Tom Clancy's Splinter Cell Chaos Theory Walkthrough :
This walkthrough for Tom Clancy's Splinter Cell Chaos Theory [X-BOX] has been posted at 03 Sep 2010 by oussama and is called "Expert Mode Stealth Guide". If walkthrough is usable don't forgot thumbs up oussama and share this with your freinds. And most important we have 8 other walkthroughs for Tom Clancy's Splinter Cell Chaos Theory, read them all!
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Walkthrough - Expert Mode Stealth GuideSPLINTER CELL CHAOS THEORY Expert Mode Stealth Guide Version 1.45 Title: Splinter Cell Chaos Theory Producer: Ubi Soft For: X Box MSWord: Courier New Original Created: 5/3/07 Revised completed: 6/24/09 By: Ghidrah EMaul: Ghidrah_@hotmail.com _____________________________________________________________________________ If anyone wishes to use this guide on their site, I would like to know. I don't have a problem with its use by others on Gaming forums, FAQ sites, or being copied for personal use. I'd like to know if it's to be used on a site though, just so I could drop by to ensure it hasn't been altered. So please send me your sites URL. _____________________________________________________________________________ As with all my guides, find some legit trick I missed, I'll give you credit for it in the guide and an insert amendment to the guide where it will be used. As long as the trick, shortcut, etc., etc., can be validated by me without the use of any kind of cheat codes if (codes) exist for the X Box version of the game. _____________________________________________________________________________ I'm sorry if anyone was confused and or misled in the 2md level of the 1.4 version of the guide. When I write I use the mission menu instead of progress, I must have pressed hard mode and not expert. Whenever I play to write I look for new slicks even when I decided that something won't work on the last rewrite I try it again and look for something different. I should have known it was too easy. ______________________________________________________________________________ Just so there is no misunderstanding for anyone reading and or following the guide, the times acquired in the guide are do to the saves and where they occur. The game throws too many knuckle balls for me to get very far when I'm trying to make time and also be invisible. I'm not good enough or have a blood pressure low enough not to bleed out my eyes after being repeatedly shut down by the AI. I recently read a short article on a subject that has earned the name "Grief Code"; I believe it exists in SC. It's easier to find when one is constantly restarting to verify a tactic/maneuver. You see the alterations in the movements and actions of the AI. They begin seeing through walls and hearing from extreme distance over loud noise. MENU 1. REVISIONS 2. WALKTHROUGH (areas CT1 through CT10 and sub sections) 3. BRIEFING (crap) 4. CONTRACTIONS (often used words or phrases) 5. END GAME STATS 1. REVISIONS A summery will be given here; I hope I don't add many. All changes to the guide will be dated and noted at the beginning of each level where they occur in the game. 7/27/08 This change was inspired by "mommas_sexy_beast@yahoo.com" while corresponding with Beast he related his MO through the Rooftop Helipad, which got me rethinking my approach. By modifying and combining both a new stealthier solution arose. Thanks Beast for allowing me to combine and include the change in the guide. The change occurs at *-* in Penthouse. 6/3/09 While playing through the game for this rewrite it was obvious I wasn't going to be eliminating any KOs or Kills in fact I added Shetland to the kill list, I'm not sure why I didn't acknowledge it before considering I had included Lacerda and Neddy. I now consider Shetland dead whether he's shot or uppercut; the results are the same, COD, broken neck and drowning. The 1st 3 KOs can't be avoided, attempting to avoid the 1st and 3rd will prevent you from continuing the game the 2nd will lower your success rating to 85 percent. To date I can't see a way around the last 3 in the Furnace room, I can finagle a route to the 3rd bomb but can't get to it, too many rabid RBGs with headgear. So the only thing I was able to do was complete the levels faster with route changes and more accurate moves. Most of which is due to watching the AI more carefully to learn their "tells". Tells are the moves and or actions the AI makes as they proceed through the areas they inhabit. I've refined the distraction and use and now include both in end level and game stats list. The list is stricter regarding rounds, objects and actions. A distraction is a distraction regardless of what it is and how you use it. Even though I've eliminated many it looks worse due to inclusion of items like open doors and smoke grenades etc, etc. However any action taken by Sam that doesn't illicit a response, (audible, visual or physical) from the AI is not a distraction, merely cover. 6/4/09 "Shower room in 1 smoke"! Finally, I worked out a throwing target, route and movement schedule. _____________________________________________________________________________ 2. WALKTHROUGH CT1. THE LIGHTHOUSE CT2. THE CARGO SHIP CT3. THE BANK CT4. PENTHOUSE CT5. DISPLACE CT6. HOKKAIDO CT7. BATTERY CT8. SEOUL CT9. BATHOUSE CT10. KOKUBO SOSHO _____________________________________________________________________________ 3. BRIEFING To state the obvious, Sam can't compete with the AI, their too fast, agile, have better hearing and sight and they don't miss from any distance. The game is clever enough to alter the AI's timing from one reset/restart to another to keep you on your toes. A new thing for my game guides, CONTROL "F", considering how long they're getting from all the crap I'm adding the function seems like a good thing to add for someone looking for specific junk. I hope it proves useful. Clocked fast times at the end of each level are the best times acquired while rewriting this latest version. Bear in mind, the fast time recorded on any level with multiple keypads