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Basics
This walkthrough will be divided into each individual mission in the game. The following is information for the default controls as well as some general tips.- Controls
- Left analog stick (LS) controls Sam's movements. Clicking it will put Sam's back to the wall.
- Right analog stick (RS) controls the camera around Sam, and with a click, sends the camera into the first person.
- Right trigger (RT) is contextual, but it deals with Sam's lethal attacks
- Left trigger (LT) is also contextual, and deals with Sam's nonlethal/secondary attacks
- Right bumper (RB) controls your inventory. A single press switches between the last two items you used, and holding the bumper will bring up the full inventory.
- Left bumper (LB) brings up your SATCOM
- A button is used for general contextual actions.
- B button controls Sam's crouching. It can also be used to get down off of pipes and zip lines.
- X button equips the active item in your inventory.
- Y button controls Sam's acrobatics.
- D pad controls your vision modes when Sam has his goggles. UP is Wave vision, Right is Thermal vision, Left is Night vision, and Down either makes Sam whistle (land), or makes him knock on the ice (water).
- Start button brings up the pause menu.
- Back button brings up the OPSAT.
- General Tips
- The 'Splinter Cell games are not run n' gun games. Their gameplay is based on timing your movements and sticking to shadows. If you have played any previous Splinter Cells, this one will be a slight departure. There are more missions where Sam is in broad daylight, and without his iconic goggles, so staying hidden becomes more about timing your movements rather than staying in the shadows.
- This Splinter Cell is also different in that you are required to maintain a balance of trust between the NSA and the JBA. If the trust meter reaches zero on either side, the game is over, keep that in mind. Each mission usually has some opposing objectives, but it is usually not too difficult to maintain a good balance.
- Every situation has several viable options for execution. As stated above, this isn't Unreal, you can't go in guns blazing, but if you want to blast everyone away with bullets and grenades, it is possible. So gameplay can vary from going through the mission without touching a single hair on anyone's head, to killing everyone on the map, and everything in between.
- If you kill/K.O. someone, and you don't want anymore attention, hide the body. Somewhere out of the way, where the guards will be unlikely to look, like a dark corner or in a supply room.
- Keep in mind through the course of the game: If you do have a thirst for blood, there are a few missions where killing will result in a loss of trust from each party.
Stage 001 - Iceland Geothermal Plant
- Assignment
- NSA - Investigate the thermal plant
- NSA - Extract by chopper
- Primary
- NSA - Stop the missile launch
- Secondary
- NSA - Infiltrate the plant without alert
- NSA - Infiltrate the base without alert
- Outside the Plant
- NOTE: Typical of games in this genre, the first stage is a tutorial stage of sorts.
- Jump into the "volcanic lake".
- Follow the rookie spy under the ice where he cracks the ice and kills one of the guards.
- Wait for the guard to walk over the thin ice.
- Emerge from the water and shoot the guard in the head.
- Come up from the at the pump house area and get your bearings.
- Enter the bunkhouse.
- Kill the sleeping enemy so you don't risk waking him.
- Cut the power line.
- Return outside.
- Climb the fence.
- Climb the ladder.
- Zipline across into the plant.
- Inside the Plant
- Get to the first checkpoint.
- Watch the enemy near Sam's drop off.
- Quickly move from the ledge onto the enemy below.
- NOTE: Drops onto enemies automatically kills them.
- Leave the body.
- Save your game before heading down the stairs in the area "transformer station".
- Head to the crane operator cabin.
- Press JUMP near the railing to drop down on the cargo box and assault the three guards.
- A wall mine is available (once unlocked) inside the cargo box.
- Use the PC in the guardhouse to open the gate.
- Slide the gate open.
- Take out the two guardsd just past the gate with your rifle or handgun.
- Take out the third guard that blocks your way when the rookie heads into the base prematurely.
- Save your game at the checkpoint near the base's ventilation fan.
- Inside the Super Nuke Rocket Silo Disguised Like a Power Plant
- NOTE: Once inside the base, this mission must be completed within six minutes and thirty seconds or you die.
- Crawl left from the siddling at the vent.
- Let the rookie act as decoy.
- Mantle over the railing.
- Select the handgun.
- Follow the flashlight-carrying tech and move invisibly down the stairs.
- Shoot the tech in the head.
- Mantle onto the rocket platform.
- Take note of the second tech. Ignore him unless he investigates the shooting of the first tech. Then shoot him.
- Follow the stairs down to the lowest level of the rocket platform.
- Your job now is to get to the rocket and activate the switch to the control panel on the rocket nose.
- Use the lift to access the rocket bridge control booth level.
- Use the panel inside the booth to extend the platform to the rocket's nose.
- Hack the rocket nose to stop the launch and climb the ladder.
- Get to the exit by the rope at the top of the ladder, on top of the rocket's nose.
- NOTE: You now have one minute to find your way out alive.
- Unlocked Gear
- NOTE: If all of the starred objectives have been accomplished, the following gear is unlocked for stage 1 replay and future missions.
- EMP Grenades
- Explosive Sticky Camera
Stage 002 - Ellsworth Penitentary
- Assignment
- JBA - Prevent Jamie's re-capture
- JBA - Escape with Jamie using a hijacked chopper
- Primary
- JBA - Help Jamie Washington escape prison
- Secondary
- JBA - Open cells to start riot
- NSA - Don't kill the guards
- NSA - Reach central tower without alerts
- NSA - Escape without alerts
- Federal Pound-You-In-The-Wii Prison
- Get to the security station.
- Rip the "Down the Rabbit Hole" poster on the wall.
- Make the escape.
- Head up the pipes.
- Continue through the vents to the space above the security station.
- Nab the checkpoint.
- Ready yourself to stalk.
- Interrogate the prison guard for the door code and kill the guard.
- Take the smoke grenades from the arsenal.
- Take the first guard's body through the locked door.
- NOTE: Microchips in the guard's clothing enable the doors to open for the guards.
- Past the Security Room to the Control Tower
- Quickly take out the guards past the security room.
- Run in and knock out the third guard upstairs, but do not kill him.
- Take a guard body through the security door to the rec yard.
- Continue over the bridge to the "control tower" area.
