Tom Clancy's Splinter Cell Double Agent Walkthrough :
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Walkthrough - FAQ/WalkthroughSPLINTER CELL DOUBLE AGENT FAQ/WALKTHROUGH V1.3 For XBOX Written by Matthew Rimmer E-Mail: m-rimmer@hotmail.com Copyright 2006 - 2007 Matthew Rimmer ------------------------------------------------------------------------------- Contents ------------------------------------------------------------------------------- 1. Introduction 2. Version History 3. Story 4. Controls 5. Gameplay Mechanics 6. Weapons & Gadgets 7. Walkthrough 8. Co-op Differences 9. Co-op Walkthrough 10. Acknowledgements 11. Legal Info ------------------------------------------------------------------------------- 1.Introduction ------------------------------------------------------------------------------- Welcome to my FAQ for Splinter Cell: Double Agent for the XBOX. I chose to write it for this game because the splinter cell series is one of my favourites. I just love all that sneaking around! Plus, Double Agent adds a whole new twist to the series with its trust meter. This means you have to balance out the objectives that you complete, as each one effects the trust that both your agency (the NSA) and the terrorist group (the JBA) have in you. It also accounts for 3 different endings, depending on where your allegiances lie at the end of the game. It's not as realistic and non-linear as the previous game, Chaos Theory, but Double Agent is still impressive nonetheless. This is my first walkthrough so it obviously won't be 100% correct. If you have any comments, suggestions or questions that HAVEN'T already been answered in this guide, then feel free to e-mail me. (m-rimmer@hotmail.com) Note. This walkthrough aims to give a detailed description of how I progressed through the game, aswell as give you some choices along the way. However, if you want a full description of every possible different path through the game, may I suggest VampireHorde's guide? ------------------------------------------------------------------------------- 2. Version History ------------------------------------------------------------------------------- Current Version: 1.32 Corrected small error in the co-op walkthrough Previous Versions: 1.31 Added futher e-mail tips and strategies courtesy of Phong Vu 1.3 Finished Co-op section and the whole guide. 1.2 Added most of the Co-op section. 1.11 Finished Co-op Differences section Added updates sent in by e-mailers 1.1 Started Co-op Differences section. Added to authorized websites list Added info about Kinshasa level. 1.0 Solo walkthrough is complete, Co-op will follow shortly. ------------------------------------------------------------------------------- 3. Story ------------------------------------------------------------------------------- The NSA are changing, with no Grimsdottir or Redding in this new game, but instead a new chief, Assistant Director Williams. He has completely different ideas about where the NSA is heading, compared to Lambert, and they are both trying to steer the agency in two different directions. Their enemies are also changing, finding new ways to overcome security and bring terror to the world. The JBA are one of such enemies. After the death of his daughter, Sam Fisher's life is also in a mess. So, Lambert comes up with a plan. To infiltrate the JBA from within. To use a double agent. Sam Fisher. The plan is that it will sort out Fisher's own life, aswell as bring down the JBA. Will it work? It all depends on you. ------------------------------------------------------------------------------- 4. Controls ------------------------------------------------------------------------------- Basic Controls ************** A Action B Crouch X Gun Y Jump R Trigger Lethal Attack L Trigger Non-Lethal KO attack Black Whistle/Call team-mate/Initiate Co-op action White Inventory (tap lightly to switch to previous weapon) START Pause BACK OPSAT L Thumbstick Move (click down to press Sam's back to a wall) R Thumbstick Camera (click down to access EEV) D-Pad UP EMF Vision D-Pad DOWN Sticky cameras D-Pad LEFT Night Vision D-Pad RIGHT Thermal Vision With Gun Equipped ***************** A Reload B Toggle Crouch/Stand Up X Put away R Trigger Shoot L Trigger Fire Non-Lethal Attachment (with pistol: OCP) R Thumbstick Click down to Zoom L Thumbstick Click down to switch hands (while zooming: Zoom Level 2) Advanced Techniques ******************* Crouch: Press B to crouch. You will move slower but will make less noise. More or less essential to crouch at all times. Roll: Hold B to roll. This is necessary to put out fires. Back to wall: You can click in the left thumbstick when near a wall to press Sam's back against a wall. This makes Sam more or less invisible, unless in bright light. Climbing: Press Y in front of an object to climb, or mantle, on top of it. To climb a pipe or ladder, simply walk into it. Press B to fall off. Lethal/Non Lethal Attacks: When standing close to a guard, press A to grab him or press either trigger to perform a lethal or non-lethal move. Hanging: Either fall off slowly from a vertical ledge or press Y to jump up to one and Sam will hang from it. You can move left and right, and pull yourself up onto the ledge. Hand over Hand: Press Y to jump up to a horizontal pipe. From here you can move along the pipe. Press Y again to bring your legs up. Here, you will move slower, but will be less able to be seen. Press B to fall off. If you press X while hanging, Sam will equip his weapons. Zip Wire: Press Y to jump up to a sloped wire. Sam will slide down it automatically. You can again press Y to bring your legs up and press B to drop off. Throwing: Once you have picked up an object, press X to prepare to throw it. Aim as you would normally and then press the right trigger to throw, and the left to lob it, which has a higher trajectory. Split jump: In a narrow corridor, you can face either wall