quickly with the X button and reach a place you can now break up into. Don't though. Use your map and SAT Map (left bumper) and find the power generator area with your heat vision. It's sort of central to this new area, almost. Break the ice HERE and kill the guard. There is another guard new a bonfire you can see from the generator area. You can either flip off (don't destroy) the generator to get him to you, or make sounds. Get way underwater and let him come. Pull him in as well. Another good tatic I use when I don't mind being dirty is just plain shooting him in the head, dragging him to open water, and dropping him in. But this will leave blood on the ice in spots, so be careful. If you're on Hard mode, there's some ammo for your rifle (30 rounds) in the power generator area you killed the first guy at. Make for the bonfire area now and find a computer to hack. Get in and set off the explosives. You just killed two guards in doing so. Make for the area indicated on your map in the upper rightish spot from the computer, and dive into the place you just blasted open. If you're quick, the sleeper in the tent will never Red Light spot you. He may grow suspicious, but come on, a bomb just went of so he's in alert ANYway. Swim to your checkpoint and locate the thin ice. WAIT here for one guard to turn down the other's proposition for a fun night with him and the wife. When the second guard is around 10 feet away (use heatvision goggles when dealing with ice!), yank the poor guy under. Immediate go up and right to a second thin patch of ice and use DOWN on the DPAD to summon the second guard. When he's there pull him in. Or exit the first hole and quickly shoot him in the head, and throw him over to be safe. Locate a guy on a boat. On hard he's kind of hard to avoid but it's doable. I suggest you snipe him from afar on Hard mode, or on easier modes simply swim to the upper right section, and get out. Climb the rope and save. You'll be told you HAVE to take out all the crew here. You can actually knock them all out with several means if you're feeling human. But these guys are criminals too, so if blood is spilt I won't lose any sleep. Just remember that blood can be discovered even if bodies aren't. Use your 3D map AND your SATMap (left bumper!) in conjunction to locate the six or so guys here. Some are on far ends up top, and some (around four) are low, where you are. Using the map you can usually snipe out the up top guys, and use stun mines and gas grenades to take out the patrollers on your level. Or, you can VERY slowly and dangerously stalk each one and knock them out but it's hard to not have bodies discovered this way. My main advise is to use both your map types here, as the patrols differ depending on how you played up to now. When you've taken out guys above and below on both sides, Moss will tell you that you have eight or so left. Go to the far side from where you first climbed onboard. Go up the flights of stairs for another guy to take down by any means you wish, and quietly find a ladder. Climb it and notice the huge windows to the bridge in front of you. Use heatvision or just be careful and sneak to a pipe you can climb up. Go to the middle and climb the highest mast. From here, FIRST contact Lambert via hacking. If you shut down beforehand, you'll lose your chance. You need these NSA points. Plus, Lambert offers two kinds of sympathy lines to Sam, depending on whether you knocked out, or killed off the guards. Once that's done and you feel better about yourself, go ahead and shut down the comm for the JBA. Good job. Now, climb down, and take out another guard on this small, raised area. From here, locate a vent hatch (it's pretty big..). Climb in and go to the far side, and use your gas when prompted. Leave (don't worry about the gas, Sam has a rebreather on, hence him talking in water as well), and go back the way you came. By the time you get back down to the bridge door (with the big windows I told you to be careful of), everyone inside should be dead. Enter, and make a hard left. Look familliar? Be sure all the guards around here (one, maybe two if you're very un- lucky) and go to the far end, use your 3D map as a guide to finding where the captain went. He's jumpy now. Jump a rail and get into that new part of the ship. Stay hard to the left and use boxes for cover. Use heat vision and locate one (maybe two if you're lucky) guards in the crow's next. Snipe them dead if you don't mind killing. Move slowly forward to find one last guy for the top area. Snipe him, or approach with caution as the floor is metal, and take him down. Go up the steps near him and if you didn't snipe earlier look out for the one or two guards. Take them both down however you wish and go to the opposite side from where you started this little section. See the big, open hatch? You might have noticed on the 3D map, that's where the Captain went. You have to take him down. Once in this red room, you can use your pistol on the lights in various spots to conceal your movements. Follow the perimeter of the room and finally find a good place to go down. There is a ladder in the center of the room, but I only recommend it if you REALLY know how to use your maps, as the last armed guard you need to take down for Moss is here. Find him, and either subdue or kill him. Moss should be giving you a message now about that being done. From here, locate the only door down here and go in. Follow the mini-hall to an area where two mechanics are panicing. Yeah, Sam has that effect on people. Ok, one patrols on the bottom, he is unseen on the left. The other is partially visible through the catwalk above you, with a flashlight. Immediately kill the one in the middle, on your level to make the top one run to you. Or, subdue your level's guy, and then make tons of noise. Either way, be sure you take out BOTH these guys, or it'll bite you short- ly. Enter the bottom doorway here to find a fan reactor room. Use the console behind you to shut it off. Jump safely down into the water, try not to hit the still fan, it still kinda hurts. Swim for a checkpoint. Find a shadow area on the small islandlike underside of the reactor. The captain is hold- ing a lethal flare. You're in a gasoline type fluid you see. If he alerts at all, sees you at all, hears you at ALL, he'll drop it and you all die. Nice eh? This is one of the harder parts of the game if you don't know what to do. Wait till he's *just* an inch past, and jump up to the catwalk. Learn how to position Sam so that he'll grab on and not just slam down and make noise. Save lots here. When you've finally gotten the climb right, you can easily crouch-walk behind him and grab him with A. This way, you can sort of "steer" where he drops his flare. It should fall harmlessly to the catwalk you're on. Do with him what you will. Many kill him, but a true punishment would be to knock him out so that the new ship owners can have their way with him after this mission. Either way, locate a small red incline hall from here, and take it to the upper mechanical room where the flashlight guy you took out was. See, he can really hurt your survival chances because sometimes he enters the captain's room and helps to alert, thusly dropping the flare and sealing your doom. Anyway, take the stairs down, and backtrack ALL the way back out to the helipad area you passed. Use your map if you need help. It's up out of the hatch you took to follow the capatain. Good job! For *s you'll gain Wall Mine - Flash and Shotgun Attatchment ============================================================ SAM5 - Mission 5- China/Shanghai 06 Feb 2008 Assignment JBA Reach Aswat's room 2406 JBA Extract via Emile's helicopter Primary Objectives NSA Sample Red Mercury NSA Kill Dr. Aswat JBA Get Aswat's notes from his room NSA Record the secret meeting NSA Infiltrate the hotel Secondary Objectives NSA Complete mission without alerts* NSA Infiltrate the hotel without alert* NSA Don't kill civilians Ah yes, one of my favorite missions, for the atmosphere and level design. Also, this is another "mission" mission, rather than a JBA level. I'm not sure if Sam did it for cred with Emile or not, but it's time for him to take over flying. Ok, for the heli part, just use the stick and try to even out the horizon. Remember that down is up and up is down here. Even out the spin using left and/or right as well. Ok, get your orders, meet another covert agent via radio, and go over to the fence on your right. You can cut it or pick the lock/break the lock, but I don't do any of that. Just wait until all the guards turn away, and very qucikly jump ONTO the fence, it shouldn't be loud at all. Climb up and as you come down be sure you are slow on the stick to not thud. Croutch and immediately go right. Go left in the middle and go right again. You'll see one man going up some stairs, and one main with a light standing around. Also, to your far left you'll hear a guard asking about mecca. That's actually the agent on the NSA's side, just so you know. He's deep cover. Anyhow, take the stairs get right up on the guard. Let him head left as you make for the control panel VERY slowly. Break into it, and hack it for Crane - NO LIGHTS. That's important, since we haven't knocked out/killed anyone. When it's active, use the ladder it extends and VERY quickly go out to the edge of it. Rappell down. The guard will come to turn it off, so you need to be fairly quick. Once down to the ledge, walk until you can't anymore left. At the attenna drop, go left to a neon pipe. Climb down it and enjoy that awesome view. Go right and drop to shimmy by hand until you can't anymore. When the fireworks are dark again you have around 22 seconds to get up and across. From here don't bother shimmying again, just side walk. Rappel at the prompt, and use the Y button twice to jump down far. Pass Emiles' room and get just under it. VERY qucikly get out your directional mic and aim it at Emile's head. Moss is close but won't see you here, even with fire- works. If you were quick enough, you should just barely get everything you need on Hard mode. You can see a progre- ss bar for sound collection. From here, quickly rapel down further and make a hard left, over to the steam area. A chopper is coming with a light to make sure no one is doing anything crazy like spy on the meeting from outside, at 78 stories! Nah, not us!! And so, reach the steam vent, drop to shimmy with your hands, and wait