Splinter Cell:Chaos Theory
Version 1.30 - Bank and Bathhouse mission updates and new cheat section
Version 1.20 - Many updates on multiple missions
Version 1.10 - Updated bathhouse mission and laser area on Displace mission
Version 1.01 - Removed north, south, east and west to prevent confusion
Version 1.00 - Completed the walkthrough and all of the sections
-------------------------------Table of Contents-------------------------------
SC1 Getting Started
SC1.3 Moves List
SC3 Statistics Overview
SC4.2 Cargo Ship
SC4.10 Kokubo Sosho
To search quickly between sections, press Ctrl+f then type in the SC# next to
the section you are looking for and press enter.
For those just starting the series, Splinter Cell is a stealth combat game
where you control one of the US government's secret operatives. His name is Sam
Fisher and he is the best at what he does; covert, secret government
operations. Equipped with an arsenal of gadgets and information, Fisher is sent
into hostile situations that require a pair of unseen eyes and ears.
However, Fisher can't do his job alone. He is given his orders by Colonel
Irving Lambert who will often stay in contact with Fisher to update mission
objectives. For computer prowess, look no further than Anna Grimsdottir or Grim
for short. She is a computer genius and will often require Fisher to hack
various computers for information. The last man on your team is William
Redding, your information expert. He will provide background information on
your objectives and will help Fisher by providing any relevant data to his
In addition to his team, Fisher has a lot of gadgets to help him complete the
objectives. Fisher's goggles are equipped with thermal, night and electro-
magnetic frequency (EMF) vision modes. Thermal shows all heat traces including
an enemy's body heat. Night vision allows Fisher to see in dark places with
ease but can wash-out in brightly lit areas. EMF shows all active electronics
in the area such as computers, cameras or booby-traps.
Fisher's main weapon is the SC-20K rifle which can be customized for any given
situation using various attachments. The first (default) attachment is the
launcher. Using the launcher allows Fisher to load one of four different kinds
of ammo: sticky shockers, sticky cameras, gas grenades or ring airfoils.
Sticky shockers and ring airfoils are relatively silent, non-lethal ammo that
can bring enemies down quickly. Shockers can be shot anywhere on the opponent's
body to be effective while airfoils are best if shot at the head. Gas grenades
are used to knock out multiple targets in an area who aren't wearing protective
gasmasks. Sticky cameras are used like a second pair of eyes. Shoot the camera
at the wall and Fisher can see from the camera's point of view. While in this
view, Fisher can move the field of vision, change the vision mode, make a
distracting noise or release a poisonous gas to knock out foes. If the camera
hasn't released its gas, Fisher can also pick up the camera for reuse.
The other SC-20K attachments include the foregrip, the shotgun and the sniper
attachments. The foregrip attachment allows for precision aiming of the NATO
rounds, even during full automatic firing. Using the shotgun attachment allows
Fisher to shoot a highly concentrated shotgun blast for close combat but makes
a lot of noise. The sniper attachment allows for greater zoom capabilities as
well as armor piercing. These shots are loud but can penetrate almost any kind
Fisher's backup weapon is the 5-7 Pistol with Optically Channeled Potentiator
(OCP). This pistol is a single shot weapon but is silenced. The OCP is a handy
addition to this gun because it has the capability to disrupt electronics from
a distance. Unprotected lights, cameras, computers or anything else that shows
up while in EMF vision can be disrupted but each use of the OCP requires it to
recharge for a short period of time.
A variety of explosive devices are also at Fisher's disposal. Frag grenades are
used as a lethal explosive that is thrown into an area. Flash grenades create
a blinding flash of light to anyone who sees the explosion temporarily
disabling their sight and hearing. Smoke grenades provide a non-lethal cloud of
smoke that provides cover from being spotted. Finally, wall mines are available
to Fisher once he disables them during a mission. The mines are motion
sensitive but can be deactivated by sneaking slowly up on them and disabling.
Another important piece of hardware is the Electronically Enhanced Vision(EEV).
This binocular-type device allows Fisher to scan various objects as well as
hack into computers or other electronics from a distance. The EEV is also
equipped with a laser microphone to listen in on conversations from far away.
Here is a list of basic controls for the game taken from the manual
Square: Equip Item, Draw Weapon
X: Interact (Pickup, Open, Grab, etc)
Up on D-pad: EMF
Down on D-pad: Sticky Camera
Right on D-pad: Thermal vision
Left on D-pad: Night vision
Select: OPSAT menu (Objectives, Notes, Maps)
Start: Pause menu (Save, Load, Restart, Quit)
L1: KO attack (Non-lethal)
L3: Back against wall
R1: Lethal attack
R2: Quick Inventory (Hold for inventory selection)
Left Analog: Movement
Right Analog: Camera
This is a list of some basic moves Fisher can do that will help along the way
Mantling - Climb onto ledges or objects by pushing towards them and pressing
Close Attack - When in close to an enemy, use L1 for a non-lethal attack or R1
for a more lethal solution
Ledge Hanging - To hang from a ledge, carefully drop off the ledge. From there
Fisher can shimmy left and right, climb back up or drop down by pushing O
Hanging Throw - While on a ledge below an opponent, push X to grab him and
throw him off the ledge. If he falls a sufficient distance, he will die
Bar Hanging - Under a horizontal bar, jump up to grab onto the bar. Push X to
tuck in Fisher's feet. Push O to drop down/untuck. Can draw a weapon while
hanging tucked or untucked
Inverted Neck Snap - While bar hanging from a tucked position over an enemy,
push L1 to choke the victim unconscious or R1 to snap his neck
Water Kill - When in water close to an enemy, use the interaction menu to kill
the enemy by drowning him
Zip Line - Under a sloped wire, jump to grab hold and slide down. X tucks in
Fisher's feet and O drops off the line
Rolling - While standing and running, hold O to engage in a roll
Split Jump - In a narrow corridor, face the wall and push triangle. While split
jumped, Fisher can draw a weapon or drop down on unsuspecting foes
Rappelling - While near a hook point, use the interaction menu to start
rappelling down the wall. Press triangle to kick off the wall or down to
climb down slowly. Fisher can draw a weapon while rappelling
Switch Shoulder - When aiming a weapon, use L3 to switch shoulders for better
coverage around corners
Grabbing - Get behind an opponent and use the interaction menu. Some enemies
can be interrogated by pressing X. Fisher can draw a weapon while grabbing
to use the enemy as a human shield. Push L1 for a silent knockout or R1 for
a lethal takedown. Using R1 near ledges will throw the body off the ledge
Force Cooperation - While grabbing, move an enemy near a retinal scanner to
make them open the door
Move Body - Near a downed body, push X to pick up the body. Pressing O while
carrying a body will cause Fisher to stand up but remain silent. Press X to
silently put someone down or triangle to drop them in a hurry
Splinter Cell has two mini-games: lock-picking and hacking. Here I will explain
how to play both mini-games as well as some general tips for success.
Encountering locked doors forces Fisher to play this mini-game if he wants to
enter silently. There is always a choice to by-pass lock-picking by breaking
the lock but lock-picking is really easy and isn't as loud as breaking in.
When lock-picking, a close up of the lock mechanism is shown on the screen.
This view shows the pins that Fisher has to set into place to pick the lock
successfully. To do so, move the left analog stick in a circular motion until
the pin begins to move. You will know this is happening by the movement of the
pin onscreen and a small clicking sound. As soon as this happens, continue
moving the analog stick in the general direction that caused the clicking.
If you are in the right area for long enough the pin will lock into place and
Fisher will move onto the next pin. Repeat this process for each pin until the
lock is picked!
There is a special lock-picking occasion that requires some extra explanation
but I will explain that fully in the walkthrough so I don't spoil any plot.
Hacking occurs when trying to open a computer's secure access area, using a
retinal scanner without forced cooperation from a guard or trying to open a
keypad door without knowledge of the code. Hacking a computer can also be done
from a distance by looking at it through EEV but is much harder than hacking up
Much like lock-picking, hacking shows a special interface over the current
layout. The interface shows a list of possible port combinations on the top, a
countdown bar below that and four fragment squares that are scanning the ports.
To the right of the fragments are the number of locks available. Up and down
navigate among the list of possible combos while left and right move the cursor
among the fragments. Square tries to lock a fragment while X chooses the
currently selected combo. Triangle exits the hacking sequence.
The object of hacking is to find the correct sequence of ports that will hack
the computer, scanner or keypad before time runs out. To do so successfully,
you have to eliminate the choices of possible combos until you can safely pick
the correct one. Getting rid of the wrong answers involves using the fragments.
Sometimes a number will light up in one of the fragments signifying a correct
number in the sequence. This number can be locked into place by moving left or
right onto it and pushing square before it dims. If you locked it, the list of
possible combos will automatically get rid of any that don't have that number
in them. By locking as many fragments as possible, Fisher can narrow down his
combo choices down to the correct one. Sounds okay, right? Well there are some
twists thrown in to make it harder.
First on the list of worries is that countdown bar. Slowly but surely the bar
will drain until it turns red signifying the point of no return(I believe it
starts when the bar is 3/4 empty). Once you reach this point, you cannot cancel
out of the hack without setting off an alarm but you can still keep trying to
hack the system. If the bar empties completely, the hack will exit and an alarm
will sound. To keep from setting off any alarms, just press triangle when the
bar gets close to the point of no return and start the hack over.
Another worry is the number of locks available. Sometimes the hack won't let
you lock all four fragments so you can't always narrow the choices down to the
one correct combo. Though you can't lock them down, the lit up numbers are
still correct so use that brain of yours and remember the number. Next, look
over the list of possible combos still left and mentally eliminate the ones
that don't have the number you remembered.
Perhaps a sample run through will help explain better. I go to hack a keypad
and notice I have three locks and five possible combos
The first fragment I lock down is 45 in the second slot so now I'm left with
The next fragment is 123 in the first slot leaving me with
I'm down to 1 lock and I wait a long time for the third slot to lock 79
Drat, both have all 3 fragments, I'm out of locks and I'm past the no-return
point. Thankfully, the final fragment lights up as 19. But since I can't lock
it down, I have to manually select that combo
I press X and proceed through the hacked door.
Though it may sound really hard, hacking isn't so bad once you get the hang of
it so keep trying and eventually you'll get it. In the mean time, here are a
few quick tips for success:
--Lock-down as many fragments as fast as possible
--Don't try to lock down a fragment that isn't lit or you'll waste a lock
--Sometimes the list will leave only the correct answer after 2 or 3 locks
--Random guessing is bad because incorrect guesses will cause alarms
--Don't be afraid to quit before the point of no return to start over
New to the Splinter Cell series is the Statistics received after each mission.
Though the statistics don't seem to unlock anything to my knowledge, they do
serve as a small bragging right so going for 100% is mostly for personal
satisfaction. Each mission is graded on several factors including objectives
accomplished, alarms triggered, intruder identifications, etc.
Objectives are the first things to take away from your score if any of the
objectives are left incomplete. That means primary, secondary and even
opportunity objectives will count against you if you leave them unfinished.
However, certain missions will cancel an objective but this does not affect
you negatively. Also, there are bonus objectives that can be achieved but I
think these add to your final score if completed but don't take away from it
if they aren't.
Another thing that takes away from your score is the number of people you kill.
That's right, even when you have the fifth freedom to kill the enemies, you
will lose percentage points for all those really great looking kills. However,
knocked out enemies or civilians don't negatively affect your score nor does
killing an enemy that an objective specifically tells you to kill.
Other things that take away from your score are being identified as an intruder
(meaning the enemy starts shooting at you), bodies being found and alarms being
triggered. This means that getting 100% for each level requires complete
stealth as well as compassion to not kill everyone who crosses your path. Think
you can handle it?
Finally, I get to what you really came for, the walkthrough. But first, some
important things to note. I will be assuming you know basic controls and moves
since I told you them in a previous section. I'm also not going to tell you
when and where to save. It is entirely up to you whether you want to try an
entire level without saving or whether you want to save every few steps.
This walkthrough will not ensure a 100% on every mission since I don't know
everything and it is up to you not to get caught. This guide was written while
playing on Normal so playing on Hard or Expert will probably be different.
When choosing equipment, pick whatever suits your playing style the best. And
finally, I'll try to layout the easiest solution as possible but I can't think
up everything so improvising is okay. Without further ado...
PRIMARY OBJECTIVES: Recover or destroy information about the Masse Kernels,
SECONDARY OBJECTIVES: Eliminate Hugo Lacerda
AREA: The Dungeons
Pull out your night vision and proceed to the cave on the far left end of the
beach. Short bursts of gunfire will be heard while heading through the cave and
you'll receive a new objective.
NEW PRIMARY: Discover where the guerillas got their arms and equipment.
Continue in the cave and enter the crawl space. Exit out the other side and
climb up the ledges. Stop short of climbing the last one and duck down. Let the
two men talk it out until one of them decides to "head back". Climb up the last
ledge and slowly move around the bend to the left. Grab the guard, interrogate
(for a Metal Gear Solid 3 reference) and dispose of him as you see fit.
Sometimes there is a little bug where you can't grab him directly in the back,
just back up slowly and try again. Afterwards, walk across the bridge and go
through the hallway to the next room.
Here is the source of all that gunfire. Proceed into the room and stay in the
dark areas. Sometimes the guard with the gun will look back your way but you
won't get caught if you are in the shadows. After he turns his back to you and
starts shooting his gun again, move through the light and grab him. The
generator nearby will allow you to make some noise and the man in the chair
won't notice that you grabbed his buddy. Interrogate but hide his body in the
dark by the room entrance you came in. Ignore the man in the chair. While you
were doing all this, Lambert gave you a new mission objective.
