Passage of the game Sell Double Agent Splinter. Passage of Splinter Cell Double Agent. Path to the ventilation mine

Before We Start I Want To Get A Few Things Out Of The Way.

The Steam Version of The Game Is Not Patched, You Can Find The Patch Here:

The Reason That Patch 1.02a Is Important Is Because It Fixes The Unlockables Bug, Basically Even If You Unlock The Things by Completing Star Marked Objectives, The Game Will Not Let Let You Use Them In The Next Missions, Now Most of the Unlockables Are Not That Important, But The One That Will Make A Difference Is the Hack Device V2.0, Because in Later Missions It Will Help a lot with the hacking, if you try to hack in Later Missions with the v1.0, it will be be very hard AS There Is Very Little Time and the Decryption Will Be Very Slow Getting The Numbers, Many Times Making You Fail The Hack And If Your Lucky Getting The Hack Done With 1 Second Remaining.
Your Peripheral Vision Must Be Really Alert for this to work consistently, Specially oth You are Doing No Save Dry Runs Only to Fail At a Hack Later in the Mission and Have to Restart All Over.

The Patch Also Fixed the Shadows For Me, I Had No Shadows As You Can See In My First Couple of Missions.There Is Also A Tweaked .ini That You Can Find Easily by Searching the Steam Hub Guide Or A Google Search, That Supposedly Fixes The Shadows Dynamic Range and Other Glitches But I Haven't Tried IT.

if You Get An Error: "Unable to Retrieve Installation Folder, ABORTING!" WHEN TRYING TO INSTALL THE PATCH, YOU DON "T NEED TO COPY THE PATCH INSIDE THE GAME FOLDER LIKE SOME PEOPLE CLAIM.YOU ONLY NEED TO LAUNCH AND RUN THE GAME ONCE AND EXIT AND THEN THE PATCH WILL WORK AS INTENDED.

Also The Patch Did Not Fix The Unlockables of The Save Data Information, If You Load A Save Game From A Time Line Where You Didn "T Have Patch 1.02a Installed, The Unlockables Will Not Work Because That Data Is Pertinent To The Very Initial Release of the Game A New Profile, Just Instead Of Loading A Save Game, Load A Mission Instead and Go From There And Your Unlockables Will Work Then.

Also Make Sure You Run The Patch with Administrator Privileges.

Also The Sound Bug, The Audio Effects and Ambient Slider Are Set by Default At 50, If You Move The Sliders or Toggle The Music Option Off, You Will Get No Sound Ingame and Very Low Music In The Menu, I Dont Know a Fix for This, What I Did Was Reinstall The Game and It Fixed It for Me.

Also On a Side Note The Game Has Some Considerable Amount of Bugs But We Can Work Around Them As You Will See.

In The Last Mission (JBA HQ 4) If You Are Getting A Freeze Or A Crash On The Final Swat Cut Scene, Just Change Your Resolution to 1024x768 After You Disable The Bomb and After the Cut Scene Starts.

ALSO IF You Want The Bonus Mission NYC Coast Guard Mission You Have to Save 2 Out of 3 Targets and Have NSA TRUST ABOVE 33%.

The Three Targets Are The Cruise Ship in Jba HQ Part 2, If You Frame Enrica She Dies and You Don "T Lose Any Jba Trust, If You Block The Signal Enrica Dies and You Lose Jba Trust, If You Destroy The Cozumel Cruise Ship Enrica Lives and You Lose NSA Trust Which You Can Back Later Anyway.
Other Targets Are Hisham In The Kinshasa Mission and Lambert In The Jba HQ Part 4.

FINALLY I PLAY THE GAME IN THE MOST PROFESSIONAL WOUN Would Do It And the Way The Game Is Meant to Be Played, And For The Most Part This Were Dry Runs No Save Missions, IF Fail Restart Mission, Which Was Quite Chalendging.

Mission 1 - Iceland Geothermal Plant

Nothing Much To Say About This Mission, IT Is Pretty Simple and Straight Forward.

At 8:24 There Is a Small Building to the Left WHICH YOU CAN Use to Open the Gate Instead of Just Cutting The Electric Power To the Fence, You Can Hack The Computer Without The Guard Being Alert to Your PRESENCE.

At 10:33 You Can Also Go Left and Take The Bottom Route to Come Up The Stairs and Go to the Upper Platform Instead of Using the Pipe Route.

Once You Reach The Missile Silo Perimeter I Only Know of this Way to Reach 100%, Timing and Method Is Important, and Sometimes Is Left to Randomness As Guards Are Tricky and Very Sharp and their Patrol Routines and Behaviur Changes, So Sometimes It Is Not Unlikely to fail.any other Methods I Have Tried Did Not Result in the 100% Stealth Score.

Mission 2 - Kansas Ellsworth Penitentiary

At 2:55 After You Drop Down, Sometimes The Guard Will Notice The Ceiling Door Is Open And Sometimes He Wont, It Is Random.

At 7:12 YOU DON "T Need to Drop a Smoke Tactic There I Just Did It As Good Measure Because Sometimes They Do See You, I Did No Save Runs, So I Adopted a Safe Behaviour, But You Can Just Roll There Most of The Times and Get Away with IT.

AT 7:45 Sometimes The Benches Are Arena for Cover and Sometimes Theene "T, I Am Not Sure If This Is a Dynamic Level Random Change Built within The Game or If It is Just A Bug.

After the Climbing The Control Tower Can Be Done Also Differently by using Outside Pipes to Climb.

Mission 3 - NYC - JBA HQ - Part 1

At 3:00 YOU DON "T NEED TO PICK THE LOCK AND GO TROUGH THE TIMED LASERS, YOU CAN JUST JUST CLIMB THE PIMP TO YUR RIGHT AND GO SAFELY ABOVE IT ALL.

Mission 4 - Sea of \u200b\u200bOkhotsk

NOW THE FUN BEGINS.

This Mission Is Different from the Normal Splinter Cell Parameters, It Actually Allows You to Kill or Take Embines Out in a non Lethal Way with Losing Any Score At All.

Video One IS A Perfectionist Run Without Touching A Single Enemy, I Have Seen People Doing It With Smoke Grenades to Reach The Detonation Hacking Device, But I Feel Those Tactics Are Quite Unrealistic, Because IF ENEMS See Smoke in the Camp The Would Know a threat Is There And The Whole Camp Would be on Full Alert, Instead of Just Wondering What Is Going On, So to Keep It in the Most Realistic Way Possible I Avoid Those Tactics Unless I Absolutely Have To.

At 5:03 IT IS Critical That You Do The Crouch Roll Because If You Do "T And You Are Just CROUCH MOVING THE GUARD WILL SEE A CONSIDERABLE GLANCE YOU SOMETHING HE FEELS THAT NEEDS TO BE INVESTIGATE, AND HE WILL COME TO YOUR POSITION BREAKING The Routine of the Guard Near The Detonation Hacking Device Looking At The Big Cooking Fire And The Device Wont Be Able to Hack The Device Without Some Ruthless Action.So The Trick Is to Actually Roll On That Precise Moment and the Guard Will See Something But nOT ENOUGH To Come Investigate And Break The Other Guard Routine, He Will Remain Inside The Building.

WHEN YOU DETONATE THE EXPLOSIVES A GUARD WILL BE KILLED IN THE BLAST, DON "T FORGET TO PUT HIS BODY IN THE WATER, LIKE I DID AT 7:02.

This Next Video Is Also Part One But I Kill Everyone Instead in a Stealth Behavior.

Now Part 2 IS WHERE THE FUN TRULY BEGINS, THERE IS A LOT OF CONFUCION ABOUT THIS MISSION BECAUSE PEOPLE WHERE NOT GETTING 100% DUE TO BODIES FOUND, SOME BELIEVED THAT YOU NEEDED TO DROP THE BODIES OUT OF THE SHIP, SOME BELIEVED THAT IT WAS The Explosion Body of Part 1.The Truth Is It Has Nothing To Do With Part 1 Explosion Body or Dropping Bodies Out of the Ship.

You Can Hide The Bodies Inside The Ship on Crates, And As A Matter of Fact the Upper Deck Guards AS Can Leave Their Bodies As Is No Need to Move.

The FIRST Part After You Board The Ship Is Really Complicated and Tricky, Guards Get Easily Alerted for Notaging Attrent Random Elements to Guard Routines Depending on How and Where and How Fast You Boarded The Ship, So It Is Very Intricate And Takes Quite A Lot of Time to Find Every Route and Possibilities.

The Guard At 7:14 on the Above Platform from the Regular Level Will See Guard Bodies Even If there is Snowstorm Making It Impossible for Him to See, He Will Still See Them, Even If They Are Hidden Behind Crates Or Machinery, So IT IS Important That You Clear The First Left Side Leaving The Bodies Out of His Line of Sight.

A Good Measure for this is if the Guard Beacons on the Radar Red, Chances Are You Will Not Be Getting That 100%, Even If The General Status Is Not Red Alert.

One Important Pattern to Avoid in the Beginning Of Part Two, if you do this:

You Will Get a Body Found at the end.the Two Enemies Are Talking to Each Other, Lets Call Them Guard 1 and Guard 2, If You Knock Out The Ice Guard 1 Will Come Investigate and Guard 2 Will Remain in Place, if you Swim And Take Guard 2 Out, Guard 1 Will Come See What Hapned to Guard 2 Due to the Noise You Made, Now Sometimes As Guard 1 Runs Back Quickly He Will See You Even If You are Under You Even IF You are "RE Fast Enough He Wont See You Even If He Wont See You this Still Counts As a Body Found, Now Is it a Bug Or Did The Intended for This To Be Like This I don" T Know, It Does Make Sense Because THEY WERE TALKING AND ALL OF A Sudden Ice Starts Breaking On One Side and then Ice Breaks Down On The Other Side and his. Buddy Disappears Out of Nowhere So ............. MOST Definitely Avoid This, I Was Doing It Countless Times Only to Finish The Mission With One Body Found and It Was This One Which I Never Even Tough of IT.

So Lets Get To The Actual Part Two, I Did Use Lethal Action, But It Really Doesn "T Matter Because You Would Have to Neutralize Them Anyway and the Difference Between Lethal and Non Lethal Is What Button You Press and I Like The Knifing Move Better The Punch One.

NOW THE FIRST 3 GUARDS YOU CAN ACTUALLY LEAVE THEM UNTOUCHED AND JUST MOVE ON TO THE SHIP, YOU CAN BREAK THE ICE AND LET THE GUARDS ARE NOT LOOKING AND JUST JUMP INTO THE WATER.

At 2:28 I used The Boat Lift to the Left Side to Board the Ship.
Once I Boarded the Ship Everything I Do Has a Meaning and Triggers and Routines So Timing and Position Is Very Important.

At 4:22 The Body Position of That Guard Is Perfect BECAUSE IT IMMEDIATELY Directly Below The Upper Platform Where The Eagle Eye Guard Is and Thankfully He Does Not See Him Usually, Sometimes He Does But Rarely, It Is a Game of Chance, High Stakes.if You Notice Also His Body Drops in a Wall Direction and Not Towards The Back of The Ship So it is Perfect.

At 4:40 Is Imperative That You Knockout That Guard and Not Get Lethal Fifth Freedom On Him Because If You Knife Him The Guard On The Opposite Side of the Crates Will Hear It and No More 100%, Also Make Suver You Hide His Body WHERE I Did OtherWise The Guard Going for the Upper Deck Will See Him Even Tough He Him Cratetes and Machinery Making Him Out Of His Line of Sight.

Again Keep In Mind Timing And Position Is Critical On This Part Before Ship Crew Part.there A at Least Another 4 Unique Ways of Doing It, But This One Is My Favorite Because U Get to Drop Like A Bad Ninja On That Guard AT 7 : 10, Dropping That Knowledge On Him.
IF You Get Even The Slightest Alert Of Noise, Or Red Beacons on The Radar, Forget Your 100% Most Likely.

The Guard At 7:58 Is Imperative Tat You Knock Him Out and Not Knife Him Because The Other Guard Will Hear IT If You Do and All Of A Sudden The Situation Gets Quite Interesting.
SAME WITH THE GUARD AT 8:10, Don "T Knife Him Or The Guard On The Last Upper Deck Directly Above You Will Hear It and See The Body.
As You Can See I Hidden on the Bodies of the Lower Platform on the Middle Behind the Crates Just As Good Measure.
The Guard at 12:48 IS Bugged and Is Constantly on Walking Animation Without Moving, So You Have to Draw His Attention Otherwise He Won "T Move Anywhere.

AT 17:00 As You Can See I Hidden The Crew Bodies on the Shadow Location, But I do not Think It is Needed.

After 18:00, After the Captain Runs, The 3 Guard Bodies I Hidden Them Inside The Container in The Shadow Location, But Again I do Not Think It is Needed, Just As Good Measure.
Also Hidden The Body of The Guard At 26:08 In The Shadow Area in The Hallway, But I do not Think It is Needed.
After That The Last Two Guards You Can Just Ignore Them, The Killing Quota for The Mission Has Ended With The Guard At 26:08.

If You Can Use the Stairs on Your Right Side and Go Up To Find The Captain Is, If You Do Choose This Route You Will Encounter A Guard to Deal Wit, Either Him Directly, The Other Guard Is On The Lower Deck.

MAJOR BUG THAT HAPPENS QUITE OFTEN, AT 28:10 IF You Take Too Long to Get On The Platform and Hanging In The Above Rain Ledge, The Captain Walks to the Left Side and Turns His Line of Sight to Every Possible Area Where You Can Surface From, and because it all light and no shadows make it impossible to finish the makesion.if So Just Reload The Checkpoint, What You Can Do to Prevent This, Be Really Fast to Go and Hang On The Rail Ledge, Or Also Sometimes As HE WALKS TO CENTER GET DIRECTLY BENEATH HIM AND A BIT TO THE LEFT, THIS FORCES HIM TO TAKE THE RIGHT PATH.

Mission 5 - Shanghai - Hotel

Another One with some tricky behaviouurs.

At 8:54, Make Sure You Are All the Will See You Can Go, Because The Guard Will See You If You Do n't.also Before He Was Already Passed the Corner Of The Wall Because Sometimes He Will See You If You Move to the Right While Hanging on the Ledge As If He Has Eagle Eyes, Seeing Trough Walls and Stuff.

After the Route i Did Way Can Take The Route i Did Way to The Meeting Room Or at 9:55 Go Left Instead of Right to Find An Elevator to the Meeting Room, But This Is a Messy Route.

AT 13:30 You can Use the Dragon Statue to Drop Down Instead Of The Elevators But It Is Messy and You Will Take Damage and This Is Not The Way Sam Fisher Would do it.

At 15:02 There IS A Guard Smoking, He Is Also Sick, Sneezing and Cough and Sometimes He Will Be Dead In That Elevator Lobby Instead Of Coming To the Window to Smoke, I DON "T Know If it is a Bug or if it Was Intended This Way As A Dynamic Level Change Behaviour.

As You Can See At 16:34 I Placed The Wall Mine to Kill Aswat in That Wall Near The Elevator Lobby and Not At 17:05 At His Hotel Room Entrance, The Reason for this is Because If You Place It Near The Elevator Lobby Aswat Will Be Dead Sooner and Faster ReSulting in You Not Losing So Much Jba Trust As The Helicopter.

But The Crack The Safe You Must Do Like I Do At 18:48, You Must Go to the Door And Watch Aswat Talk To the Other Guard In The Elevator Lobby, This Triggers The Event for Him To Start Moving Towards This Hotel Room and Get Bowf by Our Wall Mine, But Be Careful Just Stay with An Inch of the Hotel Room Door Like A Did In The Shadow, If U Walk Even A Bit Further He Will See A Glance Of Something Suspicious And Most Likely He Will Walk In The Opposite Direction of Our Wall Mine and Everything is Ruined Because We Are On a Time Sensitive Event.
SO IT IS Very Important to Go to the Door and Watch Him Talk to The Other Guard to Trigger That Event So He Starts Moving, If You Crack The Hotel Room, He Will Never Come, I don "T Know If This Is A Bug or Intended for You to Go Look for Him.

Mission 6 - NYC - JBA HQ - Part 2

Nothing Really Much to Say On This One, I Didn "T DO THE TRAINING COURSE BECAUSE IT IS JUST REPETITIVE, IT THE SAME THING AS IN JBA HQ PART 1 AND IT DOESN" T COUNT TOWARS THE 100%.

I DID Doat The Guy On The Weapons Cabinet Room Will Say A Unique Phrase Like "You Shoot Better Than Moss, But Don" T TELEL HIM I SAID IT ", Or Something Along Those Lines.

Major Bug, You Can "T Access Emile Personnel Quarters Because The Door Is Bugged and You Don" T Have the Interaction to Open It Making It Impossible to Get His Professional Background Info, You Can Get this Later on On Jba HQ PART 3, IF You Can Wit It Done On Part 2, You Can Wait for Emile to Open The Door for You Crack The Safe And Scan The Door Use Your Sound Emitter Towards His Office Entrance Door Or Shelves and As He Goes Investigate Go Into His Quarters or You Can Wait for Him to Open The Door and As Soon As He Starts Moving You Start Moving Towards The Door Too, IF Your Hiding On The Corner of the Bookshelf Parallel to That Door Like At 27:32 You Probably Can Get To the Door As IT It But Totally Closed You Will Be Able to Use The Interaction to Open It.

Mission 7 - Cozumel - Cruise Ship

At 8:44 There Is A Major Bug, IF You Let The Conversation Take Place, One of the Guards Comes Out Trough the Right Side Door, and After the Few Seconds The Second Guard Will Come Out The Left Door, Problem Is The Left Door IS Bugged, IT a Double Door So Guard Opens It Another Comes from the Guard And The Path Stays Blocked And The Guard Remains Frozen in The Walk Animation While Sitting There Still Making It Impossible for You to Get Past This Part Walt Force, To Go Around This Just Do Like I Did, and Get Their Attention And The Guards Path Will Change to the Right Door Or The Left One Open for Him.