- TIP: If you were quick enough, "no alerts" is fulfilled.
- Knock out the guard outside the "control tower".
- Save your game once you are inside the darkened tower.
- Control Tower
- Go down the tower for a non-lethal pneumatic shotgun.
- TIP: The shotgun allows you to knock out guards at a distance.
- Use the "corner grab" move on the guard down the tower stairs.
- Watch for the guard's flashlight as you head downstairs.
- Press Sam's back to a wall when you are at a corner.
- Move Sam to the very end of the corner and press the LURE or WHISTLE key to get the guard to come your way.
- Press ACTION once the enemy is close enough to grab the guard.
- Pick up the ammunition next to the shotgun before heading back upstairs.
- Save your game.
- Hack the PC.
- Open all of the jail cell doors.
- Check the desks for smoke grenades in the "control tower" area.
- Head up the tower's stairs to hack the lift.
- TIP: Be careful to watch your time. If this mission takes too long, your NSA "trust" will decrease.
- Head out of the lift once you get to the top.
- Move to the left.
- Avoid the guards while they are busy with other prisoners.
- Climb the pipes to the roof.
- Make your way through the broken window.
- NOTE: Jamie is captured by a guard.
- Kill the guard and rescue Jamie.
- Save your game to have Sam run down the rooftop to a dark alley.
- Enter the small building.
- Climb the ladder to escape the stage without any further alerts.
- Unlocked Gear
- NOTE: If all of the starred objectives have been accomplished, all previously earned gear plus the following gear is unlocked for stage 2 replay and future missions.
- Ultrasonic Emitter (i.e. noisemaker arrow)
- Wall Mine - Stun
Stage 003 - JBA Headquarters 1
- Primary
- NSA - Upload trojan to JBA server
- NSA - Bug roof antennae
- JBA - Complete the safe cracking course
- Secondary
- JBA - Practice at firing range
- Opportunity
- NSA - Get JBA medical files (5)
- NSA - Get background info files (1)
- Choice
- Kill or spare Cole Yeager (civilian news pilot)
- Enemy of the State
- Follow Jamie.
- Follow "Moose" to the safe-cracking course.
- TIP: You may need to replay this stage several times to learn your way around and get the feel of where things are.
- The Obstacle Course
- Save your game at the checkpoint after "Moose" leaves.
- NOTE: You now have 25 minutes to crack the safe and complete each mission objective before someone catches on. If you do not return to the start of the course before time runs out, you fail the mission.
- TIP: Exploit the checkpoints and saves throughout the stage.
- TIP: If you make a mistake on the obstacle course, exit through the closest green door and use the alternate route.
- Obstacle: The first obstacles are vertical lasers. The top laser is always on. The others turn on and off at different intervals. Run quickly to the door while standing to get to the exit when the lasers briefly disappear.
- TIP: If you look down when you are running, the game thinks Sam is creeping on an edge and slows him down.
- Obstacle: The second obstacles are horizontal lasers. Any of the three lasers trigger the alarm. Wait at the lockpicked door for a completely clear run to the exit.
- Obstacle: The third obstacle can have dire consequences if Sam drops prematurely. Press against the wall to move quickly. If Sam moves while standing to the narrow part, the game thinks he is creeping and will move too slow to complete the mission on time.
- Rappel down to the window.
- Press down on the stick or keyboard to disengage the rappel line.
- Move through the window.
- Look for a thin space between fence and wall to move through.
- After going through the narrow place, climb the very plain, very visible rope.
- After climbing the rope, rappel back down to the exit.
- NOTE: The two lasers move at different speeds and distances. Descending slowly will not trip the lasers but a fast rappel using the Jump key will.
- Obstacle: A two laser puzzle. Follow the top laser as it recedes to the exit, but stop at the hole and wait for the lower laser to pass underneath before going to the exit. You need to be centered and ducking at the hole to move forward. Jiggle him a bit if he gets caught on something to move him forward.
- Obstacle: One final laser puzzle. Get to the second opening before the laser turns back towards Sam. Once it passes, climb out and get to the safe.
- Cracking the Safe
- Save your game before trying the safe so you can try again from reload if it is taking too long.
- Your goal is to make all three of the wheels rest their notches on the tumbler.
- NOTE: The wheels do not all turn when you rotate your stick or press hold the keyboard keys. The keys only move the rearmost wheel. The remaining wheels turn when the rearmost wheel has turned further on on its radian.
- Focus matching the notch of the first wheel so you don't have to move it later.
- Match the middle wheel by turning the rearmost wheel the other direction or you dislodge the first wheel and wreck your work.
- Once both top and middle wheels are "notched" and green, turn your rearmost wheel in the opposite direction and notch it.
- Once all of these are met, the safe opens automatically.
- A checkpoint occurs automatically once Sam opens the safe door.
- Exit the training course through the door marked exit.
- Climb the ladder.
- Drop back into the start of the training course.
- Bugging the Roof
- All that remains is to complete the remaining two tasks for the NSA to repair the damage done during the prison riot.
- Locate the roof entrance by heading left from the course's exit across from the garage.
- Make a right at the small medical room with a young woman named "Enrica"
- Take the nearby ladder to the catwalk.
- On the catwalk, wait in the corner while checking out the two guys up there.
- Once they turn around, walk into the fan duct on the side and enter the restricted area.
- Don't move quickly, or the sound will alert the enemies and Sam will be prevented from going into the restricted area.
- If you gain their attention, head back to the ladder and wait for them to turn around again before retrying.
- At the top of the ladder, stop and wait for the enemy to clear out before you head right. One more enemy will be there between Sam and the antennae.
- The second enemy will face away for brief periods.
- Sam needs to hide behind boxes on the right while not making noises to escape attention.
- Once the enemy looks at the gate entrance and moves away, that's Sam's cue to go through the gate to the antennae.
- Bug the antennae.
- Wait for the checkpoint.
- From this checkpoint, wait for the enemy to look at the gate and move off before you move Sam.
- Retrace your route to the rooftop hatch and quickly and quietly drop back down into the compound to be safe.
- Bug the Server Room
- Go back to Enrica's medlab and locate the stairs down to the first floor.