as far left as you can. The heli checks twice, then goes. A guard opens a hatch. I feel so very, very bad for him. At this point you can gleefully grab him with A buttom and send him plumetting to the pavement easily, or you can let him leave so you can sneak up later or sneak by. When you do pull yourself up into the room, whatever you did, look left at the floor for a hatch. Use it and quickly squat-run over to the next room. Hit the hatch and climb up CAREFULLY. Use your EMP pistol attatchment here in a couple of places on your right. Go hide and keep those lights off with EMP over and over. The doors will open and you'll see a white suited guard, and then not ten seconds later a camo guard too. They'll both wonder at the light, letting you sneak right by to the elevator. Activate the button FAST and it'll come, an exscrutiating (since the white suit guard is returning) 8 or so seconds later. Get in, go up a floor. Use your optic cable on the door here to see a man washing his hands in a private bathroom. Good. He leaves, you open and very quietly sneak into the room. Grab this guy with A from his chair and interrogate with A as well. After a funny exchange, do with him what you will, but drag him to his bathroom first and hit the lights. Use his laptop where you grabbed him and shut down all the cameras after a quick hacking. You may have noticed the hacks are getting a little tougher. Don't worry you've got it. Be sure the cams are off though. Enter the next hallway where fireworks periodically go off and bathe most of the room in yellow status light. Go over to the paper screen on the left side and wait (not right on it though). Let a guard come in here and your JBA buddies step out with the terrorist. A white suited guard will enter. Use your sonic emitter or your own whistles to make him leave, or knock him out and hide him in the camera guy's bathroom in the dark. Either way, slowly go around the rice paper. This is the room you just spied on with the microphone earlier from outside. Make a sharp left when Emile has walked away. Be SURE he's away, or the mission is over. He'll shut off a light for you. Go further up towards the money machine, and don't take any doors, it's all open hallway from here. If you use a door and go to the wrong spot, you may be in trouble, as it's sort of confusing and deadly to be outside. You should see a dimly lit area with a safe in it, right next to Emile and the others. Gulp. Get into that safe, FAST, and crack it like a pro! Once you do, be sure you open it and analyze the Red Mercury. Waitaminute, this isn't PS1's Warhawk?! :P Ok, NSA trust, good to go. Look directly to your left for a bathroom. Head into it, close the door, and be sure you can grab the ledge in the ceiling as you leap, or your jump may alert Moss. Follow the utility area and when you can drop back down into a control room-like spot, be wary of a white suited guard. When you're sure it's safe, go STRAIGHT across to another ladder area. Follow it as far as you can until you can rappel. Once you do that, locate the glass elevator, and defy all stealth logic by jumping onto it! I tell myself the occupants don't notice you because it's Chinese New Year and they're all drunk. I know I sure get drunk on Chinese New year. And regular. Any holidays really. Any days ending in "Day" actually. What?! Moving on. Ride to a platform you must make a tiny hop to. Enjoy the cool festivities. Find your second elevator, leap to it. Crack the glass for giggles. Cool. Now, locate a last elevator, and make a death defying leap to it. Ride it to a final catwalk, and press to the wall. You have several options here of getting around the catwalks by going around the dragon, but here's my way. It's mostly painless. At the low, yellow wall, there is a lone guard. He may have heard you land. Either way, let him turn his back to you. Eventually he leaves, or you can just take him out however you wish and drag him into a shadow. Be sure it's to the left of the elevator, however, as the scientist terrorist will be coming soon. Go right and stick to the intersperse -d shadows. There is one guard. You can hide from him, distract with sounds to get him into an alcove, or take him out, but be sure you take him down past room 2406. Whatever you did, locate 2406 and head into the larger al- cove. Save. Inside, go immediately right, fast. Be quiet though. Look for a ducking man in the bedroom. Grab him, and get him over to the corner of the room, take him down. Go out into the main hall and take down a guard approaching the entry/bedroom/laptop. It's random what he does. When you have him, leave him in the corner behind curtains near the laptop. Go back to that room on the right you first went into, and take out one last guy in the dark. The floor is wet, so you can actually shoot a stick shocker anywhere onto it to shock him, or do it the old fashion way. Good to go. Head for the last room in this place (read the laptop real quick for some insight into Emile's "friends"). You'll have a lone guard if you've done it my way. Use your EMP pistol on the flashlight on the bed. Go over behind him and take him out, and crack the safe, FAST. You'll get a message from Emile, so stay nearby. Get the papers from the safe for the JBA. Good times. Uh oh, NSA wants you to take out the scientist before the JBA shows up to grab you. You don't have to, but it's not hard. If you have alerts, the Scientists body guard enters first. Let him pass and knock him out, RUSH into the hallway and knife the target before he can fire a shot into your chest. If, however, they are unaware, use a wall mine to kill them both. This is quite noisy, however, so you could also simply position yourself correctly, save the game, and pop him in the fore- head as the door opens up. Either way, try to kill him, but be quick about it because for each second you're late, you lose some JBA Trust. You can earn it all back (up to half the bar) in the next part, however. From here, go to that right room you first enter to find a zipline at the window the JBA broke into for you. Good job! For the *s here, you'll get Hack Upgrade and Smoke Grenade Attachment. The Hacking Device Upgrade is quite useful at this point. I hope you get it!! =========================================================== SAM6 - Mission 6 - USA NYC JBA HQ 22 Feb 2008 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 JBA Dispose of the pilot's body Profile Objectives NSA Search quarters for personal info (4) NSA Get professional background info (2) NSA Get JBA member voice samples (5) You've come farther than most men could. Hang in there, there's alot more to come. After you meet up with Lambert, you'll find yourself headed into a restricted area. It's near the garage/car port area, and Emile's quarters. As you drop in, get hidden and use your sound emitter to distract the two guards. Roll into the garage to very quickly pass by unseen. If you don't have the emitter, you'll have to wait them both out, and it can take a bit. Luckily, no timer just yet. As you enter, Enrica just happens to be coming to find you. Close one Sam. Follow her to the mine machine, and make one real fast after you save and learn it. She'll scan her voice and go into a door you need to remember for later. As she goes up some steps, position yourself safely behind the machine and aim your microphone scanner at Emile, then her to get both their voices fast. Be sure the grunt nearby can't see you, this may take a few tries. Be SURE you get one or the other at minimum, so that you can enter later on in this mission. You now probably have around 24:00 minutes to get done. This one is a bit tougher than your last JBA HQ mission, but you'll manage, I promise. Go ahead and do nine more mines and finish it for another checkpoint. You probably have around 22:00 minutes now, even 20:00 is ok , though anything around 15 is pushing it. Now then, VERY quickly cut up to where you were shown your bed, but go right (where you first entered this place with Jamie) and find Moss, talking. Be sure a man on a balcony across from you can't see, and Moss is turned, and use your Mic on him to get his voice on the radio. If you aren't able, you can still follow him around in several other missions to get it, if you want it at all. At this point I should clarify, that the optional stuff really doesn't do anything but net you an achievemnt, except of course, for the files. The files will let you know ALOT about all the JBA major players that you'll be working with (against?). I do highly recommend you get the files at least, for fun reading. Moving on, keep an eye on Jamie too. Follow him when you get done with Moss and he'll lead you to a new keypad that needs to be tested for voice. He'll sing Sweet Home Alabama, and you can record him with the Mic. Awesome. Again, you can follow him pretty much anywhere for speech, but this is one of the top spots where you won't get caught. Another good spot is to stand in the meeting room when you see Jamie sitting on the sofa. Wait in the blue hallway (near the interrogation eye scan room), and let a grunt come to Jamie to chat. Stand well back and record Jamie from here with your Mic. Either way, Mission 6 has some good opprtunities for voices. Now, get out and go back to where you first had to work on the mines with Enrica. Go to the voice scan, make sure you're alone, and go inside. Time to get sneaky. By the way, you probably won't be coming back here at all this mi- ssion, so, if you want some JBA points for the body, shoot- ing, or the Safe course, do it now. Now then, go past the voice scan door and up the stairs. Save frequently when you feel you haven't cut yourself off, i.e. don't make a loud noise then save if you aren't sure of a guard varying his patrol, etc. At the top flight, look left. There's a big pipe hanging above you and a camera you may not have noticed. Careful there. Jump up onto the pipe and press Y again so that you're all the way up on it. Shimmy safely past, and drop down, get into the door here. Enrica! Save, and squeeze past the furniture. While she's working you must shimmy by the desks and get into her files. There is a cabinet Sam will scan for several seconds. Be quick about it and you'll be fine. Also, check her laptop if you want to read Emile's response to a previous email she wrote, being kind of hesitant about your next mission. You'll learn what your mines were for too if you snoop enough. Anyway, if