Tom Clancy's Splinter Cell Double Agent Walkthrough :
This walkthrough for Tom Clancy's Splinter Cell Double Agent [X-BOX] has been posted at 05 Jun 2010 by jawsman 549 and is called "Elite Mode Stealth Guide". If walkthrough is usable don't forgot thumbs up jawsman 549 and share this with your freinds. And most important we have 3 other walkthroughs for Tom Clancy's Splinter Cell Double Agent, read them all!
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Walkthrough - Elite Mode Stealth GuideSPLINTER CELL DOUBLE AGENT Elite mode stealth game V: 1.2 Title: Splinter Cell Double Agent Producer: Ubi Soft For: X Box MSWord: Courier New Created: 2/25/07 Amended: 4/7/07, 10/11/08 By: Ghidrah EMaul: Ghidrah_@hotmail.com (4/10/07) This guide is dedicated to Congo, our African Grey who passed away last night. _____________________________________________________________________________ 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. ______________________________________________________________________________ MENU 1. REVISIONS 2. BRIEFING (crap) 3. DISCLAIMER 4. CONTRACTIONS (often used words or phrases) 5. WALKTHROUGH (areas 1 through 9 with subsections) 6. END GAME STATS _______________________________________________________________________________ 1. REVISIONS All changes to the guide will be dated and noted at the beginning of each level where they occur in the level. A summery will be given here; I hope I don't add many. Oh well so much for hope; all of the changes mentioned below are made to increase its ghost worthiness. Most of the changes are distraction eliminations some of which are due to route changes. (4/6/07, JBA HDQS - clear game wide SO&CD issue with RBG door inspections.) (4/7/07, JBA HDQS p2 - eliminate Mercury Lab RBG KO.) (4/8/07, Snowbound Rooftops - eliminate Balcony RBG KO 1st bomb.) (4/8/07, Okhotsk - eliminate Deck RBG KO) (4/8/07, Ellsworth - eliminate Security room PG KO), (7/1/08, Iceland, - 1 Hisham kill, change routes, eliminate light dist (9/9/08, Ellsworth - spent a month on the 2 IDs, no luck. (9/11/08)JBA HDQS - 1 light and 3 cam dist (9/13/08)Money Train - 1 cam, 1 monitor, 3 light dist, 2 route changes (9/15/08)Cozumel - 2 cams, 3 light dist (9/22/08)Okhotsk - 7 light, 2 generators, 1 cam, 1 turret dist, 2 route changes (9/26/08)Kinshasa - 1 KO, 1 turret, 1 can and 3 light dist (9/29/08)JBA HDQS - 7 light dist, slight route change Red Mercury Lab (10/6/08)NY Rooftops - 5 route changes, 1 whistle and 3 light dist ______________________________________________________________________________ 2. BRIEFING SCDA has the most bugs of all the SC games; some have forced restarts from the beginning and or from Mission. From NPCs appearing and disappearing from known positions to an invisible Jamie at the end of Ellsworth. I now use "Control F" to locate specific areas of the game and subsections in each of the levels. Subsections will be shown at the top of each level. It is become increasingly apparent that the other platforms, (Sony and Nintendo, not sure about PC, haven't received any questions from them) have different game AI and level layouts. The number and placement of some AI and the offered paths to objectives are divergent from the X Box. Most of the goodies in Sam's arsenal go wasted ghosting. If you pick options different than the guide, you won't be able to maintain my route, timing or trust balance. In some instances, BG movements may be somewhat altered, but not drastically. The AI maintain and cycle through unless they're disturbed. These routes remain the same for Normal through Expert but portions may be changed slightly in Elite to increase difficulty. I have all 4 SC installments, one thing I've noticed is that the series seems to be slanting toward increased "in game" KO and or Kill counts. SCDA has more forced KOs in one half of one level, (OKHOTSK) than the total counts for any of the 1st 3 games. An issue, which may affect your game play, is whether to KO or to allow your companion, (Jamie or Hisham) to eliminate obstacles. To those with high interest in low contact numbers, (KOs or Kills), letting Jamie and Hisham remove obstacles solves the problem. Although, regarding the issue of killing logged or not may be an issue unto itself, as in the Prison. Allowing Jamie to kill guards bothers the crap out of me, but not enough to change my MO. If they're an issue for you, all can be KO'd instead of killed. You will find that tactics which served you well in the easier difficulty modes won't work in Elite. Sam's lack of lethal and non lethal projectiles in Elite mode will require you to spend more time braining a situation. Sight and sound, if you've played through Expert mode, you couldn't have gone far before noticing that you're getting bagged by the BGs doing the same thing you've always done. They can hear a Ninja Ant with owl feather sneakers at 20 yards! (Hints) SOUND: In Expert and Elite modes, jumping onto tables, out of the water, into cubby holes or vents from the crouched position makes more noise than it does in the easier modes, or it may be that the AI hearing is improved, in either case, stand before making the jump, "it seems" to lessen the noise. Sam also makes more noise landing from vents, cubby holes and into the water, so when possible look for a place to stick to out of the light and preferably away from inspection from the AI. SIGHT: Frankly you'll be seen by the AI with -0- on the light meter so be deliberate in movement. Where Sam's light meter barely registered in Normal and Hard mode and he was invisible to the AI, in Expert and Elite, they see him, much more easily. You will need to find shelter, sometimes sticking to the wall works, other times not, so choose moving time carefully. The increased abilities of the AI in Elite mode provide a much more challenging game. DOORS: Doors can be stealth opened, bashed open, or just opened. Door bashing doesn't happen on a ghost. Using SO&CD to enter a room alerts any AI that comes within 5 