and press Y twice to perform a split jump. Sam will suspend himself over the corridor. You can press B to get out of this move. Press X to equip your weapon when performing a split jump. Rappelling: To rappel down a vertical wall, go near the edge of the wall and press A when 'Rappel on wall' appears in the action window. Press Y while rappelling to jump off from the wall. You can also press X to equip your guns while you are abseiling down the wall. NPC Moves ********* NPCs are the enemies that you encounter throughout the game. There are a number of fanciful ways to take them out: Grabbing: Move up behind an enemy and when 'Grab character' appears in the action window, press A to grab him. You can also grab from behind a sheet of ice or a thin paper wall. Interrogating: While you have an enemy in your grasp, you can sometimes press A (if the option is available) to interrogate him and find out useful information. Human Shield: If you equip your weapon while holding an enemy, you will be able to use the NPC as a human shield. Other enemies around you will be more wary of shooting you when using a human shield. Forcing: You can force NPCs to help you in your mission by taking them over to an object, such as a retinal scanner, and pressing A. Attacks: Once you have grabbed an enemy, you can knock him out or kill him by pressing the appropriate trigger. If you hold down the left trigger you will knock him out and carry him all in one, swift action. Hiding Bodies: You need to hide bodies from other patrolling guards. Press A to pick them up, and A again to drop them down. You can drop them off in a hurry by pressing X. Water Kill: While in water, sneak up behind an NPC on land. When you can grab him, do so and you will drown him in the water (lethal attack) Ice Plunge: Whilst standing on thin ice, try and lure a guard over to the ice aswell. You can then press A when 'plunge' appears, and you will smash his head through the ice for a rather nasty death. Drop Attack: If you drop from a high ledge, pipe, or split jump position onto the top of an unsuspecting enemy, you will knock him out. Pulling Over: You can also grab NPCs whilst hanging from a vertical ledge. Sam will pull them down to their death. (lethal attack) Inverted Neck Snap: Whilst hanging onto a pipe over the top of an NPC, you can press the right trigger to kill him, or the left trigger to just knock him out. Grabbing him also results in a KO. Phew. That was a lot of moves. You think you can remember them all? Good. Lets move on. ------------------------------------------------------------------------------- 5. Gameplay Mechanics ------------------------------------------------------------------------------- Hacking: The hacking system has changed since the last game. You are no longer trying to match a set of numbers. This time the object is to match the green wave to the red one. Use the left thumbstick to move the wave up down, left and right. When the two match, they turn a yellow colour. When you think they are well matched, press A. If they are correct, a green light will show and you can move onto the next wave. If they do not match however, a red light will show and you will have to start over with a different wave. You have to match 3 or 4 waves (depending on the object you are hacking) before the timer bar at the bottom reaches 0. If it does bottom, an alarm will sound and you will have to start all over again. Lock Picking: To pick a lock, you have to rotate the left thumbstick until it starts clicking. This means you have found the correct quadrant. Keep wiggling the thumbstick inside this quadrant to find the correct position of the pin. Once the pin is in place it will click, and you can move onto the next pin. Picking locks is time consuming but it is quiet and enemies cannot detect a picked lock, whereas they can tell if a lock has been broken. Bomb Defusing: To defuse a bomb, you need to first equip your EMF vision (D-pad UP). The active wire will be lit. Switch back to normal view, select the active wire and cut it. This will activate a timer. You need to cut the other three wires using the same technique before the timer runs out or the bomb will go up and yep, you guessed it... GAME OVER! Note. you can also tell which is the active wire by seeing which wire rumbles when you highlight it. This is the active wire. Trust Meter: The trust meter is a fundamental part of Splinter Cell Double Agent. Every objective you complete will affect the trust either the JBA or NSA has in you, and if you stray all the way to one side, you will have to complete a timed objective (which can be sometimes very tough). If you fail the task, guess what? Game over. Again. Primary objectives will effect trust and you have to complete them no matter so you have to try and balance it out by completing opportunity objectives for the opposing side. There are also opposing objectives in the game, where you can choose to follow the JBA's orders or the NSA's. These usually affect trust big time, so be wary. Trust is also affected by the amount of enemies you kill, or do not kill. The JBA tend to like enemies dead, whereas NSA prefer them out for the count. The level of trust also effects the weapons and gadgets that you receive. The NSA will give you more non-lethal weapons, such as sticky shockers, whereas the JBA will hand you aggressive weapons, like a shotgun. Balance your trust accordingly. OPSAT: This is accessed by pressing BACK. It stores the following things: -Objectives: A detailed description of each objective and whether it is primary, opposing or opportunity. -Trust: The trust meter -Notes: All notes taken form interrogations, emails etc. such as door codes. -Data: All data that is received during the course of the mission, such as e-mails are stored here. -Equipment: Information on all of Sam's current equipment and gadgets. -Training Videos: View any training videos that you have