NEW OPPORTUNITY: Scan the SSCC bar code of the delivered crates
The first crate(1) is in that room. Along the left wall there are many crates
but only one is painted in camo. Use your EEV (R3 button) to scan the crate.
One down, four more to go. Proceed down the hallway on the right. As soon as
you get to the bend, check the corner for another crate(2). Proceed left and
meet your first door and lock-picking. Pick the lock and enter the room. (NOTE:
I always make it a point to close doors. Not because it has anything to do with
being born in a barn but because enemies will notice open doors and become
Once in the room, use the med kit if needed. Next, go down the stairs and wait
by the large crate until one of the men goes for a walk. By now the Morgenholt
primary objective will be cancelled. Wait for the guard to pass you and grab
him. Interrogate and hide him behind the crate. Go around the bend and towards
the torture chamber. Move quietly into the room and ignore the body and the man
in the corner. The exit is near the spotlight in a little alcove.
AREA: The Fortress
Fisher starts with a tent on his left. Using your thermal, you can see that the
tent has an occupant. Move to the near side of the tent and cut the fabric by
using the interact menu. Sneak up behind the man and grab. Interrogate to find
out information that cancels the Lacerda secondary objective. Dispose of him,
head out of the tent the way you came in and go towards the lighted area on the
right. Use your OCP to knock out that light and cautiously enter the room below
it. A guard may be patrolling the room so sneak behind and grab him or wait for
him to come then surprise him.
Proceed to the next open area and head right. Don't worry, no guards are here
if you dispatched the one in the previous room. Head to the tent on the right
and look in the back left corner for another crate(3). Now head outside of the
tent and towards the spotlight. There is a semi-hidden crawl space around here
that will help you bypass two unnecessary guards. Enter and exit a total of
three crawlspaces in a counter-clockwise fashion and head up the stairs to the
left. Pick the lock and enter the room.
Against the left wall is a med kit; use if needed. Ignore the sleeping man and
the man in the chair and stay in the shadows near the fire. There is some ammo
on the crate next to the fireplace if you want it but be careful not to let the
man in the chair spot you. Proceed to the left and down the stairs. Go through
the long corridor and don't worry about the music popping up, you didn't get
caught by anyone. Climb the stairs at the end and enter the room.
Sneak behind the man at the computer and grab him. Interrogate and dispose. Use
the computer to complete the Kernels primary objective. Check the wall by the
"door" you came in to find another crate(4). Exit this room and continue along
until you pick another lock. Enter the room and go around the crates to leave
this area behind.
AREA: The Lighthouse
Look straight ahead and notice the last crate(5). Scan it to successfully
complete the crate opportunity mission. However if you wait, you can hear the
whole story told by the guards. Wait for the story to finish and one of the
guards to approach the door. After he turns his back, walk behind the crates on
the left side. Wait behind the crates until the soldier stops at the top of the
stairs on the left. Grab him and hide him behind the crates. Ignore the other
guard unless you want to interrogate him for a moderately funny conversation.
Either way, head down the stairs on the left.
Open the gate, climb down the ladder and approach the next gate. You will
notice that it is broken and won't open. Just approach it and jump, Fisher will
climb right over it. If you move fast, but silently enough you can catch the
next guard. If not, just wait in the shadows for him to make another pass then
grab him. Proceed around the cliff to the lighthouse proper. There is a guard
who patrols the outside perimeter so be careful. Wait for the guard to patrol
past the light then go across the bridge. Sneak around behind him and take him
out. Enter the lighthouse on the side opposite the bridge but do so quietly.
Hide in the shadows by the ladder on the right side of the room and listen to
the radio man. This will complete the arms primary objective and give you a new
NEW PRIMARY: Exfiltrate to the primary extraction point
Sneak behind the radio man and grab him. Interrogate him and knock him out or
kill him. After he is down, shoot the radio to complete a bonus objective
(Thanks to Chandler07 for this information). After that is done, climb the
ladder. There is a med kit at the base of the stairs if you need it. Climb the
long winding stairs (gotta love the upkeep on this lighthouse) and climb the
ladder at the top. Start climbing the ladder in the next room but stop on the
top rung. There is a guard patrolling the outside of the lighthouse that we
have to deal with first.
After you see the guard pass by the windows in front of your view, climb up but
stay behind his position. Circle the room counter-clockwise following behind
the guard until you get to the opening that leads outside. Grab the guard while
he waits at the opening or wait until he passes by and sneak up on him. Take
him out then return to the opening, flip the switch and complete your
extraction primary objective and the mission.
PRIMARY OBJECTIVES: Recover the bill of lading for Lacerda's arms shipment,
retrieve the ship's transit ledger for Lacerda's shipment, eliminate Hugo
SECONDARY OBJECTIVES: Find the name of Lacerda's Panamanian contact
AREA: Lower Decks
Wait at the starting location until two guards talk about Lacerda. Continue
waiting until one of the guards walks around the left side of your cover. With
his back turned, grab him and interrogate. Hide the body then look over the
ledge to locate the other guard. If you see him, wait for him to duck into the
room. If you don't see him or he just went into the room, climb down the right
staircase. Wait on the right side of the door for him to come out then grab
him. Dispose of him then enter the room and head down the long corridor.
Head down the stair quietly. Approach the man in the chair and hit him with a
close attack (L1 or R1). Open the door and climb into the cargo hold. You will
receive a new objective.
NEW OPPORTUNITY: Place tracking devices on any illegal weapons crates
Make your way through the cargo hold by climbing over the boxes or between
them. Squeeze your way into the next cargo hold and look at your feet. The
first crate(1) is right here. Interact with the box to place the tracking
device and move on. Continue climbing or squeezing your way until you reach a
ladder. Climb up and use the med kit on the left if you are hurt. Open the door
on your right.
Move past the door outpouring water on the right until you get to another door.
Slide open the door and sneak up on the man doing some saw work. Grab him and
put him out cold. Go back to the door and hit the switch to turn off the lights
if you want. (NOTE: I always shut off lights and electronics when I get the
chance just so I can have more dark to sneak around in. Also helps hide bodies
better). Go back into the room and enter the crawlspace in the corner.
Exit the crawlspace and wait for the guards to finish talking. A guard on the
catwalk will approach your position but stay calm. Hide against the wall
opposite the crawlspace and grab the guard when he passes by. Dispose of the
body and jump over the catwalk railing to the ground floor. Sneak up behind the
guard fiddling with the pump and dispose of him. Activate the pump then enter
the door on your right.
Go through the hallway till you reach the first door on your right. Open it and
look at the top of the pile of crates. See the bill of lading attached to that
top crate? Climb up there and get it to complete the lading primary objective.
Drop down and open the door you came from but don't go out into the hall. Two
guards are now outside so stay in the room and on the right side of the door.
Don't worry when one of the guards says he saw something, if you followed my
instructions he won't be talking about you.
After the guard passes by the door, go right down the hallway. Approach the
lighted area on the right and drop down beneath the floor. Walk among the pipes
underneath the guards and exit out the other side. Go right down the staircase
and into the next area, don't worry if the guards became suspicious because you
will leave them guessing.
Enter the next room and heed Grim's warning: DO NOT FIRE ANYTHING IN THIS ROOM!
That includes sticky shockers, sticky cams or airfoils. And don't get spotted
either because the guards will shoot and blow the whole room to kingdom come.
Go around the cover on the left and wait for a guard to come to you from the
far side of the room. Dispose of him silently. Head to the far side of the room
and hug the wall with the light on it. Wait for the man on the catwalks to move
all the way across the walk above your position before proceeding across the
room. Turn right and grab the guard holding position near you. Interrogate him
to discover the intelligence of your enemy. Dispose of him and head straight
towards the stairs.
OCP the hanging light before going up the stairs. The guard may see the light
go out but if you wait by the top of the stairs he won't see you. Wait until he
calms down then sneak up behind him and dispatch him. Go across the catwalks
and up the next set of stairs. Cross the room again and enter the hallway.
Squeeze past the crates and enter the upper decks.
AREA: Upper Decks
Move up the stair on your left. Ignore the door on your right and enter the one
on your left. Use the computer if you wish but hear out the conversation going
on in the next room. Climb into the crawlspace near the entrance to this room.
Exit out the other side and grab the man looking over the maps. Interrogate and
dispose then do the same for the man at the computer. Use the computer to
complete the ledger primary objective.
Go through the door and down the short hallway. The room on the left has a non-
essential computer and a med kit if needed. Proceed to the door at the end of
the hall. Enter the area and notice the crate(2) underneath the stairs. Plant
the tracking device then head up the stairs. On the next floor, open the door
and proceed down the hallway. At the end, open the door quietly so you don't
alarm the guard. Staying in the doorway will prevent even the patrolling guard
from seeing you. Notice how the guard in the corner is impossible to sneak
around? Your best bet is to just airfoil him in the head or sticky shock him.
Once he is down for the count, head across the room and to the right. Be sure
to stay out of the light as much as possible due to the patrolling guard. Once
in the kitchen area, sneak up behind the man by the crate(3) and grab him.
Bring him into the dark corner by the kitchen's entrance next to the large pipe
and out of the light. Hide in that exact spot for the patrolling guard to come
around. He will enter the kitchen where you can grab him. Hide the bodies and
place the tracker on that crate. You've tagged half the crates now.
Alternately, if you are worried about the patrolling guard, wait in the dining
room for him and sneak up on him there with more room to maneuver. Head out the
other door in the dining area and down the hall. At the end of the hall is a
little lounge with two guards and a box of ammo. I would advise steering clear
of that room because the guards don't provide any valuable information and they
are more than likely going to spot you. Instead, head down the left hallway and
slide open the door. Go up the stairs and into the next area.
AREA: The Bridge
Immediately turn towards the stairs and notice another arms crate(4). Do your
tracking thing and head down the hall. Ignore the boxes on the left for now and
wait at the beginning of the right hallway. A guard is patrolling around here
so wait until he comes halfway down the hall and stops. Once he turns his back,
head down the hall after him. Wait at the other end of the hall in complete
shadow. He will enter a room on the left but will come out shortly. Grab him
when he passes by and hide him in the room he entered (the one on the right).
The other room has a sleeping guard whom we won't disturb. Go out of the room
and to the end of the hall. Open the door and notice the med kit on the left.
Climb to the top of the stairs and wait for the captain to finish talking.
Once he passes by you, follow him and grab him. Interrogate to complete the
cabin primary objective. Also sneak up behind the other man in the room and
dispose of him as well. Now it's time for a little backtracking. Go back down
the stairs you came up and through the door. Head down the hallway and to the
left. Go to the right and squeeze past the boxes. Open the door quietly and go
down the hall. Approach the door at the end of the hall but do not open it.
Listen in on the conversation to complete the Panamanian secondary objective
(Thanks to Plsch for this information)
Wait for Lacerda to start raiding the fridge in the room on the right and for
him to kneel down. Grab him and start interrogating. You will have to
interrogate him multiple times in order to get information and to calm the
guards down in the next room. During the interrogation, you will complete a
bonus objective. While still holding him hostage, drag Lacerda back to the door
you came in. Once Lacerda starts repeating himself, kill him to complete your
Lacerda primary objective and to receive a new one.
NEW PRIMARY: Exfiltrate to the extraction point
Open the door and take his body into the dark hallway. Leave him by the boxes
and close the door you came from. Squeeze past the boxes, go down the right
hallway and up the stairs. Now that you are back in the bridge, go across the
room and open the door in the left corner. Proceed down the hall and ignore the
first door on the right. Approach the second door on the right. This is a
tricky area because of a guard that is patrolling.
Wolfjemidas suggests leaning out of the door and shooting a sticky camera high
up on the wall to the left with the stairs next to it. You can overlook the
ledge without being spotted by the guard. As soon as he's away, you can go up
the ladder to the right. Climb up and head to the left. Hide around this area
as it is the only one with the cover of darkness. Wait for the guard to patrol
by you and grab him.
Once the guard has been taken care of, return to the door you began this area
at. If you look near the staircase by the door, you will notice another
crate(5). That leaves one more left. Head up the stairs and to the left. Go all
the way to the end and turn right around the corner. Stand at the top of the
ladder leading down. This was another tricky spot for me since the patrolling
guard below typically sees me climbing down the ladder. My best suggestion is
to watch the guards below and take out the patrolling one with a sticky shocker
when he is in the far right area.
Climb down the ladder and head left away from the second ladder down. In the
darker area, jump over the rail and drop down to the ground. Near the center of
the area you will find the last crate(6). Place your tracking device to
complete the crates opportunity objective. Take out the guard down here and
climb up the ladder next to him. Go across the catwalk and to the far ladder.
Climb it then extract to finish the extraction primary objective and the
PRIMARY OBJECTIVES: Enter the bank, determine who MCAS bank purchased the arms
for, steal $50,000,000 in French government bearer bonds
SECONDARY OBJECTIVES: Look for any suspicious transaction records
OPPORTUNITY OBJECTIVES: Plant a series of false emails to make is look like an
AREA: North Wing
First off, wait for the guards to finish their little talk. After they are
through, sneak up on the patrolling guard while in the dark. Dispose of him and
move towards the wall on the right side of the courtyard. Sneak behind the tree
next to the guard to grab him. No interrogations yet so proceed to the door
along the right-hand wall. Open the door, go through the hall and exit out the
door on the other side. This new area will introduce your first camera. Move
forward till you get to the archway and stop there. Put on your EMF vision and
OCP the camera on the left wall. Run across the area to the ladder along the
far wall. Climb up to the rooftop.