to 8 feet of it and may open the door for inspection. O&CD doesn't produce this effect. Knowing the effects of an O&CD or SO&CD can become useful in the game. In a nutshell unless you intend to distract use O&CD. To see deeper into a room go IR and grab the door for a SO&CD then release it for an O&CD. ______________________________________________________________________________ 3. DISCLAIMER One important point to note, the AI, in some cases, can create up to 3 or 4 routes for its avatars in many rooms. Some rooms, (small ones) may have only one route. A cycle is the duration of a route from start to finish. The route may be a kind of circle around a room and back to the starting point or a yoyo out to a spot and then backtracking to the beginning position where Sam originally saw him. The routes and their cycles are stable unless disturbed by Sam or his accomplice. What one you get may depend on the time or action spent prior to entering the room, or the number of resets/attempts to complete a room's objective. For example, you fail and or repeatedly fail in an action and reset one or more times from a save. You will notice that the AI can now hear and see much better and nab you sometimes without even moving from a well hidden position, or that the avatar route used before has changed to a different one. So, it may become quite apparent; the difference in AI movement in your scenario compared to the one described in the guide will change your actions in said room to avoid detection. Sometimes, the different routes do have a common point where they cross, in this situation; I almost always pick the convergence point of the different routes, they are usually the safest to act from. ______________________________________________________________________________ 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 the contractions list for the most used incase there's a problem with deciphering them. Bad Guy= "BG", Bulkhead= "BKHD", Clockwise= "Cw", Counter Clockwise= "CCw", Computer/s= "Comp/s", Grab and Choke= "G&C", Grab Drag and Choke= GD&C", Electronically Enhanced Vision= "EEV", Fast Creep= "FC", Green Lasers= "GL", Infrared= "IR", Left Hand the Pistol= "LHP" Left Shoulder the Rifle= "LSR", Line of Sight= "LOS", Multi Beamed Security Laser= "MBSL", Normal Sight= "NS", Night Vision= "NV", OCP the Camera= "OCPC", OCP the Light= "OCPL", Open and close the door= "O&CD", Optical Cable= "Cable", Optically Channeled Potentiator= "OCP", Passageway= "PSWY", Prison Guard= "PG", Policeman= "PM" Rabbit Punch= "RP", Red Lasers= "RL", Roving Bad Guy/Prison Guard/Policeman/Riot Guard= "RBG","RPG","RPM","RRG", Slow Creep= "SC", Stationary Bad Guy= "SBG", Stealth Open and Close the Door= "SO&CD", Train Guard= "TG", Quick and Quiet= "Q&Q", Quick and Quiet Creep= "QQC", Quiet Creep= "QC" ______________________________________________________________ 5. WALKTHROUGH Level subsections to be given at the beginning of each level SCDA1. ICELAND SCDA2. ELLSWORTH PENITENTIARY SCDA3. JBA HDQS part1 SCDA4. MONEY TRAIN SCDA5. COZUMEL SCDA6. OKHOTSK SCDA7. KINSHASA SCDA8. JBA HDQS part2 SCDA9. SNOWBOUND ROOFTOPS ______________________________________________________________ Distract when you can't ghost, KO when you can't distract, kill only when forced. SCDA1. ICELAND SCDA1.1 Munitions Factory, SCDA1.2 Generator rm SCDA1.3 Foundry (7/1/08) Eliminated a Hisham kill, may be too much effort for some, a few requisites to succeed. Due to route changes I eliminated 1 camera and 6 light distractions. (SAVE) Zap the cut scene, and move both men into the tunnel. Drop to a QC as the short tunnel on the right appears; enter for cover and hold. Allow the RBG to complete his convo and exit the area. Move Sam and Hisham to the entrance of the blocked tunnel and complete the hoist. Run to the area in the tunnel that activates Lamberts transmission, have Hisham hold and again at a run, return outside to the crates. Just before Sam makes the last turn right to the tunnel entrance, drop to a QQC to the left side of the tunnel drop to a SC up to BG#1 on the left and hold. Once the two BGs complete their convo, do a GD&C on #1. Drag him back into the cave and hold, eventually #2 walks off, once he's about 5 feet from the body on the ground KO #1. QQC up to #2, snatch, interrogate, (or not) and choke him out. Return to the blockage for a hoist and proceed to the next room. (SAVE) (Note) Bear in mind, the following requirements to accomplish this maneuver are strict and for some pain-in-the-butt unexplainable reason just may not occur. It may be more trouble than its worth considering the kill isn't counted. However it was cool to stumble on to and when it works the event is so easy it hurts. The following maneuver eliminates one kill; one the game doesn't record, but a kill non-the-less. Normally Hisham kills RBG#3 for access to the guard shack, what follows does away with it. 1. RBG#3 must not be on alert and not aiming his rifle at the tunnel entrance once he has removed both ground RBGs. I can't figure out why he points at the entrance, however, he almost always does when #2 is killed attempting to access the platform from the pipe ramp. 2. RBG#3 must slide down the ladder and continue on the ground with a -0- alert posture, (wep pointed at the ground and to the side, standing erect and a non search walk). On a rare note, #2 and #3 can and have killed each other a couple times eliminating the need for subterfuge. Here we go! Hang and drop off the ledge there's some rough support staging with planks and further to the left, your exit from the tunnel. As you drop down into the room, you'll hear the beginnings of a conflict of interest outside the tunnel. (Note) I think they're arguing over who's gonna take Kadir's camel Misty to the Friday night "BURQA FLASH" dance. A jealous boyfriend thing, don't stop to listen. Quickly move over or under the staging and stop at the end on the left beside the buttress post. Wait for Hisham to catch up and tell him to