Tom Clancy Double Agent Walkthrough Complete Game. Walkthrough Splinter Cell Double Agent. "Cool plot," mean? Give two

Passing Splinter cell: Double agent:

The passage is focused, first of all, on a one hundred percent result in the "stealth" column and on as few points as possible in other positions: the number of corpses, alarms raised, bodies found, and so on. The moments where you have to make a choice between good and bad guys are separately stipulated, and also given detailed manual by solving some puzzles. Designed for the experienced stealth player.

Before jumping out of the plane, go to the computer in the cabin and read the letter from Sarah. You don't know yet that this is a farewell letter to Sam's daughter, but let's not get ahead of ourselves.

We penetrate the station

Run and jump into the icy waters of the Atlantic Ocean. Dive and swim to the red light on the left (key "E" acceleration). Here John will be waiting for you, who, when you appear, will swim into the tunnel. Swim after him and see how the young man will deal with one of the guards. Let's hope this is the first and last victim of this mission.
When John gets ashore, surface and resurface. You will find yourself in the hole. Since we are not going to kill anyone, wait until the second guard turns his back on you, and get out of the hole ("Control" key). Hide in the shadows near the pipes so that no one will notice you. Lambert will report that plans have changed, and terrorists have appeared at the station. Not otherwise today is Monday.
Sneak up to the house with a light bulb above the entrance. Turn off the light and go into the house. Close the door behind you! In the house you will find a sleeping guard and a sonic grenade. Take the grenade, dig into the guard's laptop, and cut the generator cable to turn off the power to the station fence. As soon as you do this, the guard on the street will be interested in the house, so select a smoke bomb from your inventory and carefully open the front door. So it is - the guard is standing right in front of the entrance. Throw the checker to the left, away from the fence and when the guard goes to check what is the matter, quickly run to the right, where John is waiting for you.
Help John jump over the fence, and then climb over the net on your own. Once on the other side of the station, climb the stairs to the platform, jump up and, grabbing the cord pulled by someone, go into enemy territory.

The road to the ventilation shaft

Sneak on the roof behind the guard, but let him quietly go to the right. Jump down to the platform and follow the guard to the stairs. Go down to the level below. Two guards will come out of the gate behind your back and start talking. While they are busy, jump over the railing and jump to the ground. Go around the open container (you can get hold of a mine in it, but we have nothing to do with it) and make your way to the left to the generator hanging on the wall next to the fence. Cut the cable to turn off the power of the fence and right here, without leaving the cash register, climb over the fence.
Quickly jump down to the ground and press against the left wall of the fence. Follow it to the very end until you see a guard with a flashlight. Do not rush, let him play enough of the tracker, and when he turns his back on you, quickly go to the right and climb up the ladder. Then take one more ladder to get to the top of some kind of tank, where you have to jump up and grab the pipe with your hands. Now grab the pipe with your legs and crawl towards the building on the left.
Below you will see Mad John, but do not try to save him. To Caesar - what is Caesar's. Crawl to the end of the pipe, lower your legs down and grab the railing with your hands. Climb over them and run to the building ahead. Crawl into the ventilation shaft. Here you are at the base. John?!

Warhead Launch Sabotage

I repeat, but you are not in a position to help John, you should not waste time looking for a workaround.
Crawl to the platform on the left and jump over the railing. You have ten minutes to stop the rocket launch and get away. Lambert has already sent out his cavalry for you, so I advise you to hurry.
The surest way to sabotage is the following. Walk to the end of the platform and find a ladder. Go down to the level below. There is also a staircase here, but don't rush down it. Wait for a guard with a flashlight to come up to you. Let him examine the platform and, perching behind him, follow him down the stairs. As soon as you find yourself below, immediately turn right and turn off the light above the warhead for a while. Then turn the valve to extend the bridge leading to the warhead. Now turn around and stand on the platform next to you - this is a kind of elevator. Click on the button and go up to the level where the bridge you put forward is located.
Now you need to open the warhead control panel. The control panel is located in the change house on the left, where the worker sits without getting out. We'll have to smoke it. So, turn off the light in the change house for a while and when the worker leaves it, quickly jump inside and press the button that opens the control panel on the rocket body.
Exit the shed and turn off the light above the warhead. Make sure the worker is not near the warhead and run towards it. Match the correct code to the control panel and sabotage the launch. Great, now quickly turn your head to the right, where there is a ladder a step away from the rocket body. Climb up it and lift your head to the ceiling on the left. Soon you will see Lambert's helicopter, from which the rope will be dropped to you. Grab a straw and sweep away your feet. Mission completed!

Alternative ways:

The gates leading to the ventilation shaft can be opened in two ways: either by picking up the code on the lock next to the gate, or using the computer in the guard's gatehouse, but then you will have to deal with him and his partner, which is undesirable.

The missile can be defused in a faster way. From the topmost platform, go down one level and climb into the crane cabin. Turn the lever and move the tap. Exit to the platform and run to the end, where you will see a pipe. Climb up to the ceiling and crawl to the left. Soon you will be able to hook the crampons and head down to the control panel. To avoid being noticed, on the way cut out the light at the guard on the platform on the left. Below you have to neutralize the worker, who is stubbornly standing near the panel. The problem is that the worker is an extremely nervous type, and the first time you are unlikely to succeed.

After Jamie Washington hands you the knife, go to the poster on the wall and rip it off with a slight movement of your hand. You will see a hole in the wall behind the poster. Climb into the tunnel and crawl into the mine. Climb up the pipe to the upper level and crawl into the next ventilation shaft. Soon you will find yourself under the ceiling on the ventilation duct. There are riots going on downstairs near the cameras, but they shouldn't worry you. Go along the box to the left and use the knife to open the shutter of the next ventilation shaft.
When you crawl along the mine, you will see the head of one of the guards below through the grate, so try not to make noise. At the end of the tunnel, open the hatch and silently jump into the security room.

The guard's room and the way to the hall where the shootout is taking place

The guard will notice the open hatch, but he will not dare to check what the matter is. While you are in the shadows, the guard will not notice you, so take advantage of the situation and dig into the computer on the table. Learn the code (1403) from the doors, which matches the code on the weapon locker located on the right side of the room.
Sneak up to the locker and enter the code. You, however, will not find weapons, but you can get hold of three smoke bombs. Now the hardest part is to leave the room unnoticed. You must act as quickly as possible. First, hide in the shadows next to the locker where the weapon is stored. When the guard walks past you and goes to the table to dig there, quickly rush to the door and, using the master key, unlock the lock. On the other side of the door, you will see the second guard, but he will move in the direction from you, so do not waste a second, jump out onto the stairs and head downward.
Once at the bottom, go along the corridor and find a panel with a combination lock. Enter the code, quickly enter the room and hide behind the table to the left. In the next moment, a guard will enter the room and notice the open door, but this will not particularly alert him.
Let the guard leave, then quickly turn off the metal detector and cut the generator cable on the wall to the right. Then hide in a niche to the left of the metal detector and wait for the guard to return to the room. As soon as he turns his back on you, slip through the metal detector into the corridor. Turn off the light in the corridor, and break the lock on the door leading to the hall as soon as possible, where there is a fight between prisoners and guards.

Tower and roof

Since you are in the thick of things, no one will pay much attention to you, although this does not mean that you will not be shot. Keep to the right wall and get to the opposite end of the hall, where the prisoners are armed to the teeth. Climb over the serving table and carefully make your way to the right. Ahead you will see a ladder, but we will not go along it - it is too risky. Your goal is the door in the upper right corner of the screen. To get there and at the same time not be seen by the warring parties, take out a smoke bomb and throw it in the center of your intended path to the door. Under cover of smoke, get to the door and enter.
You ended up on the lower level of sector A. Your task is to climb to the very top of the tower in front.
As soon as you enter the room from where the door to the tower leads, hide under the stairs, as a guard with a flashlight will move in your direction. Let him pass you, and then jump out of cover, climb the ladder and run up to the door to the tower. Break the lock and enter.
Inside the tower, do not rush to climb the stairs, wait in the shade until a guard with a flashlight comes down to you. When he goes to Return trip, sit behind him and go up to the level where there are computers, and on the left on the wall there is a rifle that shoots with rubber bullets. Take away weapons and ammunition, then quickly hide under the table with the computer.
When the guard returns, he will shine in your direction, but pretend not to notice anything. Let the guard leave, and go up the stairs to the next level, where the computer is responsible for controlling the doors of the cells.
Pick up the code and open all the cameras in sector A. Great, now go up one level higher and call the elevator. Climb to the top floor. There are two guards waiting for you here, so don't yawn and watch where you go so you don't run into them.
From the elevator, go left and find the hole in the broken window on the right. Climb through the hole and climb the drainpipe to the roof.

Save Jamie

Around the middle of the way, Jamie will report that he has problems, and you will have a new task: "Save Jamie from the guard." To complete this task, you must climb onto the roof as quickly as possible and run up to an impromptu bridge thrown from the top of the tower to the roof of a nearby building. Ahead, through a hole in a broken window, you will see Jamie, who is being held at gunpoint by a guard. Running and rescuing him is a thankless task, so get out your rifle with rubber bullets and when the guard is directly in front of the hole in the window, shoot!
As soon as the guard falls, run across the bridge and join Jamie. Then jump down to the lower level of the roof as quickly as possible, and, trying not to get under the searchlights of the helicopter hovering over your head, run to the building on the right. Run along the narrow passage between the buildings, enter the house on the right, and climb the stairs to the roof. Everything, you are free! Mission completed!

Alternative ways:

From the hall where the shootout is taking place, you can go up the stairs. To do this, throw one smoke bomb on the landing in front of the entrance to the second flight, and the second to the third flight. Under cover of smoke, you can climb the stairs unnoticed. One trouble, at the end of the stairs you will have a door waiting for you, which can only be opened with the help of a chip sewn into the clothes of the guards. Therefore, either you have to stun the guard patrolling the third flight, or drag the body of the guard lying at the entrance to the stairs, and this is much more difficult than it seems.

The rules of conduct in the enemy's lair are as follows: you complete all the tasks that the terrorists gave you, then all the tasks for Lambert, and in the remaining time you try to complete additional assignments and not be caught in places where you, in theory, should not be.
After arriving at the terrorist headquarters, follow Jamie (do not lag behind, but do not overtake him, so as not to lose confidence). After they show you where you sleep, the bruiser Moss will take over you. Follow him and he will lead you to a training hall. Your task is to go through the obstacle course, then open the safe and wait for the arrival of Moss, who promises to show up in twenty-five minutes.

Obstacle course, safe hacking and shooting range

Go through the obstacle course (I think you can handle it without prompts) and run up to the safe. The principle of breaking the safe is as follows: choose one of the directions - "right" or "left", in which you will rotate the pick. Stay in the selected direction until you hear a click and the leftmost wheel turns green, which means it is in the correct position. Now reverse the direction of rotation and set the center wheel in the correct position. Change the direction of rotation again and install the last wheel. If everything is correct, the safe will be opened.
Leave the room with the safe and through the hatch, get out to the beginning of the obstacle course. The next in line is a shooting gallery. Come in and pick up a rifle. Your task is to knock out 75 points in 30 shots. This is not difficult to do, since the center of the target is 5 points, the edge is 1 point, and what is between them is 3 points. As soon as you knock out the required number of points, proceed to Lambert's tasks.

Roof antenna and bug installation

Exit the shooting gallery and go left. Soon you will see the infirmary, where the only female terrorist, Enrica, works. Talk to her and go past the infirmary to the stairs against the wall. Climb up, where two are busy fixing the blades of a huge fan.
Do not make noise, carefully pass behind them and dive into the ventilation shaft, from where you can climb the stairs to the roof. But do not rush to get out on the roof, as the guard standing at the parapet may notice you. Let the guard move a little to the left and when he turns his back on you, climb out onto the roof and quickly make your way to the right, where another terrorist is on duty.
Follow the back of the terrorist, but half way leave him alone and hide behind the boxes on the left. When the terrorist reaches the end of the roof and stops at the wall, with his back to you, quickly go forward and turn left into the open door in the fence.
Here you will find a shield with an antenna transmitter. Install a bug on the transmitter and go back in the same way as you came.

Trojan horse and server room

Go down the stairs to the room where there is a huge TV screen on the wall. Head straight down the hallway and turn right. Here you will see Jamie, who will open the door with the combination lock and go to the server room.
Make sure that there are no bystanders nearby, turn off the lights in the room and pick up the code for the combination lock. Enter and immediately turn left. Climb over the railing and press against the left wall. Follow it to the end and pay attention to the camera above the entrance to the server room.
Wait until the irritated Jamie comes out of the server room and, after waiting for the moment when the camera will not look in your direction, make your way to the door. Enter the server room and get to the stairs leading to the dais where two terrorists are working.
Search the space to the left of the ladder and find a hatch. Open it and go downstairs. You are under the elevation. Wait until one of the terrorists leaves the server room, while the other goes about his business on the computer. Go to the end of the tunnel and, having opened the second hatch, get out to the elevation. Go to the nearest terminal and download the virus to the system. Go back the same way you came.

Terrorist Medical Files - Side Mission

To get the terrorists' medical files, go to the infirmary and make sure that Enrika is examining something through a microscope in her office. Go to the office door and break the lock. Carefully crawl into the office and close the door behind you. Tiptoe behind the girl's back. First, hack into her computer, and then scan the medical files lying in the nightstand on the right. Then leave the office as quietly as possible and close the door behind you. That's it, now you can return to the obstacle course, where Moss is already waiting for you.

Helicopter Pilot - Execute or Pardon?

After meeting with Moss, he will take you to the torture chamber, where Emile Dufrasne will order you to kill the helicopter pilot, and Lambert will insist on pardon. If you want to gain confidence in the terrorists, then kill the pilot, if you don't want to get your hands dirty, then just shoot at the wall. Mission completed!

Mission four - Russia, Sea of ​​Okhotsk, 200 km from the coast of Siberia, February 5, 2008 - Death under sail

The only mission where, in order to pass, you must knock out the ship's crew, otherwise it will not be counted for you. But you still need to get to the ship, so we'll talk about it later.

Skydiving and collecting belongings

After Sam jumps out of the plane, you steam up a little, and then an icon with a parachute image will appear. Pull the ring, but ... the parachute won't open! But don't panic, we still have a spare wheel. As soon as the icon appears a second time, pull the ring and land.
After landing, you must pick up your things as soon as possible, since your jump did not go unnoticed, and two with machine guns are already landing from the helicopter onto the iceberg.
To pick up things and not raise the alarm, you must act as quickly as possible. So, as soon as control passes to you, run forward, jump, roll over and as quickly as possible go around the second ice mound on the right. Crawl to the edge and hang on your hands over the cliff. Do not move, otherwise you will be noticed.
Listen to the conversation of two soldiers, and then, when they scatter on your quest, get out onto the iceberg and run to your things. Collect the scattered detonators and swallow into the water on the right. The first part of the path is over.

Enemy camp and mountain blasting

Swim under the ice and when Sam sees the hole, surface, break through the ice and drag the soldier to the bottom. Don't come up. Swim further until you see another ice hole with a soldier. Drag it to the bottom too (since you can't play stealth, we'll get the most out of it). This time, also stay underwater and swim to the right and to the end of the reservoir. There, carefully emerge and see where the guard is walking around the snowmobiles. If he turned his back on you, then quickly get out to the shore and run to the tent on the left. Go around it on the left side and hide behind the boxes to find yourself behind the back of a soldier warming his hands by the fire.
After waiting for the right moment, sneak up on the soldier and grab him. Drag it to the water and just go into the water so that it goes to the bottom.
Swim a little to the left and get out on the shore. Return to where the soldier was warming himself and use his computer to blow up a piece of ice mountain near the snowmobiles.
Jump into the water and swim under the ice to the ice hole on the left. Break through the ice and get out on the shore. Hide behind the snowmobile and watch the soldier who walks near the ice hole on the left. When the soldier moves to the right and leans towards the snowmobile, get out of cover and gently slide into the water. Dive and swim through the tunnel further.

Two ice holes and the lower deck of the ship

There will be two ice holes above you. A soldier is standing over one, and no one is on the other yet. It's not for nothing that I say "bye", because if you wait a bit, a soldier will appear above it too. I advise you to deal with him first, because if you take up his friend, then he will be able to notice you.
Deal with both soldiers and jump into the water. Don't touch the guy in the boat, he hasn't done anything bad to you. Swim to the right and get out on the shore. Grab the cord with your hands and climb aboard the ship.

