|
This guide is a work in process. All missions are done on the
expert setting. The goal here is to be as stealthy as possible,
limiting KO’s and kills.
Total KO’s (this version): 8
Total unavoidable Kills or KO's (no way around): 3
Copyright 2005, Mike Gessner <calbears96@gmail.com>
This may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this
guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright.
Changes:
From version 1.0:
• On the cargo ship, you can avoid KO’ing the guard near the cargo hold door. (4/16/05)
• Use the OCP in the pump room and avoid using your pistol (4/16/05) [Cargo Ship]
• Avoid KO’ing 2 guards near crate #4 [Cargo Ship] (4/16/05)
• Avoid KO’ing 2 guards in security booth on first floor [Bank] (4/16/05)
From version 1.1:
• Avoid using a bullet on the light (takes some time) [Bank] (4/17/05)
• Avoid KO’ing 2 guards in security room outside vault [Bank] (4/17/05)
• Avoid KO’ing guard in Displace to bypass lasers [Displace] (4/17/05)
• 100% now on Hokkaido, likely cause was placement of Nedich’s body [Hokkaido] 4/17/05
From version 1.2:
• Avoid KO’ing guard in bunker under missile, slight changes to guide [Battery] (4/18/05)
From version 1.3:
• Slight changes in batthouse mission in shower room, rating up to 97% (4/24/05)
From Version 1.4:
• Bathhouse to 100%, thanks to Tacoma Rob's
suggestion about hacking Shetland's computer AFTER the meeting
(5/3/05)
Mission 1: Lighthouse
Objective: Recover/Destroy info Morgenholt may have been forced to give up
Objective: If possible, rescue Morgenholt
Objective: If you have a shot, take out Lacerda
You don’t have a location on Morgenholt, it’s up to you to find
him. Intelligence shows that there are some caves under the fort
that may be used for infiltration. You’ll take a zodiac into the
area and extraction will be via the top of the lighthouse by helicopter.
New to the game is a “load up” option where you can pick your
arsenal. You can go with Redding’s recommendation, a stealth
outfit, or an assault option. Since the goal here is stealth (for
the guide!), then we will go with stealth.
You start out on the beach next to the zodiac. You’ll see a
beached boat and a light. Head towards the light and find the
path up the rock ledges to the left of the lamppost. You will
reach a dead end of sorts with a clear indication that you are to climb
up the rocks. The top ledge will lead you into the caves.
Follow the path the only way it goes. You’ll reach a dead end
again and you’ll have the option to interact/enter the crawl
space.
You will hear some gun fire ahead and Lambert will chime in as
usual. He must have super hearing. If you keep heading
forward, you will get the option to “exit.” Look up and you will
notice the ledges. That means only one thing, jump and pull
yourself up.
At the top, you can pick up an object. Look around and you can
see a dangerous looking Indiana Jones and the Temple of Doom type
bridge. A short bit later, you will hear the chatter of two
guards.
If you wait just below the top, one will walk very slowly like he’s on
the catwalk across the bridge and towards your position. The far
one will eventually tire of the antics and walk away. The other
will stay. Patience is the key as always.
Wait for the remaining guard to go enjoy the view. Your goal is
to cross the bridge without being seen. Just go slowly and you
will have no problem. Head to the right once you cross and follow
the path through the caves.
You will stumble across a storeroom of sorts with one patrolling guard
in the room. Head into the room when safe and wait behind the
barrels and recon the guard’s pattern. He’ll pace up and
down. Wait for him to come to you and follow him back up.
Note that there is a “safe” spot on the left in the shadows for you to
wait.
To the right of where the guard first pauses on his patrol away from
you, there is a staircase that leads up. It’s also in darkness,
so you can wait here while Lambert talks to you. He will tell you
that you have to scan the boxes with your EEV. Note that
scanning does not require you to equip anything; you have the option to
“scan” as an interaction
dialogue.
[Alternative note: you can use your binoculars to scan the
crate from a distance, stay at the first barrels and lean out and use
the binoculars to scan the cargo]
The first crate is to the right of the stairs that lead up. When
safe, scan and find a spot to hide. Lambert will ask you to find
the other four crates. It’s best to just go back to the staircase
(up) and wait for the guard to return and leave again.
Head down the opposite stair case. You will find the shooting
bandit here and the second crate to the left side. If you still
have the object you picked up, you can destroy the light in the
stairwell. This will create a distraction for you down below.
Quickly (but in a crouch) head into the downstairs room and stay to the
left. Wait for the guard down here to investigate. The room
on the left has a crate for you to scan. Scan and wait. The
guard may go on patrol in a T pattern, crossing the room from his
original shooting area into the crate room and to the stairwell.
Time your movements as usual to avoid him.
[Alternative note: you can still smash the light and head
towards the doorway to the next area, take out your binoculars and
creep slightly into the room and aim for the crate. You will scan
from a distance and play it safer than entering the room]
Head back up the stairs, mindful of the guard patrolling above.
When safe, move across and up the next set of stairs. At the top
of the flight, you will some mumbling behind a door. Using the
optic cable, you won’t be able to see anything, but it appears the
goons are torturing someone.
Open the door, but make sure you CLOSE it as well (the AI is more
observant). Down below you can make out the shadows of a goon
torturing someone. He is accompanied by another goon who will go
on patrol up the stairs. So, while they are chatting, head down
the stairs/ramp and stay to the right in the shadows. Don’t pause
on the ramp…pick up the bottle and head to the inlet on the opposite
side and wait. Save here.
This leaves you with one guard in the jail cell area. The goal is
to get into the room, go straight and to the right when you reach the
wall. You can do this without killing the light, you just crouch
walk and follow the guard and head to the right. Make sure you
hit the darkness as quickly as you can.
Lambert will chime in and tell you to erase any trace of the data
Morgenholt may have given up. Grim will mention a wireless link
and a server. Kola Cell all over again? We’ll see.
Follow the path the only way it leads and you will reach a locked door.
Pick the lock and use the optic cable to recon the area. You will
see a guard and a spotlight outside. Now would be a good time to
save.
Head out and go to the left where you can just before you reach the
tent. Flip on your thermal vision and you will see two
guards. They will switch spots, one will stay in the tent and the
other will take over patrol. Make an L pattern and head towards
the well and wait behind it near the wheel. Recon the area and
watch the patrol pattern.
There are two tents in the area, the one with the stationary guard and
another unmanned one. You can sneak around and into the unmanned
tent and find another crate to scan (3 down, 2 to go).
[Alternative note: you can cut the tent at one end, creep
slightly in and use your binoculars to scan the crate]
As always, be mindful of the pattern of the guard. In the
opposite corner from where you started is a doorway, that’s your
goal. When the guard is near the spotlight, you are free to move
there. This will lead you to another open area. Make sure
you stay in the shadows as the guards are very observant.
Wait in the doorway and you will overhear a conversation and confirm
that Lacerda has left the building. Oh well. If you flip on
your thermal vision, you may be able to make out the lone guard in the
area. Don’t worry, he’ll begin patrolling soon. Go out and
to the left, staying in the corner. Watch the pattern of the
guard. Crate #4 is on the left side near the light.
[Alternative note: you can creep past the entry to the left and take out your binoculars and scan the crate]
Wait for the guard to pass you and slowly approach the crate and scan,
drop back and wait for the guard to resume his patrol. When he
passes, head around the wall in the middle, keeping against it.
One guard is standing ahead of you, guarding the stairs up. There
are crates behind him, you can get behind these. If you are
observant, look at the tower, there is an opening with two crates below
it. Silently climb up and grab the ledge.
Take a left at the intersection at the top of the landing. The
next room contains two guards, one is sleeping and the other is
watching the fire. How sweet. Slowly sneak by him, you will
then reach a curtain. Below you are the two guards you
left. You have to cross the platform to the other side without
being seen.
[Alternative note: you can avoid the long route by scanning
the crate and then approaching the tin roof that covers the crate and
climbing up while the two guards are talking. Then equip your
pistol and pull the left trigger while pointing at the light on the
platform. Hop over when safe]
Take out your pistol and shoot the light below you; this will distract
the two guards below. Put your back to the ledge on the right and
move forward with your pistol drawn. You have to take out the
light ahead or you will be spotted.
Once you enter through the doorway, stay to the right. The server
is the laptop near the light, you will have to hack into it and take
care of the guard near it. If you do this right, he will be beat
boxing while you sneak up on him. Stay still at the entrance past
the tarp as 2 guards are outside talking. While they are talking,
slowly head out and to the left and down the stairs.
[Alternative without the KO: the guard in here should have his
back to the server when you enter the room. All you have to do is
use the computer and exit, that’s enough to complete the
objective. Simply sneak out of the room now and ignore
him]
Before heading down again, turn around and take out your binoculars,
underneath the 2 guards is a brightly lit area that contains crate
#5. Use the binoculars to scan from a distance.
Head down the next set of stairs slowly past the guard stuck with
repairing a gate. Keep going down and follow the path. You
will be able to see the lighthouse soon and a patrolling guard.
He will pause on the bridge and turn around. Follow him and head
to the right once you cross the bridge and go around the
lighthouse. The guard will go left, wait for him to leave.
Open the door and head up the stairs, remembering to close the door
behind. You will overhear something about a cargo ship.
Lambert will tell you to head to extraction up top and tells you to
make sure the light is out. Keep heading up until you find the
ladder to the light. Up top is a patrolling guard and the
light. Climb up when safe and hop to the other side that has the
light switch. Hit the switch and head outside. Find the
broken ledge and hang there, you will get to do the best move so
far…grab the guard and throw him off the lighthouse. Call for
extraction, you’re done.
Note: killing the guard by tossing him off the lighthouse will result in 98% success rating. The alternative is to KO him.