hide, ensure he moves in behind Sam and the buttress for cover. From this position, most times you can see RBG#2 bite the big one. Once he bites it, move forward toward the entrance for a quick peek at RBG#3. He should have slung his wep and be sliding down to the ground. Move out of the tunnel to the 1st row of crates, SC to the end and stick to the leeside. #3 will eventually move from the ladder and stop at the end of and between the 1st and 2nd row of crates. As he begins walking between the rows SC out from the crates and pick up speed to the ladder. Climb the ladder, enter the shack, press the button and close the door on your way out. QQC along the walkway, enter the new tunnel and run into the darkness at the end. Go to Map and locate #3. (Note) As you make your way to and up the ladder #3 will advance on the tunnel entrance and look in, if Hisham is hiding properly #3 will eventually turn and walk away from the tunnel. He'll head back to the platform via the big honkin pipe ramp. #3 will climb the ramp, walk past the shack over to the far end of the platform and stop for a moment before returning to the shack and then repeating his route. If you don't close the shack door it will alter #3s route and likely cause Hisham to shoot #3 or be shot by him. As #3 reaches the corner of the shack with the door on his way to the far end of the platform quickly exit Map and call Hisham to you. To verify alls well go to map and watch #3 continue on his route Once Hisham enters the tunnel move over to the gate and complete the hoist. Hisham will wander off to complete some other objective. Next room, 1 RBG and some pipes for Sam to climb and shimmy about. Move into the room about 10 steps and jump legs up to the pipe. Skooch toward the lighted area, stopping just as Sam's light meter activates. As soon as the RBG begins to walk back into the dark, move Sam to the end of the pipe and a climb up. No hokey pokey OKey, there's an RBG pacing a route up above! Move quickly around the pipes and stop at the right end of the balcony. Hoist up one time shimmy right and hoist up to the level. Follow the RBG, stay to the right in the shadows to avoid the camera ahead, stick against the wall after passing the valves. Slide to the corner and hold. The RBG will pass Sam on his way back to the balcony. Move to and climb the yellow ladder. Slash the plastic and continue on. (Quick Save) SCDA1.1 THE MUNITIONS FACTORY Skip the intro, push the gate button; access the ladder, drop into the water and move into the next area. Locate the climbing pipe and climb it. Once up the pipe, slip over to the left a bit and wait for the BG to move off to the other machine. Climb up and on the QQC pass through the room to the exit. There's a short HLWY ahead and 1 RBG with a short route. Stay in the crouch, hug the big pipes and quietly position Sam almost behind him but not so he'll be seen when the RBG turns. RBG will move left to another location, follow closely. Once he turns toward the wall pass by and stop just before the next corner. LHP, OCPC, move along the corridor, jump to the pipe and skooch past the lasers. Next room, at least 3 RBGs on this floor and #1&2 are near the entry door talking. Move left through the doorway; QQC Cw around the 2 large tanks to the railing. Hop over the railing, cross to the other side, stick to the wall and slide right. You'll see #3 after you pass between the wall and some pipes. Hold at this position till #3 has climbed the ladder turned left and begun walking away. Climb the ladder and follow #3 to a large raised platform. Move over to the right and stay tight to the Comp station, as #3 moves to the ladder in the middle of the platform QQC to the server rack near the stairs, plant the charge and move back to the station. Keep an eye on #2, he'll turn and move to the far end of the platform and mess with something, when he turns to walk away to the far end, QQC up the stairs, O&CD for the exit. (Quick Save) FC along the corridor to the glass doors, skip the cut scene, cross the room on the QQC, (sleeping guard) EEV the comp in the glass security area, solve the security code, get the "RED MERCURY" file and then exit the room. Stop before the corner, LHP, OCPC and proceed to the next door. Go NV, Grab the door for a SO&CD and move the door only enough to see the corner at far end of the adjacent walkway. An RBG is at the far end and walking toward the walkway intersection; he'll stop and turn away to the right for a moment and then continue on his route. As he begins to turn away enter the 2nd level of the room you placed the 1st charge in, O&CD. Turn right FC along the walkway to the railing, hop over and shimmy clockwise around till you come to the next walkway and railing. Climb up, move to the wall on the right, stick to it and slide toward the exit door. Stop within cover, OCPL over the exit door and approach it. Pick the lock, O&CD, OCP the laser and climb down the trapdoor. As soon as RBG#1 enters the stairwell, OCP the ceiling light from between the stair treads. While dark, move to the wall and squeeze between it and the stairs. Drop into a crouch and follow RBG#1 out into the caged elevated walkway. Be aware of the wider post supports along the sides of the caged walkway, they're easier to see in NV. Follow #1 and remain shy of the grab icon, once #1 stops and Sam is about 3 feet behind him split jump. (Quick Save) (Note) The RBGs routes start at the ends of the caged in walkway. RBG#1 has a route roughly 1/3 the total length of the walkway starting from the stairwell. #2 about 2/3s. Once Sam is past the halfway mark, Expect BG#2 to be the hungry dog listening for the electric can opener. This area will take 2 split jumps to get through. #1 will return to the stairwell; #2 will approach and return to the opposite end of the walkway. #1 will again pass under Sam and then return to the stairwell. As #1 passes under Sam back to the stairwell, drop down. Proceed along the right side of the walkway, when halfway