AT 17:46 If You Aren't Fast Enough Moving After the Cross The Corner Those Two Guards Will Always Get Suspicious Once They Reach The Upper Deck Even Tho You Didn "T Make Any Noise And They Haven" T Seen Anything, it's a bug IF You Are Fast Enough Good, If Not The Will Come Investigate and Eventually GO Away.

Mission 8 - NYC - JBA HQ - Part 3

Nothing Much To Say About This Mission.

I Did The Firing Range Again Just to Beat The Previous Score, DID 116 on This Runs, My Personal Best WAS 120.

I DIDN "T DO THE TRAINING COURSE AS IT IS REPETITIVE, IT IS THE SAME AS PREVIOUS JBA HQ PARTS AND IT DOESN" T COUNT TOWARS THE 100% STEALTH SCORE.

The Decryption Puzzle IS IN tHE VIDEO., But Here Is An Image With The Solution Anyway, The Order Goes From Left to Right and then dOWN AND. Again Left to Right and So ON.


Here is the video:

Mission 9 - Kinshasa

All Right, SO INTO This Great But Bugged Mission.

First Thing, On Part 2 YOU CANNOT PREVENT THE EXECTION (NSA OBJECTIVE) BECAUSE IF YOU DO YOU WILL GET A DEDUCTION IN PERCENTAGE AND NO 100%, YOU WILL GET DEDUCTED FOR KNOCKING TWO ENEMIES OUT AND FOR BODIES FOUND, I EVEN TRIED HIDING THE Bodies Inside The House to NO Success and It Wouldn "T Matter Because Just for Knocking Them Out You Get Deducted.

Second Thing No Matter What Hisham In The End I Would Always Get A Body Found And 80% Stealth Score Which Was from the Guy We Must Kill in Order to Save Hisham, Now Is One of the Options THEY GIVE YOU AND THEREFOR IT SHOULD NOT COUNT TOWARS A BODY FOUND, BUT IT DOES, I TRIED KILLING THAT GUARD IN DIFFERT POSITIONS AS HE MOVES INSIDE HIS BODY DROPS IN A PLACE THAT THE TWO GUARDS THAT COME AFTER Wouldn "T See His Body But No Joy, In The End One Body Found, Mission Is Bugged IF You Do Choose to Save Hisham You Wont Get 100%.

Keep in Mind If You Kill Hisham Part 3 of the Mission Will Not Be Unlocked and Mission Will Be Over Then.

NOW THE GOOD NEWS IS IF YOU DO KILL HISHAM YOU WILL GET THE 100%. If you make it a pointer in saving hisham because of the 2 out of 3 targets just take the -20% Deduction and after you beat and finish the game, Repeat The Mission and Kill Him to Get That 100%.

This first Video to Save Hisham and Unlock Part 3, and I Guarantee You this is 100% But The Mission Is Bugged and Because of That Body I Get 80%.

AT 3:10 I am Aware That I Don "T Need To Use The Glass Cutter, There IS A Window on the Left Side With No Glass, But I Feel That The Way The Game Was Intended to Be Played Like Sam Fisher Would IS by USING THE GLASS CUTTER.ALSO YOU DON "T REALY NEED TO HANG ON THE LEDGE AND CLIMB THE PIPE THERE IS AN ALTERNATIVE ROUTE TO THE LEFT SIDE, STAIRS GOING UP.

ON SIDE NOTE AT 5:20 RIGHT IN FRONT IF YOU CLIMB THE BALCONY AND HANG ON THE OUTER SIDE, THE GUARD WILL SEE YOU TROUGH THE WALL, IT IS A BUG.

In This Run i show you at 17:00 The Most Stealth Way to Get To Careful At 17:18 The Dying Enemy Drops a Frag Grenade to Commit Suicide So You Must Be Fast and Get Out Of That Building.

Also at 19:08 I use the Truck Underneath, to Travel Safely and Undetected to the Camp.
At 20:24 IT IM Important That Once You Cut The Tent Material You Go Inside and Hide, If You Stay by The Place Where You Cut The Tent The Guard On the Computer Will Not Leave to Go Talk to the Arriving Helicopter Guards Ruining Your Chance to Retrieve The Plans From The Computer Undetected and Wort Fuss.

At 27:08 Going Down The Rope Sometimes You Get Detected With Red Alert, I Am Not Sure If It Is The Guards From Part 2 In The Camp That See Or The Guards Ahead That See Me Trough Walls or If It Just A Bug.

At 27:32 As You Can See It Is Possible to Cross That Firefight Zone and Avoid Being Hit By The Bind Fire, Its Just Timing The Shots and A Bit of Luck.sometimes At 27:42 You Need to CROUCH ROLL THERE TO AVOID SOME Blind Fire.

Now On This Next Video, I Get The 100% But I Killed Hisham, I Also Show You in Part 2, Another Two Alternative Routes, The Upper Balcony At 16:34 And The Minefield At 18:50.

IF You Decide to Prevent The Execution You Can Do It Like This Below:

Or You Can Drop A Gas Grenade On Them to the Same Effect, Again If You do Knock this Enemy Out You Wont Get The 100%.

To Finalize, the Firefight Near The Bus Accident, It is high Stakes ChanceS, Very Rarely You Can Go Trough IT All Watchout using Smoke Grenades, Most Times It Is Better To Use Smoke to Conceal Your Movement, and That Is a War Zone So It IS NOT THAT UNTHINKABLE SMOKE IS BEING Deployed by One of the Two Factions Fighting, Sam Has That Going for Him, It Is Realistic.
The Guard Routines and Behaviouurs There, Are Very Random To, So It Might Take A Couple of Tries to Get Trouch There without Being Detected.

Mission 10 - JBA HQ - Part 4

All Right, First Thing Is This Mission Is Bugged, Every Time No Matter What You Do You Will Get 99% Stealth Score, That Is Due To a NBR OF BULLETS FIRED, THE GAME DETECTS THAT YOU FIRED A BULLET AND DEDUCTS YOU 1% AND That Is the Bullet That We Use to Kill Either One of the Objectives So It SHOULD NOT BE Deducted and In The Console Version It Is Not, So This Mission Is Bugged and I Will Prove IT Later Will Prove IT Later WHEN I Display The Mission List Stealth Score, Because There The Stealth Score for This Mission Is 100%, The Game Does Correct IT There.

Second Thing, You Cant Knock Emile Out to Scan His Retina If You Want The 100%, The Body Will Be Found Even Tough IS Inside The Bomb Control Room In The Shadows, Or If You Hide It Somewhere Else for That Matter, You Will Get Deducted for a Body Found -20%. If You Want to Scan His Retina You Can Repeat It Later Again.

AT 13:10 That Guard Is Not Always There, IT IS Random, Also It May Have To Do With the Fact That At 10:24 As You Can See That Guard Was Already Suspicious Over Nothing and the Rail i Down from the DIDN "T CROUCH AS I FELL SO I MADE SOME AND THAT GOT HIM EVEN MORE ALERT TO THE POINT THAT HE DIDN" T FOLLOW HIS NORMAL ROUTINE OF GOING TO THE RIGHT SIDE DOWN THE STAIRS AND LOOK AT THE WRECKAGE BLOCKED PATH NEAR THE DOOR Hacking Device, This Might Have Triggered Some Alert Also That Have Led to That Guard AT 13:10 Being There, But I Am Sure He Isn "T Always There.

At 15:48 You don "T Need to Go All the Way Around Like I Did, I Just Do it Like That Because I Feel It Is The Way Splinter Cell Is Meant to Be Played and How Sam Fisher Would do it.But You Can Just Distract The Guards Either Glance Of You Or By Using The Sound Emitter Right From There.

Now on The Final Showdown Part, This part IS Incredibly Bugged and It is frustrating.

At 16:15 Many Times The Guards Will Ignore The Sound Emitter Making It Very Hard for You to Pass That Part, When Mean Many Times I do Mean Many Many Times.

At 16:42 As You Can See Emile and the Guards Will Very Often Ignore Your Whistles and Noise Emitter Making It Extreme Hard and Frustrating to Do This Part Specially If You Are Doing Dry Runs No Saves Fail Restart Mission Type of Thing Like I Did. What i find to be more consistent in drawing their attention is smoke GRENADES AND THAT IS WHAT EVENTUALLY WORKED FOR ME.ALL WILL MANY TIMES IGNORE WHISTLES AND SOUND EMITTER, REALY I MEAN A LOT, Sometimes It Gets Pathetic. IS The Most Bugged Part in the Whole Game Specially Because You Require and Depend On Such Distractions to Get That 100%.

IT TOOK ME A LOT OF TRIES TO GET THIS DONE RIGHT, AND IT WASN "T BECAUSE I DIDN" T KNEW HOW TO DO IT, IT IS JUST BECAUSE ITS COMPLETELY RANDOM, Sometimes It Bugs Out and Sometimes It Does Not, Sometimes The Guards Also React To Your Distractions But The Bump Into Each Other Wasting Precious Time for You to Go Inside and Handle The Bomb, Like for Instance You Distract Emile and the Two Guards on the Door WHISTLE AND A MIRACLE THEY DO HEAR YOU AND START COMING TO YOUY THEY BUMP INTO EACH OTHER AND YOUR CHANCE IS BLOWN OR EMILE STAYS IN FRONT OF A GUARD FOR 40 SECONDS AND SO ON MOUN WITH THE FIST SMOKE GRENADE I GOT EMILE "S Attention But Not The Two Guards.

IT Will Take A Lot Of Tries So Good Luck.it Is Completely Random How They Will React And Sometimes The Smallest Guard Movement or Detail Might Ruin It All.or Even How Many Times You Got It All Going Well and Emile and The Guards Are Coming Back and You Need A Distraction But You are out of Smoke Grenades and the Sound Emitter Just Wont Work No Matter Where You Aim Because They Ignore It.
Thank you for watching and for reading.

Splinter Cell Double Agent - a game in which you can get out the winner, knowing some nuances and secrets, or just enjoy. Therefore, the examples induced in this article will be oriented not only to achieve the gamers of the maximum result, but also to simplify the game process. Moreover, considering the SPLINTER CELL DOUBLE AGENT passing advice is strongly recommended to play pleasure, and not pay attention to and the coefficient of earned points.

Passage of the first mission

The first in Splinter Cell Double Agent is called "Failed Day". Events develop 20 kilometers from Akurea, Iceland.

You are traded to the database that you need to get. Before jumping from the helicopter, read the letter from Sarah - Sam's daughter on the computer. In it you will receive the necessary information, and the course of developing events will be understood.

I read the letter, open the hatch and jump into the water of the Atlantic Ocean. Diving, follow the red light. Use the "E" key for. You will see John near the light. Enjoy him on the tunnel. He will bring you to the hole - exit outside. Do not rush to completely emerge. Wait when the guard leaves. Then the "Control" key jump onto the surface and rush to the building with a light bulb above the door. Mashed light and go inside. The guard is sleeping here. We find in his laptop sound grenade and turn off the warning of the station fence. Once the alarm is disabled, another security guard will go to the house. Take in Laptop smoke Shashka, Open the entrance door and throw it left. The guard will go there, and you run to the right.

Seeing John, shifting through the grid and get to the territory of the station. Climb on the platform, bouncing, it is worth sticking for a stretched cord. It is through it that you will fall on the enemy territory.

Reaching the roof of the building, you will see a guy. Quietly follow him, go down to the floor below. There is a container with hidden mine. Take it and follow the generator. Cut the cable to remove the voltage from the fence and overlap through it.

It should be neat here. Putting to the left wall of the fence, we go to the very end. Seeing the guard, waiting for his care and run right, then on the stairs up, until they dough into the lid of some tank. We join, clinging to the pipe, the moon to the left building, without being distracted by John and other events. Returning to the end, cling to the railing and squeeze into the ventilation hatch. Here you fell on the base. Now your - run rockets.

Follow the platform to the staircase, which leads to the lower level. We are waiting for when the guard will raise it. Having added to his back, follow down. Here we turn left and turn off the light over the warhead. Turn the valve, which puts forward a bridge leading to the warhead. Now we unfold in the opposite direction. We see an elevator. We rise to the floor above to the bridge extended.

Open the war control panel. You have only 5 minutes to. The remote is found in the booth on the left. Turn off the light, open the door and cut down the guard. Press the button. Returning to the bottom floor to the warhead. We enter the code on the control panel, which corresponds to sabotage. By activating the rocket, climb the stairs located next to the rocket housing up. See Lambert on a helicopter in the hatch. He will reset the rope. Mission Complete.

Passage Mission Prison Bun

The events of the second mission are developing in Kansas, in the Federal Prison of Ellsworth.

You must go to Jamie Washington and give the knife. With it, you will cut the poster from the wall. It will be a hole in the wall that leads to the ventilation tunnel. It climbs up to the top level and crawl into another mine. Through it, you will fall to the ventilation box. Go to the left, open the flaps of the next tunnel. Crawling on it forward. At the end, open the hatch and get into the guard room.

The guard will see an open grille, but it will not check. Meanwhile, the character must remain in the shade. Then, when the guar will leave, consider the contents of the table. On the form will find from the door - 1403. It is identical to the cabinet with a weapon.

Having learned this, get out again in the shadow. A guard will come, consider everything and leave. Opening the doors quickly run down the stairs. Once at the bottom, we go to the end of the corridor, where the door with the code lock is located. We enter the code, go to the room and hurt under the table, as the guard will come for you. Let him get to leave, and then cut the generator cable and turn off the metal detector. All these actions Associate Guard. Therefore, the guest gets into the room again. I hide in a niche from lev from the metal detector. As soon as the guard turns his back, elude the corridor. Turn off the light here and welighten the castle leading to the hall, where the battle is already going between the concentrations and the protection.

Holding the right side of the wall, quickly move on the opposite end of the room to armed prisoners. Pererazim through a serving table and go to the right. We throw the smoke checker forward and get to the door in the upper corner of the screen. These you got to the lower level of the sector. I hurt here under the stairs to avoid a meeting with the guard. Give him the opportunity to go, and then climb up and go to the door of the tower. We break the castle and enter inside.

Again, it is not recommended to hurry here. After a couple of seconds, the stairs will go down the guard, so I hurt in the shade. When it goes past you, adds to him behind his back and go up the stairs. Here you will see computers and a rifle on the wall. We take and hiding under the table. A security guard will come, everything will examine everything. Give him the opportunity to leave. After its care, we rise to the level above and call the elevator. From the elevator we go to the left and prolazis into a broken window. Climb on the roof drainage pipe. It is worth approaching an improvised bridge, perched from the top of the tower on the roof of a neighboring building. In the window you will see Jamie, who threatens the guard. Cock the rifle with rubber bins and run to the house on the right, jumping to the lower level, climb the roof on the stairs. Shoot in the guard. Mission Complete.

Passage of the first mission:

Passage of the second mission:

Passage of Splinter Cell: Double Agent:

The passage is oriented, first of all, at a hundred percent result in the "Stealth column" and on as many points as possible, the number of points for the rest of the positions: the number of corpses raised by the alarm found bodies and so on. Separately stipulate the moments where you will have to make a choice between bad and good guys, and the detailed manual for solving some puzzles is given. Designed for an experienced player in Stels.

Before jumping out of the aircraft, go to the computer in the cabin and refer to a letter from Sarah. You still do not know that this is a farewell letter of Sam's daughter, but we will not run forward.

Penetrate the station

Spread and jump into the atlantic ocean's jets. Dive and swim on the red light on the left (the "E" key acceleration). Here you will be waiting for John, which in your appearance will swim in the tunnel. Enjoy him and see how a young man shares with one of the guards. Let's hope that this is the first and last victim of this mission.
When John gets on the shore, pop up and snap. You will find yourself in the hole. Since we are not going to kill anyone, wait until the second guard turns back to you, and choose from the corner (the "Control" key). Hide in the shade of the pipes so that no one notice you. Lambert will report that the plans changed, and terrorists appeared at the station. Otherwise today Monday.
Surface yourself to the house with a light bulb above the entrance. Fill the light bulb and go to the house. Close the door behind you! In the house you will find a sleeping guard and sound grenade. Take a grenade, touch up the guard's laptop, and also deploy the generator cable to turn off the power supply of the station. As soon as you do, the guard on the street will be interested in a house, so choose a smoke checker from the inventory and carefully open the front door. So there is - the guard stands right in front of the entrance. Throw the checker to the left, away from the fence and when the guard goes to check what's the matter, quickly run to the right where John is waiting for you.
Help John to shield through the fence, and then on your own thread through the grid. Once on the other side of the station, pick up the stairs to the platform, jump and, having grabbed your hands for the cord stretched by someone, go to the enemy territory.

Road to the ventilation mine

Surride on the roof behind the back of the guard, but let him calmly go right. Jump onto the platform and follow the guard to the stairs. Go down to level below. Two guards will come out of the gate behind your back and start talking. While they are busy, loss through the railing and jump onto the ground. Cut the open container (you can get mine in it, but we have nothing to do with it) and we will deal with the left to the generator hanging on the wall next to the fence. Put the cable to turn off the power of the fence and right here, without departing from the cash register, pass through the fence.
Quickly jump onto the ground and squeeze to the left wall of the fence. Go through it to the very end until you see a security guard with a flashlight. Do not hurry, let him play a chance in the trail, and when he turns her back to you, quickly go to the right and take the ladder to the top. Then, on another Lestenka, get to the top of some tank where you must jump and cling to your hands for the pipe. Now wrap the pipe with your feet and enjoy to the building on the left.
Below you will see a madman John, but do not attempt to save it. Cesar - Cesarean. Click to the end of the pipe, shut down the legs down and grab your hands for the railing. Purchase through them and run to the building ahead. Find over the ventilation shaft. Here you are on the basis. John?!