[1 KO, No bullets used, 1 rock used to destroy a light, OCP used on another, 100% success rating]
Mission 2: Maria Narcissa
Objective: Board, search, and find out who Lacerda has been dealing
with and make sure he doesn’t have an opportunity to spread what he
knows
Objective: Find out who Lacerda's contact is (via overhearing conversation in Captain's Room)
Objective: Extraction will be via s small launch on the stern; alternative is to jump overboard and be rescued at sea
Opportunity Objective: Find 6 weapons crates and place trackers on them
[first cargo hold on the floor, after the engine room (past a hallway
and bunks in a closet), under stairs on deck #2 outside (after Grim
tells you to find the Captain), room in galley near the freezer, near
captain’s cabin in dark hall, near extraction on deck with 3 guards
(center of the deck in the dark)
You start out on the deck with company, 2 guards. Lambert will
let you know about some new alarm system and Fisher will jokingly
reply, “Don’t tell me, 3 alarms and the mission is over?”
One of the guards will patrol around the ship, head down the left
staircase when safe. Continue straight until you reach a
door. To the right is a gap that you can pull yourself up and
into. Go straight and head left at the intersection.
You will reach a more open area with a light, head to the right and
into another gap. Drop down below, mindful of the patrolling
guard on this deck. He’ll walk away from you, follow until you
see the railing of a staircase. Climb and silently drop down.
There is one guard asleep here. Use the OCP on the light above
the stairs. Then move next to the stairs in the darkness.
Use the OCP on the light near the guard. He will wake up and
light a flare. Stay where you are and then use the OCP on the
light above the stairs again. This will cause the guard to go
upstairs, he will drop the flare near the door you need to go
through. So, wait for the flare to go out and use the OCP on the
light near the door again and open the door and drop into the cargo
hold. Redding will chime in and give you a new objective: plant
tracking devices on the crates to see where the cargo goes. Once
you drop down, find the path towards the light.
Once you get to that side, there is a narrow path to the left (if
facing the light), put your back to the wall to get to the precious
cargo. The first crate to track is on the ground once you exit
the passage. Redding will tell you to keep your eye out for
more. The tracking placement is an interaction, rather than
equipment you must equip.
As you explore and head towards the ladder out of the hold, Redding
will let you know that you will have to access the bilge to get to the
other compartments due to flooding.
Climb up and head to the door, use the optic cable for recon.
Open the door, go through and remember to close the door behind
you. Head straight, when you reach the next compartment, Redding
will remind you to use the bilge pump to get rid of the excess water in
the cargo hold. Continue down the hall, open the door on your
right.
One guard is in here, working on some machinery. Slowly creep up
and use the OCP on the light above him. He will notice, but
continue his work. Hop up onto the bench to the left of him to bypass
him. Drop silently down and then interact to enter the crawl
space.
Just keep going until you get the option to exit the front of the
crawlspace. Below you are two guards. One is working,
presumably, on the pump. The other is above him on patrol.
Head to the right once you drop down and jump up to grab the pipe that
runs above the platform above the patrolling guard and keep going until
you see the break in the railing for the ladder.
Drop down when safe to the platform and slide down the ladder.
Hide in the corner of the room so you can get a view of the swinging
light. Use your pistol and take out the light, I don’t think the
OCP will give you enough time to get to the pumps. Watch for the
guy below who will wander around now that you have shot the light.
Work your way to where he was standing and you will be able to activate
the pumps. The exit is back around the machinery where you were
hiding. Slide open the door when safe and slide it closed after
you enter.
Follow the path around, the first door on the right is Lacerda’s cargo
hold. The bill of lading is way on top of some boxes in this
cargo hold. You may want to shoot out the light outside the door
for safety reasons. Once you have read the bill of lading, head
back out and take a right out the door.
Just a bit down the corridor on the right is a hatch you can drop down,
good thing as a guard is now approaching your position. Once
down, head away from the guard and keep going, you will have to crawl
under some pipes. On the opposite side is another open hatch you
can use to pull yourself up. Head down the stairs to the flashing
light.
You will receive a warning from Grim about fumes and the danger from
gunshots. So, be discrete…which is what we are doing
anyway. There are two guards up above you and one mechanic
patrolling the engine room. Make sure you close the door behind
you.
Head into the room and go straight and duck into a little cove between
machinery on the left, wait for the mechanic to pass. Continue
around the room, by this time you should distract the two guards above
you. They will come down and investigate. Use this as your
opportunity to backtrack around the room. Keep going until you
find the stairs up.
Use the OCP on the light once you get upstairs to create some
darkness. Continue around the catwalk to the next set of
stairs. Head straight towards the wall with the light and use the
OCP on the light up here (or go around the edge of the room on the
platform, avoiding the light). You should be able to see your
goal by now, an open doorway. Make your way there while the light
is out.
Ahead is a closed door, slide it open and enter the next area,
remembering to close the door behind you. Next to the stairs, but
hard to see is a hallway head towards it and take the first door on the
left. Close the door behind you and switch off the lights.
Turn on your thermal vision. One guard is about to come out on
patrol. Stay by the door and wait for him to walk away (he will pause
near the stairs, but you can see him walk further away). Open the
door and head left, open the next door and close it behind you.
Head through the next bulkhead and there is a door in front of
you. Behind that door is crate #2.
By the time you get back towards the stairs, the guard should be
standing in the corner in darkness. Pick up the bottle in the
bunks, and throw it away from the guard and down the hall near the
stairs. This will move him out of the corner for a bit.
When he moves, head to the corner (upper right) in darkness. Put
your back to the wall and work your way towards the stairs. Take
out the pistol and use the OCP on the light above the stairs, this
distracts the guard again. Head up the stairs now. Grim
will let you know that you are close to the transit ledger.
Head towards the light and enter the door on the left. There is a
crawl space in the left corner, enter it. Exit the other side and
you are now in the room with the guard and technician. Use the
OCP on the light above the technician when the guard leaves. The
cabinet with the ledger is behind the technician, he won’t notice you
going through the files while the light is out.
Head back towards where you came, but this time go through the
door. Keep going straight and open the door to the deck (it’s
straight down the hall). Grim will tell you to get to the bridge
and find the captain.
Just outside and below the stairs is another box you can place a
tracker on (#3). Once done, head up the stairs and open the first
door you get to. Head in and down the hall. Take out the
light near the door with OCP and enter the room, making sure to close
the door.
The 4th crate is in the room adjacent to you (behind the 2 guards
talking when you enter). Wait for one of them to enter the
kitchen area and then leave the area. Wait a bit and then
whistle. Move towards the hall and use the OCP on the light on
the left and then head towards the light. Switch off the lights
and then enter the kitchen area and place the tracker. You won’t
have enough time to back out as the guard who left will come back to
investigate. Hide in the freezer and go all the way back.
You will have to wait out the investigation.
When it dies down, head into the galley and slowly towards the
doorway. Angle the camera to see where the stationary guard is
looking. Then use the light switch and head out and down the hall
to the right.
Head out and to the right down the hall until you get a little cove on
the left. Slide open the door and head up the stairs. Don’t
go in the first doorway, but head into the darkness and you will find
another crate (#5) to place a tracking device on.
If you head into the hallway parallel to the crate hall, take the left
at the intersection. Ignore any doors and head up the stairs and
wait. You’ve found the bridge. There is one officer with
the Captain. Wait for them to break up, the Captain will walk and
stop and look out the windows, sneak up and grab him. Take him
someplace dark in the corner away from the other guy and “talk” to him.
You will find out that Lacerda is in the Captain’s quarters on the 3rd
deck and he brought some protection, European body guards. For
fun, take the Captain back downstairs and then KO him. The door
sole door on the left is the bathroom, place him in one of the showers
and go find his quarters. Lambert says the interior stairwells
are the only access.
From where you dropped the captain, head back to the crate. There
is a door you can slide open. Remember to close it. You’ve
just found the captain’s quarters behind another door. You should
hear some mumbled voices. Put your optic cable under the door for
some recon. The guy standing is your target, the two sitting are
your everyday garden variety goons. Stay calm, Lacerda is about
to get a drink alone.
Turn around and wait near the door, he’ll kneel down for a drink at the
fridge, sneak up and grab him. Take him to the bathroom and
interrogate him for some fun. Kill him and leave him in the
shower. You should have completed the Primary objectives now and
the secondary objectives. .
Head back up to the bridge and exit the door on the left behind the
stairs, go to the right. Wait between some equipment as there is
one guard who is above you and will come down the stairs on
patrol. When he goes away, head up the staircase he came down.
Keep going straight and head behind the structure, find the ladder down
and slide down. There are 3 guards below you on deck. Down
below is a crate (#6) you can place a tracker on. Slide down the
ladder and wait for the party to break up. The crate is in the
middle of the deck and in complete darkness. All you have to do
is slowly creep up and place the tracker. Head back up the ladder
and go straight and up another ladder. You will reach extraction
near the boat.
[Stats: 100% 0 KO, not including the Captain, 1 kill (not counted on the stats), 0 bullets, 0 gadgets]
Mission 3: Mcas Banco de Panama
Objective: Crack the bank’s vault and lift some bearer bonds to cover your tracks
Objective: Get the hard drives in the main vault
Objective: Find a safety box in the little vault for tools
Opportunity Objective: Plant fake emails in 8 computers [computer in
security room on first floor (2 guards), computer on desk in first
laser room upstairs; guard’s computer in glass room; President’s
computer; Treasurer’s computer; computer in main vault; first computer
on left in room with 3 guards (near safe deposit boxes); and lobby
entrance]
Note: There are many ways through the building, which become evident
when you explore, this is but one way to go through the
mission
You start outside the bank in a courtyard, 2 guards are outside with
you. Recon the area while listening to the goons. They
mention motion sensing lights, so stay away from the edges of the area
near the walls. They will go on patrol and some more talking will
reveal another stationary guard on the right side behind a tree.