to the next corner stick to the cage and slide another quarter of the way to the corner and hold, (there are what look like 2 vertical bars on the cage, this is where I stop). #2 will stop at the corner, about face and return to the exit. As #2 does his about face slide into and around the corner and follow him for about 4 feet. Release from the wall, eyeball #2, when he's about 3 steps from the end of his route split jump. (Note) If done correctly, you won't get an Alert or bass down beat and their routine will continue. If not, hang until they settle down; wait for #2 to get close to where #1 stops to drop down and QQC to the exit. Turn the corner, jump legs up to the pipe for the 1st GL, (you can drop them for the 2nd one). Drop to the floor once passed the 2nd GL and creep under the 3rd. Stop at the corner to the next room to locate the 2 BGs in the room. (Quick Save) SCDA1.2 GENERATOR ROOM There are 2 BGs talking away and out of sync, stay to the right between the wall and the 2 tanks. Stop at the space between the 2 tanks and wait for the convo to end. Once both BGs are moving away creep out into the open and follow the RBG that continues up the stairs. The other BG will crouch near the machine, face away from Sam and ignore him if Sam's quiet. Once up the stairs Q&Q over to the windows and pass the RBG on his right as he turns to the ladder. As you pass by the RBG go to a FC along the perimeter wall to the railing to the right of the stairs. As you round the corner to the railing turn the camera toward the RBG, ensure that he has grabbed the ladder and begun to climb before you hop over the railing and hop between the tanks and wall. Quickly turn to the tank and squeeze between it and the wall. Continue along the wall past both tanks to the end and don't stop or slow down between them. Once at the end of the tanks FC the perimeter to the ladder, climb up, flip the exit door switch, QQC to the server and set the charge. QQC to the railing to the left of the door switch hop over; hang and drop to the floor. Exit the room stay along the left side wall and stop at the corner. OCPC at the bottom of the stairs then approach the door to the right of the camera. (Quick Save) Switch to IR and grab the door for an SO&CD. The RBG approaches the door, turns right and moves across the doorway. As he turns go NS; release the door and grab it again for an O&CD. Enter the room and move along the machine to Sam's left stop within the shadows, LHP, OCPL above the exit door exit the room, O&CD. Turn left near the end of the corridor where the red lighted area is. Squeeze through the pipes to the next room. One man is in the room working on a machine with a grinder or what I don't know. Find and climb the red pipe shimmy over and slide down the other side. Creep under the pipe, creep to the left edge of the water pool, stand and climb out. QQC out of the room, stop just before the next corner and peek around it to see an RBG. Wait for the RBG to stop at the door to enter the Hlwy. QQC passed him to the next corner LHP and OCPC. Continue along the corridor to the caged area. SCDA1.3 FOUNDARY AREA Climb the cage and then the pipe, shimmy over to the landing and drop down. Climb the next ladder, move over to the opening and wait for the smelter crane to return. Climb aboard and ride it back to the shack. Once the crane stops QC along the walkway to the shack's roof; turn left and hold at the edge of the roof on the edge of the vent. Look down through the vent locate the BG that moves over to the server, drop off the roof to the banister as he approaches the server and hoist up into the shack. Stay behind #2 and plant the charge as he moves away from the server. QC to the door, O&CD as you exit move over to the ladder slide down and access the overhead door. Exit the room FC around the crates to the base of the next set of stairs. Locate the red climbing pipe to Sam's left, climb up and skooch halfway to the door at the top of the stairs. Turn around, legs up and skooch the rest of the way to the wall. The camera is to Sam's left; release your legs and drop to the floor. Enter the work shop, 2 BGs are hammering away on something and at the base of the stairs is server#4. Take note of the door to Sam's 1:00. Hop over the railing to the platform below, continue to the ground floor locate and pack the server with a charge. QQC back to the top of the stairs and pass through the other door. OCPGLs climb the stairs and OCPL around the corner before turning the corner. Enter the room at the end of the short Hlwy. EEV the comp, get the goodies and return to the workshop. (Note) If you don't flop around with the comp you should have enough time to QQC around the corner before the light returns, if not OCPL before moving off. LHP and OCPGLs, move to the railing above the overhead door and OCPL above it. Drop down from the railing and access the keypad. Pass under the raised overhead door ASAP, stay to the right as you move through the next large "U" shaped room. Climb over the stacks of whatever and Pipe while remaining along the wall. Drop off the stacked short pipe next to the forklift and go IR. Scan the room for BGs; flip back to NV and QQC across the room passing under the overhead door to the next room. Go hard left around the opening into the next room QQC along the wall to the stack of flat things stand and hop up. A BG is sitting on the back of the truck and RBG#2 may be walking by on either side of the truck toward Sam. Turn diagonally to the pipe, push forward and drop off the flat things. Sam will hang onto the pipe, skooch to the end and drop off. SC to the front passenger side of the truck, stick to it and hold. Both RBGs will approach and pass by the truck. Wait for the 2nd RBG to pass, as he moves off QQC away from the truck toward the 2 rows of shelves. QQC along the front of the shelves and as you reach the 2nd row hard left around the end and along the row to the exit door. O&CD as you pass through the exit. STATS KO 