you are willing to wait and hide, Enrica sometimes gets a phone call here. You can easily record her voice if you couldn't at the start of this mission. Leave the way you came and be glad you don't have to hack that keypad again! After you have pipe shimmied past the camera again, go into the door that was on your right when you first scaled the steps. Go inside, take the stairs, and flip the light switch to off unless you want your restricted acess to be revoked real fast. Once it's off open the door and get ready to be quick, but very quiet whenever possible. Go to your right but avoid the small light. Look left past the rubber hangings for the loading docks (like curtains, kinda, blue) and turn off that light switch too. Slowly pass the sitting guard as not to make a sound. Go forward and be wary of two guards ahead. Quickly roll up the right hallway into the light and hit the lightswitch. You'll hear Moss, being a hard case as always on a radio with a grunt. He'll get up and start to patrol. The grunt will very likely go to turn on the light you just hit, but he won't be actively searching for a problem. Good. Let him go just inches past you and then quickly go to where he was. The music in the room drowns out running crouch. Find a lightswitch in the corner to your right and hit it to make the place where you was stationary dark. Then, go right to find yet another switch that darkens the rooms you're going to want to enter. First, go ahead and go to the one on the left. Pick the lock and if you don't have the upgrade, pray you make it before the guard returns to hit the lights again. Inside, be silent as you can be, because our man Stan Dayton is sleeping in here. Get over to him and record his night- mare voice. Also, very carefuly search the TWO filing cab- inets in this room for vital info. Exellent. Don't worry if Dayton jumps up or anything, he's having a nightmare. Very silently leave the room, but use your optic cable first to see what it looks like in that hallway. You may well have trapped yourself here if you're on Hard mode, but not to worry! If you have the sound emitter, you can dis- tract the grunt that has now taken to sitting once again. It's risky, but possible. Stand well back from the door when you shoot the sound wave out, and send him far if you can. Turn off the light again and go for the other door you saw earlier. From Dayton's room, it'll be on the left, down the hall on it's other side. Not even six feet away. Lock pick it and head in. If you still get caught, try not turning off the light so that he won't come around the corn- er, but be ready to roll when you leave Dayton's place. This is Enrica's bedroom. You probably have between 10:00 and 14:00 minutes left here. That's good. If it's under, I hope it's not under 8 or so. There's a filing cabinet immediately to your right. Some folks miss this one, so watch for it. Also you'll notice a small prompt for mission status when you near things like that. This may help in the future so keep that in mind. Anyway, scan her personal files and go into her bathroom. Turn off the light in there, for your own safety. See the open window above her shower? Jump up into it and go out. Silently drop down a few times. Be careful, and run at full speed, upright, to the van on the left. From there, run to the back corner and climb up the crate, then the pipe you see. Shimmy right and up over the railing. Could you imagine Sam as a cat burgler? Anyone remember when you break into a bank vault for a mission in Chaos Theory? Good times! Anywho, now that you're up, go into the sunroom door. The safe is in front of you, but Enrica and Emile are coming in! Go back into the left hallway, shutting the door quick, and hit the lights. Take the last door on the left to get into his bedroom, and scan his files really quickly. By the time that half minute or less passes, go back to the hallway door but don't open it! You will likely be able to see Emile going into his safe for something to show Enrica. When he has his papers, you can go out and hide at the left closet. But be careful, he's talking to Jamie about bomb parameters. You can record their voices here, but it's not recommended. Not only do either of them not say much, you're very expose- sed when you do this. Keep hiding in the hallway and look through the door's window. Emile will go back to the safe and put the papers you want back in. Your SATMap (left bumper) is nice here. You'll find that Emile has stayed in the room. But don't worry, he's sitting with his back to you. Go crack his safe and get your scan. There's also a filing cabinet in here. After you close up the safe, you can snake along the right side of the room and attempt to get at the files. Emile will stand up eventually though, so try to be obscured by his desk. It's the ONLY spot you're safe, even though you have yellow light status. As soon as he retires to his room, scan the files really fast and leave the way you came. Trust me, you don't want to leave the way he came from. Not only are there guards, you won't get a special cutscene. Oh, in all your haste, don't forget to check his laptop! It's got some really juicy emails on it. Also, keep in mind that when Emile is asleep, you can get his bedroom personal files there, too, in case you missed them earlier. Now then, climb up through Enrica's bathroom window again and proceed to leave her room. Suprise! If you're a fan of James Bond, or just like Enrica or whatever, you'll dig this scene. Told you you didn't want to miss it, Sam is a bad ass!! Moving on. For good * work, you snag Sonic Grenade Attachment and the Hacking Device's Force Hack Upgrade. It makes the game MUCH simplier, even on Hard, in terms of, obviously, hacking. ============================================================ SAM7 - Mission 7 - Mexico Cozumel 27 Feb 2008 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* JBA Place bombs without alerts* Interestingly enough, I know people that have gone on a cruise ship just like this one, to Cozumel. Glad they weren't on this particular pleasure cruise, though! Actually, if you've been sneaking and reading emails in people's offices and such, you'll know that there is some debate about this mission coming up. It'll also tie into how it ends in the next mission. So you're on a boat now. This one can be a little tough, until you learn it's tricks. Or read this guide! Let's begin. Sam talks to Lambert, then you get visitors for obvious reasons. Good stuff fellas, thanks. Head out onto your balcony, after you search your room for sticky shockers ( the desk). Don't hide in the bathroom, it'll only get you shot eventually. On the balcony, drop on the right side and shimmy up the pipelike thing hanging off the boat. Go up it and follow the fairly straight path right. You'll shimmy over to a little balcony with a guard on it. Then there's two. Plus, everyone (NSA, JBA) is watching you. Fantastic. Let the guards finish chatting, and then climb up. Try to locate a good hiding spot, and don't forget to use both your maps! SATMap, again, is great here (left bumper). Directly to your right, you'll see some serving carts and slots even further. Hide by a cart and try not to make ANY sounds. The slots will start up soon, thanks to your support. The guards will go into alert mode, so be careful, and make your way straight up the left when the second guard meanders over to the first at the slots. Keep in mind, we're dealing with around three to four more guards on the opposite end of the casino. Cross the car display steps and find the lone guard at a slot machine. As he meanders off to the left, grab him and interrogate him with A. Then, walk him slowly back to the steps near the display, and knock him out or kill him. Go back the way the guard was originally headed, and note the well lit back room. You need to go there. There are two spots you can use the smoke in this level, but I choose this one because you can also alter the power in this room to further serve your escape from the casino area. Things are gonna get dicey. You can take it though. Sam needs to make sure no guards are too nearby on the right gap, roll quickly into the lit room under the camera, and use his EMP jammer on the lone light. As it blanks, he can rush to a power box on the right far side, and unlock it. Then he can trip a switch that turns off Casino power. Congrats, you now have every guard here after the room you're in. But it's needed. If any cameras spot you doing NSA stuff, Enrica will know, as she's tapped in, and you'll lose JBA trust. Quickly look to the lower left for a hatch and a smoke grenade prompt. Use the smoke for the NSA trust. There is a safe behind you, the camera won't see you now, but it only contains weaponry. It's up to you whether or not you want to take the time to get it. They are two, maybe three Sonic Grenades. I wouldn't bother, personally. Now, hit your night vision and get out! Look around carefully but quickly for flashlight guards, en route to your position. Quickly and quietly find a way around the three or four men in your path. Even if it means encircling the entire room and passing the car display again. Go to the main, central, double door sets and unlock them. Go in, shut the door behind you, and save! Whew. If you're fast in the next room, this will be a bit easier. Rush up the steps to your right, but crouched. There is a crewman here trying to fix the lights. If you can take him down before they flicker back on, it'll stay dark for a few extra seconds. If not, don't worry too much about it. Be sure to take his body down to where you came in from and leave him behind an oriental screen in the left corner. Head up cautiously and keep an eye out for a door with a large window in it. A guard is here, and usually staring in your direction. Hide around the corner on his side, and wall press until you feel safe. Zoom around it and into shadows and enter the Bar area. "Nice bar. Nice drinks. NIce fish." "Yeah, nice guards too, BE careful Sam." I love Sam's lines in this series. Anyway, the bar is pretty well lit. There's some bottles in here in case you don't have the sonic emitter. There's three guards in view. Hide near the first bar you come to and watch them. When the three are well split, dash for the well lit aquarium. You can actually shoot it open and hope it distracts the guards, but I do what Enrica says and try to avoid any detection, there are ALOT of guns