and comp scans rely on the prior save. I usually restart if I haven't solved the code when half the allotted scan time has past. Unlike what some authors profess that whatever is written in their guide will work in the "HARDER" modes, (which isn't always true) any method used in an Expert Mode game will work in any of the easier modes without a doubt. SAVES I'm not ashamed to save with this game, so many things can go wrong, move too fast and the guy across a noisy city block hears you. A BG in total darkness, with his back turned to you and a wall between you sees you and shoots you through said wall. Did I mention I cried? With manly "VIRILE" anger of course! TIMING This is the rhythm and duration of movement through the game. If the AI isn't disturbed they'll be following their routine. The positions of bad guys in the game may be slightly off relative to the time spent moving and waiting. If you're ahead of or behind my rhythm, AI may not be where they are in the guide forcing you to wait longer than you'd like. I advise saving more often than suggested incase the rhythm is off to allow one to re-sync with the guide. LOAD OUTS Load outs don't really matter; the guide rarely has use for LTLs or rounds. I speed click through the options, recommended is the first option, so it is always the one picked. Prior to this rewrite Recommended was a must have for Bathhouse; I was never able to get through the shower area, (before the furnace room) with less than 3 smokes. During this rewrite, last week I worked out a method for 2 smokes, on 6/4/09 I worked out a throwing target, route and movement schedule to get me free and clear into the "U" shaped HLWY leading to the Furnace room with 1 smoke. KILLS I'm not sure why the game doesn't acknowledge the required kills; (Lacerda, Nedich and Shetland) it should to be and all are now included in the end level and game stats. MISSION TIME Now all mission times are what show at the end of the level instead of rounded up to the next whole number and are the best times I've posted to date thanks to the "SAVE" option. Real time on the other hand, "God I suck!" among other vulgar four letter expletives is usually what gurgles out of my throat once I'm able to speak with any coherence. ALERTS Verbal or physical by a BG that isn't screamed out or ended with gunfire does not increase the alarm from 0 to 1. "I think I hear or see something and or a hand gesture to follow the BG making the statement doesn't screw the ghosting of the area but removes the comment free aspect of the ghost. For the most part the game is a comment free game, the only time a comment is acceptable in the guide is when there is no other alternative to complete an objective. CUT SCENES AND INTERROGATIONS Unless you get all squishy listening to all the cut scenes at the beginning of each level again and again or interrogations, rapidly tap the action button when rolling through the conversations to get back to playing quickly as possible. Speeding through interrogations make me smile, it looks like Sam repeatedly hugs the bad guys to death. HACKING/EEV It isn't as much of a problem in the beginning of the game, you have about 16 seconds of scan time in the early levels of the game but, as the game progresses as in KOKUBO SOSHO where scan durations are 6 to 7 seconds the important keypads and comps are very difficult due to the running process of the hack. The duration of a hack may be cut in half. It may only offer 2 fragment locks. The fragments will flick on and off twice as fast. Mostly I try to memorize the positions of the 1st 2 or 3 sets and visually scan for them on the list on the left. The scanner for the glass security door at Kokubo Sosho; that puppy whizzes by so fast that it often takes 6 to 8 tries or more to get it. I'd save before and after every difficult hack. DISTRACTION A purposeful or accidental action made by Sam prompting the AI to respond with an audible and sometimes visual recognition, which alerts local AI and prompts AI to physically advance on the suspect position and or to seek out the allusive anomaly. The act of purposeful distraction is to move local AI from point "A" to point "B" to clear a way for Sam to pass through an area and or to complete an objective and then exit. The severity of the reaction taken by the AI depends on how blatant the noise and or visual distraction is. Audible Comment from the AI acknowledging an anomaly and alludes to the possibility to an intruder. Visual AI waves and or points local AI to suspect position and may or may not assume an aggressive posture, (hunched over, weps front and ready, gruff voice) _____________________________________________________________________________ 4. CONTRACTIONS There are a few word strings and or phrases that will appear countless times in the guide, to minimize the tedium of repetition, I've created and logged contractions below for the most used, incase there's a problem with deciphering them. Bad Guy= "BG", Computer/s= "Comp/s", Counter Clockwise= "CCw", Clockwise= "Cw", Cable the Door= "CtD", Electronically Enhanced Vision= "EEV", Electromagnetic Field= "EMF" Fast Creep= "FC", Hallway= "HLWY", Infrared= "IR", Left Trigger= "LT", National Guard= "NG", Normal Sight= "NS", Night Vision= "NV", Optical Cable= "Cable", Open, Enter/Exit and Close Door= "OE&CD", Open Enter/Exit and Close Hatch= "OE&CH", OCP the Camera= "OCPC", OCP the Light= "OCPL", OCP the Big Light= "OCPBL", Optically Channeled Potentiator= "OCP", Roving Bad Guy= "RBG", Roving Guard= "RG", Roving National Guard= "RNG", Slow Creep= "SC", Stealth Open, Enter and Close the Door= "SEO&CD", Stealth Open, Enter and Close the Hatch= "SEO&CH", Stationary Bad Guy= "SBG", Quiet Creep= "QC", Quick and Quiet= "Q&Q", Quick and Quiet Creep= "QQC", _______________________________________________________________________________ CT1. THE LIGHTHOUSE, Recommended load out Locate Morgenholt, scanning crates 1&2. CT1a. Masse kernels; scanning crates 2&3; destroy masse kernels (SAVE) (NOTE) 6/15/09 I found a jump point at the top of the cavern