2 BGs, Rest -0- Time 31:00 ______________________________________________________________________________ SCDA2. ELLSWORTH PENITENTIARY SCDA2.1 the Escape p1 SCDA2.2 Unlocking the Gas chamber SCDA2.3 Disc in the Morgue and releasing Jamie SCDA2.4 to the Chapel and escape p2 (4/8/07) Eliminate 1 KO security room PG. Initial escape where Jamie kills the last 2 of the 5 prison guards in the cafeteria looking place. I used to stay in the room till he killed the 2 PGs, climbed the fence to the stairs, and used the vent. The PG would always investigate the noise Sam makes while exiting from the vent. Since I've been climbing the table to the railing and the vent, the Security room PG isn't alerted to Sam exit from the vent. (9/9/08) I spent the month trying to figure out where the 2 IDS are coming from and I can't. I spread 6 saves over the level and completed it with 2 IDs from there I went back a save at a time and KO's everyone within the save and every subsequent save and then still completed the level with 2 IDs. Through the above mentioned process of elimination I can trace them back to the point, (prior to 1st save at barrier) where Jamie and Sam hoist over the security barrier and meet the 1st pair of RPGs. Logically this says the IDs occur prior to the barrier; however regarding the AI prior to the barrier, no matter the method, ignore, KO or Kill the 2 IDs remain. I'd really like to blame the RPG on the elevated walkway above Sam to and from the walkie-talkie, but regardless of my attempts to purposely gain his attention I fail to do so. (SAVE) (Note) As mentioned earlier in the Briefing section, you can pull a few G&Cs to alleviate your angst if you have a problem with Jamie killing innocents the guards. As usual, zap the cut scenes, turn, move to the cot and climb under to the void behind the wall. Jump up and over to hook up with Jamie. Hoist over the barrier, climb the ladder and stop at the top. Get the open hatch window, back down a step and look up through the grating to the walkway above. Allow the RPG to walk back over Sam to the dark end of his route, as he walks over Sam climb out, move to the climbing pipe and climb up. Move forward stopping within the cover of darkness and wait for the RPG to begin walking to the lighted end of his route. As he passes Sam move forward and stop directly under the RPG wait for him to turn and begin walking back to the dark end to legs up and move forward, skooch through the tear in the fence. Make your way to the trapdoor and unlock it. (Quick Save) Pick the lock, drop down onto the desk and stick to the wall. Look for the RPG to walk left along the window and then return to the door to the room. As he stops at the door drop off the desk and move to the left of the door. Once the RPG is in the room he'll move toward the desk to the right of the door, stop and then move to the back of the room. Stay behind him to the desk, as he moves to the back of the room to the item on the wall move over tight to the video console and wait for him to head for the door. Follow him, pick up the walkie talkie and QQC to the table, stand on it and jump to the trapdoor ledge. Hoist up before the RPG walks left past the door. Backtrack through the obstacle course to the tear in the fence stay to the left; the RPG above will stop at this end. Wait for him to turn away to hoist up to the pipe and skooch out into the room with the ladder and trap door. Drop down, QQC back to the climbing pipe and stop. There's an RPG on the lower level once he stops below Sam drop off, hang, skooch right and drop to the floor below. Follow the RPG as he walks off, QQC to the opening in the wall, jump up and hoist through the opening to the void behind Sam's cell. Crawl back into the cell and wait for the RPG to open Sam's cell door. You should end up with 20 plus seconds remaining. Zap the cut scene with Lambert, stop before the cell block and wait for the RPG to walk off. Follow behind, turn into the 3rd cell and move away from the opening enough to see the edge of the RPG turn and continue to the end of the block. As he does move out of the cell, catch up to him, stay left and stop just behind him. As he begins to turn around move forward to remain hidden. Note just before turning to the courtyard area Sam can now drop into the creep, do so and remain hidden from the con gawking through the glass. Enter the Courtyard; zap the cut scenes and KO Barney. (Note) I suggest quick saving before every shoot out, Jamie is a douche with or without a gun. Sam has little control over Jamie and can't count on him to eliminate the PGs before they begin shooting him. SCDA2.1 The Escape p1 When the game starts back, you're in the cell with Jamie. I move over to the cot, climb up, crouch and stick to the wall away from the cell door. Once everything is over take the lock pick, open the door, get the syringe and exit the room. QQC to the 1st hoist point and complete it. (Quick Save) Drop and hang wait for the approaching RPG to near the windows across from the cells to soft drop to the floor. Move behind the standing RPG, follow him as he moves out. Cross the floor to the exterior wall, stick to it and slide forward till the light meter goes -0-, stop and tell Jamie to hide. Let Jamie kill both RPGs, ensure that the chopper has moved off before moving to the next hoist spot, complete it and get Sam onto the 2nd level of the block to follow Jamie. Once on the 2nd level ensure that the chopper is moving away to make your way to the end of the walkway. Move to the right rear of the last cell stick to the wall. Wait for the chopper to move off to exit and drop off to the main floor. QQC over to the opening to the next corridor turn and stick to the short wall on the right. Let the RRG kill the prisoner pounding on the door and return to this end of the corridor. (Quick Save) Watch the standing RRG, he makes a series of head turns to Sam's position and then scratches or rubs his face. The face rubbing is your moment to move, so