here. So, head for the middle bar and pause while the guard does. As as soon as he's off, snake along the bar VERY silently. He'll stop and face you, but won't come in. Wait for the two near you to turn away from you. Make for the hard left stage area, take the long way around it at a full crouch/run , and then run and ROLL into the overhang area so that the camera can't fully detect you. It'll whirr and buzz, but won't alert. If you're lucky and fast up to now, no one will have seen you at all, or at the least, will suspect someone but you'll be long gone. Save. The elevator comes and here come two guards, luckily this is a very dark hallway. Keep to the shadows, and if you feel lucky and bold grab the last one for some intel. Head for the elevator in the wet-from-the-pool carpeted area and get in. Loading, Checkpoint. Take Enrica's advice or fail the mission. Locate a small open hatch above you and climb up fast. You should make it with time to spare. When the guys come in, resist the urge to hit them with a gas grenade, you may need it soon. Just hang tight until they leave. They'll think someone is fooling with the elevator buttons. You'll also hear the hapless man they think is you. Poor guy. Wait around five seconds after the investigator guard leaves and then drop down quietly and make for the table to hide behind quickly. The deck is absolutely SWARMING with nervous guards. Make you way to the stacked up pool chairs with stripes, and hide for a moment. Enrica comes through again! The foutain distracts one guard, and makes the second one walk left. She says to swim into that, but you actually have two choices here. You can head left and use tables and chairs as cover all the way around the room, or you can take a chance and dive under water past the fountain and pray. There are some stairs on the far side of your exact location, with five or six guards in between, so I go for the pool myself. If you're quick and use the map, you will be fine. X button swims faster when under water. You don't have to worry about air with your gear. There's a door at the top of the stairs you were gunning for that goes to your next area. There is a guard up by it on patrol. Use the table and big column to get a bead on him, along with your map. Either wait until he's way down past the door, or take him out and hide him behind a table near the door. Next up, steam room adventure! That just sounded wrong. Inside, hit the lights, and take the left path first. Make some sounds and rush over to the right corridor instead, and note there is a central door and a door on the right. If you go right, be very silent, as there is a third guard here and he'll alert his cheery buddies. I simply eliminate all the trouble by making sure the front two guards are in the left entry corridor, so that I can sneak right into the mid- dle room. From there, I roll across as the steam comes in hard, and jump onto the far fountain. I climb up to a vent shaft and boom, you're done, and safe. Use the knife and head inside for a checkpoint. The only way this next guy could have made it easier would be to wear a flashing neon sign that says GRAB ME! Anyway, watch the man enter at the edge of the vent, he'll hit the lights. Snake out and grab him with A and interogate him for the door code. Then, simply turn off the lights for him , since now he's taking a nap. Head outside but be aware of the gentleman sitting with his back to you and singing. I heartily recommend you leave the previous room's door open , since it's about to have another occupant. There's also a laptop on the right with the same door code you can inter- rogate from these guys. Either way, get your code and remain alert, you've got two or three more guards just down stairs post the coded door. Take an immediate right from the steps downstairs and be VERY quiet. These guys are armed and capable of hitting the alarm. Don't kill any of them, however, or the NSA will lose trust in you. Use your map(s) here and guide yourself around them. Press against the back area you found here and wait for them to chat if you need to. When they're done talking, they'll simply head up the steps you're near, so stay well hidden and let them go. Aren't you glad you hid those two bodies in the room? Make for the front of the control room and note the third crewman outside. Let him come in (or he may already be in) and use noises to make him turn his back to the windows and the outside area. Make for the outside door on the right, and find the zipline right in the middle. Jump up and enjoy your ride. Try to note the area's layout on the way down if you can. Stay hidden behind the red supports. Wait for the crewman in white with GREAT eyesight to turn his back to you comple- tely. He's chatting it up with a guard in the tiny room, that, you guessed it, you have to reach. There are several things you can do here. You can wait them out, learn patterns, and enter quickly. You can try and arm the bomb, then get the frequency for NSA, and make your escape, all before the guards come back. But I prefer to put them down for a nice sleep. Simply wait for your small window shot, when the one in white steps inside, and let a gas grenade go. In that tiny room, with the door closing, they'll both be out within seconds. Of course, to do this you need luck and skill, so I only recommend it to people that want a challenge. What you do is, when his back is turned, drop down using Y and B. Land hard and loud and hide behind the central stair structure. Sneak around perfectly and lob the gas grenade in. They'll have a chance to react, but not alarm. It isn't perfect, but it works and puts them both down, making the rest of your mission easy. Another small option is to wait for the guy to be to the left of the door, there's water there. You can shock him, and sometimes both of the guards with a shocker. Or let the man in white walk away, and shoot him or shock him then, unlock the door, and take out the last guard. Like I said, tons of ways, and we're not even getting into making sounds to distract etc. However you do it, enter the small room with the glass door. Check out the laptop once the room is safe to learn about the negligence onboard, and about the escape hatch. Then, go backleft and place the bomb. Enable the frequency as well, just so you have options in the next segment. Trust me, you'll want the options. The game drastically changes with the characters depending on your choices coming up. With that done, head back outside and go to the back corner, using your map, to find your exit. Activate it and smile, because this one is done! Rewards for * this time are EMP Grenade Attatchment and Gas Grenade Attatchment. Good job!! ============================================================ SAM8 - Mission 8 - USA NYC JBA HQ 28 Feb 2008 Choice Objectives NSA Stop cruise ship explosion JBA Allow cruise ship explosion NSA Frame Enrica Primary Objectives NSA Obtain visual proof of bomb* JBA Decrypt e-mail message* NSA Scan fingerprint 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 Search quarters for personal info (1) NSA Get professional background info (1) NSA Get JBA member voice samples (0) NSA Scan JBA member fingerprints (5) Lot's to do here, and a big ending for this one, no matter the choice. First off, Emile has done some sneaking of his own and found an email from an ally, Massoud, that he wants decrypted. This is one of the most confounding parts of any game, much less this one alone. There's really only one fast way I know of, so it's what I'm printing. Here we go. Be sure you SAVE. Rotate using LB -------- ------- ------- ------- |000 |001| |010|011| |100|101| |110|111| |--------| |-------| |-------| |-------| |110 |111| |000|001| |010|011| |100|101| -------- ------- ------- ------- The top of the cube will look like: (using LT) ------- |010|000| |-------| |001|011| ------- The bottom of the cube will look like: (using RT) ------- |100|110| |-------| |111|101| ------- Keep on reloading until you can do it in just a few minutes. At this point, be sure to grab Emile's fingerprints with scan on the keyboard. Head up to where Moss first showed you the obstacle course and scan the button for his prints. Nice! Next up is in the clinic where you first ran into Enrica. Pick the lock and head in, light on or off, and scan her microscope area for the prints. Be wary of hallway grunts. Now head to the kitchen (right across from the med bay where you are) area and when the grunt leaves you, scan the fridge for Jamie's print. Good job. Head down to the mine area Enrica showed you but not that far, and scan the pad you hacked for Dayton's fingerprint, at the barred door area. Their prints can also ALL be found all around their private quarters and any other rooms they frequent. At this point, it's good to have 17:00 minutes or so left. Now, go back behind you to the mine area and use the voice print to get into the restricted area again. Shimmy past the camera upstairs and enter Enrica's lab again. Shimmy to her laptop and hack in to get her disarm code for later. You may decide you want it, trust me. Then, leave the way you came quickly. She gets a phone call here and will come near you if you don't hurry. Once hacked, don't forget to get the security room code. Now it's down to NSA business. Shimmy past camera, go into upstairs door opposite you, flip light switch like before, and go into the hallway you've seen once before. Be very, very quiet. This grunt will likely respond to you opening the door, so make for the low crates in front of you sort of on the right. Carefully slip past the guard and climb one, then another, then fall fast into a roll down the hallway on the right, into the room with the pool table and jukebox. Make for the light switch just outside the room on the right. Hit it to dist- ract guard number two. Now, slip into the bathroom as he passes, immediately move right down the hallway (past Enrica's bedroom) and go all the way down the dark hall to a door on the left that requires print scan. Moss and Jamie are arguing here, so if you don't have the voices of these two yet, here's a good time. Just like Enrica on the phone before. Shadow Moss and follow him until you come upon your first door. This is Moss' room. Look for a filing cabinet, with the lights out, and scan it real quick for some info on Moss. He often returns to the room, so be ready to hide in the locker in there until he's done. Then, you can