picked up during the solo campaign. -Map: Displays a 3D map, with enemy locations and the locations of primary objectives. -Profiles: Gives a profile of characters from the current level. EEV: These are your goggles, and they can be used to scan any electronic device. They will then tell you if it can be affected by the OCP (a targeting reticule at the bottom of the screen), whether it can be accessed from where you are (a wireless symbol) and whether it can be hacked (a series of numbers). If it can be accessed, press A to do it from a safe distance and sift through all the data that you need. OCP: This is the secondary fire on your pistol. It can be used to disable any electronic device for a small amount of time. The devices affected range from lights and cameras to TV screens and even Jamie Washington’s pacemaker! Some OCP-affected objects can also be shot to permanently disable them, but it may attract unwanted attention. Caged lights and cameras cannot be shot at. Team-mates: In some levels (especially the earlier ones) you have a team-mate to help you out. Unfortunately, they are more of a hindrance than a help, and will often do stupid things such as wait in bright light, in full view of the guards, which often results in their death, meaning you have to start over. You do feel like sometimes shooting them yourself! The only times they do help is when you need to get up a high ledge or something. All you need to do is walk up to the ledge and press A when the appropriate action icon appears in the action window. That's all there is to it, and sometimes you wonder what the point is of including them in the game at all. Arresting: In the JBA headquarters levels, guards will not shoot on site. Instead, they will attempt to arrest you. To prevent this, you must follow a sequence of buttons that appear at the bottom of the screen. These either grab the guard or knock him out, depending on which one you choose. Detection Devices ***************** Cameras: The most common form of detection device. A quick shot from the OCP will disable them long enough for you to sneak past them. Unfortunately, they have an annoying habit of being able to see you in pitch black, so don't go relying on cover from darkness, like you would in previous games. Laser Trip Wires: These are the green and red horizontal beams that block your path. the green ones set off an alarm, the red set off a bomb. You can either deactivate them by aiming the OCP at the small sensors on the walls either side of the tripwire, or avoid them by ducking under them or jumping over them. If an alarm is set off, additional laser tripwires and other security measures may come online. Infrared Cameras: These have a series of infrared beams protruding from a white sphere on the ceiling. if one of the beams touches you, an alarm will sound. Note. An alarm will also sound if a guard sees you and presses a panic alarm, or if you bugger up one of the hacking mini-games. Locked Doors ************ Yeah sure, you can pick locks, but some doors require more than just a good old pick. Keypads: Either hack it or find the keycode via interrogation or e-mails. Card Reader: Again, can be hacked or find the correct keycard lying around. Retinal Scanner: Hack, or force an NPC with the right authority to scan themselves in. ------------------------------------------------------------------------------- 6. Weapons & Gadgets ------------------------------------------------------------------------------- Sam has two main guns. A pistol, which is handy for shooting out lights and it's secondary fire - the OCP . He also has a rifle with 3 attachments. 5-7 Pistol ********** Has a 20 round magazine and is fitted with a silencer. However, it is still loud and stupid though it may be, fire anywhere near an enemy and everyone around you will instantly know where you are, even if you are in pitch blackness. The OCP is the pistol's secondary fire and is used to silently disable all electronic devices for about 45 seconds, which is usually long enough to let you get by. Just aim at the device and pull the left trigger, but make sure your aim is true, else you'll have to wait about 20 seconds while the battery recharges before you can have another shot. A green light on the pistol will indicate a successful shot, a red one means you've missed and you can't shoot again until the light goes off. SC-20K Rifle ************ A silent machine gun, which holds 30 rounds in a magazine. It has 3 attachments. Launcher Attachment: This allows you to fire several non-lethal weapons provided by the NSA (the higher their trust in you, the more LTLs (less-than lethals) you will receive. The SC-20K launcher can fire the following weapons with the left trigger: -Sticky Shocker: This instantly electrocutes, and knocks out, an enemy on impact. -Sticky Camera: This very useful camera can be used to look around corners, create a distraction noise, and fire a knock-out gas that has a limited range. However, once the gas is released, the camera is destroyed. You can exit the camera and then press D-Pad DOWN to return. -Gas Grenades: The gas grenades produce strong knock-out fumes seconds after impact. The gas also has a very wide range, so it can take out multiple enemies at once. -Airfoil Rounds: These rounds act like a weak sticky shocker, and will disorientate an enemy for a few seconds. A second shot will knock them out. A single hot to the head will also KO any enemies. -EMP Ammunition: Fire these at any devices that are affected by the OCP. However, these will disable the device permanently, without catching the attention of nearby guards. Use them wisely. Sniper Attachment: This allows you to zoom in on a target by as much as 3x. However, the aiming reticule will become extremely wobbly once zoomed in, and the shot is louder than the shotgun! Shotgun Attachment: This is best used for close-quarter combat, as this is when it will cause the