There appears to be a zip line, but unfortunately it looks like it is
used for extraction as you can’t get to the line.
Anyway, there are a few fun things to do in the area. On the
right side is a valve on the wall, this will turn on the sprinklers and
get the 3rd guard all wet. On the left side of the bank is a
power switch which will shut off all the lights. Since this is a
bank robbery, it’s probably not a good idea to go through the front
door, even though you can pick the lock and open the door.
Instead, make your way to the right of the bank and you will enter
another area. There is a camera on the left wall going over the
area and a few lights. The far side has a ladder, that looks like
a good idea. You can avoid the camera by passing under it and
sticking to the wall.
Grim will mention a work order and something about magnetically sealed
dome windows above the lobby. It’s up to find a breaker to get
rid of the magnets.
Make an L pattern towards the light that shines on the two domes.
Head around the wall and you will see a shack with a light above the
door. Pick the lock and enter. You’ve found the breaker for
the magnetic seals. But, you’ve also triggered a laser array on
the floor.
Head back to the roof and find the open window, it’s the middle
one. Don’t drop down, but interact and grab the rope.
Lambert will chime in with your guest guide. You will have to get
access from three places: the president’s office, the treasurer’s
office, and the security office.
You will have to use EEV (the binoculars, click the right thumbstick
down) to get out of the laser grid. Look at one of the computers
and push ‘a’, you will then have the option to disable the laser grid.
But first, turn around and head to the reception area. There is
one guard at the computer desk. Head to the right of the wall and
angle yourself so that you can scan his computer (it’s on the floor to
his left). Hack and upload the email.
Go back and use the door on the left from where you dropped in.
Use the OCP on the light when the guard crosses the room. Enter
and go through the door diagonal from you. Close the door behind
you and you will be able to see into the security booth. The
computer you need to access is on the far left and above the last
screen. Simply use the EEV and access (hack) the computer.
Let’s head upstairs first. When you reach the top of the flight,
Grim will chime in and tell you about more lasers and a guard who you
could follow and stay in his “electronic” shadow. At the top of
the stairs (on the left) you can use the EEV to hack the computer on
the desk (don’t aim for the monitor) and upload the fake email.
Head through the door and go left into the darkness. The key here
is to stay on the wall in the shadows. Wait for him to return and
follow him back out into the hallway. Wait in the hallway in the
corner, let him pass and continue. Turn and use the OCP on the
light at the desk with the computer. This will distract the guard
and give you enough time ahead.
Continue down the hall and use the OCP on the first two lasers (stay on
the left side near the benches). Then use the OCP on the
light. Wait and use the OCP on the third laser and hop up on the
last bench. The patrolling guard here will be coming to
investigate the light. Use the OCP on the light again and when he
passes go past the forth laser and turn the corner and put your back to
the wall. Wait for the guard to head back and then follow him but
stay on the right side and head towards the kitchen area.
Now just wait for him to head across and wait in the kitchen area for
the guard to go back the other way. Head to his former position
and go down the hall. Head right and you will see a glass
contained room, that’s where you need to go.
You have the access code for the door, so use it. Open the door,
but don’t go all the way in the room. The security access panel
is on the left side, near the door. You can simply use it without
being noticed, while you are in there you might as well hack the lone
computer on the left to deactivate the cameras and delete the
archives. Don’t worry, they won’t even notice you in there.
Use the EEV to scan the computer the armed guard is at, hack it and
upload the email.
Go left when you exit and around the glass room. Use the OCP on
the light, just to be safe and then hack the door. Enter and turn
off the lights.
Continue to the next door, use your lock pick and open. The
security panel is next to the computer on the wall. All that
remains is the treasurer’s office for access. Use the computer
and hack it, upload the email. Notice the open window? Jump
out, don’t worry…you’ll grab the ledge. Drop down to the next
ledge, mindful of the guard. Then drop down to the ground and
follow the guard on his patrol towards the stairs.
Don’t go up the stairs, you can stay in the dark and go over the side
through the garden and up the steps. There is a keycard door at
the top. Go up the steps somewhat quickly and head to the left at
the top, not on the platform. This puts you in darkness.
If you head up and to the left, you will get the option to enter a
crawl space, so what the heck…You’ve just found the treasurer’s
office. On the wall with the crawl space is the access
panel. You can search the cabinet and complete the secondary
objective. Use the computer, access security and upload the fake
email.
Exit via the door. Head straight in a crouch past the room with 3
guards and pause to look into the window. There is a computer
case above the closest screen to the door. Use the EEV and hack
it from here to upload the fake email. Once done, continue
through the doorway. On the right is the safe deposit box room,
you are looking for #1024 on the left hand side about chest
level. You get some charges and a telemetric lock pick. You
are now to head to the main vault.
Back to the hallway, take a right and go down the stairs. Nice
big vault ahead. Place the telemetric pick on one of the
locks. Head over to the other one and listen to the
instructions. Pick the first pin. Wait until no light is
red and pick the next. Continue until you pop the lock. Now
place the charges.
Back up and detonate. Enter the vault and proceed to the other
end, but wait just when you can see the computer. The ball thing
above the computer is a camera/alarm. Use the OCP to disable
it. Then use the computer, turn off the lights and open the
cages. Don’t forget to access the security on the computer and
plant another email. On the right side as you head out, pick up
your cash.
Be careful as you head out the vault, if you turn on your thermal
vision you will see a laser trip wire. Use the OCP to disable
it. If you don’t, 3 guards will come running in (you can avoid
them if you do trip the alarm by running up to the dark and hugging the
wall as they run past).
Now, get out of the bank. You could climb the rope back up to the
roof, but why bother. Head back towards the vault via the retinal
scanner door. On the right side is a lit exit sign, take that
door.
You will then see the fire exit door which leads to the courtyard you
climbed the ladder to get to the roof. Head to the front of the
building and find the pipe that leads to the zip line you noticed at
the beginning of the mission. Use the OCP on the light that
shines on the pipe then climb up and zip away. The extraction
point is on the opposite side of where you land (inside the
courtyard).
[Stats: 100%, 0 KO’s, 0 bullets, 26:42]
Mission 4: Manhattan Garment District, New York [Penthouse]
Objective: Get to Zherkezhi’s Penthouse
Objective: Access the server
Objective: Find out who the mercs work for
Objective: Find Dvorak
Objective: Get punchcards
Objective: Tap 6 security cameras (on rooftop (when Redding mentions
cameras), in garden area between room, past kitchen in small hallway,
in the living room with the TV, one in bedroom, one in garden past
bedroom)
You start out on the street and Lambert tells you the National Guard is
on duty and will probably kill you if they see you. You are not
to kill any National Guardsmen.
Head to the left, mindful of the guard here and make your way across
the street when his back is to you. Hop up the ladder and make
your way to the top, careful to stay in darkness. You will reach
a dead end up top, hop up on the box and jump up to grab the ledge.
Move around the building to the left and around the corner. You
will reach a pipe you can slide down to the ground. If you look
around you will see 3 guards: one with his back to you, one leaning
against the truck like a good union worker, and a third on patrol.
If you head towards the guard with his back to you, you can use the OCP
to take care of the light to the left. He will go investigate,
take the opportunity to head to the other side of the truck. Move
towards the front of the truck and recon the area. Don’t go too
far up front. Use the OCP on the spot light in front of
you. When dark, head towards the garage and find the platform,
don’t go up yet. Wait until clear, hop up and head towards the
door and enter the building.
Go left and head towards the technician. Lambert will let you
know that the National Guard is trying to restore power. You have
to use the elevator once it’s repaired. You will get the clue
it’s ready when the door shuts. The tech will walk away, use the
OCP on the light and then go call the elevator.
Careful when you reach the top as there is a guard here. Head to
the left of the cases and use the OCP on the light. The guard
should go investigate towards the elevator. Use this opportunity
to head to the light, turn left and go up the stairs and open the door.
You now have to get to the other side of the roof where the helicopter
is. There are three guards here. Head to the left and hug
the wall around the corner. Keep going until you are near the
next light. There is one guard here who goes back and forth
between a fuse box and the ground. When his back is to the box,
head across and towards the landing pad, sticking to the wall.
Make your way to towards the spotlight near the pad.
Watch the pattern of the two other guards here. You have to get
to the other side of the shack without being seen. They sync up
nicely after one loop. When both have their backs to you, head
around the shed and find the ladder, climb up, and use the zip line to
get to Zherkezhi’s building.
Drop down to the ledge as it’s better than going across a brightly lit
wall. Work your way around the building and you will find you
aren’t alone. There is a merc on the platform above you with a
flashlight. Lambert will order you to find out who they work
for. A quick look at the goals indicates that this can be
accomplished by interrogation or via a computer hack.
While on the ledge, make your way around the building until you hear
the music and see the opening to the building. Enter and head to
the left and hide behind some furniture. Your goal is to cut open
the material opposite your position and enter the crawl space on the
left wall in that room. Hide behind the furniture by putting your
back to it and watch the patrol pattern. When clear, head into
the kitchen and into the next room with the sleeping guard.
Use the EEV on the computer in this room (on the floor) to get the
plans for the building/floor. Head towards the light slowly and
exit via the locked door.
Redding will let you know about the infrared camera system. He also
tasks you with tapping into them to keep tabs on Zherkezhi. The
camera that concerns you is in the far corner. Hug the wall and
tap it then use the OCP on it and head up the stairs. There are
two doors for you to choose.
The one facing the stairs is a dead end for now; Grim will let you know
that the doors inside that room are magnetically sealed. You will
have to find the panic room to deactivate them.
The other door leads to the penthouse. There is one guard
listening to music. Stay on the outer wall and work your way
around the room in the dark. Use the OCP on the light on the desk
for safety. Around the corner is a garden area with one camera
and a patrolling guard. [Note: if you are fast enough getting to
the area, you will overhear who the mercs work for (Shetland!), there
is another opportunity should you miss this]. Hug the wall and
get to the other side, when the guard walks away you can go tap the
camera. When done, head into the next door.