between the perimeter ledge on the left leading to the mini cave and the bridge on the right. Sam takes some damage on the landing but to date, always less than half his health, about 3/8; sometimes less. A few times he's landed in a standing position and lost only a 1/4. A glitch occurs in the cell area, if Sam scans the crate before crossing to the exit Lambert will repeat his lines about the crates. Starting out on the beach, run, climb, crawl and jump your way up through the crevasse and into the cavern. Go NS as you hoist up the 3 ledges into the cavern. Once you reach the top of the cavern, (same level as the bridge) stand and look across the cavern, locate the 2 patches of bioluminescent mold/fungus/whatever it is and the dark spot between them. Aim for the point between the left patch and dark spot; run and jump, most often Sam will roll off the wall into the mini cave or right into it. QQC to the ladder, climb up to the cell area where the weapons fire is coming from. Lambert orders Sam to look for and scan the bar codes of crates for possible weapons caches. Scan the crates from here or QQC along the darkened strip of floor to the right side of the exit, once there, turn around and EEV the crates in the cell opposite the BG. Turn toward the shooter and watch him, if he's moving toward his target exit the room as he passes the stone pillar. If he's at the target exit as he turns back to his shooting position. FC to the steps and then run up into a tunnel full of barrels; locate and scan the crates to the left of the opening for #2. Run up the next set of stairs, OE&CD, head right to the leading edge of the ramp down and hop up onto the stone guard rail. QQC down the rail, locate a couple of magazines on the floor below and an electrical cable to their left. Have Sam face the gap between the cable and the magazines then move to the edge of the rail and hold. BG#1 has killed Morgenholt; as #2 walks out of the torture chamber and past Sam drop off to the floor and QC through the chamber. Accelerate to FC as you enter the dark twisty corridor, stand and run as you approach the 1st right turn to the exit; go NS, quickly pick the lock, OE&CD. CT1a Recover or destroy info on Masse kernels QQC along the wall to Sam's right, stay dark till forced away from the wall past the light, RBG#1 is standing in the 1st tent. QC into the 2nd tent; scan crate #3, QC left out the tent, RBG#2 may be standing between them; locate the pallets beside the 2nd tent and below the climbable ledge. Climb up and bear right into the passageway, QQC past the sitter and through the draped opening. Locate and scan crate #4 under the ground level lean-to roof. Stick to the parapet wall, stand and slide along the low wall, crouch as RBG#1 stops, continue to and stop over the large plank before losing cover. You should be slightly closer to the exit than the BGs below Sam, swing the camera behind Sam and down toward the BGs. Once they stop talking they'll begin to walk off, #2 will stop for a moment at position 1, (about 4 or 5 steps) and then move on to position 2 and face the exit. As the 2 begin to move away allow #2, (the BG facing Sam) to take 2 steps to begin sliding along the low wall toward the exit. #2 will stop for a moment while Sam slides toward the exit. Swing camera around toward the exit, release from the wall as Sam touches the right side of the exit and QC into the room. (Note) It takes #2 6 seconds to reach his 2nd stop and turn around; if Sam isn't inside the next room and dark he'll be seen. If Sam makes too much noise entering the room he'll alert BG#3 in the room. When successful the 2 ground BGs magically swish back to the meeting spot and begin talking again, I think it's about a wet T shirt contest. I suggest saving here, the BG in the room is totally unpredictable often shooting Sam without provocation. (SAVE) Head for the light, locate the comp and the BG either standing near a window or facing the back of the room. Quietly access the comp and QC out of the room. Proceed through the curtain covered opening and outside, accelerate to QQC down the stairs, there are 2 BGs talking, turn right, at the bottom of the stairs and EEV the final crate. QQC down the steps, continue past the BG working off to the right, work up to a FC until you reach the 1st dog leg in the path. Drop down, from there stand and run along the obvious path out to the Light house. Cross the bridge and move CCw around the lighthouse to the door. Drop to QQC at 3:00 on the lighthouse and locate the door. (Note) 1 RBG circles the base of the lighthouse CCw and 1 BG circles the lookout at the top Cw. If you moved like invisible wind, the ground level RBG may be near the door at the base of the lighthouse, if he's in view (usually not) slow to QC for the door. The 2nd glitch occurs at the filing cabinet; almost 50 percent of the time Grimm tells Sam not to bother with the file cabinet and to look for something more concrete, then later as he climbs the ladder she follows through with the data he found in the file cabinet. OE&CD; accelerate from QC to QQC up the spiral stair case, stay to the left side railing to the platform with the table and file cabinet, you'll bump right into the cabinet; search the cabinet then run to the ladder. Go NS; stop climbing when Sam's hand touches the floor. At the guides pace the RBG will be ahead left and standing. Climb up, stay tight to the light as you circle to the exit and out onto the lookout. Go CCw locate and Smack the RBG, reenter the tower, flip the light switch and exit for extraction. Best time 5:50 KO 1 Rnds -0- Dists -0- ID -0- All objectives complete 100 percent. _______________________________________________________________________________ CT2. THE CARGO SHIP Recommended Locate the Bill of Lading CT2a Kill Lacerda! (NOTE) 6/20/09 Man I feel "STUPID" this is the part where I point out how stupid I am and was 2 times. 1. For incorrectly remembering being able to slick the sleeper in expert mode, it's just not possible. 