By corpses

Passing this mission for the first time, I got to the last stage without removing a single crew member, which later I had to seriously regret, since the task was not credited to me. Don't repeat my mistakes. They said - deal with the team, so you sort it out. No amateur performances!
First, let's clean the lower deck. Take advantage of the sudden oncoming blizzard to sneak up on selected victims. The tactics here are simple: they chose a victim, crept up from behind, grabbed, dragged to the place where you climbed onto the ship, stunned, loaded onto your shoulders and thrown down from the ship - so, at least, no one can find the corpses.
When the bottom becomes freer, run aft to the mast with a ladder. Climb to the very top. Make sure that no one is on the deck where you are going to pull the cord. Ride down and climb up the pipe to the upper deck.
Here, grab the railing with your hands and hang under the soldier talking on the radio. His name is Andrey, or rather his name. As soon as he finishes talking, grab him and throw him over the railing. Climb to the roof of the tanker and find the antenna.
Open the control panel, pick up the code and contact Lambert. Then broadcast the frequency of the tanker to the terrorists. Both hares are killed.

Gas attack and the path to the engine room

On the roof of the tanker, find the ladder leading to the ventilation duct. Open the hatch at the top and use the cable to get down. Try to convince the terrorists, but they are adamant and demand that you let gas through the ventilation system.
Nothing to do, throw a gas grenade into the ventilation shaft. Now go to the wall and jump so that Sam can grab the edge of the ledge. Pull up on your hands and crawl along the narrow tunnel to the deck.
At this time, you will be informed that the captain is completely distraught with fear and plans to blow up the ship. You need to stop him.
Return to the upper deck of the ship and, jumping over the railing, make your way to the lower deck. Finish cleaning the lower deck. I don’t think this will be a problem for you, but I will stop at a couple of individuals.
One of the soldiers has taken up a strategically advantageous position at the top of the stairs and does not leave his post for a second. It's almost impossible to get close to him unnoticed, to kill from a distance is not our method of work, so leave him alone. I'm not kidding, the point is that you need to remove ten crew members, and there are at least fifteen people on the ship, so you have enough cannon fodder without this paranoid.
The captain escaped down the aisle on the port side, where a crane had previously blocked the way. On the territory that has opened, three are wandering: one sits on the mast, two wander below. First, you will come across a lone soldier who can be easily stunned and hidden in an open container on the right. The main thing is to make sure that the fighter does not notice you at the match.
Now you need to somehow climb the stairs and not run into the soldiers. I propose to temporarily cut down the searchlight on the mast, illuminating the stairs and, under the cover of darkness, go upstairs. Deal with the guy on deck first, and then climb the mast and stun the sentry. Now calmly return down to the deck and get down into the open hatch of the engine room.

Engine room and ship captain

Go through the first doors and follow the bridge to the left. Hide at the end of the bridge and wait for the sailor in white uniform to move away from the console at which he is working. Go behind him and stun him. Get down to the level down and go through the next doors to the next compartment.
As soon as you enter, go to the right and hide in the dark, as soon a sailor with a flashlight will appear. When he turns his back on you, stun him and hide in the dark. Go to the doors at the end of the compartment, but do not rush to leave. First cut out the light on the left, and then go through the doors, otherwise you will be noticed by the sailor on the upper level.
You are in a compartment with a working screw. Stop the propeller with the remote control against the wall and jump into the water. Swim along the tunnel to the next compartment and get out to the dais in the center.
A captain walks over your head with a lighted signal rocket, and in the compartment itself there is an intolerable smell of gas. The captain is definitely crazy, so you must neutralize him before he blows up the ship.
Hang on your hands under the bridge where the captain wanders, and when he passes you, jump over the railing and grab the madman. Stun the captain and climb the long staircase upstairs. Open the hatch to get to the landing site, where the helicopter is already waiting for you. Mission completed!
Don't worry if you don't get one hundred percent result, because for some unknown reason, even if you hid all the bodies, the report after the mission will indicate two or three bodies found. As they say, it is impossible to understand this, you just need to keep it in mind.

Alternative ways:

There are many of them, since you can remove enemies in a variety of ways.

You can also climb the tanker on the lift located on the left on the raft near the side of the tanker, but there are two problems. Firstly, you will have to remove the soldier in the rubber boat, and secondly, there are two waiting for you at the top, so the path along the rope is preferable and safer.

Unlike the previous mission, in China everything will be much more interesting. So, after the pilot has enough blow, the control of the helicopter will pass to you. Do not be alarmed, no one will make you fly, this is not a simulator for you. All you have to do is align the helicopter and lead it to the skyscraper in front. After a successful landing, you will be left at the helipad in the pouring rain.

The way to the hotel and the recording of the meeting of the terrorists

As soon as Moss and Emil leave, the good guys will ask you to record the terrorists' conversation on tape. To do this, you must cross the well-guarded roof, which is what we are going to do now.
The shortest way. Approach the boxes on the left. Stand on them and jump to grab the railing with your hands. When the guards start talking, quickly jump over the railing. Run around the house on the roof and climb the ladder to the roof. Staying in the shadows, sneak up to the cord, grab it and slide down.
On the roof, jump onto the ventilation duct. Then climb over the boards to the roof of one of the trailers. Run away from it and jump onto the pipe going along the wall of the building to the left. Climb to the top of the pipe and, grasping the cornice with your hands, crawl to the right. Jump down and go to the crane control panel. Pick up the code and turn the tap. Then climb onto the crane and walk to the end of the boom. Strengthen the cable and start going down.
When you get to the first cradle, sit down and hang from the ledge. Crawl to the left until you see a neon tube mounted vertically at the very edge of the building. Go down it to the level below and stand with your feet on the cornice. Your task is to walk past the windows of the restaurant without being noticed. This is quite simple to do, since most of the visitors are already resting in the salad. Walk past the window when no one is looking at it. At the end of the cornice, secure the cable and prepare the microphone.
Start going downstairs and when you reach the room where the talks are taking place, aim the microphone at the talking terrorists to start recording. Alas, even if you, like me, manage to record the conversation to the end, you will still not be credited with the assignment, because it was conceived that way according to the script.
The record will fail, and all because someone noticed the arrow of the crane and suspected something was wrong, and you urgently need to rip your claws. Go down to the cradle as quickly as possible and immediately start moving to the left. At the first opportunity, sit down and hang from the eaves. Crawl to the very end of the cornice and freeze, merging with the wall. If you stay on the cornice, you will not be able to walk past the closed shutters of the laundry room, and people from the helicopter will spot you.

Breaking open the safe in Emil's room

Soon a window will open above you, but you must overcome the desire to throw out the guard through it, because then you will not see one hundred percent result as your ears. Therefore, we wait for the guy to leave, and only then we climb into the window. Remaining in the shadows, go left and open the hatch in the floor. Jump into the hatch and go through the tunnel to the next hatch. Get out to the surface. You are in the laundry room.
To get past the guard, turn off the light above the door on the left. When the laundry gets noticeably darker, quickly run up to the generator on the wall to the left and cut the wire. Everything, now it is definitely night. While the guard is figuring out what the matter is, run to the left, turn behind some cars and find the entrance to the mine with a staircase leading up. Climb to the very top and jump into the ventilation shaft.
You will soon find yourself in the closet. Jump down and turn off the light. Exit the closet, which will be in Emil's room! This is good luck!
Stay in the shade behind the screen and wait for the white-suit worker to leave the meeting room. As soon as he walks past you, quickly go to the meeting room and snuggle up to the left wall.
In the hallway on the left you will see Emil, but do not worry, he will turn off the light (thanks, dear) and go into the next room. Run into the hallway and turn right, where Emil went. You will see a safe on the left wall!
Attention! If for some reason the buttons responsible for turning the lockpick in the safe do not work for you, then either restart the game, or try simultaneously holding down the "right" and "down", "left" and "down" keys. Sometimes, the problem can be solved by simply clicking on everything, including the mouse buttons.
When you deal with the safe, take a sample of red mercury and close the safe. Exit the room through the main doors and turn right.

The way to the good doctor's room

You need to get into the room of Dr. Atvan, and he is a couple of floors below. Make your way to the right past the patrolman and find the door leaning against the wall. Another comrade is wandering nearby, so don't make any noise. If the guard has his back to you, then just go into the room with the computer, and go up the stairs to the very top of the hotel. If the guard is in the room, then let him leave from there, but do not stay too long, as his partner can return at any second.
Once on the roof of the mine with lifts, attach the cable and go down to the metal bridge. At this time, the Chinese New Year will come and the hotel will be illuminated by floodlights. It is not at the right time, but do not be discouraged, we did not overcome this.
From the metal bridge, jump onto the roof of the elevator going down. From the roof, move to another bridge and wait for the elevator again. Drive it down even lower and go out onto the bridge. Do not rush, because at this moment a guard will approach the window overlooking the bridge.
Let him smoke and when he turns to leave, jump in the window and take out the pistol. Disarm the camera above the elevators and run to the right. Staying in the shadows so that the guard with a flashlight won't notice you, make your way to the doctor's room and enter.
There are four in the room. I admit that you can go through this place without knocking out any of the guys, but the problems with controlling the master key leave no choice but to arrange a quiet hour for the children.
First, knock out the guy who staggers between the room with the safe and the computer. Grab him and drag him into the shower. Stun and tackle the guy digging the safe. Drag him into the same shower. Now lure one of the two guys out of the next room, or maybe he will come out on his own. Stun him and hide in the shower. Do the same with the rest.
Go to the safe and open it (you need to do this the first time, so that there is time for the doctor). Take the papers and save the game. Now we are going to kill the good doctor.

Murder of a good doctor

You can kill him as you like, but through trial and error, I came to the conclusion that the most effective is a mine on the wall. So, leave the room and turn left. Remaining in the shadows, get to the next dark section of the wall and plant a mine (if a guard with a flashlight passed you, let him return so that he does not fall victim to the explosion). Return to the doctor's room, where the helicopter has already arrived with the impatient Moss on board. At that moment, when you are near the rescue cord leading to the helicopter, an explosion should sound. A good doctor will go to the forefathers, and you will receive a one hundred percent rating. Mission completed!

Alternative ways:

Other methods of killing a doctor lead to a loss of 100% rating, as you are wasting valuable time. For example, you can shoot at the wall next to the elevator with a sticky camera and poison the doctor with gas, but this will not kill him and you will have to go and finish off, which will take too long. You can also remove the doctor from the rifle, for this staying right at the door of the room, aim the optical sight at the elevator car and shoot the victim, who does not even have time to understand what happened.

After talking with Lambert, return to the headquarters courtyard. You must quietly return to the building, otherwise goodbye to one hundred percent result.
Climb under the truck and wait for the moment when the people in the yard on the left go to the right and go about their business. Roll out from under the truck and, keeping in the shadows, go to the entrance to the headquarters, where you will be met by Enrica.
Follow Enrika and listen to her requests: take the pilot's body to the stove, make ten mines for Kinshasa, and so on. In the end, Enrika will lead you to the lower level of the headquarters, where the mechanism for making mines is located. Leaving you alone, Enrika will approach the door on the left and open the lock with her voice. Lambert wants you to record the voices of the most important terrorists and use the records to open previously closed doors.

When Enrika leaves, hide in the shadows and get the microphone. Point the microphone at the glass wall, behind which Enrica and Emil are talking, and record their voices. Now go to the mechanism on the left and make ten mines. This is not too difficult to do, especially since you have 15 charges, which means that you are entitled to five mistakes.
After the mines are ready, go to the doors and use the recording with Emil's voice to open the lock. Come in and climb the stairs to the very top.
Turn off the light and look through the glass in the door into the next corridor. Wait for the moment when the patrolman in the corridor turns his back on you and quickly slip into the room.
Walk past the sleeping guard and turn into the corridor on the right. Turn off the light and break the lock on the door as quickly as possible. Go ahead and pick up the code to the door of Emil's office. Go inside and immediately go to the doors on the right to get into a corridor with two doors. Find Emil's bedroom and scan his personal file. Then return to the office doors and carefully peer into the room. If Emil and Jamie are still there, then wait until the bespectacled man leaves and the terrorist boss sits on the couch with his back to the door.
You go into the office and quickly exit to the balcony on the right, as Emil decides to stretch his legs. Wait on the balcony while he goes to his room and goes to bed. Then go into the office and search it thoroughly. Open the safe, scan the blueprints for Lambert and take the personal file from the cabinet against the wall. Hack the computer and find out the access code to Enrika's laboratory.
Exit the office and return to the corridor where the guard is walking. This time, two people will be waiting for you in the corridor, as the sleeping guard will wake up.
Staying in the shadows, sneak into the corridor to the right and turn off the lights. Break the lock on the door on the left and enter the room where Dayton is sleeping. Pull out the microphone and record Dayton's voice when he begins to speak in his sleep. Finally, take the files with personal files from the two bedside tables. Exit the room and return to the stairs leading to the room where you made the mines.

Return to the main headquarters hall. Climb to the top level and find a secluded corner. Pull out the microphone and record the voice of Moss (the ape-like guy Sam calls "Mousse", which means "moose") when he starts to grumble under his breath.
When Moss's voice is recorded, go to the infirmary and find the body of the unfortunate pilot. Shoulder it on your shoulders and return to the main hall. Go downstairs and turn into the first corridor on the right. Walk past the room where the pilot was tortured and turn right. Go down the metal stairs and go through the passage on the right to get to the stoker. Place the pilot's corpse on the raised platform next to the stove. Return to the room where you made the mines and wait for the arrival of Enrika. Mission completed!

Alternative ways:

After you scan the blueprints in Emil's office, you can go to the balcony and go down to the headquarters courtyard. If you cross the courtyard and climb onto the green boxes under the window of a nearby building, you can climb into Enrika's bedroom through the window. As soon as you do this, the girl will enter the room and Sam will have no choice but to seduce her. Poor Sammy ...

I do not argue that getting one hundred percent on this mission is not an easy task, but with a certain skill and perseverance it is possible.
After calling Lambert, go out to the balcony and jump over the railing. Hanging on your hands, get to the pipe on the right and climb onto the next cornice. Use it to get to the balcony where the guard is standing.

Casino, gas in ventilation and a lock on the doors

Listen to the dialogue between the two guards and when they leave, climb over the railing and run into the casino. Put on your night vision goggle. Staying in the shadows, make your way to the room with a signboard "Counter" and take out the pistol. Wait for the moment (the radar is very useful here, by default - double-clicking on the "Z" key), when there are no guards nearby, and turn off the sign so that the entrance to the room plunges into darkness. Run into the room as quickly as possible and turn off the light in it. Then run up to the wall on the right and throw a gas canister into the ventilation. Lambert's task is completed, but several guards are already moving towards you, and the sign above the room begins to blink treacherously, threatening to illuminate everything around.
Run out of the room and hide, either under the revolving table in the center of the casino, or jump on the parapet nearby and hide in the dark. While you are sitting on the parapet, no one will accidentally bump into you, and you can look around.
The only way out of the casino is through the closed doors under the "Casino" sign, which illuminates anyone who tries to get close. If you extinguish the sign, then guards with flashlights will immediately come running to the door, which is not part of our plans. Where to get the time to break the lock and not raise the general alarm?
Through trial and error, I came to the following solution. There are four guards in the hall. Your task is to distract them from the doors so that they do not notice that the sign has gone out. This can be done in different ways, but I, for example, climbed onto the parapet not far from the doors and, with the help of a pistol, began to turn on slot machines(you need to be tagged at the drum of the machine) in the hall. The sound of falling coins attracts the attention of the guards (they turn red dots on the radar) and they turn their backs to the doors. When all four become red dots on the radar, turn off the sign, rush to the doors, break the lock, enter the next room, slam the door and hide in the shadows under the stairs.

Hall with aquarium and the way to the elevator

If the man in white is nearby, let him go up the stairs, if he is not, then press against the right wall and climb the stairs to the second floor. Hide in the shadows opposite the doors, behind which you can see the silhouette of a guard. Soon the guard will leave to the right, and you can sneak into the room with the aquarium instead of the wall.
Those who carefully read letters on computers are aware that there is a crack in the aquarium and the slightest carelessness can lead to tragedy. If you are interested in looking at the tragedy, then shoot three times at the crack in the glass, which is located in the lower right corner of the left section of the aquarium.
But ... we will not break anything, why do we need extra hype. Therefore, keep in the shadows and go around the room along the left wall. You will see a camera shortly. Disarm her for a while and run into the dark corridor. At the end of the corridor, hide near the right wall and listen to the conversation of two soldiers. Soon the soldiers will leave, and you can take the elevator and go up to the second floor.