- Take the hallway at the bottom of the stairs leads to the "mine assembly room" and the entrance to the "server room".
- Save your game.
- Turn off the lights outside the server room.
- This allows Sam to quickly hack the door to the Server Room.
- Turn the lights back on after you hack the door.
- You can get away with a darkened room if no enemies notice it however.
- Once inside the server area, you are in a restricted zone.
- From the gate entrance, look up and locate the pipe seen in the illus. below.
- Mantle onto the box and use Sam on all fours to traverse the length of the pipe.
- Hang at the end of the pipe and wait for enemies to leave the room before you attempt to drop down, making noise.
- Inside the server room, locate the stairs while the two guys are talking.
- If the enemies stop talking you may need to leave the room to hide and wait for the coast to clear.
- At the top of the stairs, in the corner (of the wall), there is a floor hatch Sam can use to go under the catwalk and sneak by.
- Mantle up at the end of the crawlspace and hack the server.
- Exit this room the same way you came in.
- To get by the camera above the door (outside the server room).
- Wait for the camera to move away from the stairs.
- Stand and run for the exit before the camera turns back around.
- Killing Time
- Before time runs out, consider going to the practice course and locating the firing range.
- Use the sniper rifle like the SC20K.
- Score a 75 score with 20 bullets to increase the JBA trust.
- I Like People. That's Why I Kill Them
- Meet "Moose" at the start of the course.
- Follow him down to the interrogation room.
- NOTE: Remember the location of the room.
- Aim anywhere on the target's body and pull the trigger.
- Unlocked Gear
- If you accomplished all the "starred objectives" in this mission, you should have all prior gear plus the following new gear unlocked when you replay this mission and when you continue to the next mission.
- Electronic Lockpicks
- Gas Grenade
- OPC Recharge Speed Upgrade
Stage 004 - Okhotsk Sea
- Assignment
- JBA - Disable the entire crew and the captain
- JBA - Exfiltrate on chopper
- Primary
- JBA - Retrieve equipment
- JBA - Destroy the ice wall to the Rublev
- NSA - Contact Lambert
- Secondary
- JBA - Seize the Rublev without alerts
- JBA - Reach the Rublev without alerts
- JBA - Disable comm antennae
- ZOFMG Drama!
- Press Action to deploy Sam's main chute.
- Move the appropriate stick mouse when it fails to activate the spare chute pin.
- Press Action before he falls too far.
- Killing People North of the Arctic Circle
- At the "landing zone", take out the two jerk-o-las with a handgun.
- Use the low rise in the ice shelf to head shot the porkers one by one as their noggin clears the landscape.
- Hide the first body to avoid rousing suspicion, but you can leave the second body where it falls.
- Take the equipment on the ground (two sticky cameras and two sticky shockers) and dive into the water.
- Sam will swim to the mercenary camp while under water.
- Ice Camp (Ice Shelf)
- Stay under water and use the 3D map to plan your attack.
- Take out the guy near where you emerge underwater at the camp.
- There are five more moving enemies here. Take care not to alert one. If you do, the rest will be alerted in a chain reaction.
- Nuke two of them by detonating the ice wall when they are close to it.
- Snipe or stalk the other three to death.
- Begin by drowning the enemy near the generator.
- Continue to swim in the water until you reach the thin ice near the generator.
- Take him out by permanently freezing him in the arctic.
- NOTE: Use the generator to repeatedly lure enemies there and dragging them into the water. Do this by turning off the generator. Enemies will then come to the generator, inspect it, and turn it back on. While they go through the animations for that, have Sam come out of the water and face behind them and press Action to drown them. Repeat for each of the enemies, making sure that they are coming to the generator in single parties.
- Once there are only the two enemies left near the ice wall, hack the detonation laptop but don't trigger the explosives yet.
- Exit the laptop.
- Check your 3D map.
- Make sure the two enemies are as close to the obstruction as possible.
- Go back into the laptop and blow them both to bits.
- Exit to the next area.
- At the Rublev
- NOTE: The Rublev tanker is trapped in ice. The "ice shelf" area has three enemies, all of whom you can stealth kill using drowning as a method.
- Wait on the first pair of enemies to split up before you kill the first enemy.
- Wait at the second patch of thin ice for the second enemy to stop and drown him as well.
- For the third enemy on the boat you will need to go behind him (in the water) and then you take him out.
- Take the life raft winch to gain access the the Rublev.
- There are two enemies on the port side of the rear deck near the crane.
- Take them out quickly.
- Head back down to the water and then up again to get closer to the stern enemies and take them out as well.
- Rublev Rear Deck
- From the crane on the "rear deck", snatch the lower level enemy after the scripted conversation and take him behind the bulky generator to stash his body.
- Whistle or lure the enemy with a fast glimpse.
- Hide behind the object near the crane.
- Sam's new corner grab move can take out this guy when he gets close, or you can shoot him in the head when he is turned around on the catwalk.
- Once these two guys are out of the picture, drop back into the water, swim to the back of the ship, and locate a rope to climb up on.
- Take out the nearest enemy to the rappel point but watch for the high-standing enemy.
- When that guy on the perch is facing away and you have a clear way to ambush the first enemy, grab him and chuck him over the port to get rid of his heat signature.
- Grab the guy from the perch when he comes down to look at an electric panel.
- Save your game.
- Move onto the starboard side's enemies.
- Grab or shoot the guy ambling back to the stern and stash him.
- Use the weather to sneak and kill the guy near the rifle ammo (center of stern deck, upper walkway), or just stalk the guys as they come across your path.
- Once the starboard side is clear, you must locate the red pipe leading to the top of the tanker.
- There is a single enemy there you can enviro-kill.
- This lets you access the ventilation shaft and use knockout gas to take out the whole bridge.
- This is not only easy on your game, but also awards you by conserving ammo.
- The gas objective will not occur until you climb down the ladder, so once you place the gas bomb, don't worry about it going off.
- Hack the antennae and contact Lambert before disabling it for the terrorists.
- To move from the stern to the bow (in pursuit of the captain), you need to go back to the life raft crane.
- Rublev Bow
- There's a switch on the upper walkway near the life raft crane.
- Hit the switch to move the crane and the boxes out of the way to the nex tarea.