watch him for a few cycles to get the rhythm. As he motions to his face QQC around the wall to and behind him and stick to the wall. Jamie will be out in a moment to kill or be killed by the RRG. Move to the end of this corridor and stop at the buttress on the left just before the cafeteria. A PG and con are dancing; the PG tires falls to the floor and the con is killed by the 2 jealous RPGS entering the Caf. (Note) The next bit can be frustrating, quite often Jamie won't follow Sam and or stops halfway to the double doors thereby alerting the 2 RPGs in the Caf. Listen for the 2 RPGs talking about the riot, peek around the buttress to see RPG#1 walking toward the corridor wall and then turn left to continue to the end of the Caf. Inch forward a tad after #1 turns left to locate #2 who will be reminding #1 why they need to stay put. As soon as he shuts up move out along the Caf corridor catch up to but don't pass #1 till you pass along the blue colored mesh on the Caf side of the corridor. Round the corner to the double doors and unlock the left side door. Look into the Caf to ensure that the RPGs aren't aiming at Jamie, if not go to Map. Ensure that Jamie's at this end of the Caf, if so exit Map and look into the Caf, if not restart from the last save. Wait for #1 to approach this end of the Caf, grab the door and hold. As #1 passes by Sam open the door, enter the Caf turn right and close the door. Move to the table ahead on the left below the walkway and climb up within the dark end. Stand turn and jump to the walkway, hoist up and enter the vent. (Note) Jamie still kills both RPGs, but so far, he makes it into the short hallway to the security door. Exit the vent drop down to the floor at the end of the lockers. Access the comps, free Jamie and quietly exit the room, No KO of the PG-O! Jamie La Douche will disappear. SCDA2.2 Unlocking Gas chamber (Quick Save) Old Cell block Proceed through the corridors till you get to the steam leak. Pass through the door and enter the Old Cell Block. Exit through the next door, locate the 2 RPGs in this area, ensure that both are either walking away and or facing away before moving Sam. Head left to the stairwell, stay in the dark and climb up halfway between the floor and 2nd walkway. Wait for both PGs to turn and walk away before proceeding up to the pipe. Shimmy across the room to the 2nd level walkway and drop to it. Once down, look over to the caged area on the left for RPG#2, wait for him to turn away before moving to and entering the vent. Proceed through the vent and climb out the other side. Slide down the ladder and enter another vent to the Workshop. (Quick Save) (Note) The reason for the save is RRG#1 is flaky, the odds are 50/50 he'll hear you exiting the vent even from the stop he makes at the left end of the enclosure. So, I have 2 options. WORKSHOP Option #1 Exit the vent, 2 RRGs, wait for them to begin walking off to Sam's left. SC left through the plastic barrier to the table, climb over and drop off behind RRG#2. #1 will stop ahead; to his right is a jointer against the wall, move up to it and hold till #1 turns around. Continue on after #2 Follow #2 and turn right where he turns left. QC to the chain link barrier with the light shining through it; stick to the fence and slide to the doorway and exit the room. Option #2 Move to the end of the vent and note 2 RRGs in the Workshop. Wait for both to move off left, RRG#1 will stop at the far left end of the enclosure, as he stops drop out of the vent. He'll alert #2, move over to the back side of the table with the lumber on it within the enclosure and wait to see which end of the enclosure #1 decides to enter from, If it looks like it'll be from the middle, whistle to get his attention. As he and possibly #2 move to the left end of the enclosure swing right around the table, through the plastic and over the 2nd table. Once on the floor move left along the wall to the jointer stay tight as you slide along it back into the dark. Continue on to the far end of the Workshop. Locate the chain link barrier with the light shining through it; stick to the fence and slide to the doorway and exit the room. Once out of the Workshop make a right and 2 lefts as you run through the corridors. Just after the 2nd left is made you'll pass the 1st door on the left and drop to a QQC. When the 2nd door on the left appears drop to a QC, move to the wall on the left stick to it and slide forward. Look at the floor, there's a clear light/shadow line stop within the shadow to maintain a -0- light meter. GAS CHAMBER In the Viewing room you'll hear 2 RPGs talking about Jamie; RPG#1 will exit the room, as he does slide to the left of the door opening, release and move into the opening as he passes Sam. Remain in the opening long enough to prevent the door from closing then QQC into the guard shack. Stick to the closet just past the entrance and hold. RPG#2 will exit the shack as he passes Sam quietly move over to the chamber lock and release it. Exit the shack, QQC to the still opened door and exit the viewing room. SCDA2.3 Disc in the Morgue and releasing Jamie Continue along the HLWY to the exit door and take the stairs down to the basement and Morgue. Once at the basement level enter the door and FC through the HLWYS till you see the Gas Chamber Office door and the Morgue sign on the wall. Drop to a SC and slide along the wall on the right to the corner, you may see a flash from the RRGs flashlight as he turns in the HLWY. Peek around the corner and follow when safe. Stay on the right side of the HLWY and follow the RRG to the Morgue door. As he enters the Morgue move over to the space between the light and door, stick to the wall and hold. As the RRG passes Sam, move into the Morgue, locate and retrieve the disc and then exit. SC to the corner to ensure that the RRG is moving along the HLWY; QQC to catch up to him then discreetly follow him around the corner past the chamber office door. Move to his right along the wall, move past