Sabotage launch warheads

I repeat, but John is not able to help, it's not worth spending time in search of a workaround.
Click to the platform on the left and lift through the railing. You have ten minutes to stop the launch of the rocket and carry legs. Lambert has already sent cavalry for you, so I advise you to hurry.
The surest way of sabotage is the next. Go through the platform to the end and find the staircase. Go down to level below. There is also a staircase here, but do not rush to go down on it. Wait for you to raise the guard with a flashlight. Let him examine the platform and, leaning toward him behind the back, go down after the stairs. As soon as it is right, immediately turn right and cut down the light over the warhead. Then turn the valve to push the bridge leading to the warhead. Now turn on and stand up on the platform nearby - this is a kind of elevator. Click on the button and climb to the level where the bridge extended by you is located.
Now you need to open a warhead control panel. The remote is located in the household on the left, where the worker is sits slightly. We'll have to recruit it. So, cut down the light in the cabinet at the time and when the working leaves it, quickly sharpen inside and press the button that opens the control panel on the rocket housing.
Get out of the cabin and cut down the light over the warhead. Make sure the worker is not next to the warhead and run to it. Pick up the correct code to the control panel and sabotize the launch. Excellent, now quickly turn the head to the right, where a staircase is located in the steps from the rocket housing. Climb on it and lift your head to the ceiling on the left. Soon you will see the Lambert helicopter from which you will reset the rope. Grab up for the straw and carry legs. The mission is passed!

Alternative ways:

The gate leading to the ventilation shaft can be opened in two ways: either choosing the code on the lock next to the goal, or with the help of a computer in the guardhouse of the guard, but then you will have to deal with him and with his partner, which is undesirable.

The rocket can be neutralized and faster. From the top platform, descend one level down and pick up the cockpit. Turn the lever and move the crane. Go to the platform and try to the end where you will see the pipe. Climb on it under the ceiling and use the left. Soon you will have the opportunity to hook the cats and go down your head to the control panel. To not be noticed, along the way, cut down the light from the guard on the platform on the left. Below, you have to neutralize the worker who stuck near the panel. The problem is that the working is extremely nervous type, and from the first time you can hardly succeed.

After Jamie Washington gives you a knife, go to a poster on the wall and make it a slight movement of the hand. Behind the poster you will see a hole in the wall. Close to the tunnel and enjoy in the mine. Through the pipe, pick up the top level and fill it into another ventilation shaft. Soon you will find yourself under the ceiling on the ventilation box. At the bottom of the cameras already come riots, but they should not worry you. Go on the box to the left and with the help of a knife, open the flaps of the next ventilation mine.
When you crawl through the mine, then at the bottom of the grille will see the head of one of the guards, so try not to noise. At the end of the tunnel, open the hatch and silently jump into the guard room.

Guard Room and Path to the Hall, where there is a shootout

The guard will notice the open hatch, but it does not risk what it does not take. While you are in the shade, the guard will not notice you, so take advantage of the situation and get rid of the computer on the table. Find out the code (1403) from the door, which coincides with the code on the cabinet with a weapon located at the right wall of the room.
Sour back to the locker and enter the code. Weapons You, True, do not find, but you will be able to solve three smoke raids. Now the most difficult thing is to imperceptibly leave the room. You must act more quickly. First, hide in the shadow next to the locker where the weapon is stored. When the guard goes past you and go to the table to dig there, quickly throw to the door and, using the launder, unlock the castle. On the other side of the door, you will see the second guard, but it will move towards you, so do not lose a second, jump out on the staircase and roll down the cube.
Once at the bottom, go along the corridor and find the coded lock panel. Enter the code quickly enter the room and hide behind the table on the left. The next moment the guard will enter the premises and notice the open door, but it will not be alarmed.
Give the guard to leave, and then quickly disconnect the metal detector and deploy the generator cable on the wall on the right. Then hide in a niche to the left of the metal detector and wait until the guard returns to the room. As soon as he turns back to you, slip through the metal detector in the corridor. In the corridor, turn off the light, and how quickly you will break the lock on the door leading to the hall where there is a fight between the prisoners and guards.

Tower and roof

Since you were in the very thick of events, you especially nobody pays attention, although this does not mean that you will not be shot. Hold onto the right wall and get to the opposite end of the hall, where they are armed with prisoners. Purchase through a serving table and carefully arouse right. You will see a staircase ahead, but we will not go through it - too risky. Your goal is the door in the upper right corner of the screen. To get there and at the same time do not get into the eyes of the warring sides, get a smoke checker and throw it in the center of your alleged way to the door. Under the cover of smoke, get to the door and enter.
You ended up at the low level of the sector A. Your task is to climb the very top of the tower ahead.
As soon as you enter the room, from which there is a door to the tower, hidey under the staircase, as the guard will move with a flashlight. Give it to pass by you, and then pop out from the shelter, climb the ladder and run up to the door to the tower. Break the castle and enter.
Inside the tower, do not rush to climb the stairs, wait into the shadows until the guard goes down with a flashlight. When he goes back to the way back, to go behind his back and climb to the level of computers, and on the left on the wall hanging a rifle shooting with rubber bullets. Take the weapons and cartridges, then quickly hide under the table with a computer.
When the guard returns, he will high in your direction, but pretends to notice anything. Let the guard go away, and go up the stairs to the next level, where the computer is responsible for controlling the door of the cameras.
Pick up the code and open all the chambers of the sector A. Excellent, now rise another level above and call the elevator. Climb on the last floor. Here you are waiting for two guards, so do not yaw and see where they go to not face them.
From the elevator go to the left and find the hole in the broken window on the right. Take a rift on the roof over the drain pipe.

Saw Jamie

At about 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 fulfill this task, you should get into the roof as quickly as possible and run up to the improvised bridge, perched from the top of the tower on the roof of the neighboring building. Ahead through the hole in a broken window, you will see Jamie, who holds a guard on the fuskem. Run and save him is an ungrateful matter, so get the rifle with rubber bullets and, when the guard will be directly opposite the holes in the window, shoot!
As soon as the guard falls, run on the bridge and join Jamie. Then, as quickly as possible, jump into the bottom level of the roof, and, trying not to get under the helicopter searchlight, hung over your head, run to the building on the right. Job on the narrow aisle between buildings, go to the house on the right, and climb the roof on the stairs. Everything you are free! The mission is passed!

Alternative ways:

From the hall, where there is a shootout, you can climb the stairs. To do this, throw one smoke checker on the staircase in front of the entrance to the second span, and the second one will spin. Under the cover of smoke, you can climb the stairs unnoticed. One trouble, at the end of the stairs you will be waiting for the door, to open which you can only with the help of a chip chip in the clothing of guards. Therefore, either you will have to stun the guard, patrolling the third span, or to drag the corpse of the guard, drawn by the entrance to the stairs, and make it much more complicated than it seems.

The rules of behavior in the lair of the enemy are as follows: perform all the tasks that the terrorists gave you, then all tasks for Lambert, and in the remaining time are trying to perform additional orders and not be caught in places where you should not be in the idea.
After arriving at the headquarters of terrorists, go for Jamie (do not lag, but do not overtake him not to lose confidence). After you show where you sleep, you will be tired of the Moss. Go behind him and he will lead you a training room. Your task is to pass the bar of obstacles, after which it is possible to open a safe and wait for the arrival of the Moss, which promises to appear in twenty-five minutes.

Bar of obstacles, hacking safe and tire

Pass the bar of obstacles (I think you will cope and without tips) and run up to the safe. The principle of hacking the safe is as follows: Choose one of the directions - "right" or "left" in which you will rotate the laundr. Adhere to the selected direction until you hear a click, and the left extreme wheel will not become green, which means that it is in the right position. Now change the direction of rotation and install the central wheel in the correct position. Repeat the direction of rotation again and install the last wheel. If everything is true, the safe will be opened.
Get out of the room with a safe and through the hatch, select to the beginning of the obstacle course. Next to the queue - tire. Come and take a rifle in your hands. Your task is to knock out 75 points for 30 shots. This is not difficult to do, as the center of the target is 5 points, the edge is 1 point, and the fact that between them is 3 points. As soon as select the required amount of points, go to the tasks of Lambert.

Roof Antenna and Buchus Installation

Get out of a tire and go to the left. Soon you will see the lip, where the only girl is the terrorist Enrica. Talk to her and go past Lazarene to the stairs by the wall. Relieve upstairs, where two are busy with the fixing blades of a huge fan.
Do not make sure, carefully go behind them and dive into the ventilation mine, from where you can climb the roof on the stairs. But do not rush to get out of the roof, as the guard, standing in the parapet, can notice you. Give the guard to move a little left and when it turns back to you, get out of the roof and quickly convey to the right where the service carries another terrorist.
Follow the back of the terrorist, but on the half of the way, leave it alone and hide behind the boxes on the left. When the terrorist comes to the end of the roof and stop at the wall, 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 the bug on the transmitter and go back the same way as they came.

Trojan horse and server room

Go down the stairs to the room where a huge teleexer hangs on the wall. Go straight along the corridor and turn right. Here you will see Jamie, which will open the door using the code lock and go to the server room.
Make sure that there are no witnesses nearby, turn off the room in the room and select the code to the code lock. Come and immediately turn left. Watch out through the railing and squeeze to the left wall. Go through it to the end and pay attention to the camera above the input to the server.
Wait until the server will come out annoyed Jamie and waiting for the camera when the camera will not look into your direction, take out to the doors. Come in the server and get to the ladder leading to the exaltation where two terrorists work.
Native space to the left of the ladder and find the hatch. Open it and descend down. You were under the elevation. Wait until one of the terrorists leave the server, and the other will take on their affairs on the computer. Go through the end of the tunnel and, opening the second hatch, select on the exaltation. Go to the nearest terminal and download the virus into the system. Come back the same way as they came.

Medical Terrorist Files - Additional Task

To get medical files of terrorists, go to the lazaret and make sure that Enriches in his office considers something in the microscope. Come to the door of the office and break the castle. Carefully adjusted to the office and close the door behind you. On the tiptoe, pull the girl's back. To start hacking her computer, and then scan the medical files lying in the bedside table on the right. Then you get out of the office as quieter and close the door behind you. Everything, you can now return to the obstacle course, where Moss is already waiting for you.

Helicopter pilot - execute or pardon?

After meeting with Moss, he spends you in torture, where Emil Dufrasne orders you to kill the helicopter pilot, and Lambert will insist on pardon. If you want to enroll in trust in terrorists, then kill the pilot, if you do not want to paint your hands, then just shoot the wall. The mission is passed!

Mission fourth - Russia, Okhotsk Sea, 200 km from Siberia's coast, February 5, 2008 - death under sail

The only mission, where for passing you must cut the ship's team, and otherwise you do not count it. But it is still necessary to get to the ship, so let's talk about it later.

Parachute jump and trail

After Sam jump out of the aircraft, you look a little, and then a pictogram with a parachute image will appear. Twist for the ring, but ... parachute will not open! But do not panic, we still have a spare place. As soon as the pictogram appears for the second time, twirl the ring and land.
After landing, you should pick up your things as quickly as possible, since your jump has not left unnoticed, and two with automatic machines are already planted on Iceberg.
To pick up things and not raise an alarm, you must act very quickly. So, as soon as the management goes, run forward, jump, recycle and create the second one as quickly as possible on the right of the icy hormick on the right. Load to the edge and hang on your hands above the cliff. Do not move, otherwise you will notice.
Listen to the conversation of two soldiers, and then when they will differ on your searches, choose Iceberg and run to your things. Collect scattered detonators and jump in the swallow into the water on the right. The first part of the path behind.

Enemy camp and mountain

Sweep under the ice and when Sam notices the hole, sleep, put the ice and drag the soldier to the bottom. Do not emerge. Swim further until you see another hole with the soldier. Take off to the bottom and it (if you cannot play stealth, we will get a maximum of pleasure). This time also stay under water and swim right and until the end of the reservoir. There carefully naply and see where the guard is walking near the snowmobiles. If he turned back to you, then quickly selected ashore and run to the tent on the left. Cut it on the left side and hide behind the boxes to be behind the back of the soldier, heating his hands by the fire.
Writing a good time, sneak to the soldier and grab it. Take it to the water and just enter the water so that it goes to the bottom.
Sweep a little left and choose. Return to where the soldiers grabbed, and use his computer to blow up a piece of icy mountain near the snowmobiles.
Jump into the water and swim under the ice to the hole on the left. Tear the ice and selected ashore. Hide behind a snowmobile and watch the soldier who walks near the ones formed on the left. When the soldier goes to the right and bends down to a snowmobile, choose from shelter and gently slide into the water. Sk up and swim on the tunnel on.

Two boots and lower ship deck

You will have two holes tightened with ice. Over one costs soldiers, over yet anyone. I am not in vain saying "while", because you should wait for you a little like a soldier will appear above it. I advise you to deal with him first of all, since if you stick to his comrade, he will be able to notice you.
Obschery with both soldiers and jump into the water. Do not touch the guy in the boat, he did not do anything bad. Swim right and selected ashore. Grab your hands for the cord and climb the ship.

In corpses

Passing this mission for the first time, I got to the last stage, without removing any member of the crew, then I had to seriously regret, as I did not count the task. Do not repeat my mistakes. They said - deal with the team, here you are talking. Without amaway!
To begin with, clean the lower deck. Take advantage of a sudden flying trust to quiet to selected victims. Tactics here are simple: I chose the sacrifice, drunk back, grabbed, dotted to the place where you climbed the ship, stunned, wrapped on the shoulders and dropped down from the ship - so at least no one can find the corpses.
When the bottom becomes free, run along the stern to the mast with the staircase. Rear to the very top. Check that on the deck, where are you going to go on the cord, there was no one. Go down and on the pipe, remove to the upper deck.
Here grab your hands for the railing and hang under the soldier talking about the radio. His name is Andrei, or rather called. As soon as he finishes the conversation, grab it and move it through the railing. Close to the roof of the tanker and find the antenna.
Open the control panel, select the code and contact Lambert. Then pass the tanker frequency for terrorists. Both hare was killed.

Gas attack and path to the machine department

On the roof of the tanker, find the ladder leading to the ventilation box. Open the hatch upstairs and use the cable down. Try to convince terrorists, but they are adamant and will require you to let you go on the ventilation system.
There is nothing to do, throw a gas grenade into a ventilation mine. Now go to the wall and jump, so that Sam can grasp by the edge of the ledge. Tighten on your hands and enjoy the narrow tunnel on the deck.
At this time, you will be informed that the captain completely mad from fear and plans to blow up the ship. You need to stop it.
Return to the upper deck of the ship and, dropping through the railing, do the way to the bottom deck. Finish the sweep of the lower deck. I do not think it will be a problem for you, but I will still stop on the couple of individuals.
One of the soldiers took a strategically advantageous position at the top of the stairs and does not leave his post for a second. It is almost impossible to get to him, to kill from a distance - this is not our work method, so leave it alone. I am not kidding, the fact is that you need to remove ten members of the crew, and on the ship there are at least fifteen people on the ship, so there will be enough cannonous meat and without this paranoid.
The captain ran away by the aisle on the left side, where the crane was previously blocked. Three roaming on the opened territory: one sits on the mast, two roam down. First you will meet a lonely soldier who can be easily stunned and hide in an open container on the right. The main thing is to make sure that you do not notice the fighter on the match.
Now you need to somehow climb the stairs and at the same time do not run into a soldier. I propose to cut the spotlight on the mast, illuminating the staircase and under the cover of darkness to rise upstairs. First, rub with a guy on the deck, and then climb on the mast and degrade the watch. Now quietly go down to the deck and go down to the open hatch of the machine compartment.

Machine compartment and captain of the ship

Go through the first doors and move on the bridge left. Put at the end of the bridge and wait until the sailor in the white form goes away from the console, followed by it. Go to it behind your back and stun. Go down to the down level and go through the next doors to the next compartment.
As soon as you go, go to the right and hide in the dark, as soon the sailor will appear with a flashlight. When he turns his back to you, stun him and hide in the dark. Go to the doors at the end of the compartment, but do not rush to go out. First, take off the light on the left, and then go through the doors, as otherwise you will notice the sailor at the top level.
You found yourself in a compartment with a working screw. Stop the screw with the remote control of the wall and jump into the water. Weigh the tunnel in the next compartment and choose the elevation in the center.
Over your head walks the captain with a burning signal rocket, and in the compartment itself there is an unbearable gas smell. The captain was accurately crushed, so you should neutralize it earlier than he blows up the ship.
Hang on your hands under the bridge, where the captain wanders, and when it goes past you, joil through the railing and grab the madman. Stun the captain and take the long stairs to the top. Open the hatch to get on the landing pad, where the helicopter is already waiting for you. The mission is passed!
Do not worry if you do not get a 100% result, since for an incomprehensible reason, even if you hide all the bodies, two or three found bodies will be indicated in the report after the mission. As they say, it is impossible to understand it, it is just necessary to keep in mind.

Alternative ways:

There are many of them, as you can remove enemies in various ways.

It is possible to climb the tanker on the lift located on the left of the dam on the tanker board, but there are two problems. First, you will have to clean the soldier in the rubber boat, and secondly, two you are waiting at the top, so the way on the rope is preferable and safer.

Unlike the previous mission, in China everything will be much more interesting. So, after the pilot is enough to hit, the control of the helicopter will turn to you. Do not be scared, no one will force you to fly, this is not a simulator. All you have to do is to level the helicopter and bring it to the skyscraper ahead. After a successful landing, you will be left on the helicopter area under torrential rain.

Path to the hotel and recording of the meeting of terrorists

As soon as Moss and Emil will leave, the good guys will ask you to record the conversation of terrorists on film. To do this, you must cross the well-protected roof than we now and do.
The shortest way. Go to the boxes on the left. Stand on them and jump to grab your hands for the railing. When the guards begin to talk, live alone through the railing. Tell the house on the roof and climb on the roof. Staying in the shade, sneak up to the cord, grasp it and go down.
On the roof, jump on the ventilation box. Then, on the boards, depart on the roof of one of the trailers. Slesh yourself and jump onto a pipe, walking along the wall of the building on the left. Climb to the top of the pipe and, grabbing hands for the cornice, use the right. Jump down and go to the crane control panel. Select the code and turn the crane. Then climb the crane and go through the end of the boom. Strengthen the cable and start going down.
When you get to the first cradle, sneeze and hang on the cornice. Use left until you see a neon tube, reinforced vertically on the very edge of the building. Go down on it at the level below and stand up on the cornice. Your task is to pass by the windows of the restaurant so that you do not notice. Make it is quite simple, as most visitors are already resting in the salad. Go past the window when no one looks at him. At the end of the cornice, strengthen the cable and prepare the microphone.
Start descending down and when you reach the room where negotiations are held, hover the microphone on the talking terrorists to start recording. Alas, even if you, like me, will be able to fully write a conversation, you still will not cover the task, because it was so conceived according to the script.
The record will break, but all because someone noticed the arrow of the crane and suspected a non-carry, and you need to urgently tear claws. As soon as possible, go down to the cradle and immediately start moving to the left. At the first time, sway and hang on the cornily. Climb to the very end of the eaves and zerite, sprinkling with the wall. If you stay standing on the cornily, you will not be able to pass by the closed staples, and people from the helicopter will be seen.