On the roof, head to your left and follow the path to the windows. Go to the
door on the right and pick the lock. Once inside, turn the magnetic locks on
the windows off by using the switch in front of you. Leave the room and go
towards the open window. Grab onto the rope conveniently placed there and climb
down. Once at the bottom, don't move around a lot because of the lasers.
Instead you should access the computer remotely using your EEV to turn off the
lasers. You will also have passed the enter the bank primary objective and
received a new one.
NEW PRIMARY: Authorize the vault access from three officers' panels
Now then, open the door in the corner quietly so you don't wake the sleeping
guard. He is in the hall to the left sleeping in a chair. (NOTE: For some
stupid reason, Sam will not grab enemies in chairs while in a crouched position
on this level. Just get behind the seated guard and stand up to grab him. If
you aren't close enough yet, be sure to duck back down before moving closer).
Grab him from behind and interrogate him. Be sure not to knock him out yet
since he can unlock a retinal scanner nearby. Force his cooperation on the
retinal scanner next to the door in this area then take him out.
Head back into the skylight room and go across to the other side. Go through
the small hall and through the right door. You are in the lobby and you only
have one job here. Turn the corner to the left and remotely access the computer
by the sitting guard. Don't try accessing the monitor, point your EEV at the
tower under his desk. Check the cameras if you want but be sure to read the
emails and hack the security access area to plant the first false email(1).
Retreat back to the area with the retinal scanner and enter the second door on
AREA: East Wing
This room has a camera but you are probably better off just shooting out the
light with your pistol. Move towards the windows ahead but don't stand in front
of them. Two guards are in that room conversing so sneaking in there would be a
bad move. Instead, use your EEV to access the computer on top of the lockers in
that room. Read the emails and hack the computer to plant the second email(2).
Nothing else in that room is important so continue down the hall. A med kit
lies just before the stairwell so use it if needed then climb the first set of
Stay in the dark because a guard in the room above will look down on your
position. Stay in the shadows until he turns his back and make your way up the
rest of the stairs. Wait just inside the room for the guard to return. Once he
turns his back again, grab him and interrogate to find out the reason he
doesn't set off the lasers. While holding him hostage or after you take care of
him, drag him across the room through the lasers. Wouldn't it just be easier if
Sam just took his clothes? Though he might have some explaining to do...Anyway,
once on the other side of the room, go behind the desk and access the computer.
Hack, plant another email(3) and leave the room via the dark hallway.
Stop in the hall and wait for another guard to cross the new laser area. Once
he turns around, grab him and proceed across the lasers. Hide his body in a
dark corner and continue across the room. Enter the hallway to find another
med kit. Just around the corner on the right is another camera. Use your OCP to
knock it out and take the right path around the glass room. Guards are in there
and one is discussing his fondness for one of the men on camera. Approach the
door and enter the keycode you found in one of the emails (a little pop-up
window appears in the bottom right corner of the screen to remind you).
Wait for the men to stop talking before taking them both out. One of the men
offers up information about the vent above you leading to the outside but I
found that the vent isn't necessary so just ignore it. There are two computers
in the room that need to be hacked. One will turn off all the cameras in the
area while the other will plant another fake email(4). The camera computer will
also delete the camera archives which will provide you your first successful
bonus objective. Also, near the door is a switch to allow access into the main
vault so use it and exit the room.
Proceed down the hall you didn't enter from to find another keypad door. Unlike
the previous one however, you don't have the code so you are going to have to
hack it. Enter the secretary's room and pick the lock on the far door. Go into
the new room and approach the computer on the desk. Hack it and plant another
porn site bookmark...I mean fake email(5). Look in the back right corner of the
room beside the bookshelf for another main vault access panel. Flip it and
leave the room.
Now backtrack to the last room that had the lasers in it. Don't worry about the
camera this time since you turned them all off earlier. Grab the guard's body
you hid in this room and cross the laser field. Hide the body in the hall and
do the same guard-body trick in the next room. Continue down the stairs, past
the room with the two untouched guards and back to the previous area.
AREA: North Wing
Turn left and enter the door by the retinal scanner. Shortest paragraph yet!
AREA: West Wing
Go down this long hallway and ignore the first door on the right. Keep going
until you get to the corner going left. Peek around the corner but stay in the
dark. A guard is here fixing the door on the right. Listen to him talk to
himself to get the code for the door he is fixing. After he leaves, approach
the door and use the code to get in. Search the file cabinet on the far side of
the desk to complete the records secondary objective. Also, hack the computer
on the desk for another phony email(6) plant and use the final main vault
access panel along the far wall to complete the vault access primary objective.
Exit the room and continue down the hall. Turn left down the side hall and look
to the left for a room filled with guards. While I would normally discourage
you from entering that room, there is a computer you need in there that can't
be hacked remotely through the glass door. I suggest using the keypad to unlock
the door then silently opening it. As soon as you open the door, move back into
the hallway and, with some luck, the guards won't be alerted. Now hack the
computer on the left side of the room remotely from the hallway and plant an
email(7). Be sure to close the door from the hallway side once you are done to
not arouse suspicion.
Alternately, you can open the door silently and use an airfoil on the standing
guard while in the hallway. Be sure to hit him in the head and he should go
down without alerting his friends. Take these two out silently and hack the
Next up, move past the opened glass door in the hall and go around the right
corner. Here is the safety deposit box room. Move along the boxes until the
interact menu says you can open one. Do so then grab the equipment inside.
Check the little room next to the entrance for a computer that will have a file
showing Lacerda's Panamanian contacts if you failed to complete the objective
during the last mission.
Leave this room and head down the right hallway. You will go down some stairs
and through a long hall to get to the main vault. See the two locks on either
side of the vault? Pick one and place your telemetric lockpick on it (doesn't
matter which one). Move over to the other lock and start picking. Now this
telemetric lockpick needs to sync up with your movements every time you place a
pin so as soon as you hear the pin fall into place, hold the analog stick in
that position until the red light turns green. If you did it right, Fisher will
move on to the next pin. If you failed to wait for the telemetric lockpick to
catch up, Fisher will go back to the previous pin. Repeat the process for each
pin using patience as your guide.
After that ordeal, move up to the vault door and plant a charge on it. Move to
the other end of the room and detonate the charge. Bingo! Now move to the back
end of the vault and access the computer. Simply accessing the computer will
complete the purchase primary objective. Be sure to open the cage to set up the
theft part of the mission and also hack the computer to plant the last fake
email(8). This will complete the email opportunity objective. You can also turn
off the floor lights in the room but I don't recommend turning on the sprinkler
Now that the cage is open, turn around and go down the right side of the vault
a little ways to find the bonds you need to steal. Pick them up to complete the
bonds primary objective and to get a new primary.
NEW PRIMARY: Exfiltrate to the primary extraction point
With money in hand, head towards the entrance of the vault. Many readers
notified me of a laser that will sometimes activate near the vault entrance.
J.Nguyen has this to offer: When you're near the vault exit, turn on your
thermal to see the laser right at the vault opening. Switch to EMF to see the
source of the laser (a small rectangle that is on the right side of the vault
opening). Turn on your OCP to disable the source of the laser then exit the
vault and head back through the hall you came in. Once up the stairs, proceed
back through the hall on the right and keep going until you find a door on the
left with an exit sign and a shut off camera above it. Enter this room and go
across the room to the fire door on the other side.
AREA: North Wing
The fire door will place you back outside on the side of the bank where you
climbed up to the rooftop. Go forward through the archway and back through the
door. Exit out the door on the other side of the hallway and make your way back
to the gate on the left side of the area. The extraction point is along the
wall on the right side of the gate. This completes the extraction primary
objective and the mission.
PRIMARY OBJECTIVES: Get to Zherkezhi's penthouse in the adjacent building,
access Zherkezhi's server to determine who Dvorak is
AREA: Abandoned Building
NOTE: DO NOT KILL ANYONE IN THIS MISSION. IF YOU DO, YOU WILL FAIL THE MISSION.
The National Guard is sent to patrol this area so killing them is unacceptable.
First things first, move to the other end of the fence in this alley. A
guardsman will patrol into the alley and turn his back to you. Grab him and
interrogate but be sure to only knock him out (L1) rather than kill him. Go to
the end of the alley and head left towards the trashcans on the ground. Look up
to find a fire escape ladder which you should climb up.
Continue up the fire escape until you get to some boxes. Jump on the boxes and
grab onto the building's ledging above. Shimmy to the left and around the
corner. Continue shimmying left until you are directly above a zipline
connected to the ledge below (it is between the last two windows). Since this
is a little tricky, I would recommend saving real quick. Now push O to drop
down and Fisher should grab ahold of the zipline and end up on top of a truck.
In front of the truck is a patrolling guard who will see your shadow if you get
in front of those headlights. When he moves into the building on the right,
drop down off of the truck and move into the shadows on the far end of the
alley. Hide here until the guard comes back at which point you should sneak up
and grab him from behind. Knock him out and proceed into the parking garage.
Enter the door on the right and move into the hallway. Head down the left hall
and peek around the corner. There will be a man fixing the elevator. Grab him
he isn't looking and bring him into the dark part of the hallway. Interrogate
for a funny conversation then knock him out. Wait in the dark for a guard to
appear on the other side of the elevator hallway.
Retreat back down the hall a little ways and take the only hall you haven't
taken yet (the left one). Follow the hall around the long way while ignoring
the few rooms along the way. After taking the long way around, sneak up behind
the guard and knock him out. Hide his body in a dark part of the hallway and
enter the elevator. It is still broken so look for the open hatch in the
ceiling and climb upwards. If Fisher won't climb up, just trying shimmying
to a different side of the hatch and try again. Once on top of the elevator,
grab the ladder in front of you and start climbing.
To save you from climbing all the way to the top, the elevator will begin
moving up towards you. Don't worry because the elevator will pull you off the
ladder without causing any damage. Once the elevator stops on the top floor,
climb back down into the elevator via the hatch. If you don't hear any
footsteps then open the door by pushing the bottom button on the elevator
Sneak out of the elevator and into the shadowed area on the left. Wait in the
far corner for the guard to come by and put his back to you. Grab him and
knock him out. There is a med kit located in this room along the left wall if
you need it. Cross this room and head up the stairs to a door leading out to
the rooftop helipad. Open the door and head to the left a little ways. Hug the
right wall and stay in the shadows because there are guards all over the roof.
Stay on the right side of the roof while in the dark. Wait in this area for one
of the patrolling guards to pass by. Grab him and hide his unconscious body.
Staying on the right side of the roof, climb over the pipes rather than risking
being caught on the walkway by the light. Once over the pipes, sneak up on the
guard to the right of the helipad. Knock him out and hide his body in the
shadows. It is now safe to move towards the neon light and climb the ladder to
the left of it. Once on the platform, move to the right and across the sign to
get to a zipline and the next area.
AREA: Zherkezhi's Pad
Entering this area will complete the penthouse primary objective. You are also
allowed to kill guards once again so if you don't mind losing some mission stat
points, just go about your homicidal spree.
Wait at the start of the mission for the guard to come close to you. By then
you should have a new primary objective.
NEW PRIMARY: Find out who the mercenaries are working for
Once the guard turns his back, be sure to grab him and interrogate him to
complete the mercenary primary objective you just received. You will also get a
new secondary objective.
NEW SECONDARY: Discover who is in charge of the Zherkezhi protection detail
With that guard out of the way, approach the light ahead. OCP it and enter the
path on the left. Hide in the shadows by the table for a guard to approach the
one fixing the elevator and begin talking to him. After their discussion, the
guard will eventually fix the elevator door and begin moving towards your
position. Grab him and dispose of him. Make your way around the right corner
and towards the sleeping guard. Take him out just to be safe (you may have to
stand up to grab him) and hack the computer in the corner. This will complete
a hidden bonus objective.
Head back out of the building and take a left. On the far wall you should find
a crawlspace that you should enter. While crawling along you will receive a
NEW OPPORTUNITY: Tap the penthouse video cameras
Once you get out of the crawlspace, look around and notice your first infrared
camera. These cameras, unlike their traditional counterparts, can see you in
the dark. To see the field of vision on these cameras, use your night vision
and notice the cone of light. Step in that cone and you will be spotted. Go to
the right side of this balcony and wait for a guard to come patrolling by. Grab
him but be sure not to step into the camera's cone of vision to do it.
Interrogate him to find out what a real mercenary should act like then dispose
of him. Next, head left along the wall and underneath the camera to tap(1) into
Once that is done, head back to the right and grab ahold of the pole to climb
up to another balcony. Shimmy left along the ledge a little until you can climb
up. In front of you should be two guards, one looking over the balcony while
the other is sitting on his butt. Grab the standing guard and take him out. As
for his friend, he is impossible to grab so just hit him with a close attack.
Use your EMF vision to spot a camera up ahead (it is the device on the right).
OCP it and get right under it for another camera tap(2).
After the tap, hug the wall and enter the door on your right. There is a med
kit in this kitchen if needed. Head across the neighboring dining room and into
a hallway on the left. Once you get to the corner going left, be sure to take
note of the camera in this well lit hall. This camera is tricky so I suggest
saving here. Hug the right wall (L3) that the camera is hanging on. Get under
the camera and OCP it from here. Immediately start the tap(3) and hug the wall
again once you are done. Move to the end of the hall and quietly open the right
Another camera is in this room so sneak to the right and tap(4) it. While the
camera is moving to the right, sneak across the room on the left outside its
cone of vision. Be sure to stay quiet or you will wake the sleeping guard in
the room. Hide behind the pillar and OCP the camera so you can make your way up
the stairs without it catching you. Open the next two doors and enter Zherk's
bedroom. Unfortunately, there is another camera in here.