2. For pressing hard mode instead of expert, not catching it and uploading it to the Web. Because of the error I asked all concerned to replace "D" with the "C" version until I could correct any and all errors. I didn't know how many levels or parts there of were affected because I did most from the "Mission" option in the menu instead of "Progress". You begin on the bow of the Maria Narcissa, turn around stand and run right over to the starboard side ladder, run till Sam cain't run no mo. As you approach the hatchway turn to the ledge below the gap in the cargo containers and stop. Press jump twice to hoist up between the big honkin cargo containers. There is one path the leads Sam aft and to the port side of the ship, where you have no choice but to drop down onto the deck. Turn right; locate the stairs down to the 01 deck and the RBG walking away. Go NV if not already, pull the pistol and aim for the top step on the stairs leading to the 1st cargo bay. Now, locate the RBG and watch for him to climb the ladder to bow. As he disappears up the ladder shoot the step, holster and hold. The RBG and one of the bow BGs will descend and cross over to the port side, as the 2nd BG move right advance on the railing, the sleeper will begin climbing the stairs, hop over and soft drop down. QQC to the exit, drop down into the cargo bay, hoist up, run and jump over the containers; locate the break in the bulkhead, slide through, locate and tag crate#1. Proceed to the other side of the Cargo bay and climb up the ladder. Turn right and FC to the end; turn OE&CH to the overly small workshop. Pull your pistol, creep forward, aim at the light, go NV and OCPL. Jump up onto and over the table saw and into the vent. Skooch to the other end of the duct then pop out the other side onto an elevated walkway in the Machine Room. Turn, QC along the railing to the bulkhead; jump over the railing onto the large pipe against the bulkhead. Come to a stop while still in the shadow. Pull the pistol and left hand it target the swinging light and hold. Listen to the convo between the 2 BGs, when the walkway RBG says, "Well then don't do it wrong", OCPL. Holster and drop to the floor QQC to the pump and activate it. QQC around the BG to the exit, continue to press action till the hatch slides open. OE&CH Run along the corridor to the cargo bay hatch on the right. Enter the cargo bay, leave the hatch open jump and climb your way up and locate the crate with the paperwork on it then drop off to the floor. CT2a Kill Lacerda Run to and close the hatch to the cargo bay, turn right, run along the corridor; turn into the niche on the right with lifted deck plate. Drop down, FC through the crawl space, under the piping and pop out through the missing deck plate in the 2nd niche. QQC right down the steps to the Engine Room, OE&CH and FC over to and along the railing to Sam's right. Halfway along the railing stick and slide to the end. Release from the rail, QC CCw around RBG#1 to and up the climbing pipe to the 2nd level. At the top of the pipe, jump right to the railing and pull up. RBG#2 will be on the mid walkway spanning port to starboard and RBG#3 may be with or approaching him. Turn right, QQC up the stairs to the 3rd level of the Engine Room. RBG#3 will likely be somewhere on this level if not with RBG#2, but rarely in Sam's way. Locate the exit, OE&CH into the HLWY. Turn left, QQC into the passageway on the right; locate the RBG entering the birthing area, move to the right side of the hatch and nose up to the left side of the vertical pipe near the corner. Stick and stand facing the pipe, as the RBG exits the birthing area slide toward the opening, crouch, unstick and enter the birthing area. QQC to the sliding hatch in the 2nd area as you pass the bulkhead separating the 1st and 2nd area stand and run to the slider open it and tag crate #2. Turn stand and run out the opening; close the hatch, run to the birthing area hatch OE&CH. Go NV, crouch and QQC along the head bulkhead; QQC around the perimeter to the base of the stairs hared tight left and hold under cover of shadow. (SAVE) This is going to be tough, a smidge either way from near perfect will get Sam vented. Swing the camera around to Sam's right so you can see the RBG as he appears beside him. As the RBG passes by Sam he looks directly at the base of the stairs, as he begins moving past Sam start climbing the stairs. You need to move Sam up both flights of stairs fast enough so that the stairwell covers him but slow enough to avoid being heard. Stay tight to the left side of both flights. Follow the corridor around to the next hatchway; locate and enter the vent to the left near the floor. Pop out the other end turn toward the 2 BGs and EEV the comp. Exit the room, OE&CH; accelerate from QC to FC, as you pass the halfway mark in the passageway stand and run to the exit outside. OE&CH, locate, run to and tag the 3rd crate. (NOTE) Here's admitting to more stupid again, going straight to the Comm. shack has knocked even more time off the clock. All the new maneuvers in this level have knocked a couple 3 minutes off the clock. QQC up 2 1/2 flights of stairs to the Bridge deck, don't let the noise meter go above 4 cubes or you'll be heard. Halfway up the 3rd flight turn around and jump up to the deck. QC to the ladder ahead and climb up to the Comm. deck. QQC left and around the structure to the Comm. Shack hatch open and enter. Pull the pistol and OCP the screen to the left of the BG, continue into the room, back around the corner and into the dark near the console. ASAP, OCP the screen to the left of the 1st one, the BG will move to inspect, holster, access the target comp and move left and around the bulkhead for cover. As the BG moves back to his seat, exit the room and close the hatch. Turn right, slide along the bulkhead to the corner and peek around the corner to the lower deck. Locate the RBG moving toward the stairs, he'll move around to and climb the stairs, as he turns away from Sam QC to the railing right of the ladder and hop over to the lower deck. Head right and drop down onto the stairs, continue at a QQC