Deck with pool and thermal baths

On the way up Enrika will inform you that soldiers can meet you, so find a hatch in the ceiling of the elevator car, jump up and climb out onto the roof.
When the elevator stops, a soldier will enter the cab. Let him talk on the radio and jump down to knock the poor fellow down. Exit the elevator and close the doors so no one can see the body.
Hide behind the table to the right of the elevator and wait for the guard on the left to head back. Run out of cover and go left, staying under the cover of the boxes. At this time, Enrica will appear and launch a fountain that goes along the edge of the pool in the center of the deck. Cover is something else, but the fountain will distract the guards for a while.
Don't waste time, disarm the camera hanging on the wall to the left and run past the table to the chaise lounges on the port side. Hide behind the back of the chaise lounge and wait for the guard to walk past you. Then quickly run to the changing room at the edge of the pool, walk right through it and jump into the water.
Swim underwater to the left and get out onto the deck. Nearby you will see a structure and a pipe that you can climb. Do this and hang on your hands under the bridge, along which the guard is wandering. When the guard passes you, jump over the railing, disarm the camera above the doors on the right and enter through them into the next room.
Walk down the corridor to the right and slip into the room on the right. Hide in the shadows away from the passage and the door. Wait for the guard in the room to walk past you and go out into the corridor from which you just came. Run through the room to the next room and wait for Enrika to fill the bath with steam.
Under the cover of steam, go to the fountain at the right wall. Climb into the fountain and jump so that Sam can grab the cornice with his hands. Unscrew the cover from the ventilation and climb inside. You will see legs ahead, so don't get out anywhere yet.

Captain's cabin, planting the bomb and escape from the ship

When your legs come out of the cabin, get out of the ventilation and carefully look out the door. The sailor will stand a little by the map, and then go to bed. Exit the cabin and dig in the nightstand by the left wall to find the door code.
Enter the code and go down the metal stairs to the wheelhouse. At the bottom, quickly turn right, go around the stairs behind and hide in the shadows. Listen to the conversation of the two crew members, who will then head upstairs to their cabins.
Stick your head out of the hiding place and see where the remaining crew member is. If he has his back to you, then climb under the nearest table. When the navigator moves to the left and turns his back to you, get out from under the table and run to the right, where there is some kind of equipment against the wall. Squeeze into the narrow passage between the equipment and the wall of the adjacent room. Walk to the end of the passage and you will find yourself directly opposite the doors leading to the bridge.
Wait for the navigator to go into the depths of the wheelhouse and turn his back to the doors. Jump out of cover, open the door, run out onto the bridge and find a cord, along which you can slide down to the bow of the ship. Do this and, as soon as your feet touch the deck, jump over the railing, slide down and run to the right. Hide behind the wall of the gatehouse in which two are talking. Nearby you will see a staircase leading to the roof of the gatehouse, but you do not need to go there.
When the conversation is over, lean around the corner a little and get ready to act as quickly as possible. Let the man in white quietly leave, but as soon as the gatehouse doors open a second time, quickly run to the doors. A soldier will come out of the gatehouse, and since he will have his back to you, you can have time to slip into the room before the doors close again. By doing this, you will save yourself the trouble of breaking doors.
Inside the gatehouse, go to the dark corner behind the pipes and place the bomb. Then pick up the code and send the frequency to Lambert. Everything, now you can get away with your feet.
Approach the gatehouse door and find out where the soldier is. Do not be lazy, wait until the soldier walks past you to the left, open the door and run to the right to the doors with a combination lock. You need to first break the lock on the panel and then pick up the code to open the door. Then step onto the walkway and jump into the ocean. Mission completed!

Follow Emil and he will lead you to a room with two computers.

Japanese cube

Your task: to break the code in the letter. To do this, you must solve the Japanese cube puzzle. In a nutshell, the meaning is as follows: there is a cube with six faces. There are four cells on each of the faces. You can enter one of eight numbers in each cell. That is, you have 6x4 = 24 cells in which you can enter 24 numbers. Simple arithmetic, divide 24 by 8 and it turns out that each digit must occur three times. When you consider that a cube has three dimensions, then everything becomes even easier. For the lazy, here is the solution. So, on four faces there should be the following sets of numbers:
000 001 010 011 100 101 110 111
110 111 000 001 010 011 100 101
On the upper plane:
010 000
001 011
On the bottom plane
100 110
111 101.
If everything is correct, then you will break the code and be able to read the letter.

Fingerprint search and Enrika's code

Lambert wants you to take the terrorists' fingerprints and use them to get behind the previously closed doors. You don't need to run far for prints. Take out the scanner and swipe it across the table where there is a computer with a decrypted letter. You will find Emil's fingerprints on the table. Scan them and go to the door next to the mine machine.
Open the voice lock and go up the stairs. On the left you will see a camera. It is stationary, so you cannot go under it. Look at the ceiling and find the pipe. Jump up, grab the pipe with your feet and crawl to the end. Jump down and open the door to Enrika's laboratory (code 1269). Come in, sneak behind the girl's back and find a computer on the table. Do not touch it yet, but climb under the table. What for? Now you will understand everything yourself.
As soon as you crawl under the table, Enrique will call Jamie, and she will come just to the place where you just stood. When Enrika returns to her workplace, get out from under the table and pick up the code to the computer. Read the letter with the code that stops the explosion on the ship. Climb under the table, as Enrika again gets up to walk around the laboratory. When she returns to her place, scan the personal file in the nightstand by the table and leave the laboratory.

Security room, second task

Return through the pipe to the stairs, open the doors and go through the dark corridor to the next doors. Turn off the light and look through the glass in the door at the patrolman. When the guard turns his back on you, go out into the corridor and make your way to the dark corner not far from the place where the two terrorists are talking. When they finish the conversation and disperse in all directions, go into the corridor, and from there to the door closed with a lock with fingerprints.
Open the lock, enter and hide in the shadows on the left. Listen to the conversation between Jamie and Moss and record Jamie's voice (he is in the elevator car). When Moss leaves, exit the hiding place and break the lock on the room next to it. You go in, but immediately hide in the closet on the left, as Moss will descend into the room.
When Moss has thoroughly soaked the punching bag and gone home, exit the closet and scan the personal file in the nightstand. You leave into the corridor and, keeping to the right wall, make your way to the room where two terrorists are discussing something, standing at the slate board.
Do not disturb them, but just quietly sneak behind them and go to the exit from the room. Raise your head and make sure that the camera above the entrance is not looking in your direction. Go straight into the corridor and turn left. Walk to the door with the combination lock. Pick up the code and enter. This is the guard room and Moss is giving out the final orders as usual.
Let Moss go to your office, and then sneak to the distant computer. Pick up the code and watch the bomb on the ship. Great, you can come back.
Exit the security room and press against the left wall. When a guard comes to meet you, go past him and open the cage doors in the center of the room. Go through the cell and open the same doors on the right. Exit and return to the room where Emil gave you a task. Wait for Emil and go with him to watch the movie about the explosion of the ship. When Emil starts the countdown, choose one of three scenarios: the ship will explode, the ship will not explode due to your fault, the ship will not explode due to the fault of Enrika. I think that the third option is the most acceptable, although it will cost Enrika his life. Mission completed!

A very long and full of dangers mission, but one hundred percent result is quite achievable here too.
After the start of the mission, run left to the metal grate. Cut through the grate or simply climb over it. Hide under the car on the right and wait until the two soldiers at the elevator move a decent distance from it. Roll out from under the car, run to the elevator and climb to the upper floors of the building.

Meeting room path

Exit the elevator and look into the next room - this is the kitchen in which two soldiers are talking. One of the soldiers will go in your direction, so quickly return to the elevator and hide behind a shelf near the left wall.
The soldier will rummage in the shelf and return to the kitchen. Follow him, and the soldier will soon go into a large room, where two of his comrades are shooting back from the helicopter.
Wait for the moment when all three are busy shooting, sneak into the room and get to the huge window along the right wall. Cut a hole with a glass cutter and get out onto the cornice. Hang on your hands and move to the adjacent building. Climb up the pipe and hang on your hands under the balcony. Do not move, as a guard will appear from the door on the left. This is a very nervous guy who, passing by you, even decides to look back.
After the soldier has moved a decent distance, climb out onto the balcony and jump into the open window. Exit into the corridor and find a room with two soldiers. Enter the room and hide in the hallway. When one of the soldiers approaches the table, and the second goes into the bedroom, leave the hiding place and go right. Hide at the bedroom entrance. Wait for the moment when the soldier in the bedroom goes to the toilet on the left, quickly go through the bedroom, run out onto the balcony and jump over the balustrade on the left (if you stay hanging under the balcony, the soldier in the bedroom will notice you). Walk along the ledge and climb the sign to the roof of the building.
You have to act very quickly here. Climb onto the roof. At this time, one of the soldiers will climb the stairs to the dais on the right. Run after him and climb the ladder. Turn left and hide behind the gatehouse. Soon, the soldier will return to the stairs and go down to the level below.
Exit the hiding place and go around the gatehouse counterclockwise. Be careful, as the two soldiers on the roof can spot you. Climb the stairs to the gatehouse and find the switchboard on the wall. Break the lock and pick up the code. A floor hatch will open to your right. Climb into the hatch and you will find yourself next to the meeting room.
Go down the stairs. Squeeze into the narrow passage and crawl under the pipes on your stomach. On the opposite side of the room, find the pipe on the wall. Climb up on it and crawl to the center of the room. Jump down onto the glass dome that flanks the meeting room.
Find the hatch and pick up the code. Hang on your hands and jump over to the pipe that runs along the perimeter of the room. The lasers in the room are turned off and on in turn, so just be careful and they won't fit you.
Crawl along the pipe to the left and go down the pipe to the stand. Do not step on the floor, otherwise raise the alarm. When the lasers are not nearby, press against the glass wall on the left and move to the next stand. From here, climb up the pipe and crawl to the left. Finally, you will find a pipe running down the center of the room. Crawl along it and when it becomes possible to hook the cable, do it. Go down and secure the bug. At this moment, you will be informed that Emil and the company are approaching the room, and you no longer have time to escape.
Crawl away from the chandelier in the center of the room and overhear the negotiations between Emil and the company. When the negotiations are over, Emil will inform you that he is going down to your parking lot. It's time to get away with your feet.
Wait for Emil to leave the room. Go downstairs and run through the open doors. Approach the edge of the house on the left and attach the cable. Get down to the ground and as quickly as possible run to the doors on the left. Come in, climb along the narrow passage to the adjacent room. Here, jump into the open hatch in the floor to find yourself in the toilet in the parking lot. Run out of the closet and talk to Emil.

A tour of Kinshasa, a burning bus and the shooting of innocent residents.

The next part of the mission will take place in a city engulfed in battle, so do not yawn, otherwise you will hit a random bullet.
Wait for the two soldiers to finish attacking the truck. When one of the soldiers leaves to the left, quickly climb over the fence and run to the right into the alley behind the houses. You will have a new task - "Stop the execution of three residents of the city." Turn the corner of the house and, staying in cover, look into the courtyard. There you will see three civilians and two soldiers. Load the rifle with shock charges and neutralize the soldiers.
Run into the house on the right and, after going through it, climb out the window. Ignore the soldier in front of the rooftop as he is clearly short-sighted. You go into the house on the right, where the woman just ran. Walk past her and climb out the window. Hide next to the window, as soon the shooting will begin on the street. The soldier you saw on the roof will go down, and you can take his place.
Run along the balcony of the house and turn right. Emil will appear on the radio with a demand to move, followed by Lambert with a new task - "Get a woman out of a burning bus." Just some kind of Super Sam.
Go to the edge of the balcony, grab the cord with your hands and cross the street along it. Jump down behind the soldier's back and when he starts shooting at the enemy invisible to you, run across the street and jump into the broken drainage pipe. Run along the pipe to the end, get out on the right side and enter the bus lying on its side.
Free the woman and get off the bus to the left side. If you follow the woman, you can get into a house full of grenades, cartridges and so on, but the entrance to these hot spots is guarded by a very well-aimed sniper, so I recommend refraining from visiting him.
Hide behind the overturned yellow car and let the truck drive away in front. Then run forward and enter the gap in the wall to the left. Walk forward a little and turn right to witness the ridiculous death of one of the soldiers, blown up by a mine.
The road to the rebel camp is mined and you must be extremely careful. In principle, mines lie on the surface of the earth, and they can be seen. The only thing that is not visible, but explodes, is the embankment in the center of the road. It's better to jump over it.

Rebel camp, secret plans and sniper tower

Soon you will find yourself in the rebel camp. Here you must act quickly and without mistakes. As soon as you enter the camp, run to the left and cut through the entrance to the tent. Come in and hide in the shade by the beds. When the soldier at the computer leaves the tent, rush to the computer and pick up the code for it. Download your plans and get out of the tent as quickly as possible through the cut through the passage.
Run to the second tent, cut through the entrance and hide at the exit on the left. Wait until one of the soldiers on the left moves far to the right, and the second turns his back on you. Exit the tent and run to the left. Find the generator on the wall and cut the wire. Now quickly run to the right and hide behind the skeleton of the truck. The soldier will go to check the generator and at the same time search the area around. Give him the opportunity to inspect everything and go back. As soon as he turns his back on you, quickly climb over the fence and run to the tower in front. Climb the stairs to the very top and find the optical rifle left behind by Emil's men.

Kill or not?

If you shoot a CIA agent, as Emil wants, then the mission will be completed, however, Lambert will tear and throw, if you do not shoot, but kill his opponent, then read on.

The path to the palace and the release of the agent

After the charge hits the tower, Sam will lose consciousness for several minutes. When he wakes up, go to the cord and slide along it into the burning building in front. Jump down. On the street where the battle is taking place, run into the bus on the left. Wait for the soldier hiding under the bus to die. Jump down through the hatch to the ground and run to the right to the pipe. Run inside and make your way to the burning plane / helicopter. Hop into the salon. Save your game.
So we got to the most difficult part of the mission. So, as soon as you get out of the plane, jump down and hide behind the box on the left. Wait until the captured soldier decides to escape, and the guard rushes after him. While the guard is busy with the captive, run past them to the stairs leading to the scaffolding.
Climb to the very top. Don't touch the soldier shooting at enemies invisible to you. Climb onto the green boxes and from them jump onto the roof of the palace. There are many paths you can take, but the easiest is to arm yourself with a shock rifle and before anyone understands, get all the guards down below. Then find the yellow pipe running under the ceiling of the building, grab it and crawl to the middle. Hook the cable here and go down. Do not rush to free the agent, but go a little further, where you can see the exit to the alley. Disable the guard patrolling the street so that you don't have any problems later.
Now free the agent and go out into the alley with him. Get to the fence and help the agent climb over the fence. After the palace explodes, the mission will be completed!

Can you shoot a friend, even in the leg? If you can, then the first part of the mission will be a simple walk for you, if not, then read about an alternative path. In any case, you must kill someone, if you do not shoot, then Jamie will kill you, and the mission is over.
So, let's say that you did shoot a friend. Leave the room and run to the stove, where the corpses are being burned. There you should find Enrika's corpse. Scan her retina.
Run to the shooting range and take a night vision device, as well as a rifle. Now go to the door marked "Exit", climb the stairs and open the voice lock, which was previously repaired by the worker. You will find yourself in a familiar corridor with two guards.
Turn off the light in the corridor and when there is no one around, make your way into the corridor on the right, where Enrika's bedroom is. Another guard is hanging around in the corridor. Let it go and then open the fingerprint lock. Come in and walk to the elevator that Jamie used to take. Open the elevator doors with Enrika's retina. Go downstairs.
In front of you there will be a corridor with a guard. Follow him and turn off the light in the corridor. When it gets dark, jump over the railing on the right and run up to the door with a combination lock. Pick up the code, enter and close the door behind you. Turn off the light and climb under the table with the computer, as a guard will enter the room to check if everything is in order.
When the guard leaves, pick up the code to the computer and find out the code from the laboratory. Exit into the adjacent room and jump into the hatch in the floor. Find a ceiling vent. Climb inside and watch the guard wandering through the flooded tunnel.
When the guard walks past you to the left, jump into the water and quickly walk through the tunnel straight ahead and to the left. Climb the stairs and turn off the lights. Hide to the right of the door, as at this time one of the workers will come out to breathe air.
When he gets back inside, go in behind. Stun the guard and hide his body so that he does not interfere. Then, get close to the door, behind which Jamie is wandering. Wait for the moment when Jamie turns his back to the door, go in and grab him. Interrogate Jamie and stun (you can drag him along the tunnel).
Go through the sliding doors on the right, from where you will enter last part mission. You have ten minutes to save the world.