and behind him as he comes to a stop, turns and faces the adjacent HLWY. Continue down the next HLWY back to the Viewing room HLWY as he turns away back to the Morgue. Once back on the Viewing room level go to Map and locate RPG#1, (he should be heading for Sam's location) switch out and peek around the corner to catch sight and follow him back to the Viewing room. The door should still be open as you turn the corner to the room and RPG#2 should be heading for the viewing window to gloat. Close the door to the Viewing room as you enter, stay right and QC down the couple steps to the lower level and hold. As #2 begins to move back to the shack approach the locked door and pick it. O&CD as you pass through, move around the corner, go to Map locate #2 as he exits the shack exit Map and look through the door portal to see him appear. As he does move down the stairs, left to the wall and stop at the edge of the door. Locate #2 through the portal, as he leaves move to the right side of the door. As the Chamber RRG moves off, he'll stop, look to the door and move on, (sometimes he'll look twice before moving off). As he moves off to the steps enter the room QC to the lock and free Jamie. Exit the Chamber room ASAP, climb the stairs and ensure knuckle nut is following. Once at the top move back one step from the top and go to Map. Locate RPG#1; you need him in the room as #2 heads for the viewing window. Once #2 stops at the window SC to the door and grab for an open. As #2 appears in the portal exit and follow him to the exit. Enter the HLWY and proceed to the stairwell, climb to the Chapel level hoist Jamie and pass through the gate. (SAVE) SCDA2.4 To the Chapel and escape p2 Enter the Chapel from the right side door, turn left, press close and QQC toward the chaplain's office. RRG#1 is walking along the upper level toward the stairs and #2 is walking the altar area. Enter the office, quickly locate and access the comp, drop to a QC and move to the doorway. Peek around the corner locate #2 and ensure that he is exiting the altar area and turning right. QQC left out of the office to the stairs, climb the stairs, move to the left and QC along the wall. Drop to a SC as you approach #1 and access the pipe as he turns away. ASAP skooch to the other balcony, drop to the floor and release the rope. Move to the altar end of the balcony and drop off to the floor below. FC along the altar area to the far side of the chapel turn left at the window wall slide past the 1st buttress and window, stick to the wall, slide to the next buttress and hold. RRG#2 will exit the office and head for the altar area as he passes by the pews leading to the rope release and SC to the rope. Grab the rope; wait for #2 to get halfway from Sam to the altar to begin climbing climb up to -0- the light meter and hold. You want #1 to be walking toward the chapel doors and #2 to be under the balcony in front of and below Sam to climb out of the chapel. (Note) With this new route Jamie has consistently appeared at the chapel door. Although, once at the blown out wall, Sam got the hoist message, hoisted and was pulled up by an invisible Jamie. I wasn't able to exit the game though. Once on the roof, crouch down and SC off the ramp to the roof, wait for the RRG to begin walking off to the far side of the roof to follow counter clockwise at a discreet distance, he hears really well. Stick to the wall slide halfway to the corner and hold. As he begins to move off back to the skylight slide to the corner and wait for him to walk into the light to release and QC to the exit door. Pick the lock and head to the chapel door for Jamie. Continue down to the opening to the parking lot. There's a dumpster past the door opening, run out to it turn around and run back into the HLWY and hold. A chopper will pass back and forth over the parking lot once it passes back toward the tower in the distance run over to the blown out wall and hoist out of the area to the extraction point. STATS Times spotted 2, KOs 0 Time 36:00 ______________________________________________________________________________ SCDA3. JBA HDQS part1 SCDA3.1 Fuse box 2&3 SCDA3.2 To Ms. Yummy's room and Fuse box 4 SCDA3.3 the Server and Extraction (4/6/07) Note change from original posted game file, I discovered that if you SO&CD the stairwell door and the door to Enrica's room, the server room RBG will become suspicious. He will open the stairwell door, quiet down and continue on a now altered route. If you just open and close the door as you move through, he stays oblivious (no verbal alert) and maintains the original route which works well with our plans. Using O&CD solves many investigatory BG problems. (9/11/08) Pretty much kept the level layout intact, eliminated 1 light and 3 camera distractions. (SAVE} The level begins in an alley, skip the cut scene, run to and enter the door on the right. Adjust the fuse box and FC around the corner. Once at the door, go IR, a BG should be moving off. O&CD turn right stay tight to the wall and climb the ladder to Sam's right. Locate and enter the crawl space and exit it at the other end. SCDA3.1 Fuse box 2&3 2 RBGs walking to Sam's right immediately drop off the crates; remain in the shadows and discreetly follow #1&2 to the far end of the room. They'll stop near the exit doors and speak for a moment; #1 will pass through the doors and #2 will hang in the room. As they stop to speak move to the left of and pass #2 to the shelving against the wall. Climb up the shelving to the upper floor area, go directly to the fuse box and adjust it. QQC across the upper floor, position Sam above the double doors and drop to the floor in front of the left side door. Turn, locate and watch #2, as he turns away from the doors pass through the door and close it. Stay tight to the doors and move right to the corner and cover, locate the camera in the nearby room and hold. As the camera begins turning away from Sam FC over to the left of the camera then under it. As you reach the