one more flight, locate the hatch and OE&CH. QQC along the left side bulkhead to the end and then over to the hatch on the right. Go IR, locate the RBG as he walks to the right and speaks to Thomas. Watch him, as he turns to enter the storeroom go NV, OE&CH, move back to the hatch and whistle. The 1st storage room holds a tagging crate, QC to the end of the 2nd row of tables on Sam's right, turn right and hold against the counter. Allow #2 to approach from between the 1st and 2nd row of tables, when he reaches a point about 3/4 along the tables QC along the counter into the storage room, tag the crate and exit. #2 should be approaching the hatchway with his back to Sam. Accelerate to QQC as you exit the mess area and into the passageway. Locate the hatchway in the niche on the left, OE&CH, stand and run up the stairs locate and tag crate#4 at the top. Head for the Captain's Quarters; leave the hatch open and enter the galley; move left to the sink, face the mini fridge and hold. Put up with Lacerda's whining and wait for him to enter the galley for a snack-N-snatch. ASAP after passing the edge of the door grab and drag him into the passageway. Spin Hugo around so Sam is between Hugo, the galley hatch and the hatch leading to his body guards then kill him. QQC out to the passageway, and left to the opening ahead on the left, QC along the right side of the passageway to the bridge stairs, QC up and around to the starboard side hatchway to the left of the Captain. OE&CH turn right, FC into the dark then stand and run up the stair leading up to the aft half deck, look right to see if an RBG is close, if not continue running around the corner to the ladder and slide down. Move left along the railing and stop halfway along the bump out. Turn to and hop over the railing to the main deck and behind the large tarp covering some crates. QQC around the crates to the final tag and do so. Quietly hop onto the crates then hop up to the railing. Locate the short ladder to Sam's left and climb it to extraction. Best time 13:05 Kills 1, Lacerda KO -0- Rnds -1- Dists 5 IDs -0- All objectives complete, 100 percent _______________________________________________________________________________ CT3. THE BANK Recommended (SAVE) (NOTE) I think this is the easiest level in the game, and the 1st level introducing the pass code reader. The level starts near the entry gate of the bank, it's dark and there are 3 BGs spread out over the compound, 2 of them are standing and talking near the front of the fountain. Go NV; maintain cover and QQC across the pavement to the right of the closest RBGs. As you approach RBG#1 FC for a few feet or stand run for a couple feet then roll into a QQC as you pass #1. Continue past #2 bear left toward the bank; take note of #3 who is walking away toward the bank front. QQC after him, drift over to the fountain pool, as you reach the shadows along the pool drift back to the perimeter wall on the right and accelerate to FC as you approach it. As you pass the corner of the perimeter wall stand and run to the back of the bank and to the ladder. Run and jump up to the ladder and climb to the roof. Stay to the right side of the roof as you run to the shed with the switch inside. Break the lock, stand and run to and flip the switch. Run over to the skylight that popped open when you flipped the switch and climb down the rope into the teller enclosure. When Sam's head passes the bottom of the chandelier drop to the floor, turn around and access a comp with the EEV to kill the security grid. Hop skip and jump to and over the desk and wall to exit the enclosure. FC to the front of the bank, locate the sitting BG and the comp at his feet. Access and complete the 1st part of the objective. FC back to the teller room, stand and run along the left side of the teller enclosure to the lighted anteroom room with the glass door. OE&CD QC the perimeter Cw to the door at the far left side of the room, OE&CD. Face the glass partition, stand and EEV the comp for the objective. Crouch, exit at a QQC, as you round the corner to the stairs go to FC, at the stair run to the top and remain outside the room and left of the door. (SAVE) Locate and access the comp for the objective, crouch and locate the RBG. He should be standing in front of Sam, there's 3 ways to pass through the room depending on whether the RBG is in or out and whether you're antsy or not. You can shimmy around from the left, (clinging from the molding on the wall), or you can hop over the reception desk. I prefer to shadow the RBG as he exits for the short HLWY. Once inside the HLWY, you want to be close enough to smell butt crack. Stop; turn and split jump up the wall before the RBG turns around. (SAVE) Soft drop to the floor after the RBG passes under Sam, SC over to the right side of the HLWY and toward the glass while remaining in the shadow. The next RBG will approach the glass, stop, turn and begin to slowly walk away. As he makes the turn, creep into the room and to the left rear side of the RBG, (near the sofa). He'll probably stop for a second, may comment on hearing something and then continue on. If you're too fast, noisy or close, too bad, if not move to his right rear side and follow him, split off as you approach the kitchen. QQC to the other side of the kitchen and stop where the next HLWY begins. Wait for the RBG to do an about face then get Sam moving and accelerating to FC along the HLWY to the corner. As you approach the corner stand and run through the opening on the right into the room, stay in the dark lane leading to the draped opening at the far left corner of the room. As you approach the opening roll under the drape and into a QQC, drift to the wall on the right, slide along the wall and stop across from the door to the security enclosure. An RBG will enter the room, follow him in. Locate and press the vault access authorization pad, turn, face the RBG that just sat down and save. (SAVE) EEV his comp, when complete access the comp at the far left end of this temp room for the objectives. Exit the room, go left for the next Security door and keypad, OE&CD, pick the lock on the next door, OE&CD. Locate the target comp, access and hit the 2nd vault access authorization pad. (NOTE) For this rewrite the RBG patrolling the ground below is always heading for the staircase on the opposite side of the area. Exit the room through the window, quickly drop and hang to the ground turn around, QQC to the far right side of the area to the corner of the raised planter for cover. The RBG looks away from the staircase as he approaches it; hop up to the stairs then QQC up the left side of the steps to the vent and enter. Hit the last authorization pad, rifle through the file cabinet and save. Access the comp, QC over to the exit, go IR and grab the door and hold for an open. As Paco moves off OE&CD, go NS; move over to and in front of the last Security room and access the comp through the window for the objective. FC past the opening to the mail room, stand and run to the box with Sam's goodies. Run to and down the stairs to the vault; place the picks and use them, place the charge back off and smoke the vault's door. Enter the vault, locate the last comp in the level and save. (SAVE) Access the comp, check off all the options in the menu and "X" out. Switch to pistol, turn and run into the enclosure grab the junk from it; run over to the exit ramp and OCP the laser at the vault's entrance then run back up to the main level. Roll into a QQC as you approach the doors leading to the last security room. Make 2 right turns around the security room and drift left as you QQC to the exit on the left with the camera above it. OE&CD; run to the exit to the great outside, OE&CD, jump over the railing, stay to the right as you run to the front corner of the bank. Run past the corner of the bank to the corner of the perimeter wall ahead and left. As you approach the corner roll into a QC and go NV, quickly take stock of the 2 RBGs as you QC forward, they can be anywhere along each side of the fountain. 1. If both are walking toward the bank front stay along the perimeter to the extraction point. 2. If both are walking toward the gate follow them and once back in the dark make your way to extraction. 3. If 1 is at the lighted bench and the other heading to the gate drift to the left side of the fountain, follow the dark lane around the round section with the statue to where it straightens out. There is a dark lane crossing the pool to the other side of the straight section, QC across and make your way to extraction. Best time 11:44 KO 0 Rnds -0- Dists 1 ID -0- All objectives complete, 100 percent _______________________________________________________________________________ CT4. PENTHOUSE Recommended I gotta beef with Zherky, getting to his places! CT4a, The world according to Dvorak, scanning comps and tapping cameras! CT4b Getting the heck outta here! (SAVE) Sam begins the level beside a dumpster; there are two ways to get into the building, only one way to do it covertly. GO NV and QC out into the street, pick up speed as you move past the RNG, locate the fire escape ladder on the right and quietly climb up stop short of the 1st platform, (if you're perfect you can make it to the platform before he looks up) allow the RNG to walk past the ladder to climb up, (he looks up as he walks past the ladder). QQC along the platform to the stair then run the rest of the way to the top, jump onto the boxes and then to the floor ledge lining the perimeter of the building. Shimmy all the way around to the drainage pipe, change the camera angle to look down, this will let you know when to slow down to avoid making noise when hitting the ground. On the ground, about face, QC in a CCw loop through the shadows along the wall to Sam's right. Locate the door ahead of Sam; if you're quick look through the doorway and you'll see another RNG walking along the front of the next garage bay. Cut across the doorway opening, stop for a second to give the RNG time to move far enough past the dark dumpster for cover. Remain in the shadow lane and enter the next garage; as you quickly climb the steps to the raised platform go NS and enter the building. (Note) Sometimes the RNG standing in front of the garage bay is more alert or moves from his standing position earlier than usual, so for slower players I suggest sitting to the left of the doorway and wait for him to exit the area before passing through the door. Enter the building when clear, QQC left to the elevator HLWY, QC over to the wall on the left, stick to it and slide up to the electrician. The electrician will move away from the elevator giving Sam the time he needs to enter it. I'm probably batty but I think climbing the ladder gets the elevator moving sooner. If you stay in the elevator hold at the control panel, as soon as the door closes push the button to get it moving. If not, once the elevator starts moving slide down to and drop back into it. Once the doors open QQC out loop left into shadow, move around the 1st row of shelves and locate the RNG QC past him as he moves back to the elevator and climb the stairs. As you approach the top stand, OE&CD and run to the big honkin pipes ahead. Hop over both sections to the lower level and FC toward the gap between the helipad ramp and roof deck grate on the right. As you approach the ramp roll into the structure ahead; stick and slide right till the light meter jumps and hold. *-* Thanks to (mommas_sexy_beast@yahoo.com) it might not sound like much to many, only one less light distraction, but if you're ghosting it means everything. The Roof RNG and one of the chopper RNGs stop and talk; when done and they begin to walk away, release, slip around the corner, stick and slide forward so the exit ladder is at Sam's 1:00. Swing the camera over Sam's back; go NS and locate the roof RNG. He'll walk left, stop, turn around and then turn back and begin walking to the steps leading to the upper roof deck. As he starts walking again release, move to and up the ladder; FC along the walkway to the cable and zip to the next building. Slide down the