most damage. However, like the sniper rifle, it is very loud so use it with extreme caution. SC-303 Compact Launcher *********************** This is like both weapons moulded into one, except it can't fire any bullets. Use the primary fire to fire any LTLs that you may have, as the secondary fire is that good old OCP. Other Weapons ************* Wall Mine: These are placed on walls and they flash green and red. To defuse them, walk up to them slowly and press A when the light is on green. Red means death! You can also avoid them by walking past them really slowly. To plant them, equip them and press the right trigger when next to a wall. Frag Grenade: A few seconds after impact this will explode in a shower of shrapnel, killing anyone within range. It is thrown like an object. Smoke Grenade: Gives off a smokescreen a few seconds after impact. Guards and cameras cannot see through this (even with night vision). It is thrown like an object. Flash Grenade: Temporarily blinds and disorientates an enemy seconds after impact. It is thrown like an object. ------------------------------------------------------------------------------- 7. Walkthrough ------------------------------------------------------------------------------- Finally, it's time to start the walkthrough. First though, some basics. You don't have to complete opportunity objectives. Only complete them if you want to, or if your trust levels demand that you complete them. If you don't want to complete them, obviously just skip the parts about opportunity objectives. Also, this walkthrough was written for the 'hard' difficulty level, so things may differ on other difficulty levels. Note. if ever you get confused or can't work out where to go next, the map and objectives on the OPSAT are extremely useful (the map even shows nearby enemy locations! Not bad.) Now, Let’s start with the first mission. It makes sense, doesn't it. ------------------------------------------------------------------------------- Mission 1 - Iceland ------------------------------------------------------------------------------- Objectives ********** Primary: -Infiltrate the factory NSA -Acquire Buyers List NSA -Extract NSA Opposing: None Opportunity: -Neutralise the Guards NSA -Protect the Crates NSA -Retrieve Weapon Schematics NSA -Plant Explosive Charges NSA Ice Cavern ********** Objective(s): Neutralise the Guards (opportunity NSA) Protect the Crates (opportunity NSA) Turn around and walk through the tunnel. If you're new to the series, press A to watch a couple of training videos. They're not worth the time otherwise. At the end of the tunnel, walk up to the sheet of ice and grab the guy behind it. Interrogate him, knock him out and hide his body in the corner. Approach the tall ledge (past the broken snowmobile) and 'Initiate Dynamic Hoist'. Hisham (your partner) will then help you up the tall ledge and you can move on. About halfway through the tunnel, Lambert will call and tell you that there is a helicopter inbound and that you need to make your way back to the start of the level. Do just that, but be careful of any noise that you make. Back at the beginning, fire a sticky shocker into the puddle of water at the two guards' feet to knock them both out. OBJECTIVES COMPLETE Head all the way back to where you just came from. Carry on through the tunnel and carefully drop down the ledge at the end. Hold B to soften your landing. Use your OCP on the light ahead and move on, saving your progress when prompted. Back Entrance & Service Tunnel ****************************** Objective(s): Infiltrate the Factory (primary NSA) Slowly approach the area ahead to witness a guard shoot two of his fellow comrades. Let him do that and then, when the time is right, sneak up behind him and knock him out. You can use the ice plunge manoeuvre if you want, but that counts as a kill, and kills are not considered to be stealthy. Climb up the ladder on the left and enter a small room. Flick the door switch to open... guess what? a door! Leave the room and head on through. When you reach the fence, 'Invite Boost Over'. Hisham will leave you now (thank God!), so you're going at the rest of the mission solo. Jump up onto the pipe in the next area. Bring your legs up and wait until the guard passes underneath you. Grab him to knock him out. Carry on along the pipe until you get to the end. Keep going though, because Sam will carry on climbing up the vertical pipe. Follow the network of pipes up to the top. Ignore the prompt. Don't pull the guard over the edge (that's a kill). Instead, wait until he walks away and then follow him (beware the camera - disable it with the OCP) until the time is right to conk him. Once he's down, find the small ladder on the left of the camera, climb it, and cut the material on your left. OBJECTIVE COMPLETE Pump Room and Corridor ********************** Turn the valve in front of you and descend the ladder to the right. Wade through the water until you reach a pipe on the far wall. Climb up it and take out the mechanic at the top. Head into the next corridor to find another engineer bloke. Blow out his fuse (ha!) and, as always, hide the body. Around the next corner is another camera, so OCP it. Watch for the lasers soon after. Disable the bottom 2 and proceed. Turbine Room ************ Objectives(s): Plant Explosive Charges 1/4 (opportunity NSA) Sneak left very quietly, being careful not to alert the two talking guards. Head behind the pillars and down the ladder. Walk straight on and then around to the right, using the cover of the generators. OCP the light ahead and climb up the ladder. Whip out that trusty OCP again and disable the spotlight illuminating the next set of steps (it's high in the ceiling, so look up). Next, ascend the stairs and place the first explosive charge on the large computer in a cage. (bluey thing). OBJECTIVE COMPLETE Quickly but quietly go up the steps again before the light