Ten minutes, showdown with Emil and defuse the bomb

As soon as Emil leaves, one of the soldiers will enter you. Stun him and move on.
Shoot at the lamp to plunge the passage into darkness. Two of them in the laboratory will go to check what the matter is. When they leave the laboratory and move away, enter the code (2112) to get into the laboratory and enter.
Go up the stairs to the right. Then one more. Don't shoot Emil as he is behind bulletproof glass. Leave the room, jump over the railing and hide in the dark.
Well, what can I say ... There are four in the room, plus Emil, and you need to neutralize all of them. It takes three or four minutes to defuse the bomb, so you can spend the rest of your time playing with terrorists. In principle, all four can be caught and knocked out, but usually such a joke goes with two, and the other two freeze dead at the entrance to the room where Emil is sitting.
It doesn't matter how you deal with the soldiers, but it's better to take a couple of them by surprise before you start firing right and left.
When you kill or neutralize Emil and the soldier, run to the bomb. There is no revelation here. First, open the safe lock. Save your game. Then pick up the code. Save your game. Now the bomb. First, lower the dipstick so that it is exactly centered and can pick up the core. Now look at the image of the lasers on the right. Your task is to draw out the bomb and not let the probe on the right (not in the bomb, but on the screen on the right) touch the rounds located around. The right mouse button makes Sam hold his breath, but do not overdo it, as the indicator below will show the temperature of the bomb, which is constantly increasing. If the temperature rises to critical, then you will lose, so hurry carefully.
When the bomb is defused, you can see end credits, after which the mission will be counted!

Alternative ways:

If you shoot Jamie and not a friend, then be prepared for the fact that all terrorists will be on their ears. Therefore, quickly jump out of the room and run to the stove. Scan Enrica's retina (you can scan Jamie's retina as well, but you probably won't have time for that). Then find the stairs on the wall and get out through it into the garage. Run to the shooting range and take the weapon. Further, everything is as described above.

A very simple mission. Hide behind the mast and wait for the soldiers to scatter on the boat. Soon a guard will come out of the wheelhouse and, having gone down to the deck, will leave on business. Get out of the hiding place and go up to the wheelhouse. Look where Moss is and when he turns his back to the door, go in and grab him by the neck.
After Moss is finished, go to the bomb. You will probably have about seven minutes in reserve. Therefore, calmly break the lock and pick up the code. Exit to the deck and jump overboard over the railing on the right. Mission, and with it the game passed!

Additional information: What? Where? When?

Information for those who want to finish everything Additional tasks for Lambert at the terrorist headquarters.

Medical files - located in the infirmary, in Enrika's office. Break the lock and check the nightstand by the computer.

Personal files of terrorists (5 pieces) - two files are in the bedside tables, in the room where Dayton sleeps and sees nightmares. One case is in the bedside table in Enrika's bedroom and one in Emil's bedroom next to his office. The last thing is in the nightstand in Moss's room (where the punching bag hangs).

Professional documentation (5 items) - in the laboratory of Enrika in the nightstand by the table. In the server room next to the computer. In Emil's office against the wall. In Moss's office, in the nightstand by the computer. In Jamie's office not far from Moss's room.

Voices (5) - Enrica and Emil when they talk near the place where you have to make mines. Moss - during his fits of rage when he grumbles to himself. Dayton - in a dream when he has a nightmare. Jamie - when he has a fight with Moss, standing in the elevator.

Fingerprints (5, there are many throughout the headquarters, but let's name a few places) - Emil - on the table by the computer where Sam was decrypting the letter, as well as in his office in the same place. Moss - near the switch in the obstacle course hall. Enrica - on a machine for the production of mines. Dayton - next to the server room's combination lock. Jamie - on the hall

it detailed walkthrough Splinter Cell Double Agent is designed for inexperienced players - experienced ones are unlikely to need such help. But the player should have some basic skills - for example, you need to know that every body of a stunned or killed enemy needs to be hidden so that no one finds and raises the alarm. It is also worth saving Splinter Cell Double Agent as often as possible - this will significantly save your time. In the game, after each mission, the rating of its completion is calculated - every corpse, every stunned person, every broken light bulb lowers this rating. Simply put - only a few will be able to play for one hundred percent result, while the rest of the passage of Splinter Cell Double Agent strongly recommends playing for their own pleasure, regardless of the rating. It will give absolutely nothing anyway. Therefore, boldly remove from your path all who interfere. Also, this walkthrough of Double Agent will tell you about the key points of this non-linear game, where Sam will have to make a choice between the government and the terrorists, we will describe the possible consequences of certain actions.

First, Splinter Cell Double Agent will prompt you to choose a difficulty level. Their, unlike previous parts, there will be three (previously there were only two).

  • Easily- this level is intended for those who see Splinter Cell for the first time. The consequences of your actions will be more than excusable. If you are at least more or less familiar with the game, do not choose this difficulty level - it will simply not be interesting.
  • Normal- and this level is already for experienced players in Splinter Cell. Each of your actions will cause significant responses. From small ones - if you forget to close the door, the enemies will start looking for you, and to large ones - failure to complete this or that task will entail a noticeable decrease in the employer's trust in you.
  • Hard- Designed for Splinter Cell experts looking for a special challenge. Your resources are limited, and all the consequences of your actions will be brutal.

Based on the above, for the average player, the choice of the normal difficulty level will be optimal. Also, the passage of Splinter Sell will immediately tell you what the names of Sam's employers - NSA and ADB - mean.

NSA- National Security Agency. This is our good old employer, for whom we have worked during all the previous installments of the Splinter Cell series. In assignments from different structures that are directly opposite to each other, it is better to give priority to the assignments of the NSA. Although, what to do is up to the player himself. Plus, if the terrorists' trust level reaches zero, the game will end in failure.

ADB- Army of John Brown. A terrorist organization that Sam was infiltrated into to destroy it from the inside. The organization is very powerful and dangerous, has technical innovations, serious personnel and excellent weapons. By the way, John Brown is a real historical figure, he was a fighter for the rights of slaves. And he became famous for having made a daring raid on the army arsenal to arm his army of companions, but was caught and hanged in 1859.

Now let's begin the description of the passage of Splinter Cell Double Agent.

First mission - Iceland, 20 km from Akurey, September 3, 2007

Quests (all - from the NSA)

  • Explore the geothermal station;
  • Infiltrate the base without raising an alarm;
  • Enter the station without raising an alarm;
  • Prevent rocket launch;
  • Get to the helicopter to escape.

Start task

This mission Splinter Cell Double Agent begins in the aircraft of the National Security Agency (hereinafter - NSA). We have to jump out of it into the water - don't worry, Sam's suit is reliably insulated, there is also a technical novelty in the kit, a kind of filter that extracts oxygen from the water - you won't suffocate under it. Before you drop down, you can go to the computer in the cabin and read the reply letter to Sam from his beloved daughter, Sarah. As it turns out later, this is her last letter. But Fischer does not yet know about this.

Penetration into a geothermal station

Approach the hatch and jump down into the water. There, Sam's young partner on this mission, John, shown earlier in the video, will already be waiting for us. The youngster seeks to impress the most experienced warrior Fischer with his skills, constantly running ahead, in a hurry, etc. It is very in vain, as we will see later. But let's not get ahead of ourselves. Swim under water to the red light, you can use acceleration - the "use" key. There will be a high dam to the left of the landing site, but there is a small hole-tunnel for water intake in it - follow John into it. When you swim through the tunnel, you will see how your partner, deftly emerging into the hole to the surface, grabbed the opponent, twisted his neck, threw him into the water and went into the shadows. Sam was not offended either - he would get the second guard. So that he does not get confused in the future, the passage of Double Agent recommends following John's example - emerge from the hole (the water is dark, you will not be visible until you go out on the ice!), Lure the enemy with a whistle (X button) when he comes up - press the "use" button to drag the victim under the water. By the way, the trick looks very impressive! After eliminating the second guard, get out of the hole to the surface. You will see a small courtyard in which the passage to the neighboring territory of interest to us is closed by a fence made of metal mesh. But not just a fence, but an electrically energized fence. Therefore, the passage of the Splinter Cell Double Agent is advised not to try to jump over it, but immediately go to the one-room building nearby - there is a generator. In addition to the generator, you will also see a sleeping guard in the room, his laptop (there is nothing particularly useful in it, but you can dig) and a sound grenade. At the entrance, Lambert will report interesting news - several more terrorists have arrived at the geothermal station. Fisher's proposal to remove the young partner from the assignment was ignored by the authorities (John is not trained to act in such cases). The passage of the Double Agent recommends not to kill the guard, it still does not interfere, although you know better. Probably, it's still easier to just quietly sneak past - our target, the generator, is located in the opposite corner of the room from the entrance. There, going to the wires, an action window will appear - press "use" to make Sam cut the cables, damping the generator and thus turning off the electricity supplied to the fence. In case you did not kill the very first guard, whom the passage of the game Double Agent recommended to be pulled under the water from the hole, he will now head to this building, be careful. If you have eliminated it, feel free to leave here to the very fence that was under the electricity. There we were already waiting for John thirsty for action - he will ask to help him get over the fence (what a dependent!). To help, just go to the fence, Sam will do everything without your participation - he will sit down, put his hands up for his partner, and put him on the dais behind the fence. Now jump over the fence yourself, fortunately, Sam does not need help in this. There, climb a small staircase to a similar elevation next to John, you will see a rope stretched between this very elevation and the terrorist base. Jump to grab this rope and enjoy the view from above the station as Sam slides down.

Path to the ventilation shaft

After a few seconds of this exciting journey, Sam will jump from the rope to the roof. A guard will patrol the area ahead - you will have several options for what to do. You can eliminate him with a well-aimed shot in the head. Splinter Sell Double Agent will recommend simply jumping from the roof onto him to stun him in this way. Or you can just slip by. One way or another, a little to the right you will see the stairs down. Without making a noise (there is a task of invisible penetration!), Go down it. There are several more guards below. One will be in the video surveillance room, two more - near the gate, through which we need to get further. One of these two security guards stands at an open container (which has a wall mine, but it is practically useless in this mission), the other patrols the area in circles. The one at the container knows the access code to the lock on the gate - you can interrogate. But getting through these very gates is not so difficult - the Splinter Cell Double Agent game will provide a solid choice of methods. Therefore, you can simply jump from the stairs to the container, from the container - to the opponent's head to stun. Walkthrough Double Agent recommends dragging the body into the shadow. Also, be wary of CCTV cameras. John, meanwhile, is tasked with turning off the ventilation so that Sam can go through it to the station. Another way to open the gate is a computer in the video surveillance room (do not forget that there is another guard there!), Or go to the generator (a little to the left of the gate), cut the wires on it to turn off the power supply to the gate - so you can even jump over without opening the gate. Through them. One way or another, once you find yourself in the next courtyard behind the fence, you will see two more guards on this territory. Moreover, with flashlights, so that the passage of Double Agent recommends either to quickly eliminate them, or simply do not catch your eye. We need to go in a straight line, where there is a small staircase to the elevation. Having risen, you will see another one leading to the top of some kind of tank. Look at the target building directly - a guard will come out to the dais. Walkthrough Splinter Cell Double Agent recommends that you remove it right from here, so that later you can easily get to your destination. Now Sam must grab the pipe with his hands, which runs from here directly to the geothermal station. In order not to catch your feet on a small fence, grab the pipe with them, and crawl forward in this way. Don't forget to save Splinter Cell Double Agent. Below you will see an inexperienced partner who will now make his last mistake in life - he is pushing forward again without waiting for Sam. Do not be distracted by him, crawl to the end of the pipe, lower your legs down and grab the railing with your hands. Now it remains to get over them and run to the knowledge ahead. There is only one entrance - a ventilation shaft. Crawl into it. You are now at the base.

Cancellation of warhead launch and evacuation

As soon as you enter the building through the ventilation shaft, you will see John to the left of the "entrance". The young partner stands at the muzzle of an enemy machine gun, hands up. Since he does not answer the terrorists' questions, they shoot him. So, Sam did not pass, but he died. But he was warned not to rush to enter in front of you ... By the way, there will be no chance to save him. At all. This is a script, you can't do anything with it, John will die, whether you like it or not. Walkthrough Double Agent recommends not taking the time to find a workaround - it doesn't exist. Shortly after John is shot, the terrorists will get nervous and start launching a missile with a warhead. The timer will start counting down - seven minutes before starting. How much time do you have to prevent it! Enemies, as for such a small territory, will be quite a lot - seven people. Passage of the game Double Agent recommends to kill them all at once, so as not to be distracted later - then you will have an impressive margin of time, and no one will interfere with the free evacuation. After you deal with the terrorists, take on the direct task of preventing the launch. There are two ways. In the first case, you need to climb onto the upper platform, go down one level from it, turn the crane, then cling to the top of the beam with crampons. From it you can go down first to the lower level, where you need to open the rocket control panel, then, again climbing the rope, rise to the higher level to cancel the launch itself. This method is not the easiest for novice players, so the passage of the Splinter Cell Double Agent will describe in more detail the second, simpler method. First you need to open the warhead control panel. Getting there will not be a problem if you have cleared the area of ​​enemies - turn the valve to activate the bridge leading to the warhead. Now turn around and stand on the platform nearby - it is like an elevator. Press the button to activate it, and rise to the level where the bridge you extended is located. Now you can open the actual warhead control panel. And the remote control is in the change house on the left. Now get to it, press the "use" button - a small window of Sam's device will appear, which will be divided into four sectors, and different numbers will flash in each. As time passes, some numbers stop in each of the sectors - you need to move the cursor over them and click the mouse to fix them. At all this time will be limited, the passage of the Splinter Cell Double Agent advises to hurry up. Although it is easy to manage here, in the future, such hacks will have to be carried out in a much faster time. When you successfully fix the numbers in all four sectors, the missile launch will be canceled, but a new timer will start - 60 seconds, this is the time until the self-destruction of the warhead. Get ready for the evacuation - a rope will be dropped from a helicopter through the opened missile silo, to which we must not only have time to reach, but also have time to climb up. To get to the rope, look to the side slightly to the right of the rocket control panel - there you will see a small staircase leading up. Climb along it, and turn left - this is where the rope will be. Climb up on it. Now the first mission has been completed!

Beware of Sam Fisher! - warns a banner on the official Splinter Cell website. And it is not in vain that he warns, because a secret super agent has become a threat to society, having escaped from prison and went to work in a terrorist organization. They are looking for firefighters, the police are looking for, they are looking for photographers in our capital, they have been looking for a long time, but they cannot find a bald guy of about thirty. Bald - this is not because he dyed in Hitman (there is another character in the game for this), but because the prison is very strict with hygiene.

In fact, all this is a top-secret operation by the NSA to infiltrate their man into the deeply conspiratorial Army of John Brown. Sam Fisher, who suddenly lost his partner (even though he was an oak tree - but still a pity) and daughter (a traffic accident, of course), decides to do something destructive. Seeing his suffering, the chief of the "Third Echelon" Irving Lambert arranges for him an unusual business trip: to prison.

In a penitentiary facility that closely resembles a set Prison Break Sam meets Jamie Washington - a young but overly active member of a terrorist organization. Sam helps Jamie escape from the slammer, and for this the young People's Movement promotes Fisher to JBA - John Brown Army. There is no John Brown there (it is named after the first American abolitionist John Brown), but there are such colorful personalities as Emile Duffret, Carson Moss and Enrica Villablanca.

Emil is the head of this unusual institution and is engaged in the extraction of money and explosives. Carson is the local security chief, boatswain, and Emil's right-hand man by compatibility. Enrica plays the role of Sam's love interest, and this role is carefully hidden, sparingly dispensing with the phrase "Be careful!" before the final task.

All the time that Sam spends at JBA, he is in touch with Emil and Lambert at the same time. Every action of a dubious nature is subject to the assessment of both leaders of deeply opposed organizations. Killed an innocent - Emil does not care, but Lambert can pretend. Killed too many innocents or allowed the successful completion of a terrorist attack - welcome out of the NSA to the main menu of the game. On the other hand, sabotaging too much is also harmful. You can ignore frankly inhuman tasks like killing an NSA agent or blowing up a transatlantic liner, but they won't pat you on the head for this, or even be accused of double-dealing - and how it ends, we already know, we've seen enough of the Load Game option.