camera it will be swinging right, stand and run down the corridor, drop to a FC as you reach the corner and bank left into the next area. Locate the next set of double doors, move to the right side door, O&CD as you enter the room. Stay in the dark move right through the room to the metal shelving at the base of the metal stairs. (Quick Save) Your objectives are in the room above the car and to the left of the top of the stairs. It has a security camera and an RBG that patrols the elevated walkway. There can be up to 3 BGs in the room, 2 of them on the ground floor, BG#1 routinely exits and returns. RBG#3 on the elevated walkway could be anywhere on his route as you take position at the base of the stairs. He makes 4 stops, three of them shortly after leaving the target room. One is at the door opening, the 2nd about right in front of Sam and the 3rd to Sam's right and behind him. The 4th stop is at the far end of the warehouse. Hold fast till his cycle has him moving to his 3rd stop where you must take action. Once #3 makes the 3rd stop, pull the pistol; target the camera above the room's door and listen for the sound of his footsteps to OCPC. Move up the stairs to the room. Once in the room alter the Fuse Box and return to the exit. Turn tight right at the doorway; move tight to the railing then face the room. EEV the comp then hop over the railing to the floor below. SCDA3.2 To Ms. Yummy's room and Fuse box 4 Locate and move over to the double doors that RBG#1 passes through and hold to the right side of the doors. #1 should finish up a short convo with #2 and move to the doors to exit. Follow the #1 into the room, move left to the wall and slide around the corner to the door before he begins walking again. O&CD as you enter the room before he stops and turns around. 3 MBSLs staggered through the stairwell. You can OCP them or time your moves past them to the door at the top of the stairs. (Note) I hop onto the crates over the railing and then run up to the top. Once at the door flip through IR, if clear, open and close the door to the hallway and enter Enrica's room. Load the scanner and scan the hair brush on the table at the far end of the room. Exit the room when clear; ensure that you open and close instead of SO&CD, back track to the doors at the bottom of the MBSL stairwell. Go IR and hold, the BG standing to the right could be there for some time. After about 30 seconds grab and hold (open door) as the BG turns right for the door O&CD and flip back to NS as you follow the BG through the door and along the HLWY. As you make your 1st turn left in the HLWY stop and locate the vent near the floor on the left. Enter the vent into the cold room, locate the exit and grab for an SO&CD. Open up enough to see the RBG for when he moves off. Eventually the BG will walk off, as he passes by the corner O&CD, QQC past ladder to the exit and back out to the alleyway where you began the level. Climb up the metal fire ladder to the lower roof. Stay in the dark, move CCw around the roof, pass under the camera and hoist up onto the parapet to the upper room. Locate the fuse box and alter it. SCDA3.3 The Server and extraction Move over to the door at the far corner of the upper roof, wait till clear and enter. QC around the hallway until you approach the Server room section. Stick to the wall in the dark and wait for the server room guard. He should stop near the server room door and face away from it, as he does SC around the corner and stop short of the BG. As he moves off enter the server room, OCPGLs, EEV the server, and protect Yeager for an NSA pickup. (Note) If you were a deft little infiltrator once you stun the lasers you should be able to stand and run back to the roof door and onto the roof without alerting the server room guard or the roof RBG. Just make sure you close the server room and roof doors on your way out. (Quick Save) You're going to get an old tomato from Emile on your way to the roof. Stay in the dark, drop off beside the camera and return to the starting point of the game. Report to Emile and then exit the level. Stats All -0- Time 13:00 ______________________________________________________________________________ SCDA4. MONEY TRAIN SCDA4.1 to the Control Room and the Train SCDA4.2 to the Money Car SCDA4.3 Money Car and Driver (9/13/08) Eliminated 1 camera, 1 monitor and 5 light distractions, made 2 route changes (Note) I've come across many glitches in this level, some that have forced me to restart from the earliest save or from mission instead of progress. 3 points in particular entering the security shack from the vent, crawling over the gold in the money car to the 1st PG and defusing the circuit in the same car. (SAVE) Skip the cut scenes and open the level standing next to Miss Yummy and ensure that you have the pistol chosen as primary. Exit the tight fitting clothes ... I mean room and give Enrica a boost up. Once up, drop back down to the floor and proceed into the next room where you get to do it all over again lucky guy. Move over to the fan and wait for it to stop spinning. Climb up and through to the other side. Drop down; FC forward toward the tunnel entrance, slow to a QC and move left into the dark near the boxes below the "Red Firebox". Begin moving as the electrician passes by; go from a SC to QQC through the tunnel and into the short adjacent corridor. Drop to a QC into the next room. You'll likely hear a comment from the RPM who will be moving toward the opening, locate the exit door and O&CD as you exit the room. There is a welder in the room, don't dawdle or pass too close to him. QQC through the corridor stop at the top of the stairs and locate the RPM. Allow him to reach the bottom of the stairs then stand and run down the stairs. Leap up to and climb to the railed platform above. Run and jump to the pipe |
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Another Tom Clancy's Splinter Cell Double Agent Walkthrough :
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