regains consciousness. Disable yet another light at the top of the steps, and go through the door. Laboratory & Laboratory Corridors ********************************* Objective(s): Retrieve Weapon Schematics (opportunity NSA) Follow the hallway to the end and walk though the door. This will initiate a cutscene featuring Emile Dufraisne. You will be seeing a lot more of him later on. After it's finished, stay in the darkness and, using your EEV, hack into the PC on the other side of the bulletproof glass at the end of the room (the one closest to you) to retrieve the weapon schematics. OBJECTIVE COMPLETE You can also access the other PCs in the lab for some (slightly humorous) e-mails. When you've collected all the data, move on through the next hall, being careful of the camera halfway through. Turbine Room & Pump Corridors ***************************** The door at the end leads back into an upper section of the turbine room. Sneak ahead (the generators provide enough noise for cover) and OCP the light above the stationary guard's head. Next, drop down and hang on the railing to your right. Shimmy all the way round to the other side and climb back up. OCP the light (again!) next to the door, and quickly pick the lock before that evil light returns! This next room is tricky. Disable the lasers and the light around the corner. Open the trapdoor on the floor. Easy part done. Wait until a guard comes past, turns round and heads back out of sight again. Now's your chance to slip through the gap between the stairs and the wall. The first guy in here is relatively easy to knock out - just cruise up behind him and give him a headache. The second however takes a little more work. It also doesn't help that this corridor is surprisingly bright. Use your own method to take out that second guy (split jumps work well here, but I prefer sticky shockers) and move on. Two more lasers await you in the next hall (you can duck under the third), before you stumble across the generator room. Generator Room & Foundry Access ******************************* Objective(s): Plant explosive charges 2/4 (opportunity NSA) Use the OCP on the light in here to get the two guards investigating. Grab the fat guy at the back, knock him out and hide his body, before the other guy sees what's happening. Repeat the whole process for the other guard. Go up the mini steps and ascend the ladder on your left. Run to the end of the catwalks, place the charge and flick the door switch. Climb down the ladder and press on. OBJECTIVE COMPLETE Beware the camera as you charge down the stairs, and enter the next area. Head left and, using the cover of the big thing in the middle, OCP the light next to the door on the right. Where do you think you're going next? Yep! Through the door. Squeeze through the maze of pipes until you come to a room with water and yep, ANOTHER fat electrician. Climb the pipe on the right and slide down it at the end. Drop down, wade through the water, and grab the mechanic when you're on dry land (if you grab him in the water, you'll drown him). Conk him, and move on, tuning right after you leave. Ignore the room on the left, and press Sam's back against the window to prevent being seen by the people inside (sounds stupid doesn't it, but it works!) One more camera lies in wait around the next corner before you come across the foundry. Foundry & Comms Room ******************** Objective(s): Plant explosive charges 3/4 (opportunity NSA) Acquire Buyers List (primary NSA) Climb up the fence to your right and onto the box thing in the corner. Use the pipes and ladders to climb to the top of the room, and then wait for the bridge to slide into place. Board it and wait until it takes you to the other side. Head left until you come to a ventilation grid over a small control room. There are several methods to infiltrate this room: 1. The doors on both sides 2. Hang from the roof and drop down to the ledge. Pull yourself up. 3. You can even try to shoot a sticky camera through the vent. It's up to you. Once you're in, work out a way to take down the two men. I pick the lock on the left door to get in. Next, I grab the first guy and pull him out of the room before snuffing him, so that the second bloke doesn't see him. After that, I just have to take out the other guy. Anyways, once they're down, plant a charge on the next COC (computer in a cage!) OBJECTIVE COMPLETE Head out via the right hand door if you are facing the COC. Slide down the ladder on the right and press the door switch at the bottom. While you are heading up the stairs, beware another camera, and head into the machine shop. Don't go downstairs yet - enter the door on the upper catwalk - off to the right. Disable the lasers one by one. Also knock out the camera at the end of the hall. In the next room, grab the guard on the chair and put him to sleep. Access the computer to acquire the buyers list and a garage door code. OBJECTIVE COMPLETE Loading Docks & Warehouse ************************* Objective(s): Plant explosive charges 4/4 (opportunity NSA) Extract (primary NSA) Lambert will chime in and tell you that something has happened to your daughter. He immediately pulls the plug on the mission. You have to get out. Head back out the way you came (remember the camera above the door) until you arrive in the machine shop. This time, go down the stairs and OCP the light at the bottom. Quickly plant the final charge on the PC, and enter the garage door code you received from the Comms Room. OBJECTIVE COMPLETE Move on into the loading docks. Jump up and over the stacks of cylindrical things and OCP the light. As you proceed to the warehouse, sneak to the right of the fork-lift and OCP a second light. Make your way between the crates and OCP a third and final light on the right hand side of the room. Open the door on the right and head to the end of the hall. ALL OBJECTIVES COMPLETED That was a looong mission. But, they're