follow him around a corner to...light in the hall. Doh. To the right, you have guards. Go left into a caged area. Remember it. Inside the area, jump up and grab the gray shelf in front of you and head up and over it. Quietly drop down and hack the keypad on your left, where Moss was headed. You can also sneak VERY carefully through the chalkboard room with the two guards, in and around to the second exit (to bypass a camera), and carefully stick to the far right wall and pass the sitting guard in the fence area. Either way, go to the keypad and either hack in or use the code you got. Once inside, wait for Moss to leave for his office in the back. Figures it'd be here, in the security office. Now for a tricky part. 2 grunts are in here. The one on the right won't go anywhere if you're quick. The one on the left is one to watch. When he seems busy, save, and go between the desks to get to Moss' office. Stay hidden in the obvious spot(s) as he moves about in a set pattern. When he is at the table or board, sneak behind the shelf with the boxes on it. You'll be able to hit his file cabinet from here. You can also hit his computer for info on Jamie's office's passcode. It's so simple it hurts. Head out into the security room for the NSA info. This is the tricky part. Watch the guards as they sit about. Hopefully no one has noticed any sounds or sights, and they will stay simple. If one hears something, though, that complicates matters alot. Now, sneak back the way you entered, from in between the desks, and quietly go back to the door you came in from opposite Moss'. From this vantage point, wait until the grunt returns to his position on the right. A few seconds after he's seated, the one on the left will do something different and good. He'll go to towards the back, where Moss is at. Hurry but stay low and go to the back left computer monitor he was posted at. Hack in quickly and get the visual confirmation NSA needs. Go ahead and get out of this blasted room quick and quiet. From here you'll either already see a man coming to you or a man about to be leaving the fenced area. When the grunt moves on, go into the fenced area to bypass the grunt leaning on the wall and the camera. Thanks fellas. Haul butt out of the restricted area completely, the way you came in, and go complete any secondary objects you think you have time for if you need any JBA trust (like if you were spotted during this mission heh). The shooting range is quick but you need a higher score now. The safe course is your best bet as it hasn't changed. You can also make mines again, if you're good at that. No matter what you choose or if you just want to speed things up, head for the laptop Dufraine left you on to decode. He'll show soon and then it's time for a cutscne, and a choice. What you pick here is going to change the plot some, and the endings some, but not too much. You can read about them all on various websites, so I won't list them here. I may list them towards the bottom of the FAQ eventually. I chose to use the Enrica Code. It keeps Trust levels of both sides normal, meaning if you were both full they'd be full, or stay at whatever level you are at for each. Anywho, for * this time you get the last two, the Frag Grenade attatchment and the Enhanced Night Vision. Good job!! ============================================================ SAM9 - Mission 9 - Democratic Republic of Congo Kinshasa 01 Mar 2008 Assignment NSA Bug the secret meeting room JBA Find CIA agent Hisham Hamza JBA Return to the parking lot Choice Objective JBA Kill Hisham NSA Do not kill Hisham Primary Objective NSA Retrieve plans from camp Secondary Objective NSA Avoid all alerts NSA Prevent the execution NSA Save woman on the bus A multipart mission, NSA and JBA objectives, daytime light everywhere you go, and an ongoing civil war? Sounds fun. First off, if you press on the left dpad here, Sam will adjust his sunglasses on or off. Pretty useful for the many outdoor sections of this level. Time to make some trouble. Hisham is here, just like in Shanghai. You get some intel and learn it's time to make for the roof. Your goal is the elevator on the far end of the garage. You can make sounds, flip the light, or take out and hide the rebel guards here. Soon, a truck pulls in, getting attention as well, and adding one more guard. Go on up, and get a checkpoint. EMP the light in here to draw a guard in. Take him down however you wish and progress, but watch your map. There's some trigger happy milita here. Enter slowly and once the shooting starts again take a hard right and crouch/run to the windows. Not only can you cut these open, but one pane is already gone. Go outside. Go straight and shimmy right to a bombed out opening. You will be suspected here but no alerts just yet. Rush to the debris in front of you by going around and left, and climb up it fast, and the soliders will be too busy to care about you anymore. Enjoy the checkpoint. Careful of the right hallway, you've got a gaurd in it. Either wait for him to fully patrol and go into the hall, or take him down here and now. I like to grab him and guide him back to where I first climbed up, get him in the corner, and take him out there. Either way, head into the hall on the right. Locate the third open window on the left and head in. Get into the laptop and read about the laser mines in particular. Head out into the hall and be aware of two guards. One is in a room on your right, doing nothing. Another is patroll- ing your hallway and may have already picked up on you. If you can outmanuever him and grab him, he'll give you some intell. But so will I so you don't absolutely have to get him. Instead, go for the double doors to your left. Here's two guards talking. Wait for them to split up, and hide in the closet on your left if you're antsy. Grab one, take him in the doorway, and then make your way into the large room. Stalk your prey here and either shoot him in the head to be quick, or draw him to you to knock out or what have you. Either way, move on into his room and go onto the balcony. You guessed it. Jump over the left side and follow the ledge. Here comes a chopper! Climb the sign quickly and jump up, shimmy right on the ledge here. Note the guard climbing away from your position. Rush to the ladder but don't jump at it or he'll turn on you and kill you quick. These guys are always in alert mode, obviously. Go left, left again, right, and be wary of a guy coming near you to reload. When he moves on you can shoot or stun the guy firing on the helicopter and rush right and up the stairs you'll discover. Be quick, and if you have to, be deadly and pull some headshots, if you have ammo or nonlethal to spare. Go up quickly after taking down at least the one guard near the steps for best results. After you're in the small place , go ahead and hack the fuse box near the trapped hatch. Before you open it, hack into it further and dismantle the laser. Then open the hatch and head down. By now someone knows about the body you left, so hurry! Drop in and embrace the pain of falling. Now you're in a seemingly impossible security room, where you need to end up placing a bug for the meeting. Head down your ladder nearby, squeeze under the room, and then crawl out to the other side. Jump and climb the pipe in front of where you emerge, and shimmy with it until you are over the cube. Drop down and locate the hatch to your left, and hack in. Line yourself up with the small aluminum piping and drop down a foot to grab it. Shimmy to either side and avoid the green laser walls. Wait for them to cut off and make your way over until you can drop down behind the painting struc- tures. Time your jumps to avoid the lasers here. You can also hug the glass wall but it's a bit slower. From here climb up the next pipe you find and follow it until you find another pipe at an intersection. Take it to the dead center of the room and use the winch to lower yourself dire- ctly down to the table but don't go so far that you drop. Plant the bug in the indicated spot and zoom back up fast. Try not to drip any sweat or blood, because you're here for the meeting, just like Sam wanted earlier. :) After you hold on for the entire meeting using the Y button to draw up further, save. You can drop for noise and damage or use the winch again but this time fully lower. Either way, get out of here the way everyone else left. Gulp, gotta hurry to the parking lot to hear about the mole. Once you're down, look left for a table and some debris. You can repel down from here. Go allllll the way to ground level. Find the little silver door, head into the bathroom, and go down into the hole in here. Follow it, drop out, and casually leave the men's room as Emile becons you close. He wants Hisham. You have to take him down. Whew, not you, but still bad news. Run down the ramp there behind you and load. Checkpoint. This part is pretty new and different for a Splinter Cell title. Daylight, wartime, and several small objectives that hinge on both stealth and action. Get ready. Wait a moment for the explosion, then either scale the fence or cut through it. It's faster than lock picking, even with the auto pick. I chose the left side. Hide on either side and you'll discover the duo has split up and you have one guard to deal with. Do whatever you want here, though I like to just follow him when he moves on. Stay behind the car until you can move to more boxes, when the guard moves. Look around the corner here for a man in red running. He'll give up a sniper position by yelling up to him. Now you know where he is. While they're talking briefly, move into the right hand alleyway. If you weren't spotted by anyone, and there were no alerts yet, the execution is still about to happen. If, however, you get seen or a body is found, they kill the hostages and the NSA loses a tiny bit of trust for you. Whether you want points or not, Sam's character, I beleive, would stop to save innocents. Ok, we're dealing with two guards, if you position yourself carefully by using your map you can take them down before they can kill anyone. If you want to be sneaky, follow one through the cloth and doorway to take down. Then, keep an eye out for the other man in the far alley. You can use a shocker here for quick results, or shoot him, or what have you, but I like to try and sneak to knock them both out for a better rating. It really doesn't matter how you do it, so long as one can't alert the