Move left towards the bed and remotely access the computer in the far right
corner. Next, OCP the camera and get under it to tap(5) it. After that is done,
move into the walk-in closet on the left but be sure not to let the camera see
you. On the left side of the closet is a "hidden" room so enter through the
door and approach the computer. Use it to unlock the magnetic doors and
complete the server primary objective. A new primary will pop-up.
NEW PRIMARY: Locate Dvorak
Go back to the bedroom and go through the door on the left while avoiding the
camera. Go around the left corner and through another door. There are two
guards in the next room so move forward a little to get them talking. After
they finish, a guard will enter the hall you are in so be sure to back up to
the shadows by the door you entered. Hug the wall near the corner and wait for
the guard to go to the door near you. Grab him and interrogate to complete the
protection secondary objective.
Sam sure is touchy when it comes to his friends isn't he? Well, move into the
room that the guard came from. Move just far enough into the room to close the
door so you can tap(6) the last camera. This completes the camera opportunity
objective. There is a med kit on the left side of this room but it is too risky
to go after because of the guard and the camera. Exit back out of this room and
backtrack to the room with the staircase. Go along the balcony on the left and
jump over the railing at the very end. Drop down to the main floor and OCP the
camera and quickly make your way over to the guard so you can grab him. Drag
him behind the stairs on the right side but do so quickly or the camera will
spot you. Interrogate is you wish but leave his body in the dark.
OCP the camera again and leave the area via the double doors. Do the same to
the camera in the next hall just to be safe. Head all the way back to the first
camera you tapped (be sure to OCP another camera on the balcony along the way).
Once back near the first camera, OCP it and move up the stairs towards a door.
Open the door and go through the hallway to the now-unlocked magnetic door.
Proceed into the room to find a kind old man who won't freak out when he sees
Approach the man in the doorway and talk to him. Follow him around and talk to
him a few more times to complete the Dvorak primary objective. Talk to the old
man again to get a new objective.
NEW PRIMARY: Retrieve a hardcopy output for a single Dvorak execution cycle
This is the infamous punch card puzzle. Talk to the old man again to get his
help. Ok, the old man is going to work the servers on the right side of the
room while you do the left side. Go to the middle of the room where the
interact window says "Start Main Server". Put on your thermal vision goggles
and start the server. Move to the left side of the room and look for a growing
heat source on one of the servers. Go up to it and interact with it. After
that, the old man will do one of his servers. Repeat the server search twice
more and you will have completed the puzzle. Move to the right corner of the
room and retrieve the outputs. This completes the output primary objective and
gives you a new one.
NEW PRIMARY: Exfiltrate to the primary extraction point
Leave the way you came in and proceed back up to the balcony and past some
cameras. Go across the dining room again and into the hall with the difficult
camera. Don't go down the hall, rather you should go into the open elevator
door on the right. Proceed to the hatch in the back right corner to complete
the extraction primary objective and the mission.
PRIMARY OBJECTIVES: Don't kill anyone, retrieve the server access algorithm,
access the central server in the server room
AREA: Second Floor
NOTE: DO NOT KILL ANYONE ON THIS MISSION. IF YOU DO, YOU WILL FAIL THE MISSION.
Displace is your ally so killing any of its employees would be bad juju.
Move to the end of the alley and go in the little space to the right. Move into
the next area and wait in the shadows on this end. A guard will eventually
patrol around this area where you can grab him. Interrogate him and knock him
unconscious. Go to the fenced off area on the far end and climb the fence on
near the left wall. Once on the other side, grab the man in this area and knock
him out. Approach the breaker switch along the left wall and flip it.
Leave the fenced off area and get on the fan in the middle of the room. Pick
the lock on the trap and open it. Move by the control panel and interact with
it to rappel down the fan. Once on the bottom, enter the airshaft and head to
the right. When you reach a grate near the end of the shaft, use your optic
cable to spy two men having a meeting. Wait for them to both leave the room
before opening the hatch and climbing down.
Leave this room via the double doors and head out of the secretary's office
when the coast is clear. Head to the left and enter the door quietly. You will
receive a new objective.
NEW OPPORTUNITY: Insert tracer programs into Displace's division servers
Sneak into the room a little and work your way to the computer on the right
side of the room (don't go down the stairs because a man is working in here).
Hack the computer to place your first tracer(1). Leave the way you came in.
Head down the hall while staying close to the right wall. Approach the second
door on the right but stop as soon as you hear a man talk. Watch what he does
with the window near you.
You can do the same thing by OCPing those kinds of windows but don't do it yet.
Wait for the men to leave the little room then approach door and hack the
keypad. Enter the little room and exit out the other door. Be sure to close
both doors when you go through them. In the next room, hide by the plant on the
left side of the entryway. Wait for the men to move by you and back into the
little room. OCP the window near you so you can see through it. Now look at the
man's briefcase using your EEV through both windows. Hack it remotely to
complete the algorithm primary objective. They may notice that you hacked the
door earlier but it doesn't matter at this point. OCP the window back to solid
and let's move on.
Go around the window and into the lobby area. OCP the camera above the light so
you can cross the room on the right side. The guard will notice you a little
and will come to investigate the room. Stay be the doors he enters from and
grab him from behind. Interrogate and drag him into the room he came from.
Force his cooperation with the retinal scanner on the right side of the room
then knock him unconscious in a dark corner.
Enter the training room door on the left side of the room. Keep going through
the locker room to the workout center. Sneak on the right side of the room past
the man on the computer. Go towards the treadmill runner and OCP his machine.
It will knock him out instantly. Now climb up onto the little platform area as
close to the med kit as possible. Grab the computer man from behind and knock
him silly. Hack the server computer by the med kit to place another tracer(2).
Use the med kit as needed and exit the room.
Return to the room with the retinal scanner and grab the guard's body before
heading through the door to Research & Development. This hallway is infested
with lasers but bringing the guard's body will disable the lasers just like in
the bank mission (Thanks to boink for the information). Head to the end of the
hall and approach the door.
Go through the automatic door on the left and approach the room on the right.
There is a man in the room so wait until he leaves. Ignore the gunfire because
it has nothing to do with you yet. Go through the room and into the small dark
hall he entered. Hide in the far side of this hall for the man to come back
around and grab him. Hide him in the hall and peak into the next room. Wait for
the man in the next room to start heading to the left. Follow him and knock him
out as well.
Return to the dark hallway for the med kit if needed. Hack the computer in the
second room to get a report which completes a bonus objective. Move into the
red hallway and in the door to get to the turret room. Hack into the turret
computer then toggle the IFF off. Proceed across the turret room in front of
the deactivated turret to get to a ventilation shaft at the end. Jump into the
shaft and make your way through it.
AREA: First Floor
Proceed down the shaft and grab onto the convenient rope placed here. Climb
down to the room below. Use the algorithm on the server in front of you then
use the computer that activates. This will complete the server primary
objective and give you two new ones.
NEW PRIMARY: Find information linking Displace and Zherkhezhi
NEW SECONDARY: Discover the real identity of Milan Nedich
Grab back onto the rope and start climbing up. The room will light up and a
guard will enter. He will start accessing the computer at which point you
should climb back down and grab him. Interrogate then knock him out. Proceed
out the door the man came in and into a server hallway. Go around the right
side of the hall and look out for a patrolling guard. Sneak up behind him and
do your interrogation thing. Knock him out in a dark area and continue along
the room and out the other end. Keep going down the hall and use your optic
cable on the door. Check the right area for a patrolling guard. If he is no
where to be seen, open the door and proceed into the area.
Hug the right-hand side of the room to avoid the camera and enter the small
hallway. Go into the lobby area over here and wait on the lighted side of the
doorway you just came in. A guard will pass by and you want to quickly grab
him. Interrogate then knock him out in the lobby area. Go across the lobby area
to the hall on the other side. Head through the hall and OCP the camera to your
left. Duck into the area on the right and approach the door on the left.
Enter the room and ignore the first door on the left. Go to the right door and
choose open stealth but don't open the door yet. A patrolling guard will walk
close to the door and stop there. Perform a bash door to knock him out. It will
make a lot of sound but no other guards are close enough to hear it. Enter the
hall the guard was in and proceed to the next room. Grab the man at the
computer in the corner and take him out. There is a med kit in this room but
more importantly is the last computer to hack and trace(3). This completes the
tracer opportunity objective.
Retrace your steps to the room with the camera in it and OCP it once more. Get
underneath the camera and call the elevator. Once inside the elevator, use it
to go up to the third floor.
AREA: Third Floor
Open the elevator door and wait in this area to overhear a conversation. Once
they are finished, head to the area on the left and shut off the lightswitch.
A guard will happen by and notice the lights have been turned off. He has a
flashlight so don't try anything just yet. Wait at the end of the hall until he
gives up and turns his back. Now grab him and interrogate. Stash his body in a
dark location before moving on.
Go to the end of the hall and look left. There is a ladder in a lighted area.
Don't go across it just yet because there is a guard patrolling the far side.
Once you see him and he leaves again, make your way into the open and well lit
office on the right. Shut off the light and wait in that room for the guard to
come around again. As soon as he turns his back, grab him and hide him in that
room. Head down the hall the guard was patrolling to find a room on the left.
Quietly enter the door and sneak up on the man in the chair on the left.
Interrogate him for a James Bond reference and a door code. Knock him out and
leave him in this room. Head back to the hallway where you first turned off the
lights. Open the automatic door on the side of the hall but don't go in yet.
A camera is in the corner so OCP it then quickly make your way through the room
quickly to the other automatic door. Go to the keypad on the next door and
enter the code.
As soon as you enter the next room, put on your EEV and listen in on the
conversation occurring in the second room to the left. If you hear the
important part of the talk, you will complete the identity secondary objective.
Ignore the two rooms here since they don't contain anything important. Head
down the hall and turn the left corner to get to the office you're looking for.
Open the door with the keycode you got from the suited man.
Enter the room and search the computer on your right to complete the linking
primary objective. Also, be sure to read the other file on that computer for a
doorcode. You will also get another objective.
NEW PRIMARY: Exfiltrate from the primary extraction point
You are done in this room so head back down the hall and past the camera room
(don't forget to OCP the camera). Once back in the dark hall, go to the right
and right again. Enter the door at the end of this hall and proceed to the next
one. Unlock it with the keycode and head up the staircase to the extraction
point. This completes your last two primary objectives and the mission.
PRIMARY OBJECTIVES: Eliminate Milan Nedich, abduct Abrahim Zherkezhi
OPPORTUNITY OBJECTIVES: Retrieve the hidden microphones
AREA: Common Area
Welcome to the most atmospheric level in my opinion. Enjoy the scenery as you
make your way through this beautiful level.
Anyway, make your way forward by crouching under the fallen tree. In this
makeshift staircase area, there is a guard overlooking your position. Stay in
the shadows by hugging the right side of the area (this requires you make a
jump onto a small ledge). Approach the ledge that is lower than the one the
guard is on. Hop up there and stay crouched. Make your way to the left side of
the guard and against the left wall. When the guard has his sights on your
starting position, jump onto his ledge and grab him. Interrogate to show the
guard's true nature then dispose of him as you see fit.
Make your way along the right wall to the house ahead. Enter the house and go
down the hallway. The next room has a guard and your first encounter with a
candle. Candles can be blown out but guards will notice and they can relight
them. Work your way into the room and, if you are fast enough, you can grab the
guard before he leaves. If not, don't fret. When he leaves the room, blow out
the candle and wait by the door he left from. He will return to this room so
grab him once he enters. Interrogate if you wish and dispose.
Make your way out the door and into the small courtyard. Drop off the porch and
circle the first car on the right. If you didn't find out Nedich's real
identity last mission, Redding will ask you to scan the license plates of these
cars. Just look at them through your EEV to scan them and complete the identity
primary objective. There should be a guard leaning against the other car in the
area. Move between the two cars and around the front of the second one to get
to the house on the far side.
Go in the house and enter the crawlspace on the right side of the room. A guard
will walk by the other end. Get out of the crawlspace behind the guard and grab
him. Interrogate to learn more about the mics and hide him in a dark corner.
Make your way through the brightly lit hallway and go past the circular doorway
to a living room area. By the light here is a phone with a mic hidden against
the wall near it. Use your EMF or thermal vision to spot the mic(1) and take it
off the wall.
Retreat back down the light hallway and enter the room at the other end (near
the crawlspace). This bath area has a patrolling guard that can be dealt with
easily. For the homicidal players, use the water kill by enter the bath and
waiting for the guard to get close. For the sneaky spies, just grab the guard
when he is looking towards the bath. Be sure not to drop the man into the water
if you are going for a good mission percentage because he will drown.
Go around the corner to the left and past the cool looking samurai armor. The
room on the left has another candle and another guard. After the guard lights
the candle and goes running from the room (not sure why, he just does), enter
the area. Hug the left wall and hide by the plant. The guard will come back
into the room and patrol so grab him when he passes by you. Interrogate for
information then stash him away somewhere. Head to the small hallway on the far
side of the room to enter the next area.
AREA: Temple & Garden
Go through the doorway and into the area with two guards discussing mics. Hide
in the area on the right till they finish their conversation. One of the guards
will patrol to your area so grab him and hide him. Go towards the next room
that the other guard went into. OCP the light along the left wall then open the
door. The guard will be circling the perimeter of this room so make your way to
the middle by going right. Stay by the paper wall in the center of the room for
the guard to come around. Grab him and revoke his breathing privileges.