An interesting assessment of innocence. Chief Lambert will endure the genocide of the crew of the tanker "Rublev", arranged by order of Emil, and to Fischer's indignation: "Chief, they are forcing me to kill them!" - admonishes the upcoming Massacre with the words: “I know, Sam. I know". On the other hand, visitors to the Jin Mao skyscraper (Shanghai) celebrating the Chinese New Year fall under the category of "civil", so it is not recommended to touch them. The Congolese military (both from the Republic of the Congo and from the Democratic Republic of the Congo) are pre-calculated victims, and terrible blacks are not at all sorry - especially since they easily open fire on Sam.

The limited illegal license works as long as Sam does not kill too many "friends" or starts to score on Emil's orders. The situation can be improved by neutral tasks - to complete a JBA-based training session, set a new record in the shooting range there, clear ten mines, or crack a computer code, which is a classic "Japanese square" in a hexagonal cube. The latter means that without spatial imagination, the survival of the Cozumel liner can be safely scored, since Sam does not have enough "JBA license" to cancel the explosion.

There are, however, three points in the game that directly affect the ending. I don't want to reveal all the details, but depending on which option the player chooses, he will be shown one of three endings. Of course, one is good, one is average and one is not at all. It is believed that different endings are a reason for replaying Splinter Cell, but it seems to me that it's time for developers to grow out of such frankly vulgar concepts. It is a pity that they themselves do not yet understand this.

Since the time of Chaos Theory, Sam has learned some new tricks and parted with the old forever. Alas, the triumphant return of the elegant "Van Damme stretch" did not take place. But social interaction appeared: you can sneak up on the guard from the back, take him into a dead grip and interrogate him, kill or simply stun him. The choice of action depends on the direct desire of the player and the conditions of the game - not every opponent can be killed.

On the other hand, a simple deprivation of consciousness does not guarantee a complete blackout, since at any moment his partner may come up and "revive" the undead. At such moments, you want to get a machine gun and, spitting on the NSA Trust strip, shoot the scoundrels who have been preventing them from crossing from one end of the floating casino to the other for half an hour. Patience, friends, only patience. This is a spy action game, not a Doom 3 clone.

Composure and accurate calculation allow you to complete the level without a single surprised shout and howling alarm. Sit down at the box, wait for the patrol to come closer and jump out from around the corner, and how to hit with the edge of your palm in the neck! Now you can turn on the mini-radar and see what's next on the map.

In theory, you can go through SC: Double Agent without firing a single shot, but for a hot head it's too difficult, despite the deaf-blind-mute AI. Even on Normal difficulty, with sufficient darkening, the enemy can stand close to Sam and, throwing the machine gun behind his back, lean on the balcony and light a cigarette. You can squat around a monolithic enemy - he will not notice anything if you do not fall into his line of sight. But in "day" missions such feints do not work, you have to look for workarounds and patiently study the patrol routes.

Fischer's arsenal has not increased by one iota, but new "old" toys are given out only if you behave well and carry out missions as carefully as possible. For passing a level without a single raised alarm, an asterisk is awarded, which opens the next upgrade - whether it be an improved electronic master key, an underbarrel smoke grenade or an advanced pistol with a silencer.

Alas, as already mentioned, you can go through Splinter Cell: Double Agent without a single use of these toys, although in special cases, when you are already tired of loading the save file due to a minor mistake, you start throwing flashbang grenades - just because you accidentally switch between weapon, remembered its existence. Shock blanks are also in use for those who prefer to do without extra blood (or simply do not want to lose their rating with the NSA).

The level design is my compliments. Where you need to get lost - you literally wander in three pines. Where it is necessary to punch a railway route, the rails are neatly laid out. Most of all, the small but capacious headquarters of John Brown Army infuriates - there are not many sections in it, but with each visit (and there will be four of them) new rooms are opened, and not everyone will be able to go the shortest way from the shooting gallery to the medical compartment.

All levels are densely dotted with computers, most of which contain curious information that helps to go further, and at the same time acquainting with the opinion of various nationalities regarding the current world situation. For example, Leonid Vasiliev from the Rublev tanker frozen into the ice pit tells his recipient Vadim Yulevich that the Americans have invented global warming, which means that in twenty years the ice around the tanker will melt and they will finally get out of there.

Of the eight levels, it is almost impossible to single out the repeating ones - each takes something of its own, memorable. Shanghai surprises with the scale of a one-hundred-story skyscraper (no wonder - the Shanghai studio Ubisoft was engaged in the design of the levels), the Rublev tanker confuses the player compactly, at the same time confusing the arshin inscriptions “NO SMOKING”.

It is unlikely that many players have been to Kinshasa, but there is no reason not to trust the talent of the developers: permanent street battles, continuous representatives of the Negroid race, shooting at each other, burning buses and a downed helicopter - you believe in all this as if the game had changed its name to Delta Force: Double Agent. Loading levels is accompanied by a video or a voiced briefing - it was high time to do this, not all the same at the Loading sign for a whole minute.

A minute is, by the way, not an exaggeration. The Unreal 3.0 engine is overloaded with a wild number of related functions, which include the Havok engine, and numerous sources of dynamic light, and textures in high definition, and everything that is succinctly named Next-Gen in the settings menu. If you, dear reader, still haven't got a decent video card, get ready for a test shot: the game won't run on a system without Shaders 3.0 support. Bang!

But don't worry: judging by the number of bugs and imperfections, SCDA cannot be avoided by patches. What mistakes? Many. The list is long, but there is no point in highlighting something special. Here is perhaps the second and third Congolese missions - where Splinter Cell crashes into the system every time you try to load a saved game. A very original way to increase the level of complexity. And, well, and also the constant advertising of Nokia - perhaps this moment can also be attributed to the major errors of the game.

Thanks to all the bells and whistles and work of as many as four game studios, the graphics adhere to the highest standards. There is no more aesthetically pleasing activity in the world than watching Sam Fisher pull himself up onto the balcony and easily throw his body onto the platform. Descent on mountaineering equipment along a Chinese skyscraper is simply mesmerizing, and for the animation of the technique "Sam breaks the ice with his hand, grabs the sentry by the legs and, together with the rest of the ice, pulls into the hole, where he finishes the poor fellow with a knife" must be awarded a separate Oscar.

The voice acting is not far behind. Icelanders talk in their own language, Congolese in their avian dialect, and the crew of the Rublev tanker speaks a mixture of French and Nizhny Novgorod, not shying away from the phrases "We have a dead man!" upon finding a friendly corpse and "I hear you", while being in the most severe storm. Music authored by Michael McCann is not impressive, although I would love to listen to the "adrenaline" music from the Congolese missions separately - it was too great for a famous guitarist.

Despite the small number of levels (aside from crashes and glitches, the net playtime varies from 9 to 12 hours on Normal), the game is exciting and does not want to let go until it is completely completed. As always, varied, but boring work based on Tom Clancy did not reveal the true character of Fisher, as well as the characters of this drama - that Enrica is in love with Sam can only be guessed only at the end of the game. But it is known in advance whether there will be a sequel or addition to Splinter Cell: Double Agent. Of course it will be.

Before jumping out of the plane, go to the computer in the cabin and read the letter from Sarah. You don't know yet that this is a farewell letter to Sam's daughter, but let's not get ahead of ourselves.

We penetrate the station

Run and jump into the icy waters of the Atlantic Ocean. Dive and swim to the red light on the left (key "E" acceleration). Here John will be waiting for you, who, when you appear, will swim into the tunnel. Swim after him and see how the young man will deal with one of the guards. Let's hope this is the first and last victim of this mission.

When John gets ashore, surface and resurface. You will find yourself in the hole. Since we are not going to kill anyone, wait until the second guard turns his back on you, and get out of the hole ("Control" key). Hide in the shadows near the pipes so that no one will notice you. Lambert will report that plans have changed, and terrorists have appeared at the station. Not otherwise today is Monday.

Sneak up to the house with a light bulb above the entrance. Turn off the light and go into the house. Close the door behind you! In the house you will find a sleeping guard and a sonic grenade. Take the grenade, dig into the guard's laptop, and cut the generator cable to turn off the power to the station fence. As soon as you do this, the guard on the street will be interested in the house, so select a smoke bomb from your inventory and carefully open the front door. So it is - the guard is standing right in front of the entrance. Throw the checker to the left, away from the fence and when the guard goes to check what is the matter, quickly run to the right, where John is waiting for you.

Help John jump over the fence, and then climb over the net on your own. Once on the other side of the station, climb the stairs to the platform, jump up and, grabbing the cord pulled by someone, go into enemy territory.

The road to the ventilation shaft

Sneak on the roof behind the guard, but let him quietly go to the right. Jump down to the platform and follow the guard to the stairs. Go down to the level below. Two guards will come out of the gate behind your back and start talking. While they are busy, jump over the railing and jump to the ground. Go around the open container (you can get hold of a mine in it, but we have nothing to do with it) and make your way to the left to the generator hanging on the wall next to the fence. Cut the cable to turn off the power of the fence and right here, without leaving the cash register, climb over the fence.

Quickly jump down to the ground and press against the left wall of the fence. Follow it to the very end until you see a guard with a flashlight. Do not rush, let him play enough of the tracker, and when he turns his back on you, quickly go to the right and climb up the ladder. Then take one more ladder to get to the top of some kind of tank, where you have to jump up and grab the pipe with your hands. Now grab the pipe with your legs and crawl towards the building on the left.

Below you will see Mad John, but do not try to save him. To Caesar - what is Caesar's. Crawl to the end of the pipe, lower your legs down and grab the railing with your hands. Climb over them and run to the building ahead. Crawl into the ventilation shaft. Here you are at the base. John?!

Warhead Launch Sabotage

I repeat, but you are not in a position to help John, you should not waste time looking for a workaround.

Crawl to the platform on the left and jump over the railing. You have ten minutes to stop the rocket launch and get away. Lambert has already sent out his cavalry for you, so I advise you to hurry.

The surest way to sabotage is the following. Walk to the end of the platform and find a ladder. Go down to the level below. There is also a staircase here, but don't rush down it. Wait for a guard with a flashlight to come up to you. Let him examine the platform and, perching behind him, follow him down the stairs. As soon as you find yourself below, immediately turn right and turn off the light above the warhead for a while. Then turn the valve to extend the bridge leading to the warhead. Now turn around and stand on the platform next to you - this is a kind of elevator. Click on the button and go up to the level where the bridge you put forward is located.

Now you need to open the warhead control panel. The control panel is located in the change house on the left, where the worker sits without getting out. We'll have to smoke it. So, turn off the light in the change house for a while and when the worker leaves it, quickly jump inside and press the button that opens the control panel on the rocket body.

Exit the shed and turn off the light above the warhead. Make sure the worker is not near the warhead and run towards it. Match the correct code to the control panel and sabotage the launch. Great, now quickly turn your head to the right, where there is a ladder a step away from the rocket body. Climb up it and lift your head to the ceiling on the left. Soon you will see Lambert's helicopter, from which the rope will be dropped to you. Grab a straw and sweep away your feet. Mission completed!

Alternative ways:

The gates leading to the ventilation shaft can be opened in two ways: either by picking up the code on the lock next to the gate, or using the computer in the guard's gatehouse, but then you will have to deal with him and his partner, which is undesirable.

The missile can be defused in a faster way. From the topmost platform, go down one level and climb into the crane cabin. Turn the lever and move the tap. Exit to the platform and run to the end, where you will see a pipe. Climb up to the ceiling and crawl to the left. Soon you will be able to hook the crampons and head down to the control panel. To avoid being noticed, on the way cut out the light at the guard on the platform on the left. Below you have to neutralize the worker, who is stubbornly standing near the panel. The problem is that the worker is an extremely nervous type, and the first time you are unlikely to succeed.

Mission Two - USA, Kansas, Ellsworth Federal Prison, February 1, 2008

After Jamie Washington hands you the knife, go to the poster on the wall and rip it off with a slight movement of your hand. You will see a hole in the wall behind the poster. Climb into the tunnel and crawl into the mine. Climb up the pipe to the upper level and crawl into the next ventilation shaft. Soon you will find yourself under the ceiling on the ventilation duct. There are riots going on downstairs near the cameras, but they shouldn't worry you. Go along the box to the left and use the knife to open the shutter of the next ventilation shaft.

When you crawl along the mine, you will see the head of one of the guards below through the grate, so try not to make noise. At the end of the tunnel, open the hatch and silently jump into the security room.

The guard's room and the way to the hall where the shootout is taking place

The guard will notice the open hatch, but he will not dare to check what the matter is. While you are in the shadows, the guard will not notice you, so take advantage of the situation and dig into the computer on the table. Learn the code (1403) from the doors, which matches the code on the weapon locker located on the right side of the room.

Sneak up to the locker and enter the code. You, however, will not find weapons, but you can get hold of three smoke bombs. Now the hardest part is to leave the room unnoticed. You must act as quickly as possible. First, hide in the shadows next to the locker where the weapon is stored. When the guard walks past you and goes to the table to dig there, quickly rush to the door and, using the master key, unlock the lock. On the other side of the door, you will see the second guard, but he will move in the direction from you, so do not waste a second, jump out onto the stairs and head downward.

Once at the bottom, go along the corridor and find a panel with a combination lock. Enter the code, quickly enter the room and hide behind the table to the left. In the next moment, a guard will enter the room and notice the open door, but this will not particularly alert him.

Let the guard leave, then quickly turn off the metal detector and cut the generator cable on the wall to the right. Then hide in a niche to the left of the metal detector and wait for the guard to return to the room. As soon as he turns his back on you, slip through the metal detector into the corridor. Turn off the light in the corridor, and break the lock on the door leading to the hall as soon as possible, where there is a fight between prisoners and guards.

Tower and roof

Since you are in the thick of things, no one will pay much attention to you, although this does not mean that you will not be shot. Keep to the right wall and get to the opposite end of the hall, where the prisoners are armed to the teeth. Climb over the serving table and carefully make your way to the right. Ahead you will see a ladder, but we will not go along it - it is too risky. Your goal is the door in the upper right corner of the screen. To get there and at the same time not be seen by the warring parties, take out a smoke bomb and throw it in the center of your intended path to the door. Under cover of smoke, get to the door and enter.

You ended up on the lower level of sector A. Your task is to climb to the very top of the tower in front.

As soon as you enter the room from where the door to the tower leads, hide under the stairs, as a guard with a flashlight will move in your direction. Let him pass you, and then jump out of cover, climb the ladder and run up to the door to the tower. Break the lock and enter.

Inside the tower, do not rush to climb the stairs, wait in the shade until a guard with a flashlight comes down to you. When he sets off on his way back, sit behind him and go up to the level where the computers are, and on the left on the wall is a rifle that shoots rubber bullets. Take away weapons and ammunition, then quickly hide under the table with the computer.

When the guard returns, he will shine in your direction, but pretend not to notice anything. Let the guard leave, and go up the stairs to the next level, where the computer is responsible for controlling the doors of the cells.

Pick up the code and open all the cameras in sector A. Great, now go up one level higher and call the elevator. Climb to the top floor. There are two guards waiting for you here, so don't yawn and watch where you go so you don't run into them.

From the elevator, go left and find the hole in the broken window on the right. Climb through the hole and climb the drainpipe to the roof.

Save Jamie

Around the middle of the way, Jamie will report that he has problems, and you will have a new task: "Save Jamie from the guard." To complete this task, you must climb onto the roof as quickly as possible and run up to an impromptu bridge thrown from the top of the tower to the roof of a nearby building. Ahead, through a hole in a broken window, you will see Jamie, who is being held at gunpoint by a guard. Running and rescuing him is a thankless task, so get out your rifle with rubber bullets and when the guard is directly in front of the hole in the window, shoot!

As soon as the guard falls, run across the bridge and join Jamie. Then jump down to the lower level of the roof as quickly as possible, and, trying not to get under the searchlights of the helicopter hovering over your head, run to the building on the right. Run along the narrow passage between the buildings, enter the house on the right, and climb the stairs to the roof. Everything, you are free! Mission completed!

Alternative ways:

From the hall where the shootout is taking place, you can go up the stairs. To do this, throw one smoke bomb on the landing in front of the entrance to the second flight, and the second to the third flight. Under cover of smoke, you can climb the stairs unnoticed. One trouble, at the end of the stairs you will have a door waiting for you, which can only be opened with the help of a chip sewn into the clothes of the guards. Therefore, either you have to stun the guard patrolling the third flight, or drag the body of the guard lying at the entrance to the stairs, and this is much more difficult than it seems.