other. Meaning, if you take one down quietly, you can shoot the other or do just about anything you wish. Now, head out of the alley and down to the right. From here, you'll see a woman running right as shots are fired. Follow her into the building she runs for, and quickly find an exit through the window in here. You can knock her out, but I choose not to. You'll get another big boom off to the left of Sam's position, keep moving down the street to the right near the large stack of boxes. Look left of here for a ladder, head up and save at the checkpoint. Keep in mind everyone will be alert here, but it doesn't mean they've seen you. Though on Hard mode, it's safe to assume they have, just to keep alive. Be careful and as you round the corner and hear from Emile keep an eye out for two men below. Wait for them to leave before you move on to avoid a quick death. There's a cable you can slide down at the end here. Head right and keep your eyes open for a red hatted guard to move behind a large broken cylinder. Note your new objective. Anywho, the two guards are shooting in the opposite direction of you, so take this time to to go near the truck and jump down into a ditch. Follow the ditch behind the guards and try to stay low or you risk problems here. Get to the front of the bus and jump inside. Lift the chair up off her leg and follow her to a great room if you're on Hard. It's cool any time but invauluable on Hard mode. She'll lead to some ammo and supplies. Note on your map two guards down the road here. After they check the underside of the truck out, sneak VERY carefully up behind it and crawl under. You will ride to the Checkpoint. Whew. Now, when the drive is gone roll out on his side of the truck. Quickly and quietly move behind the boxes to the rear of the green tent. This isn't as bad as you might think. You can cut the matieral to enter the tent here, but keep in mind it may be found out later. But by then, you should be long gone. Hide behind the boxes to the left and notice the laptop with the guard. The guard will soon leave to greet the new arrivials that just landed via chopper outside this tent. Hack the computer to get the plans, then sneak out through the back and cut into the next tent. Your goal will be to climb the tower here, so use the boxes for cover as you make you way to the fence's door. You can't climb this one, it's electric but can be shut down. In between the two rows of generator boxes, you'll find a wire here you can safely cut to shut it off. You could also just distract the two guards nearest the door with sounds but it's riskier. So now cut into or climb up and over the fence and make for the ladder. Make SURE the coast is clear of the two guards nearby, and climb. Up top you save and find a sniper rifle. Nice. Here's Hisham, poor guy. Emile wants him gone, of course Lambert will have none of that. Don't worry, this next section isn't that hard. But if he dies, you finish here. The most heroic and cinematic, to me, is to save Hisham. When he and a guard enter they will fight. Shoot the guard when he's clearly on top. From here you will get a scene, Emile is furious, and Lambert has a great idea. If you killed Hisham or let him die in the fight, however, you win this mission and may move on to SAM10 in this guide. Assignment NSA Rescue Hisham NSA Help Hisham escape When you're up and ready again, slide down the cable via zip and you'll be on your way to making it right to JBA. Move into the next room and drop through the floor. Hide behind the car and move left in the shadows towards the bus. Enter the bus and exit it's opening on the side, and quietly crouch behind the dumpsters. Look at this guy, whoops! Kinda tough here, depending on your gear. If you don't have smoke grenades in any form, roll for the black smoke created by the missle that killed the guard you just saw die. This will let you reach a ditch under the truck. Exit towards the car that just landed to your right, and head for the downed chopper. Enter the opening here for a checkpoint save. If you do, however, have smoke grenades, feel free to use them to keep you safe and away from the missles of the heli above you. You can also use them to redirect attention from guards at war. After you arrive on your map at the palace, go in and stay behind the table. A guard will examine a body. Sneak past him and exit the palace to the right while he's busy. On Hard, if you can't seem to get by alive, take him out and move him to where you came from. Reenter the palace on other side of the debris here, and exit again to the right. Move down the palace wall behind the sandbags quietly, and turn left. You'll be able to locate Hisham, tied up, just inside the main part of the palace. A guard will mess with him some, turn, and walk away. Sneak in and untie Hisham, just as the guard walks away. Exit the palace with him in tow and movetoward the rear, on the left of the opening in the wall. If you wait long enough, the guard will rush through, responding to something on that end, and you can feel free to either take him down or let him pass (no noise from you). At this point you're homefree, so just move through the opnening and toward the fence ahead, make a quick left and help Hisham over the wall here. Just stay there and the mission ends with everybody happy. Plus, Sam can now sleep at night. On Hard mode, you pretty much have to follow this to the letter, since you probably have next to no ammo left. But, if you choose, you can actually kill everyone in the palace if you're quick and sneaky about it, otherwise they will kill off Hisham. There are ways to climb into other areas of the palace and take shots at guards, however. There are even different routes for this level entirely. But, I'm just trying to help you survive. Good job on this one, no *s left to unlock! The game is almost done!!! ============================================================ SAM10 - Mission 10 - USA NYC JBA HQ 06 Mar 2008 Primary Objectives NSA Scan retina to access lock NSA Find and defuse bomb Profile Objectives NSA Get professional background info (1) NSA Scan retinas of JBA members Here we go. The "true" last level. It's a doozy, so I hope you're ready to use everything you've learned thus far. Keep in mind you can also have all the time and kills/K.O.s in the world to gain all the files, prints, and other things like that you need. But you won't get voices for Moss, Enrica, or Jamie if you follow my guide exactly. You'll hear some plans for the other bombs, and then Emile will tell you to come with him and Jamie to the interrogati- on room. You also hear SWAT is out front. And Dufraine says he knows why. Uh-oh. You have no choice but to follow on. When you enter, you're given a choice. No matter what you pick, you must progress and defuse the NYC bomb! So, what to pick? Well, I like Lambert, he's been in all the games, and though he would expect same to maintain cover, I save him. If you choose to shot Lambert, you can freely walk the base and crouch whenever and all that, but no one will bother you unelss you enter restricted areas, and the final, bomb area. That small bit of freedom doesn't make me too happy, honestly. I prefer (and find it far more cinematic) to kill Jamie here, and declare war on the JBA, by myself. If you wait too long to do either, Jamie will kill you. Also keep in mind, if Enrica is alive here she will help you open up on of the final doors in the HQ and tell you that you can "talk later". She also gives you your goggles and rifle with some ammo. However, we never see this talk happen, and if you still want her retina you'll have to knock her out or kill her here. Once you see the declaration of traitor here, go to Jamie and scan his retina. Once the checkpoint occurs, exit and go right fast. If you're just quick enough, the JBA grunts on the way to kill you and Lambert will be too late. Move across the hall to the boiler room down the steps to find Enrica's body here if you did what I did earlier or allowed her to die. Either way, if she's dead, she's here. If not, you'll have to find her later. Scan her retina. If you have problems here, you'll have to scan Jamie and roll out to the right hard, hoping to only take one hit or so. Then get Enrica's retina scan if she's dead, and follow my and continue on, going back to kill off the two guys you had to leave, as they may be problems for you later. Don't forget light switches and the ultrasonic emitter for sounds. Climb the ladder to reach the garage port. Exit and move towards the safe cracking maze and firing range. Everyone has cleared out, luckily, to go face SWAT, so you can pick up your goggles and your SC-20K rifle to really have a party. Look for any other ammo types around here and move on. Head to the main area of the compound and be wary of the two patroling guards, one downstairs and one upstairs. For Dayton, we have to head to the server room so go on downst- airs first. Stay flat against the left wall here and keep quiet to avoid detection. Follow the guard as he moves towards the server room, and wait in the darkness of this area to avoid him, or go ahead and finish him off. Sneak into the server room the usual way, locate Dayton, and end him for his retinal scan. You could also just knock him out for the scan. Now for the NSA big stuff. Do you remember how to reach Moss' room, with the punching bag? Head to where you made Mines before. It's very near the server room where Dayton meet his untimely end by your blade. Scan in, take the steps, go in, flip off the light, open the door, and you'll be in the rec area where the pool table and all that was. Turn out the lights on the right side of the area to really freak out the approaching grunt. Take him out or bypass him however you see fit, and head for the next light switches, you know the drill by now. With everything nice and dark, and your goggles on, head down that right hall (past Enrica's bedroom), and scan in at that last door on the left again. Head through the left part of the double doors, but instead of taking the familliar path toward the security office, look immediately right for a retinal scan elevator. Do you remember the fenced in area from before, with a guard sitting at a desk? If you go to that desk now and avoid/ take out the guards in the area, you can find three smoke grenades, to be used on Emile and his four thugs at the end. But, in the end, it will make very little difference actually. So