There is one patrolling guard here as well. Hide in the dark near
the door, he will be coming into the kitchen soon. When he leaves
head towards the hall he went down, but stay in the dark near the
counter. Wait for him to return and when he goes back down the
hall, follow him. Stay on the right in darkness and put your back
to the wall. Wait for him to leave.
Go around the corner and be careful of the camera above you pointing
towards the next doorway and tap it. [Note: the area past the
camera appears to be an alternate route into the penthouse. It’s
the elevator one of the guards was working on when you pulled yourself
up from the ledge outside the building]. Look into the living
room and you will some stairs. You need to get up those stairs,
but first you need to tap the camera. Hug the wall on the right
side so you go behind the hanging rug thing. When the patrolling
guard heads back to the kitchen, move into the light and tap the
camera. Head back to darkness when done. There is one guard
in the room with his back to a pillar.
Go up the stairs slightly when safe and then use the OCP on the light
above the stairs. When it’s dark, go all the way up and hug the
wall on the left. You have found the servers, but be careful of
the camera on the left side. Head towards the camera when it is
pointing away from you and you can tap it. Use the computer and
you get a little mention of Dvorak. Use the OCP on the camera and
go to the right past the camera.
Switch off the lights in the next room. [Note: if you missed the
conversation downstairs, you have another opportunity if you go down
the next hall and use your optic cable on the door]. Hide in the
hallway in the corner and wait for the guard to come out. The
last camera you need to tap is in that room. The guard will pass
you, when he does head back to the door. Open and tap the camera
to the left. When done, head to the left in the dark
corner. Use the OCP on the camera when it is facing towards
you. Quickly go grab the guard and bring him under the camera and
interrogate him to find out who is in charge. KO him and find a
dark spot for him.
Head back to the bedroom, and go to the right around the camera
corner. Behind the partition is a door. Go down the narrow
hallway 4Mand open the next door, this is the panic room with the
server. Use the computer to find out where John C. Dvorak
is!
Now you have to get to the magnetically sealed doors down a
floor. Head back out to the bedroom and switch off the light
(near the partition). Then head left and turn off the lights
where the guard is. Creep back towards the camera just a
bit. He’ll go turn the lights back on and head back to his
position. Now go towards the hallway to the garden. Pause
and watch the guard go investigate the bedroom. Go to the window,
drop down and quickly shoot the light out above you. Otherwise,
the guard below will spot you and kill you. Head towards the
camera and drop down to the garden.
Head to the door away from the camera and enter. Use the OCP on
the desk lamp again and creep along the wall towards the door you first
entered. The guard should investigate and sit down again.
Head out and use the next door back to the magnetically sealed doors.
You are now on the rooftop with one guard (with flashlight). Wait
in the dark for him to pass then go across towards the light on the
right. You will see a sloping shack. Hop up and go forward
and you get to see your first wall mine. Disable it if you want
(press interact when the light is green). Watch the patrolling
guard inside the building. When he walks away from the computer,
hop in the window and cross the room to the far right (upper)
corner. Hug the wall to the opposite side and drop down below in
the bathroom.
Just to the right is a wall mine. You can ignore it if you
want. While walking towards the next light whistle and hide in
the corner near the door (but to the left of the door, otherwise you
get filled with lead). The guard will come investigate into the
room, when he walks past, go into the hallway and keep going until you
find the keycard door, open it and enter.
On the opposite side is a man, could this be John C. Dvorak? Talk to him and find out. You’re in for a surprise.
Talk to the man and continue the conversation, he’ll tell you who (or
what) is Dvorak. Grim will tell you to get the server started and
then turn on each switch as they heat up to get the
punchcards(!). Use the old man for help. You will have to
switch on three switches. All you have to do is switch them when
the tube flashes. Then go get your output.
Now you have to get to the primary extraction point which is the main
elevator in Zherkezhi’s living room. Head back to the keycard
door. The guard you left behind patrols the area. Wait for
him to turn around and exit the hallway. Move up and open the
door on the right. Use the optic cable on the next door.
There is one patrolling guard in the area and two guards above you
looking out the windows. When the guard starts to move away
(towards the upper left), open the door and use the OCP on the light
directly above the door.
Head across towards the opposite wall and hug it towards the magnetic
doors. Open the door, use the next door on your right. Use
the same strategies as before. You can switch off the lights in
the room or use the OCP on the lamp. Head around the room and
open the door to the garden. Open the next door, mindful of the
guard in the garden.
Follow the next guard on his patrol from the kitchen to the living
room. Wait on the wall on the right. Open the door to the
bathroom when the guard goes back to the kitchen. Close the door
behind you, hop up onto the counter and enter the crawl space.
Drop down and then drop into the elevator, you’ve reached extraction.
[Stats: 100%, 1 KO, 1 bullet used]
Mission 5: Offices of Displace International, New York City
Objective: Recon only, no fatalities
Objective: Find out if Zherkezhi and Displace are working together
Objective: Retrieve server access algorithm
Objective: Access central server in server room
Opportunity Objective: Place tracers in 3 servers (operations room, training, upstairs from turret room)
You start off on the roof, head towards the light and find the narrow
passage. Put your back to the wall and get moving. In the
next area there is one guard and a technician working on the
ventilation system. While they are talking, stay on the left side
and move towards the cage they are at. Wait in the darkness and
then hop over the fence.
The technician should be working away from the switch you need to flip.
It’s in the middle on the left. Sneak up, flip the switch and
head back to the dark corner and hop the fence. Make your way to
the big fan in the center. Hop up, pick the lock and then rappel
down the wall. The guard won’t notice you doing any of this.
Go through the vent on the bottom and to the left. You will now
overhear the meeting between Displace and NYC council. In the
center of this area is a trap, use your optic cable to see if it is
clear to drop down.
Grim will let you know the executive with the laptop probably has the
algorithm. She will also tell you that you could hack in from a
distance to get the code. Drop down when safe and get out the
door, remember to close it behind you.
If you go straight towards the operations room, Grim will give you an
opportunity objective. You are to place tracers on each of the
division’s servers. So let’s get started. The server you
need is in the middle on the top. It’s easy to get to, just use
the computer and hack it, then upload the tracer.
Now, back to the hall and head left and you will see the keycard
door. On the other side are two people. Make sure you are
next to the door unless you want to be spotted. Hack the keycard
and Redding will let you know about the OCP and the special glass.
Head into the area, you have a chance to get the server codes.
Stick in the shadows on the wall on the right and work your way to the
couch. Use the EEV and scan the laptop ahead. Hack in and get the
goodies.
The two will soon leave the area, just wait. When they do, use
the OCP on the long light above you and to the left. Move forward
along the left wall and go past the elevator. The guard at the
desk may notice something, keep going towards him, he will pass you and
then you will be in total darkness.
Right near you is a door to training gym. Enter, head left and
take another left in the locker room and find the gym area. There
are a bunch of computers in here and a server in opposite where you
come in. You can sneak by the guard using the computer to get to
the server (all alone on the wall). Upload the tracer and exit
the same way you came in.
[Alternate note: you can shimmy across the gym on a pipe and drop down next to the server]
Head out into the locker room and take a left, in the corner is a crawl space. Enter and move forward.
You should now hear two voices discussing how easy their jobs
are. One even says the subject has the new Prince of Persia (it’s
awesome!). Wait for one to leave, then follow that guy out the
door.
Head back out to where the guard left. You will come to another
room with a staircase and some computers. Head to the wall near
the hallway and recon the area. Head up stairs while the tech is
working on the computer and stop at the top in the darkness. The
guy up here will head downstairs, use this as your opportunity to hack
the keypad door to access the last server. Hack the computer and
upload the tracer. By the time you are done, the tech will be
coming back upstairs. Don’t worry about closing the door, just
get out of the room and hop the railing and hang in darkness.
Drop down when safe.
One guard is going to come out of the turret room ahead and check the
computers. When he passes, go to the other side and hug the wall
to the door, open and proceed to the opposite end.
Use the camera angle to check when the guard begins to come back to the
room. When he does, stand up and jump to pull yourself through
the ventilation shaft and start moving. At the other end of the
ventilation duct, grab the rope and slide down into the server
room. Use the computer and now you have a new objective: get to
the top floors and find some info from Nedich’s office.
[Alternate note: you can bypass the turret room escapade by using the crawl space in the last server room]
Get back up the rope or you will be spotted. Wait for a bit until
a tech enters and works on the server. Work your way back down
slowly and exit the room via the sliding glass doors. Head to the
right and pull yourself up onto the server banks and wait. There
is one armed guard in here with you. He will head in between the
server racks near you. Wait until he leaves for another area and
drop down. Jump up onto the next bank and pull yourself up.
Drop down the other side and head through the pair of doors and open
the keycard door.
This is a brightly lit hallway, so be careful as you move
forward. If a guard thinks he sees something, move to darkness
slowly and wait it out. Just under the camera are two elevator
buttons, use one and call the elevator then go up to the top (level 3).
Head to the left and stay at the wall near the elevator and put your
back to it. Listen to the two guards (they also give you the code
to the area) and then they will go on patrol. One will pass you
and the other will go down the hall they were in. Follow the
guard who walks past you. When you see the glass room, activate
your EEV and zoom in to record the conversation, this completes the
secondary objective.
Once the guard passes you go away from him and down the hall. Go
straight until you see a light. Use the OCP on the camera or
light and head for the door.
Head to the left and hack the keypad door. There are two
computers in here, the one closest to the door has the info you
want. This completes the objectives. Head back out and use
the OCP on the light and go straight and then turn right to find the
keypad door. Go up the stairs to extraction.