Mission Three - USA, New York, terrorist headquarters, February 2, 2008

The rules of conduct in the enemy's lair are as follows: you complete all the tasks that the terrorists gave you, then all the tasks for Lambert, and in the remaining time you try to complete additional assignments and not be caught in places where you, in theory, should not be.

After arriving at the terrorist headquarters, follow Jamie (do not lag behind, but do not overtake him, so as not to lose confidence). After they show you where you sleep, the bruiser Moss will take over you. Follow him and he will lead you to a training hall. Your task is to go through the obstacle course, then open the safe and wait for the arrival of Moss, who promises to show up in twenty-five minutes.

Obstacle course, safe hacking and shooting range

Go through the obstacle course (I think you can handle it without prompts) and run up to the safe. The principle of breaking the safe is as follows: choose one of the directions - "right" or "left", in which you will rotate the pick. Stay in the selected direction until you hear a click and the leftmost wheel turns green, which means it is in the correct position. Now reverse the direction of rotation and set the center wheel in the correct position. Change the direction of rotation again and install the last wheel. If everything is correct, the safe will be opened.

Leave the room with the safe and through the hatch, get out to the beginning of the obstacle course. The next in line is a shooting gallery. Come in and pick up a rifle. Your task is to knock out 75 points in 30 shots. This is not difficult to do, since the center of the target is 5 points, the edge is 1 point, and what is between them is 3 points. As soon as you knock out the required number of points, proceed to Lambert's tasks.

Roof antenna and bug installation

Exit the shooting gallery and go left. Soon you will see the infirmary, where the only female terrorist, Enrica, works. Talk to her and go past the infirmary to the stairs against the wall. Climb up, where two are busy fixing the blades of a huge fan.

Do not make noise, carefully pass behind them and dive into the ventilation shaft, from where you can climb the stairs to the roof. But do not rush to get out on the roof, as the guard standing at the parapet may notice you. Let the guard move a little to the left and when he turns his back on you, climb out onto the roof and quickly make your way to the right, where another terrorist is on duty.

Follow the back of the terrorist, but half way leave him alone and hide behind the boxes on the left. When the terrorist reaches the end of the roof and stops at the wall, with his back to you, quickly go forward and turn left into the open door in the fence.

Here you will find a shield with an antenna transmitter. Install a bug on the transmitter and go back in the same way as you came.

Trojan horse and server room

Go down the stairs to the room where there is a huge TV screen on the wall. Head straight down the hallway and turn right. Here you will see Jamie, who will open the door with the combination lock and go to the server room.

Make sure that there are no bystanders nearby, turn off the lights in the room and pick up the code for the combination lock. Enter and immediately turn left. Climb over the railing and press against the left wall. Follow it to the end and pay attention to the camera above the entrance to the server room.

Wait until the irritated Jamie comes out of the server room and, after waiting for the moment when the camera will not look in your direction, make your way to the door. Enter the server room and get to the stairs leading to the dais where two terrorists are working.

Search the space to the left of the ladder and find a hatch. Open it and go downstairs. You are under the elevation. Wait until one of the terrorists leaves the server room, while the other goes about his business on the computer. Go to the end of the tunnel and, having opened the second hatch, get out to the elevation. Go to the nearest terminal and download the virus to the system. Go back the same way you came.

Terrorist Medical Files - Side Mission

To get the terrorists' medical files, go to the infirmary and make sure that Enrika is examining something through a microscope in her office. Go to the office door and break the lock. Carefully crawl into the office and close the door behind you. Tiptoe behind the girl's back. First, hack into her computer, and then scan the medical files lying in the nightstand on the right. Then leave the office as quietly as possible and close the door behind you. That's it, now you can return to the obstacle course, where Moss is already waiting for you.

Helicopter Pilot - Execute or Pardon?

After meeting with Moss, he will take you to the torture chamber, where Emile Dufrasne will order you to kill the helicopter pilot, and Lambert will insist on pardon. If you want to gain confidence in the terrorists, then kill the pilot, if you don't want to get your hands dirty, then just shoot at the wall. Mission completed!

Mission four - Russia, Sea of ​​Okhotsk, 200 km from the coast of Siberia, February 5, 2008

The only mission where, in order to pass, you must knock out the ship's crew, otherwise it will not be counted for you. But you still need to get to the ship, so we'll talk about it later.

Skydiving and collecting belongings

After Sam jumps out of the plane, you steam up a little, and then an icon with a parachute image will appear. Pull the ring, but ... the parachute won't open! But don't panic, we still have a spare wheel. As soon as the icon appears a second time, pull the ring and land.

After landing, you must pick up your things as soon as possible, since your jump did not go unnoticed, and two with machine guns are already landing from the helicopter onto the iceberg.

To pick up things and not raise the alarm, you must act as quickly as possible. So, as soon as control passes to you, run forward, jump, roll over and as quickly as possible go around the second ice mound on the right. Crawl to the edge and hang on your hands over the cliff. Do not move, otherwise you will be noticed.

Listen to the conversation of two soldiers, and then, when they scatter on your quest, get out onto the iceberg and run to your things. Collect the scattered detonators and swallow into the water on the right. The first part of the path is over.

Enemy camp and mountain blasting

Swim under the ice and when Sam sees the hole, surface, break through the ice and drag the soldier to the bottom. Don't come up. Swim further until you see another ice hole with a soldier. Drag it to the bottom too (since you can't play stealth, we'll get the most out of it). This time, also stay underwater and swim to the right and to the end of the reservoir. There, carefully emerge and see where the guard is walking around the snowmobiles. If he turned his back on you, then quickly get out to the shore and run to the tent on the left. Go around it on the left side and hide behind the boxes to find yourself behind the back of a soldier warming his hands by the fire.

After waiting for the right moment, sneak up on the soldier and grab him. Drag it to the water and just go into the water so that it goes to the bottom.

Swim a little to the left and get out on the shore. Return to where the soldier was warming himself and use his computer to blow up a piece of ice mountain near the snowmobiles.

Jump into the water and swim under the ice to the ice hole on the left. Break through the ice and get out on the shore. Hide behind the snowmobile and watch the soldier who walks near the ice hole on the left. When the soldier moves to the right and leans towards the snowmobile, get out of cover and gently slide into the water. Dive and swim through the tunnel further.

Two ice holes and the lower deck of the ship

There will be two ice holes above you. A soldier is standing over one, and no one is on the other yet. It's not for nothing that I say "bye", because if you wait a bit, a soldier will appear above it too. I advise you to deal with him first, because if you take up his friend, then he will be able to notice you.

Deal with both soldiers and jump into the water. Don't touch the guy in the boat, he hasn't done anything bad to you. Swim to the right and get out on the shore. Grab the cord with your hands and climb aboard the ship.

By corpses

Passing this mission for the first time, I got to the last stage without removing a single crew member, which later I had to seriously regret, since the task was not credited to me. Don't repeat my mistakes. They said - deal with the team, so you sort it out. No amateur performances!

First, let's clean the lower deck. Take advantage of the sudden oncoming blizzard to sneak up on selected victims. The tactics here are simple: they chose a victim, crept up from behind, grabbed, dragged to the place where you climbed onto the ship, stunned, loaded onto your shoulders and thrown down from the ship - so, at least, no one can find the corpses.

When the bottom becomes freer, run aft to the mast with a ladder. Climb to the very top. Make sure that no one is on the deck where you are going to pull the cord. Ride down and climb up the pipe to the upper deck.

Here, grab the railing with your hands and hang under the soldier talking on the radio. His name is Andrey, or rather his name. As soon as he finishes talking, grab him and throw him over the railing. Climb to the roof of the tanker and find the antenna.

Open the control panel, pick up the code and contact Lambert. Then broadcast the frequency of the tanker to the terrorists. Both hares are killed.

Gas attack and the path to the engine room

On the roof of the tanker, find the ladder leading to the ventilation duct. Open the hatch at the top and use the cable to get down. Try to convince the terrorists, but they are adamant and demand that you let gas through the ventilation system.

Nothing to do, throw a gas grenade into the ventilation shaft. Now go to the wall and jump so that Sam can grab the edge of the ledge. Pull up on your hands and crawl along the narrow tunnel to the deck.

At this time, you will be informed that the captain is completely distraught with fear and plans to blow up the ship. You need to stop him.

Return to the upper deck of the ship and, jumping over the railing, make your way to the lower deck. Finish cleaning the lower deck. I don’t think this will be a problem for you, but I will stop at a couple of individuals.

One of the soldiers has taken up a strategically advantageous position at the top of the stairs and does not leave his post for a second. It's almost impossible to get close to him unnoticed, to kill from a distance is not our method of work, so leave him alone. I'm not kidding, the point is that you need to remove ten crew members, and there are at least fifteen people on the ship, so you have enough cannon fodder without this paranoid.

The captain escaped down the aisle on the port side, where a crane had previously blocked the way. On the territory that has opened, three are wandering: one sits on the mast, two wander below. First, you will come across a lone soldier who can be easily stunned and hidden in an open container on the right. The main thing is to make sure that the fighter does not notice you at the match.

Now you need to somehow climb the stairs and not run into the soldiers. I propose to temporarily cut down the searchlight on the mast, illuminating the stairs and, under the cover of darkness, go upstairs. Deal with the guy on deck first, and then climb the mast and stun the sentry. Now calmly return down to the deck and get down into the open hatch of the engine room.

Engine room and ship captain

Go through the first doors and follow the bridge to the left. Hide at the end of the bridge and wait for the sailor in white uniform to move away from the console at which he is working. Go behind him and stun him. Get down to the level down and go through the next doors to the next compartment.

As soon as you enter, go to the right and hide in the dark, as soon a sailor with a flashlight will appear. When he turns his back on you, stun him and hide in the dark. Go to the doors at the end of the compartment, but do not rush to leave. First cut out the light on the left, and then go through the doors, otherwise you will be noticed by the sailor on the upper level.

You are in a compartment with a working screw. Stop the propeller with the remote control against the wall and jump into the water. Swim along the tunnel to the next compartment and get out to the dais in the center.

A captain walks over your head with a lighted signal rocket, and in the compartment itself there is an intolerable smell of gas. The captain is definitely crazy, so you must neutralize him before he blows up the ship.

Hang on your hands under the bridge where the captain wanders, and when he passes you, jump over the railing and grab the madman. Stun the captain and climb the long staircase upstairs. Open the hatch to get to the landing site, where the helicopter is already waiting for you. Mission completed!

Don't worry if you don't get one hundred percent result, because for some unknown reason, even if you hid all the bodies, the report after the mission will indicate two or three bodies found. As they say, it is impossible to understand this, you just need to keep it in mind.

Alternative ways:

There are many of them, since you can remove enemies in a variety of ways.

You can also climb the tanker on the lift located on the left on the raft near the side of the tanker, but there are two problems. Firstly, you will have to remove the soldier in the rubber boat, and secondly, there are two waiting for you at the top, so the path along the rope is preferable and safer.

Mission Five - Shanghai, China, 6 February 2008

Unlike the previous mission, in China everything will be much more interesting. So, after the pilot has enough blow, the control of the helicopter will pass to you. Do not be alarmed, no one will make you fly, this is not a simulator for you. All you have to do is align the helicopter and lead it to the skyscraper in front. After a successful landing, you will be left at the helipad in the pouring rain.

The way to the hotel and the recording of the meeting of the terrorists

As soon as Moss and Emil leave, the good guys will ask you to record the terrorists' conversation on tape. To do this, you must cross the well-guarded roof, which is what we are going to do now.

The shortest way. Approach the boxes on the left. Stand on them and jump to grab the railing with your hands. When the guards start talking, quickly jump over the railing. Run around the house on the roof and climb the ladder to the roof. Staying in the shadows, sneak up to the cord, grab it and slide down.

On the roof, jump onto the ventilation duct. Then climb over the boards to the roof of one of the trailers. Run away from it and jump onto the pipe going along the wall of the building to the left. Climb to the top of the pipe and, grasping the cornice with your hands, crawl to the right. Jump down and go to the crane control panel. Pick up the code and turn the tap. Then climb onto the crane and walk to the end of the boom. Strengthen the cable and start going down.

When you get to the first cradle, sit down and hang from the ledge. Crawl to the left until you see a neon tube mounted vertically at the very edge of the building. Go down it to the level below and stand with your feet on the cornice. Your task is to walk past the windows of the restaurant without being noticed. This is quite simple to do, since most of the visitors are already resting in the salad. Walk past the window when no one is looking at it. At the end of the cornice, secure the cable and prepare the microphone.

Start going downstairs and when you reach the room where the talks are taking place, aim the microphone at the talking terrorists to start recording. Alas, even if you, like me, manage to record the conversation to the end, you will still not be credited with the assignment, because it was conceived that way according to the script.

The record will fail, and all because someone noticed the arrow of the crane and suspected something was wrong, and you urgently need to rip your claws. Go down to the cradle as quickly as possible and immediately start moving to the left. At the first opportunity, sit down and hang from the eaves. Crawl to the very end of the cornice and freeze, merging with the wall. If you stay on the cornice, you will not be able to walk past the closed shutters of the laundry room, and people from the helicopter will spot you.

Breaking open the safe in Emil's room

Soon a window will open above you, but you must overcome the desire to throw out the guard through it, because then you will not see one hundred percent result as your ears. Therefore, we wait for the guy to leave, and only then we climb into the window. Remaining in the shadows, go left and open the hatch in the floor. Jump into the hatch and go through the tunnel to the next hatch. Get out to the surface. You are in the laundry room.

To get past the guard, turn off the light above the door on the left. When the laundry gets noticeably darker, quickly run up to the generator on the wall to the left and cut the wire. Everything, now it is definitely night. While the guard is figuring out what the matter is, run to the left, turn behind some cars and find the entrance to the mine with a staircase leading up. Climb to the very top and jump into the ventilation shaft.

You will soon find yourself in the closet. Jump down and turn off the light. Exit the closet, which will be in Emil's room! This is good luck!

Stay in the shade behind the screen and wait for the white-suit worker to leave the meeting room. As soon as he walks past you, quickly go to the meeting room and snuggle up to the left wall.

In the hallway on the left you will see Emil, but do not worry, he will turn off the light (thanks, dear) and go into the next room. Run into the hallway and turn right, where Emil went. You will see a safe on the left wall!

Attention! If for some reason the buttons responsible for turning the lockpick in the safe do not work for you, then either restart the game, or try simultaneously holding down the "right" and "down", "left" and "down" keys. Sometimes, the problem can be solved by simply clicking on everything, including the mouse buttons.

When you deal with the safe, take a sample of red mercury and close the safe. Exit the room through the main doors and turn right.

The way to the good doctor's room

You need to get into the room of Dr. Atvan, and he is a couple of floors below. Make your way to the right past the patrolman and find the door leaning against the wall. Another comrade is wandering nearby, so don't make any noise. If the guard has his back to you, then just go into the room with the computer, and go up the stairs to the very top of the hotel. If the guard is in the room, then let him leave from there, but do not stay too long, as his partner can return at any second.

Once on the roof of the mine with lifts, attach the cable and go down to the metal bridge. At this time, the Chinese New Year will come and the hotel will be illuminated by floodlights. It is not at the right time, but do not be discouraged, we did not overcome this.

From the metal bridge, jump onto the roof of the elevator going down. From the roof, move to another bridge and wait for the elevator again. Drive it down even lower and go out onto the bridge. Do not rush, because at this moment a guard will approach the window overlooking the bridge.

Let him smoke and when he turns to leave, jump in the window and take out the pistol. Disarm the camera above the elevators and run to the right. Staying in the shadows so that the guard with a flashlight won't notice you, make your way to the doctor's room and enter.

There are four in the room. I admit that you can go through this place without knocking out any of the guys, but the problems with controlling the master key leave no choice but to arrange a quiet hour for the children.

First, knock out the guy who staggers between the room with the safe and the computer. Grab him and drag him into the shower. Stun and tackle the guy digging the safe. Drag him into the same shower. Now lure one of the two guys out of the next room, or maybe he will come out on his own. Stun him and hide in the shower. Do the same with the rest.

Go to the safe and open it (you need to do this the first time, so that there is time for the doctor). Take the papers and save the game. Now we are going to kill the good doctor.