if you want to be truly safe, just head for the elevator on the right hand side we came up on. From here, Sam can do several things. While it may feel really great to dismanle the JBA with your knife, fists, and bullets, the mission comes first. So now we're playing it very safe. Exit the elevator and flip the light switch on the right before the guard turns around. Stay to the side and VERY quietly move past him as he approaches. You'll be in a mini-hall. Flip the enticing light switch ahead when the guard is far enough ahead of you, and quickly get on the metal and jump the railing off to the right. There's some ammo here if you need it, and on Hard, you do, for those just in case moments coming soon. Head around the small corner and enter the password 1234 you obtained earlier to get into Jamie's office. Here, you can obtain the final piece of professional background info. Pretty elusive considering how Moss called Jamie stupid for getting arrested. Anywho, use the computer to get the code you may not have to the main lab area, which is 2112. Go through the other door in the room (not from where you came) and drop through the opening in the floor. Climb onto the box and then jump up through the hole in the wall. Great, a smart guard with a flashlight. There *is* a way to avoid this guy's sight line, but you have to be pretty lucky in how you position yourself behind the boxes even on Normal. I recommend shooting him in the head when you can take the shot, as sneaking around him in water is hard, as is using other nonlethal means. But IF you can hide, by all means do, and let him pass you. Save often here and coming up. Leave through the door and go left, head up the stairs you'll find, out the door, and into the door on the right. Head into the next door and now you're getting closer to the bomb. Good luck! Checkpoint save here. Now you get an interesting (if not horrifying) scene, and then a 10:00 minute timer. Use your SATMap here (LB) and be ready for a guard at the next door you encounter. Either let him pass you by, or go ahead and K.O./kill him. Go on down the tiny stair set and turn around. Ready to tee off some guards? Since you don't have much to take care of lights, you'll need to shoot the one here. Unless you want 100% stealth (which I don't recommend on the first or even second tries here), it's quite helpful. Hit your night vision and wait for the alert mode guards to arrive. If you position yourself safely enough, pressed to the windows, they will pass right by you and you can do what you will with them or just pass right on by and let SWAT nab em. Whichever you pick, get to the door they just came from and use the code you got or hack in quick to gain access. Good! Climb the ladder (as if you'd turn back now, right?!), and hopefully the guards won't see you, though you will pass a light here. There is another ladder and you will see Emile on the other side of the bulletproof glass, so don't get too trigger happy and waste ammo. Take the exit into the new (and final) room. This, is a tough spot. You'll see a guard walk from left to right down a set of stairs and then he'll pass right by where you are if you sat still upon entry. Jump to the right over the railing and sneak around behind him quick for a grab and knock out. The grab is good if you can get him into more shadows for the K.O. If not, don't worry about it. At this point you're dealing with (use that map!) three other guards plus Emile Dufraine. I have tried, and tried, on each difficulty, to find ways to sneak and trick my way through here. But like the other Splinter Cell titles before it, you simply don't have that option. So get ready for a battle of sorts. This WILL be messy. Even at my best, it's hard to sneak everyone in time, and will take alot of practice. Be sure you have at least six minutes entering this section if you want to practice the sneaking method. It can be done in five but it's down to the last seconds. Check your gear. If you're on Hard, you have probably 89 bullets, and your knife, plus the goggles. You may also have up to three smoke grenades if you chose to hit the fenced in area before you took Jamie's elevator down to the bomb area. They are totally optionally and not incredibly useful so it's ok if you don't. You're going to have to position yourself behind the crates near you here. From here, you'll need to draw them out into the open, and use whichever goggles you are most comfortable with. Kill them all with head shots, as that ammo goes fast. Now, if this doesn't work, you can try and find other spots to hide in, but the premise is pretty much the same, as in, lure one or two, and end up shooting all four to death in a frenzies, luck filled fire fight. Save, save, SAVE! Keep at it, you can do it. Also, here's a little known fact. If you actually manage to sneak up on Emile and go for a grab K.O., you'll have a pretty cool little fight sequence with him that's worth the trouble. ************advanced method, stealth**************** If you want to try sneaking, here's what I finally got to work on Hard after four or five retries. I drop down to the right without looking for the first guard (fifth man). He heard me and came over to the corner, where I could safely grab and silent K.O. him. I then used the column on the right that casts a thin shadow to get to where I can see two men standing, facing Emile, as he watches the bomb. I whistled, and quickly moved back (using the column shadow) to the main shadow corner in the back right of the room. The will *slowly* approach, usually only two of them, though sometimes I see the third climb down his ladder too. They will investigate (night vision helps here) and SLOWLY turn around to leave back to their posts with Emile. Very, very carefully try and grab the one in the very back, and DRAG him to the corner you're hiding in. Take him down quick and go whistle again to bring one, or two more. However it works, use the same, time consuming lure tactic here to grab the one in back (or alone), grab with A, and carefully guide him to the corner to K.O. him so that Emile doesn't hear. If the one guard up top is still around , you will have to whistle until he comes first, but be carefuly not to bring Emile. Here's a good option with the last grunt body. Kill him on the steps, in the light and quickly fall back to hide. Hopefully you have around 2 and a half minutes left here for the bomb. THEN, position, using shadows, yourself to see Emile. Carefully whistle until he moves, or, better yet, let him barely see you in light for a second to really get him moving quick. When he finally comes around, he'll spot the dead man on the steps, and rush him to kick at him and check. This is your chance to grab him for the cool take down sequence, and it still counts as stealth, though you did kill a man. You could also K.O. the bait on the steps but you'll have to grab at Emile before he can reach the body or he'll wake him up pretty fast. Again, scan his retina BEFORE the bomb if you want the data. At this point I had literally one minute as I began to crack the safe. If you're in the zone or lucky, you'll be in within six seconds. Then force a data hack if you don't mind the hurt stealth score for a two second entry there. Then, hold the RT hard when getting the bomb core, while wrestling to keep the bullseye in the green. As you lift it out, you should have nearly 30 seconds, so use Sam's breathing to slowly lift out the core, safely. I finished with two seconds until detonation. So, this method CAN work, but it helps to really know what you're doing beforehand. Remember to keep a save at the five or six minute mark and don't overwrite it in case you can't make this method work for you. ************end advanced method, stealth************** Before you approach the bomb for the win, go ahead and scan Emile's Retinas. Nice. Now, go into the red hued bomb room, and try not to panic. Ok, crack the safe. Not too bad yet, right? Then, hack the computer. Now, time for bomb defusal. Do you remember when you had to make the mines? I hope you were fairly good at it, otherwise you may need to do several save/reloads at this point. You use the right trigger, as before, to move the bomb core and it's speed adjustments. You have to "feel" your way around with the stick and keep the bullseye green. Once you're aligned properly, the arm will grab on to the core. From this point on, hold Sam's breath with LT, and slowly let off on the RT so that it comes up smooth. Don't let the core touch the sides. With the bomb disarmed, you've accomplished... MISSION COMPLETE! Way to go!! It's not over yet, though... ============================================================ SAM11 - Mission 11 - USA NYC 07 Mar 2008 Primary Objective NSA Disarm the bomb Back in the saddle again. Remember Moss? This is a bonus level. Moss is taking the bomb to one of the men from the meeting earlier in Africa. But he's sort of changed his plan, in a rage. Thankfully Sam is dedicated to the last. Climb the ladder and listen in on Moss and the last of the free JBA grunts. You've got 10:00 minutes and no weapon. There are a couple of ways to pull this off, but here's a quick and relatively painless way to reach Moss. Simply wait for everyone to finish talking. Stay in your hiding spot and carefully watch the top area that Moss headed for, and wait for a guy to come out and go down the steps. NOW you can sneak into the top room and take down Moss. Sneak up and use a grab on him for a very cool kill. Much like with Emile's sneak take down in the previous level. Don't forget that retina scan if you're a completionist or after the achievement. You should have waited for everyone to be clear for sure before you go in after Moss, you should still have enough time to get the bomb. You can also find a crawl space under the steps leading to Moss in the cabin, it leads you to the med bay and is a decent hiding spot if you use your map right. You can *also* feel free to grab and take down anyone (in a good, hidden spot) if you feel like they see you too soon. The bomb will be right next to you in that room, so simply pick the lock, hack into it and go for the disarm. After this, leave the room for the final cutscene. People may be shooting at you here but you should be fine, even on Hard. If not, you need to restart and go for more stealth, or attempt taking at least one of the men out before you get Moss. To be continued... In Splinter