There is another mic(2) in this room by the phone along the far wall. Grab it
and move to the hallway on the left. The next room is a kitchen with a med kit
available if you are wounded. Head across the room and use your thermal vision
to make sure the door is clear of hostiles. Open when the coast is clear and go
down the small steps in front of you. Two guards are patrolling the area: one
on the porch and the other in the courtyard. The one on the porch has a
flashlight so wary of him.
Go after the courtyard guard first. It should be simple to sneak up and grab
him since his entire area is in the dark. Once he is down for the count, turn
to face the door you came from. When the guard on the porch turns around, go up
either of the stairs and grab him from behind. The left stairs is preferable
because it has more shadows to hide in. With both guards out of the picture, go
across the courtyard and to the next building.
Enter the building and follow the hallway to the main temple room. Ignore the
chatter and go across the room to the right corner. Enter the right-hand door
and be sure to close it behind you. Do the same for the next door in the small
room. You should now be in a bedroom with a phone along the right wall. Grab
the mic(3) near it and proceed through the nearby door. Close the door then go
left a little ways to find another door. DO NOT OPEN THAT DOOR!
Inside that room are three men that will spot you instantly. Use your thermal
vision on the door to prove my point. Instead of opening the door and getting
caught, enter the crawlspace to the right of the door. Don't crawl anywhere
just yet. Listen in on their conversation. When the guard directly above you
drops his change, exit out the back of the crawlspace. Wait out the rest of
their conversation in the hall but be sure to hide in the corner opposite the
door before they finish.
Two guards will exit the room. Wait for the second one to walk by and grab him.
Interrogate if you wish but be sure to hide his body in a dark corner. Next,
enter the crawlspace again but this time go all the way through to the other
side. Once you get out, put on your thermal vision to spot a man in the room
up ahead. To safely get him, stay on the right side of this room and move up
close to the wall that he is on the other side of. Grab him through the paper
wall and say hello to Nedich. Interrogate him and kill him as per your
instructions. This completes the Nedich primary objective.
Grab the mic(4) in this room as well before you head out. Go back through the
waiting room to the dark hallway. Remember that first guard we didn't grab? He
is now in the main temple room. To avoid him, make your way through the two
rooms on the right. Once out of the rooms and back on the far side of the main
temple room, go through the door on your right. Go through the small hall and
into the next area.
AREA: Living Quarters
Head through the door on the left and enter the area with the enclosed trees.
This area is a little difficult not to get spotted in. Head straight ahead
until you get to the far side of the room. You may get spotted by a guard on
your right but don't fret. He will come to investigate the area so you should
hide in the dark corner on the left and grab him when he comes by. If he wasn't
alerted, just sneak up on him for the grab. Hide him in a convenient location.
Enter the hall on the right side of the room and proceed down the left. A guard
will be seated here watching the television. Sneak behind the TV and switch it
off. Oddly enough, the guard will not be suspicious of this and will remain
seated. Quietly make your way along the left side of the room and approach him.
Hit him with a close attack and stash his body somewhere. Be sure to grab the
mic(5) in this room and use the med kit if you need it.
Head out of the room via the large doorway and grab the last mic(6) in this
little waiting room. Doing so completes the microphone opportunity objective.
Head to across the room and through the hall to the next area. Be very quiet as
you open the door as there is a guard overlooking the area you are in. Don't
go up the stairs either. Instead, jump over the rail on the ground floor and
head towards the door in the corner. Next to the door is a pole you should
climb up. Once at the top, shimmy to the right and wait on this ledge.
A guard will look over the ledge you are hanging from. Use the interaction menu
to perform a hanging throw. I'm not sure if the guard dies if he falls to the
ground floor because my guard always gets caught on the steps to the right thus
saving his life and knocking him out. Climb down from the ledge and slide open
the door next to you. A guard is patrolling this area so if he is no where in
sight, head to the left and hide among the shadows at the base of the stairs.
When the guard comes down or when he has his back to you, grab him and dispose.
Go up the stairs and enter the room on the left. Proceed forward to another
room and enter the crawlspace on the left. Exit the other side and turn off
all your enhanced vision modes. Look to your right and watch the scene play out
in the next building via cast shadows. When the lights go out, the Zherkezhi
objective is cancelled and you receive a new one.
NEW PRIMARY: Eliminate Douglas Shetland
Climb down from the roof and into the building the drama occurred in. Head
across the room to the area on the far right. Turn left and go down the hall
to the door at the very end.
AREA: Common Area
Turn right and head down the path. The Shetland objective will be cancelled and
you will, once again, receive a new one.
NEW PRIMARY: Exfiltrate to the primary extraction point.
Up ahead is the car area but with three fresh new guards awaiting your arrival.
Don't fret though because they are not alerted and they all their positions to
a fault. Tangoing with these three can be dangerous so let's avoid them shall
we? Head straight towards the nearest car. Maneuver between the car and the
guard on the right. Move between the cars and around the rear of the right car.
Climb onto the small porch and proceed into the building. Now just backtrack
your way to your initial starting point with no additional guards to worry
about. This completes the extraction primary objective and the mission.
PRIMARY OBJECTIVES: Determine if the Koreans intentionally launched the missile
OPPORTUNITY OBJECTIVES: Recover shipping and repair logs
AREA: Main Base
Grab onto the rope in front of you and start climbing down into the warehouse.
There are two workers in this area but neither is important enough to worry
about. Head to the left side of the room and towards the truck. In front of the
truck is a small maintenance hatch in the floor. Drop down in the hatch and
take your first left. At the end of the tight passage, squeeze into the passage
to the right and then take a left at the end. Take the next right and head
around the corner to a ladder. Climb up and open the trap door.
The computer and the man in this room are unimportant. Grab the man and hide
his body if you want to but enter the hallway on the right. Ignore the right
path and head down the dark left one. Open the door silently and head along the
right wall of the room. Grab the man preoccupied with the computer and
interrogate for a funny (one-sided) conversation. You can use the computers in
the room if you want but neither is crucial to any objectives.
Open the door in the right corner of the room and head right into the next room.
Ignore the man at this computer (these guards sure slack off a lot don't they?)
and just use your EEV to access it. You will receive your first log(1). Head
back to the previous room and take the door on your right. The room on the left
is empty and useless so head down the hallway to the right. Go to the end of
the hall and approach the double doors.
Open either door but wait in the doorway. A guard is patrolling the area and a
camera is also keeping watch. Go a little right and hide by the crate. When the
guard moves near you and starts looking over the shelf of boxes, grab him from
behind. Don't worry about the camera, it won't see you as long as you stay in
the shadows while grabbing him. Interrogate if you want but hide the body in
the dark. Now head to the right, brightly lit area.
Pick the lock and enter the room on the left (the camera can't see you way over
here). There is a med kit to the immediate right if you need it. Head to the
right side of the room and into the door on the right. Head left in this small,
dark hallway and approach the next room. Remotely access the computer using
your EEV to get another shipping and repair log(2). Backtrack to the room with
the camera. Go down the stairs to the left and enter the door at the bottom.
AREA: Command Center
Head straight through the hall and stop before reaching the light. Listen to
the conversation in the next room. Dealing with these guards is troublesome so
I recommend saving before attempting this room. The best way I have found is to
turn the corner to the left and hug the left wall. OCP the light and the guards
will start searching for anything suspicious. Sneak past the men on the left
and head to the opposite end of the room and turn to face the area you just
came in from.
Wait for the light to come back on and the men to calm down a little. They will
separate with one staying by the camera while the other patrols around the
missile on the right. Stay in the shadows and grab the man under the camera on
the left. Interrogate and ditch his body in a dark area. Hug the right wall and
climb onto the small platform quietly. Wait for the other guard to pass by and
grab him and dispose of him.
Head into the right area but on the left side of the truck. There will be a
small circuit box that you should bypass. This will cause the missile hanging
from the ceiling above you to start moving across the camera room. Climb onto
the truck and turn on your thermal vision. Grab ahold of the hot bar above you
and follow the missile through the camera room. Keep moving along the pole
until you are right next to the missile.
Drop down from the pole and turn around to find a ladder leading into the area
below. Climb down that ladder and drop down the open hatch to end up on solid
ground again. Make your way through the hall but stay in the shadows when you
approach the end. There is a guard seated to the right and a patrolling one as
well. My best approach to the situation is to OCP the light on the right and
make your way to the left side of the room.
One or both of the guards may notice the light and come to investigate. Lure
them over to the left side of the room by whistling (L2). When they both come
to check out the noise you just made, sneak behind them and grab the guard that
is walking behind the other one. Dispose of that guard's body in a corner then
sneak up on the other guard and do the same.
With those two out of the way, approach the middle door in this area. Hack the
keypad then call the elevator to your floor. Enter the elevator and shoot out
the light in here (you will know why in a minute). Use the console in the back
to take the elevator up. When you get to the top, there will be a room with a
man on the right and a camera just above you. Head into the left side of the
room and stay in the dark.
This room is a little tricky so another save may be in order. OCP the camera by
the elevator and the guard will go to investigate. Make your way across the
room to the far right corner. While hiding in the dark by the retinal scanner,
whistle to attract the guard's attention. He will come around to investigate so
move towards the corner and sneak up behind him. Force his cooperation with the
retinal scanner then ditch him in the dark corner. OCP the camera one more time
and enter the door the guard just graciously opened for you.
Head down the hall to the right and listen in on the conversation in the next
room. Wait by the door at the end of the hall for the talk to end abruptly.
This will complete your intentional primary objective and give you a new one.
NEW PRIMARY: Tap the launcher bios to trace routing data for the Dvorak
I know the objective isn't a logical sentence but that's what the game gives
you. Anyway, wait for Grim to finish talking before enter the room silently.
Ignore the room on the left for now and enter the command center in front of
you. Stick close to the control panels on the left to grab the commander from
behind. Interrogate him to complete a bonus objective. Hide his body in this
room and use the computer to get another log(3).
Head back towards the door and go into that room I told you to ignore earlier.
Sneak to the other end of the room to grab the man at the computer. Hide him in
the corner and hack the computer he was at for a technician's report. Now head
all the way back to the elevator and take care to OCP the camera before
entering the room it is in. Use the elevator to go back down.
Once out of the elevator, head to the door on the right. Go through two doors
to the west missile control room. Go up the small set of stairs and grab the
man using the computer to the left. Interrogate him to find out something you
already knew and hide his body. There is a med kit in the room if needed. Next
to the med kit is a hallway you should enter to get to the west launcher.
AREA: West Launcher
Go around the left corner and stay in the shadows. There is a camera here but
it is relatively easy to navigate around due to the large amount of darkness.
Sneak up on the guard to the left and grab him. Hide his body in the shadows
then approach the half-missile that the forklift is carrying. Bypass the
circuit to tamper with the Korean warhead. Now start heading to the other end
of the room. OCP the light along the way so that camera won't see you.
Enter the door along the right wall and go through the door at the end of the
hall as well. Open the next door on the left as well and make your way to the
door at the end of this hallway. DON'T OPEN THIS DOOR YET. Use your optic cable
to spy on the launcher area. There is a patrolling guard out here circling
around the launcher. He may be a little difficult to see so use your thermal
vision. Once he passes by the door you are hiding behind, silently open the
door and follow him. Grab him as soon as you can and hide his body on the left
side of the launcher.
There is a camera along the right wall from the door you entered so be cautious
out here. Peaking around the launcher, disable the camera and approach the
panel that is colored in your thermal vision. Grim will make a Half-Life
reference and tell you to enter the command center below your position. OCP the
camera again if needed and head down the stairs underneath the camera's
Enter the door at the base of the stairs. There are two guards in this room
that need to be taken care of. Wait in the dark corner by the door for the
guard working at the computer to get up. Sometimes this guard will patrol to
your area and start checking the servers. This may take a little bit of time
but be patient. Grab him when he does and hide him in the corner.
Now the other man in the room. Head around the left bend behind the structure
in the middle of the room. Turn to your right and you will see him working on a
panel. Grab him from behind and dispose of him. Bypass the circuit in that
panel to open up the launcher above. Also be sure to use the computer nearest
the door you came in to get the last log(4). This completes the log opportunity
Use the med kit in the far left corner if needed and head out the door next to
it. Go up the stairs and move towards the launcher. OCP the camera again and
access the panel on the launcher that was closed earlier. This completes the
bios primary mission and gives you a new one.
NEW PRIMARY: Stop the missile launch
OCP the camera again if needed and head to the door you entered this area from.
Head back through the multiple doors to the command center area. Don't forget
to OCP the camera or the light in the room with all the missiles.
AREA: Command Center
Go back through the two automated doors and enter the second door on the left.
Proceed through these automatic doors and enter the hallway on the far side of
the room. Enter the door at the end of the hall.
AREA: East Launcher
This area is much like the other launcher area only flipped. Once you enter the
missile room, OCP the camera above you on the right. Grab the guard on your
left and bring him back into the shadows. Hide him somewhere dark then OCP the
light or the camera again and make your way to the door on the left side of the
Go through the first door and the door at the end of the hallway. In the new
room, do not enter the door on the right. Instead, head around the area on the
left side and approach the control panel in the far right corner. Bypass the
circuit to open the blast door next to you. This will cancel the launch primary
objective and start a new one.
NEW PRIMARY: Acquire the missile abort codes
A countdown will start in the lower left corner of the screen so be sure to not
waste too much time on this part of the mission. Lean out the doorway and OCP
the camera above you on the left. Head down the stairs beneath the camera and
enter the door at the bottom silently. Head to the right and notice the med kit
if you are hurt. Turn to the left and head across the room. Turn left again and
notice two men checking up on the missile's status.
Grab the standing man first and take him down. Then sneak up on the seated man
by the computer and do the same to him. Use the computer on the right side of
the computer consoles to get the abort codes and complete the codes primary
objective and get a new one.
NEW PRIMARY: Abort the missile
Leave this room via the door you came in and OCP the camera above you. Go up
the stairs and back through multiple doors to the previous area. Stand up and
run if you need to make up for too much lost time. And just like before, be
sure to OCP the light or the camera in the missile room.
AREA: Command Center
Move forward into the room and use the lit up computer on the left to abort the
missile. This stops the timer, completes the abort primary objective and gives
you a new objective.
NEW PRIMARY: Exfiltrate to any available extraction point
Now that the excitement is over, go back to the east launcher area.
AREA: East Launcher
Darn all these inconvenient mid-level loads. Oh well, what can you do? For some
reason the game glitches and won't let you OCP the light in the missile room
anymore. Instead, disable the camera and make your way back through the
multitude of doors to the launcher area. OCP the camera on your left and cross
the room to find a guard on the far side. Grab him and take him out. If you try
to interrogate him, you will notice another glitch because he won't say
anything. Once he is down for the count, turn towards the area you entered from
and make your way to the corner on the right. Exfiltrate to complete the
extraction primary objective and the mission.
PRIMARY OBJECTIVES: Locate and retrieve data drives from the NDT
OPPORTUNITY OBJECTIVES: Stop the North Korean propaganda broadcasts
AREA: East Market
NOTE: To make this mission easier on yourself, choose either Redding's
Recommendation for non-lethal or Assault for lethal equipment. DO NOT CHOOSE
THE STEALTH EQUIPMENT LAYOUT! Trust me on this.
Fisher starts in a nursery (listen to the happy little melody playing). Exit
the only door the room has to enter a whole different scenario. Go to the right
and approach the edge of the ruined building. Rappel down the wall by selecting
it from the interaction menu. When you reach the bottom, there should be a
guard in this area. Sneak up behind him and dispose of him as you see fit.
Do you hear that annoying chatter in the air? Let's deal with it right away. Go
to the wall opposite the burning tank and find a circuit box near the alley.
Bypass the circuit to take out the first broadcast(1). Make your way down the
alley next to your position. Climb over the wire gate and listen to what
Lambert has to say. He will give you a new primary objective that relates
directly with the coop missions.
NEW PRIMARY: Interrogate a special forces agent to determine the location of
Once on the other side of the gate, put on your EMF vision to notice the wall
mine on the right wall. Approach it very slowly and disable it through the
interaction menu. Go to the end of the alley and overhear the special forces
discuss their location. When one of the men decides to take a bathroom break,
stay in the shadows and sneak up on him. Grab and interrogate to complete the
Jong primary objective.
Ignore the other man who stayed by the vehicle and proceed to the left wall
behind the dud bomb. There is another broadcast(2) box here for you to shut
down. Next to the box is a pipe that you should climb to get to a door you
need to go through. Grab ahold of the vertical pipe above you and make your way
to the right and over the boxes. Drop down on the other end and Grim will give
you a new objective.
NEW SECONDARY: Tap a mobile command center
Approach the "door" on the left and cut through it. Enter the room on the other
side. Around the bookshelves to the right is a man carelessly looking out the
window. He will spot you in all this light so use the lightswitch to the left
of the fabric door inside the room to make things more opportune. The guard
will notice the lack of light and will come to investigate. When you have the
chance, sneak behind him and grab him.
Hide his body in this room and look out the window if you want a glimpse of
what is ahead. Go back out of this room and enter the room on the right. Turn
the corner to the left and head out the door. Make your way along the roof on
the right but hug the wall so the lights don't give you away. At the end of the
roof, jump over the rail and drop down. There is a guard that patrols this area
as well as a wall mine against the dumpster in front of you. Ignore both for
now and turn right to find another broadcast(3) box to take down. This
completes the broadcasts opportunity objective.
With that taken care of, wait till the patrolling guard is away from you then
move to the dumpster and disable the mine. With the explosives in check, wait
for the guard to come back around then grab him. Interrogate him then dump him
in the corner. Now approach the truck to your left. Occasionally a man will
come out of the back and start messing around with a panel on the side of the
truck. When he does this, grab him from behind, interrogate and dispose of him.
Enter the back of the truck and access the computer to place the tap. This
completes the command secondary objective. Exit the truck and head back to the
dumpster where you picked up that lovely wall mine. On the right side of the
dumpster is a ladder that you should climb. Once on top of the roof, head into
the crawlspace and out the other end. Climb down the ladder here and open the
trap to enter a server room.
Drop down to the room and flip the lightswitch around the corner to the right
to put the entire room in darkness. Approach the only lit computer in the room
and retrieve the hard drives. As soon as you do, make your way back to the
ladder leading up to the trap. Those men sure know how to make an entrance!
You will have complete the drives primary objective and you will receive a new
NEW PRIMARY: Get to the rooftop to transfer the data to the EA-68
Make your way back to the area with the mobile command center. Go down to the
ground floor and enter the door to the right of the truck. Go down the hall a
little way and find burning rubble blocking your path. Look up to find a pipe
you can use to make your way over the mess. When you reach the end of the bar,
stay on it and keep your feet tucked in. A guard will come to patrol the area
so perform an inverted neck snap (L1 or R1) when he is right below you.
With the guard out of the way, make your way through the hall on your right.
The first room on your left has a med kit in it if you need health. Otherwise
just keep making your way across the metal walkway. Turn the corner and ignore
the first door on the left (it's the same room as before). Keep going and turn
down the hall to the left. Turn off the light along the left wall for good
measure then proceed to the end. Call the elevator to your floor then push the
button inside to complete the rooftop primary objective. To Be Continued...
Did those three words scare you into thinking that was the end? For better or
worse my friend, there is much more to come. You have three new objectives.
NEW PRIMARY: Get to the EA-68 crash site
NEW OPPORTUNITIES: Disable portable radar reconnaissance receivers, gain
information about NK UAVs
Look at the area in front of you. Do you notice that thing in the sky with the
light source? Welcome to the UAVs, the nastiest piece of hardware in the game.
If a UAV spots you in its light, it will open fire on you with its machine gun.
They can be disabled temporarily using the OCP and can be shot down using the
SC-20K's shotgun or sniping attachment. You should have at least one of these
attachments if you followed my advice while picking your equipment.
However, this area will be the easiest UAV encounter ever. Jump over the
railing on your left and drop down to the rooftop. Look along the underside of
the catwalk you just dropped down from for a computer. Use your EEV to remote
access it and shut down your first P3R(1). Now make your way under the catwalk
to the zipline ahead. Use the zipline to leave the UAV and an untouched guard
At the end of the zipline, Fisher will grab ahold of a fence. Climb over the
top and go through the door on your left. The guard on the previous rooftop may
notice you over here but if you move fast enough, he will never identify you as
an intruder. Turn the corner on the right and go through the door. Squeeze
between the pipes on the left and head to the end of the platform on the left.
Jump up while against the left wall to grab ahold of a pipe. Go to the end of
the pipe and drop down onto a crate. Stay on top of this crate until a
patrolling guard walks by. He will stop by the railing to admire the view at
which point you should drop down off of the crate and grab him. Dispose of him
then jump up onto the tall crate along the right wall. Go to the end of the
crate to find two guards; one patrols the area below while the other patrols
the walkway up top.
Drop down the left of the crate while remaining in the shadows. The guard on
the bottom will eventually make his way into the dark corner on the left. When
he is over there, grab him and interrogate. Hide his body in this corner and
turn your attention to the light above the door near you. OCP the light and
make your way to the ladder to the right of the door. Don't climb up the ladder
yet. Wait for the light to turn back on then OCP it again before climbing up.
With no light on this upper walkway, sneaking up on the guard and taking him
out should be fairly simple.
Once the guard is down, use the computer up here to turn off another P3R(2).
Also, there is some ammo on top of the fan just beyond the computer. Keep going
across the walkway and turn to the right when you reach the end. Jump into this
alcove and make your way to the end to find a trap leading into the room below.
Open the trap door and drop down. Once in the hall, head to the left and ignore
the door on the right along the way. Go around the next corner as well and open
the door on the left.
Another UAV is in this area but it will not spot you just yet. Look to your
right to see a guard and a computer on the far rooftop. Use your EEV to remote
access the computer and turn off another P3R(3). Now take out that far guard
with a lethal bullet or a non-lethal sticky shocker. Next, pull out your pistol
and OCP the flying UAV. While the UAV is temporarily malfunctioning, make your
way to the rooftop with the computer and downed guard by dropping down a floor
and going across the makeshift ramp. Once on the rooftop, go in the door on the
far end quickly before the UAV reactivates.
Once inside the room, jump up to the pipe on the ceiling and make your way
across the debris and to the next area.
AREA: City Streets
Head into the left hallway and into the next room. Two guards below will be
discussing an explosive discovery. Lucky for you and them, the bomb is a dud.
When they finish talking, drop down into the room below. A guard will be
positioned behind the bar in the corner of the room with his back to you. The
best way to sneak up on him is to jump on top of the bar, drop down behind him
then grab him. He has no information to interrogate for so dispose of him in
your fashion of choice.
Once he is out like a light, open the door in the right corner and enter the
hallway. There is a med kit here if you need healing. Make your way across the
hallway to the door on the other end. The guard in the next room is tricky so
save if you want. Open the door quietly and OCP the light in the room. The
guard will become alert but will only move one step towards your position.
After he takes that step, sneak close to him and wait for him to turn his back.
You will have only a second to grab him before he turns his back to the wall.
Interrogate for some useless jabber then knock him out. Use his computer to
complete the UAV opportunity objective. Now, along the wall opposite the door
you came in is a crawlspace next to the plant. Enter the crawlspace and exit
out the other side. Below you, two soldiers will open fire on each other. Jump
onto the pole above you then make your way across until you are above the man
who survived the gunfight. Drop down on him to knock him out and hide his body
in the alley on the right.
When exiting the alley, head to the right and climb the chain-link fence to the
left. Once on the other side, head down the alley and enter the area on the
right. Head down this alley and stop once you round the left corner. A gunfight
will break out in the street so wait until the last bullet is fired. There will
be one man left standing on the left side of the street as well as a tank to
back him up. Peak around the left corner for the man and take him out with a
bullet or sticky shocker.
Now all there is to worry about is the tank that will open fire on you if you
are spotted. Head to the right of the car in front of you and use it as cover.
Make your way to the left hiding behind cars until you see a dumpster along the
far right wall. Hide behind the dumpster and peak around the edge with your
pistol drawn. Use your OCP to take out the tank and run along the right wall
towards the light on the right side of the tank. There is a pole here that you
should climb to get to the area above.
Alternately if you picked the assault layout, you can do a bonus objective
while taking out tanks. Get past the tank as stated above but instead of just
leaving the area, pull out a frag grenade and aim at the open turret of the
tank and throw the grenade in. If you did it right, the sound of the tank's
turret spinning should stop after the grenade detonates. Now exit the area via
the pole. Thanks go to A.Winterstein for this info.
At the top, there is a guard coming towards you from the left so hide in the
right corner. He will stop in front of the computer so hug the wall behind him
and grab him. Interrogate then dispose. Use the computer to turn off another
P3R(4). Also, if you really want it, there is a frag grenade on the far corner
of the boxes up here. Pick it up or leave it, either way head towards the left
and into the next building. Turn the corner to the right and enter a new area.
AREA: North Market
Go around the left corner to find a med kit. Heal up as needed and climb out
the window. On the balcony, go right a little and notice the zipline above you.
Zip across the area below and onto a fire escape on the other end. Head up the
stairs in front of you and find a dark spot at the top. Pull out your SC-20K
and tap R2. This will equip your shotgun or sniping attachment. There is a UAV
in this area that we are going to take down to make our lives simpler.
With the sniping attachment, you can hit the UAV from afar but the shotgun
attachment requires close range to actually down the UAV. It will fly by the
fire escape you are on so you will get a clear shot at it. To fire your
alternate bullets, push L1. Use your EMF vision for a clear view of the UAV and
take it down.
Even though you made a lot of racket, the guards below won't know it was you if
you were in the shadows. Move back down the stairs and then down the ladder to
your left to get to the ground floor. There will be two guards in this area.
One of the guards will be another mobile command center that is parked in the
area while the other will probably be near the fire escape. Take out the
wandering guard first when he enters the shadows near you. Next, make a wide
sweep to the right to get behind the man by the truck. Grab him and dispose of
him as well.
If you didn't tap the first mobile command center or you want to do it again,
go into the back of this truck and use the computer. There is also some ammo
in the truck if you want it. When you are ready, head past the right side of
the truck and start going down the street. At the end of the lighted area is
another wall mine hanging from the left wall. Approach slowly and disarm it.
Continue to the end of the street.
Head through the alley way and around the left corners. Climb over the tall
chain-link gate and proceed to the end of the alley. Along the way you will
complete the crash site primary objective and receive a new one.
NEW PRIMARY: Prevent data aboard the EA-68 from being recovered by North Korea
The plane is to the right, another tank to the left and a guard patrolling
around the plane. Peak to the left and OCP the tank. Next, run to the right and
hide between two pieces of the downed plane while in the dark. The guard will
patrol this area so grab him and take him out when he passes by you.
If you have the assault layout, peak around the plane and OCP the tank again.
Move to the left side of the tank and climb up onto the structure here. From
here, take a frag grenade and throw it into the open turret. This will complete
a bonus objective for the mission and you can ignore the tank for the rest of
this section. If you can't take out the tank, don't worry and just follow the
guide as is. Thanks again to A.Winterstein for the tank info.
Head along the left side of the plane to the cockpit on the far end (away from
the tank). When near the cockpit, you will complete the prevent primary
objective and receive a new one.
NEW PRIMARY: Designate the wreckage of the EA-68 for aerial bombardment
Move towards the two pilots on the ground and pick one of them up. Move back to
the spot between the two plane parts and put the pilot down. Ignore Lambert's
harassment and OCP the tank. Quickly pick up the pilot and take him to the
alley you entered this area from. Drop him off near the gate at the end of the
alley and do the same sequence for the other pilot. Ignore Lambert throughout
this entire process.
Now that both pilots are in the alley you just completed a bonus objective
despite Lambert's whining. OCP the tank one last time and head towards the
plane again. Move towards the light on the left side of the plane and turn left
around the corner. You will find a pole in the corner to climb up. Once at the
top, use the computer to disable the last P3R(5) and complete the P3R
With that accomplished, head to the small shingled ledge near the edge of this
perch. Do a running jump over the hole on the right to the other side of the
shingled ledge. Make your way across this little ledge to a zipline on the far
end. Use the zipline to get to the scaffolding. Head to the right on the
scaffolding and climb up two tiers to get to the top. From here, use your EEV
and look over towards the plane wreckage. Scan the plane long enough to
complete the bombardment objective and complete this long mission.
PRIMARY OBJECTIVES: Gain entry to the bath house, discover who Shetland's
OPPORTUNITY OBJECTIVES: Tap the bathhouse telephone lines
Head straight out of the alley and turn around the right corner. Hide on the
right side of the boxes and listen in on the conversation between the two
guards in the area. After the talk concludes, wait for one of the men to sit
down on the boxes near you. When his other buddy isn't looking, grab the seated
man and interrogate him. Hide his body behind the boxes and look at the wall on
the right. Use you EMF vision to spot the first phone line(1) box so you can
tap into it.
Now use your OCP to take out the light almost directly above you. The other man
in the area should notice the light go off and come to investigate. Sneak
behind him, grab then take him out. After dealing with him, head across the
room and around the right corner. On the other side of the dumpster is a trap
door that you should open and head down into. Make your way to the other end of
this tunnel and along the way you will complete the entry primary mission.
Lambert will also remind you not to kill the civilians inside the bathhouse.
Once at the end of the tunnel, climb up the ladder and open the trap door. In
the room above, make your way to the left and wait behind the chair here. Grab
the guard as soon as he sits down. If you wait too long, he will get up and
turn on the lights to this area. When you grab him, interrogate then hide his
body. There is another guard patrolling the other end of the room. Be sure to
wait in the shadows on the right side of the blowing cloth until he turns his
back then grab and dispose. Now head up the stairs in the far left corner.
Open the door at the end of the stairway hall to enter the lobby area. Two men
will begin talking so wait out their conversation (zombie ninjas? WTF?). After
the man on the right starts to patrol the right area, sneak to the left and
grab the seated guard. Interrogate to get a layout of the area then dispose of
him. Now enter the right area where the other guard is patrolling. Stick close
to the wall you entered by and wait for the guard to pass by before grabbing
and disposing of him.
Ignore the various halls leading out of the area and enter the sole door on the
left wall. You should be in a closet of sorts that contains a med kit along the
left wall. Heal up if you need to then go across the room to the right and
enter the crawlspace. Exit out the other side and move towards the far end of
the room. Listen in on the conversation in the next room. After they finish,
use your thermal vision on the cloth covering the doorway to view what the men
are doing. One will sit right outside your room. Peak your head out and grab
him. Bring him back into the closet and dispose of him.
Next, leave the room and hack the computer at the desk. You will be able to
turn off the cameras in this area. Head towards the double doors on the right
and open one of them. Wait in the doorway for a guard to come by and stop
briefly by the doors. Grab him when his back is turned and hide him the in one
of the corners on the right. Climb onto the boxes in the right corner to find
a pipe that Fisher can climb up. Climb to the top then zipline across the way
towards a ledge. Shimmy left along the ledge to the open window and climb in.
Once inside, move forward to the end of this hall. There will be a civilian
sweeping the floor of the next hall. Get behind him and grab him. Interrogate
to find out a lot of useful information then be sure just to choke him (L1). DO
NOT KILL THIS MAN OR YOU WILL FAIL THE MISSION. Now that he is unconscious,
hide him in a dark part of the hallway.
Head to the hall the man was sweeping and go to the right. Approach the door on
the left and use the keycode you just received to open the door. Enter the room
and use the computer behind the desk to complete the contact primary objective
and to receive a new one.
NEW PRIMARY: Eavesdrop on Shetland's meeting
Look in the corner to the right of the small cabinet and plant. There should be
a crawlspace that you should enter. You will receive a new objective while
crawling through the vent.
NEW SECONDARY: Find out who gave the I-SDF assault team their orders
Exit the crawlspace at the other end and listen to the men talk. After their
discussion, both men will sit down at different desks in the room. Go between
the two bunkbeds and grab the man seated in front of you. Interrogate him to
complete the I-SDF secondary mission. Make sure to knock out this man as well
or you may fail the mission. You can also grab the other man in the room and
use both of the computers but doing so would gain you nothing. Head back
through the crawlspace to the previous room.
Exit the room to the hallway and head to the right. Go to the end of the hall
and go down the stairs. Proceed straight across the room and enter the door.
Make your way through the hall and enter the door at the end. You will now be
back in the lobby of the bathhouse. Head through the dark area of the room and
into the door in the far left corner. Head through the next door to a new area.
AREA: Public Bath
Head right around the corner and enter the locker room. Go past the two rows of
lockers to the bathroom part and use your thermal vision to spot the man in the
left stall. If you are fast enough you can use the door to bash him or wait for
him to come out and wash his hands and get the drop on him from behind. If you
grab him and interrogate, you will learn that the public baths are well guarded
while the pool area isn't. We will be using his information shortly. Hide his
body then proceed out the door by the bathroom stalls.
Take your first left to head towards the pool. Cut the material then head to
the end of the hall. Enter the next room to find the pool is empty of water but
not so empty of guards. Two guards are patrolling the perimeter of the pool. As
soon as they finish talking, hide in the structure on the left. A guard will
eventually patrol by on the left so grab him when you get the chance.
Hide his body in the structure then use the ladder in the corner of the pool by
the door you came in. While on the bottom of the pool, make your way across and
jump out of the pool on the far end. There will be a guard patrolling this side
of the pool so wait for him to walk by then seize the opportunity to grab him
and dispose. Now head to the corner of the room nearest the bright spotlights.
The second phone box(2) is located along the wall so tap into it. Next, squeeze
past the barricade in front of the door in the nearest corner and exit the pool
Turn around the corner on the right and cut the material. Head to the end of
the hall and stand by the door. A guard will patrol past the door. Follow him
into the room and use your thermal vision goggles to get behind him. Grab him
and interrogate to find out what Shetland's men are packing. Dispose of his
body and head back to the door you entered from. You'll want to start heading
towards the other guard in the area so you can dispose of him as well.
The easiest way for lethal players is to get in the pool behind the man and
perform a water kill. For non-lethal players, try to stay on the ledge that the
man is on and sneak up behind him in order to grab him and take him out. I
would suggest a close kill over the harder-to-do grab but the guard always
seems to fall in the water for me so he counts as a kill. Once you have taken
care of the guard as you see fit, approach the corner of the room he was
nearest to and enter the well lit hallway. Proceed through the two well lit
halls and open the door at the end.
AREA: Private Baths
Continue heading down the halls till you turn the corner to the left and enter
the dark hallway. Stop short of the cloth door at the end and listen to the
conversation in the next room. Wait for the pep talk to end and wait for the
second guard to approach the door then turn around before you grab him. Use
your thermal vision to show where the guard is through the cloth. Hide his body
in the previous dark hall then re-enter the room you grabbed him in.
Go behind the desk in front of you to find the last phone box(3) that needs
tapping. This completes the tap opportunity objective. Now turn off the light
switch that is back here to attract the guard patrolling the area ahead. He
will come to investigate so fall back to the previous dark hallway and grab him
when he passes by the cloth door. Interrogate him and hide him in the dark hall
with the other body.
Go through the hall on the right and turn the left corner. Go through the
doorway on the left and proceed through the next hall. Once past the moonlit
hall, face to the right to listen in on a conversation. Once they finish
talking, enter the vent along the left wall near the corner. Exit on the other
end and watch the man patrol the area. For lethal players, use another water
kill when the guard walks by. For non-lethal ones, climb out of the pool and
hide in the far right corner and grab the guard from behind.
Once the guard is dealt with, enter the glass area with the trees on the far
side of the room and enter the crawlspace at the end. Crawl to the end and
watch the meeting in the next room. When the meeting has ended, you will have
completed the eavesdrop primary objective and you will receive a new one.
NEW PRIMARY: Eliminate Shetland
After the dust has settled, use your EEV to remotely access Shetland's left
behind laptop. Hack the secure access and read the file to complete a bonus
objective. Back out of the crawlspace and head back through the other one as
well. When you exit the second crawlspace, you will notice fighting going on in
the hall to your left. Don't get involved unless you want an early grave.
Instead, head into the hall in front of you and turn the corner to the left at
the end. Enter the doorway on the right and proceed through the empty hall.
Turn left when you reach the new hall and notice the fight now raging on your
left. Enter the door along the opposite wall when the coast is clear to find a
room with a med kit. Use the kit if needed and enter the next hallway.
Carefully approach the wall mine along the right wall and disable it. MAKE SURE
TO SAVE BEFORE TURNING AROUND THE LEFT CORNER!
In the next room are three mercenaries with thermal vision equipped. Initially
I suggested sticky shocking all three but this caused you to be identified as
an intruder (thus lowering your mission stats). Instead, follow this
explanation from Dr Zaius (thanks go to him for this next paragraph):
Here's what you do (You NEED 2 smoke grenades, at least). From the door, take
out the light on the right side with your OCP. When the light is out, duck and
walk to the wall thingy in front of you, you should be able to get there
without being detected easily. From there you got to roll a smoke grenade
towards the door (alt fire). It shouldn't go too far out and once the smoke
spreads out, you can walk through the smoke towards the door without being
detected. One more smoke grenade should be enough to get to the door quietly
UPDATE: Some people found the smoke grenade solution to be a little difficult.
I know it works but you have to be pretty good at throwing grenades. Here is an
alternative method as described by Sam_er_eye:
Shoot a sticky cam up the left side of the mercenary room between the left
and center guard. Then shoot a sticky cam cross-corner between the center and
right guard. Shoot these cams a little high so that the guards have to go out
of their way to see them. This is all done from the outer room so you have not
entered the 3-mercenary room yet. Now, scroll to your left sticky cam by
pushing down on the d-pad and make the cam noise(square), quickly scroll to the
second cam and make the cam noise. All three guards are busy for a second and
you can enter the room easily undetected, but only go as far as behind the low
wall to the right, just inside the room.
The guards actually do not see the cams if they're high enough, so no one
suspects anything. You can wait till everyone relaxes and then scroll to the
RIGHT cam and make the noise. Immediately exit out of that view and move from
behind the wall. Shoot the circle part of the shower on the LEFT part the room
with your pistol. The guards will hear it but they will not know what it is so
you're still in the clear. There is a shower on the right side too but DO NOT
SHOOT THIS ONE, IT ONLY MAKES IT HARDER. Water will spew from the shower onto
the floor making a decently large puddle. Get in a position where you can see
only a small edge of the puddle. All three guards will investigate the sound by
walking towards the left shower. When they're all in the puddle (and they all
do go in), shoot a sticky shocker into the edge of the puddle and knock all
three out. Exit the room without any opposition.
With that room traversed, head across the room to the door in the far right
corner. Go through the door to enter a hallway. Around the first turn is
another wall mine along the right wall so move slowly and disarm it. I would
recommend saving here as well because the next area is as tough as nails. Turn
the next corners to enter a furnace room where Shetland will start playing a
dangerous game of hide and seek.
There is now a countdown timer on the screen that will only stop when you find
each bomb. There are three bombs in total but each bomb gives you a full
minute and a half to find it. There are two guards in this area that like to
shoot you to death while you are disarming the bombs. To combat these guys,
try to follow my guide exactly because any variation will cause the guards to
pop up in different locations. When you see the guards, take them out
immediately with a sticky shocker, an airfoil round to the head or just pump
them full of NATO rounds if you don't care about mission percentage.
Head to the gate and pick the lock (trust me, don't break it just pick fast).
If you do break the lock, there will be three difficult guards rather than two
fairly simple guards. So pick the lock and open the gate. Don't go up the
stairs, go left and around the generator. Once on around it, head to the end of
the passage. After squeezing past a narrow section, turn around to find your
first bomb. Disarm it only when the timer is at around 10 seconds and listen to
Shetland as he taunts you.