Murder of a good doctor

You can kill him as you like, but through trial and error, I came to the conclusion that the most effective is a mine on the wall. So, leave the room and turn left. Remaining in the shadows, get to the next dark section of the wall and plant a mine (if a guard with a flashlight passed you, let him return so that he does not fall victim to the explosion). Return to the doctor's room, where the helicopter has already arrived with the impatient Moss on board. At that moment, when you are near the rescue cord leading to the helicopter, an explosion should sound. A good doctor will go to the forefathers, and you will receive a one hundred percent rating. Mission completed!

Alternative ways:

Other methods of killing a doctor lead to a loss of 100% rating, as you are wasting valuable time. For example, you can shoot at the wall next to the elevator with a sticky camera and poison the doctor with gas, but this will not kill him and you will have to go and finish off, which will take too long. You can also remove the doctor from the rifle, for this staying right at the door of the room, aim the optical sight at the elevator car and shoot the victim, who does not even have time to understand what happened.

Mission Six - USA, New York, terrorist headquarters, February 22, 2008

After talking with Lambert, return to the headquarters courtyard. You must quietly return to the building, otherwise goodbye to one hundred percent result.

Climb under the truck and wait for the moment when the people in the yard on the left go to the right and go about their business. Roll out from under the truck and, keeping in the shadows, go to the entrance to the headquarters, where you will be met by Enrica.

Follow Enrika and listen to her requests: take the pilot's body to the stove, make ten mines for Kinshasa, and so on. In the end, Enrika will lead you to the lower level of the headquarters, where the mechanism for making mines is located. Leaving you alone, Enrika will approach the door on the left and open the lock with her voice. Lambert wants you to record the voices of the most important terrorists and use the records to open previously closed doors.

When Enrika leaves, hide in the shadows and get the microphone. Point the microphone at the glass wall, behind which Enrica and Emil are talking, and record their voices. Now go to the mechanism on the left and make ten mines. This is not too difficult to do, especially since you have 15 charges, which means that you are entitled to five mistakes.

After the mines are ready, go to the doors and use the recording with Emil's voice to open the lock. Come in and climb the stairs to the very top.

Turn off the light and look through the glass in the door into the next corridor. Wait for the moment when the patrolman in the corridor turns his back on you and quickly slip into the room.

Walk past the sleeping guard and turn into the corridor on the right. Turn off the light and break the lock on the door as quickly as possible. Go ahead and pick up the code to the door of Emil's office. Go inside and immediately go to the doors on the right to get into a corridor with two doors. Find Emil's bedroom and scan his personal file. Then return to the office doors and carefully peer into the room. If Emil and Jamie are still there, then wait until the bespectacled man leaves and the terrorist boss sits on the couch with his back to the door.

You go into the office and quickly exit to the balcony on the right, as Emil decides to stretch his legs. Wait on the balcony while he goes to his room and goes to bed. Then go into the office and search it thoroughly. Open the safe, scan the blueprints for Lambert and take the personal file from the cabinet against the wall. Hack the computer and find out the access code to Enrika's laboratory.

Exit the office and return to the corridor where the guard is walking. This time, two people will be waiting for you in the corridor, as the sleeping guard will wake up.

Staying in the shadows, sneak into the corridor to the right and turn off the lights. Break the lock on the door on the left and enter the room where Dayton is sleeping. Pull out the microphone and record Dayton's voice when he begins to speak in his sleep. Finally, take the files with personal files from the two bedside tables. Exit the room and return to the stairs leading to the room where you made the mines.

Return to the main headquarters hall. Climb to the top level and find a secluded corner. Pull out the microphone and record the voice of Moss (the ape-like guy Sam calls "Mousse", which means "moose") when he starts to grumble under his breath.

When Moss's voice is recorded, go to the infirmary and find the body of the unfortunate pilot. Shoulder it on your shoulders and return to the main hall. Go downstairs and turn into the first corridor on the right. Walk past the room where the pilot was tortured and turn right. Go down the metal stairs and go through the passage on the right to get to the stoker. Place the pilot's corpse on the raised platform next to the stove. Return to the room where you made the mines and wait for the arrival of Enrika. Mission completed!

Alternative ways:

After you scan the blueprints in Emil's office, you can go to the balcony and go down to the headquarters courtyard. If you cross the courtyard and climb onto the green boxes under the window of a nearby building, you can climb into Enrika's bedroom through the window. As soon as you do this, the girl will enter the room and Sam will have no choice but to seduce her. Poor Sammy ...

Mission Seven - Mexico, Cozumel, February 27, 2008

I do not argue that getting one hundred percent on this mission is not an easy task, but with a certain skill and perseverance it is possible.

After calling Lambert, go out to the balcony and jump over the railing. Hanging on your hands, get to the pipe on the right and climb onto the next cornice. Use it to get to the balcony where the guard is standing.

Casino, gas in ventilation and a lock on the doors

Listen to the dialogue between the two guards and when they leave, climb over the railing and run into the casino. Put on your night vision goggle. Staying in the shadows, make your way to the room with a signboard "Counter" and take out the pistol. Wait for the moment (the radar is very useful here, by default - double-clicking on the "Z" key), when there are no guards nearby, and turn off the sign so that the entrance to the room plunges into darkness. Run into the room as quickly as possible and turn off the light in it. Then run up to the wall on the right and throw a gas canister into the ventilation. Lambert's task is completed, but several guards are already moving towards you, and the sign above the room begins to blink treacherously, threatening to illuminate everything around.

Run out of the room and hide, either under the revolving table in the center of the casino, or jump on the parapet nearby and hide in the dark. While you are sitting on the parapet, no one will accidentally bump into you, and you can look around.

The only way out of the casino is through the closed doors under the "Casino" sign, which illuminates anyone who tries to get close. If you extinguish the sign, then guards with flashlights will immediately come running to the door, which is not part of our plans. Where to get the time to break the lock and not raise the general alarm?

Through trial and error, I came to the following solution. There are four guards in the hall. Your task is to distract them from the doors so that they do not notice that the sign has gone out. This can be done in different ways, but I, for example, climbed onto the parapet not far from the doors and, with the help of a pistol, began to turn on the slot machines (you need to aim at the machine's drum) in the hall. The sound of falling coins attracts the attention of the guards (they turn red dots on the radar) and they turn their backs to the doors. When all four become red dots on the radar, turn off the sign, rush to the doors, break the lock, enter the next room, slam the door and hide in the shadows under the stairs.

Hall with aquarium and the way to the elevator

If the man in white is nearby, let him go up the stairs, if he is not, then press against the right wall and climb the stairs to the second floor. Hide in the shadows opposite the doors, behind which you can see the silhouette of a guard. Soon the guard will leave to the right, and you can sneak into the room with the aquarium instead of the wall.

Those who carefully read letters on computers are aware that there is a crack in the aquarium and the slightest carelessness can lead to tragedy. If you are interested in looking at the tragedy, then shoot three times at the crack in the glass, which is located in the lower right corner of the left section of the aquarium.

But ... we will not break anything, why do we need extra hype. Therefore, keep in the shadows and go around the room along the left wall. You will see a camera shortly. Disarm her for a while and run into the dark corridor. At the end of the corridor, hide near the right wall and listen to the conversation of two soldiers. Soon the soldiers will leave, and you can take the elevator and go up to the second floor.

Deck with pool and thermal baths

On the way up Enrika will inform you that soldiers can meet you, so find a hatch in the ceiling of the elevator car, jump up and climb out onto the roof.

When the elevator stops, a soldier will enter the cab. Let him talk on the radio and jump down to knock the poor fellow down. Exit the elevator and close the doors so no one can see the body.

Hide behind the table to the right of the elevator and wait for the guard on the left to head back. Run out of cover and go left, staying under the cover of the boxes. At this time, Enrica will appear and launch a fountain that goes along the edge of the pool in the center of the deck. Cover is something else, but the fountain will distract the guards for a while.

Don't waste time, disarm the camera hanging on the wall to the left and run past the table to the chaise lounges on the port side. Hide behind the back of the chaise lounge and wait for the guard to walk past you. Then quickly run to the changing room at the edge of the pool, walk right through it and jump into the water.

Swim underwater to the left and get out onto the deck. Nearby you will see a structure and a pipe that you can climb. Do this and hang on your hands under the bridge, along which the guard is wandering. When the guard passes you, jump over the railing, disarm the camera above the doors on the right and enter through them into the next room.

Walk down the corridor to the right and slip into the room on the right. Hide in the shadows away from the passage and the door. Wait for the guard in the room to walk past you and go out into the corridor from which you just came. Run through the room to the next room and wait for Enrika to fill the bath with steam.

Under the cover of steam, go to the fountain at the right wall. Climb into the fountain and jump so that Sam can grab the cornice with his hands. Unscrew the cover from the ventilation and climb inside. You will see legs ahead, so don't get out anywhere yet.

Captain's cabin, planting the bomb and escape from the ship

When your legs come out of the cabin, get out of the ventilation and carefully look out the door. The sailor will stand a little by the map, and then go to bed. Exit the cabin and dig in the nightstand by the left wall to find the door code.

Enter the code and go down the metal stairs to the wheelhouse. At the bottom, quickly turn right, go around the stairs behind and hide in the shadows. Listen to the conversation of the two crew members, who will then head upstairs to their cabins.

Stick your head out of the hiding place and see where the remaining crew member is. If he has his back to you, then climb under the nearest table. When the navigator moves to the left and turns his back to you, get out from under the table and run to the right, where there is some kind of equipment against the wall. Squeeze into the narrow passage between the equipment and the wall of the adjacent room. Walk to the end of the passage and you will find yourself directly opposite the doors leading to the bridge.

Wait for the navigator to go into the depths of the wheelhouse and turn his back to the doors. Jump out of cover, open the door, run out onto the bridge and find a cord, along which you can slide down to the bow of the ship. Do this and, as soon as your feet touch the deck, jump over the railing, slide down and run to the right. Hide behind the wall of the gatehouse in which two are talking. Nearby you will see a staircase leading to the roof of the gatehouse, but you do not need to go there.

When the conversation is over, lean around the corner a little and get ready to act as quickly as possible. Let the man in white quietly leave, but as soon as the gatehouse doors open a second time, quickly run to the doors. A soldier will come out of the gatehouse, and since he will have his back to you, you can have time to slip into the room before the doors close again. By doing this, you will save yourself the trouble of breaking doors.

Inside the gatehouse, go to the dark corner behind the pipes and place the bomb. Then pick up the code and send the frequency to Lambert. Everything, now you can get away with your feet.

Approach the gatehouse door and find out where the soldier is. Do not be lazy, wait until the soldier walks past you to the left, open the door and run to the right to the doors with a combination lock. You need to first break the lock on the panel and then pick up the code to open the door. Then step onto the walkway and jump into the ocean. Mission completed!

Mission Eight - USA, New York, terrorist headquarters, February 28, 2008

Follow Emil and he will lead you to a room with two computers.

Japanese cube

Your task: to break the code in the letter. To do this, you must solve the Japanese cube puzzle. In a nutshell, the meaning is as follows: there is a cube with six faces. There are four cells on each of the faces. You can enter one of eight numbers in each cell. That is, you have 6x4 = 24 cells in which you can enter 24 numbers. Simple arithmetic, divide 24 by 8 and it turns out that each digit must occur three times. When you consider that a cube has three dimensions, then everything becomes even easier. For the lazy, here is the solution. So, on four faces there should be the following sets of numbers:

  1. 000 001 010 011 100 101 110 111
  2. 110 111 000 001 010 011 100 101

On the upper plane:

  1. 010 000
  2. 001 011

On the bottom plane

  1. 100 110
  2. 111 101

If everything is correct, then you will break the code and be able to read the letter.

Fingerprint search and Enrika's code

Lambert wants you to take the terrorists' fingerprints and use them to get behind the previously closed doors. You don't need to run far for prints. Take out the scanner and swipe it across the table where there is a computer with a decrypted letter. You will find Emil's fingerprints on the table. Scan them and go to the door next to the mine machine.

Open the voice lock and go up the stairs. On the left you will see a camera. It is stationary, so you cannot go under it. Look at the ceiling and find the pipe. Jump up, grab the pipe with your feet and crawl to the end. Jump down and open the door to Enrika's laboratory (code 1269). Come in, sneak behind the girl's back and find a computer on the table. Do not touch it yet, but climb under the table. What for? Now you will understand everything yourself.

As soon as you crawl under the table, Enrique will call Jamie, and she will come just to the place where you just stood. When Enrika returns to her workplace, get out from under the table and pick up the code to the computer. Read the letter with the code that stops the explosion on the ship. Climb under the table, as Enrika again gets up to walk around the laboratory. When she returns to her place, scan the personal file in the nightstand by the table and leave the laboratory.

Security room, second task

Return through the pipe to the stairs, open the doors and go through the dark corridor to the next doors. Turn off the light and look through the glass in the door at the patrolman. When the guard turns his back on you, go out into the corridor and make your way to the dark corner not far from the place where the two terrorists are talking. When they finish the conversation and disperse in all directions, go into the corridor, and from there to the door closed with a lock with fingerprints.

Open the lock, enter and hide in the shadows on the left. Listen to the conversation between Jamie and Moss and record Jamie's voice (he is in the elevator car). When Moss leaves, exit the hiding place and break the lock on the room next to it. You go in, but immediately hide in the closet on the left, as Moss will descend into the room.

When Moss has thoroughly soaked the punching bag and gone home, exit the closet and scan the personal file in the nightstand. You leave into the corridor and, keeping to the right wall, make your way to the room where two terrorists are discussing something, standing at the slate board.

Do not disturb them, but just quietly sneak behind them and go to the exit from the room. Raise your head and make sure that the camera above the entrance is not looking in your direction. Go straight into the corridor and turn left. Walk to the door with the combination lock. Pick up the code and enter. This is the guard room and Moss is giving out the final orders as usual.

Let Moss go to your office, and then sneak to the distant computer. Pick up the code and watch the bomb on the ship. Great, you can come back.

Exit the security room and press against the left wall. When a guard comes to meet you, go past him and open the cage doors in the center of the room. Go through the cell and open the same doors on the right. Exit and return to the room where Emil gave you a task. Wait for Emil and go with him to watch the movie about the explosion of the ship. When Emil starts the countdown, choose one of three scenarios: the ship will explode, the ship will not explode due to your fault, the ship will not explode due to the fault of Enrika. I think that the third option is the most acceptable, although it will cost Enrika his life. Mission completed!

Mission 9 - Democratic Republic of the Congo, Kinshasa, 1 March 2008

A very long and full of dangers mission, but one hundred percent result is quite achievable here too.

After the start of the mission, run left to the metal grate. Cut through the grate or simply climb over it. Hide under the car on the right and wait until the two soldiers at the elevator move a decent distance from it. Roll out from under the car, run to the elevator and climb to the upper floors of the building.

Meeting room path

Exit the elevator and look into the next room - this is the kitchen in which two soldiers are talking. One of the soldiers will go in your direction, so quickly return to the elevator and hide behind a shelf near the left wall.

The soldier will rummage in the shelf and return to the kitchen. Follow him, and the soldier will soon go into a large room, where two of his comrades are shooting back from the helicopter.

Wait for the moment when all three are busy shooting, sneak into the room and get to the huge window along the right wall. Cut a hole with a glass cutter and get out onto the cornice. Hang on your hands and move to the adjacent building. Climb up the pipe and hang on your hands under the balcony. Do not move, as a guard will appear from the door on the left. This is a very nervous guy who, passing by you, even decides to look back.

After the soldier has moved a decent distance, climb out onto the balcony and jump into the open window. Exit into the corridor and find a room with two soldiers. Enter the room and hide in the hallway. When one of the soldiers approaches the table, and the second goes into the bedroom, leave the hiding place and go right. Hide at the bedroom entrance. Wait for the moment when the soldier in the bedroom goes to the toilet on the left, quickly go through the bedroom, run out onto the balcony and jump over the balustrade on the left (if you stay hanging under the balcony, the soldier in the bedroom will notice you). Walk along the ledge and climb the sign to the roof of the building.

You have to act very quickly here. Climb onto the roof. At this time, one of the soldiers will climb the stairs to the dais on the right. Run after him and climb the ladder. Turn left and hide behind the gatehouse. Soon, the soldier will return to the stairs and go down to the level below.

Exit the hiding place and go around the gatehouse counterclockwise. Be careful, as the two soldiers on the roof can spot you. Climb the stairs to the gatehouse and find the switchboard on the wall. Break the lock and pick up the code. A floor hatch will open to your right. Climb into the hatch and you will find yourself next to the meeting room.