about to get a whole lot longer yet! ------------------------------------------------------------------------------- Mission 2 - Ellsworth Penitentiary ------------------------------------------------------------------------------- Objectives ********** Primary: - Get the Walkie-Talkie JBA - Find an Adrenaline Syringe JBA - Break out of prison with Jamie Washington NSA - Regroup with Jamie Washington JBA - Release the lock to the gas chamber JBA Opposing: - Help Jamie kill Barnham JBA - Do not let Barnham die NSA Opportunity: - Retrieve hidden information disk NSA - Alter death records JBA Prison Pipes and Guard Booth **************************** Objective(s): Get the walkie-talkie (primary JBA) First things first. You have no equipment for this mission. If you don't kill Barnham later, you don't even get a gun. The only thing you have is a lockpick. talk about high-tech! Right, turn around and enter the crawlspace under the bed. When you emerge, jump up onto the ledge in front of you to meet your way into the JBA - Jamie Washington. After your conversation is finished, let him boost you over the pipes. Climb the ladder in front of you and open the trapdoor at the top. Notice the yellow pipe behind you. Climb it and proceed through to the next area. Squeeze through the narrow gaps and jump over the yellow pipes at the end. Don't forget to hold B to soften your landing. Next, you need to pick the trap, so do it and then drop down. Quickly pick up the walkie talkie on the desk in this room, and hot foot it back through the trapdoor before the guard sees you. OBJECTIVE COMPLETE You now have 1:45 to get back to your cell. Easy enough. Jump up to the first pipe, and then just keep pressing UP to climb up the set of pipes. Once you're at the top, squeeze through the gaps again and traverse the yellow pipe. Now, you need to hang off the edge of the catwalk you're on. Wait until the guard passes underneath you and let go. Oof! That'll hurt in the morning! Drop down the ledge and back through the crawlspace to end up back in your cell. Courtyard & Infirmary ********************* Objective(s): Help Jamie kill Barnham OR Do not let Barnham die (opposing) Find an adrenaline syringe (primary JBA) A prison officer will arrive and tell you that you have a visitor. Fisher will follow him before meeting his visitor, Lambert. He will explain a few useful things about this level, so listen to him. When you're done, turn around, exit the room and go through the only open door. Just follow the corridors until you come to the courtyard (don't worry about the cameras). Fisher will then grab Barnham. You choose whether to let him live, or kill him. The choice is all yours. OBJECTIVE COMPLETE When you rejoin Fisher, you'll find he's wound up in another cell (arrested in jail?!). Another officer will come in and Jamie will snap his neck. If you killed Barnham you get the gun, if you didn't you get a... lockpick! YES! Anyway, once you're free (pick the cell door) you can then pick up the adrenaline syringe on the table. OBJECTIVE COMPLETE Exit the infirmary and approach the wall on the left. 'Invite dynamic hoist' to get pulled up, and be on your way. The next part is tricky, especially when Jamie keeps standing in the light! You need to hang off the ledge until the patrolling guard (he moves up and down the cells)turns his back. Then drop down, conk the stationary guard, sneak up to the back of the patrolling guard and take him out aswell, all before he he turns round. This prevents either you or Jamie being seen. Boost Jamie up above the cells and he will open a door for you. Enter the cell, nearest the entrance, and climb the well disguised stairs to the top. Follow the walkway to the end, and drop off to the right. Walk through the gate in front of you. Cafeteria & Beyond ****************** Stay in the darkness to the left. You will then see a prison guard threatening to shoot a criminal. Cruise up behind him and whack him before he shoots the other guy. Head to the right of the criminal and follow the path around. When a fire blocks your path, pick the lock on the door to the left to enter the cafe. Figure a way to down the two men in here without any of them seeing you, or each other's body (knocked out body, of course!) When they're both asleep, jump up on one of the tables on the right of the room. From there, jump up onto the upper railings, and pull yourself up onto the upper floor. Find the crawlspace up there and enter it. At the other end, take care of the enemy, and then access the PC to release the gate locks so that Jamie can get through, and for the code to the door. Jamie will run off, so follow him through the halls and enter the left door. Cell Blocks & Warehouse *********************** Enter the next block of cells and, when the patrolling guard isn't looking, sneak up the stairs to your left, all the way to the top. Next, look for a pipe on the ceiling and use it to traverse the gap across to the second floor on the other side. Again when the guards aren't looking, enter the illuminated crawlspace on the wall to your right. At the end of it all, you'll arrive at a workshop. DO NOT pick up the carving knife when you drop down from the crawlspace. Sure, you can stab people, but it's metal and there are metal detectors at either exit to this room. ** However, according to Kevin Teo you can get around the metal detectors, by way of a pipe right next to them that leads over the top, so I guess you can pick up the knife** The exit on the right just leads to an office with a PC but nothing important. We'll ignore that. Wait until both guards patrol to the right and quickly tiptoe left and then right when you can. Try to avoid the light as much as possible. Head through the metal detector (here's where resisting the knife pays off) and proceed into another hallway. Enter the first door on the left and squeeze through yet another crawlspace on the left wall. This will lead you to the gas chambers. Gas Chamber & the Morgue ************************ Objective(s): Release the lock to the gas chamber (primary JBA) Regroup with Jamie Washington (primary JBA) Retrieve hidden information disk (opportunity NSA) Wait for the two guards to finish their conversation and one of them will position himself in front of you. Exit the vent and go give him a sore head. Press the switch next to where he was standing to open the gas chamber. OBJECTIVE COMPLETE Make your way between the seats and enter the door to the left. Descend the stairs and bash open the door at the bottom to knock out the poor bloke on the other side. Walk over to the gas chamber and open it to free Jamie (it's a pity this is a primary objective. I can't stand him!) OBJECTIVE COMPLETE There's another door further up ahead so go open it to be released upon yet more corridors. There is a patrolling guard around here so make sure you take him out before he sees you. Anyway, head straight, through death row, and into the morgue. The disk is in one of the open lockers on the far side of the room. Take it. OBJECTIVE COMPLETE Turn around and make your way back through the passage all the way to the end (ignore the door you used to enter the passage, just keep going) and go up the stairs to the top. Give Jamie a boost over the gate and he will open it for you. The door at the end leads into the chapel. Chapel & Extraction ******************* Objective(s): Alter death records (opportunity JBA) Escape prison with Jamie Washington (primary NSA) There are two guards in the chapel, one patrolling the ground floor and one patrolling the upper floor. Take them out using your own method, and then enter the room off the ground floor. Access the computer to alter the death records. OBJECTIVE COMPLETE Next, ascend the stairs in the main chapel and turn right at the top. Look for a pipe on the left wall, and use it to cross the gap to the other side. Once you're there, detach the rope. Jump down and climb up the rope that you just detached to emerge on the roof. Take out the lone guard up here before picking the lock on the door. Head down and open the first door you see to rejoin Jamie. With him in toe, head all the way to the bottom of the stairs and go outside to the parking lot. There is a gaping hole in the wall on the left. Hoist each other up and then drop down the other side to complete the mission. ALL OBJECTIVES COMPLETE That was a toughie because of the lack of equipment. Don't rest yet though... 7 more missions to go. ------------------------------------------------------------------------------- Mission 3 - JBA Headquarters Part 1 ------------------------------------------------------------------------------- Objectives ********** Primary: - Adjust 4 fuse boxes NSA - Access the JBA's Central Server NSA Opposing: - Send info about Cole Yeagher to Lambert NSA - Send info about Cole Yeagher to Emile JBA Opportunity: - Scan Enrica's Fingerprints NSA - Plant false information on Moss' PC JBA Alley & Loading Bay ******************* Objective(s): Adjust 4 fuse boxes 1/4 (primary NSA) Adjust 4 fuse boxes 2/4 (primary NSA) Plant false info on Moss' PC (opportunity JBA) Enter the door at the far left end of the alley. Adjust the first fusebox in here. That was easy enough. The rest aren't though. OBJECTIVE COMPLETE Open the next door to be faced with a brightly lit hall and a camera. OCP both the camera and the light and follow the hall to the end. Once you open the next door, hide in the darkness and wait for the two guards to finish talking. One will then walk off. Follow him into the loading bay. OCP the light ahead of you an then head off to the right. OCP another light that is illuminating the steps leading up to the office. Make your way to the office but beware that annoying camera at the top of the stairs. Once in the office, quickly adjust the fusebox before anybody sees you. OBJECTIVE COMPLETE Hack the PC in here (sometimes it's best to wait in the darkness and use the EEVs) to plant the false info. OBJECTIVE COMPLETE Make your way down to the ground floor again and towards a second door at the far end of the loading bay. There is another camera above it. Warehouse & Roof **************** Objective(s): Adjust Fuse Box 3/4 (primary NSA) Adjust Fuse Box 4/4 (primary NSA) Start off by rounding the corner and disabling the camera. Walk through into the light and enter the door on the left. There's a steel pylon to the left of the door. Climb it and then transfer onto a horizontal pipe to reach the upper level. Wait until no enemies are eyeing you up and then go and adjust the fuse box. OBJECTIVE COMPLETE Drop back down onto the ground floor (in front of the entrance). Another bloody camera is searching above a stack of crates in front of you. You know what to do. Climb over those crates, and then use that OCP again (damn handy isn't it!) on the next light. While the guard investigates, climb the boxes on the left and enter a large vent at the top. This leads to the roof. **According to 'M', there is an alternate route to the one just mentioned. Instead of dropping down, climb back onto the steel pylon to the left of the door. At the top, shimmy right to cling onto a horizontal beam. Follow it to the end. Now, drop off whilst holding the control stick right. You should cling onto a shelf. Climb up and walk across the shelf to emerge at the vent. It doesn't save any time, but it eliminates the threat from the camera and the guard.