[Stats: 100%, 0 KO, no bullets used, 20:55]
Mission 6: Hokkaido
Objective: Bring in Zherkezhi for questioning
Objective: Eliminate Milan Nedich
Opportunity Objective: Retrieve 6 microphones placed by Japanese I-SDF
You start out in a garden, move forward under a branch. Look up
to spot one guard up top. Use the OCP on the first hanging
lantern when the guard turns around. Quickly head up the rocks
sticking to the edge near the guard and wait in the darkness below him
for him to turn around again. When he does, go to the right past
a small tree into darkness. From here, you can pull yourself up
to complete darkness.
Stay on the right edge in darkness and make your way up the path
towards the hut. Head to the left and through the doorway.
Pause in the darkness, one guard is about to light a candle. He
will leave shortly, when he does make your way to the candle and blow
it out.
Head out the sliding door and go to the right, making sure to close the
door behind you. Head out along the wall in the dark until you
reach the next hut. Climb up to the platform and you will see an
open window. Hop in. There is a crawl space opposite the
window.
There is a guard on patrol past the crawl space. You will also
notice that a message pops up in the right corner about the
microphones, we must be near one. The first mic is through the
first window if you head to the left. It is behind a tapestry on
the wall. So, we just have to get there without being seen.
The patrolling guard near you does an L pattern in the area and there
is one patrolling guard inside the hut you need to get into.
When you exit, the patrol should be going to the left, follow him and
keep going until you reach the window on the right just before the
light. When he pauses, hop in and use the OCP on the light inside
the hut. Next to the light is the microphone, disable it and go
hide in the upper left corner behind the barrier. When the inside
guard moves, use the OCP on the light again and hop out the
window. Hide in the darkness. The one time patrolling guard
is now stationary near the bathtub. Head towards him and cut open
the material on the left. You will sneak behind him this
way. On the left is a curtain, go through it.
Head straight towards the next doorway and hide in the darkness to
recon the patrol pattern of the next guard. Use the OCP on the
light in the kitchen area when he moves towards it. Go straight
through the room and take a left down the hall to the doorway.
Head right and then straight, find the open window and hop in.
There are two guards in here talking and microphone #2. The
microphones can be seen with thermal vision behind the
tapestries. Move up the middle barrier and when the talking
breaks up, use the OCP on the light then go to the middle barrier on
the right and find the tapestry next to it. Disable the
microphone. Then head to hallway by going straight along the wall
you are at.
You are now in the kitchen, head straight, switch off the lights, and
slide open the door, slide it closed quickly and drop down into the
shadows. There are two guards and on civilian in the area.
Drop down into the darkness and follow the patrolling guard down here
towards the light. When he moves away, use the OCP on the light
and then go to the right hugging the wall and go up the stairs to the
next hut.
Microphone #3 is past the Buddha statue on the left and in middle
bedroom by the phone. Head out the sliding door next to the phone
and turn on your thermal vision (leaving the door open creates a
distraction). There is a group of baddies in the room across the
hall. Head to the left and find the crawl space and enter
it. The guy in the suit is Nedich. The party will soon
break up and Nedich will leave to the next room. This leaves on
patrolling guard in the room you are currently in. When the guard
turns around, exit the crawl space and close the door behind the guard.
Grab Nedich through the wall and take him back to the crawl space and
interrogate him. Leave his body on the opposite side of the
crawlspace area in darkness. Then enter the crawlspace
again. Exit and go back through the door to the bedroom. Go
through the next door and head left and find the crawlspace (above
ground) and enter it. Exit the other side.
[Note: On another play through, a guard was in the room. Move up
past the door, use the OCP on the light. Enter the room and go to
the upper left corner. Use the OCP again and then use the OCP on
the next room’s light]
There is one patrol here around the plants. Just past the corner
near the switch and valve, is a pipe. Climb up and you can bypass
the small enclosed and well lit garden. Pull yourself up and make
your way in an L-shape around and drop down near the doorway.
Careful of the next patrolling guard ahead and go right, switch off the
lights, taking the first left you see. In this room is a guard
and a TV, microphone #4 is behind a tapestry behind the guard.
Disable it. Then head out and go right, taking the first left you
see into a bedroom. One guard will enter and look out the
window. Microphone #5 is on the left in the darkness, disable
it. Head back out and go right down the hallway.
Head down into the room and switch off the lights if you want.
Open the sliding glass door. You have a few options here: go upstairs
or go downstairs. Let’s go downstairs and head into the
darkness near the sliding glass door. Wait for the patrol to head
back up stairs and then open the door and enter the room, closing it
behind you. Microphone #6 is behind the tapestry on the wall near
the stairs, opposite the glass door.
Wait here under the stairs in the dark for the guard to return and then
follow him back upstairs. He will pause at the top of the stairs
just through the doorway, good thing you can hop the railing and hang
on the side to let him pass.
Go left along the wall, past the see through glass and wait in the
corner, there is one more patrolling guard to look out for. He
goes in the house and out to the platform you are on. Follow him
back to the door, careful of the other guard. Slide open, enter, and
close the door behind you. Head to the left and pause near the
stairs, the guard should be returning from his patrol now.
Let him pass, then go up the stairs. Go straight and through the
curtain. Enter the crawl space. Lambert will let you know
you are getting close to Zherkezhi and he wants you to gather as much
information as you can. Exit and go to the right, dropping down
immediately and head to the right in darkness.
Unfortunately, you won’t make it in time to get Zherkezhi, so your
objectives change. You are to eliminate Shetland now.
[Note: if you want to see Zherkezhi die by the sword, wait up top on
the roof, if you want to have him shot, drop down]. Head towards
the hut and then equip a sticky camera, shoot it on the wall to the
right and behind the guard and then make some noise. He will
investigate, open the door and head into the room while he is busy.
[Note: while perfecting the placement, he sometimes shoots the sticky
camera and knocks himself out]
Head into the room Zherkezhi and Shetland were in and find the exit
(small exit). Turn right and you will see the helicopter fly
away. The courtyard ahead has 3 guards. Walk slowly towards
the guard on the left and then go straight towards the two SUV’s.
Walk slowly in between them and then towards the wall and take a right
towards the hut and hop up to the platform and then hop into the window.
Don’t go for the candle, but stay along the right side of the room in
the dark and work your way around the room to the hallway.
Extraction is back where you started, so work your way to the rocks in
darkness. One guard remains above you. This requires timing
so drop down when he is facing the pond. Then wait until he
completes his cycle and walk to the rocks he is standing on and then
left in the darkness so that you can just see him. When he turns
around, use the OCP on the hanging lamp then walk to extraction.
[Stats: 100%, 0 KO, 1 kill (Nedich, not in stats), 0 bullets, 1 sticky camera, 28:11]
Mission 7: NKA Coastal Battery
Objective: Discover if rocket launch was intentional or not
Objective: Access BIOS memory of battery
Opportunity Objective: Recover shipping and repair logs
Open the hatch and use the rope to get to the floor. You will see
a worker moving back and forth talking to his buddy. Move along
the right wall and cut open the material. Hide behind the boxes
just under the light and wait for the guy to turn around and walk
toward the other. Use the OCP on the light and go to the shelf on
the right, hop up and get to the roof. Straight ahead is a crawl
space.
[Note: there are a few ways into the building ahead, via a trap near the truck is one and through the door is another]
Exit the other side and open the trap door and silently fall into the
room. You are now in the barracks, one guard is sleeping on a
chair and the other is sleeping in bed.
There are two ways to go from here. We will start by going
through the open door to the right. Switch off the lights as you
round corner in the hall if you want. This will cause one guard
to investigate and then return to his computer. There is nothing
special about his computer, so we can ignore it.
There is an office in the area with a guard working on a
computer. His computer contains the shipping logs, use the EEV in
the darkness and through the window to retrieve this. Redding
will let you know that you need to find 3 more shipping logs from 3
different departments.
Head back to the beds and we will go through the opposite door.
Use the optic cable on the door to see where the guard is in the next
room. When safe, enter and stay in the corner near the
door. Hop up on the shelf on the right, move across, hop up
another, drop down other side.
Pick the lock, and enter (closing the door, of course). Aim the
EEV at the computer near the guard in the room to retrieve the second
shipping log. Head back out and back to the right. Take a
right at the first shelf (opening on the bottom shelf) and sneak to the
trap door in the right corner. Open the trap door and drop down.
Enter the crawl space and move forward. You will exit below two
guards talking about a missile.
Angle yourself so you can see the patrolling guard, when he leaves make
your way to the ladder near the light. Pull yourself up and hop
up on the truck crossing to the other side. Cut the circuit (red
lights) and then move around the front of the truck, hiding in the
darkness.
The guard will have returned by now, wait for him to leave. Hop
onto the top of the rig and then jump up to grab the beam that the
missile is on. Move towards the missile, pulling your legs
up. Keep moving and drop down near the missile in darkness.
Drop down to the next level and then head straight and hide behind the
box on the right. Wait for the guard to pass to the right.
Go the left (where he came from) and stick to the wall, find the
ventilation shaft and jump up. Follow the vent and you will be on
top of the elevator. Bypass the circuit here to make the elevator
go up.
When you get to the top, there is a vent next to the circuit.
Climb in. There are two options here to go. Find the
hatch/path (left side) that has the ladder and go down. Use the
optic cable on the hatch below and make sure it is clear. Open,
exit and close the hatch. Head straight and put your back to the
wall on the right side. Keep going until you turn the corner and
pause. The missile launch wasn’t intentional, at least from the
North Korean side. Which gives you another objective: tap the
launcher bios for a fingerprint of the Dvorak algorithm
fragments. This requires you to find the west battery launcher.
Wait for things to break up and for the technician up stairs to head
back down again. When he is downstairs, go use the computer in
the upper left corner then exit the same way you entered. Head
back to the elevator using the vents and break the circuit to make the
elevator go down.