Hacking safe in Emil's room

Soon the fortie will open above, but you must overcome the desire to throw out the guard through it, since then do not see you one hundred percent result as your ears. Therefore, we wait until the guy leaves, and only then we climb into the window. Staying in the shade, go to the left and open the hatch in the floor. Jump out in the hatch and go through the tunnel until the next hatch. Select to the surface. You found yourself in the laundry.
To pass by the guard, cut down the light above the door on the left. When in the laundry it becomes noticeable darker, quickly run up to the generator on the wall on the left and deploy the wire. Everything, now the night has come accurately. While the guard finds out what was the matter, run to the left, turn over some cars and find the entrance to the mine with a staircase leading up. Rear to the very top and jump into the ventilation mine.
Soon you will find yourself in the closet. Jump down and turn off the light. Get out of the cabinet, which will be in the Emil Room! This is good luck!
Stay in the shade behind the screen and wait until the worker in a white suit leaves the negotiation room. As soon as it goes past you, quickly go to the meeting room and squeeze towards the left wall.
In the hallway to the left you will see Emil, but do not worry, it will extinguish the light (thanks, dear) and goes to the next room. Run to the hallway and turn right, where Emil left. The left wall you will see the safe!
Attention! If for some reason you will not work with the buttons that are responsible for turning the bed to the safe, then either reboot the game, or try simultaneously press the "right" and "down" keys, "left" and "down". Sometimes, the problem can be solved by simply pressing everything in a row, including the mouse buttons.
When you figure it out with a safe, take the red mercury sample and close the safe. Get out of the room through the main doors and turn right.

Path to the Room of the Good Doctor

You need to get into the room of Dr. Atwhan, and it is a couple of floors below. Wake yourself right by patrol and locate the door leaning towards the wall. Another friend wanders nearby, so do not make sure. If the guard costs you with your back, then just go into a room with a computer, and on the ladder climb the very top of the hotel. If the guard is in the room, then let him go from there, but do not stay, since his partner can return to any second.
Once on the roof of the mine with elevators, damping the cable and go down on the metal bridge. At this time, the Chinese New Year will come and the hotel will clarify the searchlights. Very not on time, but do not be discouraged, we did not overcome this.
From the metal bridge, jump onto the roof of the elevator riding down. From the roof, depart on another bridge and again wait for the elevator. Go to it even lower and go to the bridge. Do not rush, because at this moment the guard will come to the window to the window.
Give him a document and when he turns to leave, jump into the window and deliver a gun. Define the camera over the elevators and run right. Staying in the shade so that you did not notice the guard with a flashlight, we will only go to the doctor number and enter.
In the room four. I admit that it is possible to go through this place, without cutting down any of the guys, but the problems with the control of the launder do not leave a different way out, how to arrange children a quiet hour.
To begin with, cut off the guy who rushes between the room with a safe and computer. Grab it and drag into the shower. Stun and deal with a guy who wore a safe. Take it up in the same shower. Now pull out one of two guys from the next room, and maybe he will come out. Stun it and hide in the shower. With the remaining do the same.
Go to the safe and open it (you need to do it from the first time to stay at the doctor). Take the paper and save the game. Now we will kill a good doctor.

Killing a good doctor

You can kill him as you like, but by way and errors I came to the conclusion that the most effective is a mine on the wall. So, leave the room and turn left. Staying in the shade, get to the next dark segment of the wall and install the mine (if the guard with a flashlight passed by you, let it return to him to be a victim of the explosion). Return to the doctor's room where the helicopter arrived with an impatient Moss on board. At that moment, when you will be near the saving cord leading to the helicopter, an explosion should sound. Good doctor will go to the forefathers, and you will get a 100% rating. The mission is passed!

Alternative ways:

Other murder methods of the doctor lead to the loss of one hundred percent rating, since you spend precious time. For example, you can shoot a wall next to the elevator with a velcro camera and poison Dr. Gas, but it will not kill him and have to go and finish that it will take too much time. You can also remove the doctor from the rifle, to do this, while staying right in the doorway door, hover the an optical sight to the elevator cabin and shoot the sacrifice that will not even have time to understand what happened.

After talking with Lambert, come back to the headquarters. You must quickly return to the building, otherwise forgive one hundred percent result.
Relieve under the truck and wait for people in the yard to the left of the left and will take care of their affairs. Roll out from under the truck and, holding in the shade, go to the entrance to the headquarters, where Enriches will meet you.
Go for Enrika and listen to her requests: to attribute the body of the pilot to the stove, make ten min for Kinshasa and so on. In the end, Enrica will lead you to the lower level of the headquarters, where the mechanism is located for the manufacture of mines. Leaving you alone, Enriches will suit the door to the left and voice will open the castle. Lambert wants you to record the voices of the most important terrorists and took advantage of the records to open the previously closed doors.

When Enriches leave, hide in the shade and take the microphone. Hover the microphone on the glass wall, which is spoken by Enrik and Emil, and write down their voices. Now go to the mechanism on the left and make ten minutes. Make it is not too difficult, especially since you have 15 charges, which means that you have the right to five mistakes.
After the mines are ready, go to the door and use the entry with Emil's voice to open the lock. Come and climb the stairs to the top.
Fill light and look through the glass in the door to the next corridor. Wait for the patrol in the corridor to turn your back and quickly slip into the room.
Pass the sleeping guard and roll into the corridor on the right. Fill light, and how fast you will break the lock on the door. Go further and select the code to the door of the Emil Office. Come in and immediately go to the door on the right to get into the corridor with two doors. Find Emil's bedroom and scan it a personal matter. Then go back to the door of the office and carefully look into the room. If Emil and Jamie is still there, then wait when the CHAKARIK will leave, and the boss of terrorists will sit on the sofa with his back to the door.
Come into the office and quickly go to the balcony to the right, as Emil will decide to stretch his legs. Wait on the balcony until he goes to the room and fall to sleep. Then go to the office, and it's carefully aimed. Discover the safe, scan the drawings for Lambert and take a personal business from the bedside table. Hack a computer and find out the access code into the Enrique laboratory.
Get out of the office and return to the corridor where the guard goes. This time two will be waiting in the corridor, since the sleeping guard will wage.
Staying in the shade, proceed into the corridor to the right and turn off the light. Break the castle on the door to the left and enter the room where Dayton is sleeping. Take out the microphone and write the voice of Dayton when it starts talking in a dream. Finally, pick up files with personal cases of two bedside tables. Get out of the room and come back to the staircase leading to the room where you made mines.

Return to the headquarters headquarters. Climb the top level and find a secluded corner. Call the microphone and write down the Moss's voice (Monkey-like guy, whom Sam calls "Mousse", that is, "Elm"), when he starts grumbling under his breath.
When Moss's voice is recorded, go to Lazare and find the body of the Unfortunate Pilot. We take it on the shoulders and come back to the main hall. Go down and turn into the first corridor on the right. Pass past the room where the pilot was tortured, and turn right. Go down on the metal staircase down and go through the passage to the right to get into the storage. Put the pilot corpse on the elevation next to the stove. Return to the room where you made mines and wait for Enrique arrival. The mission is passed!

Alternative ways:

After you scan the drawings in the Emil Office, you can go to the balcony and go down to the headquarters. If you cross the courtyard and take the green boxes under the window of a neighboring building, you can climb into the bedroom Enriki through the window. As soon as you do it, the girl will enter the room and Sam will not be left anything else, how to seduce her. Poor Sammy ...

I do not argue, to get a hundred percent on this mission - the task is not from the lungs, but with a certain skill and perseverance it is possible.
After the bell of Lambert, go to the balcony and lift through the railing. Hanging on your hands, get to the pipe on the right and pick up the next cornice. Over it will be achieved to the balcony on which the guard is.

Casino, gas in ventilation and lock on the doors

Listen to the dialogue of two guards and, when they leave, passionate through the railing and run into the casino. Near the night vision device. Launching in the shade, we will take place to the room with the sign "Counter" and get a gun. Look out the moment (the radar is very useful here, by default - double pressing the "Z" key), when there is no guards next to the guards, and put out the sign to the entrance to the room in the dark. As soon as possible, run into the room and put out light in it. Then run up to the wall on the right and throw a gas sprayer into the ventilation. The task of Lambert is performed, but a few guards are already moving towards you, and the sign of the room begins to flash, threatening to illuminate everything around.
Slide out of the room and hide, or under the rotating table in the center of the casino, or jump into the parapet near and hide in the dark. While you are sitting on the parapet, no one will accidentally come across you, and you can look around.
The only way out of the casino - through the closed doors under the "casino" signboard, which illuminates anyone who will try to get closer. If you extend the sign, then the guards with lanterns will be resorted to the doors, which is not included in our plans. Where to take the time to break the lock and at the same time do not lift the universal alarm?
By way and errors, I came to the next decision. In the hall - four guards. Your task is to distract them from the door so that they do not notice that the sign was extinct. You can do this in different ways, but I, for example, climbed into parapets near the door and with the help of a gun began to turn on the slot machines (you need to mark the drum of the machine) in the hall. The sound of dumping coins attracts the attention of guards (they become red dots on the radar) and they turn back to the doors. When all four will become red dots on the radar, put off the signboard, throw to the doors, break the lock, enter the next room, shut the door and hide in the shade under the staircase.

Hall with aquarium and the path to the elevator

If a person in white is nearby, let him rise up the stairs if there is no, then squeeze to the right wall and climb the stairs to the second floor. Hide in the shade opposite the doors, followed by the silhouette of the guard. Soon the guard will go to the right, and you can run into the room with aquarium instead of the wall.
Those who carefully read letters on computers, know that there is a crack in the aquarium and the slightest negligence can lead to tragedy. If you are interested to look at the tragedy, you will shoot three times in a crack on the glass, which is in the lower right corner of the aquarium left section.
But ... We will not break anything, why do we need an extra noise. So keep in the shade and go around the room on the left wall. Soon you will see the camera. Need it for a while and run to the dark corridor. At the end of the corridor, hide the right wall and listen to the conversation of two soldiers. Soon the soldiers will go away, and you can sit in the elevator and climb to the second floor.

Pool with pool and thermal baths

On the way, Enrica will report that soldiers can meet you, so find the hatch in the elevator cabin ceiling, jump and get out onto the roof.
When the elevator stops, soldiers will come to the cabin. Give him to talk on the radio and jump down to knock down the poor feet. Get out of the elevator and close the doors so that no one saw the body.
Hide at the table to the right of the elevator and wait until the security guard goes back to the way back. Run out of the shelter and go to the left, while staying under the cover of the boxes. At this time, Enrik will appear and launch a fountain that runs along the edge of the pool in the center of the deck. The cover is still, but the fountain will distract the guards for a while.
Do not waste time, neutralize the camera hanging on the wall on the left, and run past the tables to the sun loungers standing on the left side. Hide behind the back of the sun lounger and wait until the guard passes by you. Then quickly run to the locker room at the pool's edge, go through and jump into the water.
Swim under the water left and choose the deck. Next, you will see the structure and the pipe where you can climb. Make it and hang on your hands under the bridge for which the guard wanders. When the guard passes by you, lift through the railing, neutralize the camera above the doors on the right and enter them into the next room.
Complete along the corridor on the right and run into the room on the right. Hide in the shade away from the passage and doors. Wait until the guard in the room will pass by you and get into the corridor, from which you just came. Run through the room, in the next room and wait until Enriches fill the steam bath.
Under the cover of a couple, go to the fountain of the right wall. Close to the fountain and jump, so that Sam can grab his hands for the cornice. Unscrew the cover from ventilation and take into the inside. Ahead you will see your feet, so do not get anywhere.

Captain Cutting, Bombs Installation and Ship Escape

When legs come out of the cabin, select from ventilation and carefully look out of the door. The sailor will stand a little from the card, and then fall to sleep. Get out of the cabins and get rid of the nightstand at the left wall to find the code from the door.
Enter the code and descend on the metal staircase to the cut. Below will quickly turn right, go around the staircase from the back and hide in the shade. Listen to the conversation of two crew members, which will then go up to the cabins.
Tighten your head out of the shelter and see where the remaining crew member is. If he stands to your back, then climb under the nearest table. When the navigator deserves left and turn to you back, get out of the table and run right where the wall has some kind of equipment. Slide into a narrow passage between the equipment and the wall of the adjacent room. Go through the end of the passage, and you will find yourself right opposite the doors leading to the bridge.
Wait until the navigator goes deep into the cut and turn to the doors back. Pull out of the shelter, open the door, run out on the bridge and find the cord by which you can move on the nose of the ship. Do it and as soon as your legs touch the decks, jump over the railing, ride down and run right. Hide behind the wall of the watchhead, in which two is spoken. Next, you will see the staircase leading to the roof of the wagon, but you do not need there.
When the conversation is over, drop a little from behind the corner and get ready to act as quickly as possible. Give a person in white calmly leave, but as soon as the doors of the watchhouse will open a second time, quickly run to the doors. Soldiers will come out of the wagon, and since he will be back to you, then you can have time to slip into the room before the doors will appear again. Having done this, you relieve yourself from the problem of hacking doors.
Inside the guardhouse, go to the dark corner of the pipes and install the bomb. Then select the code and pass the frequency for Lambert. Everything, you can now dampen your legs.
Go to the doorway door and find out where the soldier is. Do not be lazy, wait until the soldier passes with you to left, open the door and run to the right to the door with the code lock. You need to first break the lock on the panel, and then choose the code to open the door. Then go on the bedtop and jump into the ocean. The mission is passed!

Go for Emil, and he will lead you to a room with two computers.

Japanese cubic

Your task: break the code on the letter. To do this, you must solve a riddle with a Japanese cube. In a nutshell, the meaning is as follows: there is a cube with six faces. On each facet four cells. In each cage, you can enter one of eight digits. That is, you have 6x4 \u003d 24 cells in which you can enter 24 numbers. Simple arithmetic, divide 24 to 8 and it turns out that each digit should occur three times. If we consider that the cube has three dimensions, then everything becomes even easier. For lazy, I bring a solution. So, on four faces there must 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 true, then you will break the code and you can read the letter.

Fingerprint search and Enrique code

Lambert wants you to remove the fingerprints of the terrorists and have entered the previously closed doors with them. Far behind the prints do not need. Deliver the scanner and swipe on the table on which there is a computer with an arched letter. On the table you will find the fingerprints of Emil. Scan them and go to the door next to the mining device.
Open voice lock and climb the stairs. Left you will see the camera. She is stationary, so you can not pass under it. Look at the ceiling and find the pipe. Jump, grab the pipe with your feet and use to the end. Jump down and open the door to the enrique laboratory (code 1269). Come on, stumble at the back of the girl and find the computer on the table. While do not touch him, but climb under the table. What for? Now everything will understand.
As soon as you climb under the table, Enrique will call Jamie, and she is suitable just to the place where you just stood. When Enriches return to his workplace, select from under the table and select the code to the computer. Read the letter with the code that stops the explosion on the ship. Close under the table, as Enriches will again take a walk along the laboratory. When she returns to the place, scan the desk in the table at the table and leave the laboratory.

Security room, second task

Return to the stairs, open the doors and go through the Dark Corridor to the next doors. Fill light and look through the glass in the door on the patrol. When the guard turns back to you, go out into the corridor and arouse the dark corner not far from the place where two terrorists talk. When they finish the conversation and wake up who where, go to the corridor, and from there to the door, closed by a lock with fingerprints.
Open the lock, enter and hide in the shade on the left. Listen to the conversation by Jamie and Moss and write down the voice of Jamie (it stands in the elevator cabin). When Moss leaves, leave the shelter and break the castle on the room nearby. Come in, but immediately hide in the closet on the left, as Moss will come into the room.
When Moss will exhaust a boxing pear and leave the ravis, go out of the closet and scan a job in the bedside table. Go out into the corridor and holding the right wall, take care of the room, where two terrorists are discussing something, standing at a stylist board.
Do not disturb them, but just quietly shock them behind the backs and go to the outlet from the room. Raise your head and make sure the camera does not look at your side. Go to the corridor directly and roll left. Get to doors with a code lock. Select the code and enter. This is the security room and Moss, as always distributes the latest orders.
Give Moss to go to my office, and then proceed to the long-distance computer. Pick up the code and watch the bomb on the ship. Great, you can return.
Get out of the security room and squeeze to the left wall. When a security guard goes to meet you, go past him and open the doors of the cage in the center of the room. Go through the cage and open the same doors to the right. Get out and go back to the room where Emil issued you a task. Wait Emil and go with him to watch the film about the ship's explosion. When Emil starts countdown, choose one of the three scenarios of the development of events: the ship will explode, the ship will not explode in your fault, the ship will not explode by Enrique. I think that the third option is most acceptable, although it will cost Enriki life. The mission is passed!

Very long and complete danger mission, but one hundred percent results are quite achievable here.
After the start of the mission, run to the left to the metal grid. Cut the lattice or simply thread through it. Stay under the car on the right and wait until the two soldiers in the elevator will not leave him for a decent distance. Roll out from under the car, run to the elevator and rise to the top floor floors.

Way to room for meetings

Get out of the elevator and look into the next room - this is a kitchen on which two soldiers speak. One of the soldiers will go to your side, so quickly go back to the elevator and hide behind the shelf at the left wall.
The soldier swam in the shelf and return to the kitchen. Go behind him, and the soldier will soon leave into a large room, where two his comrades are shooting from the helicopter.
Look out the moment when all three will be occupied by shooting, run into the room and get to the huge window on the right wall. Cut the glass cutter and choose the cornice. Hang on your hands and depart into the next building. Clear the pipe upstairs and hang on your hands under the balcony. Do not move, because the guard will appear from the door to the left. This is a very nervous guy who, passing by you, even decides to look back.
After the soldier goes to a decent distance, get out of the balcony and jump into the open window. Go out into the corridor and find the room with two soldiers. Come in the room and hide in the hallway. When one of the soldiers approach the table, and the second goes into the bedroom, go out of the shelter and go to the right. Hide at the entrance to the bedroom. Wait for the time when the soldier in the bedroom goes to the toilet on the left, quickly go through the bedroom, run away to the balcony and shine through the balustrade on the left (if you stay hanging under the balcony, then the soldier in the bedroom will notice you). Complete the eaves and climb the sign on the roof of the building.
Here you must act very quickly. Rear to the roof. At this time, one of the soldiers will rise through the ladder on the elevation of the right. Run behind it and climb the ladder. Roll to the left and hide behind the guard. Soon the soldier will return to the stairs and go down to the level below.
Get out of the shelter and go around the clockwise arrow. Be careful, as two rooftop soldiers can notice you. Climb the stairs to the womb and find the distribution shield on the wall. Break the lock and select the code. On the right of you will open the hatch in the floor. Close in the hatch, and you will be near the meeting room.
Go down the ladder down. Slide into a narrow passage and your belly is inserted under the pipes. On the opposite side of the room, find the pipe on the wall. Roll over it upstairs and enjoy the room to the center. Jump onto the glass dome by framing the meeting room.
Find the hatch and select the code. Hang on your hands and jump onto the pipe running around the perimeter of the room. The lasers in the room are disconnected and turned on in turn, so just be careful, and they do not fit you.
Climb the pipe left and go down the pipe to the stand. It is impossible to attack on the floor, otherwise raise the alarm. When there are no lasers nearby, click on the glass wall on the left and shift to the next stand. From here, pick up the pipe upstairs and use the left. Finally you will find a pipe going on the center of the room. Click on it and when it will be possible to hook the cable, do it. Run down and secure the bug. At this point, you will be informed that Emil and the company approach the room, and you no longer have time to escape.
Shale from the chandelier in the center of the room and overheam the negotiations of Emil and the company. When negotiations are completed, Emil will report that it goes down to the parking lot. It's time to carry legs.
Wait until Emil comes out of the room. Go down and run to open doors. Go to the edge of the house on the left and pinch the cable. Go down to the ground and how quickly run to the doors on the left. Come on, climb around the narrow passage in the next room. Here, jump into the open hatch in the floor to be in the car park. Run out of the toilet and talk to Emil.

Excursion to Kinshasa, a burning bus and a shooting of innocent residents.

The next part of the mission will be held in the city covered by the battle, so do not yaw, but then you have a random bullet.
Wait until the two soldiers finish attacking the truck. When one of the soldiers leaving left, quickly climb through the fence and run right in the lane at the houses. You will have a new task - "Stop the execution of the three inhabitants of the city." Roll over the corner of the house and, staying in the shelter, look into the courtyard. There you will see three civilians and two soldiers. Charge the shock charges into the rifle and neutralize the soldiers.
Run to the house on the right and, having passed through it, get out into the window. Do not pay attention to the soldier standing on the roof ahead, as it is clearly shorter. Come to the house on the right, where the woman just ran. Go past it and get out of the window. Spend next to the window, as a pallet starts on the street soon. The soldier you saw on the roof will go down, and you can take his place.
Run the balcony at home and turn right. Emil will appear in the radio with a request to move, and behind him Lambert with a new task - "pull out a woman from the burning bus". Just a super Sam Some.
Go to the edge of the balcony, grab your hands for the cord and cross the street on it. Jump down behind the back of the soldier and when he starts to shoot an invisible enemy, turn the street and jump into a broken drainage tube. We run through the pipe to the end, get out on the right side and go to the bus that is lying on my side.
Free the woman and leave the bus on the left side. If you follow a woman, you can get into the house, full grenade, cartridges, and so on, but the entrance to these golden places is guarded by a very tidy sniper, so I recommend to refrain from his visit.
Hide behind the overtaken yellow machine and give a truck ahead to leave. Then run forward and go in a break in the wall on the left. Go a little ahead and turn right to become a witness to the ridiculous death of one of the soldiers who broke up on 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 is, but explodes - this is a mound in the center of the road. It is better to jump over it.

Rebel camp, secret plans and sniper tower

Soon you will go to the rebel camp. Here you should act quickly and without mistakes. As soon as enter the camp, run to the left and rub the entrance to the tent. Come and hide in the shade of beds. When the soldier behind the computer comes out of the tent, throw to the computer and select the code to it. Download your plans and how quickly you can choose the tent through the cutting stroke.
Run to the second tent, ride the input and hide at the left out of the left. Wait for one of the soldiers to the left will go far right, and the second will turn back to you. Get out of the tent and run to the left. Find the generator on the wall and deploy the wire. Now quickly run right and hide behind the core truck. The soldier will check the generator and at the same time is unite terrain around. Give him the opportunity to inspect everything and go back. As soon as he turns his back to you, vividly passion through the fence and run to the tower ahead. Rabby on the stairs to the very top and find the optical rifle left by the emil people.

Kill or not?

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

Path to the Palace and Release Agent

After the charge fell into the tower, Sam will lose consciousness for a few minutes. When he wokes up, go to the cord and go to him in a burning building ahead. Jump down. On the street where the fight goes, run on the bus on the left. Wait until the soldier will be silent under the bus. Jump through the hatch to the ground and run right to the pipe. Run inside and arouse to a burning aircraft / helicopter. Jump into the salon. Save the game.
So we got to the most difficult part of the mission. So, as soon as you get out of the aircraft, jump down and hide behind the box on the left. Wait until the plated soldier decides to escape, and the guard will rush behind him. While the guard is busy captive, run past them to the stairs leading to the scaffolding.
Close to the very top. Do not touch the soldier who shoots the enemies invisible to you. Rear to green boxes and jump onto the roof of the palace. There are many ways for which you can go, but the easiest, it is armed with a rifle with shock charges and earlier than anyone will understand anything, put all the guards below. Then find a yellow tube, going under the ceiling of the building, grab it and climb until the middle. Here hook the cable and go down. Do not hurry to free the agent, and go a little further, where the exit in the alley is seen. Need a security guard that patrol the street so that you then have no problems.
Now free the agent and go out with him in the alley. Get to the fence and help the agent climb through the fence. After the palace explodes, the mission will be passed!

Can you shoot in a friend, even in your foot? If you can, then the first part of the mission will be a simple walk for you, if not, then read about the alternative way. In any case, you must kill someone, if you do not shoot, then Jamie will kill you, and the mission is the end.
So, suppose you so fired in a friend. Get out of the room and run to the furnace, where the corpses burn. There you must find the corpse Enriki. Scan it retina.
Sketch in shooting gallery and pick up a night vision device, as well as a rifle. Now go to the door with the inscription "Exit", climb the stairs and open the voice lock that previously repaired the working. You will find yourself in a familiar corridor with two guards.
Fill the light in the corridor and when there will be no one nearby, we will take place in the corridor on the right, where the bedroom enriki is located. In the corridor, another guard is stitched. Give him to leave, and then open the lock with fingerprints. Come and go to the elevator on which Jamie was somewhere. Open the elevator doors using the retina enrique eye. Go down.
Before you there will be a corridor with a security guard. Go behind it and extinguish the light in the corridor. When it becomes dark, jump over the railing on the right and run up to the door with the code lock. Pick up the code, enter and close the door behind you. Fill the light and pick up a table with a computer, as the guard will be logged in to the room, all right.
When the guard goes, select the code to the computer and find out the code from the laboratory. Go to the next room and jump into the hatch in the floor. Find the ventilation in the ceiling. Take into the inside and watch the guard, wandering around the flooded tunnel.
When the guard goes to the left, jump into the water and quickly go on the tunnel and left. Climb the stairs and extinguish the light. Hide to the right of the door, since at this time it will be released with air one of the workers.
When he returns inside, come in next. Stun the guard and hide his body so that it does not interfere. Then come up to the door, followed by Jamie. Look out the moment when Jamie turns back to the door, go and grab it. Interrogate Jamie and stun (you can drain along the tunnel).
Go through the sliding doors to the right, from where you will get into the last part of the mission. You have ten minutes to save the world.

Ten minutes, disassembly with Emil and neutralization of the bomb

As soon as Emil leaves, one of the soldiers will come to you. Stun him and go on.
Sick in the lamp so that the passage is immersed in the dark. Two in the laboratory will go check what's the matter. When they come out of the laboratory and go away, enter the code (2112) to get into the laboratory and enter.
Climb the stairs to the right. Then another one. Do not shoot in Emil, as it is by bulletproof glass. Get out of the room, jump over the railing and hide in the dark.
Well, what to say ... in the room four, plus Emil, and all of them you need to neutralize. To neutralize a bomb, you need three-four minutes, so you can spend all the time you spend on fun with terrorists. In the principle of all four, you can cut and cut out, but usually such a joke passes with two, and the rest of two tightly die at the entrance to the room where Emil sits.
It does not matter how you are shared with the soldiers, but it's better to still capture the couple of them before starting to run right and left.
When you kill or dehydrate Emil and soldiers, run to the bomb. Here without revelations. First open the lock in the form of a safe. Save the game. Then select the code. Save the game. Now the bomb. First, lower the dipstick so that it turns out to be exactly in the center and was able to pick up the core. Now look at the image of the lasers on the right. Your task is to pull out the bomb and do not give a shchoo to the right (not in the bomb, but on the screen on the right) to hurt the rounds, located around. The right button of the mouse causes Sam to delay their breath, but do not overdo it, since the indicator below will show the temperature of the bomb that is rising all the time. If the temperature rises to critical, then you will lose, so hurry carefully.
When the bomb is neutralized, you can watch the final titers, following which the mission will be counted!

Alternative ways:

If you shoot in Jamie, not in a friend, then be prepared for the fact that all the terrorists will stand on the ears. So quickly pop up from the room and run to the stove. Scan the retina enriki (you can scan and retina Jamie, but you can hardly have time for it). Then find the staircase on the wall and choose through it in the garage. Run into shooting gallery and pick up the weapon. Further, everything is described above.

Very simple mission. Hide behind the mast and wait until the soldiers differ across the category. Soon the guard will be released from the cut and, having descended on the deck, will go on business. Select from the shelter and climb to the cutting. See where Moss is and, when he turns to the door back, go and grab it at the neck.
After the Moss will be finished, go to the bomb. You in your reserve will probably be seven minutes. Therefore, we calmly break the lock and select the code. Go to the deck and jump overboard through the railing on the right. Mission, and with her and the game is coming!

Additional information: What? Where? When?

Information for those who want to finish all additional tasks for Lambert at the headquarters of terrorists.

Medical files are in Lazarut, in the office of Enriki. Break the lock and check the bedside table.

Personal affairs of terrorists (5 pieces) - two cases are in bedside tables, in the room where the Dayton sleeps and sees the nightmares. One thing lies in the bedside table in the bedroom Enriki and one in the bedroom of Emil next to his office. The last thing is in the bedside table in the Moss room (where the boxer pear hangs).

Professional documentation (5 objects) - in the laboratory Enrique in the table bedside table. In the server room next to the computer. In the office of Emil's wall. In the office of Moss in the bedside table at the computer. In the office of Jamie not far from the Room of Moss.

Voices (5 pieces) - Enrik and Emil, when they will talk next to the place where you have to make mines. Moss - during his attacks of rage, when he grieves himself under his breath. Dayton - in a dream when he will dream of a nightmare. Jamie - when will swear with Moss, standing in the elevator.

Fingerprints (5, there are a lot of them all over the headquarters, but let's call several places) - Emil - on the table at the computer, where Sam decipher the letter, as well as in his office in the same place. Moss - near the switch in the hall with a strip of obstacles. Enrica - by car for min. Dayton - next to the server room code lock. Jamie - on the cold

Passage SPLINTER CELL: Double Agent:

The passage is oriented, first of all, at a hundred percent result in the "Stealth column" and on as many points as possible, the number of points for the rest of the positions: the number of corpses raised by the alarm found bodies and so on. Separately stipulate the moments where you will have to make a choice between bad and good guys, and the detailed manual for solving some puzzles is given. Designed for an experienced player in Stels.

Before jumping out of the aircraft, go to the computer in the cabin and refer to a letter from Sarah. You still do not know that this is a farewell letter of Sam's daughter, but we will not run forward.

Penetrate the station

Spread and jump into the atlantic ocean's jets. Dive and swim on the red light on the left (the "E" key acceleration). Here you will be waiting for John, which in your appearance will swim in the tunnel. Enjoy him and see how a young man shares with one of the guards. Let's hope that this is the first and last victim of this mission.
When John gets on the shore, pop up and snap. You will find yourself in the hole. Since we are not going to kill anyone, wait until the second guard turns back to you, and choose from the corner (the "Control" key). Hide in the shade of the pipes so that no one notice you. Lambert will report that the plans changed, and terrorists appeared at the station. Otherwise today Monday.
Surface yourself to the house with a light bulb above the entrance. Fill the light bulb and go to the house. Close the door behind you! In the house you will find a sleeping guard and sound grenade. Take a grenade, touch up the guard's laptop, and also deploy the generator cable to turn off the power supply of the station. As soon as you do, the guard on the street will be interested in a house, so choose a smoke checker from the inventory and carefully open the front door. So there is - the guard stands right in front of the entrance. Throw the checker to the left, away from the fence and when the guard goes to check what's the matter, quickly run to the right where John is waiting for you.
Help John to shield through the fence, and then on your own thread through the grid. Once on the other side of the station, pick up the stairs to the platform, jump and, having grabbed your hands for the cord stretched by someone, go to the enemy territory.

Road to the ventilation mine

Surride on the roof behind the back of the guard, but let him calmly go right. Jump onto the platform and follow the guard to the stairs. Go down to level below. Two guards will come out of the gate behind your back and start talking. While they are busy, loss through the railing and jump onto the ground. Cut the open container (you can get mine in it, but we have nothing to do with it) and we will deal with the left to the generator hanging on the wall next to the fence. Put the cable to turn off the power of the fence and right here, without departing from the cash register, pass through the fence.
Quickly jump onto the ground and squeeze to the left wall of the fence. Go through it to the very end until you see a security guard with a flashlight. Do not hurry, let him play a chance in the trail, and when he turns her back to you, quickly go to the right and take the ladder to the top. Then, on another Lestenka, get to the top of some tank where you must jump and cling to your hands for the pipe. Now wrap the pipe with your feet and enjoy to the building on the left.
Below you will see a madman John, but do not attempt to save it. Cesar - Cesarean. Click to the end of the pipe, shut down the legs down and grab your hands for the railing. Purchase through them and run to the building ahead. Find over the ventilation shaft. Here you are on the basis. John?!

Sabotage launch warheads

I repeat, but John is not able to help, it's not worth spending time in search of a workaround.
Click to the platform on the left and lift through the railing. You have ten minutes to stop the launch of the rocket and carry legs. Lambert has already sent cavalry for you, so I advise you to hurry.
The surest way of sabotage is the next. Go through the platform to the end and find the staircase. Go down to level below. There is also a staircase here, but do not rush to go down on it. Wait for you to raise the guard with a flashlight. Let him examine the platform and, leaning toward him behind the back, go down after the stairs. As soon as it is right, immediately turn right and cut down the light over the warhead. Then turn the valve to push the bridge leading to the warhead. Now turn on and stand up on the platform nearby - this is a kind of elevator. Click on the button and climb to the level where the bridge extended by you is located.
Now you need to open a warhead control panel. The remote is located in the household on the left, where the worker is sits slightly. We'll have to recruit it. So, cut down the light in the cabinet at the time and when the working leaves it, quickly sharpen inside and press the button that opens the control panel on the rocket housing.
Get out of the cabin and cut down the light over the warhead. Make sure the worker is not next to the warhead and run to it. Pick up the correct code to the control panel and sabotize the launch. Excellent, now quickly turn the head to the right, where a staircase is located in the steps from the rocket housing. Climb on it and lift your head to the ceiling on the left. Soon you will see the Lambert helicopter from which you will reset the rope. Grab up for the straw and carry legs. The mission is passed!

Alternative ways:

The gate leading to the ventilation shaft can be opened in two ways: either choosing the code on the lock next to the goal, or with the help of a computer in the guardhouse of the guard, but then you will have to deal with him and with his partner, which is undesirable.

The rocket can be neutralized and faster. From the top platform, descend one level down and pick up the cockpit. Turn the lever and move the crane. Go to the platform and try to the end where you will see the pipe. Climb on it under the ceiling and use the left. Soon you will have the opportunity to hook the cats and go down your head to the control panel. To not be noticed, along the way, cut down the light from the guard on the platform on the left. Below, you have to neutralize the worker who stuck near the panel. The problem is that the working is extremely nervous type, and from the first time you can hardly succeed.

Second-US Mission, Kansas, Federal Prison Ellsworth, February 1, 2008 - Prison Bun

After Jamie Washington gives you a knife, go to a poster on the wall and make it a slight movement of the hand. Behind the poster you will see a hole in the wall. Close to the tunnel and enjoy in the mine. Through the pipe, pick up the top level and fill it into another ventilation shaft. Soon you will find yourself under the ceiling on the ventilation box. At the bottom of the cameras already come riots, but they should not worry you. Go on the box to the left and with the help of a knife, open the flaps of the next ventilation mine.
When you crawl through the mine, then at the bottom of the grille will see the head of one of the guards, so try not to noise. At the end of the tunnel, open the hatch and silently jump into the guard room.

Guard Room and Path to the Hall, where there is a shootout

The guard will notice the open hatch, but it does not risk what it does not take. While you are in the shade, the guard will not notice you, so take advantage of the situation and get rid of the computer on the table. Find out the code (1403) from the door, which coincides with the code on the cabinet with a weapon located at the right wall of the room.
Sour back to the locker and enter the code. Weapons You, True, do not find, but you will be able to solve three smoke raids. Now the most difficult thing is to imperceptibly leave the room. You must act more quickly. First, hide in the shadow next to the locker where the weapon is stored. When the guard goes past you and go to the table to dig there, quickly throw to the door and, using the launder, unlock the castle. On the other side of the door, you will see the second guard, but it will move towards you, so do not lose a second, jump out on the staircase and roll down the cube.
Once at the bottom, go along the corridor and find the coded lock panel. Enter the code quickly enter the room and hide behind the table on the left. The next moment the guard will enter the premises and notice the open door, but it will not be alarmed.
Give the guard to leave, and then quickly disconnect the metal detector and deploy the generator cable on the wall on the right. Then hide in a niche to the left of the metal detector and wait until the guard returns to the room. As soon as he turns back to you, slip through the metal detector in the corridor. In the corridor, turn off the light, and how quickly you will break the lock on the door leading to the hall where there is a fight between the prisoners and guards.

Tower and roof

Since you were in the very thick of events, you especially nobody pays attention, although this does not mean that you will not be shot. Hold onto the right wall and get to the opposite end of the hall, where they are armed with prisoners. Purchase through a serving table and carefully arouse right. You will see a staircase ahead, but we will not go through it - too risky. Your goal is the door in the upper right corner of the screen. To get there and at the same time do not get into the eyes of the warring sides, get a smoke checker and throw it in the center of your alleged way to the door. Under the cover of smoke, get to the door and enter.
You ended up at the low level of the sector A. Your task is to climb the very top of the tower ahead.
As soon as you enter the room, from which there is a door to the tower, hidey under the staircase, as the guard will move with a flashlight. Give it to pass by you, and then pop out from the shelter, climb the ladder and run up to the door to the tower. Break the castle and enter.
Inside the tower, do not rush to climb the stairs, wait into the shadows until the guard goes down with a flashlight. When he goes back to the way back, to go behind his back and climb to the level of computers, and on the left on the wall hanging a rifle shooting with rubber bullets. Take the weapons and cartridges, then quickly hide under the table with a computer.
When the guard returns, he will high in your direction, but pretends to notice anything. Let the guard go away, and go up the stairs to the next level, where the computer is responsible for controlling the door of the cameras.
Pick up the code and open all the chambers of the sector A. Excellent, now rise another level above and call the elevator. Climb on the last floor. Here you are waiting for two guards, so do not yaw and see where they go to not face them.
From the elevator go to the left and find the hole in the broken window on the right. Take a rift on the roof over the drain pipe.

Saw Jamie

At about 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 fulfill this task, you should get into the roof as quickly as possible and run up to the improvised bridge, perched from the top of the tower on the roof of the neighboring building. Ahead through the hole in a broken window, you will see Jamie, who holds a guard on the fuskem. Run and save him is an ungrateful matter, so get the rifle with rubber bullets and, when the guard will be directly opposite the holes in the window, shoot!
As soon as the guard falls, run on the bridge and join Jamie. Then, as quickly as possible, jump into the bottom level of the roof, and, trying not to get under the helicopter searchlight, hung over your head, run to the building on the right. Job on the narrow aisle between buildings, go to the house on the right, and climb the roof on the stairs. Everything you are free! The mission is passed!

Alternative ways:

From the hall, where there is a shootout, you can climb the stairs. To do this, throw one smoke checker on the staircase in front of the entrance to the second span, and the second one will spin. Under the cover of smoke, you can climb the stairs unnoticed. One trouble, at the end of the stairs you will be waiting for the door, to open which you can only with the help of a chip chip in the clothing of guards. Therefore, either you will have to stun the guard, patrolling the third span, or to drag the corpse of the guard, drawn by the entrance to the stairs, and make it much more complicated than it seems.

Before jumping out of the aircraft, go to the computer in the cabin and refer to a letter from Sarah. You still do not know that this is a farewell letter of Sam's daughter, but we will not run forward.

Penetrate the station

Spread and jump into the atlantic ocean's jets. Dive and swim on the red light on the left (the "E" key acceleration). Here you will be waiting for John, which in your appearance will swim in the tunnel. Enjoy him and see how a young man shares with one of the guards. Let's hope that this is the first and last victim of this mission.

When John gets on the shore, pop up and snap. You will find yourself in the hole. Since we are not going to kill anyone, wait until the second guard turns back to you, and choose from the corner (the "Control" key). Hide in the shade of the pipes so that no one notice you. Lambert will report that the plans changed, and terrorists appeared at the station. Otherwise today Monday.

Surface yourself to the house with a light bulb above the entrance. Fill the light bulb and go to the house. Close the door behind you! In the house you will find a sleeping guard and sound grenade. Take a grenade, touch up the guard's laptop, and also deploy the generator cable to turn off the power supply of the station. As soon as you do, the guard on the street will be interested in a house, so choose a smoke checker from the inventory and carefully open the front door. So there is - the guard stands right in front of the entrance. Throw the checker to the left, away from the fence and when the guard goes to check what's the matter, quickly run to the right where John is waiting for you.

Help John to shield through the fence, and then on your own thread through the grid. Once on the other side of the station, pick up the stairs to the platform, jump and, having grabbed your hands for the cord stretched by someone, go to the enemy territory.

Road to the ventilation mine

Surride on the roof behind the back of the guard, but let him calmly go right. Jump onto the platform and follow the guard to the stairs. Go down to level below. Two guards will come out of the gate behind your back and start talking. While they are busy, loss through the railing and jump onto the ground. Cut the open container (you can get mine in it, but we have nothing to do with it) and we will deal with the left to the generator hanging on the wall next to the fence. Put the cable to turn off the power of the fence and right here, without departing from the cash register, pass through the fence.

Quickly jump onto the ground and squeeze to the left wall of the fence. Go through it to the very end until you see a security guard with a flashlight. Do not hurry, let him play a chance in the trail, and when he turns her back to you, quickly go to the right and take the ladder to the top. Then, on another Lestenka, get to the top of some tank where you must jump and cling to your hands for the pipe. Now wrap the pipe with your feet and enjoy to the building on the left.

Below you will see a madman John, but do not attempt to save it. Cesar - Cesarean. Click to the end of the pipe, shut down the legs down and grab your hands for the railing. Purchase through them and run to the building ahead. Find over the ventilation shaft. Here you are on the basis. John?!

Sabotage launch warheads

I repeat, but John is not able to help, it's not worth spending time in search of a workaround.

Click to the platform on the left and lift through the railing. You have ten minutes to stop the launch of the rocket and carry legs. Lambert has already sent cavalry for you, so I advise you to hurry.

The surest way of sabotage is the next. Go through the platform to the end and find the staircase. Go down to level below. There is also a staircase here, but do not rush to go down on it. Wait for you to raise the guard with a flashlight. Let him examine the platform and, leaning toward him behind the back, go down after the stairs. As soon as it is right, immediately turn right and cut down the light over the warhead. Then turn the valve to push the bridge leading to the warhead. Now turn on and stand up on the platform nearby - this is a kind of elevator. Click on the button and climb to the level where the bridge extended by you is located.

Now you need to open a warhead control panel. The remote is located in the household on the left, where the worker is sits slightly. We'll have to recruit it. So, cut down the light in the cabinet at the time and when the working leaves it, quickly sharpen inside and press the button that opens the control panel on the rocket housing.

Get out of the cabin and cut down the light over the warhead. Make sure the worker is not next to the warhead and run to it. Pick up the correct code to the control panel and sabotize the launch. Excellent, now quickly turn the head to the right, where a staircase is located in the steps from the rocket housing. Climb on it and lift your head to the ceiling on the left. Soon you will see the Lambert helicopter from which you will reset the rope. Grab up for the straw and carry legs. The mission is passed!

Alternative ways:

The gate leading to the ventilation shaft can be opened in two ways: either choosing the code on the lock next to the goal, or with the help of a computer in the guardhouse of the guard, but then you will have to deal with him and with his partner, which is undesirable.

The rocket can be neutralized and faster. From the top platform, descend one level down and pick up the cockpit. Turn the lever and move the crane. Go to the platform and try to the end where you will see the pipe. Climb on it under the ceiling and use the left. Soon you will have the opportunity to hook the cats and go down your head to the control panel. To not be noticed, along the way, cut down the light from the guard on the platform on the left. Below, you have to neutralize the worker who stuck near the panel. The problem is that the working is extremely nervous type, and from the first time you can hardly succeed.

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

After Jamie Washington gives you a knife, go to a poster on the wall and make it a slight movement of the hand. Behind the poster you will see a hole in the wall. Close to the tunnel and enjoy in the mine. Through the pipe, pick up the top level and fill it into another ventilation shaft. Soon you will find yourself under the ceiling on the ventilation box. At the bottom of the cameras already come riots, but they should not worry you. Go on the box to the left and with the help of a knife, open the flaps of the next ventilation mine.

When you crawl through the mine, then at the bottom of the grille will see the head of one of the guards, so try not to noise. At the end of the tunnel, open the hatch and silently jump into the guard room.

Guard Room and Path to the Hall, where there is a shootout

The guard will notice the open hatch, but it does not risk what it does not take. While you are in the shade, the guard will not notice you, so take advantage of the situation and get rid of the computer on the table. Find out the code (1403) from the door, which coincides with the code on the cabinet with a weapon located at the right wall of the room.

Sour back to the locker and enter the code. Weapons You, True, do not find, but you will be able to solve three smoke raids. Now the most difficult thing is to imperceptibly leave the room. You must act more quickly. First, hide in the shadow next to the locker where the weapon is stored. When the guard goes past you and go to the table to dig there, quickly throw to the door and, using the launder, unlock the castle. On the other side of the door, you will see the second guard, but it will move towards you, so do not lose a second, jump out on the staircase and roll down the cube.

Once at the bottom, go along the corridor and find the coded lock panel. Enter the code quickly enter the room and hide behind the table on the left. The next moment the guard will enter the premises and notice the open door, but it will not be alarmed.

Give the guard to leave, and then quickly disconnect the metal detector and deploy the generator cable on the wall on the right. Then hide in a niche to the left of the metal detector and wait until the guard returns to the room. As soon as he turns back to you, slip through the metal detector in the corridor. In the corridor, turn off the light, and how quickly you will break the lock on the door leading to the hall where there is a fight between the prisoners and guards.

Tower and roof

Since you were in the very thick of events, you especially nobody pays attention, although this does not mean that you will not be shot. Hold onto the right wall and get to the opposite end of the hall, where they are armed with prisoners. Purchase through a serving table and carefully arouse right. You will see a staircase ahead, but we will not go through it - too risky. Your goal is the door in the upper right corner of the screen. To get there and at the same time do not get into the eyes of the warring sides, get a smoke checker and throw it in the center of your alleged way to the door. Under the cover of smoke, get to the door and enter.

You ended up at the low level of the sector A. Your task is to climb the very top of the tower ahead.

As soon as you enter the room, from which there is a door to the tower, hidey under the staircase, as the guard will move with a flashlight. Give it to pass by you, and then pop out from the shelter, climb the ladder and run up to the door to the tower. Break the castle and enter.

Inside the tower, do not rush to climb the stairs, wait into the shadows until the guard goes down with a flashlight. When he goes back to the way back, to go behind his back and climb to the level of computers, and on the left on the wall hanging a rifle shooting with rubber bullets. Take the weapons and cartridges, then quickly hide under the table with a computer.

When the guard returns, he will high in your direction, but pretends to notice anything. Let the guard go away, and go up the stairs to the next level, where the computer is responsible for controlling the door of the cameras.

Pick up the code and open all the chambers of the sector A. Excellent, now rise another level above and call the elevator. Climb on the last floor. Here you are waiting for two guards, so do not yaw and see where they go to not face them.

From the elevator go to the left and find the hole in the broken window on the right. Take a rift on the roof over the drain pipe.

Saw Jamie

At about 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 fulfill this task, you should get into the roof as quickly as possible and run up to the improvised bridge, perched from the top of the tower on the roof of the neighboring building. Ahead through the hole in a broken window, you will see Jamie, who holds a guard on the fuskem. Run and save him is an ungrateful matter, so get the rifle with rubber bullets and, when the guard will be directly opposite the holes in the window, shoot!

As soon as the guard falls, run on the bridge and join Jamie. Then, as quickly as possible, jump into the bottom level of the roof, and, trying not to get under the helicopter searchlight, hung over your head, run to the building on the right. Job on the narrow aisle between buildings, go to the house on the right, and climb the roof on the stairs. Everything you are free! The mission is passed!

Alternative ways:

From the hall, where there is a shootout, you can climb the stairs. To do this, throw one smoke checker on the staircase in front of the entrance to the second span, and the second one will spin. Under the cover of smoke, you can climb the stairs unnoticed. One trouble, at the end of the stairs you will be waiting for the door, to open which you can only with the help of a chip chip in the clothing of guards. Therefore, either you will have to stun the guard, patrolling the third span, or to drag the corpse of the guard, drawn by the entrance to the stairs, and make it much more complicated than it seems.

Third - USA Mission, New York, Terrorist Headquarters, February 2, 2008

The rules of behavior in the lair of the enemy are as follows: perform all the tasks that the terrorists gave you, then all tasks for Lambert, and in the remaining time are trying to perform additional orders and not be caught in places where you should not be in the idea.

After arriving at the headquarters of terrorists, go for Jamie (do not lag, but do not overtake him not to lose confidence). After you show where you sleep, you will be tired of the Moss. Go behind him and he will lead you a training room. Your task is to pass the bar of obstacles, after which it is possible to open a safe and wait for the arrival of the Moss, which promises to appear in twenty-five minutes.

Bar of obstacles, hacking safe and tire

Pass the bar of obstacles (I think you will cope and without tips) and run up to the safe. The principle of hacking the safe is as follows: Choose one of the directions - "right" or "left" in which you will rotate the laundr. Adhere to the selected direction until you hear a click, and the left extreme wheel will not become green, which means that it is in the right position. Now change the direction of rotation and install the central wheel in the correct position. Repeat the direction of rotation again and install the last wheel. If everything is true, the safe will be opened.

Get out of the room with a safe and through the hatch, select to the beginning of the obstacle course. Next to the queue - tire. Come and take a rifle in your hands. Your task is to knock out 75 points for 30 shots. This is not difficult to do, as the center of the target is 5 points, the edge is 1 point, and the fact that between them is 3 points. As soon as select the required amount of points, go to the tasks of Lambert.

Roof Antenna and Buchus Installation

Get out of a tire and go to the left. Soon you will see the lip, where the only girl is the terrorist Enrica. Talk to her and go past Lazarene to the stairs by the wall. Relieve upstairs, where two are busy with the fixing blades of a huge fan.

Do not make sure, carefully go behind them and dive into the ventilation mine, from where you can climb the roof on the stairs. But do not rush to get out of the roof, as the guard, standing in the parapet, can notice you. Give the guard to move a little left and when it turns back to you, get out of the roof and quickly convey to the right where the service carries another terrorist.

Follow the back of the terrorist, but on the half of the way, leave it alone and hide behind the boxes on the left. When the terrorist comes to the end of the roof and stop at the wall, 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 the bug on the transmitter and go back the same way as they came.

Trojan horse and server room

Go down the stairs to the room where a huge teleexer hangs on the wall. Go straight along the corridor and turn right. Here you will see Jamie, which will open the door using the code lock and go to the server room.

Make sure that there are no witnesses nearby, turn off the room in the room and select the code to the code lock. Come and immediately turn left. Watch out through the railing and squeeze to the left wall. Go through it to the end and pay attention to the camera above the input to the server.

Wait until the server will come out annoyed Jamie and waiting for the camera when the camera will not look into your direction, take out to the doors. Come in the server and get to the ladder leading to the exaltation where two terrorists work.

Native space to the left of the ladder and find the hatch. Open it and descend down. You were under the elevation. Wait until one of the terrorists leave the server, and the other will take on their affairs on the computer. Go through the end of the tunnel and, opening the second hatch, select on the exaltation. Go to the nearest terminal and download the virus into the system. Come back the same way as they came.

Medical Terrorist Files - Additional Task

To get medical files of terrorists, go to the lazaret and make sure that Enriches in his office considers something in the microscope. Come to the door of the office and break the castle. Carefully adjusted to the office and close the door behind you. On the tiptoe, pull the girl's back. To start hacking her computer, and then scan the medical files lying in the bedside table on the right. Then you get out of the office as quieter and close the door behind you. Everything, you can now return to the obstacle course, where Moss is already waiting for you.

Helicopter pilot - execute or pardon?

After meeting with Moss, he spends you in torture, where Emil Dufrasne orders you to kill the helicopter pilot, and Lambert will insist on pardon. If you want to enroll in trust in terrorists, then kill the pilot, if you do not want to paint your hands, then just shoot the wall. The mission is passed!

Mission Fourth - Russia, Okhotsk Sea, 200 km from Siberia Coast, February 5, 2008

The only mission, where for passing you must cut the ship's team, and otherwise you do not count it. But it is still necessary to get to the ship, so let's talk about it later.

Parachute jump and trail

After Sam jump out of the aircraft, you look a little, and then a pictogram with a parachute image will appear. Twist for the ring, but ... parachute will not open! But do not panic, we still have a spare place. As soon as the pictogram appears for the second time, twirl the ring and land.

After landing, you should pick up your things as quickly as possible, since your jump has not left unnoticed, and two with automatic machines are already planted on Iceberg.

To pick up things and not raise an alarm, you must act very quickly. So, as soon as the management goes, run forward, jump, recycle and create the second one as quickly as possible on the right of the icy hormick on the right. Load to the edge and hang on your hands above the cliff. Do not move, otherwise you will notice.

Listen to the conversation of two soldiers, and then when they will differ on your searches, choose Iceberg and run to your things. Collect scattered detonators and jump in the swallow into the water on the right. The first part of the path behind.

Enemy camp and mountain

Sweep under the ice and when Sam notices the hole, sleep, put the ice and drag the soldier to the bottom. Do not emerge. Swim further until you see another hole with the soldier. Take off to the bottom and it (if you cannot play stealth, we will get a maximum of pleasure). This time also stay under water and swim right and until the end of the reservoir. There carefully naply and see where the guard is walking near the snowmobiles. If he turned back to you, then quickly selected ashore and run to the tent on the left. Cut it on the left side and hide behind the boxes to be behind the back of the soldier, heating his hands by the fire.