** After you exit a second crawlspace, look around to see a light and yep... a camera! Disable them both and climb up the steps to the roof. The fusebox is in plain sight and the darkness gives you cover from the sole guard up here. Adjust it for Lambert. OBJECTIVE COMPLETE Head into the door on the far side of the roof to access the next area. Server & Quarters ***************** Objective(s): Access JBA central server (primary NSA) Send info about Cole Yeagher to Emile OR Lambert (opposing) Scan Enrica's fingerprints (opportunity NSA) Return to public area (primary NSA) Round the corner and disable a camera. Knock out the guard that patrols this corridor and hide him somewhere where the camera will not see him. Next you need to enter the server room (with all the computers in it - it has glass windows). OCP both lasers and then access the server. OBJECTIVE COMPLETE Hack that same PC to find the info about Yeagher. Send it to Emile or Lambert. Up to you. OBJECTIVE COMPLETE Exit the server room and continue down the hall. Enter the last room (it has 'Enrica' scratched on the door. Bust out the fingerprint scanner and locate the set of prints next to the second bed (they show up in the UV light). Scan them. OBJECTIVE COMPLETE You can access the PC if you want to read a couple of e-mails, one of which is about you. Exit the room and go through the door at the end of the hall. Head down the ramp, using the OCP on the infrared cameras along the way. Once at the bottom, enter the door to find yourself in the room prior to the loading bay. You should now be able to return to the beginning of the level with relative ease. Once your reach there, you've completed your 3rd mission. Congrats! ALL OBJECTIVES COMPLETE I hope you remember the layout of that place because you'll be coming back in a while. Until then, it's so long New Orleans! ------------------------------------------------------------------------------- Mission 4 - Money Train ------------------------------------------------------------------------------- Objectives ********** Primary: - Get the vault's access code JBA - Get to the front of the train JBA - Disconnect train's communications JBA Opposing: - Leave the station chief alive NSA - Kill the station chief JBA Opportunity: - Isolate rear carriages NSA Abandoned Tunnel & Electrical Rooms *********************************** You gotta make a decision about this level. If you kill the civilians, you will gain trust from the JBA. But, if you just knock them out, you'll get favour from the NSA. Again, it's all your choice. 'Initiate Dynamic Hoist' to pull both of you up the ledge on the right (surely Sam should pull Enrica up, not the other way round? Never mind). Emile will chime in twice about your equipment (don't ask why it's twice) and then you can carry on. Enter the door in here, and keep following the tunnel to be faced with a fan and some orange netting on the right. Boost Enrica over the netting and she will stop the fan rotating so that you can continue. Enter the crawlspace under the fan. When you emerge, wait in the darkness for an engineer to arrive, checking the electrics. I just ignored all guards completely on this level, and my trust was not affected. Anyway, either kill him, let him live, or ignore him altogether, and move on. There is another patrolling guard in the next area. Follow him when his back's turned to emerge in the Restored Room. Tiptoe right, behind the welder (be careful as he gives off a bright light if you're too slow), and enter the next door. Maintenance & Sewers ******************** Descend the stairs to the bottom, behind the station guard. OCP the light at at the bottom and open the trapdoor on the left of the room. Jump down when the guard starts talking to another guy. Walk quickly through the vent (enemies can still see you through the grid above). Turn right at the intersection and head towards what looks like a dead end. But, if you jump up, you'll find yourself in another maintenance room. Work your way around the front of the train, taking out the lights along the way (the back way is blocked). Unlock the door on the left with the knife or a lockpick. Squeeze through the crates and proceed to the sewers. Nice! Rappel on the wall off to the left. At the bottom, turn around and enter the crawlspace. When you emerge, climb up the vertical pipe and squeeze through the crack in the wall. Enrica will then tell you that she has buggered the cameras up for you. What a woman! Better than Jamie bloody Washington! Enter the crawlspace on the right, which leads through to the monitor room. Surveillance Rooms ****************** Objectives(s): Get the vault access Code (primary JBA) Leave the station chief alive OR kill him (opposing) Once the two guards finish talking, one will leave the room. Exit the crawlspace and conk the remaining guard. In the next room, open the door but hide in the doorway. OCP the light and then keep to the darkness as you make your way to the corridor off to the right. Quickly press your back against the dark far wall to avoid being seen by the guard that emerges from the station chief’s room. Once he comes out, either let him go and hack the card reader next to the door, or knock him out and use his keycard on the door. Your choice. Once you break into the station chief’s room, find a way to grab him (the room is surprisingly bright so be careful he doesn't see you. Interrogate him twice to receive the vault access code, and then either kill him or knock him out, depending on who you want to gain trust for. OBJECTIVES COMPLETE You also need to access the PC in this room to get the door code for the exit to this room (there's also a copy of the vault access code on there, in case you missed it). Open the vault-like door using the code that you just pulled from the computer. Train Station & Platform ************************ Peek around the entrance to the next room to see two more guards having a chat. Wait until one walks off and the other is leaning against a metal cage. Quietly sneak into the cage behind him and enter a crawlspace (using the darkness obviously). At the other end, access the PC for another e-mail and head up the stairs |
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Another Tom Clancy's Splinter Cell Double Agent Walkthrough :
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