Tom Clancy's Splinter Cell Walkthrough :
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Walkthrough - FAQ/WalkthroughTom Clancy’s Splinter Cell FAQ/Walkthrough Console: PS2 Genre: Real-time strategy (RTS) By: Joey Burns, aka x_Sam_Fisher_x Email: spark4242@yahoo.com ----------------------------------------------------------------------- - Table of Contents I. Introduction II. Basics 1. About Stealth Action 2. The SC-20K 3. Gadgets 4. Field Items III. How to Use this Walkthrough IV. Walkthrough 1. Police Station 2. Defense Ministry 3. Oil Refinery 4. CIA Headquarters 5. Kalinatek 6. Nuclear Power Plant 7. Chinese Embassy 8. Abattoir 9. Chinese Embassy Part II 10. Presidential Palace V. FAQs VI. Legal/Closing ----------------------------------------------------------------------- - I. Introduction Thank you for choosing this guide. This is one of my first guides, so, well, you know. I’m sorta, well, umm… a n00b. There I said it. Anyway, I decided to write a walkthrough for this game because I felt like it. Yeah. Cool. Okay. If you find anything wrong with it, or you have questions or comments, or you want to contribute something, feel free to email me at the address listed above. Please be nice! Since this is a relatively new guide, there isn’t really a lot of stuff on it, especially in the FAQ section. So if you have any questions that you wouldn’t mind having answered in that section, please email me. I will be more than happy to answer your question on this guide with your name, or I could leave you anonymous. In fact, your question doesn’t even have to be answered here. I could just email the answer to you privately. Use the manual to learn the basic controls. I will give you the controls for all the equipment that you can use here, but you should play through the training mission and read the manual thoroughly to familiarize yourself with the basic stuff. *SUPER-IMPORTANT NOTE! READ HERE NOW! I COMMAND YOU! RIGHT HERE! READ IT!* This guide is not spoiler-free. *THANK YOU FOR YOUR TIME!* ----------------------------------------------------------------------- - II. Basics 1. About Stealth Action This game is sort of a mix of strategy and shooting, dubbed stealth action. Considering the covert nature of Sam’s job, you need to complete missions while remaining unnoticed. There are a few basic things to keep in mind. Darkness is your friend, first of all. People cannot see you when you are covered in darkness. Next, your gun should be a last resort. Running through the areas shooting everything and everyone will often trigger alarms, as this reveals your presence. So take it slow and be careful. Use discretion and leave no trace. 1. The SC-20K This next list describes the SC-20K and its versatile projectiles that can be fired from the launcher. * The SC-20K Uses – This weapon is obtained during the CIA Headquarters mission. It is the best choice when it comes to assault. It has a scope to zoom in on distant enemies, and you can fire projectiles from the launcher. How to use – Select the SC-20K from the quick menu. Then choose a projectile from the quick menu. Press R2 to equip the SC-20K. Use R1 to fire bullets, and press L1 to launch the selected projectile. Use the right thumbstick to aim the reticule. Click the right thumbstick to enter sniper mode. While in sniper mode, use the right thumbstick to look around and R1 to fire bullets as normal. You can’t use the launcher in sniper mode. Hold L1 to hold your breath to steady your aim. Click the right thumbstick again to go back to normal view. Click the left thumbstick to toggle the rate of fire. Press L2 to reload. Press R2 again to put it away. * Ring Airfoil Projectile Uses - This is a helpful little tool when you need to create some breathing room. When shot at the head of an enemy, the enemy will be knocked out. When shot anywhere else at the body, the enemy will be temporarily stunned. This allows you to run around and grab the enemy from behind. How to use – Select the ring airfoil round for the SC-20K in the quick menu. Equip the SC-20K with R2 and press L1 to launch it. * Sticky Shocker Uses – This is one of the best projectiles for the launcher. When shot anywhere at an enemy, it produces a shock that will instantly knock out the target. When shot into water, it will shock anyone standing in the water nearby. How to use - Select the sticky shocker for the SC-20K in the quick menu. Equip the SC-20K with R2 and press L1 to launch it. * Sticky Camera Uses - This is a useful tool when you need to distract guards to sneak by an area. When shot at the head of an enemy, it will knock them out, but shooting it anywhere else will cause no harm. Usually you will shoot it at a wall. After it sticks to a surface, you will be able to view the area from the camera. Just be sure that you’re hiding in a dark spot while monitoring the camera. How to use - Select the sticky camera for the SC-20K in the quick menu. Equip the SC-20K with R2 and press L1 to launch it. Note that you cannot switch viewing modes from the sticky camera (no night vision or thermal vision). Press up on the D- pad to zoom in, and press down on the D-pad to zoom out. Press triangle to exit. * Diversion Camera Uses - This is a souped-up version of the Sticky Camera. It operates the same way, but you can shoot gas out of it that will knock out guards. To use it effectively, attract guards with the noise, and when they are looking at it, gas them. How to use - Select the diversion camera for the SC-20K in the quick menu. Equip the SC-20K with R2 and press L1 to launch it. Note that you cannot switch viewing modes from the diversion camera view (no night vision or thermal vision). Press circle to use the noisemaker and press square to release the gas. Press triangle to exit. * Smoke Grenade Uses - This is helpful when you need to take out a group of enemies that are in a tight space. When shot, it will roll around a little. After a little while, it will release the gas, knocking out any guards in its radius. Note that it will start to deplete your health if you get within its area of effect. How to use - Select the smoke grenade for the SC-20K in the quick menu. Equip the SC-20K with R2 and press L1 to launch it. 2. Gadgets These are various items that Sam can carry. * Pistol Uses - This is not nearly as powerful as the SC-20K, but it can be useful in several ways. It is silenced, so you can shoot guards in the head with it without being noticed by anyone else. It is also more precise, allowing you to shoot out lights easier. You should always use this to shoot lights and cameras, unless you are shooting from a long distance and you need the sniper mode of the SC-20K. Save the SC-20K ammo for killing people. How to use – Select the pistol from the quick menu. Press R2 to equip it and press R1 to fire. Use the right thumbstick to aim the reticule. Press L2 to reload. Press R2 again to holster it. * Lock Pick Uses - These are lock picks, duh. Use them to unlock locked doors. How to use – If you come to a locked door, the interaction window will pop up. One of the choices will be to pick the lock. Choose it to enter lock-picking mode. Slowly rotate the left thumbstick until the controller vibrates. Keep the thumbstick in that position and wiggle it ever-so-slightly to release a pin. Keep rotating it and releasing pins until the lock is picked. Some have as little as two pins, while some have up to six pins. * Disposable Pick Uses - This lock pick immediately shatters the lock on the door, so you can use this when you need to get through a locked door in a hurry. How to use – Select the disposable pick from the quick menu. Go up to the locked door and press R1 to shatter the lock. * Laser Microphone Uses - This picks up vibrations on surfaces caused by talking. Use it to hear conversations from a distance. How to use – Select the laser mic from the quick menu. Press R2 to equip it. Use the right thumbstick to aim it. Aim it at your target. When it starts to pick up a conversation the square in the center will turn red. Press R2 again to put it away. * Optic Cable Uses - This is a wire that you can slip under a door, allowing you to see what is on the other side of the door. It is very helpful when you want to see what is on the other side of a door before barging in. How to use – When you come to a door, the interaction window will pop up. One of the choices will be to use the optic cable. Select it to enter the optic cable mode. Use the right thumbstick to pan side to side. You can also switch to night and thermal vision modes by pressing left and right on the D- pad respectively. Press R1 to exit. * Camera Jammer Uses – When aimed at a camera, the camera jammer disables it. It is incredibly useful when you have to get by an armored camera as well as armored lights. How to use – Select the camera jammer from the quick menu. Press R2 to equip it. Use the right thumbstick to aim the reticule. Aim it at the camera and hold down R1. As long as you keep it aimed at the camera, it will not be able to do anything. When the bar runs out, however, the jammer is out of energy and the camera will activate once again. The bar has to recharge before you can use it again. Press R2 to put it away. * Binoculars Uses – Use these to zoom in to distant areas. It is helpful when you need to scope out an area that you know you will have to get to when it is far away. How to use – Click the right thumbstick with no weapon equipped to enter the binocular mode. Press up on the D-pad to zoom in, and press down on the D-pad to zoom out. Use the right thumbstick to look around. You can also go into night and thermal vision modes while in binocular mode by pressing left and right on the D-pad respectively. Click the right thumbstick again to exit. * Night Vision Goggles Uses - This allows you to see well in the dark. It turns the area into a gray image, so you can see through darkness. How to use – Press left on the D-pad. Press it again to turn it off. * Thermal Vision Goggles Uses - This picks up heat and displays it in colors. Vivid colors, such as blue, indicate low areas of heat. Intense colors, such as orange and red, indicate higher heat levels. This is useful in many situations. It can detect heat from land mines, it allows you to see guards when you can’t even see them with night vision, and it makes the screen look cool ;). How to use – Press right on the D-pad. Press it again to turn it off. *Note: You cannot use thermal vision until the CIA Headquarters mission. 3. Field Items You will find these items scattered throughout your missions. * Medical Kits Uses - You can pick these up and store them in Sam’s backpack. When used, about 20% of your health gets restored. How to use – Simply select it from the quick menu. * Ammo Uses – Well, it’s quite obvious, frankly. How to use – When you near a box of ammo, the interaction window pops up. Choose the ammo from the interaction window to pick it up. It is then added to your gun. * Emergency Flare Uses - This is a standard road flare. Throw it to distract guards, and draw the attention of a heat-sensing turret gun away from you. Nothing much more. How to use – Select the flare from the quick menu. Press R2 to equip it. Use the right thumbstick to aim the reticule and press R1 to throw it. Press R2 again to put it away if you haven’t already thrown it. * Chemical Flare Uses – Since this emits heat, its best use is a distraction for turrets, just like the standard flare. How to use - Select the flare from the quick menu. Press R2 to equip it. Use the right thumbstick to aim the reticule and press R1 to throw it. Press R2 again to put it away if you haven’t already thrown it. * Frag Grenade Uses - This is useful when you need to kill several guards in a closed space. Keep in mind that unlike the smoke grenade, this actually kills guards. How to use – Select the grenade from the quick menu. Press R2 to equip it and use the right thumbstick to aim the reticule. Press R1 to throw it. Press R2 again to put it away if you haven’t already thrown it. * Wall Mine Uses - Oh boy. This is a motion sensing mine that will detonate upon sensing motion. It will usually kill you instantly. It can also kill guards if they are in its blast radius, or if they move past it too quickly. To get rid of it, you need to either bypass it at extremely low speed, or you need to disable it. Or you could snipe the light on it from a distance. How to use - To disable it, approach it very slowly. When you are near the mine, the interaction window pops up and allows you to disable the mine. DO NOT press the X button to disable the mine unless the blinking light is green. As soon as it is green, press the X button to disable it. It is then added to your inventory. To set a wall mine from your inventory, select it from the quick menu. Go up to a wall and press R1 to set it. Snipe the light from a distance to blow it up. You need to shoot the light on the mine to blow it up. Hitting it anywhere else will do nothing. The following items can only be used by Sam to a certain degree. Some cannot be interacted with at all, but only by NPCs (non-player characters). None of these things can be added to Sam’s inventory, but most of them can be interacted with. * Cans and Bottles Uses - You will find various aluminum cans and glass bottles scattered throughout your missions. These can be used as distractions. Throw them somewhere to make the guards nearby go over to that general area. How to use – When you near a can or bottle, the interaction window pops up. Select the “object” interaction to pick it up. Sam is now holding the thing. Press R2 to equip it. Use the right thumbstick to aim the reticule and press R1 to throw it. Press R2 again to exit the aiming mode if you haven’t yet thrown it. Press R1 to drop it while you do not have it equipped. Note that if Sam has to do something with his hands, such as climbing or equipping other items, he will drop the thing. * Cameras Uses - These menaces monitor areas. If they see you or a dead or unconscious body, it will sound an alarm. How to use – You can’t really use these like you can use other things. Some of them you can just shoot to disable it, but others come in a bulletproof casing. You will need to shoot out lights or use your camera jammer to get past the armored ones. * Alarm Panels Uses - If somebody notices you, the first thing they will do is run over to a nearby alarm panel and pull it. This will sound an alarm. If there is no alarm panel nearby, they will call someone on a radio and tell them to pull an alarm. Obviously, you won’t be able to pull these, but you need to get rid of anyone who sees you before an alarm is sounded. How to use – You can’t really use these. Just eliminate enemies before they reach the panel and pull it. * Turret Gun Uses - You will find these heat and motion sensing hell-spawns throughout your later missions. These things will shoot at you if you are in front of them. Since they detect heat and motion, you can throw flares near them to distract them while you slip by. How to use – If you can get behind a turret, go up to the keyboard. The interaction window will pop up. Choose the “interact with turret” option. You can now choose to deactivate it entirely, or you can disable the IFF system. This makes the turret shoot at Sam as well as guards. * Computers Uses - Using certain computers will net you data sticks. Often you will need to access a computer to complete an objective in the mission. The mission-critical computers have a red screen. How to use – When you go up to the computer, the interaction window pops up. Choose to use the computer to use it. Any info gained from the computer will be displayed on the OPSAT. * Keypad Lock Uses - Some doors you come upon can only be unlocked with the correct keypad code. Keypad codes are found usually from data sticks from computers. How to use – When you near a keypad, the interaction window will pop up. Choose to use the keypad. Use the left thumbstick to move around the digits. Press X to select a digit. Once the correct code has been inputted, the door unlocks. *Note: In the Chinese Embassy, Part II mission, you can’t rely on data sticks for keypad codes. Instead, you need to use thermal vision to see the last digits pressed. The last four digits pressed will be hotter because body heat from fingers was transferred. * Retinal Scanner Uses - Other doors can only be unlocked when the right set of eyes is put to the scanner. Whenever there is one of these, there is someone who can open it. How to use – Sam can use these, but he is never authorized for it. What you need to do is put the right set of eyes to the scanner. Grab them from behind, drag them to the scanner, and choose the “use retinal scanner” option from the interaction window to make your captive use it. * Metal Detectors Uses - You won’t find too many of these, but they are still something to watch out for. If Sam passes through one, an alarm will sound and several guards will come to kill. There is always a way to get past these without actually going through them. To be specific, these only appear in the CIA and Kalinatek missions. How to use – You can’t really use these at all. Pass through them to sound an alarm. ----------------------------------------------------------------------- - III. How to Use this Walkthrough This guide is broken up by each level, duh. At the beginning of the level is an overview, an original briefing (it is in my own words), and a difficulty rating out of 10. The rest of the guide for the level is broken up mainly by each room (if it is a small room, it is broken up by groups of rooms) and your current objectives. I will notify where checkpoints and savepoints are located. So umm… yeah. Have fun, or, whatever, okay go. !!!!!!!!!NOTE!!!!!!!!! I WON’T TELL YOU TO HIDE THE BODIES of fallen foes. YOU MUST REMEMBER to hide the bodies! You try to write a guide while reminding the reader to hide the corpses every time a foe is downed. ALSO!!! This guide is not spoiler-free. ----------------------------------------------------------------------- - IV. Walkthrough Note: You see here that I am going straight to the Police Station mission, skipping over the training. Lazy? Yes, but