Writing a good time, sneak to the soldier and grab it. Take it to the water and just enter the water so that it goes to the bottom.

Sweep a little left and choose. Return to where the soldiers grabbed, and use his computer to blow up a piece of icy mountain near the snowmobiles.

Jump into the water and swim under the ice to the hole on the left. Tear the ice and selected ashore. Hide behind a snowmobile and watch the soldier who walks near the ones formed on the left. When the soldier goes to the right and bends down to a snowmobile, choose from shelter and gently slide into the water. Sk up and swim on the tunnel on.

Two boots and lower ship deck

You will have two holes tightened with ice. Over one costs soldiers, over yet anyone. I am not in vain saying "while", because you should wait for you a little like a soldier will appear above it. I advise you to deal with him first of all, since if you stick to his comrade, he will be able to notice you.

Obschery with both soldiers and jump into the water. Do not touch the guy in the boat, he did not do anything bad. Swim right and selected ashore. Grab your hands for the cord and climb the ship.

In corpses

Passing this mission for the first time, I got to the last stage, without removing any member of the crew, then I had to seriously regret, as I did not count the task. Do not repeat my mistakes. They said - deal with the team, here you are talking. Without amaway!

To begin with, clean the lower deck. Take advantage of a sudden flying trust to quiet to selected victims. Tactics here are simple: I chose the sacrifice, drunk back, grabbed, dotted to the place where you climbed the ship, stunned, wrapped on the shoulders and dropped down from the ship - so at least no one can find the corpses.

When the bottom becomes free, run along the stern to the mast with the staircase. Rear to the very top. Check that on the deck, where are you going to go on the cord, there was no one. Go down and on the pipe, remove to the upper deck.

Here grab your hands for the railing and hang under the soldier talking about the radio. His name is Andrei, or rather called. As soon as he finishes the conversation, grab it and move it through the railing. Close to the roof of the tanker and find the antenna.

Open the control panel, select the code and contact Lambert. Then pass the tanker frequency for terrorists. Both hare was killed.

Gas attack and path to the machine department

On the roof of the tanker, find the ladder leading to the ventilation box. Open the hatch upstairs and use the cable down. Try to convince terrorists, but they are adamant and will require you to let you go on the ventilation system.

There is nothing to do, throw a gas grenade into a ventilation mine. Now go to the wall and jump, so that Sam can grasp by the edge of the ledge. Tighten on your hands and enjoy the narrow tunnel on the deck.

At this time, you will be informed that the captain completely mad from fear and plans to blow up the ship. You need to stop it.

Return to the upper deck of the ship and, dropping through the railing, do the way to the bottom deck. Finish the sweep of the lower deck. I do not think it will be a problem for you, but I will still stop on the couple of individuals.

One of the soldiers took a strategically advantageous position at the top of the stairs and does not leave his post for a second. It is almost impossible to get to him, to kill from a distance - this is not our work method, so leave it alone. I am not kidding, the fact is that you need to remove ten members of the crew, and on the ship there are at least fifteen people on the ship, so there will be enough cannonous meat and without this paranoid.

The captain ran away by the aisle on the left side, where the crane was previously blocked. Three roaming on the opened territory: one sits on the mast, two roam down. First you will meet a lonely soldier who can be easily stunned and hide in an open container on the right. The main thing is to make sure that you do not notice the fighter on the match.

Now you need to somehow climb the stairs and at the same time do not run into a soldier. I propose to cut the spotlight on the mast, illuminating the staircase and under the cover of darkness to rise upstairs. First, rub with a guy on the deck, and then climb on the mast and degrade the watch. Now quietly go down to the deck and go down to the open hatch of the machine compartment.

Machine compartment and captain of the ship

Go through the first doors and move on the bridge left. Put at the end of the bridge and wait until the sailor in the white form goes away from the console, followed by it. Go to it behind your back and stun. Go down to the down level and go through the next doors to the next compartment.

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

You found yourself in a compartment with a working screw. Stop the screw with the remote control of the wall and jump into the water. Weigh the tunnel in the next compartment and choose the elevation in the center.

Over your head walks the captain with a burning signal rocket, and in the compartment itself there is an unbearable gas smell. The captain was accurately crushed, so you should neutralize it earlier than he blows up the ship.

Hang on your hands under the bridge, where the captain wanders, and when it goes past you, joil through the railing and grab the madman. Stun the captain and take the long stairs to the top. Open the hatch to get on the landing pad, where the helicopter is already waiting for you. The mission is passed!

Do not worry if you do not get a 100% result, since for an incomprehensible reason, even if you hide all the bodies, two or three found bodies will be indicated in the report after the mission. As they say, it is impossible to understand it, it is just necessary to keep in mind.

Alternative ways:

There are many of them, as you can remove enemies in various ways.

It is possible to climb the tanker on the lift located on the left of the dam on the tanker board, but there are two problems. First, you will have to clean the soldier in the rubber boat, and secondly, two you are waiting at the top, so the way on the rope is preferable and safer.

Mission Fifth - Shanghai, China, February 6, 2008

Unlike the previous mission, in China everything will be much more interesting. So, after the pilot is enough to hit, the control of the helicopter will turn to you. Do not be scared, no one will force you to fly, this is not a simulator. All you have to do is to level the helicopter and bring it to the skyscraper ahead. After a successful landing, you will be left on the helicopter area under torrential rain.

Path to the hotel and recording of the meeting of terrorists

As soon as Moss and Emil will leave, the good guys will ask you to record the conversation of terrorists on film. To do this, you must cross the well-protected roof than we now and do.

The shortest way. Go to the boxes on the left. Stand on them and jump to grab your hands for the railing. When the guards begin to talk, live alone through the railing. Tell the house on the roof and climb on the roof. Staying in the shade, sneak up to the cord, grasp it and go down.

On the roof, jump on the ventilation box. Then, on the boards, depart on the roof of one of the trailers. Slesh yourself and jump onto a pipe, walking along the wall of the building on the left. Climb to the top of the pipe and, grabbing hands for the cornice, use the right. Jump down and go to the crane control panel. Select the code and turn the crane. Then climb the crane and go through the end of the boom. Strengthen the cable and start going down.

When you get to the first cradle, sneeze and hang on the cornice. Use left until you see a neon tube, reinforced vertically on the very edge of the building. Go down on it at the level below and stand up on the cornice. Your task is to pass by the windows of the restaurant so that you do not notice. Make it is quite simple, as most visitors are already resting in the salad. Go past the window when no one looks at him. At the end of the cornice, strengthen the cable and prepare the microphone.

Start descending down and when you reach the room where negotiations are held, hover the microphone on the talking terrorists to start recording. Alas, even if you, like me, will be able to fully write a conversation, you still will not cover the task, because it was so conceived according to the script.

The record will break, but all because someone noticed the arrow of the crane and suspected a non-carry, and you need to urgently tear claws. As soon as possible, go down to the cradle and immediately start moving to the left. At the first time, sway and hang on the cornily. Climb to the very end of the eaves and zerite, sprinkling with the wall. If you stay standing on the cornily, you will not be able to pass by the closed staples, and people from the helicopter will be seen.

Hacking safe in Emil's room

Soon the fortie will open above, but you must overcome the desire to throw out the guard through it, since then do not see you one hundred percent result as your ears. Therefore, we wait until the guy leaves, and only then we climb into the window. Staying in the shade, go to the left and open the hatch in the floor. Jump out in the hatch and go through the tunnel until the next hatch. Select to the surface. You found yourself in the laundry.

To pass by the guard, cut down the light above the door on the left. When in the laundry it becomes noticeable darker, quickly run up to the generator on the wall on the left and deploy the wire. Everything, now the night has come accurately. While the guard finds out what was the matter, run to the left, turn over some cars and find the entrance to the mine with a staircase leading up. Rear to the very top and jump into the ventilation mine.

Soon you will find yourself in the closet. Jump down and turn off the light. Get out of the cabinet, which will be in the Emil Room! This is good luck!

Stay in the shade behind the screen and wait until the worker in a white suit leaves the negotiation room. As soon as it goes past you, quickly go to the meeting room and squeeze towards the left wall.

In the hallway to the left you will see Emil, but do not worry, it will extinguish the light (thanks, dear) and goes to the next room. Run to the hallway and turn right, where Emil left. The left wall you will see the safe!

Attention! If for some reason you will not work with the buttons that are responsible for turning the bed to the safe, then either reboot the game, or try simultaneously press the "right" and "down" keys, "left" and "down". Sometimes, the problem can be solved by simply pressing everything in a row, including the mouse buttons.

When you figure it out with a safe, take the red mercury sample and close the safe. Get out of the room through the main doors and turn right.

Path to the Room of the Good Doctor

You need to get into the room of Dr. Atwhan, and it is a couple of floors below. Wake yourself right by patrol and locate the door leaning towards the wall. Another friend wanders nearby, so do not make sure. If the guard costs you with your back, then just go into a room with a computer, and on the ladder climb the very top of the hotel. If the guard is in the room, then let him go from there, but do not stay, since his partner can return to any second.

Once on the roof of the mine with elevators, damping the cable and go down on the metal bridge. At this time, the Chinese New Year will come and the hotel will clarify the searchlights. Very not on time, but do not be discouraged, we did not overcome this.

From the metal bridge, jump onto the roof of the elevator riding down. From the roof, depart on another bridge and again wait for the elevator. Go to it even lower and go to the bridge. Do not rush, because at this moment the guard will come to the window to the window.

Give him a document and when he turns to leave, jump into the window and deliver a gun. Define the camera over the elevators and run right. Staying in the shade so that you did not notice the guard with a flashlight, we will only go to the doctor number and enter.

In the room four. I admit that it is possible to go through this place, without cutting down any of the guys, but the problems with the control of the launder do not leave a different way out, how to arrange children a quiet hour.

To begin with, cut off the guy who rushes between the room with a safe and computer. Grab it and drag into the shower. Stun and deal with a guy who wore a safe. Take it up in the same shower. Now pull out one of two guys from the next room, and maybe he will come out. Stun it and hide in the shower. With the remaining do the same.

Go to the safe and open it (you need to do it from the first time to stay at the doctor). Take the paper and save the game. Now we will kill a good doctor.

Killing a good doctor

You can kill him as you like, but by way and errors I came to the conclusion that the most effective is a mine on the wall. So, leave the room and turn left. Staying in the shade, get to the next dark segment of the wall and install the mine (if the guard with a flashlight passed by you, let it return to him to be a victim of the explosion). Return to the doctor's room where the helicopter arrived with an impatient Moss on board. At that moment, when you will be near the saving cord leading to the helicopter, an explosion should sound. Good doctor will go to the forefathers, and you will get a 100% rating. The mission is passed!

Alternative ways:

Other murder methods of the doctor lead to the loss of one hundred percent rating, since you spend precious time. For example, you can shoot a wall next to the elevator with a velcro camera and poison Dr. Gas, but it will not kill him and have to go and finish that it will take too much time. You can also remove the doctor from the rifle, to do this, while staying right in the doorway door, hover the an optical sight to the elevator cabin and shoot the sacrifice that will not even have time to understand what happened.

Mission Sixth - USA, New York, Terrorist Headquarters, February 22, 2008

After talking with Lambert, come back to the headquarters. You must quickly return to the building, otherwise forgive one hundred percent result.

Relieve under the truck and wait for people in the yard to the left of the left and will take care of their affairs. Roll out from under the truck and, holding in the shade, go to the entrance to the headquarters, where Enriches will meet you.

Go for Enrika and listen to her requests: to attribute the body of the pilot to the stove, make ten min for Kinshasa and so on. In the end, Enrica will lead you to the lower level of the headquarters, where the mechanism is located for the manufacture of mines. Leaving you alone, Enriches will suit the door to the left and voice will open the castle. Lambert wants you to record the voices of the most important terrorists and took advantage of the records to open the previously closed doors.

When Enriches leave, hide in the shade and take the microphone. Hover the microphone on the glass wall, which is spoken by Enrik and Emil, and write down their voices. Now go to the mechanism on the left and make ten minutes. Make it is not too difficult, especially since you have 15 charges, which means that you have the right to five mistakes.

After the mines are ready, go to the door and use the entry with Emil's voice to open the lock. Come and climb the stairs to the top.

Fill light and look through the glass in the door to the next corridor. Wait for the patrol in the corridor to turn your back and quickly slip into the room.

Pass the sleeping guard and roll into the corridor on the right. Fill light, and how fast you will break the lock on the door. Go further and select the code to the door of the Emil Office. Come in and immediately go to the door on the right to get into the corridor with two doors. Find Emil's bedroom and scan it a personal matter. Then go back to the door of the office and carefully look into the room. If Emil and Jamie is still there, then wait when the CHAKARIK will leave, and the boss of terrorists will sit on the sofa with his back to the door.

Come into the office and quickly go to the balcony to the right, as Emil will decide to stretch his legs. Wait on the balcony until he goes to the room and fall to sleep. Then go to the office, and it's carefully aimed. Discover the safe, scan the drawings for Lambert and take a personal business from the bedside table. Hack a computer and find out the access code into the Enrique laboratory.

Get out of the office and return to the corridor where the guard goes. This time two will be waiting in the corridor, since the sleeping guard will wage.

Staying in the shade, proceed into the corridor to the right and turn off the light. Break the castle on the door to the left and enter the room where Dayton is sleeping. Take out the microphone and write the voice of Dayton when it starts talking in a dream. Finally, pick up files with personal cases of two bedside tables. Get out of the room and come back to the staircase leading to the room where you made mines.

Return to the headquarters headquarters. Climb the top level and find a secluded corner. Call the microphone and write down the Moss's voice (Monkey-like guy, whom Sam calls "Mousse", that is, "Elm"), when he starts grumbling under his breath.

When Moss's voice is recorded, go to Lazare and find the body of the Unfortunate Pilot. We take it on the shoulders and come back to the main hall. Go down and turn into the first corridor on the right. Pass past the room where the pilot was tortured, and turn right. Go down on the metal staircase down and go through the passage to the right to get into the storage. Put the pilot corpse on the elevation next to the stove. Return to the room where you made mines and wait for Enrique arrival. The mission is passed!

Alternative ways:

After you scan the drawings in the Emil Office, you can go to the balcony and go down to the headquarters. If you cross the courtyard and take the green boxes under the window of a neighboring building, you can climb into the bedroom Enriki through the window. As soon as you do it, the girl will enter the room and Sam will not be left anything else, how to seduce her. Poor Sammy ...

Mission Seventh - Mexico, Kotzumel, February 27, 2008

I do not argue, to get a hundred percent on this mission - the task is not from the lungs, but with a certain skill and perseverance it is possible.

After the bell of Lambert, go to the balcony and lift through the railing. Hanging on your hands, get to the pipe on the right and pick up the next cornice. Over it will be achieved to the balcony on which the guard is.

Casino, gas in ventilation and lock on the doors

Listen to the dialogue of two guards and, when they leave, passionate through the railing and run into the casino. Near the night vision device. Launching in the shade, we will take place to the room with the sign "Counter" and get a gun. Look out the moment (the radar is very useful here, by default - double pressing the "Z" key), when there is no guards next to the guards, and put out the sign to the entrance to the room in the dark. As soon as possible, run into the room and put out light in it. Then run up to the wall on the right and throw a gas sprayer into the ventilation. The task of Lambert is performed, but a few guards are already moving towards you, and the sign of the room begins to flash, threatening to illuminate everything around.

Slide out of the room and hide, or under the rotating table in the center of the casino, or jump into the parapet near and hide in the dark. While you are sitting on the parapet, no one will accidentally come across you, and you can look around.

The only way out of the casino - through the closed doors under the "casino" signboard, which illuminates anyone who will try to get closer. If you extend the sign, then the guards with lanterns will be resorted to the doors, which is not included in our plans. Where to take the time to break the lock and at the same time do not lift the universal alarm?

By way and errors, I came to the next decision. In the hall - four guards. Your task is to distract them from the door so that they do not notice that the sign was extinct. You can do this in different ways, but I, for example, climbed into parapets near the door and with the help of a gun began to turn on the slot machines (you need to mark the drum of the machine) in the hall. The sound of dumping coins attracts the attention of guards (they become red dots on the radar) and they turn back to the doors. When all four will become red dots on the radar, put off the signboard, throw to the doors, break the lock, enter the next room, shut the door and hide in the shade under the staircase.

Hall with aquarium and the path to the elevator

If a person in white is nearby, let him rise up the stairs if there is no, then squeeze to the right wall and climb the stairs to the second floor. Hide in the shade opposite the doors, followed by the silhouette of the guard. Soon the guard will go to the right, and you can run into the room with aquarium instead of the wall.

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

But ... We will not break anything, why do we need an extra noise. So keep in the shade and go around the room on the left wall. Soon you will see the camera. Need it for a while and run to the dark corridor. At the end of the corridor, hide the right wall and listen to the conversation of two soldiers. Soon the soldiers will go away, and you can sit in the elevator and climb to the second floor.

Pool with pool and thermal baths

On the way, Enrica will report that soldiers can meet you, so find the hatch in the elevator cabin ceiling, jump and get out onto the roof.

When the elevator stops, soldiers will come to the cabin. Give him to talk on the radio and jump down to knock down the poor feet. Get out of the elevator and close the doors so that no one saw the body.

Hide at the table to the right of the elevator and wait until the security guard goes back to the way back. Run out of the shelter and go to the left, while staying under the cover of the boxes. At this time, Enrik will appear and launch a fountain that runs along the edge of the pool in the center of the deck. The cover is still, but the fountain will distract the guards for a while.

Do not waste time, neutralize the camera hanging on the wall on the left, and run past the tables to the sun loungers standing on the left side. Hide behind the back of the sun lounger and wait until the guard passes by you. Then quickly run to the locker room at the pool's edge, go through and jump into the water.

Swim under the water left and choose the deck. Next, you will see the structure and the pipe where you can climb. Make it and hang on your hands under the bridge for which the guard wanders. When the guard passes by you, lift through the railing, neutralize the camera above the doors on the right and enter them into the next room.