Find the passage in the upper left corner, follow the path and drop
down the vent. Turn around, go up the stairs and stay on the edge
of the room away from the windows. Head into the dark hallway and
open the door. Use the OCP on the camera then go down the stairs
and turn right. Drop down into the path and follow it to the
right. Pause at the wall and watch for the guard patrolling the
west launcher.
There are two ways down into the bunker below the launcher. We
will try the closest one down the stairs. When the patrolling
guard is away, head down the stairs. Use the OCP on the light
above the door and then open and enter the door, closing it behind
you. The last shipping log is on the center console computer
facing the ocean. One guard will patrol the room going from
machine in far corner to computer and towards the door. When he
walks towards the far corner, sneak up and use his computer to get the
last log.
[Note: if you are quick enough getting to the room, you can open the
door and walk up to the computer and use it without having to worry
about waiting for the guard to go back to the other side of the room.]
Now, we have to get the BIOS. Another technician is on the other
side of the room working on it. Go behind the launcher by using
the wall on the left. When you are behind it, equip a sticky
camera and then turn towards the door you came in and fire it. Use the
noise feature so both technicians go investigate. When they do,
go up to the circuit one was working on and bypass it. Then drop
back into hiding behind it again.
You have to make it back upstairs without these 2 noticing you.
They may both be up front, so use the OCP on the computer screen near
the door. This will make them investigate, now move to the door
you came in and hide in the corner for things to calm down. If
one guard is facing your exit door, use the OCP on the monitor again to
divert the attention, then head out the door, closing it behind you.
Hug the wall up the stairs and wait for the patrolling guard to go
away. The computer you need to use is on the launcher near the
spotlight. Be careful when you wait on the stairs, as I had the
two guards below come up and look around! When he moves away, use
the computer and fall back into darkness.
Lambert gives you a new task, you have to abort the launch of the
missile in the east bay. Head back out the way you came.
When you reach the loading bay, hug the wall and wait for the
technician to kneel down. When he does, use the OCP on the camera
and go up the stairs, closing the door behind you and head around the
room and down the stairs. Pause at the T junction hallway and
make sure it is clear. Then head down the hallway to the right,
dropping down into the hole. Go to the left and bypass the
circuit. Go up to the glass and hug the wall. In the
distance, you should see a guard moving to the left. Use the OCP
on the camera when clear, then move across the room towards that guard.
Get to the corner so you can see down the hall. Use the OCP on
the light hanging overhead and move towards the guard. Once you
pass the boxes, put your back to the wall and pass by the guard.
He will leave shortly. Then use the OCP on the light above the
red light circuit. Bypass the circuit and enter the launch
area. You are too late to stop the launch.
But you can get the codes from the bunker below to get the codes for
the warhead. Head down the stairs and open the door, hug the wall
until you can’t move anymore. The codes are on the computer
terminal with the lone guard. Move towards the middle. He
will get up in about 10-15 seconds (perhaps just a bit longer).
When he gets up and moves to the back of the room, sneak up and use the
computer. Then fall back to the middle in darkness and then head
back to the door you entered. They won’t see you, but they will
become suspicious.
You now have to get back to the command center with the timer still
running. By the time you get to the rail for the missiles, the
guard should be moving away from the missile. Hop up onto the
platform and head left, following the guard. You will make it to
darkness by the time he turns around.
Head into the bay and use the OCP on the camera above the stairs and
head through the door. The control console is the first computer
on the left in the room. There is one guard here and another who
should be walking in (depending on how fast you did this, he may not
even be there). The walking guard will pause on the right then
approach the radar screen/map. When he does that, sneak up and
use the computer and then fall back to darkness near the door.
Now for extraction: head back to either missile launch site and get to
the cliff. Might as well go for the east launcher, right?
Open the door and stay in the darkness, you may have alerted the
patrolling guard near the rail for the missile. Wait it out and
then use the OCP on the camera (or both camera/light). Head for
the cliff and avoid the guard as before if necessary, extraction is in
the upper left corner of the missile launch area.
[Stats: 100%, 0 KO, No bullets, 1 sticky cam, 31:43]
Mission 8: Seoul
Objective: Get data drives from switching station, recover manually
Objective: Broadcast data securely
Objective: Interrogate special forces agent
Objective: Tap mobile command center
Opportunity Objective: Stop North Korean Propaganda Broadcasts by disabling loud speakers
You start out in the old safe house. Head out the door and go to
the right. Stop where you meet the ledge and rappel down the side
of the wall. Turn around and then head to the left down the small
alley.
Lambert will chime in and tell you about other splinter cells and give
you another primary objective: interrogate a special forces agent to
determine the location of Jong. You will also see a wall mine on
the left. Once you disable it, stand up and hop over the fence in
the alley.
Your first opportunity to interrogate a special forces agent is just
ahead. 2 of them are arguing and one will walk out to take a
leak. Follow him and grab him, then take him someplace dark and
interrogate him. Pick up his body and head down the street to the
left when clear. Drop him in a dark corner.
About halfway down the street on the right is the first
loudspeaker. Bypass the circuit. Continue down the street
and in the corner, find the pipe. Climb up and then shimmy to the
platform. When you are up top, Grim will tell you to tap a mobile
command center ahead.
Head to the opposite side and slide down the ladder. Stay behind
the boxes and recon. Then hop up on the boxes and go left, dropping
down into the darkness. Loudspeaker #2 is in the corner
ahead. There is one patrolling guard here and one technician
working on the command center.
When the patrol is away and the technician is on the opposite side of
the truck, head up the ramp in the back and use the computer to tap the
center. Back out and head towards the loudspeaker and wait it
out. The tech will go into the truck and the guard will be back
in the area. Sneak in back of the truck towards the door the
guard is checking out.
Hide in the dark and continue along the wall and go towards the fire,
you should be able to see a ladder to a roof. Climb it and you
will find loudspeaker #3. Next to the speaker is a crawl space,
why not enter?
When you exit, use the ladder and then open the trap door. You
located the switching station. Quickly go to the only computer
that is on and get the drives. The doors are about to be blasted
open. Find a dark hiding space and let the two guards
enter. One will use the computer and the other will stand near
him on guard. Head out the blasted door and go left.
There is one technician working in the corner, you want to head up the
stairs. Take a left, but not a u-turn. Go straight and head
up towards the elevator. Then fall back to the corner and put
your wall to the back so you can get a view down towards the
elevator. One of the guards will go on patrol and the other will
stand guard near the elevator. When the patrol leaves, slowly
sneak up staying close to the right wall and enter the elevator.
Use the elevator to go up. That ends this part of the mission.
Seoul (Part 2)
Objective: Get to the EA-6B Prowler crash site
Opportunity Objective: Gain info on NK UAV’s
Opportunity Objective: Disable portable Radar Recon Receivers
You start out on the roof and you will immediately see a UAV helicopter
with infrared in front of you along with one guard. If the copter
sees you, you will be lit up with machine gun fire very quickly.
The OCP works on the copter, disabling it for a short period of time.
The first radar is directly ahead and below the platform you are
on. Hop over the ledge on the left and use the EEV to scan the
computer and disable the radar. Redding will let you know there
are 4 more to get. The guard should just be heading downstairs
now. Near the computer and closer to you is a zip line.
Head under the platform quickly and jump up and grab the zip line.
You will hit a fence, just keep moving to the right until you are in a
darker area, then hop over the fence. You will notice a wall mine
ahead, go towards it slowly and ignore it. Turn the corner and
stay on the left. Jump up near the ledge and grab the pipe and
work your way across. Drop down and turn right and jump to the
other ledge above the roof. Hide near the AC vent thing.
Turn around and wait for UAV. Use the OCP on the UAV then hop
over the AC and then use the EEV on the computer across from you to
disable the radar. Drop down silently and wait for the returning
guards below. Your goal is the door under/near the light
here. Use the OCP to take care of the copter.
When the two guards move, head towards the door and pick the
lock. You should have just enough time to get through the
door. If you hear the guards get spooked find the ledge of the
window. When clear, head back into the room and go around towards
the elevator. There is a door on the left, open and enter the
next area. You will immediately hear the UAV, so find some
cover.
Just below and to the left is the third radar. Head to the other
side of the broken out bathroom and use the EEV on the computer and
disable the radar. Drop down 2 levels, mindful of the UAV [mine
got stuck away from the bathrooms and didn’t move for some
reason]. Now you have to get a running start and hop over to the
platform where the computer/radar is. Aim for the far right so
you can get to darkness behind a ledge quickly.
When you pull yourself up, a guard will enter and head towards the computer.
When he does, head for the door and go through, closing it
behind you. Head around the corner to get to the severely broken
room, find the planks and use the right side and fall down (if you are
entering the room, that right side!). Release and fall down to
the next level.
Now go to the wall that connects the two left over parts of the room,
slowly inch out to drop down to the next level. You are now above
the unexploded ordnance. Drop down onto the ordnance and then
head towards the counter. Stand up and use the EEV on the
computer through the little window. This completes the objective
to get info on the UAV.
Hop over the counter and enter the crawlspace. When you exit the
opposite side, you will witness a firefight, with the South Korean
victorious. Jump up and grab the pipe above you and work your way
across, when you reach the dead end, drop down. Find the fence to
the left and climb over. Redding will let you know about some
armor up ahead (yay!). Head to the right and watch out for the
wall mine ahead. There is also an intense firefight.
Use the OCP on the light in the alley and head straight, turning right
near the truck. Go around the truck quickly and find the ladder
in the alley. Climb up and go to the right and pause just near
the zip line across the street. Use the OCP on the light across
and zip. Crouch and quickly fall off the other side and hide in
the alley on the left.
Use the OCP on the light across the street and move quickly behind the
armor. Then use the OCP on the light in the corner near the
armor. Go towards the light and jump up and grab the ladder and
don’t stop. Hop over the little wall. Just next to you is
radar #4. Head past it and go right.
Drop down the broken part of the floor to the level below and go
towards the left corner. Head to the open window and hop
out. You have a UAV to be aware of in this area. Use the
OCP on the closest sign and then drop down a level. Watch the UAV
(or use the OCP) and then drop down another level to the ground.
There are a few guards in the area as well. Wait for the OCP to
head back towards you and then away from the guards.
Use the OCP on the next sign and then crouch run towards the truck,
turning left when you can. Put your back to the wall and squeeze
in between the truck and the wall. At the front of the truck, go
down the alley and then left at the dead end. Pause at the left
wall before the flickering light.
You have company: armor and two guards. You have to get to the
plane down the street on the right. The flickering light gives
about 20 seconds of time to dash across the street. Use it
wisely. [Note: I did shoot out a sign on the upper side of the
street as a distraction, the OCP will also work here].
Once you are at the other side, find the cockpit of the plane.
It’s too badly damaged to recover the data, so you have to laser
designate it for destruction. Lambert tells you to get to
fallback to a structure up the street. On the right side of the
street you should see a pole. Climb up and you will find radar
#5. Go past and find the ledge.
Go straight and use the zip line to cross the street. Climb up as
far as you can go and you will be able to designate the target.
[Stats: 100%, 0 KO’s (not counting special forces agent), 1 bullet used]
Mission 9: Bathhouse
Objective: Get into the bathhouse
Objective: Find out who Shetland is meeting with
Opportunity Objective: Tap the bathhouse telephone lines (3):
Near insertion at top of stairs; Past turret near a desk; in the
drained pool area, behind spot light
You start out in an alley, move forward and around the corner.
There is a technician in the area, so be careful. You can use the
OCP on the street light above you and then enter the area and head
right. Keep going and go down a flight of stairs. Telephone
tap #1 is at the top. Use the OCP on the light again and then tap
the phone and head back down the stairs. Jump up and pull
yourself up, using the boxes as cover.
You can slowly move up the street using the right side. Even with
the flashing light, you are in complete darkness. The goal is a
manhole opening on the right side of the street just up from the boxes
and past the scooter. Stay near the boxes by the scooter so you
can use the OCP on the light above the opening.
Wait until the patrolling guard with the flashlight heads down towards
the technician. Use the OCP on the light and crouch run to the
opening. Go straight towards the light and up the ladder and open
the trap door.
[Alternate note: you can climb a pole next to the phone line and zip
line across to a ledge and then work your way to the opening/manhole;
thanks to Foolio]
Quickly head around the machinery and make a u-turn. Hide in the
corner between machinery. Eventually, the guard will move towards
you. Use the OCP on the light near where you entered. Then
use the OCP on the light where the guard sat down. Move towards
that light and go through the doorway and around the corner.
[Alternate note: you should have enough time, provided you are quick,
to head towards the guard and turn left before the door. This
gives you an area of darkness to hide and wait for the guard to go on
patrol. Then sneak through the doorway]
Head towards the laundry baskets and pause where the board is and use
the OCP on the fan. Work around the edge of the room and head
upstairs. Continue to the door. Open and head through,
closing it behind you and stay near the desk. There is one guard
near you who will leave through a doorway and then open a door and walk
into and away from you.
When he does, go around the desk (inside) and then open the door he
went through. Near the door on the other side of the room is a
crawl space. Enter the crawl space and move forward and
exit. Head towards the curtain and then use your thermal vision
and EEV to locate the computer case ahead of you. Flip off the
thermal vision and then hack the computer to disable the camera system.
One guard will remain in the area and patrol from near the desk and up
to the top of the stairs. When he moves up the stairs, follow
him. Wait near the top of the first flight near the light.
Another guard is upstairs and patrols the corridor. He will shine
the flashlight down the stairs. When he does use the OCP on the
light near you and move towards the light. The patrolling guard
you followed will pass right by you (make sure you are on the left, he
will pass on the right). Head up stairs and hug the wall on the
right. Pause here and wait for the hallway guard to come
back.
Both of the guards will head down stairs (the hallway one will only go
partway). This is your chance to go down the hall and enter the
first door on the right. Wait here and use your optic cable to
monitor the guards.
[Alternate note: you can avoid the risky stair approach by heading
outside from the computer desk on the ground level. You will have
to avoid the guard here and climb the pole near the telephone both and
then use the zip line to cross the street and enter the room with the
sleeping guard and TV]
When the hallway guard passes you and goes towards the stairs, head out
and towards the keypad door. Switch off the lights first and then
hack the keypad. Enter and find the dark corner in the upper
left. Wait here for things to calm down. You can then use
the EEV on the computer case and find out where the meeting is in the
bathhouse. Go back to the corner and enter the crawl space.
You will find out the I-SDF is in the house! Use the EEV to tap
either computer and you complete a secondary
objective.
Head back into the crawlspace and move towards the door. Wait for
the guard and then wait for him to go back towards the stairs and
follow him at a distance, head for the door on the left and close it
behind you. Flip off the lights in the room and head for the open
window. Angle the camera so you can see if the guard below is in
the light and looking towards the window. When safe jump up and
grab the ledge. Move towards the middle of the roof below so you
can drop silently. Head away from the street light and drop down
the other side.
Wait for the guard to patrol away and towards the street light, then
head through the door. Head back to the crawlspace in the closet
near the desk. Wait in the crawlspace and wait for the civilian
to enter and exit. He will be followed by a guard. When
safe, drop down and exit via the door they use.
Head towards the guy working on the ceiling fan, pausing past the first
panel because the guard with the flashlight will pause here and then
walk away. When he walks away, head straight and down the hall to
the left and put your back to the wall so you can see into the locker
room.
There is one guard leaning up against a locker and looking into the
mirror. Head slowly towards him and turn left into
darkness. He will notice something, when you get your music cue,
head around the wall and straight towards the bathroom and find a stall
to hide in. Use your thermal vision and wait for the guard to go
back to the locker room.
[Alternate route note: When he does, exit the bathroom via the door
straight across from the stalls. Put your back to the left wall
in the hallway and approach the corner. Wait for the guard to go
to the left. Use the OCP on the light and enter the bath.
Stick to the wall on the left and move past the bricks lined up.
Hop the wall and head towards the wall between baths. Hop the
wall again when the guard is approaching where you entered. The
next bath contains a trap door, open it and enter. Head up the
ladder and open the trap.
In the corner near the trap is a valve, this will steam up the place,
effectively leaving zero visibility for the guards, but not up
close. Anyway, there are three doors in the area. If you
stay in the corner and face the center, there are doors in each
corner. The one to the right is where you came from. The
one to the left leads to a drained pool.]
From the bathroom stall, exit the bathroom and head left through the
door across from you. Cut the material and enter. This is
the drained pool, head right at the doorway and go into a shower
stall. Climb up the pole here and then pull your feet up and work
your way across the stalls, pausing about halfway to get rid of the
light up here using the OCP. Continue, drop down and head for the
scaffolding. Go up the ladder, then use the OCP on the spotlights
in the corner. Behind the spotlight is phone tap #2. Drop
down, tap the line.
Head through the door and pause near the next doorway, putting your
back to the wall. 2 armed guards are here in the steam.
Your goal is to head to the doorway opposite the one you are at.
Stay here and let them both walk away from the door. Make your
way slowly across the room and pause about halfway in the dark.
The closest guard is about to enter the doorway you want to get
to. Wait in the corner near the door and put your back to the
wall and stand up. The two guards will pass you on patrol.
When they move away, head through the doorway. Pause near the
next corner and notice the patrolling guard and turret. Head in
when the guard walks toward the turret and turn left. Turn on the
steam in the room. Then head across using the baths.
Deactivate the turret and then head through the doorway to the left of
the computer. Stick to the left wall once you turn the corner.
Phone #3 to tap is behind the desk ahead. There is one patrolling
guard here as well, he also has night vision goggles. When he
patrols away from you, cross the room and tap the phone. Wait in
the corner in darkness, waiting for the guard to return.
When he turns around, move towards the desk so you can see him turn the
corner. Follow him, he will turn into a doorway on the
left. Don’t follow him, go straight and then right to the
bathroom. Pause near the light switch and wait for the guard you
were following to go back towards the desk. Do not move until he
rounds the corner. Head to where he came from, turning right
through the door. Put your back to the wall and move forward and
hide in complete darkness. Wait for the guard to return and leave.
You should see a crawl space ahead of you. That’s your goal. When
both patrols leave, head for the crawl space and enter and exit the
opposite side. Drop in the water and stay put. There is a
technician who will walk from the garden area across the plank and to
the room on the right. Move forward and pull yourself up on the
plank and go to the garden and enter that crawl space.
You will reach a dead end and overhear the meeting between I-SDF and
Shetland, head far enough in to trigger it, then back out of the crawl
space. When you can move again, exit the crawl space and go back
through the crawl space near the pool of water.
Cross the hall and then take a left. Take another left and go
through the bathroom, take another left and cross the platform.
To the left is the room Shetland had his meeting, use the EEV and scan
the computer and download the file "Chaos Theory." Then head to
the right, disable the wall mine. Now recon the area, with your
back to the paper door, there are 3 guards in the room behind cover
with either NVG or infrared goggles and gas masks. Seems hard,
right? It is, but it requires some planning to get by them.
You have 2 flash grenades and 2 smoke grenades (for cover). Take
the first flash grenade and work yourself to the opening. Throw
it in the upper left corner and fall back to cover. Wait for it
go off and then enter the shower room and hide behind the first wall on
the right. Form here, use a smoke grenade and toss it (with the
left trigger) to the right of your position. Equip a flash
grenade again and toss it towards the center/upper left. Then get
up and run to the doorway in the upper right. If you hear them
yell “Let’s try something else,” you’ve been spotted [reload and try
again or reload if they start firing].