If picking the lock in time is too difficult for you, it is also possible to
just climb over the fence instead. However, to keep the guards in the same
positions as I will describe, you have to start disabling the bomb when you
have about 10 seconds left on the clock. If you get to the bomb early, just
wait there until the timer 10 seconds are left. This information was provided
Head back to the stairs and take them up. Follow the catwalk around a left
U-turn bend and then a right one. When the catwalk turns left again, don't
follow it but look to the left to find your first guard. Take him down quickly
then approach the edge of the catwalk at the left turn where there is no
railing. Drop into the little hole area here to find the second bomb. Disarm it
while taking more crap from your old friend.
Next, back up a little and jump up to climb onto the catwalk you dropped down
from. Make the following turns while on the catwalk: right, left, right. Stop
at the next corner and look ahead on the catwalk to find the second guard of
the area. Take him down then turn off your vision modes. Turn to your left to
see a red blinking light on a structure. From the catwalk next to it, perform a
jump to reach it and start disarming. If you fall to the ground below, just hug
the structure the bomb is on, turn around and jump back up to climb onto
catwalk to try again.
With that last bomb diffused, take a deep sigh of relief. No more timer to
worry about. Jump back onto the catwalk and make your way to the door in the
corner that Shetland escaped out of. Head down the hall and climb the ladder
at the end. Open the door and watch the scene. During the end of the scene, you
have a choice to make (R1 or square) but I'll leave that one up to you...
PRIMARY OBJECTIVES: Do not kill anyone, contact the detained American officers
NOTE: Like the objective says, DO NOT KILL ANYONE IN THIS MISSION! YOU WILL
FAIL MISERABLY IF YOU DO. These are Japanese troops who are your allies and
killing them means World War III
At the start of the mission you will encounter a UAV in the open area on your
right. Don't try to tango with it, instead head straight through the darkness
behind the pillars. Once you get to the second to last pillar before the
stairs, make sure the UAV isn't anywhere near you and head across the room to
the right. There is a crawlspace along this wall that you should enter and make
your way through. If you feel the need to you can OCP the UAV for a safer time.
Now, the next part has the most non-linear paths this game has to offer. There
are numerous ways to head to the office the American's are being held in. Check
out your map to try them all if you would like but I'm only going to cover the
one that will be easiest and will allow you to proceed to the next area easily.
Head to the doorway on the far side of the room. Pull out your night vision to
notice a camera in the next area that can see in the dark. When the camera is
looking away, head through the doorway and directly to the right. You will find
a locked door that is hidden from the camera's view. Pick the lock and proceed
into this closet. Climb the ladder in the back of the room and proceed across
the catwalk. There will be a crawlspace near the red toolbox that you should
On the other side you will come out in a bathroom with a man in one of the
stalls. Go in the dark area to the left by the last urinal and wait for the man
to wash his hands. When he does grab him and interrogate. Remember, don't kill
him so just knock him out and hide him in a dark corner. Leave the bathroom via
the hallway in the corner. This hallway has a med kit along the left wall if
you need it. Head to the end of the hall and into a meeting area of sorts. Be
sure to admire the cool looking waterfall logo on the right.
Immediately upon entering the room, head to the small hall on the left and go
through the door at the end.
Continue down this hall and to the open room ahead. Two guards will discuss
something so don't interrupt them. Wait until they finish and the guard in
front of you heads to the desk on the right. Now that he is in darkness, grab
him and knock him unconscious. Go behind the desk on the right and hack into
the computer. Access the file to get a doorcode. Now head to the left part of
this room and start climbing the stairs.
Wait on the last set of stairs before the third floor. A guard will be
patrolling the area and he will eventually step onto the stairway balcony to
overlook the room below. Grab him when he does, bring him into the safety of
the hallway he was guarding and knock him out. We don't want him to fall over
the edge now do we?
Head down the hallway to the right and enter the door here. Continue down the
hall till you get to the doorway to the left. Turn the corner and hide in the
shadows but stay near the doorway. A guard will talk to the men in the next
room and, when he is finished, will come back out into the hallway you are
hiding in. He will stop in the hallway and turn his back to you, inviting you
to grab him. Do so then interrogate and knock him out. Enter the automatic door
on the left but do so quietly.
In this room are the two detained Americans and a camera overlooking them.
Don't try OCPing the camera then talking to the men because they talk too long
and you'll set off an alarm. Instead, go to the edge of their lighted area
while staying in the dark and whistle. One of the men should start heading
towards your position so you can talk to him while staying hidden from the
camera. This completes the contact primary objective and gives you two new
NEW PRIMARIES: Gain access to the war room, record the meeting in the war room.
Now, backtrack to the room with the staircase. Along the way, Fisher will make
a case for fifth freedom rights (pretty much the right to kill to preserve our
basic freedoms of speech, religion, etc). Lambert will NOT grant them to you so
keep knocking those guards unconscious for now. Head down the stairs and notice
the new guard on the first floor patrolling around. Wait on the last set of
stairs for him to patrol by then grab him and knock him out.
Approach the automatic double doors on the right and enter the hall. Make your
way to the end to enter the underground base area.
AREA: I-SDF Base
In this area, the guards will be using non-lethal weapons to take you down. If
they do, they will hold you hostage and interrogate you. And as soon as you get
out, the entire place will be on full alert.
A brief explanation of what to do if you get caught: wait out the foul play
until there is only one man in the room. Use your interaction menu to choose
pick the lock on the cuffs they have you in. The typical interface will not pop
up so the only clue you have to unlock the cuffs is the sound of the pins. Pick
the locks then grab the man in the room. Interrogate then choke him
unconscious. Approach the door leading out and bash it open to knock out the
soldier on the other side. Your equipment is in a box on the right on the
Now then, it is in your best interest not to get caught. Peak around the left
corner and wait for a lone guard to come towards your position. When he does,
head backwards into complete shadows then whistle for him. Use a sticky shocker
to take him down when he rounds the corner (he won't move to your position so
you have to take him out from a distance). Remember that you can't kill these
guards so only use non-lethal means.
Go to the breaker box along the left wall and bypass the circuit to make the
escalator hall the guard came from go dark. Make your way down this hall and
stop at the bottom. There are two guards patrolling this area and a camera
keeping watch over them. I would recommend saving before attempting this area.
Hug the right corner and enter the thin strip of darkness in the hallway. When
one of the guards passes by, grab him and interrogate (for a Metal Gear Solid
reference). Drag him back to the escalator hallway making sure to hug that dark
corner or the camera will spot you. Knock him out then do the same for the
Now that the guards are disposed off, OCP the camera and head down the right
side of the hallway. Go down the stairs and hack the retinal scanner on the
left wall. Enter the newly unlocked door and proceed through the next one as
well. Head down the hall and approach the door on the right. There are two
guards in this room and two sticky rounds but I don't find it worth it to enter
this room. If you want the rounds then go ahead and enter the room, it really
isn't that difficult of a room. When you are ready, head to the door on the
left side of the hall and use your doorcode to open it.
This is the server room. There are two cameras here that can see in the dark.
In addition if the cameras spot you, the servers will sink into the floor
forcing you to hack two retinal scanners in the room to bring them back up (one
is on the same wall as the door you came in and the other is on the opposite
wall). One thing to note about the cameras is that they cannot see through
walls even though their light in night vision may look like it can.
You have to access the computer between the two nearest rows of servers on the
right. As soon as you enter the room, head to the right and hide behind the
closest server row. Head to the right side and peak around to spot the computer
you need to access (it is on the next row of servers). When the coast is clear,
peak around the corner again and OCP the camera in between the first and second
row of server. While the camera is out of commission momentarily, access the
computer fast. Access both files but don't take the time to read them. Retreat
back to your hiding spot behind the first row of servers and you completed the
access primary objective.
Head back out of this room and return to the hallway with the camera by the
escalators. While on the set of stairs, OCP the camera and head down the right
hallway. Turn the left corner and proceed through the sliding door on the
right. Head to the left or the right, it doesn't matter because both hallway
are similar and lead to the same place. Turn the corner and look down the long
red hallway. Notice the camera in the hall? OCP it and go all the way down the
hall to the far end. Do so quickly but quietly because there are guards up
Turn the corner to spot two guards holding position against the wall. Since you
can't sneak up behind either of them, I recommend putting some airfoil rounds
upside their heads (sticky shockers are too loud and one of them will notice
the other getting zapped). With both guards down, look up and notice the small
catwalk area above you. Jump onto the one on the right and enter the crawlspace
here. Head to the end of the shaft and use your EEV to record the conversation
in the next room. After awhile, Grim will give you a new objective.
NEW PRIMARY: Access the G-SDF general's laptop
Access it and tap into the file to complete the new objective. Wait out the
rest of the meeting until Lambert tells you to go after the servers. This will
complete the record primary objective and will give you a new one.
NEW PRIMARY: Cripple Otomo's I-SDF servers
Head back out of the crawlspace and drop down to the floor with the downed
guards. Peak around either corner and OCP the camera again. Head back down the
hall and out the sliding door. Go into the open elevator on the right and use
it to head to the lower levels.
AREA: Lower Levels
Wait at the starting location to hear Lambert grant you the fifth freedom. You
are now allowed to kill anyone you find except Otomo. Of course if you are
going for mission percentage, you still can't kill anyone (what a drag). This
will also cancel the kill primary objective and give you a new one.
NEW PRIMARY: Capture Otomo alive
After a bit, the elevator will stop working and the light will go out. Look on
the floor for an open hatch and drop down to hang from it. DO NOT DROP DOWN ANY
FURTHER. Instead, shimmy to the side of the hatch opposite the elevator door.
From this side, you can drop down safely to another ledge. Do so a total of six
times to end up in a pool of water on the bottom floor.
Head to the right and climb over a railing to get to the solid floor. A timer
will start counting down until you take out those servers so this next area
needs to be done fairly quickly. Saving now would be a good plan of action and
don't save again until you take out that server.
Head to your right and grab that guard when his back is turned. Take him out
then continue till you reach the corner going right. Enter the shadows silently
so the two guards to the right don't spot you. Slowly make your way along the
left wall and disable that first wall mine. Sneak slowly again till you reach
the door on the left behind the guard. Ignore the guard and proceed through the
Turn the corner going right and exit through the next door. This next corridor
is lined with lasers. Instead of zigzagging your way through the lasers (like
my earlier versions stated), look to your right to find a red switchbox that
can turn off the lasers. Thanks go to The Warrior and Oppe for this
information. Now that the lasers are off, proceed to the end of the hall.
Go through the next two doors and enter the room containing the server. Moving
along the ceiling is a turret that will open fire on you if it sees you. To
avoid it, look along the left wall for an open hatch that leads below the
floor. Enter the hatch and make your way to the other end of this tunnel. At
the other end, climb out and go up the stairs in front of you. U-turn to the
left and approach the servers against the wall. Hack the server and access the
file to complete a bonus objective. Now plant the charge and head back into the
Once in the tunnel, detonate the charge to complete the cripple primary
objective. Now head back to the other end of the tunnel that you first entered
from. Three men will swarm into the room and hold position around the destroyed
server looking for you. Climb out of the tunnel and ignore the men entirely
(they won't notice you). Head to the stairs on the left and leave the men to
wonder where you went to.
Climb up the stairs and go down the hall. Ignore the right passage for now and
continue going straight ahead. Fisher will have a nice conversation with Otomo.
When the talk abruptly concludes, head to the hall I told you to ignore. Enter
the room at the end and go around the servers to find another hatch leading
into the floor. Go down and follow this tunnel straight to the end. Turn left
and continue down the tunnel till you get to a spot where you can climb out.
Do so to find yourself in the room Otomo is in and move towards him on the
Save Otomo using the interaction menu to complete the capture primary objective
and to get a new fallback one.
NEW FALLBACK: Exfiltrate to the only available extraction point
Though it may sound crazy, go into the room you climbed up from. Go to the
windows overlooking the ocean and plant a charge on one of them. Head to a safe
spot so the explosion doesn't hit you and wait for the window to crack. This
completes the fallback objective, the mission and the game.
Congratulations on beating Splinter Cell: Chaos Theory!
Welcome fellow cheaters. This section will provide you with the latest codes
and cheats available for Splinter Cell: Chaos Theory. If you have a new code or
cheat, please email it to me and I'll include it in the guide. If any of these
cheats are bogus, tell me and I'll promptly get rid of it.
Unlock Levels: To unlock all solo mission levels, go to the Solo menu. Hold
down all of the shoulder buttons (L1, L2, R1, R2) then push Square 5 times
then O 5 times. Doing this in the Coop menu will also unlock all coop
Here is a list of bad codes and a brief explanation.
Elite Mode: Complete the Solo missions with an adequate score to get a
difficulty mode where you start with only a knife.
--This code is ridiculous since you can't even select the knife as a weapon
(it only appears when you grab someone). This code does not work and is
Chandler07 for the first mission bonus objective information
Plsch for the second mission secondary objective info
gameon_2005 and WarGameJunkie for the FAQ writing suggestions
boink for a better way through the Displace lasers
Dr Zaius for the smoke walkthrough of the bathhouse mercenary room
Wolfjemidas for Cargo Ship extraction help and verifying Displace laser info
The Warrior and Oppe for an easier way to get past the Kokubo Sosho lasers
A.Winterstein for the bonus tank objective on the Seoul mission
Sam_er_eye for the water-shock solution for the bathhouse mercenary room
June for climbing the fence info in the bomb room on the Bathhouse mission
J.Nguyen for info on the bank vault laser and the unlock level code
Blockbuster for its new late-return policy
Everyone at the GameFAQ's SC:CT Message Board for miscellaneous insights
Ubisoft and Tom Clancy for the excellent game with a killer story
And you for reading my first guide
Till the Next
Copyright 2005 Tyler McGrew