- The next area, ship bow, has more enemies and they are close together.
- Snipe one and let the other two come to investigate, but it will depend how the enemies are randomized from their spawn spots when you and Sam get there.
- There's a cargo passage you can take to avoid detection and get closer to the central tower structure, but you will need to use the handgun or rifle to headshot anyone you cannot grab.
- Once all the enemies are gone, you can follow the captain down to the fuel room and kill the enemies in the Lower Decks A and B.
- The Lower Decks
- Kill the engineer in the "lower deck A" area.
- Take out the two enemies in "lower deck B" by silently shocking or shooting the lower enemy.
- Wait for the guy from the top to round the stairs down.
- Once both are dead, go to the "ballast room" and operate the switch to turn off the fan.
- Hop the railing and fall right into the black soup (the crude).
- Fuel + Fire = BOOM
- In the "fuel room", take out the demented captain by sneak grabbing him from behind.
- Use the available checkpoint.
- Move semi-quickly while crouched and tap the ACTION key repeatedly to instantly grab the captain once you are in range (and behind him).
- Once you grab the captain and the torch disappears mysteriously, you exfiltrate from the tanker using the shortcut ladder to the helipad.
- Unlocked Gear
- If you accomplished all the "starred objectives" in this mission, you should have all of your previous gear plus the following unlocked when you replay this mission and when you continue on to the next mission.
- Wall Mine - Flash
- Shotgun - SC20K
Stage 005 - Shanghai High-Rise
- Assignment
- JBA - Reach Aswat's Room
- JBA - Exfiltrate on Emile's chopper
- Primary
- NSA - Record the secret meeting
- NSA - Infiltrate the hotel
- NSA - Sample the Red Mercury
- NSA - Kill Aswat
- JBA - Get Aswat's notes from his room
- Secondary
- NSA - Infiltrate hotel without alert
- NSA - Complete mission with no alerts
- NSA - Do not kill civilians
- Chopper Ride Of Death
- Balance out the chopper by feeling them.
- Once the chopper levels out, you will feel the vibration steady.
- NOTE: If you are on a different console system or have vibrations turned off, level the skyline horizontally and make sure none of the skyscraper lights are visible in the cockpit.
- The chopper will land by itself and both Emile and "Moose" Moss will leave Sam by the chopper.
- Rooftop Follies
- To get out of the landing pad, have Sam head "left" of the door to locate a stack of wood pallets.
- From there, mantle to the rooftop and head "left" towards the back of the structure.
- Look for a drain pipe to shimmy up.
- At the top, look for a zip line to the next section.
- Jump straight up at the edge and Sam should auto-grab.
- Stay high in the next set of buildings.
- Unless you are not exploiting the environment, you almost never go face to face with enemies on ground level.
- There is a plank of wood that lets Sam stay above the patrols.
- A broken stand pipe will let him siddle to the crane controls.
- Save your game.
- Hack the crane to deploy it with no lights.
- The ladder to the top of the crane is behind it.
- Rappel down the side of the hotel from the top of the crane.
- Outside the Hotel
- Fast rappel down the building.
- Select the laser microphone in the inventory so you have it when you go into Aim mode.
- TIP: You need to be very quick with the laser mic or you will miss the NSA objective.
- Stay on the ledge to move quickly.
- From the checkpoint, fast rappel down to the window.
- Whip out the laser mic and aim it right in the center of the three weiners talking on the sofa.
- Start recording as soon as you drop down to the meeting room level since you are on a timer.
- A chopper will turn on a search light and spot Sam if you don't finish recording quickly and drop down to the next spot.
- Watch the progress bar for recording the meeting.
- Once you see it fill and disappear, holster your gear and jump rappel down until Sam disengages and can start siddling to the left.
- Keep moving fast.
- When you reach the laundry vents, hang by hands below the vents.
- The searchlight will stop short of the laundry vents (meaning you stay undetected and bag your bonus gear on mission completion).
- This also lets you execute the guard who comes to inspect the vent at behest of the chopper pilot.
- Enter the Chinese laundromat via the vent.
- Inside the Hotel
- The laundry has a floor vent that runs into the next room and pops Sam out into the darkness.
- Do not try the door unless you like shooting out lights and palm smashing people in the face.
- There are three enemies in the next room and they are so close, gunfire will sound an alert.
Pop open the floor tunnel exit and you will want to "go left".
- The exit is a vent behind the laundry machines.
- The opening is at the end of the machine row.
- If the way is clear there, go for it.
- Climb into the vent and drop into the small room at the end.
- You will be near two or three enemies outside, so don't make too much noise.
- Do turn off the lights.
- Save the game.
- You are near the area "meeting room".
- The patrolling enemy outside can be grabbed through the Japanese window screen.
- Put him somewhere safe.
- Enter the small closed room with a guy and a PC.
- Secure this room, turn off the cameras and hack the PC.
- Pick-up the free sticky cameras while you are in the room.
- With the main cameras in the hotel hacked, go past the Japanese window screen and left into the small room with the Red Mercury safe.
- Crack the safe, grab the ammo, examine (magnifying glass) the Red Mercury, and then close the safe (not necessary if you are in a hurry) and leave by the closed door to the bathroom.
- Around the time you reach the safe or thereabouts, Moose will contact Sam about breaking into Aswat's room.
- Since you're halfway down already, you might as well oblige.
- In the bathroom by the safe, remain still under the vent and jump (greater height).
- Sam should catch the lip of the hole and mantle up.
- Going to Aswat's Room
- Go to the end of the vent and stop.
- Sometimes a guard will come into the area briefly before leaving.
- There's no way around him so just wait for him to leave.
- With the way clear, drop down into the small side room and head for the ladder ahead.
- Head up the ladder.
- Rappel down near the edge.
- The rappel point is near the middle of the precipice.
- Fast rappel down to the catwalk and go to the ends.
- Use the lifts coming up and down as yours to go down to the next level.
- At the third catwalk, consider saving once you jump off the lift.
- There are two enemies in this area.
- One will be near where Sam jumps onto the catwalk and may see you.
- Shoot him in the head when he nears the opening by the catwalk.
- Take down the other guard depending on his distance from Sam and where he is.
- With the camera disabled, you can take the bodies and transport them from the side to near Aswat's room.
- Until you approach the door to Aswat's room for a checkpoint, you won't be docked for time or faction status.
- Clear the whole "middle floor" of enemies and dump their bodies near the entrance to Aswat's room.
- If you have at least two sticky cameras and the explosive camera upgrade, you can use a shortcut to kill Aswat.
- Aswat "patrols" back to his room in a counter clockwise direction.
- Set a sticky camera in a dark area along the hallway so its explosion will kill anyone on the path.
- Head for Aswat's room and break into it now.
- Aswat's Room
- Aswat's room has four guards and they may see you if they are hacking the PC and the fireworks light up Sam.
- Since there's a checkpoint, you can leverage this and get all the enemies by drawing them to a specific spot and plugging them with the handgun or if they are all in one spot, palm-striking them quickly in succession.
- Once the room is secure, make sure no bodies are really in the hallway and open the safe.
- Take the doctor's good notes (from the safe) and equip your most lethal weapon.
- Aswat is a terrorist, so the NSA wants him dead.
- Sam's on hand and you can settle this by killing Aswat as he makes his way back to his room.
- Now if you set a wall mine before, it should take care of him and his bodyguard and your objective will update.
- If you used a sticky camera instead, you need to fire a second sticky camera and use the PRIMARY and SECONDARY fire to change cameras.
- It takes about 30 seconds for the JBA chopper to come down.
- NOTE: The blue box objective is not Aswat -- he's actually one of the yellow blobs on your 3D map (usually the one in the lead).
- Once you enter the room, a timer does start ticking (about four minutes), so you need to be fast, crack the safe, and be ready to receive the doctor before the chopper breaks you out.
- Once the JBA chopper breaks into Aswat's room, your "trust" will decrease incrementally as time passes, jeopardizing your next mission (in JBA HQ).
- Kill Aswat quickly by leaving no bodies for him to find from the lift to the room and braining him instantly when he shows.
- Zipline to the JBA chopper to end the mission.
- Unlocked Gear
- If you accomplished all the "starred objectives" in this mission, you should have all of your prior gear plus the following unlocked when you replay this mission and when you continue on to the next mission.
- Hacking Device Speed-Up
- Smoke Grenade - SC20K
Stage 006 - JBA Headquarters 2
- Primary
- JBA - Assemble ten mines
- NSA - Scan blueprints in Emile's quarters
- NSA - Record a JBA officer's voice to access door locks
- Secondary
- JBA - Complete safe cracking course (again)
- JBA - Practice at firing range
- JBA - Get rid of the JBA pilot's corpse
- Opportunity
- NSA - Get JBA medical info files (5)
- NSA - Get background info files (1)
- NSA - Get personal info files (4)
- NSA - Get voice samples (5)
- Get Back Inside
- Return to the garage through the cutscene route.
- Select the laser mic. Do not equip it in weapon mode.
- Quickly enter the garage to meet Enrica.
- Follow Enrica.
- Laser mic her head while she walks away while talking to get a voice sample for voice lock.
- I.E.D.s Assemble! (Making Mines)
- Press the Primary attack to push in or pull out the mine detonator and assemble the mine.
- Use the mouse or joystick to center the pin in the mine's body and press it completely in.
- TIP: You will need to keep correcting the aim of the robot claw.
- TIP: Be careful not to let the detonator tip hit the side of the mine or it is destroyed. Sam only
has five detonators to work with.
- Random Dead Body Search
- Take the pilot's body from Enrica's medlab to the "common area" with the HDTV.
- NOTE: Getting rid of the body increases the JBA trust.
- Continue into the small second entry leading to the furnace.
- Climb the stairs to the start of the training course after you dispose of the body.
- Going to Emile's
- Locate Moose in the bathroom yelling at a recruit.
- Hide in the next stall.
- Record his voice.
- Proceed to the mine assembly machine.
- Use the voice print lock to access the restricted area.
- Enter the low security corridor in the next hallway.
- Stay in the shadows to avoid the two guards blocking your path to the voice lock door.
- Use the dead end pipes in the dark areas to avoid being spotted.
- Watch the guard who is walking and listening to the radio to establish his pattern.
- Once you get past the guard, get to Enrica's bedroom and make your way to Emile's office.
- NOTE: This is the shortest way to get to Emile's quarters.
- Hide in the darkness in Emile's office.
- NOTE: There is a checkpoint as you approach the safe.
- Back up until Sam is "green".
- Take out the laser mic.
- Save your game.
- Crack the safe once Emile goes to the bedroom. You have 30 seconds.
- Scan the plans.
- Return to Enrica's bedroom to end the mission.
- Unlocked Gear
- If you accomplished all the "starred objectives" in this mission, you have your previously unlocked gear plus the following gear unlocked when you replay this mission and continue to the next:
- Sonic Grenades
- Force Hack Upgrade
Stage 007 - Cozumel Ocean Liner
- Assignment
- JBA - Place the bomb on the ocean liner
- JBA - Dive to extraction
- Primary
- NSA - Get the detonation frequency
- NSA - Place smoke bombs
- Secondary
- NSA - Do not kill civilians
- JBA - Reach the pool lift without alerts
- JBA - Place bombs without alerts
- Take the sticky cameras in the room near the TV.
- Exit through the window.
- Have Sam vault over the fencing.
- Bear right to grab onto something interesting.
- Wait for the two Mexican guards to head into the casino.
- Quietly follow them.
- NOTE: Someone will hack the slot machines to distract the guards once Sam goes inside.
- Move deeper into the casino to gain cover from the darkness.
- Lure each of the 4 guards and stalk them down one at a time.
- Save your game.
- Darken the cashier's room to avoid the power supply.
- Hack the power supply to cut the lights.
- Use the sticky cam or sticky shocker to take down enemies.
- Clear the ones near the cashier office.
- Hack the lights.
- Stalk the enemies and knock them out when they investigate.
- Place the smoke in the vents.
- Exit by the large 4-door casino exit and get to your checkpoint.
- Bar to Pool Lift
- Move close to the tech working on the panel while the room is dark.
- Subdue him.
- Selectively lure enemies to the dark area at the top of the stairs.
- Knock them out.
- Sneak into the hallway to the lift.
- Select the sticky shocker on the SC20K.
- Wait for the enemies to start talking at the lift room.
- Shoot the shocker into the water to knock out both enemies.
- Close the door.
- Leave this part of the ship by the pool lift.
- The Pool
- Press against the wall in the lift and corner grab the enemy.
- Wait for the enemy down the pool to turn away.
- Move out and left to duck behind the stacks of pool chairs.
- Exit the lift.
- Go behind the table.
- Follow the obstacles to get past the guards while the fountain spouts water.
- Stop at the middle of the banquet table behind it.
- Use your two airfoils if you have any to knock out the guard.
- Stash his body in the corner.
- Save your game.
- Use cover on the far side, duck, and move behind obstacles to get to the top of the stairs by the pool.
- TIP: Keep an eye on the lone guard near the section exit.
- Make your way slowly up the stairs.
- Stay ducked behind the table.
- Wait for the enemy to come back to your end of the balcony and move back away.
- Be careful not to make any noise or you stand to fail the no-alert and no-kill objectives.
- NOTE: The enemy turns around when he reaches the table near the pillar.
- Move in and knock him out as he moves away, keeping an eye on the camera near the door.
- NOTE: This clears the area to the steam bath.
- Steam Bath & Bridge
- Remove each light individually by watching the 3D map and timing patrols.
- Turn off the light in the hallway above.
- Bounce on the enemies as they appear.
- Slip past this room to the bridge.
- Ignore all enemies aside from the two in the steam room proper.
- Corner grab the third guard in the massage parlor near the steam bath.
- Climb into the vent.
- Wait for the officer to appear in the room.
- Grab him.
- Lure one of the three people from the bridge.
- Gas him with the sticky camera.
- Take down the guy outside with a sneak up grab.
- NOTE: Your next goal is to take the zip line down to the empty pool to set the bomb.
- Gas the enemies in the small room where you need to set the bomb.
- Don't take the handler's advice and sneak around.
- Use the powerful knock out items in your inventory to take care of any enemies.
- Place the bomb inside the small building.
- Hack the bomb so the NSA can stop the bomb.
- Leave by locating the escape hatch.
- Hack the switch.
- Exit by way of the tunnel.
- Unlocked Gear
- If you accomplished all the "starred objectives" in this mission, you should have all previous gear plus the following gear unlocked when you replay this mission and when you continue on to the next mission.
- EMP Grenade - SC20K
- Gas Grenade - SC20K
Stage 008 - JBA Headquarters 3
- Choice
- NSA - Jam the bomb signal
- NSA - Stop the bomb and frame Enrica
- JBA - Destroy the ship
- Assignment
- JBA - Decrypt the email
- Primary
- NSA - Get visual proof of the bomb
- NSA - Scan fingerprint to access High Security area
- Secondary
- NSA - Obtain Enrica's disarm code
- JBA - Practice at firing range
- JBA - Complete the training course
- JBA - Assemble ten mines
- Opportunity
- NSA - Get JBA medical info files (5)
- NSA - Get background info files (1)
- NSA - Get personal info files (4)
- NSA - Get voice samples (5)
- NSA - Get fingerprints (5)
- Have Sam go with Emile to the electronic warfare room.
- Decrypt the e-mail. Your time limit is 20 minutes.
- TIP: The numbers are binary and primarily include those between 0 and 7.
- TIP: Numbers cannot repeat in any of the four cardinal directions.
- Off-set the two rows around four of the faces so their numbers cannot match up and down on the crypto-cube.
- For the top and bottom faces, remember that the colored lines are for the cyrptologists who want to "follow" the path of the rows and columns across each face and check if the numbers repeat.
- Scan The Fingerprint & Enrica's Disarm Code
- Scan Emile's fingerprints from the keypad of the PC.
- Proceed fo the landmine assembly room to get to the "low security hallway".
- Next to the mine assembly room at the top of the stairs of the "low security hall", take a left to Enrica's workshop.
- Save your game.
- Enter the small room and move quickly in the narrow area to her PC.
- Fast-hack it for Enrica's disarm code.
- This gives Sam a third option to frame Enrica at the end of this stage.
- NOTE: Enrica will wander around the room if she is contacted. Be alert and disengage the hack if you are in danger of being discovered.
- If you loaded the mission, you will need to do this mission to stop the bomb, since the code hacked from the previous stage may not carry over.
- Moose & the High Security Hall
- Find Moose in the "high security hallway".
- Locate the entrance from the "low security hall" near Enrica's bedroom.
- Beware that the moving enemies are differently placed from the last stage, but they can be avoided.
- Once you move into the high security hall, Sam finds himself next to a retina lock elevator and a very brightly lit hall with a very active Moose walking around.
- Moose comes back to his room, the first white door in 'high security', if Sam does certain things.
- Save your game first.
- Pick the door to Moose's bedroom and leave the door open.
- Run to the cabinet where you can investigate his profile files.
- Hide in the locker if Moose returns.
- Wait for Moose to work on the punching bag at the corner.
- He will leave after a brief work-out.
- Save your game once Moose heads down the hall.
- Head down the lit hallway.
- Make a silent detour through the gym to the security office.
- Watch for the camera situationed right at the corner of the hallway.
- NOTE: None of the chairs move in the classroom.
- Don't rush, or the enemies will turn around and immediately spot Sam.
- Once you are in front of the security office with the keycode lock, save your game again.
- Hack the keycode without alarm and enter.
- Wait for Moose to move off into his personal office before you attempt to move again.
- Head towards the PC on the left.
- Hack it silently.
- Locate the bomb in the room you do not have access to.
- Once you get this objective completed, head back outside the office for an easy checkpoint!
- Back to the EW Room + BOOM in Cozumel
- Wait at the entrance to the security office for the guy to pass.
- The way back is blocked so you need to make a quick shortcut to the low security hallway.
- Once the guy moves off, mantle on the object past the table and onto the airduct.
- Drop down quietly and quickly and head for the dark area of the hall.
- If you are quick and quiet, consider closing the door so Sam is in the in-between area between the high and low security halls.