Cell: Conviction You can find info about it on the internet right now! Congratulations on beating this awesome game!! ============================================================ 3. Profile Objectives ============================================================ If you're looking for the quick methods of obtaining the coveted spy info for fun, or for the achievements, look no further! Here's a quick tip list on getting them. For greater detail, however, you'll need to use the Guide above. A. Medical Records - (Available beginning Mission 3) Simple. Your first time in the JBA Headquarters, right after the prison mission. Go to the clinic at any point during your 24 minutes and speak with Enrica by standing near her. When she's done, she'll turn and leave to lock herself into the medical lab's office. Turn around, leave, and be sure no one can see the open doorway (you can't shut the door). Flip off the lights, and crouch as soon as the game let's you by her door. Be very quiet in your movements, or she'll kick the door open on you. Lockpick the door, and quietly go straight across the room to the file cabinet. The laptop has an interesting email too (though useless to gameplay). Voila! B. Professional Background Information - 1. Beside the computer in the server room. Use your handy Sound Emitter gun or flip the light switch to get him away from the PC desk. I use both actually. (Available beginning Mission 3) 2. Enrica's office in the section accessed by voice recognition next to the mine creating machine. (Available beginning Mission 6) 3. Emile's office between the grandfather clock and the desk. (Available beginning Mission 6). 4. Next to the computer in Moss office located next to the security room. Just wait for him to move away from where you want to be. (Available beginning Mission 8) 5. Jamie's office accessible via the elevator next to Moss' quarters. (Available beginning Mission 10) C. Personal Information - 1. Upper restricted access area, in the room where Dayton is sleeping and having nightmares. Keep it quiet. (Available beginning Mission 6) 2. Upper restricted access area, in the room where Dayton is sleeping and having nightmares. Again, be very silent in this room, or it's over. (Available beginning Mission 6) 3. Enrica's room. The room with the open window in the bathroom that allows outdoor access to Emile's office and the car port. (Available beginning Mission 6) 4. Emile's bedroom. The room next to where Sam scans the blueprints from the safe. (Available beginning Mission 6) 5. Moss' bedroom. The room with the heavy bag on the way to the security room. This one is easy to miss for some people (myself included). Use your map(s)! (Available beginning Mission 8) D. Fingerprints - 1. Enrica -On the microscope in the lab next to the infirmary, as long as she's gone, no worries. 2. Jamie -Refrigerator in the kitchen near the infirmary, tougher. Be wary of grunts walking near the hallways. 3. Dayton -Next to keypad for entry into the server room Flip off the light switch when you get this one. 4. Emile -On the desk next to the computer where Sam is decrypting the e-mail, watch the break room next door carefully. 5. Moss -Next to switch that activates the obstacle course, or anywhere in his bedroom if he's gone. E. Retinal Scans - I'll provide more detail in the walkthrough for these, as to avoid spoilers. SAM10 and SAM11. 1. Enrica -Boiler room 2. Jamie -Interrogation room 3. Dayton -Server room 4. Emile -Last room where the bomb must be defused 5. Moss -During mission 11 on the boat F. Voice Samples - 1. Enrica -Very beginning of mission 6 after she asks Sam to follow her. Stand at Mine Machine, wait for Emile to talk with her at stairs on your right. See walkthrough for better detail. SAM6 2. Jamie -When he is practicing the updated voice recognition system to the door for entry to the upper restricted area. The door is accessible via the stairs near the infirmary 3. Dayton -While he is having a nightmare in his bed during mission 6 4. Emile -Next to mine making machine at beginning of mission while he is talking to Enrica. See her section above for more details. 5. Moss -Follow him during mission 6 and he will stop and talk over the radio See SAM6 for greater detail. ============================================================ 4. Gadgets of the Trade (Equipment) ============================================================ A. SC-20K -One of Sam's primary weapons. -Features include (reflex scope)sight, silencer, automatic or semi automatic fire B. SC-20K Scope -Access by pressing the right analog. -An upgrade of the scope is available adding night, thermal, and wave vision. C. Sticky Camera -Attachment of the SC-20K. Launchable surveillance camera. -Has noise making and non-lethal gas release capabilities. -Possesses an upgrade that adds an explosion effect. D. SC-20K Attachments 1. Sticky Shocker - Produces electric discharge that incapacitates target 2. Airfoil Round - 1 round stuns target 2 rounds knocks them out 3. Smoke Grenade 4. Sonic Grenade 5. Gas Grenade 6. EMP Grenade 7. Frag Grenade 8. Shotgun shell E. SC Pistol -One of Sam's primary weapons -EMP mounted under barrel (used to deactivate electrical equipment) F. SC Combat Knife G. Grenades 1. Frag Grenade 2. Smoke Grenade 3. Flash Grenade 4. Sonic Grenade 5. EMP Grenade 6. Gas Grenade H. Wall Mine -Motion sensitive adhesive mine -Lethal to 3 meters -May be disabled when green light flashing -Stun and flash varieties also available I. Riot Shotgun (prison level only) -Non lethal weapon that fires beanbag rounds J. Optic Cable -Cable with camera used to provide a view of an area before entering K. Lock Pick L. Electronic Lock Pick (*upgrade) M. Hacking Device (can be *upgraded twice) N. Laser Microphone O. Ultrasonic Emitter (* item, good stuff) -Shoots small sound emitting transceiver for purposes of distraction P. Glass cutter Q. Winch R. Goggles -Includes night, wave, and thermal vision S. OPSAT Watch -SATCOM feature provides location of hostiles T. Blueprint Scanner U. Retinal Scanner V. Fingerprint Scanner ============================================================ 5. Achievements ============================================================ 1. Hero (20) -Complete solo mode with the best ending 2. Agent of the Month (20) -Complete the profiles of all the major members of the JBA 3. Defeated the JBA (100) -Complete the main storyline 4. Save Lambert (10) -In solo mode save Lambert's life 5. Save Hisham (10) -In solo mode save Hisham's life 6. Kinshasa Assignment Completed (30) 7. HQ 3 Assignment Completed (30) 8. The Collector (20) -In solo mode collect all gadgets and upgrades 9. Cozumel Assignment Completeed (30) 10. HQ 2 Assignment Completed (30) 11. Shanghai Assignment Completed (30) 12. Okhotsk Assignment Completed (30) 13. HQ 1 Assignment Completed (30) 14. The Invisible Man (20) -In solo mode complete a mission without being detected 15. Ellsworth Assignment Completed (30) 16. Getting Technical (20) -In solo mode knock out 5 enemies using non-lethal gadgets 17. Iceland Assignment Complete (30) 18. The Human Light Switch (20) -In solo mode use your EMP Pistol to turn off 20 light sources 19. Training Completed (10) -Successfully complete a training course 20. Teacher's Pet (40) -Successfully complete both training courses 21. Professional Ninja (40) -Complete solo mode on Hard difficulty 22. Recruit (10) -Obtain an overall characteristics average of over 1% 23. Operative (15) -Obtain an overall characteristics average of over 5% 24. Field Agent (20) -Obtain an overall characteristics average of over 20% 25. Special Agent (25) -Obtain an overall characteristics average of over 45% 26. Officer (30) -Obtain an overall characteristics average of over 75% 27. Commander (45) -Obtain an overall characteristics average of over 95% 28. Bronze Trophy (15) -Complete all the challenges by obtaining at least the bronze medal 29. Silver Trophy (30) -Complete all the challenges by obtaining at least the silver medal 30. Gold Trophy (50) -Complete all the challenges by obtaining at least the gold medal 31. Blackwing Expert (20) -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play 25 sessions in this map 32. Motorway 90 Expert (20) -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play 25 sessions in this map 33. Terminus Expert (20) -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play 25 sessions in this map 34. Slaughter House Expert (20) -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play 25 sessions in this map 35. Red Diamond Expert (20) -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play 25 sessions in this map 36. Boss House Expert (20) -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play 25 sessions in this map 37. Dawn Waves Expert (20) -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play 25 sessions in this map 38. USS Wisdom Expert (20) -Get at least 10 victories as a spy and 10 in the UPSILON FORCE and play 25 sessions in this map ============================================================ 6. About the author ============================================================ What can I say? I like video gaming. Been into it since the NES days, when I was a kid. Grew up, kept playing. I'm 24 now. I own all the old systems and portables, and as for the new stuff I've got a 360, Wii, GBA and PS2. My game library combined from all the systems is pretty massive. Usually around 25-45 on each console. I also own a few PC games, but all older ones, because I can't really afford to buff up my PC. I live in Georgia, in the USA. I did the college thing, dropped out halfway, and have worked random jobs ever since. I'm kind of thinking of law enforcement (something safe though), but it's up in the air right now. Other than that I work menial jobs to buff up my game and movie collection, as well as select comic books. But my life isn't all dorkdom, as I also have a wonderful girl, a great family, a handful of good friends, and my own apartment. Feel free to add me if you want to play any online titles I have for 360. I'm always open to new people. I don't care what your skill level is. Mine is average-good. That's really about it! ============================================================ 7. Legal ============================================================ This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Email: [email protected] Xbox Live gamertag: lastfirstborn Copywrite 2007 Joe Barbee aka lastfirstborn