Complete along the corridor on the right and run into the room on the right. Hide in the shade away from the passage and doors. Wait until the guard in the room will pass by you and get into the corridor, from which you just came. Run through the room, in the next room and wait until Enriches fill the steam bath.

Under the cover of a couple, go to the fountain of the right wall. Close to the fountain and jump, so that Sam can grab his hands for the cornice. Unscrew the cover from ventilation and take into the inside. Ahead you will see your feet, so do not get anywhere.

Captain Cutting, Bombs Installation and Ship Escape

When legs come out of the cabin, select from ventilation and carefully look out of the door. The sailor will stand a little from the card, and then fall to sleep. Get out of the cabins and get rid of the nightstand at the left wall to find the code from the door.

Enter the code and descend on the metal staircase to the cut. Below will quickly turn right, go around the staircase from the back and hide in the shade. Listen to the conversation of two crew members, which will then go up to the cabins.

Tighten your head out of the shelter and see where the remaining crew member is. If he stands to your back, then climb under the nearest table. When the navigator deserves left and turn to you back, get out of the table and run right where the wall has some kind of equipment. Slide into a narrow passage between the equipment and the wall of the adjacent room. Go through the end of the passage, and you will find yourself right opposite the doors leading to the bridge.

Wait until the navigator goes deep into the cut and turn to the doors back. Pull out of the shelter, open the door, run out on the bridge and find the cord by which you can move on the nose of the ship. Do it and as soon as your legs touch the decks, jump over the railing, ride down and run right. Hide behind the wall of the watchhead, in which two is spoken. Next, you will see the staircase leading to the roof of the wagon, but you do not need there.

When the conversation is over, drop a little from behind the corner and get ready to act as quickly as possible. Give a person in white calmly leave, but as soon as the doors of the watchhouse will open a second time, quickly run to the doors. Soldiers will come out of the wagon, and since he will be back to you, then you can have time to slip into the room before the doors will appear again. Having done this, you relieve yourself from the problem of hacking doors.

Inside the guardhouse, go to the dark corner of the pipes and install the bomb. Then select the code and pass the frequency for Lambert. Everything, you can now dampen your legs.

Go to the doorway door and find out where the soldier is. Do not be lazy, wait until the soldier passes with you to left, open the door and run to the right to the door with the code lock. You need to first break the lock on the panel, and then choose the code to open the door. Then go on the bedtop and jump into the ocean. The mission is passed!

Mission Eighth - USA, New York, Terrorist Headquarters, February 28, 2008

Go for Emil, and he will lead you to a room with two computers.

Japanese cubic

Your task: break the code on the letter. To do this, you must solve a riddle with a Japanese cube. In a nutshell, the meaning is as follows: there is a cube with six faces. On each facet four cells. In each cage, you can enter one of eight digits. That is, you have 6x4 \u003d 24 cells in which you can enter 24 numbers. Simple arithmetic, divide 24 to 8 and it turns out that each digit should occur three times. If we consider that the cube has three dimensions, then everything becomes even easier. For lazy, I bring a solution. So, on four faces there must 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 true, then you will break the code and you can read the letter.

Fingerprint search and Enrique code

Lambert wants you to remove the fingerprints of the terrorists and have entered the previously closed doors with them. Far behind the prints do not need. Deliver the scanner and swipe on the table on which there is a computer with an arched letter. On the table you will find the fingerprints of Emil. Scan them and go to the door next to the mining device.

Open voice lock and climb the stairs. Left you will see the camera. She is stationary, so you can not pass under it. Look at the ceiling and find the pipe. Jump, grab the pipe with your feet and use to the end. Jump down and open the door to the enrique laboratory (code 1269). Come on, stumble at the back of the girl and find the computer on the table. While do not touch him, but climb under the table. What for? Now everything will understand.

As soon as you climb under the table, Enrique will call Jamie, and she is suitable just to the place where you just stood. When Enriches return to his workplace, select from under the table and select the code to the computer. Read the letter with the code that stops the explosion on the ship. Close under the table, as Enriches will again take a walk along the laboratory. When she returns to the place, scan the desk in the table at the table and leave the laboratory.

Security room, second task

Return to the stairs, open the doors and go through the Dark Corridor to the next doors. Fill light and look through the glass in the door on the patrol. When the guard turns back to you, go out into the corridor and arouse the dark corner not far from the place where two terrorists talk. When they finish the conversation and wake up who where, go to the corridor, and from there to the door, closed by a lock with fingerprints.

Open the lock, enter and hide in the shade on the left. Listen to the conversation by Jamie and Moss and write down the voice of Jamie (it stands in the elevator cabin). When Moss leaves, leave the shelter and break the castle on the room nearby. Come in, but immediately hide in the closet on the left, as Moss will come into the room.

When Moss will exhaust a boxing pear and leave the ravis, go out of the closet and scan a job in the bedside table. Go out into the corridor and holding the right wall, take care of the room, where two terrorists are discussing something, standing at a stylist board.

Do not disturb them, but just quietly shock them behind the backs and go to the outlet from the room. Raise your head and make sure the camera does not look at your side. Go to the corridor directly and roll left. Get to doors with a code lock. Select the code and enter. This is the security room and Moss, as always distributes the latest orders.

Give Moss to go to my office, and then proceed to the long-distance computer. Pick up the code and watch the bomb on the ship. Great, you can return.

Get out of the security room and squeeze to the left wall. When a security guard goes to meet you, go past him and open the doors of the cage in the center of the room. Go through the cage and open the same doors to the right. Get out and go back to the room where Emil issued you a task. Wait Emil and go with him to watch the film about the ship's explosion. When Emil starts countdown, choose one of the three scenarios of the development of events: the ship will explode, the ship will not explode in your fault, the ship will not explode by Enrique. I think that the third option is most acceptable, although it will cost Enriki life. The mission is passed!

Mission Ninth - Democratic Republic of Congo, Kinshasa, March 1, 2008

Very long and complete danger mission, but one hundred percent results are quite achievable here.

After the start of the mission, run to the left to the metal grid. Cut the lattice or simply thread through it. Stay under the car on the right and wait until the two soldiers in the elevator will not leave him for a decent distance. Roll out from under the car, run to the elevator and rise to the top floor floors.

Way to room for meetings

Get out of the elevator and look into the next room - this is a kitchen on which two soldiers speak. One of the soldiers will go to your side, so quickly go back to the elevator and hide behind the shelf at the left wall.

The soldier swam in the shelf and return to the kitchen. Go behind him, and the soldier will soon leave into a large room, where two his comrades are shooting from the helicopter.

Look out the moment when all three will be occupied by shooting, run into the room and get to the huge window on the right wall. Cut the glass cutter and choose the cornice. Hang on your hands and depart into the next building. Clear the pipe upstairs and hang on your hands under the balcony. Do not move, because the guard will appear from the door to the left. This is a very nervous guy who, passing by you, even decides to look back.

After the soldier goes to a decent distance, get out of the balcony and jump into the open window. Go out into the corridor and find the room with two soldiers. Come in the room and hide in the hallway. When one of the soldiers approach the table, and the second goes into the bedroom, go out of the shelter and go to the right. Hide at the entrance to the bedroom. Wait for the time when the soldier in the bedroom goes to the toilet on the left, quickly go through the bedroom, run away to the balcony and shine through the balustrade on the left (if you stay hanging under the balcony, then the soldier in the bedroom will notice you). Complete the eaves and climb the sign on the roof of the building.

Here you must act very quickly. Rear to the roof. At this time, one of the soldiers will rise through the ladder on the elevation of the right. Run behind it and climb the ladder. Roll to the left and hide behind the guard. Soon the soldier will return to the stairs and go down to the level below.

Get out of the shelter and go around the clockwise arrow. Be careful, as two rooftop soldiers can notice you. Climb the stairs to the womb and find the distribution shield on the wall. Break the lock and select the code. On the right of you will open the hatch in the floor. Close in the hatch, and you will be near the meeting room.

Go down the ladder down. Slide into a narrow passage and your belly is inserted under the pipes. On the opposite side of the room, find the pipe on the wall. Roll over it upstairs and enjoy the room to the center. Jump onto the glass dome by framing the meeting room.

Find the hatch and select the code. Hang on your hands and jump onto the pipe running around the perimeter of the room. The lasers in the room are disconnected and turned on in turn, so just be careful, and they do not fit you.

Climb the pipe left and go down the pipe to the stand. It is impossible to attack on the floor, otherwise raise the alarm. When there are no lasers nearby, click on the glass wall on the left and shift to the next stand. From here, pick up the pipe upstairs and use the left. Finally you will find a pipe going on the center of the room. Click on it and when it will be possible to hook the cable, do it. Run down and secure the bug. At this point, you will be informed that Emil and the company approach the room, and you no longer have time to escape.

Shale from the chandelier in the center of the room and overheam the negotiations of Emil and the company. When negotiations are completed, Emil will report that it goes down to the parking lot. It's time to carry legs.

Wait until Emil comes out of the room. Go down and run to open doors. Go to the edge of the house on the left and pinch the cable. Go down to the ground and how quickly run to the doors on the left. Come on, climb around the narrow passage in the next room. Here, jump into the open hatch in the floor to be in the car park. Run out of the toilet and talk to Emil.

Excursion to Kinshasa, a burning bus and a shooting of innocent residents.

The next part of the mission will be held in the city covered by the battle, so do not yaw, but then you have a random bullet.

Wait until the two soldiers finish attacking the truck. When one of the soldiers leaving left, quickly climb through the fence and run right in the lane at the houses. You will have a new task - "Stop the execution of the three inhabitants of the city." Roll over the corner of the house and, staying in the shelter, look into the courtyard. There you will see three civilians and two soldiers. Charge the shock charges into the rifle and neutralize the soldiers.

Run to the house on the right and, having passed through it, get out into the window. Do not pay attention to the soldier standing on the roof ahead, as it is clearly shorter. Come to the house on the right, where the woman just ran. Go past it and get out of the window. Spend next to the window, as a pallet starts on the street soon. The soldier you saw on the roof will go down, and you can take his place.

Run the balcony at home and turn right. Emil will appear in the radio with a request to move, and behind him Lambert with a new task - "pull out a woman from the burning bus". Just a super Sam Some.

Go to the edge of the balcony, grab your hands for the cord and cross the street on it. Jump down behind the back of the soldier and when he starts to shoot an invisible enemy, turn the street and jump into a broken drainage tube. We run through the pipe to the end, get out on the right side and go to the bus that is lying on my side.

Free the woman and leave the bus on the left side. If you follow a woman, you can get into the house, full grenade, cartridges, and so on, but the entrance to these golden places is guarded by a very tidy sniper, so I recommend to refrain from his visit.

Hide behind the overtaken yellow machine and give a truck ahead to leave. Then run forward and go in a break in the wall on the left. Go a little ahead and turn right to become a witness to the ridiculous death of one of the soldiers who broke up on 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 is, but explodes - this is a mound in the center of the road. It is better to jump over it.

Rebel camp, secret plans and sniper tower

Soon you will go to the rebel camp. Here you should act quickly and without mistakes. As soon as enter the camp, run to the left and rub the entrance to the tent. Come and hide in the shade of beds. When the soldier behind the computer comes out of the tent, throw to the computer and select the code to it. Download your plans and how quickly you can choose the tent through the cutting stroke.

Run to the second tent, ride the input and hide at the left out of the left. Wait for one of the soldiers to the left will go far right, and the second will turn back to you. Get out of the tent and run to the left. Find the generator on the wall and deploy the wire. Now quickly run right and hide behind the core truck. The soldier will check the generator and at the same time is unite terrain around. Give him the opportunity to inspect everything and go back. As soon as he turns his back to you, vividly passion through the fence and run to the tower ahead. Rabby on the stairs to the very top and find the optical rifle left by the emil people.

Kill or not?

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

Path to the Palace and Release Agent

After the charge fell into the tower, Sam will lose consciousness for a few minutes. When he wokes up, go to the cord and go to him in a burning building ahead. Jump down. On the street where the fight goes, run on the bus on the left. Wait until the soldier will be silent under the bus. Jump through the hatch to the ground and run right to the pipe. Run inside and arouse to a burning aircraft / helicopter. Jump into the salon. Save the game.

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

Close to the very top. Do not touch the soldier who shoots the enemies invisible to you. Rear to green boxes and jump onto the roof of the palace. There are many ways for which you can go, but the easiest, it is armed with a rifle with shock charges and earlier than anyone will understand anything, put all the guards below. Then find a yellow tube, going under the ceiling of the building, grab it and climb until the middle. Here hook the cable and go down. Do not hurry to free the agent, and go a little further, where the exit in the alley is seen. Need a security guard that patrol the street so that you then have no problems.

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

Mission Tenth - USA, New York, Terrorist Headquarters, March 6, 2008

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

So, suppose you so fired in a friend. Get out of the room and run to the furnace, where the corpses burn. There you must find the corpse Enriki. Scan it retina.

Sketch in shooting gallery and pick up a night vision device, as well as a rifle. Now go to the door with the inscription "Exit", climb the stairs and open the voice lock that previously repaired the working. You will find yourself in a familiar corridor with two guards.

Fill the light in the corridor and when there will be no one nearby, we will take place in the corridor on the right, where the bedroom enriki is located. In the corridor, another guard is stitched. Give him to leave, and then open the lock with fingerprints. Come and go to the elevator on which Jamie was somewhere. Open the elevator doors using the retina enrique eye. Go down.

Before you there will be a corridor with a security guard. Go behind it and extinguish the light in the corridor. When it becomes dark, jump over the railing on the right and run up to the door with the code lock. Pick up the code, enter and close the door behind you. Fill the light and pick up a table with a computer, as the guard will be logged in to the room, all right.

When the guard goes, select the code to the computer and find out the code from the laboratory. Go to the next room and jump into the hatch in the floor. Find the ventilation in the ceiling. Take into the inside and watch the guard, wandering around the flooded tunnel.

When the guard goes to the left, jump into the water and quickly go on the tunnel and left. Climb the stairs and extinguish the light. Hide to the right of the door, since at this time it will be released with air one of the workers.

When he returns inside, come in next. Stun the guard and hide his body so that it does not interfere. Then come up to the door, followed by Jamie. Look out the moment when Jamie turns back to the door, go and grab it. Interrogate Jamie and stun (you can drain along the tunnel).

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

Ten minutes, disassembly with Emil and neutralization of the bomb

As soon as Emil leaves, one of the soldiers will come to you. Stun him and go on.

Sick in the lamp so that the passage is immersed in the dark. Two in the laboratory will go check what's the matter. When they come out of the laboratory and go away, enter the code (2112) to get into the laboratory and enter.

Climb the stairs to the right. Then another one. Do not shoot in Emil, as it is by bulletproof glass. Get out of the room, jump over the railing and hide in the dark.

Well, what to say ... in the room four, plus Emil, and all of them you need to neutralize. To neutralize a bomb, you need three-four minutes, so you can spend all the time you spend on fun with terrorists. In the principle of all four, you can cut and cut out, but usually such a joke passes with two, and the rest of two tightly die at the entrance to the room where Emil sits.

It does not matter how you are shared with the soldiers, but it's better to still capture the couple of them before starting to run right and left.

When you kill or dehydrate Emil and soldiers, run to the bomb. Here without revelations. First open the lock in the form of a safe. Save the game. Then select the code. Save the game. Now the bomb. First, lower the dipstick so that it turns out to be exactly in the center and was able to pick up the core. Now look at the image of the lasers on the right. Your task is to pull out the bomb and do not give a shchoo to the right (not in the bomb, but on the screen on the right) to hurt the rounds, located around. The right button of the mouse causes Sam to delay their breath, but do not overdo it, since the indicator below will show the temperature of the bomb that is rising all the time. If the temperature rises to critical, then you will lose, so hurry carefully.

When the bomb is neutralized, you can watch the final titers, following which the mission will be counted!

Alternative ways:

If you shoot in Jamie, not in a friend, then be prepared for the fact that all the terrorists will stand on the ears. So quickly pop up from the room and run to the stove. Scan the retina enriki (you can scan and retina Jamie, but you can hardly have time for it). Then find the staircase on the wall and choose through it in the garage. Run into shooting gallery and pick up the weapon. Further, everything is described above.

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

Very simple mission. Hide behind the mast and wait until the soldiers differ across the category. Soon the guard will be released from the cut and, having descended on the deck, will go on business. Select from the shelter and climb to the cutting. See where Moss is and, when he turns to the door back, go and grab it at the neck.

After the Moss will be finished, go to the bomb. You in your reserve will probably be seven minutes. Therefore, we calmly break the lock and select the code. Go to the deck and jump overboard through the railing on the right. Mission, and with her and the game is coming!

Additional information: What? Where? When?

Information for those who want to finish all additional tasks for Lambert at the headquarters of terrorists.

Medical files are in Lazarut, in the office of Enriki. Break the lock and check the bedside table.

Personal affairs of terrorists (5 pieces) - two cases are in bedside tables, in the room where the Dayton sleeps and sees the nightmares. One thing lies in the bedside table in the bedroom Enriki and one in the bedroom of Emil next to his office. The last thing is in the bedside table in the Moss room (where the boxer pear hangs).

Professional documentation (5 objects) - in the laboratory Enrique in the table bedside table. In the server room next to the computer. In the office of Emil's wall. In the office of Moss in the bedside table at the computer. In the office of Jamie not far from the Room of Moss.

Voices (5 pieces) - Enrik and Emil, when they will talk next to the place where you have to make mines. Moss - during his attacks of rage, when he grieves himself under his breath. Dayton - in a dream when he will dream of a nightmare. Jamie - when will swear with Moss, standing in the elevator.

Fingerprints (5, there are a lot of them all over the headquarters, but let's call several places) - Emil - on the table at the computer, where Sam decipher the letter, as well as in his office in the same place. Moss - near the switch in the hall with a strip of obstacles. Enrica - by car for min. Dayton - next to the server room code lock. Jamie - on the refrigerator in the kitchen.

Retina eye (5 eyes) - Enrica - from her dead body in the stove. Emil - after his death next to the bomb. Jamie - either in the room where you will shoot it or in the laboratory where they grab. Dayton - go to the server, degrade it and scan the retina. Moss - after you break the neck on the boat.

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