conduit and drop when about 8 feet from the ground. Turn right and run toward the exit ledge. Halfway to the ledge stick to the wall; slide and stop before reaching the corner. Release, look around the corner and locate #1. (SAVE) CT4a The world according to Dvorak! (Note) There's only one way into the building, (through the doorway) but umpteen ways to do it. The 2 fastest ways where the 1st is fastest may produce a comment from #1 but no action taken and the 2nd, somewhat slower and no comment. Option 1 is a bit less realistic but just as stealthy. RBG#1 has 2 onset moves, move 1; he turns then activates his light; move 2, activates the light and then turns. Timing the 2 onset moves from start to where he then faces the exit with the light provides these times; (activate light then turn 11+ seconds, turn then light 15 seconds). If you get light then turn use option 2, if you get turn then light use option 1. #1 turns, lights his flashlight and walks to the railing, Option 1 is very difficult; a micro fine difference from the perfect speed moving past and away from RBG#1 will either alarm him or be too slow to enter the dark HLWY before RBG#3 faces the elevator area. If you drift over to the left wall after passing #1 you'll likely still get a comment, (always as you pass the plywood leaning against the wall) the majority of the time 90 percent and better he's still looking over the railing and takes no action. In this case I think the comment without reaction may be a game glitch, so I'm treating it as a no comment. Maybe 30 percent of the time I'm passing without comment and I don't know why. If like me and you're having probs moving past #1 without comment if this is an issue use option 2. Option 1 RBG#1 is close to the end of the walkway, as he turns away and then activates the flashlight hop over the railing, QC past him; accelerate up to QQC as you drift left to the wall and the doorway on the left. Accelerate to FC as you enter the room, #2 an electrician works on the elevator, FC toward the left side of the table, angle right as you pass it and roll into dark area of the next HLWY. Drop to QC, move to the left wall, if you have time slide past the plastic and stick behind the dark cabinet thing and RBG#3. Option 2 #1 activates his flashlight and turns away, follow the RBG to the exit doorway on the left, nose into the plywood and wall intersection stick and hold. Once #1 passes Sam on his way back release and move forward, ensure the #3 is turning away and or within the HLWY to enter at a FC. From this point follow option 1 past the plastic sheet to the cabinet. Allow #3 to pass by Sam to the elevator area before you move out, accelerate to QQC as you pull away through the next room into sleeping beauty's room. Stay to the right and hug the wall to the counter. As you close in on the opening to the 2nd room, you'll hear snoring. Move left to the corner in this room to EEV the comp, pick the lock and then head outside. Turn right QQC along the wall to the cable running up to the IR security camera, tap it, GO NV and when safe from the IR cam QQC up the stairs to the next floor. Enter the door on the left and leave it open, one BG sitting listening to music. Go NS, pull the pistol, OCPL in the middle of the room and then flip the light switch to off. QQC behind the BG to the other side of the room turn left, remain in the shadow to the end, slip around the corner and leave the door open as you move onto the veranda. Music boy comments, but stays put and the room is dark for the next 2 times passing through. Cross the veranda toward the next set of double doors, ahead and to their right is a vent, use it to enter the building. Move over to the island counter and reconnoiter, your next move depends on the whereabouts of the RBG in this building. In all cases you want to be in the short dark HLWY heading to the living room. (NOTE) The RBG can be pretty much anywhere between the living room and the veranda talking to the Veranda RBG. Preferably, the RBG is in the kitchen or heading back to the Living room and the Veranda RBG is away or moving away from this end of his route. They can be talking outside but the odds of detection are greater. Slip into the HLWY, if the RBG is standing near the living room tap the camera in the exit HLWY, if not enter the living room between the wall and hanging carpet, locate and tap the cam. QQC back behind the carpets along the wall and out to the 3rd cam tap spiral staircase to the floor above. As you enter the lounge, GO NV, stand and run behind the glass partition on the left when safe. Locate the safe room and access that computer. Close all doors on your return to the lounge. Tap the lounge cam, pass through the next room into the Arboretum HLWY, QC to the end of the HLWY and stick to the wall to the right of the door. (SAVE) One RBG will emerge from the arboretum; as he moves off snatch him, speed talk and drop him. When done quietly enter the Arboretum for the 4th cam tag, the door should still be open. Exit and close the door; accelerate to FC and grab the "Choke me I'm stupid!" sign off the RBG as you pass him. Halfway along the HLWY stand and run to the right side of the exit window in the next room and go IR. The veranda RBG should be moving off shortly, hop out the window to the arbor FC across and drop to the floor below. Tap the last camera and QQC back into the Music room. (NOTE) If you leave Mr. Choke me on the floor in the HLWY he's never found and I believe this got me my fastest time. It just seems wrong, exposed in a well lit HLWY, unconscious and nobody discovers him. Stay in the shadows, QQC through the room to the outside, once on the fire escape pass through the door on the left, pass through and close the next door. Go hard right around the door as it closes, slip along the wall to the corner then cut straight across the roof at a QQC to the leading corner of the shed roof. Jump up, diagonal left across the roof to the left side of the big honkin window. The RBG in the room will be pacing between said room and the bathroom at the end of the HLWY, when you have a clear shot enter the room. Move left through the bare stud wall into the small room and for a clear line through the bathroom to the vent on the right. (Note) It's tres importante; do not give any reason for comment from anyone as you maneuver over the roof below and through this side of the building. The BG sitting on the toilet in the bathroom will remain in the sitting position throughout your stay in this building if you are covert. If he stands, you won't get off the shed roof without looking like dead bloody cheese. Careful of the mine crawl into and out of the vent. Stand and run, locate the stairs on the right, run down to the floor below. Turn right at the base of the stairs and run forward past the refrigerator and bump into the main server and activate it. There are 6 machines to activate; each one has a big honkin fuse thingy in the middle that crackles bright yellow white when it gets hot. (Note) I don't know if all games run the same sequence and frankly my previous explanation seemed confusing to me after reading it so I dumped it. You'll get the hang of your sequence if it's different than mine and be able to run it fine. Fix all the machines as they heat up, grab the stack and exit the room back up the stairs and into the vent at a run. Move to the edge of the HLWY, if clear move into the bare stud room and exit through the window, if not wait for the RBG to return to the bathroom then slip past him for the window. CT4b Getting the heck outta here! Climb out the right side of the window for safety, locate the RBG patrolling below if he's anywhere close to the middle of the roof quietly drop off the right edge of the shed roof if standing at either end drop off the left edge into the shadow line. QQC over to the exit, OE&CD, pass through the small room back outside. Turn right OE&CD all the doors on your way to extraction. Re- enter and pass through the lousy music room onto the small veranda, locate the vent and climb through into the kitchen. (NOTE) You can get through this level with 1 distraction but it costs you approximately 11 seconds. You can enter the bathroom on the left, climb through the vent to above the elevator and drop down for extraction. The other way requires you to OCP the IR cam in the dark HLWY. Whether the RBG is in the kitchen or not when you enter the kitchen the balcony RBG may be at this end near the veranda/patio. Climb over the counter, crouch, stick to the wall and slide to the potted fern. Swing the camera back to the veranda if clear and the RBG in this area is at the Living room or just stopped in the kitchen QQC around the fern, across the HLWY to the left wall and enter the bathroom. Locate the vent near the door and climb though to the elevator shaft. Drop down into the elevator and extract. Best time 13:20 KO 1 Rnds -0- Dists 1 ID -0- All objectives complete 100 percent. _______________________________________________________________________________ CT5. DISPLACE Recommended Just flexin the pecs in the gym Jim; scan Shetys bag, access comps 1, 2&3 CT5a, We gotta get outta Displace, access comps 3, 4&5 and looking for the exit (SAVE) (NOTE) Bear in mind, the fast time recorded at the end of this and any level with multiple keypads and comp scans rely on the prior save. I usually restart if I haven't solved the code when 2/3 the allotted scan time is over. 4 or 5 seconds added to each scan adds up at the end of the level. Sam begins the level in an alley, Stand, run and turn right to the large enclosed area. 2 RBGs, a chain link fence and a big honkin air vent in the center of the open area. Once in the open run to the left leading corner of the air vent, roll into a FC as you approach the corner. FC along the left side to the far corner and then break off along the walkway, it's quieter than the gravel. Break off left near the fence and climb it. Soft drop inside the cage, stay dark and move over to the high voltage panels. As the big mouth moves off QC along the panels on the left to the switch and flip it. Move back to your entry point on the fence and climb back over. (Note) Sometimes the remaining BG stands in front of the switch for what seems forever before walking away. Give him the time to move and then return to the fence and climb over. Once over the fence move to the left corner of the air vent, climb up and hold in the center of the vent. Eventually the RBG will very slowly walk up the steps onto the vent and back down. Wait for him to move away from the steps and turn back to the fence to access the trapdoor lock, pick it, open it and rappel to the bottom of the vent. QQC through the duct; drop down and QC forward to the louvered ceiling vent. Scope the EEV, locate the ceiling light cable and follow it down to the briefcase. (SAVE) Scan the briefcase solve the code and access the file. Cable the vent and once the last 2 are ready to leave the room "X" out, open the trap, drop down, move to the door to prevent closing then exit said room. Follow the BGs and break away at the Ops server farm, enter Ops at the far right end of the room. Locate the 1st and 2nd comps from the right, EEV the 1st one and do a manual access on the 2nd to complete the objectives. QQC out of Ops, go left to the security door and stick to the left of the Keypad. The salesman will clear the sidelight glass; as he moves off use the keypad and open the door. Follow the 2 men toward the balcony and break off right toward the fern. Turn left between the table and sofa then right to the wall and slide to the light switch. Pull the pistol left hand it and move only enough to target the white neon "Level 2" sign behind the railing. Once the 2 men begin talking OCP the light, no one pays attention to the change. Holster the pistol, QC forward and left and remain halfway between the elevators and the talkers. As you pass Julian drift left to the wall and hold to the left of the desk. The sitter will do one of 2 things either head for the Head or for the locker room. |
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