Carefully round the corner with the wall mine and enter the next area
with Shetland. Now you have to deal with bombs and guards with
infrared/NVG. The first bomb is on the ground in the left corner
near where you entered (under machinery). Shetland will start
talking just like a Bond villain. Shoot the light out above you
for a distraction that comes in handy in a few seconds. You can
either hop the fence or break the lock. Either way, you have to
go to the left of the stairs and take another left and go through a
narrow passage. This is bomb #1.
Make sure you have your shockers equipped and when Shetland stops
talking again, you can move. Head back the way you came and get
ready with the shocker Put your back to the machinery and watch
the guard go up the stairs and then above you, the trick is to remain
behind him. Head up the stairs and either shock him or KO
him. Remember to hide his body off the platforms.
You have 1:30 for the next bomb. Head up the stairs and take a
right around the platform. Near the light (shoot it if you want)
and below it is the second bomb. Hop over the railing and drop
down to defuse. Shetland will come out again and cue another 2
guards.
Behind you in the corner is a pipe you can climb up. Before you
do this, toss a smoke grenade above you to the platform. Then
climb up the pipe and pull yourself up on the machinery. You will
see the second guard passing below you. Drop down, sneak up and
KO him. Head back and hop on the machinery again and face the
opposite wall, the other guard will have turned around to look for his
buddy. Use the shocker on him. [Note: the guard may not be
aware of his fellow guard’s disappearance. You can angle yourself
between the machinery (waiting for him to pass) and then use the
shocker on his back]
Now head towards the remaining light in the room, past the rubble in
the platform and to the left is the third bomb. Hop over and
defuse it. Shetland will appear again and exit the area via the
door in the upper left corner. A guard will also enter through
this door. So jump back towards the junk on the platform, head
right and around the machinery. Pause and face the door.
The guard will notice the light is out and then use your shocker on
him. That does it for the guards here. Now for
Shetland…head out the door and then turn the corner and go up the
ladder.
You will get a long scene of you and Shetland yapping. You can
cap him in the head from here or put your gun away and you will knife
him.
[Stats: 100%, 7 KO’s (It appears the game ASSUMES you KO’ed
the shower guards even though you snuck by them, so it is really 4), 3
bullets (1 to kill Shetland)]
Mission 10: Japanese Defense Ministry
Objective: Don’t kill anyone
Objective: Contact detained American officers
You start outside, head straight towards the garage door. On the
left before you reach the door is a switch to open it. Use your
thermal vision to check the placement of the 2 guards. Don’t open
the door when they are next to it. Wait for them to walk
away. If you wait just long enough and open the door, they won’t
notice right away.
Head right and stay close to the wall. There is a camera ahead
with infrared capability, so be aware. Just next to the camera is
a door that you have to lock pick. When both guards are away from
the garage door, pick the lock and enter. Close the door behind
you and climb the ladder. Up top, enter the crawl space.
You will be in a bathroom with one guard doing his business in the
stall. He will be a good boy and wash his hands near the crawl
space.
Follow him out of the bathroom. You can do a few things
here. You could follow him diagonally in darkness or go through
the waterfall sign to darkness on the opposite side. If you go
via the waterfall, you can sneak towards the guard at the front desk
and sneak through the crawlspace and end up near the desk with the
guard you followed. Either way, make your way to the
sculpture.
Turn and use the OCP on the bright light. Jump up and pull
yourself up onto the sculpture. Repeat until you reach the top
and then pull yourself up on the beams. Work your way to the
glass elevator and drop onto the glass. Move across and find
another beam, there is a crawl space up here you can enter. Exit
and drop down.
You will overhear a guard and the two Americans you need to get
to. Head left and drop down into the bushes. Move to the
right and continue until you reach the end. You can simply move
forward and talk to the Americans. This gives you another set of
objectives: access the war room and record the meeting. Head back
the way you entered. Around the corner is a lit room and a crawl
space.
Get to the crawl space and drop down, put your back to the wall so you
can see down the hall. When the guard is away from you, go right
and then left. Make sure the janitor has his back to you.
Enter that hallway and stay to the left, jump up and grab the
pipe. Drop down when you reach the end, making sure the janitor
is facing the opposite way.
If you look up, you should see an opening on the left just past where
the pipe ends. Jump up and pull yourself up. Drop down the
other side and head for the opening, use the pipe and work your way
down. In the corner is a small passage way.
Head out and notice the two guards. You have to go left, so do so
along the wall in darkness. Pause at the pillar before the bright
light and camera and watch the pattern of the two guards. Just
down the hall is some railing and over the railing a door. The
timing is not good for a straight sneak, so you will have to use the
OCP as a distraction.
When both guards are near where you entered from, aim the OCP at the
light furthest away from you and near the entry. This will
distract the two so you can hop the railing and enter the building
(note that this is the same way you entered in the first place; it just
appears less risky than backtracking and climbing down the
sculpture). Climb the ladder, use the crawlspace and emerge in
the bathroom.
Exit the bathroom and cross the room diagonally in darkness towards the
desk guard. Conveniently, the light you used the OCP on is now
out. Head towards the glass doors in the darkness and head
right. Around the corner is a light switch. Use it and go
down the people mover on the right. At the bottom is a camera and
two patrolling guards. Your goal is to go the right and down the
stairs. However, it is best to go left and then around the
elevators.
Near the bottom of the people mover, use the OCP on the camera and head
left. One guard is headed up the people mover by now, another
headed to the right, and one will investigate the camera when you use
the OCP.
Hide on the wall near the elevator, but before the glass. Wait
for it to calm down. One guard will pass you and go to the
bathroom. Don’t head down the hall to the right just yet as one
more guard will pause at the opposite end and glance towards you and
turn away. You have a small window of opportunity to hit the
light with the OCP. Do it, drop to darkness and then go right
towards the light when it goes out. Keep going and hug the wall
on the left when you can see the stairs down. Wait for the guard
who went to the bathroom to pass and go down the stairs.
Make sure the other guard is away, then use the OCP on the light above
you. Cross the room and hop over the rails to the level below you
and wait. The door to the next area has a retinal scanner, so you
will have to hack it. Stay in the dark corner and use the EEV.
Put your back to the wall near the stairs (where you dropped down) and
stand up to check the position of the guards. Make sure no one is
facing the door then enter and turn left. There are two doors
here. The one closest and to the right contains two guards.
The one down the hall is the server room. The room with the 2
guards contains nothing exciting except for two sticky shockers.
Go down the hall, don’t worry about the light. Use the keypad
(you should have the code). There is one camera directly above
the server you need to access it. Shoot it with the OCP and then
quickly get under the camera and use the computer. Head back out
and shut the door behind you. You’ve just unlocked the war room,
which is back near the glass elevators in the next area.
Stay at the corner so you can see the glass door. When safe, head
through and hide in the corner next to the stairs. One guard will
come down on patrol and then head back up. Stand up to recon the
area with the camera. When the patrol leaves the area, head up
and the stairs and take a right, staying at the corner near the
elevator. When safe, go left and then right, the doors to the war
room will open for you. Now you just have to find a way in.
Listen to the conversation with Lambert, there is a clue about it not
being airtight. Put your back to the cube and go right.
Watch the guard, wait for him to turn around and start following
him. The camera only points one way, towards the opposite end of
the hall. This requires precise timing on when you disable the
camera. Pass just under it and turn around and use the OCP.
Continue following the guard. Jump up and pull yourself up to the
ledge at the junction. Do this right, and you won’t be spotted by
the camera. Time it wrong and you will trip the alarm via the
camera.
Now you just have to jump the gap. Wait for the patrol to leave
then jump, don’t worry about making the guard think he heard
something. Just enter the crawl space and keep going. Use
the EEV and point at the big screen.
After the conversation conks out, tap the lap top on the right.
After a bit, Otomo will come back. He’s going to launch a North
Korean missile at his own country, it’s up to you to get rid of his
servers. Yay you!
Exit back through the crawl space. Be aware of the patrolling
guard and the stationary guard below. You will have to drop down
in between platforms when the patrol is away from the side you came
down. Use the OCP on the camera and head towards the sliding
door. You will have to be careful of the patrols here as
well. Across the sliding war room door are the elevators.
Call the elevator when safe and head down.
You will then be given another objective: Capture Otomo alive.
Will your objectives ever end? About half way down the elevator
power will be cut and the trap door in the floor will open. Drop
down, grab the ledge and line yourself up with the ledges in the
shaft. Keep dropping down. And guess what, you now have 3
minutes to get to the server room.
Get towards where the elevator door would open and pull yourself
up. Head left around the area, following the 3 guards. Walk
slowly and enter the door on the right. Directly to the right is
a switch, this will kill the laser trip wires in the hall.
Continue straight and through the next door. Stay away from the
sliding turret and hop the railing and go behind the red screen and
stop near the lone screen near a window. Silently hop up and drop
down. Pull yourself up behind the 2 guards. Go up the
stairs and around the corner.
You can hack the server and get some information and then place the
charge. You should have roughly 60 seconds left on the timer at
this point. Head back the way you came and drop in the trench and
detonate the charge. Only thing left (barring more Lambert orders
like picking up some sushi for him) is to get Otomo.
Keep going in the trench and you will come out behind the guards
now. Head up the stairs to the left. Just keep going until
you cue the conversation with Otomo. He’ll stab himself; you will
have to save him. Turn around and go through the sliding glass
door with computers. In the upper right corner is a trap door
that is open. Drop down and continue until you can pull yourself
up. Get to Otomo and stabilize him.
Now for extraction…except you are 100 feet under water. Pick up
Otomo and head for the windows, place the charge and back up.
[Stats: 100%, 0 KO, 0 bullets, 0 gadgets]
My plan is so simple an idiot could have thought of it
This posting is provided "as-is" and confers no rights
|