that is not the reason why I skipped training. You need to be able to comfortably go through training to become familiarized with the controls and movements and such. Figure it out on your own, and if you have to try a certain part for over two hours, try for another hour, and if you still have no success, contact me. Once you are comfortable with training, you begin the first real mission. Also, in case you didn’t read any of the other sections here, I WON’T TELL YOU TO HIDE THE BODIES of fallen foes. YOU MUST REMEMBER to hide the bodies! You try to write a guide while reminding the reader to hide the corpses every time a foe is downed. ALSO!!! This guide is not spoiler-free. Okay, that’s all. Game on! 1. Police Station Briefing: Agents Blaustein and Madison were killed for getting too close to information that Kombayn Nikoladze, the current president of Georgia, wanted to keep confidential. Recover details on this information. Overview: This is your first real mission. There’s nothing that’s too difficult. You’ll need to remember that killing civilians will end the mission, and you will have to stay off the streets for the first part of the mission. You are allowed a total of three alarms, so be sure to hide your bodies. Difficulty: 4/10 ~OBJECTIVE 1.1: Rendezvous with local NSA informant Thomas Gurgenidze for information on Blaustein’s area of operation.~ Let’s get it started. Go across this area and up the stairs. Look up to find a suspended ladder. Jump up and climb it. On this roof, there is a trap door. Climb down. Squeeze yourself through the passage and climb up the pole at the end to emerge in front of a flaming building. Apparently, that is where you’ll need to go. You can get by a zipline above you. Once you are on the porch of the building, go through the door in front of you and take an immediate left to find another door. Go through it. Keep in mind that stepping into fire will catch you on fire, which will deplete your health. Go through this room and out the other door. Go down the stairwell and into the room with a flaming pit. Traverse over it on the pipeline above you. Cut through the next room and take a right to find a stairwell. Go up it. Find the door on your left and open it. Grimsdottir will tell you that the contact is in this room. Crouch down and go right around the table to find him on your left. He is crushed underneath an air vent. Talk to him. ~OBJECTIVE 1.2: Find the black box hidden in Blaustein’s apartment.~ A door behind you will lead to a room consisting with a broken pipeline. Go through the next door and shoot out the skylights. Wait until the room clears out and proceed through. *Savepoint* Head through the next door to emerge on a balcony. Go to the end of it and jump to a pipeline. Bring your legs up and climb across to the other side. Drop down and go over to the courtyard-like area. You will find a Russian guy talking. There is another guy in the apartment. You need to get rid of them both. Go about this by sneaking along the fence in the planter box and going up the stairs behind the first guy. Grab him and take out your gun while still holding him. Shoot out a light to alert the guy in the apartment. Kill him when he comes out, and then knock out the guy you are holding. Enter the apartment. Make your way through the rooms. Pick up the medical kit before the last room. In it, there is a painting of a field and trees. Go over to it and slide it open to reveal a computer. Use it to obtain a data stick. ~OBJECTIVE 1.3: Find Gurgenidze’s dead drop in Morevi Square to figure out how to get into the Police Precinct.~ Go to the door in the back of the room and enter the keypad code found on your OPSAT (it’s 091772). Exit the apartment and slide to the roof across from you on the zipline. Go through the threshold and through the hallway to reach an elevator shaft. Jump out to the pole and slide down it. Open the trap door. *Savepoint* You will get a massage, er, a message that you can now use the streets. How convenient. Pick the lock on the door and slowly go down the stairs so as not to alert the coppers confronting the drunken civilian. As they talk, sneak behind them in the shadows. Descend the stairs behind them partially and jump and grab the railing. Shimmy to the right all the way. Climb up and continue down the path. See, you didn’t even have to look at them! Well, I guess you did, but they didn’t ever see you. Head on down the path and up the stairs. Go through the twisty path and into the courtyard. All the way across the courtyard is a gate that you need to get through. So head to the right of it to find a patch of plants. In the corner is a small, red-lit entrance to a secluded room containing some ammo and medical kits. Also there is a computer. Use it to open the gate. Upon heading out, you will find that a guard has entered through the gate. You can shoot him, but it is safer to sneak in through the gate while he is not looking your way. *Checkpoint* Quickly go through the threshold at the end of this passage and take an immediate right. A civilian will walk towards you. When he turns around, knock him out. Then sneak past the first patch of light. When the cop walks away, go to where he is patrolling and hide in darkness. Knock him out when he turns around. Round the corner and put your back to the wall and peek around the next corner. A policeman will walk away. When he is out of your sight, round the corner and look ahead. This is a closed passage. Wait until he is at the end. Jump to the top of it and walk to the end. The policeman is right below you. Drop off on top of him to knock him out. Don’t try to shoot him because I have found the leaves to be bulletproof. Go to the end of this path. There is a garbage can. Jump on top of it and wall jump to the ledge above you. Pull yourself up and drop down on the other side. *Savepoint* ~OBJECTIVE 1.4: Locate Agent Blaustein in the Police Precinct.~ Go down the stairs and open the door. Sneak out behind the guard to a part where solid walls surround you. Now is the fun part. Do a split jump. When the guard walks under you, drop down on top of him to knock him out. Proceed along the corridor and put your back to the wall on the right after the stairs and peek around the corner. You will see a guard exit a room. Let him go; we’ll take care of him later. Head into the sliding door on your left and turn out the light. Use the computer for a data stick. Go back out and hide with your back to the wall. Knock out the guard when he comes over. Then go around the corner and enter the door on the left. In this room is a civilian that can be seriously aggravating. Enter the room and wait behind the file cabinets. Observe his pattern of movement. When he pauses, sneak up and grab him. Interrogate him and knock him out. At the back of this room is another sliding door. Go through it and you will find yourself in the morgue. There is a camera here; shoot it. Go up to the bodies on the stretchers to find Madison and Blaustein. Before leaving, pick up the medical kit from a stretcher in here. ~OBJECTIVE 1.5: Access the Police Precinct’s security system.~ Go back out to the corridor and open the door at the end. *Savepoint* Head up the stairs and open the door. This is a lobby with a civilian and a guard. As they converse, shoot the cop from the window. Then knock out the civilian when he takes cover in a corner. Go into the front desk office and grab the medical kit. Use the computer for a data stick if you wish. Turn out the light and hide the bodies in here. Head across this room, go through the door, and head up the stairs. *Checkpoint* There are three guards standing between you and the end of this mission. Two of them are in this room. They are spread apart, so you can take them out individually without your gun. The first is next to you, working at a table. Sneak up to him, grab him, and knock him out. Although he makes plenty of noise, the other will not notice. The second guard is at the other side of the room. Sneak up on him, grab him, and knock him out. Now to access the security tapes. The door you want is near the corner of this room, but you can explore in the other door too (the one near the stairs). It is a dark room, good for hiding bodies. There is a computer with a data stick. Now head to the other door and open it. Sneak through the room and round the corner. You will find a guard that you can knock out. Use the computer with the red screen. ~OBJECTIVE 1.6: Rendezvous with Junior Wilkes in front of the Police Precinct for extraction.~ You are now home free. Go back down the stairs to the lobby. Open the double doors to end the first real mission. MISSION COMPLETE *Savepoint* 2. Defense Ministry Briefing: Blaustein’s and Madison’s subdermals were located in the possession of a man named Vyacheslav Grinko, a mercenary working for Nikoladze. Vyacheslav Grinko and Philip Masse, a computer technician also working for Nikoladze, are at the Georgian Defense Ministry, preparing to meet with each other. They are planning on discussing this information that Blaustein and Madison were killed for getting too close to. Discover Nikoladze’s secret. Overview: This mission has some hard parts linked by some fairly easy parts. You will always need to be aware of your surroundings, and you’ve got to know what you are doing. For the first half of the mission, you will not be allowed to trigger any alarms, so be extra careful. Difficulty: 6/10 ~OBJECTIVE 2.1: Infiltrate the East Wing of the Ministry.~ You will start out on the roof of the Ministry. Find the chimney and choose to rappel off of it. You will touch down on a light. Climb into the office through the window and hide yourself in the shadow of the corner in front of you. ~OBJECTIVE 2.2: Discover Vyacheslav Grinko’s whereabouts by interrogating his driver.~ From here you can see a camera and a patrolling guard. Shoot out the camera. This will draw the guard’s attention. When he is close enough, knock him out. Use the computer for a data stick, and then go through the door. Use your optic cable on the next door. When the guard starts walking away, open the door and sneak out along the right side. When you reach a part jutting out of the wall, wait for the guard to come down and go back again, and then sneak over to the door on the left wall. You are in a stairwell with cameras in every other level, excluding the top and bottom levels. Go up two flights of stairs to get a medical kit. Then go back down. From your starting point, go down one flight of stairs. Before descending all the way down the next flight, pause to shoot out the camera. Proceed the rest of the way down, and continue down yet another flight after that. Once again, pause before descending all the way down on this next flight to shoot out the camera. Those are all the cameras here. Go the rest of the way down the stairs. *Checkpoint* You are now in the basement of the ministry. There are no guards about, but there are a couple of cameras, so stay in the shadows along the perimeter of the basement. You will pass by a couple of cars. The first one is of no importance, but the second one is Grinko’s. That means that his driver is right there. Sneak up slowly behind him as he answers the call of nature and grab him. After interrogating him, knock him out. ~OBJECTIVE 2.3: Infiltrate the South Wing of the Ministry.~ There is now a guard up at the beginning of the garage. Sneak your way back there in the shadows. Go behind him, grab him, and knock him out. Go back up the stairs and out the door you came in. There is now only one guard in here. Sneak up behind him and you know the rest. Hide the body and enter the door on the other wall, further up the corridor. There is a camera right above you, so this is an advantageous position to shoot it out from. After that, hop on top of the desk and climb into the vent. *Savepoint* ~OBJECTIVE 2.4: Deactivate the courtyard security laser grid.~ Proceed through the vent and drop down at the end. Go through this room and wait at the threshold. Watch as a guard enters the kitchen. Wait until he leaves, then sneak up on the chef and grab him and knock him out. Drop him off in the freezer and turn out the light in there. Go through the door and sneak up on the guard on the left. Grab him and knock him out. From where the guard was, take a right. Proceed slowly down the stairs at the end. This is the lobby, and there are two guards doing that guarding thing. You need to inconspicuously eliminate them both. There is one guard standing still, and one is pacing back and forth. Go down the left flight of stairs, and when the pacing guard pauses, sneak up behind him, grab him, and knock him out. To get in the right position to grab him, hug the right side of the stairs and watch you invisibility meter. When it is still in the first section, wait. Try to start to go behind him when he is still walking, but you are out of his line of vision. Sneak up on the immobile guard now, grab him, and knock him out. The best hiding place for these guys is on the upper flight above you. Go back down and use the red-screened computer. ~OBJECTIVE 2.5: Laser-mic the Grinko and Masse conversation in the glass elevator leading to Nikoladze’s office.~ Immediately hide in the shadows under the stairs, and wait for the colonel. He will sit down in the chair. Sneak up on him and grab him, but DON’T knock him out yet. Take him over to the retinal scanner and make him use it. Knock him out and hide him with the other guards. Enter the door. *Checkpoint* Go along the back wall here, staying in the shadows. Shoot out the camera and enter the door. Here you see Grinko and Masse |