- Getting out is merely waiting for the enemies in the low security area to move off so Sam can get to the door to the staircase.
- Leave by the voice lock door to get back in the clear.
- Head back to the EW room.
- Once Emile gets up in the common area, he expects Sam to be in the EW room. If not, you fail.
- Destroy the ship at the cinematic to end the mission.
- Unlocked Gear
- If you accomplished all the "starred objectives" in this mission, you should have all of the previous gear plus the following unlocked when you replay this mission and when you continue to the next.
- Frag Grenade - SC20K
- Night Vision Enchanced
Stage 009 - Kinshasa
- Choice
- NSA - Rescue Hazma
- JBA - Kill Hazma
- Assignment
- NSA - Bug the meeting room
- JBA - Return to the parking lot
- JBA - Find Hisham Hazma
- Primary
- NSA - Retrieve the plans from the camp
- Secondary
- NSA - Avoid all alerts
- NSA - Prevent the execution
- NSA - Rescue the woman in the bus
- NOTE: If you choose the NSA mission, this stage will have three maps. The JBA choice contains two.
- TIP: Go with both sides until you have the choice. Then select the NSA option to get more from the game.
- When Sam drops out of the truck, take inventory of your weapons.
- Notice that Sam does not have his goggles in this mission. They are replaced by a pair of shades that won't help much in the African sun.
- Start looking for dark spots on the pillars -- these are light switches you can use and darken the area so you can stalk the three enemies in this area.
- Throughout this mission, Sam will be seen instantly since there's so little dark areas in Africa.
- Find a dark spot or remain motionless until you can quickly dispatch enemies once you learn their patterns. Otherwise, you cause an alert, several enemies open fire on Sam and he dies.
- A truck appears once Sam goes into the other parking lot, or cuts the fence and egresses through it.
- The three enemies here will be spooked by the darkness and will try to turn the lights back on.
- Corner grab the ones you can and execute them.
- Locate the elevator and take it up with the SC Pistol drawn.
- Past the checkpoint in the lift, OCP the light and turn it off via the siwtch.
- Corner grab the enemy when he comes to investigate.
- Interrogate and execute.
- Save your game.
- With so much bright light, you will be spotted if enemies where not already firing at "unseen" enemies outside the hotel.
- From the kitchen entrance, turn and head right to the outside of the hotel. You will be in the "interior courtyard".
- Go along the walkway and hand-over-hand the pipe to the drain pipe.
- Climb the pipe but stop short of reaching the very top.
- Wait for the enemy to show up and environment execute the enemy via a grab and toss.
- Once the enemy is overboard, mantle up to the hallway and mantle over the window into the reception area.
- Save your game.
- There are four more enemies in this area: three in the rooms, and the fourth patrolling the hallway outside.
- Ambush and crack the enemy in the hall when he comes into the reception room to check things out.
- Clear out the two rooms of the last three enemies.
- Leave nothing standing.
- Take the time to head shot people with the handgun.
- Head onto the balcony and go to the roof.
- On the Rooftop, the Mighty Rooftop, Fisher Kills Tonight
- Climb onto the sign.
- Head to the top and use the ledge to hand-over-hand to the rooftop.
- Locate the air-conditioning unit on Sam's part of the roof and hide behind it.
- Wait for the guy to drop down to attack enemies.
- Shoot him in the head.
- Body-lure the two other enemies on the roof can be "body-lured".
- Drop one of the enemies from where you come up from the ladder and wait for the last enemy to inspect the corpse and drop him too.
- Follow your 3D map.
- Go into the roof area and break into the electrical panel for the next part.
- To the Meeting
- With no enemies around, you can "force hack" and quickly disable all the wall mines.
- Open the maintenance hatch in the same panel as well.
- Grab onto the pipe and rappel down into the tunnel.
- Sam will now need to go down the ladder, under the room, and up and over (via vertical pipe) on top of the laser-guarded meeting room.
- On top of the meeting room, unlock the hatch and get a checkpoint.
- The goal at the hatch is to drop to grab the pipe.
- Make sure Sam faces the pipe before you do that.
- Move on the pipe and avoid the lasers or you trigger an alarm and fail the mission.
- Save your game if you are clear of the lasers.
- Sam rappels down to place the bug.
- Head back up to the clinky chandeliers and remain motionless.
- Ground and freeze or the enemies will immediately look up at the sound and fail you.
- When the enemies get up and the meeting is over, wait for Emile (or the last person) to completely turn the corner and leave the room before rappelling down to the meeting room itself.
- Detach the line and head out.
- Look for a spot to climb down.
- Fastline down into the interior courtyard and look for the door to the bathroom.
- Once you locate the vent, head through it and meet Emile by the truck.
- Once he's done talking, you can save and test out your neat spy gear in front of him.
- Once you're done messing with Emile, head up the ramp to load the next map.
- Kinshasa - Part 2
- All manner of stealth at this map is gone.
- Although you want to stay stealthy to avoid being shot to death, Sam can be as violent as possible against the rebels or the Presidential forces.
- You will need to inorder to fulfill NSA objectives.
- Begin by equipping the rifle or handgun and be ready to kill.
- Break the lock on the gate and see how many of the enemies survive the truck explosion.
- Sometimes, one or both will die in the fire. Kill them both using any method chosen, keeping in mind that sound here will cause enemies from the next area to come looking for Sam.
- Locate the stack of junk near the building wall and mantle up.
- Use care and kill the enemy from below.
- Executions for Some. Miniature Kinshasan Flags for Everyone
- The executions of the ethnically-disadvantaged women in the street will start as soon as you catch sight of the group and the enemy rebels start yelling crap in their tribal tongue.
- There should be two enemies left and both can be taken out to prevent the execution.
- Sam can grab and punch the civilians.
- HellFire Avenue or that scene from Blackhawk Down
- Leave the street Sam is on to the "market street".
- Sam needs to stay in houses, alleys, and balconies or he gets shot and blown up.
- Stay close to the edge where you entered the area and mantle through some windows.
- Ignore the civilians, and locate a ladder on the side of the street to let Sam get to an upper walkway.
- Stay high and move along the balcony unseen until Emile radios Sam.
- A checkpoint will occur around this time as well.
- A flaming bus on the street will explode after 3 minutes. A woman is trapped inside and Sam can help her for NSA points.
- Abandon stealth and opt for speed.
- Take the rifle and snipe a few of the enemies on the street.
- Mantle back to the street on the right side and enter the burning bus on the tail end.
- Rescue the woman and follow her out the flaming end of the bus.
- Approach to the Republican Guard camp
- Follow the fleeing woman out the bus, but keep going straight ahead.
- Turn left into an alley quickly to avoid alerts.
- Once in the alley, take things slow and head up the stairs.
- Execute the rebel in the room and take all the wall mines and ammo.
- Reading the email on the PC will warn you ahead of time about the landmines on your approach to the radio tower.
- Head back outside the alley and wait.
- The enemy will drive the truck off after an inspection, but you can hurry things along and kill him.
- The next section is on the left side of the truck.
- Duck into the door to the radio station.
- Save your game before Sam goes blows up.
- There are landmines in the alley to the army camp.
- Stay on the far side of the field by the wall.
- Move quickly to the steps of the building.
- Save your game.
- Move quickly into the camp past the checkpoint.
- Circle around the back of the operations tent.
- Cut the fabric.
- Go in and shoot the soldier at the PC.
- Take out the gas grenades to get rid of the enemies off-loading from the helio.
- Shoot any enemies in the head.
- Move back to the operations tent.
- Hack into the PC.
- Download the Republican Guard's OPLAN.
- Head for the radio tower.
- Break the lock on the gate door.
- Climb the ladder.
- Wait for Hazma to finish explaining himself to the Presidential Guard.
- Shoot the red beret guard on the lower right.
- Move to the next map.
- Kinshasa - Part 3
- After that cut-scene of the radio tower exploding, zipline down to the wrecked building.
- Save your game.
- Move through the wreckage across a free fire zone occasionally gets Sam killed, so you need to move low, and move fast.
- Move through the vehicles across the field of fire and stray out when you can to drop into the sewers.
- Locate the crashed helicoptor and enter its back for a checkpoint.
- Take some sonic grenades and some handgun ammo in the cockpit before dropping out.
- Getting to Hazma
- Kill the enemy from the ground.
- Locate the scaffolding to enter the palace.
- Move on the outside to get to the roof.
- Mantle onto the rooftop.
- Save your game.
- Snipe the enemies downstairs.
- Rappel down from the pipes.
- Free Hazma and leave for the extraction point.
- Nuke the remaining enemy.
- Unlocked Gear
- If you accomplished all the "starred objectives" in the previous missions, you will have access to all your upgrades, but night vision is not available until you get Sam's goggles.
Stage 010 - JBA Headquarters 4 Final Showdown
- Choice
- NSA - Save Lambert; kill Washington
- JBA - Kill Lambert
- Primary
- NSA - Find and defuse the bomb
- Opportunity
- NSA - Get JBA medical info files (5)
- NSA - Get background info files (1)
- NSA - Get personal info files (4)
- NSA - Get voice samples (5)
- NSA - Get fingerprints (5)
- NSA - Get retina scans (4)
- Follow Emile through to the common area.
- Save the game.
- Once Emile hits the retinal lock, Sam needs to kill Jamie.
- Kill Washington and scan his eyeballs.
- Don't go near the door or it opens automatically.
- Head outside when the 3D map says you're clear.
- Turn off the lights in the hall.
- Slowly torture all three suspects to death.
- Head down to the furnace.
- Locate the ladder that leads to the garage.
- Head across the hall to the firing range and take the SC20K and goggles.
- With the gear back on, head to the mine assembly room.
- Kill Stan Dayton in the server room and scan his eyeballs.
- Head up to the low security corridor.
- Kill both of the enemies at the top.
- Head to Emile's room and kill the last enemy.
- Head for the high security hall.
- The map loads once you enter the secret elevator.
- Kill the enemies in the high security hall.
- Loot the armory near the classroom for ammo and smoke grenades.
- JBA Final Showdown
- Wait for the enemy to turn away.
- Locate the light switch on the right side of the girder hallway.
- Corner grab him and his buddies and kill them.
- Shoot the final enemy in the flood area.
- Rummage through Washington's lab for profile information.
- Get to the decontamination area for your checkpoint.
- You Now Have Some ... 10 Minutes Left to Live
- Take out the first three enemies on the bottom of the lab.
- TIP: Save 60 some bullets for the remaining four enemies.
- Save your game.
- Climb the ladder.
- When you get to the top, turn around and head into the tunnel.
- Take out the three JBA soldiers and Emile with the rifle.
- Once they are all dead, head into the bomb room.
- Save your game.
- Electronically break the lock.
- Force hack the bomb for the defusing icon.
- Adjust the Primary Attack and your stick.
- Bring the detonator out of the bomb safely.
- Press the Secondary Attack to hold Sam's breath.
- Slow or stop the extraction when Sam needs to catch his breath.
- Speed up when he is holding his breath.
- The mission ends once the detonator is out.
- Unlocked Gear
- If you accomplished all of the "starred objectives" in the previous missions, you will have access to each of your previous upgradees except nightvision. That is not available until you acquire Sam's goggles.
Stage 011 - Coast Guard Cutter
- Assignment
- NSA - Defuse the bomb
- Opportunity
- NSA - Scan JBA retina (1)
- NOTE: Sam has ten minutes to kill everyone and disarm the bomb. Unlike the other bomb, you only need to hack this bomb. Sam is unarmed except for his knife and OpSat watch.
- TIP: There are a total of five enemies (including Carson Moss).
- Get back down the ladder and shimmy left.
- Once half the party of enemies is gone, whistle and drag the enemies down as they come.
- Move around the back of the boat and get to the starboard side door to the cutter's bridge.
- Once the deck is clear, there should be only one enemy and Moss in the bridge.
- In the bridge, Moss and any enemy who isn't dead will be there.
- Force hack the lock on the hatch.
- Kill Moss.
- Defuse the bomb by undoing the lock and force hacking it.
- Sam has 10 seconds to leave by the stern door. If he doesn't make it out before the timer reaches zero, he is dead.
- If he does, you have successfully beaten the game. Congratulations!