Go down the stairs. Squeeze into the narrow passage and crawl under the pipes on your stomach. On the opposite side of the room, find the pipe on the wall. Climb up on it and crawl to the center of the room. Jump down onto the glass dome that flanks the meeting room.

Find the hatch and pick up the code. Hang on your hands and jump over to the pipe that runs along the perimeter of the room. The lasers in the room are turned off and on in turn, so just be careful and they won't fit you.

Crawl along the pipe to the left and go down the pipe to the stand. Do not step on the floor, otherwise raise the alarm. When the lasers are not nearby, press against the glass wall on the left and move to the next stand. From here, climb up the pipe and crawl to the left. Finally, you will find a pipe running down the center of the room. Crawl along it and when it becomes possible to hook the cable, do it. Go down and secure the bug. At this moment, you will be informed that Emil and the company are approaching the room, and you no longer have time to escape.

Crawl away from the chandelier in the center of the room and overhear the negotiations between Emil and the company. When the negotiations are over, Emil will inform you that he is going down to your parking lot. It's time to get away with your feet.

Wait for Emil to leave the room. Go downstairs and run through the open doors. Approach the edge of the house on the left and attach the cable. Get down to the ground and as quickly as possible run to the doors on the left. Come in, climb along the narrow passage to the adjacent room. Here, jump into the open hatch in the floor to find yourself in the toilet in the parking lot. Run out of the closet and talk to Emil.

A tour of Kinshasa, a burning bus and the shooting of innocent residents.

The next part of the mission will take place in a city engulfed in battle, so do not yawn, otherwise you will hit a random bullet.

Wait for the two soldiers to finish attacking the truck. When one of the soldiers leaves to the left, quickly climb over the fence and run to the right into the alley behind the houses. You will have a new task - "Stop the execution of three residents of the city." Turn the corner of the house and, staying in cover, look into the courtyard. There you will see three civilians and two soldiers. Load the rifle with shock charges and neutralize the soldiers.

Run into the house on the right and, after going through it, climb out the window. Ignore the soldier in front of the rooftop as he is clearly short-sighted. You go into the house on the right, where the woman just ran. Walk past her and climb out the window. Hide next to the window, as soon the shooting will begin on the street. The soldier you saw on the roof will go down, and you can take his place.

Run along the balcony of the house and turn right. Emil will appear on the radio with a demand to move, followed by Lambert with a new task - "Get a woman out of a burning bus." Just some kind of Super Sam.

Go to the edge of the balcony, grab the cord with your hands and cross the street along it. Jump down behind the soldier's back and when he starts shooting at the enemy invisible to you, run across the street and jump into the broken drainage pipe. Run along the pipe to the end, get out on the right side and enter the bus lying on its side.

Free the woman and get off the bus to the left side. If you follow the woman, you can get into a house full of grenades, cartridges and so on, but the entrance to these hot spots is guarded by a very well-aimed sniper, so I recommend refraining from visiting him.

Hide behind the overturned yellow car and let the truck drive away in front. Then run forward and enter the gap in the wall to the left. Walk forward a little and turn right to witness the ridiculous death of one of the soldiers, blown up by a mine.

The road to the rebel camp is mined and you must be extremely careful. In principle, mines lie on the surface of the earth, and they can be seen. The only thing that is not visible, but explodes, is the embankment in the center of the road. It's better to jump over it.

Rebel camp, secret plans and sniper tower

Soon you will find yourself in the rebel camp. Here you must act quickly and without mistakes. As soon as you enter the camp, run to the left and cut through the entrance to the tent. Come in and hide in the shade by the beds. When the soldier at the computer leaves the tent, rush to the computer and pick up the code for it. Download your plans and get out of the tent as quickly as possible through the cut through the passage.

Run to the second tent, cut through the entrance and hide at the exit on the left. Wait until one of the soldiers on the left moves far to the right, and the second turns his back on you. Exit the tent and run to the left. Find the generator on the wall and cut the wire. Now quickly run to the right and hide behind the skeleton of the truck. The soldier will go to check the generator and at the same time search the area around. Give him the opportunity to inspect everything and go back. As soon as he turns his back on you, quickly climb over the fence and run to the tower in front. Climb the stairs to the very top and find the optical rifle left behind by Emil's men.

Kill or not?

If you shoot a CIA agent, as Emil wants, then the mission will be completed, however, Lambert will tear and throw, if you do not shoot, but kill his opponent, then read on.

The path to the palace and the release of the agent

After the charge hits the tower, Sam will lose consciousness for several minutes. When he wakes up, go to the cord and slide along it into the burning building in front. Jump down. On the street where the battle is taking place, run into the bus on the left. Wait for the soldier hiding under the bus to die. Jump down through the hatch to the ground and run to the right to the pipe. Run inside and make your way to the burning plane / helicopter. Hop into the salon. Save your game.

So we got to the most difficult part of the mission. So, as soon as you get out of the plane, jump down and hide behind the box on the left. Wait until the captured soldier decides to escape, and the guard rushes after him. While the guard is busy with the captive, run past them to the stairs leading to the scaffolding.

Climb to the very top. Don't touch the soldier shooting at enemies invisible to you. Climb onto the green boxes and from them jump onto the roof of the palace. There are many paths you can take, but the easiest is to arm yourself with a shock rifle and before anyone understands, get all the guards down below. Then find the yellow pipe running under the ceiling of the building, grab it and crawl to the middle. Hook the cable here and go down. Do not rush to free the agent, but go a little further, where you can see the exit to the alley. Disable the guard patrolling the street so that you don't have any problems later.

Now free the agent and go out into the alley with him. Get to the fence and help the agent climb over the fence. After the palace explodes, the mission will be completed!

Mission Ten - USA, New York, terrorist headquarters, March 6, 2008

Can you shoot a friend, even in the leg? If you can, then the first part of the mission will be a simple walk for you, if not, then read about an alternative path. In any case, you must kill someone, if you do not shoot, then Jamie will kill you, and the mission is over.

So, let's say that you did shoot a friend. Leave the room and run to the stove, where the corpses are being burned. There you should find Enrika's corpse. Scan her retina.

Run to the shooting range and take a night vision device, as well as a rifle. Now go to the door marked "Exit", climb the stairs and open the voice lock, which was previously repaired by the worker. You will find yourself in a familiar corridor with two guards.

Turn off the light in the corridor and when there is no one around, make your way into the corridor on the right, where Enrika's bedroom is. Another guard is hanging around in the corridor. Let it go and then open the fingerprint lock. Come in and walk to the elevator that Jamie used to take. Open the elevator doors with Enrika's retina. Go downstairs.

In front of you there will be a corridor with a guard. Follow him and turn off the light in the corridor. When it gets dark, jump over the railing on the right and run up to the door with a combination lock. Pick up the code, enter and close the door behind you. Turn off the light and climb under the table with the computer, as a guard will enter the room to check if everything is in order.

When the guard leaves, pick up the code to the computer and find out the code from the laboratory. Exit into the adjacent room and jump into the hatch in the floor. Find a ceiling vent. Climb inside and watch the guard wandering through the flooded tunnel.

When the guard walks past you to the left, jump into the water and quickly walk through the tunnel straight ahead and to the left. Climb the stairs and turn off the lights. Hide to the right of the door, as at this time one of the workers will come out to breathe air.

When he gets back inside, go in behind. Stun the guard and hide his body so that he does not interfere. Then, get close to the door, behind which Jamie is wandering. Wait for the moment when Jamie turns his back to the door, go in and grab him. Interrogate Jamie and stun (you can drag him along the tunnel).

Go through the sliding doors on the right, from where you will be taken to the last part of the mission. You have ten minutes to save the world.

Ten minutes, showdown with Emil and defuse the bomb

As soon as Emil leaves, one of the soldiers will enter you. Stun him and move on.

Shoot at the lamp to plunge the passage into darkness. Two of them in the laboratory will go to check what the matter is. When they leave the laboratory and move away, enter the code (2112) to get into the laboratory and enter.

Go up the stairs to the right. Then one more. Don't shoot Emil as he is behind bulletproof glass. Leave the room, jump over the railing and hide in the dark.

Well, what can I say ... There are four in the room, plus Emil, and you need to neutralize all of them. It takes three or four minutes to defuse the bomb, so you can spend the rest of your time playing with terrorists. In principle, all four can be caught and knocked out, but usually such a joke goes with two, and the other two freeze dead at the entrance to the room where Emil is sitting.

It doesn't matter how you deal with the soldiers, but it's better to take a couple of them by surprise before you start firing right and left.

When you kill or neutralize Emil and the soldier, run to the bomb. There is no revelation here. First, open the safe lock. Save your game. Then pick up the code. Save your game. Now the bomb. First, lower the dipstick so that it is exactly centered and can pick up the core. Now look at the image of the lasers on the right. Your task is to draw out the bomb and not let the probe on the right (not in the bomb, but on the screen on the right) touch the rounds located around. The right mouse button makes Sam hold his breath, but do not overdo it, as the indicator below will show the temperature of the bomb, which is constantly increasing. If the temperature rises to critical, then you will lose, so hurry carefully.

When the bomb is defused, you can watch the end credits, after which the mission will be counted!

Alternative ways:

If you shoot Jamie and not a friend, then be prepared for the fact that all terrorists will be on their ears. Therefore, quickly jump out of the room and run to the stove. Scan Enrica's retina (you can scan Jamie's retina as well, but you probably won't have time for that). Then find the stairs on the wall and get out through it into the garage. Run to the shooting range and take the weapon. Further, everything is as described above.

Mission Eleven - USA, New York, March 7, 2008

A very simple mission. Hide behind the mast and wait for the soldiers to scatter on the boat. Soon a guard will come out of the wheelhouse and, having gone down to the deck, will leave on business. Get out of the hiding place and go up to the wheelhouse. Look where Moss is and when he turns his back to the door, go in and grab him by the neck.

After Moss is finished, go to the bomb. You will probably have about seven minutes in reserve. Therefore, calmly break the lock and pick up the code. Exit to the deck and jump overboard over the railing on the right. Mission, and with it the game passed!

Additional information: What? Where? When?

Information for those who want to complete all additional missions for Lambert at the terrorist headquarters.

Medical files - located in the infirmary, in Enrika's office. Break the lock and check the nightstand by the computer.

Personal files of terrorists (5 pieces) - two files are in the bedside tables, in the room where Dayton sleeps and sees nightmares. One case is in the bedside table in Enrika's bedroom and one in Emil's bedroom next to his office. The last thing is in the nightstand in Moss's room (where the punching bag hangs).

Professional documentation (5 items) - in the laboratory of Enrika in the nightstand by the table. In the server room next to the computer. In Emil's office against the wall. In Moss's office, in the nightstand by the computer. In Jamie's office not far from Moss's room.

Voices (5) - Enrica and Emil when they talk near the place where you have to make mines. Moss - during his fits of rage when he grumbles to himself. Dayton - in a dream when he has a nightmare. Jamie - when he has a fight with Moss, standing in the elevator.

Fingerprints (5, there are many throughout the headquarters, but let's name a few places) - Emil - on the table by the computer where Sam was decrypting the letter, as well as in his office in the same place. Moss - near the switch in the obstacle course hall. Enrica - on a machine for the production of mines. Dayton - next to the server room's combination lock. Jamie is on the fridge in the kitchen.

Retina (5 eyes) - Enrica - from her dead body by the stove. Emil - after his death, next to the bomb. Jamie is either in the room where you shoot him, or in the laboratory where you grab him. Dayton - Go to the server room, stun him and scan his retina. Moss - after you break his neck on the boat.

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Splinter Cell Double Agent is a game in which you can emerge victorious, knowing some of the nuances and secrets, or just enjoy it. Therefore, the examples provided in this article will be focused not only on achieving gamers maximum result, but also to simplify the game process. Moreover, taking into account the tips for passing the Splinter Cell Double Agent, it is strongly recommended to play for fun, and not pay attention to the coefficient of points earned.

Passage of the first mission

The first one in Splinter cell double agent is called “Bad day”. Events are developing 20 kilometers from Akureya, Iceland.

You fly up to the base you need to get to. Before jumping out of the helicopter, read on the computer a letter from Sarah, Sam's daughter. In it you will receive the necessary information, and you will understand the course of events.

I read the letter, open the hatch and jump into the waters of the Atlantic Ocean. Having dived, you follow to the red light. Use "E" KEY for. You will see John near the light. Swim after him through the tunnel. He will lead you to the hole - the way out. Take your time to fully surface. Wait for the guard to leave. Then, using the "Control" key, jump out to the surface and hurry to the building with a light bulb above the doors. We put out the light and go inside. The guard sleeps here. We find a sonic grenade in his laptop and turn off the signaling of the station fence. As soon as the alarm is turned off, another guard outside will head towards the house. Take a smoke bomb in your laptop, open the front door and throw it to the left. The guard will go there to look, and you run to the right.

Seeing John, climb over the net and get to the station territory. Climb onto the platform, jumping up, it is worth grabbing the stretched cord. It is through him that you will enter enemy territory.

After reaching the roof of the building, you will see a guard. Follow him quietly down to the floor below. There is a container with a hidden mine. Take it and follow to the generator. We cut the cable to relieve tension from the fence and climb over it.

Be careful here. Having pressed against the left wall of the fence, we go to the very end. Seeing the guard, we wait for him to leave and run to the right, then up the stairs until you hit the lid of some kind of tank. We jump, clinging to the pipe, crawl to the left structure, not being distracted by John and other events. When you reach the end, cling to the railing and climb into the ventilation hatch. So you got to the base. Now it's yours to launch the rockets.

We follow the platform to the stairs that lead to the lower level. We are waiting for the guard to rise along it. Sitting behind him, we follow down. Here we turn left and turn off the light above the warhead. We turn the valve that extends the bridge leading to the warhead. Now we turn in the opposite direction. We see the elevator. We rise to the floor above to the extended bridge.

Open the warhead control panel. You only have 5 minutes to. We find the remote control in the booth on the left. We turn off the light, open the door and knock out the guard. Press the button. We return to the lower floor to the warhead. Enter the code on the control panel, which corresponds to the sabotage. After activating the rocket, we go up the stairs located next to the rocket body upwards. In the hatch you will see Lambert on a helicopter. He will drop the rope for you. Mission accomplished.

Passage of the mission prison riot

The events of the second mission are developing in Kansas, in the Ellsworth federal prison.

Jamie Washington should come up to you and hand over the knife. This will cut the poster off the wall. Behind it there will be a hole in the wall that leads to the ventilation tunnel. On it you rise to the upper level and crawl into another mine. Through it you will get to the ventilation box. You go along it to the left, you open the shutter of the next tunnel. Crawl forward along it. At the end, open the hatch and enter the security room.

The guard will see an open grate, but will not check. In the meantime, the character must remain in the shadows. Then, when the guard is gone, consider the contents of the table. On the form will find from the door - 1403. It is identical to the locker with weapons.

Having learned this, step back into the shadows. The guard will come, inspect everything and leave. After opening the doors, quickly run down the stairs. Once at the bottom, we go to the end of the corridor, where the door with a combination lock is located. We enter the code, go into the room and hide under the table, as a guard will come for you. We give him the opportunity to leave, and then cut the generator cable and turn off the metal detector. All these actions will alert the guards. Therefore, a guest will again appear in the room. We are hiding in a niche to the left of the metal detector. As soon as the guard turns his back, we escape into the corridor. We turn off the light here and break the lock leading to the hall, where a battle is already underway between the prisoners and the guards.

Keeping to the right side of the wall, we quickly move to the opposite end of the room to the armed prisoners. Climb over the serving table and head to the right. We throw forward the smoke bomb and get to the door in the upper corner of the screen. These you got to the lower level of the sector. Here we hide under the stairs to avoid meeting with the guard. Give him the opportunity to pass, and then go up and go to the door of the tower. We break the lock and go inside.

Again, it is not advisable to rush here. After a couple of seconds, a guard will go down the stairs, so we hide in the shadows. When he passes you, we attach behind him and head up the stairs. Here you will see computers and a rifle on the wall. We take away and hide under the table. The guard will come and examine everything. Give him a chance to leave. After he leaves, we rise to a higher level and call the elevator. We leave the elevator to the left and climb into broken window... We rise along the drainpipe on the roof. Here it is worth approaching an impromptu bridge thrown from the top of the tower to the roof of a neighboring building. In the window you will see Jamie, who is threatened by a guard. You fill the rifle with rubber bullets and run to the house on the right, jump to the lower level, climb the stairs to the roof. Shoot the guard. Mission accomplished.

Passage of the first mission:

Passage of the second mission: